Artifact Info Thread

The setting info counterpart to Key Threads. This now contains all major setting info data files and the setting Q&A.
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Re: Artifact Info Thread

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Mrs. Waldridge's Kangaroo-Detecting Fork

Minor Powers:
* Holds food very well
* Makes meat it touches easier to cut gracefully
* Makes nearby people who speak in Australian-esque accents nervous
* Reduces the desire of people to stop its wielder from cutting in lines
* Creates untracable, hard-to-remove web profiles and posts online reviews (whether glowing or scathing) on its owner's behalf (if on a world with an internet-equivalent)
* Prevents nearby children in restaurants from misbehaving
* Causes others to have a positive impression of its wielder's table manners and exaggerated concern about any slip-ups that they (the watching non-wielders) might make
* Makes others more likely to openly agree with its wielder when its wielder is saying something objectively true, particularly related to food
* Enhances its wielder's hearing at key moments while eating to overhear juicy gossip from other nearby diners
* Can turn people who are weaker than its wielder and the Fork into whatever creature whose meat they last ate as a polymorph curse; has a temporary duration, increased in cases where the person in question was misrepresenting what the meat was, made permanent in cases where it is kangaroo meat
* Can also beneficially polymorph people into things they recently ate, but with a lower-than-wielder and lower-than-target max power threshold for what they turn into, making it better for utility or disguise than for straight combat applications in most instances
* Causes nearby people to dislike kangaroos (and, to a much lesser extent, other animals, with animals closer to kangaroos in traits or general habitat being more affected)
* Increases preexisting feelings of food/drink-related revulsion in individuals within close proximity to its wielder (but does not make them dislike foods/drinks they would already normally like)
* Causes copies of records pertaining to restaurant health violations to spawn in other people's pockets while near restaurants with such violations
* Compells individuals near its wielder to want to wash their hands before preparing or serving food
* Maintains its wielder's haircut, even in inclement weather
* Gives its wielder a subconscious knowledge of what insults and demoralizing put-downs would be most successful against people
* Lets its wielder know if modifications they have requested be made to something (remaking food in a restaurant, altering a dress, modifying contract terms, etc) have been made to the wielder's satisfaction (with this being notably more accurate with regard to foodstuffs)
* Informs its wielder what restaurants in an area (a) the wielder would most enjoy and (b) the wielder would be most likely to get a meal comped at by complaining
* Forces, in response to the wielder asking 'Do you know who I am?', targets to correctly identify the wielder and provide impressive biographical tidbits about the wielder (providing this information to the target if it is not already known)
* Causes people asked the same innocuous question by the wielder multiple times in a row to become progressively more nervous and likely to confess to things they think the wielder might suspect
* Causes crowds to part when the wielder's throat is cleared

Major Powers:
* Detects poisons as well as tainted foodstuffs and drinks
* Detects deficiencies in restaurant operations, safety, and food handling; identifies code violations in business establishments
* Grants its wielder the ability to successfully badger individuals into seeing progressively higher-ranked superiors, with this ability increased against food service employees (i.e. escalates to a chef, then a restaurant manager, then a franchise owner, then the restaurant corporate CEO)
* Grants its wielder the formal authority to fire people who don't work for the wielder (including government employees and members of military/police forces), with this effect lessened against higher-ranking members of organizations, as well as with this effect being lessened against unique individuals and essentially nonexistant if targeting organizations who are run by people notably more power than wielder
* Allows the wielder, through rituals involving photographs, used drinking glasses, and hair clippings, to merge the wielder into a chosen target's family tree, altering the mana patterns and memories of all members of that family progressively over time to incorporate the wielder more and more; once this has been done, family members will feel a compulsion to give benefits and discounts to the wielder
* Alters nearby spawned dungeon monsters (and, to a lesser extent, other nearby spawned individuals) to despise kangaroos and kangaroo meat and to consider the passing-off of kangaroo meat for other types of meat to be a severe problem/crime
* Reduces the nearby rates of unexpected large/powerful things spawning because it is hungry for ambient mana and inefficient in terms of powering itself up with it

Prime Powers:
* Detects kangaroos and kangaroo meat
* Identifies meats and the ingredients of food
* If embedded into an area, it begins consuming ambient mana in an ever-expanding radius; while this operates on the time scale of months to years, it can reach the point where it is depopulating worlds (provided that they aren't notably higher Level than the Fork and emitting quantities of mana that its inefficient consumption just can't keep up with)
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Re: Artifact Info Thread

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Mattock of the Diamond Mind

Minor Powers:
* The ability to appraise the intelligence of others by looking at their heads
* The ability to build walls, barriers, and structures from thoughts
* The ability to store mined substances, regardless of weight or size, in small bottles (in quantities of up to 99 units of the same thing per bottle)
* The ability to tell if monsters are likely to explode
* The wielder is more likely to be trusted by Frankenstein-type creatures
* The wielder may use solid versions of substances as though they were liquids when mixing chemicals or cooking
* The ability to tell what direction a non-divination-shielded goal is in
* The ability to tell what direction the wielder's camp or base of operations is in
* Improved climbing ability
* Mental flight
* Increased endurance and a lack of need for sleep
* Greatly decreased need for food and water
* The ability to eat thoughts for sustenance
* The ability to jump like in low gravity when in an area where a lot of people are thinking about things
* The ability to designate different versions of something with numbers, letters, or colors and determine which one of the otherwise-similar things is which at a glance
* The ability to see through mental fog and confusion
* Prevents claustrophobia

Major Powers:
* The ability to perceive otherwise-unseen mental attacks
* Limited time-dilation when being mentally attacked, to better allow for dodging or deflection
* The ability to deflect and reflect psychic attacks
* The ability to excavate madnesses from targets' minds, restoring sanity
* The ability to excavate memories from targets' minds, allowing them to be bottled and distributed to others
* The ability to excavate mind-control effects from targets (and other implanted psychic effects and hypnotic triggers)
* The ability to create a full-on mindscape from the mind of a being that otherwise did not possess one (but possessed a mind on some level)
* The ability to create and dispatch clouds of invisible-to-non-psychics-without-notable-sensory-powers brains that are set on tasks and can accomplish them cleverly, but lack motivation or thought outside their defined task parameters
* The ability to preserve the minds of defeated foes and force them to offer advise (with the minds being able to escape this effect over time to head to whatever afterlife they would otherwise have should they desire - or if they wish, to stay in the swarm to evade some terrible fate, with this effect taking approximately similar priority to a daemon soul-contract, but with limited duration and more escapability)
* The ability to give mad-science creations psychic powers
* The ability to implant removed brains into inanimate bodies and then animate them with mind-lightning
* Increased willpower and self-control
* The ability to transfer monk styles that would otherwise be physically-based to mental combat
* The ability to construct mental fortresses through meditation or intense concentration

