Archived Changes for Artifacts (6505 total)

ID Target Collection Target Change Type Status Changes Reason Time User
699a80295681fbed2392882d artifacts The Firefather Update Approved
Effect Description:
The wielder of this artifact may activate this artifact by spending 1 charge per effect, once activated it cannot be deactivated until it runs out of charges. Each session the amount of charges spent is equal to the amount of effects, plus one per session. If you have three effects activated, it's first session cost is 3, then 4, then 5, etc. You must select the effects when first activated. The effects are as follows: - Gain the effects of the foresight spell each session. - Regain a health state at the start of each session. - Reduce the complexity of all spells by 1, to a minimum of average. - Gain an additional +2 progress quest slot, which may not be upgraded and may only be used on the creation of spells, spell components and artifacts. - Each session a target character must make a DC 25 Prowess / Magic check (their choice) or suffer the loss of a health state. They may ignore this by reducing an attribute of your choice by 2. - Increase all attributes by 1, to a maximum of 8. - Gain the Firefather unit during all war sessions If all of the above effects are activated, also gain the below effect: - Gain a bonus to all mech-rps equal to the amount of hazardous terrain in your nation, divided by 2, rounded up. Once the Firefather is deactivated, it becomes unable to be activated again for the same amount of time that it was active. This artifact has 13/20 charges, and regains a charge according to the below chart: (+1): the wielder sacrifices 3 magic points (+1): the wielder casts a base improbable spell or greater (+2): the wielder sacrifices two health states (cannot be ignored) (+3): the wielder sacrifices a Good or greater artifact (+5): the wielder accepts a random complication → The wielder of this artifact may activate this artifact by spending 1 charge per effect, once activated it cannot be deactivated until it runs out of charges. Each session the amount of charges spent is equal to the amount of effects, plus one per session. If you have three effects activated, it's first session cost is 3, then 4, then 5, etc. You must select the effects when first activated. The effects are as follows: - Gain the effects of the foresight spell each session. - Regain a health state at the start of each session. - Reduce the complexity of all spells by 1, to a minimum of average. - Gain an additional +2 progress quest slot, which may not be upgraded and may only be used on the creation of spells, spell components and artifacts. - Each session a target character must make a DC 25 Prowess / Magic check (their choice) or suffer the loss of a health state. They may ignore this by reducing an attribute of your choice by 2. - Increase all attributes by 1, to a maximum of 8. - Gain the Firefather unit during all war sessions If all of the above effects are activated, also gain the below effect: - Gain a bonus to all mech-rps equal to the amount of hazardous terrain in your nation, divided by 2, rounded up. Once the Firefather is deactivated, it becomes unable to be activated again for the same amount of time that it was active. This artifact has 16/20 charges, and regains a charge according to the below chart: (+1): the wielder sacrifices 3 magic points (+1): the wielder casts a base improbable spell or greater (+2): the wielder sacrifices two health states (cannot be ignored) (+3): the wielder sacrifices a Good or greater artifact (+5): the wielder accepts a random complication
Discord Message (1474979919577616504) juggernacht
699a790d5681fbed239287ff artifacts 688d4a1a9c31e34b58bd3d13 Remove Approved
Name:
Eternal Armor → None
Rarity:
Mythical → None
Equipped:
0 → None
Effect Description:
[While the wielder of this artifact is not at war: The wielder may input nation magic into the artifact. In addition, the wielder may have war and instant spells casted stored into the artifact. This artifact loses mana based on what tier it is at per session. Tier 1: 1-3 Tier 2: 4-8 Tier 3: 9-15 The wielder of this artifact gains the ability to summon the unit of the same name at the start of any war session. This unit does not take up a unit slot. Mana 9/15] ============================ Eternal Armor Tier 1 Hp: 8 Morale: none Damage: 5 Retaliation Damage: 3 Range: 1 Speed: 2 Armor: 2 ============================= Eternal Armor Tier 2 Hp: 9 Morale: none Damage: 5 Retaliation Damage: 3 Range: 1 Speed: 2 Armor: 2 Aura of Magic: Provides magical trait to nearby units Integrated Casting Mechanism: If the unit has not moved this turn, it can cast a number of spells equal to a combined dc of 25 that are war or instant casting time. ============================= Eternal Armor Tier 3 Hp: 10 Morale: none Damage: 5 Retaliation Damage: 3 Range: 1-2 Speed: 2 Armor: 3 Aura of Magic: Provides magical trait to nearby units Integrated Casting Mechanism: If the unit has not moved this turn, it can cast a number of spells equal to a combined dc of 50 that are war or instant casting time. → None
