Archived Changes for Artifacts (254 total)

ID Target Collection Target Change Type Status Changes Reason Time User
6a86191f363ad51c2795de32 artifacts Ring of The Vampire King Update Approved
Effect Description:
Increase Vampire Job production by -10% stability loss chance, and 1 MP. → Increase Vampire Job production by -10% stability loss chance, and 1 MP. Great Effect Flayed Monkey Paw - Gain a Major Bless effect for 1d4+1 sessions then after it is done gain the opposite effect of whatever the bless was for 1d4-1 session (Minimum of 1 session)
None yoda1546
6a8603e9363ad51c2795de11 artifacts Noraa's Candle Update Approved
Equipped:
0 → True
None avi.a4
6a8603cf363ad51c2795de10 artifacts Bjork Horn Shofar Update Approved
Equipped:
True → 0
None avi.a4
6a851bbe363ad51c2795dc08 artifacts Taksi Crown Update Approved
Equipped:
0 → True
None mykonos_
6a827cfc3274148145ee767f artifacts Deck of Vile Purity Update Approved
No changes
None mykonos_
6a827cf63274148145ee767e 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 (taking up no artifact slots for you), 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.] (X) 5: The Chain - [A random character on the map is painfully linked to you for the session. Each of your attributes are copied to theirs, and you lose any health states they lose.] 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: The Path - [You gain a random tier 3 title, which cannot be removed by any means, each session it naturally increases until it is a tier 3 positive, taking up no slot, in which it is removed the next session.] 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 The Merchant - [Increase import and export slots by 5 for one session. Additionally, each time you make a trade this session, gain $25 (Per Era) per resource.] 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 age.] 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: 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: 17: The Golden One - [Increase the production, and reduce the consumption (min 0) of all jobs by 1 for the duration of this session; additionally, gain $250 (Per Era).] 18: The Lawbearer - [Increase your stability gain chance and cap by 50% for the remainder of the era; additionally, you may change three laws (if scaled, by three steps) without stability loss.] 19: The Concord - [You may immediately make a Pact (according to the Pact spell) with max benevolence. Additionally, you may select another character / org / nation within diplo range that may also benefit from this Pact without paying. This Pact does not cause any issues with other Pacts, but its effects may only last 1d4+1 sessions at most.] 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 (taking up no artifact slots for you), 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.] (X) 5: The Chain - [A random character on the map is painfully linked to you for the session. Each of your attributes are copied to theirs, and you lose any health states they lose.] 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: The Path - [You gain a random negative tier 3 title, which cannot be removed by any means, each session it naturally increases until it is a tier 3 positive, taking up no slot, in which it is removed the next session.] 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 The Merchant - [Increase import and export slots by 5 for one session. Additionally, each time you make a trade this session, gain $25 (Per Era) per resource.] 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 age.] 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: 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: 17: The Golden One - [Increase the production, and reduce the consumption (min 0) of all jobs by 1 for the duration of this session; additionally, gain $250 (Per Era).] 18: The Lawbearer - [Increase your stability gain chance and cap by 50% for the remainder of the era; additionally, you may change three laws (if scaled, by three steps) without stability loss.] 19: The Concord - [You may immediately make a Pact (according to the Pact spell) with max benevolence. Additionally, you may select another character / org / nation within diplo range that may also benefit from this Pact without paying. This Pact does not cause any issues with other Pacts, but its effects may only last 1d4+1 sessions at most.] 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_
6a827ce53274148145ee767d 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 (taking up no artifact slots for you), 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.] (X) 5: The Chain - [A random character on the map is painfully linked to you for the session. Each of your attributes are copied to theirs, and you lose any health states they lose.] 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: 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 The Merchant - [Increase import and export slots by 5 for one session. Additionally, each time you make a trade this session, gain $25 (Per Era) per resource.] 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 age.] 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: 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: 17: The Golden One - [Increase the production, and reduce the consumption (min 0) of all jobs by 1 for the duration of this session; additionally, gain $250 (Per Era).] 18: The Lawbearer - [Increase your stability gain chance and cap by 50% for the remainder of the era; additionally, you may change three laws (if scaled, by three steps) without stability loss.] 19: The Concord - [You may immediately make a Pact (according to the Pact spell) with max benevolence. Additionally, you may select another character / org / nation within diplo range that may also benefit from this Pact without paying. This Pact does not cause any issues with other Pacts, but its effects may only last 1d4+1 sessions at most.] 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 (taking up no artifact slots for you), 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.] (X) 5: The Chain - [A random character on the map is painfully linked to you for the session. Each of your attributes are copied to theirs, and you lose any health states they lose.] 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: The Path - [You gain a random tier 3 title, which cannot be removed by any means, each session it naturally increases until it is a tier 3 positive, taking up no slot, in which it is removed the next session.] 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 The Merchant - [Increase import and export slots by 5 for one session. Additionally, each time you make a trade this session, gain $25 (Per Era) per resource.] 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 age.] 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: 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: 17: The Golden One - [Increase the production, and reduce the consumption (min 0) of all jobs by 1 for the duration of this session; additionally, gain $250 (Per Era).] 18: The Lawbearer - [Increase your stability gain chance and cap by 50% for the remainder of the era; additionally, you may change three laws (if scaled, by three steps) without stability loss.] 19: The Concord - [You may immediately make a Pact (according to the Pact spell) with max benevolence. Additionally, you may select another character / org / nation within diplo range that may also benefit from this Pact without paying. This Pact does not cause any issues with other Pacts, but its effects may only last 1d4+1 sessions at most.] 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_
6a827b313274148145ee767c artifacts Gauntlets of the Songsmith Update Approved
Rarity:
Mythical → Legendary
None mykonos_
6a827afb3274148145ee767b artifacts Gauntlets of the Songsmith Update Approved
Rarity:
Great → Mythical
Effect Description:
The wielder of this artifact may sacrifice a spell component to power a non-mythical artifact adding an additional good like effect. Mundane: 0 mana Good: 2 mana Great: 3 mana Legendary: 12 mana The ability added to the artifact will match the flavor of the spell component. This may be used on an artifact once and the spell component ability can not be reforged, upgraded, or changed in any manner. → The wielder of this artifact may sacrifice a spell component to power a non-mythical artifact adding an additional great like effect. Mundane: 0 mana Good: 2 mana Great: 3 mana Legendary: 12 mana The ability added to the artifact will match the flavor of the spell component. This may be used on an artifact once and the spell component ability can not be reforged, upgraded, or changed in any manner.
None mykonos_
6a81500fb7f469bbfc136756 artifacts Robes of the Last Illud Archmage Update Approved
Rarity:
Legendary → Mythical
None mykonos_