Prime Powers:
* The ability to ignore physical defenses and strike the minds of targets directly, inflicting insanity or great psychic damage
* The ability to enter, move about, and survive within mindscapes
* Greatly increased mining skill
* The ability to mine notions from areas instead of physical materials
* Immunity to insanity and massive resistance to mental harm
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Re: Artifact Info Thread

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Yeet Boi Ebineezer's Skateboard Protractor

Minor Powers:
* The ability to catch falling sunglasses on the face with extreme precision
* The ability to become minorly sick with stuffy nose, cough, high temperature, etc on command for a short duration
* The ability to shred papers like a paper shredder by stepping on them
* The ability to draw straight lines with ease
* Improves wielder's ability to peer pressure others into getting wielder drugs or to try drugs (and, to a lesser extent, to perform other illegal acts)
* The ability to allow others to get high off of academic success (or, to a lesser extent, exercise)
* The ability to designate fake slang words, convince nearby chosen adults that they are real, and cause nearby youths to mock the adults (either openly or in secret) for using the fake slang
* The ability to cause nearby objects that have been cooled to a very low temperature to suddenly loop over to being really hot and on fire (with limited combat effectiveness or use against actually-durable or supernaturally hot/cold objects)
* Makes others think the wielder is cool
* Prevents the wielder from actually having to do homework, with any flimsy excuse being accepted, teachers losing assignments and assuming the wielder did well, causing someone to forget to put their name on a paper and the paper to be assumed to be the wielder's, etcetera
* Causes police officers to think that wielder is an undercover officer if wielder desires such
* Subtly encourages illegal drug addicts near wielder (not including wielder) to engage in slowly escalating acts of evil and depravity that become progressively more obvious, eventually ending up with human-sacrificing devil worship and the like, but lacks the ability to push this on anyone of notable power and can turn this power off if wielder chooses to actively suppress it
* Causes wielder to gain credit for drug busts in the nearby area, but prevents drug dealers and addicts from becoming aware of this via minor reality-control and limited divination-blocking

Major Powers:
* Greatly improved skateboarding skill
* The ability to make people think that math is cool
* The ability to make people think that illegal drugs are or aren't cool
* The ability to persuade politicians through subliminal messages in school presentations to legalize or illegalize particular drugs
* The ability to make people think that the way the wielder is using slang terms is correct, with the slang terms propagating from wielder's use
* Greatly improves skill with math, particularly geometery
* Helps prevent undercover identities from being unmasked
* Greatly increases the odds that individuals selling drugs, illegal weapons, banned pornography, or other illicit substances will seek wielder out and offer their wares
* Improves combat skill against drug dealers and drug addicts (with the bonuses compounding against a drug dealer who is also an addict)
* Improves wielder's ability to dodge if wielder dabs while dodging
* Can turn school supplies into deadly improvised weapons
* Reduces the nearby rates of unexpected large/powerful things spawning because it is hungry for ambient mana and inefficient in terms of powering itself up with it

Prime Powers:
* The ability to select a group of younger individuals who are grouped together because of age and seemlessly be inserted into that group as a member, with members not being suspicious, and older adults monitoring the group having a feeling that something might be up, but being unable to put a finger on what

Things it as been proven not to do at present:
* Actually make the wielder physically appear younger or prevent aging
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Re: Artifact Info Thread

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Sgt. Freddy's Brand-New Birdhouse

Minor Powers:
* Can change color
* Is resistant to natural disasters, with a particular focus on hurricanes (and confers that same resistance to a slightly lower degree to its owner's house and car, but only affecting the car(s) while the vehicle(s) is/are parked in the driveway or garage)
* Invites people to notice and make positive comments about it and other features of its owner's home
* Forces people the owner greets with 'Hey, neighbor!' to stop what they are doing and listen to its owner, with the impact of this statement being affected by the proximity with which they live to the owner
* Instills a deep sense of obligation to continue listening in those who are talking to its owner, forcing them to keep chatting even if they have other important things they need to do or are extremely bored
* Can make its owner more boring-sounding
* Grants knowledge of carpentry, masonry, and architecture to its owner
* Allows its owner to choose other people to sweat by-proxy when the weather is hot, with its owner gaining protection against minor environmental heat effects and associated fatigue if its owner comments about how much the proxy is sweating
* Can make people more impressed by things its owner says, particularly in reference to its owner's house or birdwatching activities
* Increases the importance that individuals near its owner place upon physical fitness and athletic prowess, additionally ascribing a slight moral weight to such characteristics in the minds of observers
* Causes people to think that it, as well as any other home or vehicle features its owner is mentioning to them, are brand new and exciting initially, with a realization that they've already seen/heard about them only slowly dawning after they are trapped in conversation
* Whenever its owner is engaging in a workout routine or is doing home improvements/repairs and is unobserved, it dilates time so that its owner can accomplish the workout or home improvement and still have plenty of time to hang around outside chatting with people; note that it does not directly keep its owner in shape
* Causes individuals living near its owner who its owner finds attractive who have unresolved outdoor home/vehicle maintenance issues to be hit with sudden, strong compulsions to immediately attend to fixing those issues while wearing underwear/a swimsuit/a towel/something-else-very-undressed.
* Increases respect for military forces in the minds of those near it, particularly military veterans
* Grants its owner an automatic offer to join any neighborhood watch or local non-governmental police-like force
* Aligns HOA regulations of any Homeowner's Association that its owner is a member in to its owner's favor, with bylaws working against its owner (particularly ones pertaining to birdhouses) being quickly abolished, and ones that apply in the owner's favor against disliked neighbors seeing very prompt and precise enforcement
* Grants its owner strongly increased odds of being elected to HOA positions that its owner runs for and lightly increased odds of winning local government positions
* Can be the focus of a two-week-long ritual that summons, establishes, and litigamantically-anchors a new HOA if a piece of property belonging to its owner is not part of one
* Causes people to invite its owner to parties and social events, even if they don't like its owner or find its owner boring
* Increases the attendance and success of barbecues that its owner hosts
* Makes the incidental expenses of owning a boat lower for its owner if its owner owns a boat