Owner:
Creator:
None → None
Mechanical Modifiers:
[] → None
administration:
0 → None
effective_territory:
0 → None
current_territory:
0 → None
road_capacity:
0 → None
effective_pop_capacity:
0 → None
pop_count:
0 → None
owner_death_loss_chance:
0.05 → None
passive_loss_chance:
0 → None
district_details:
{} → None
job_details:
{} → None
land_unit_details:
{} → None
naval_unit_details:
{} → None
loss_chance_at_tick:
0 → None
loss_roll:
0.8129515935973226 → None
Artifact Slot Usage:
6 → None
Discord Message (1451406667244634234) juggernacht
69962b8adaa31aee5abd85c7 artifacts The Blue Luxin Dagger Add Approved
Name:
None → The Blue Luxin Dagger
Rarity:
None → Mundane
Equipped:
None → 0
Effect Description:
None → Destroy this Artifact: Grant a number of charges to another equipped artifact by the wielder. (This "Artifact Slot" cannot be used by another artifact this session). Target Artifact is Mundane / Good; Gain 3 charges Target Artifact is Great / Legendary; Gain 2 charges Target Artifact is Mythical Gain 1 charge
Owner:
None → Bó Nei Lu
Creator:
Mechanical Modifiers:
None → []
Bilt dis frvr ago Discord Message (1473571608529731625) whaet
69962a30daa31aee5abd85c5 artifacts Shèngkāi de Shù Add Approved
Name:
None → Shèngkāi de Shù
Rarity:
None → Mundane
Equipped:
None → 0
Effect Description:
None → This magical bonsai tree holds four blooms in it: 1. Rebirth: The wielder gains slightly increased chances of success on all training mrps. 2. Beauty: The wielder gains slightly increased chances of success on all gathering checks, artifact creation progress quest mrps, or node creation progress quest mrps. 3. Memory: The wielder gains +1 attack in war, +1 prowess (observing cap) in duels. 4. Death: The wielder gains slightly increased chances of success on stability mrps. Any time before a roll, the wielder may pay 2 character magic or 1 (per age) nation magic to "water" the tree and trigger the current bloom. Then rotate to the next bloom.
Owner:
None → Bó Nei Lu
Creator:
None → Bó Nei Lu
Mechanical Modifiers:
None → []
Reward for the artifact nation rp thing done forever ago. Discord Message (1473785096405385432) whaet
69960050daa31aee5abd85a0 artifacts Charm of the Great Sea Serpent Update Approved Got traded a bit ago whaet
69960002daa31aee5abd859f artifacts Charm of the Great Sea Serpent Update Approved
Effect Description:
## Charm of the Great Sea Serpent (Legendary) When the artifact wielder is at war and is a leader unit on the field: Gain 1 charge for every unit killed in battle that the wielder is apart of Gain 2 charges for every unit killed by the wielder directly Gain 3 charges for every leader unit killed/defeated in a war session duel by wielder Spend Charges: Spend 1 charge = Wielder may grant a unit of your choice the effects of the Water Breathing spell for the war session. Spend 3 charge = Wilder grants an adjacent unit +1 speed and the effect and the effects of Semi-Aquatic for one war session. Spend 5 charge = Wielder may summon the "Sea Serpent" Classical Naval Unit; adjacent to the wielder unit or a City/Fort/Dock they own; lasts for one war session. Current charges: 10/10 Description: A charm depicting a coiled sea serpent, with shining lapis scales and golden eyes. → Charm of the Great Sea Serpent (Legendary) When the artifact wielder is at war and is a leader unit on the field: Gain 1 charge for every unit killed in battle that the wielder is apart of Gain 2 charges for every unit killed by the wielder directly Gain 3 charges for every leader unit killed/defeated in a war session duel by wielder Spend Charges: Spend 1 charge = Wielder may grant a unit of your choice the effects of the Water Breathing spell for the war session. Spend 3 charge = Wilder grants an adjacent unit +1 speed and the effect and the effects of Semi-Aquatic for one war session. Spend 5 charge = Wielder may summon the "Sea Serpent" Classical Naval Unit; adjacent to the wielder unit or a City/Fort/Dock they own; lasts for one war session. Current charges: 10/10 Description: A charm depicting a coiled sea serpent, with shining lapis scales and golden eyes.
