Archived Changes (50372 total)

ID Target Collection Target Change Type Status Changes Reason Time User
6996106ddaa31aee5abd85b3 nations Wes'kin Update Approved
resource_desires:
Item 2:
quantity: 1 → 0
Trade request: Need to Buy 1 bronze at 145 gold each. Discord Message (1473760360203944111) avi.a4
69961076daa31aee5abd85b4 nations Wes'kin Update Approved
resource_desires:
Item 3:
quantity: 1 → 0
Trade request: Desire to Buy 1 iron at 150 gold each. Discord Message (1473760360203944111) avi.a4
6996107fdaa31aee5abd85b5 nations Wes'kin Update Approved
resource_desires:
Item 4:
quantity: 1 → 0
Trade request: Desire to Buy 1 narcotics at 295 gold each. Discord Message (1473760360203944111) avi.a4
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
69958977daa31aee5abd850a wonders Xuros Obelisk Update Approved
Effect Description:
At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions. Recover (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell. Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell. Repel (5): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain. Shield (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap. Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap. Destroy (5): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session. Embolden (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session. Obliterate (10): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city. Vision (10): Instantly gain 2d10 temporary karma. Unite (10): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Reform (10): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Manifest (15): Target nation gains +1 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age. Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot. The Xuros Obelisk currently generates (10) MP a session, placed into storage. Current Storage: (90/100) Magic points can never be withdrawn from the Obelisk. Wish Effect: This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1. → At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions. Recover (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell. Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell. Repel (5): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain. Shield (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap. Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap. Destroy (5): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session. Embolden (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session. Obliterate (10): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city. Vision (10): Instantly gain 2d10 temporary karma. Unite (10): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Reform (10): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Manifest (15): Target nation gains +1 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age. Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot. The Xuros Obelisk currently generates (10) MP a session, placed into storage. Current Storage: (90/100) Magic points can never be withdrawn from the Obelisk. Wish Effect: This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1.
None mykonos_
6995894adaa31aee5abd8509 wonders Xuros Obelisk Update Approved
Effect Description:
At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions. Recover (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell. Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell. Repel (5): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain. Shield (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap. Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap. Destroy (5): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session. Embolden (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session. Obliterate (10): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city. Vision (10): Instantly gain 2d10 temporary karma. Unite (10): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Reform (10): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Manifest (15): Target nation gains +2 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age. Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot. The Xuros Obelisk currently generates (10) MP a session, placed into storage. Current Storage: (90/100) Magic points can never be withdrawn from the Obelisk. Wish Effect: This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1. → At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions. Recover (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell. Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell. Repel (5): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain. Shield (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap. Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap. Destroy (5): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session. Embolden (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session. Obliterate (10): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city. Vision (10): Instantly gain 2d10 temporary karma. Unite (10): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Reform (10): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age. Manifest (15): Target nation gains +1 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age. Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot. The Xuros Obelisk currently generates (10) MP a session, placed into storage. Current Storage: (90/100) Magic points can never be withdrawn from the Obelisk. Wish Effect: This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1.
None mykonos_