Major Powers:
* Can fit birds of many shapes and sizes, even ones that don't seem like they should be able to fit
* Feeds birds, even if they have weird dietary requirements
* Makes its owner better at home improvement projects and handyman maintenance
* Modifies zonal conditions around itself so that birds can survive even if in inappropriate climates / zonal areas / planes
* Attracts rare and unusual birds at times when its owner is likely to see them, with the presence of small numbers of other observers increasing the odds
* Grants its owner a superb knowledge of exactly how to improve on neighbors' home-improvement projects and home maintenance efforts, and, if its owner tells them those methods, confers the knowledge that the tips are entirely correct, but instills a sense of vague, unacted-upon frustration in the listeners that they didn't come up with the ideas on their own
* Instills the state of upkeep of its owner's neighbors' houses (and outdoor property) a sense of important karmic weight (with the outdoors and things that affect property value of the Birdhouse's owner's house having much more effect than hidden indoor things), with 'good upkeep' offering a minor boon, and increasingly poor upkeep being an increasingly dire sin, with the neighbors' proximity in terms of property-ownership affecting the strength of the karmic effects, and with the neighbors having a very vague idea that the positive/negative effects are somehow tied to the state of their home
* Reduces the nearby rates of unexpected large/powerful things spawning because it is hungry for ambient mana and inefficient in terms of powering itself up with it

Prime Powers:
* Increases its owner's perception powers with regards to noticing and identifying birds (and, to a lesser extent, other aerial creatures and things)
* Grants its owner the ability to declare war on individuals whose birdhouses are more successful than its owner's, with outsiders being reluctant to intervene (with particular fear of intervention being passed to law enforcement agencies), its owner given berserker strength and untiring constitution while pursuing the war, and its owner's access to weapons (particularly weapons of mass destruction) being increased provided they are intended for use in the birdhouse war rather than later stockpiling, and with outsiders mentally consigning the event to the past once the dust settles post-war, being extremely reluctant to bring it up and eventually forgetting it happened entirely
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Re: Artifact Info Thread

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Dame Marianne's Concerningly-Fancy Umbrella

Minor Powers:
* Causes individuals to find its wielder to be more of an airhead and, consequentially, to be more likely to underestimate its wielder
* Causes individuals to suddenly propose marriage to its wielder, and, if said proposals are not promptly accepted, for those individuals to apologize, backtrack, and start reflecting on their shortcomings and inadequacies.
* Keeps its wielder's clothes clean and makes them more expensive over time.
* Increases the perception that its wielder is a fancy individual connected to other important individuals.
* Subtly mentally informs people who would cause its wielder problems of any (real, existing) powerful or otherwise influential individuals who might be upset if harm came to its wielder.
* Causes people to believe that its wielder doesn't know what objects are or how specific powers or entities function if its wielder calls them by the wrong name, even in cases when evidence to the contrary has been demonstrated.
* Prevents its wielder from tiring from travelling.
* Makes people around its wielder restless and causes them to want to move to other areas, particularly if they are supposed to be staying still and guarding something.
* Makes people more likely to believe its wielder possesses noble titles its wielder claims to possess, regardless of whether they are real titles or not.
* Provides limited weather control in a tiny radius directly under itself.

Major Powers:
* So long as its wielder feigns obliviousness about not being supposed to be in an area, it causes guards and officials to not do anything to remove its wielder from said area beyond to protest its wielder's presence, with said guards not physically blocking its wielder from proceeding deeper. This power is strongest against humanoid, mortal, official, civilized individuals who are part of an established hierarchy, becoming progressively weaker as 'guards' become more inhuman, uncivilized, immortal, wild, and/or criminal.
* Causes people to think that its wielder's presence will cause them to have to spend money, but that if they don't spend money lavishly in making its wielder content, that things will somehow end up being even more expensive for them in the future.
* Causes people who are not dressed as fancily as its wielder to feel uncomfortable and out-of-place, with said individuals having a tendency to make strange, sudden, unrequested concessions in negotiations.
* Reduces the nearby rates of unexpected large/powerful things spawning because it is hungry for ambient mana and inefficient in terms of powering itself up with it

Prime Powers:
* The area under the umbrella counts as a geomantically distinct 'area' separate from the zones, buildings, dungeons, world, etc nearby.
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Re: Artifact Info Thread

Post by Lord Gadigan »

Knives of the Paramount Chef

Minor Powers:
* Never dull or lose their edge.
* Can cut through armor easily; shells and beast hides from traditionally-edible or unusually-tasty creatures are cut through with even more ease.
* Enhance precision of strikes.
* Allow the wielder to passively cook while distracted, performing necessary actions for rote cooking attempts without needing any attention in particular; focus is only needed for truly legendary acts of cooking prowess.
* Can multiply to match the number of hands the wielder has; similarly can multiply if some of them are left over on a cutting board or stabbed into a target, vanishing into delicious smells if they would be picked up and looted/wielded by another individual.
* Can be struck together to light fires.
* Control their own temperature.
* Can be pointed at a dish to cool it or to lock its temperature to an unchanging value.
* Food cooked with them does not spoil or degrade in quality over time.
* Can increase the batch size of things cooked.
* Can detect poisoned, spoiled, improperly-cooked/raw, or otherwise dangerous food.
* Gives the wielder the ability to asses ingredient quality or chef skill.

Major Powers:
* Can be substituted easily on the fly for any other kitchen tool that is missing.
* Improves the performance of nearby kitchen tools that are present.
* Provides exceptional protection against kitchen-based hazards.
* Allows the cooking of not-normally-cookable things (whether due to danger, intangibility, or inedibility) - dishes produced using these are often weird (and below the quality of dishes using normally-tasty ingredients unless other abilities enhance this effect), but are not hazardous unless intended to be.
* Vastly increases cooking speed.
* Can grant healing/curative/regenerative/nutritive/improvement-causing/fertility-increasing/beneficially-mutative/mesmeric/mood-altering properties to food cooked.

