Archived Changes (20929 total)

ID Target Collection Target Change Type Status Changes Reason Time User
69f24b4f76cf71f28aa85615 nations Vyssafia Coven Update Approved
Jobs:
fisherman: 5 → 9
Job Assignment cee_canary
69f24b3c76cf71f28aa85614 nations Vyssafia Coven Update Approved
Jobs:
fisherman: 0 → 5
Job Assignment cee_canary
69eae9e1f35d716c2b6a1ae9 spells Flamme's Summon Familiar Update Approved
Effect:
If successful, the caster may choose to summon / bond a living creature in order to gain a moderate bonus in a specific type of event. Given that the spell is maintained, the familiar will continue to provide their bonus to the caster. Familiars will always provide bonuses depending on what they are, such as a wolf providing a bonus to attack, or working as a pack; while a water beast could grant water breathing, or some form of frenzy effect. Note that if the spell "Minor Pact" is cast on the creature as well, the bonuses combine into a larger, stronger effect. Casting this spell on the same living creature does not guarantee the same effect as previous familiars, all bonds are unique. → If successful, the caster may choose to summon / bond a living creature in order to gain a moderate bonus in a specific type of event. Given that the spell is maintained, the familiar will continue to provide their bonus to the caster. Familiars will always provide bonuses depending on what they are. Below is a list of some of those potential effects depending on the type of creature, and moderators are encouraged to use them as often as possible; the caster does not have any say on which of the effects are chosen by the moderator. While it is possible to create a unique effect, this should only be done in extreme circumstances, where the bonded creature is supremely rare and will never occur again. _______________ Brute - +2 HP on character unit health, +25% heal chance per session, +1 Prowess in duels, +2 bonus to checks to intimidate Hunter - +1 Speed on character unit, +2 bonus to checks to locate something or someone, +2 Strategy in duels, +2 bonus to gathering checks Protector - IN PROGRESS Sage - IN PROGRESS Traveler - IN PROGRESS Survivor - IN PROGRESS Trickster - IN PROGRESS _______________ Note that if the spell "Minor Pact" is cast on the creature as well, the bonuses combine into an effect worth approximately 50% more than the original listed here. Casting this spell on the same living creature does not guarantee the same type of effect as previous familiars, all bonds are unique. If a moderator suspects that a player is repeatedly casting this ability to attempt to earn a specific effect, they may deny the casting with admin approval.
None mykonos_
69eae651f35d716c2b6a1ae5 spells Summon Extraplanar Update Approved
Effect:
This spell may be used at the start of a war session to create one of the Extraplanar units; these units still abides by the same spawning rules as other units, and cannot exceed your maximum units. Alternatively, by increasing the cost of this spell by five, the unit may be made to no longer take up a unit slot. → This spell may be used at the start of a war session to create one of the Extraplanar units; these units still abide by the same spawning rules as other units, and cannot exceed your maximum units. Alternatively, by increasing the cost of this spell by five, the unit may be made to no longer take up a unit slot.
None mykonos_
69eae5cdf35d716c2b6a1ae4 spells Androstine's March of the Dead Update Approved
Effect:
This spell may be used at the start of a war session to create as many Undead Army units as desired for your nation. These units do not take up unit slots. Each summoned unit past the first increases the cost of the spell by 3. → This spell may be used at the start of a war session to create as many Undead Army units as desired for your nation. Each summoned unit past the first increases the cost of the spell by 3. These units take up slots; the cost of the spell can be doubled in order to cause them to ignore this effect.
None mykonos_
69eae540f35d716c2b6a1ae3 spells Curse Update Approved
Effect:
If successful, you may designate one character or nation to bestow negative effects upon. Only half of the desired effects occur immediately, with the other half occurring after 1d2 sessions fully elapse. You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, decrease it's base cost by half. For curses that effect military units, increase their base cost by 1 for every two units / one ruler unit they affect. The complexity, and cost of the spell depends on the scope of the desired effect, following the below list: Minor Curse (3 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or units suffering a -1 Attack OR Defense during wars. Moderate Curse (6 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or units reducing their morale by one during wars. Major Curse (9 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing unit damage and retaliation damage by one during wars. Terrible Curse (12 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of units by half during wars. Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays. → If successful, you may designate one character or nation to bestow negative effects upon. The effects do not occur immediately, and instead occur only after one full session elapses. You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, decrease it's base cost by half. For curses that effect military units, increase their base cost by 1 for every two units / one ruler unit they affect. The complexity, and cost of the spell depends on the scope of the desired effect, following the below list: Minor Curse (3 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or units suffering a -1 Attack OR Defense during wars. Moderate Curse (6 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or units reducing their morale by one during wars. Major Curse (9 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing unit damage and retaliation damage by one during wars. Terrible Curse (12 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of units by half during wars. Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays.