None whaet
6995ffefdaa31aee5abd859e artifacts Charm of the Great Sea Serpent Update Approved
Effect Description:
When the artifact wielder is at war and is a leader unit on the field: >Gain 1 charge for every unit killed in battle that the wielder is apart of >Gain 2 charges for every unit killed by the wielder directly >Gain 3 charges for every leader unit killed/defeated in a war session duel by wielder Spend Charges: 1 charge = Wielder may grant a unit of your choice the effects of the Water Breathing spell for the war session. 5 charges = Wielder may summon the "Sea Serpent" unit Classical Naval Unit adjacent to themselves or a City/Fort/Dock they own Description: A charm depicting a coiled sea serpent, with shining lapis scales and golden eyes. → ## Charm of the Great Sea Serpent (Legendary) When the artifact wielder is at war and is a leader unit on the field: Gain 1 charge for every unit killed in battle that the wielder is apart of Gain 2 charges for every unit killed by the wielder directly Gain 3 charges for every leader unit killed/defeated in a war session duel by wielder Spend Charges: Spend 1 charge = Wielder may grant a unit of your choice the effects of the Water Breathing spell for the war session. Spend 3 charge = Wilder grants an adjacent unit +1 speed and the effect and the effects of Semi-Aquatic for one war session. Spend 5 charge = Wielder may summon the "Sea Serpent" Classical Naval Unit; adjacent to the wielder unit or a City/Fort/Dock they own; lasts for one war session. Current charges: 10/10 Description: A charm depicting a coiled sea serpent, with shining lapis scales and golden eyes.
Artifact re-balance and re-wording. whaet
6994f0a58d4d3ef1e46b9555 artifacts Veclan, Scythe of Anguish Update Approved
None docrm
6994e34d8d4d3ef1e46b9538 artifacts Deck of Vile Purity Update Approved
Effect Description:
Once per session the wielder of the Deck of Vile Purity may draw a card, (rolling a d20). Within the deck, 1-7 are negative, 8-10 are neutral, and 11-20 are positive. When a card is drawn, it is removed from the deck until regenerated. Positive cards are kept as consumable Legendary artifacts, while Neutral and Negative effects occur immediately. The deck automatically regenerates fully at the start of a new era; additionally, a health state and 5 NMP may be spent to regenerate a random card. AI will refuse to draw from the deck entirely if there are 5 or less positive cards. Characters can spend mech-rps to draw from this deck (with permission). When you draw a card, you may re-pull one more time by spending two health states. Alternatively, a health state may be substituted by the loss of two random attributes. Negative: 1 2 3 (X) 4: The False Star - [Your highest attribute is reversed, becoming negative. If you are immortal, this lasts for 1d20 sessions and then returns to normal.] 5 6 (X) 7: The Snare - [One of your mech-rps this session (or next session if not all mech-rps are available) suffers a -10, rolled randomly by an admin.] Neutral: 8 (X) 9: The Deep - [Your final mech-rp for the session is completely randomized but cannot be explicitly negative, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +10 bonus to this roll, and may assign any bonuses you like to it.] 10 Positive: (X) 11: The Crow - [You may automatically reveal all current or ongoing secret-rps based around a chosen target (which may include you.) 12 (X) 13: The Mother - [A chosen character fully regains all missing health states, increases their elderly start time by 1, and gains a +1 bonus to all rolls for the remainder of the session.] (X) 14: The Bond - [You may select another character in the game. For the duration of this session you may use each other's attributes interchangeably for rolls, and may take health states for each other. Additionally, both of you gain slightly increased chances of success on all rolls; doubled if the mech-rp directly involves each other. You may never select the same character more than once.] 15 16 (X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.] (X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.] 