Prime Powers:
* Vastly improves cooking skill and knowledge, with this boost increasing further if other chefs are nearby.
* Can cook ex-nihilo - the ingredients the chef needs appear from scratch, creating entirely new mana that falls into the pattern of known ingredients.
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Re: Artifact Info Thread

Post by Lord Gadigan »

Buildy the Train Engine's Tool Car

Minor Powers:
* Improves the wielder's self-confidence and tenacity slightly.
* Causes those near its wielder to be less likely to use offensive language.
* Makes people near the wielder slightly less racist.
* Reduces the sexual desire of individuals near its wielder.
* Makes individuals near its wielder less likely to be nude. This includes random animals, which may show up with pants and/or shirts.
* Increases the willingness of individuals near the wielder to join the wielder in group songs.
* Slowly, passively makes things without distinct visual style that are near the wielder more pastel-colored and cartoonish.

Major Powers:
* Can store vast numbers of tools.
* Can make attacks the wielder performs nonlethal.
* Can build train tracks across most types of terrain, even water / sky / space at a rate equal to slightly faster than the wielder's movement.
* If the wielder is attempting to solve a mystery, clues will be be marked with bright, neon magnifying-glass symbols or have said symbols floating near them as indicators.
* Can lead the wielder to adventure.
* Can contact help, with the ability to contact help being increased when disasters are occurring (doubly so if normal communication lines are down). The power does well with technological interference, but is poor at bypassing magical warding.
* Can construct a nonviolent, pseudo-sentient doctor named Doctor Jones whose appearance differs between appearances. This doctor-construct's medical knowledge is based on the medical and healing prowess of the wielder, combined with an amalgamation of scannable doctors (and other medically-skilled individuals) within the general region that the wielder is in.
* Can construct special prisons for villains that dampen their powers. Individuals who break free from these prisons who have been set to a more-goofy mode (as per the artifact's Prime Powers) have this effect linger for a length after escaping (and have the effect frozen while actually in the prison).
* Creates a ripple-effect when the wielder fixes something, fixing other similar, nearby things to a degree. For example, replacing the broken windows in a building would do light window repair on buildings all around town, mowing a single lawn would perform partial upkeep on all the lawns in the neighborhood, and rebuilding on house destroyed by a tornado completely would do partial fixes on the rest. This effect does not carry towards violent improvement efforts - exterminating the insects in one house, for example, would not ripple to the rest of the city even if it was severely infested (although other, nonviolent means of dealing with the insects might).

Prime Powers:
* Allows the wielder to combine tools into highly-effective fusion-merged multi-tools.
* Greatly improves the wielder's skill at repairing things, allowing fixes such as turning the ash of a burned-down building back into the building with all of its contents. This repair skill only extends to inanimate objects and is stronger with respect to things that are less-portable.
* If the wielder encounters a villainous individual who ever had a notable alternate mindset/behavior-pattern/form as a goofy, child-appropriate (or at least more cartoon-villain-like) version of itself, its behavior is shifted towards that behavior pattern unless the wielder (or other circumstances) present a lethal threat or said shift would greatly negatively impact an ongoing, established objective. This power notably tends to work around power brackets, but cannot be used to reshape villains who were never cartoonish in the first place.
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Re: Artifact Info Thread

Post by Lord Gadigan »

The Box of Ages

Minor Powers:
* Can detect what overall 'era' a world is in, including that era's themes and any major time-period-based effects or laws of reality
* Can identify how old entities, effects, and objects are - both including spawned histories and discounting them
* Can store and dispense fates and other abstract concepts, particularly those with a sequential, narrative, seasonal, cyclic, or time-based aspect to them

Major Powers:
* Can be used as a focus to scry on the far past - the near past is blurry, but distant events in prior ages of the world, which would normally be harder to scry on, become extremely clear
* Can be used as a focus for rituals to keep a world in a timeless state, time loop, or eternal era/season
* Can be used as the focus for binding powerful entities and sealing them away from the rest of reality, but only in a manner with a designated endpoint - either the end of a current age or earlier, with the certitude of said binding eventually breaking / its conditions being triggered increasing over time
* Can store the passage of time for individuals, making them unable to age, harder to hurt, and/or unable to learn/adapt/form memories
* Can create temporary replica-timelines of lost ages, allowing access to resources or information that would be lost in the modern day - bringing anything out permanently, particularly entities, requires mana/XP expenditure
* Can manipulate reality's laws locally so that they act as those from a prior temporal era within a nearby bubble
* Can change what season it is
* Can jump the wielder forwards in time
* Can eat, store, and release temporal attacks
* Can resummon people who fell outside of time or got retconned

Prime Powers:
* Can store and deploy timelines - releasing them in manners that place them in the standard process, or, with enough effort compared to forces defending the current timeline, either inveigling them with the current timeline or replacing it outright
* Can be used to end a world's current era and bring about a new one, but only once per world/universe - this effect smashes through narrative-based protections and mandates, reshuffles what entities, organizations, and entity types are prominent, ends major threats, creates other new major threats, shifts the positioning of base/nonbase subtypes, and otherwise makes massive changes to the world
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Re: Artifact Info Thread

Post by Lord Gadigan »

Pastor Dollarburn's Extremely Loud Book

Minor Powers:
* Prevents its wielder's voice from getting hoarse
* Improves skill at pontification, bloviation, equivocation, sophistry, and being generally sesquipedalian
* Increases proficiency with oration
* Makes its wielder louder when speaking, and much louder when yelling
* Dampens nearby sounds that are not its wielder or its wielder's supporters
* Adds a slight moral correctness to loudness, with louder individuals being more moral/upright/correct than quiet ones, and actions that are advocated by the loudest people drifting to become more good
* Operates as a copy of its wielder's religion's holy text, but modifies itself to be in line with whatever its wielder recently said
* Passively attracts (nearly always individually-weak-by-comparison) flocks of followers for its wielder, with loud and obstinate individuals having a greater rate of attraction
* Can be set to a defensive mode where it scans for people who do not support its wielder's stated views in the nearby area, with the book launching into rants against those individuals (complete with flashing indicators around the targets) once the preset divergence-threshold is met; this scan is poor at piercing divination-obscuring effects and does not work well on individuals with power equal to or greater than its wielder
* Can add dramatic background effects to punctuate its wielder's speeches/sermons, such as changing the lighting, causing flashes of lightning and peels of thunder, or adding a halo of radiant light accompanied by background choral noises
* Minorly increases its wielder's proficiency with divine magic in relation to the number of private jets its wielder owns
* Allows its wielder to substitute cash for a holy symbol (and can be used as a holy symbol itself)
* Increases the perceived (but not actual) effectiveness of holy relics/items that its wielder has autographed
* Can rewrite nearby religious texts so that they match it
* Induces minor bursts of fear when slammed into a surface with force
* Allows its wielder to set things on fire by screaming at them for long enough and with enough rage