None mykonos_
69eae4f8f35d716c2b6a1ae2 spells Curse Update Approved
Initial Cost:
4 → 3
Effect:
If successful, you may designate one character or nation to bestow negative effects upon. You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, its strength increases by one tier. The complexity, and cost of the spell depends on the scope of the desired effect, following the below list: Minor Curse (4 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or suffering a -1 Attack OR Defense during all wars. Moderate Curse (8 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or all units reducing their morale by one during wars. Major Curse (12 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing the damage and retaliation damage of all units by one during wars. Terrible Curse (16 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of all units by half during wars. Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays. → If successful, you may designate one character or nation to bestow negative effects upon. Only half of the desired effects occur immediately, with the other half occurring after 1d2 sessions fully elapse. You may request specific effects, or leave the consequences up to the moderator; if the desired curse is random, decrease it's base cost by half. For curses that effect military units, increase their base cost by 1 for every two units / one ruler unit they affect. The complexity, and cost of the spell depends on the scope of the desired effect, following the below list: Minor Curse (3 MP, 1 Upkeep, Average) - A minor baneful effect such as the continuous loss of two food a session, having to reroll a random mech-rp each session, or units suffering a -1 Attack OR Defense during wars. Moderate Curse (6 MP, 2 Upkeep, Hard) - A moderate baneful effect such as the loss of an artifact slot, all Harvesters reducing their production by 1, or units reducing their morale by one during wars. Major Curse (9 MP, 3 Upkeep, Very Hard) - A major baneful effect such as doubling pop Food consumption, having all rulers turn their strength attributes into weaknesses, or reducing unit damage and retaliation damage by one during wars. Terrible Curse (12 MP, 4 Upkeep, Improbable) - A terrible baneful effect such as removing the Harvester and Miner job, the inability to gain stability, or reducing the HP of units by half during wars. Only one curse may affect the same nation / character at a time. The strongest curse takes precedent. If two curses of the same tier are cast on the same nation / character, a contested magic check occurs to see which one stays.
None mykonos_
69e99491a16ccc5b7e98fdbe characters Odirile Update Approved
Ongoing Modifiers:
Added:
+ https://discord.com/channels/1188889187018088488/1188898315790729358/1496717034820730987
field: rulership
value: -2.0
duration: -1
source: https://discord.com/channels/1188889187018088488/1188898315790729358/1496717034820730987
+ https://discord.com/channels/1188889187018088488/1188898315790729358/1496717034820730987
field: cunning
value: -4.0
duration: -1
source: https://discord.com/channels/1188889187018088488/1188898315790729358/1496717034820730987
+ https://discord.com/channels/1188889187018088488/1188898315790729358/1496717034820730987
field: charisma
value: -3.0
duration: -1
source: https://discord.com/channels/1188889187018088488/1188898315790729358/1496717034820730987
+ https://discord.com/channels/1188889187018088488/1188898315790729358/1496717034820730987
field: prowess
value: -2.0
duration: -1
source: https://discord.com/channels/1188889187018088488/1188898315790729358/1496717034820730987
Discord Message (1496717034820730987) juggernacht
69e98d4ba16ccc5b7e98fdbd nations Khanya Update Approved
Progress Quests:
Modified:
~ Custom Dark Ages Stance
current_progress: 22 → 29
required_progress: 29 → 100
Increased progress from 7 firefather priests juggernacht
69e773d4d786514bf80d32ba traits Subjugate Update Approved
Description:
Rather than making an attack, this unit may empower itself. Doing so causes the target of their next attack to lose a level of morale if they arer damaged. If this were to cause the unit to flee, this affects the next attack as well. → Rather than making an attack, this unit may empower itself. Doing so causes the target of their next attack to lose a level of morale if they are damaged. If this were to cause the unit to flee, this affects the next attack as well.
None mykonos_