19 20 All attempts to gleam the future of this artifact, or affect what is pulled will always result in two lost health states, and may only be done by a character who has already pulled from the artifact. "All things that are right and true in this world are built from the people that live within it. I have found this works best when that metaphor is taken quite literally." → Once per session the wielder of the Deck of Vile Purity may draw a card, (rolling a d20). Within the deck, 1-7 are negative, 8-10 are neutral, and 11-20 are positive. When a card is drawn, it is removed from the deck until regenerated. Positive cards are kept as consumable Legendary artifacts, while Neutral and Negative effects occur immediately. The deck automatically regenerates fully at the start of a new era; additionally, a health state and 5 NMP may be spent to regenerate a random card. AI will refuse to draw from the deck entirely if there are 5 or less positive cards. Characters can spend mech-rps to draw from this deck (with permission). When you draw a card, you may re-pull one more time by spending two health states. Alternatively, a health state may be substituted by the loss of two random attributes. Negative: 1 2 3 (X) 4: The False Star - [Your highest attribute is reversed, becoming negative. If you are immortal, this lasts for 1d20 sessions and then returns to normal.] 5 6 (X) 7: The Snare - [One of your mech-rps this session (or next session if not all mech-rps are available) suffers a -10, rolled randomly by an admin.] Neutral: 8 (X) 9: The Deep - [Your final mech-rp for the session is completely randomized but cannot be explicitly negative, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +10 bonus to this roll, and may assign any bonuses you like to it.] 10 Positive: (X) 11: The Crow - [You may automatically reveal all current or ongoing secret-rps based around a chosen target (which may include you.) 12 (X) 13: The Mother - [A chosen character fully regains all missing health states, increases their elderly start time by 1, and gains a +1 bonus to all rolls for the remainder of the session.] (X) 14: The Bond - [You may select another character in the game. For the duration of this session you may use each other's attributes interchangeably for rolls, and may take health states for each other. Additionally, both of you gain slightly increased chances of success on all rolls; doubled if the mech-rp directly involves each other. You may never select the same character more than once.] (X) 15: The Enlightened - [Increase a chosen attribute and attribute cap by 1, this cannot be your highest attribute. During the session this occurs, all mech-rps with that chosen attribute have their DC decreased by 5.] 16 (X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.] (X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.] 19 20 All attempts to gleam the future of this artifact, or affect what is pulled will always result in two lost health states, and may only be done by a character who has already pulled from the artifact. "All things that are right and true in this world are built from the people that live within it. I have found this works best when that metaphor is taken quite literally."
None mykonos_
699334b327e4586aeda7cdfb artifacts The Firefather Update Approved
Mechanical Modifiers:
Added:
Item 1:
type: character
modifier: stat_cap
value: 1.0
Item 2:
type: character
modifier: rulership
value: 1.0
Item 3:
type: character
modifier: cunning
value: 1.0
Item 4:
type: character
modifier: charisma
value: 1.0
Item 5:
type: character
modifier: prowess
value: 1.0
Item 6:
type: character
modifier: magic
value: 1.0
Item 7:
type: character
modifier: strategy
value: 1.0
Item 8:
type: nation
modifier: 2_progress_slots
value: 1.0
Modifiers juggernacht