Major Powers:
* Increases its wielder's volume drastically when its wielder is facing opponents with Sonic or Bardic powers
* Can obtain temporary sentience and make pronouncements in a booming, awe-inspiring voice that support whatever its wielder was recently talking about
* Increases people's likelihood of donating money to its wielder, even if its wielder has previously transparently misappropriated funds
* Obscures its wielder's finances from official scrutiny
* Brainwashes people over time who hear its wielder into being unable to perceive any contradictions in things its wielder says
* Can outshout spellcasting by disrupting the caster through sheer loudness
* Reduces the nearby rates of unexpected large/powerful things spawning because it is hungry for ambient mana and inefficient in terms of powering itself up with it

Prime Powers:
* Keeps divine powers, particularly its wielder's patron, from paying close attention to what the wielder is doing or saying - granting a general 'pass' on all manner of contra-doctrinal behavior unless a critical mass of other important followers of said deity directly-and-in-person attract attention for judgment to be passed
* Can provide divine power to its wielder when its wielder's access to divine power would otherwise be cut off
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Re: Artifact Info Thread

Post by Lord Gadigan »

The Twelve Balls of Calibrinatrii the Juggler

Minor Powers:
* Improve skill with juggling and acrobatics
* Improve the wielder's ability to channel moon mana
* Improves the wielder's ability to use sleight of hand, particularly with regard to shell games
* Grants the wielder darkvision
* Improves the wielder's ability to continue a performance while being attacked/threatened, improving flow of fighting against threats so that it matches the performance's themes and does not break ongoing performance-based effects (or the illusion that the interruption wasn't intended by the individuals putting on the show)
* Gain improved precision when thrown in a way that would trigger a spell effect or trap
* Can change their colors, sizes, patterns, and luminosity
* Can create illusions of celestial objects
* Can make immobile illusion mobile by serving as an anchor point that does not break the illusions by travelling/bouncing
* Allows items to be stored in small, colorful balls that they should not normally fit into
* Allows juggling balls to be carried nebulously 'within a costume', all within easy reach and rolling into the hand as needed

Major Powers:
* Make the wielder greatly more distracting and pull attention from other sources to the wielder
* Can shift their attention-magnetism from the wielder to flashy spell effects or ongoing performance elements that the wielder creates
* Can manipulate lighting - whether natural or artificial - as though it is set up for a stage and being controlled by an effects team loyal to the wielder
* Can locally modify time of day, establishing a boundary line and altering time of day (and lunar phase) within the boundary

Prime Powers:
* Can store magical effects - particularly spells, but also many buffs - as juggling balls, allowing them to be stored, handed off, thrown, manipulated, and generally passed around (potentially for others to break open later)
* Can set up mesmerizing magical performance effects that repeat themselves, demanding attention and punishing focus elsewhere, while the wielder supplements them or performs covert actions
Lord Gadigan
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Re: Artifact Info Thread

Post by Lord Gadigan »

Many-Faced Palanquin of the Spirit Emperor

Minor Powers:
* Improves the fanciness of parades the wielder is in
* Passively improves the prosperity of cities and regions the wielder is in, making them slowly fancier in the process
* Increases the wielder's abilities to hear prayers directed at the wielder, particularly if a Spirit is praying or acting as an intercessor on the prayer-giver's behalf
* Grants the wielder an official divine mandate of rulership and position as leader over spirits
* Prevents the wielder from being approached by the weak when the wielder does not wish to be approached
* Prevents the wielder, the wielder's honor guard and chief attendants, and the wielder's possessions from being sullied
* Blocks desecration and unhallowing effects
* Reduces aggression from Spirits that are thematically misaligned with the wielder
* Can serve as a mobile shrine, manse, palace, throne of office, and hallowed ground that benefit the wielder
* Passively emits an aura of awe and splendor
* Can speak in multiple overlapping commanding voices
* Bolsters speech-based, command-based, and sonic effects
* Increases the weight of legal, religious, and spiritual decrees made by the wielder
* Increases the likelihood that individuals know who its wielder is and are impressed/reverent where appropriate (but does not in the process reveal its wielder's vulnerabilities to those who would not otherwise know them)
* Can broadly make official pronouncements on its wielder's behalf
* Can officially announce the wielder and the wielder's titles, preventing interruption or disruption of ceremony so long as said ceremony is not being used as a delay tactic or a screen for subversive activities
* Can play varying genres of music

Major Powers:
* Is sentient and possesses multiple minds - four main ones in the palanquin, but also Herald Mihori and numerous minor ones in the legions - that are able to link together as a hive mind to apply overwhelming force to mental effects, or that can branch apart and solve separate problems / focus on different things
* Shields the wielder from environmental effects and prevents the local environment from dampening the wielder's power
* Tends to take initiative in addressing minor problems that would otherwise inconvenience the wielder, providing support as best it can in combat when not given a specific directed course of action
* The Palanquin - and Herald Mihori in particular - are massively resistant to identity-based effects, doubly so name-based ones - to the point where they are essentially invulnerable to them. Herald Mihori occupies a superposition where 'Herald' is both a title and her first name as benefits her, so she can be 'Mihori' or 'Herald Mihori', dodging around effects that refer to the other one - at the same time, she isn't herself an independent entity, being the 'Many-Faced Palanquin of the Spirit Emperor' - at the same time, the palanquin itself is four entities, none of which are Mihori, as well as countless legions of other identities, whose numbers, names, and conceptual identity-hooks and fading in and out of existence over time. This renders Mihori (and the palanquin in general) unable to be hit with True Name magic, as well as extremely adept at dodging around identity-based spell contingencies, litigamancy, and contract magic (even if willingly signed). They aren't inherently apt to abuse the contract immunity part of this - which in turn increases their resistance to it, because any action they take in contravention to it would come from an order from their absolute divine master, whose word surmounts any other agreement.
* Greatly enhances the wielder (and the wielder's Spirit servants') resistance to being bound, controlled, or overruled by spirit-binding forces
* Allows the wielder to draw upon the vast collected power of all spirits in nearby regions, with this power being enhanced when the wielder is performing miracles
* Enhances Leadership, rulership-based, and Spirit Magic powers
* Allows the wielder to attack indirectly - granting its weapon(s) to a Spirit servant (or servants), applying full power to the attacks of a designee for a round as though the unique wielder (with all associated powers/buffs) were performing the attack directly

Prime Powers:
* Sways Spirits, particularly those that are thematically aligned with the wielder, into the wielder's service, and improves the power of the wielder's spirit servants
* Mass summons processions of varied Spirits that are loyal to the wielder
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Aeromage
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Re: Artifact Info Thread

Post by Aeromage »

New Artifact:

Vessel of the Vital Milks (Level 79, 0 XP, # XP Required, Standard Multiplier x16 (Raised to x320 to bypass Level 80 cap))

*Vessel of the Vital Milks- (Permanent Consumable Aspect: Vessel of the Vital Milks, Vessel of Power, Fire & Earth & Water & Light & Darkness, X Gold) Target willing pet acquires one of the Chimeric Husbandry Enhancements 'Lactates the Ruby Vital Milk', 'Lactates the Sapphire Vital Milk', 'Lactates the Emerald Vital Milk', 'Lactates the Pearl Vital Milk', or 'Lactates the Jet Vital Milk'; This item may be used once every month and does not disappear when used.

*Chalice of the Immaculate Herd- (Accessory Aspect: Vessel of the Vital Milks, Container, Glory & Fire & Earth & Water & Light & Darkness, X Gold) Wielder's pets gain +250 to all stats for each Permanent Item Effect ability wielder possesses
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Aeromage
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Re: Artifact Info Thread

Post by Aeromage »

New Artifact:

The Wormstar (Level 79, 0 XP, # XP Required, Standard Multiplier x18 (Raised to x360 to bypass Level 80 cap))

*The Wormstar- (Accessory Aspect: The Wormstar, Crystal, Chaos & Astral, X Gold) +400,000 CON, +400,000 SPI, Wielder's HP and MP Determining stat may become, at the start of a thread, battle, or any round, CON or SPI, Wielder may destroy a Zone, Terrain, or Phantom Terrain created by a source below Level 99 at the start of each round

*The Greater Wormstar, Mighty and Terrible, High Above- (Item Aspect: The Wormstar, Property, Chaos & Astral, X Gold)

*Rain of the Million-and-One-Colored Worms- (Spell Aspect: The Wormstar, Anarchomancer, Chaos & Astral & Color, 4,000,000 MP, X Gold) +400,000 Magical Attack, 500% inflicts Confusion, 200% inflicts Dissolving, 200% inflicts Voidstruck: Astral Echoes, 200% inflicts Antimatter: Returned to Chaos, 200% inflicts Dissolving: Fading Away, 200% inflicts Burning: On Green and Purple Fire, 30% inflicts Insanity, May deal (HP Damage or HP Drain) and/or (MP Damage or MP Drain), 1 hit against 16,000,000,000, Caster may destroy up to 300,000 Zones, Terrains, or Phantom Terrains created by sources below Level 80, and, if caster destroys at least one such Zone, Terrain, or Phantom Terrain created by an opponent, to a max of once per casting, caster obtains a buff that stacks 30 times that makes its possessor solely Chaos & Astral & Color element and that gives its possessor +2% Chaos Resistance, +2% Astral Resistance, +2% Color Resistance, +1% Base Element Resistance, and +20,000 to all stats

*Baleful Nimbus of the Wormstar- (Weapon Aspect: The Wormstar, Force, Chaos & Astral, X Gold) +200,000 Melee Attack, +400,000 Ranged Attack, +400,000 Magical Attack, +400,000 Defense, +400,000 CON, +400,000 SPI, 30% Chaos Resistance, 30% Astral Resistance, 30% Color Resistance, Confusion Immunity, Insanity Immunity, Wielder's actions that possess a Prime Attribute that is a single stat may have that stat become Constitution or Spirit, Whenever wielder is attacked, wielder may inflict Confusion, Hexed Voidstruck: Returned to Chaos, or Burning: On Green and Purple Color Fire
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Re: Artifact Info Thread

Post by Kitsune106d »

New artifact

The Trophy Cabinet:

The Big Globe (Level 79, 0 XP, 5,164,000,000 XP Required, Standard Multiplier x11 (Raised to x200 to bypass Level 80 cap)) (Owned by Kit)

The Big Globe- (Bound Accessoryx2 Aspect: The Big Globe, Trinket, Glory & Glitz & Time, X Gold) Wielder's Fame is doubled, Wielder gains +(100 * the number of Awards wielder possesses) to uncapped STR, uncapped AGI, uncapped CON, uncapped MIN, and uncapped SPI

Photo from the Glory Days- (Bound Item Aspect: The Big Globe, Resource, Glory & Glitz & Time, X Gold) When this artifact binds to an owner, it records a list of its owner's abilities at the time of binding. Once per month, this item's owner may, as a slotless activity in the Shop, choose to revert abilities possessed to those possessed on the list. The status of Ascendant skilltree or unique abilities that would be lost or duplicated should be verified with Gad, as should the status of Curses, Blessings, and Friendships (which will generally, but not always, be lost).

Astounding Abjurer's Marvelous Medal- (Bound Accessory Aspect: The Big Globe, Trinket, Warding & Glory & Glitz, X Gold) Wielder gains +5 Fame, If wielder kills a unique opponent that possesses Adept or higher in the Abjurer class that possessor has not already obtained this buff for killing, wielder gains a buff that stacks 200 times that provides +5 Fame, Wielder's Abjuration spells that buff Defense do so by an additional +(Wielder's Fame * 100) points as an effect that does not stack on the same spell but stacks 200 times across different spells, Wielder gains +(Wielder's Fame * 10,000) HP if wielder possesses at least 1 Abjuration buff with wielder as a source

Resplendent Ribbon of the Top Master Time Mage- (Bound Accessory Aspect: The Big Globe, Trinket, Time & Glory & Glitz, X Gold) Wielder gains +5 Fame, If wielder kills a unique opponent that possesses Adept or higher in the Time Mage class that possessor has not already obtained this buff for killing, wielder gains a buff that stacks 200 times that provides +5 Fame, Wielder's Time Magic spells that buff turn-order-determining stat sums for turn-order-determining purposes do so by an additional +(Wielder's Fame * 10) points as an effect that does not stack on the same spell but stacks 200 times across different spells, Wielder gains +(Wielder's Fame)% to wielder's Impaired: Slow, Fatigued: Elderly, and Dissolving: No Future infliction chances with Time Magic

Luminous Laurels of the Transcendently Perfected Temporal Primarch- (Bound Accessory Aspect: The Big Globe, Trinket, Time & Glory & Glitz, X Gold) Wielder gains +5 Fame, If wielder kills a unique opponent that possesses Adept or higher in the Temporal Primarch class that possessor has not already obtained this buff for killing, wielder gains a buff that stacks 200 times that provides +5 Fame, Wielder gains Time Immunity against equal or lower Level sources with lower Fame, Wielder gains +(Wielder's Fame * 100)% to wielder's turn-order-determining stat sum for turn-order-determining purposes if wielder is Time element

It binds to Kit.

Note that it can be stolen sometimes, particularly by someone who has outperformed the wielder in a showy fashion in an area the wielder is supposed to be good in. Note that it can be willingly passed on to someone else in a big, fancy award ceremony - if passed on in this manner, it actively resists returning to the previous owner. It is a relic focused on holding on to the spotlight at all costs and extending one's glory days forever / repeating them in a glitzy loop - if it is intentionally given up and the torch is passed to a new generation of Big-Globe-wielder, that power is forfeited and the old wielder becomes unsuitable. The binding is mainly to make sure it can't be traded while active on someone since it customizes its aspects based on what the owner has when a new owner acquires
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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Celas
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Re: Artifact Info Thread

Post by Celas »

Missing Artifact:
*The Eternal Pyre (Artifact, Level 59, 5,600,000 XP, # XP Required, Standard Multiplier x13)

*Flame that Burns All Wisdom- (Weapon Aspect: The Eternal Pyre, Force, Fire & Psychic, X Gold) +250,000 Magical Attack, Wielder's 'Magical Attack' and 'Overdrive' actions deal 25,000 MIN Damage, Wielder's 'Magical Attack' and 'Overdrive' actions may use the MIN of their targets as their Prime Attribute, 240% inflicts Stat Drain: MIN Drain, 120% inflicts Burning, 120% inflicts Mindblasted, STatus effects inflicted by wielder may not be cured by individuals below Level 60, MIN Damage dealt by wielder pierces all Defense against Stat Damage of individuals below Level 80, Wielder ignores the Fire Resistance and Immunity and Psychic Resistance and Immunity of individuals below Level 80, Wielder's 'Magical Attack' actions may apply a debuff to targets below Level 60 that makes its possessor unable to benefit from MIN-increasing buffs (including other effects of said buffs), Wielder's cap on stat damage dealt is doubled for purposes of Mind Damage, Wielder's opponents who have scanned wielder's stats are dealt 21,000 Flat Fire & Null element MIN Damage at the start of each round as a non-stacking effect
w/ Engima-Bound- The item possessing this enchantment may be equipped by Enigma Men regardless of who it is Bound to; this item gains the element Mystery is wielded by an Enigma Man, Quest Enchantment

*Essence of the Eternal Pyre- (Accessory Aspect: The Eternal Pyre, Other: Mystic Infusion, Fire & Psychic, X Gold) +(10,000 * the number of individuals opposing wielder with different names whose stats wielder has not scanned (to a max of 200 such individuals)) Defense, +25,000 Defense against MIN Damage, 25% Knowledge Resistance, Wielder may deal MP Damage instead of HP Damage, Wielder obtains a buff that gives wielder +25,000 to all stats if wielder's stats are scanned by an opponent that does not stack, Wielder's offensive actions may deal 25,000 MIN Damage, All stat damage dealt by wielder may be converted into Mind Damage, All individuals in battle gain 59% Spatial Resistance, Spatial Magic spells and Spatial element abilities cost individuals in the same battle as wielder 59,000,000 additional MP to cast, Wielder's opponents below Level 80 may not create Zones, Terrains, Phantom Terrains, or new battles and may not leave battle without wielder's permission, Wielder's offensive actions remove all Spatial Magic buffs from sources below Level 80 from their targets, Individuals below Level 80 who are not 20 Levels or greater than wielder may not inflict negative status effects on wielder if wielder's stats have been scanned by a living opponent
w/ Engima-Bound- The item possessing this enchantment may be equipped by Enigma Men regardless of who it is Bound to; this item gains the element Mystery is wielded by an Enigma Man, Quest Enchantment

*Mind<PYRE- (Spell Aspect: The Eternal Pyre, Fire & Psychic, 0 MP, X Gold) +250,000 Magical Attack, Deals HP Damage and MP Damage, 25,000 MIN Damage, Inflicts Burning, Stat Drain: MIN Drain, and Mindblasted, All MIN bonuses on target from sources below Level 80 are seperated from the rest of their effects and converted into MIN penalties of equal quantities that are debuffs that stack in the same manner as the buffs they were converted from
w/ Engima-Bound- The item possessing this enchantment may be equipped by Enigma Men regardless of who it is Bound to; this item gains the element Mystery is wielded by an Enigma Man, Quest Enchantment
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Aeromage
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Re: Artifact Info Thread

Post by Aeromage »

New Artifact:
The Grace and the Glory (Level 79, 0 XP, # XP Required, Standard Multiplier x22 (Raised to x4400 to bypass Level 80 cap)) (Owned by Kit)

*White Armageddon's Witness- (Weapon Aspect- The Grace and the Glory, Assault Matrix, Good & Devastation & Glory, X Gold) +700,000 Ranged Attack, +700,000 Magical Attack, +700,000 AGI, +700,000 SPI, +7,000,000 HP as a non-stacking bonus, +7,000,000 MP as a non-stacking bonus, +3 Base AGI, +3 Base SPI, 156% Critical, +156% Critical, 256% To Hit, +156% To Hit, 777% inflicts Awestruck, 60% inflicts Smitten, The greatest of AGI and SPI becomes wielder's Prime Attribute for 'Ranged Attack', 'Snipe', 'Point Blank', and 'Magical Attack' actions, twice the greatest of AGI and SPI becomes wielder's Prime Attribute for 'Ranged Overdrive' and 'Overdrive' actions, wielder's per-item Ranged Attack and Magical Attack bonus caps become based on the greater of wielder's AGI and SPI, Entities damaged by attacks that incorporate one of this item's attack bonuses are afflicted with an instance of Impaired: Blind that cannot be cured by sources below Level 79 without wielder's permission that additionally makes its possessor unable to scan stats or to deal damage to its inflictor or its inflictor's allies

*The Grace and the Glory- (Armor Aspect - The Grace and the Glory, Aura, Good & Light & Air & Glory, X Gold) +700,000 Defense, +700,000 AGI, +700,000 SPI, +7,000,000 HP as a non-stacking bonus, +7,000,000 MP as a non-stacking bonus, +3 Base AGI, +3 Base SPI, 156% Dodge, +156% Dodge, The greatest of AGI, CON, and SPI becomes wielder's HP-determining stat, wielder's per-item Defense bonus caps become based on the greater of wielder's AGI, CON, and SPI, Wielder gains the subtype Holy One and the ability 'Holy One Traits', Wielder is Immune to sources below Level 74, 'Overdrive' actions possess no inherent MP cost for wielder, Wielder may, at the start of each round, choose between Dominion and Smitten, become Immune to the chosen status effect for the round's duration as a buff, and then select any number of opponents, having a 60% chance of inflicting the chosen status effect on each chosen opponent, Wielder may inflict a chosen minor positive status effect on each ally (including wielder) at the start of each round, choosing separately for each ally

*Twelve-Winged Radiance of the Unknowable Empyrean- (Accessory Aspect - The Grace and the Glory, Bioaugmentation, Good & Light & Air & Glory & Illusion & Knowledge, X Gold) +700,000 AGI, +700,000 SPI, +7,000,000 HP as a non-stacking bonus, +7,000,000 MP as a non-stacking bonus, +3 Base AGI, +3 Base SPI, The greatest of AGI and SPI becomes wielder's turn-order-determining stat, Angels, Celestials, and Devas below Level 80 that are not Immune to Dominion have their decisions made by wielder if wielder decides to do so, Wielder may summon up to 2,000 entities from the Enemy List that are below Level 80 that are normally fightable for drops that are Angels, Celestials, or Devas at the start of each round, with a max of 4,000 summoned, Wielder's stats cannot be scanned by effects from sources below Level 80 that do not come from a Tier 3 or greater entity or spell, Wielder may spend an action to enter any battlespace so long as no entity of Level 80 or greater in any battlespace objects, Wielder may choose to count as up to 200,000,000,000 additional entities for row-order purposes, Wielder may choose to count as possessing a Constant Effect named either 'Supermassive' or 'Hypermassive', If wielder dodges all the hits of an attack, wielder may choose, at the end of said attack, to have a 100% chance of inflicting Smitten on the attacker
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Aeromage
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Re: Artifact Info Thread

Post by Aeromage »

New Artifact:
*The Chromesmith's Warchest (Level 79, 0 XP, # XP Required, Standard Multiplier x17 (Raised to x340 to bypass Level 80 cap))

*The Chromesmith's Warchest- (Accessory Aspect: The Chromesmith's Warchest, Container, Technology & Spatial & War, X Gold) Wielder gains an uncapped +100 bonus to all stats for each non-replicated Unique weapon wielder is carrying, Wielder gains an uncapped +10,000 bonus to HP and an uncapped +500 bonus to Ranged Attack for each non-replicated Unique Gun wielder is carrying, Wielder's Unique Guns have any Attack Bonus or bonus to a Stat they provide increased by +400,000, Wielder may carry any number of unequipped Unique Guns into threads, Wielder may, before or after any action, unequip and then equip any number of Unique Guns (being able to choose different numbers), Wielder's Unique Guns may not be stolen or broken, Wielder may apply an additional Enhancement of each type to Unique Guns, Wielder may spend an action to, as a non-stacking buff, add the non-buff-modified text of any Unique Gun carried by wielder to any other Unique Gun carried by wielder for 3 rounds, Wielder may equip Unique Gun weapons in a single weapon slot regardless of how many slots they would normally occupy, Wielder gains +50% To Hit against targets whose total sum of equipped items' names includes fewer different words than the sum total of wielder's carried Unique Guns' names, At the start of each round, wielder is informed of the names of all Unique Guns wielded or carried by other individuals in the same battle and which individual is wielding or carryting them, Wielder gains +50% To Hit (which stacks with the previous bonus) against individuals who are wielding or carrying at least one Unique Gun

*Purgatory's Dawnbreaker- (Weapon Aspect: The Chromesmith's Warchest, Gun, Psychic & Darkness & Light & Time & Destruction, X Gold) +400,000 Ranged Attack, The first time per entity that an attack involving this weapon brings a target that is below Level 80 below 75%, 50%, or 25% of its Max HP, this weapon, as a debuff that stacks 3 times, removes a chosen Passive Ability or Constant Effect from its target

*Twelve the Bloodhavoc- (Weapon Aspect: The Chromesmith's Warchest, Gun, Time & Darkness & Formus & Blood & Destruction, X Gold) +400,000 Ranged Attack, 4 hits against 12, Wielder may, if no Zone, Terrain, or Phantom Terrain that confers Instant Death Immunity, Reflection, or Absorption is present in any battlespace, up to 12 times per thread as an effect that does not have its tracking reset by the reset of other things, provided no entity in any battlespace of Level 80 (or that was said Level at any prior point in the battle or that was present at any prior point int he battle) or greater objects, reset the battle to the start of a chosen round

*Excommunicatio con Parfait- (Weapon Aspect: The Chromesmith's Warchest, Gun, Sin & Devastation & Hunger & Whimsy, X Gold) +400,000 Ranged Attack, 40,000 SPI, SAN, or RES Damage, 1,000% inflicts Charm, 40% may inflict Dominion, 100% inflicts Smitten: Excommunicated, Wielder may choose to deal no Damage

*Lenny's Shoeshine- (Weapon Aspect: The Chromesmith's Warchest, Gun, Light & Atomic & Destruction & Glory & Commerce, X Gold) +400,000 Ranged Attack, 1 hit against 50,000,000,000, Once per battle across all wielders, to a max of four times per thread across all wielders, when an attack is performed using this weapon, it may lose its text for the remainder of the battle, and wielder may deal 400,000,000 Flat Light & Atomic & Destruction & Glory & Commerce element Damage to a single target that is being targeted by the attack and steal up to (the total Gold value of wielder's equipped items / 25, rounded up) Gold worth of equipped or carried items from the target

*Tropic of Dantallion- (Weapon Aspect: The Chromesmith's Warchest, Gun, Evil & Mystic & Spatial & Astral & Knowledge, X Gold) +400,000 Ranged Attack, 3 hits against 500,000, when wielder makes an attack using this weapon, wielder chooses a Wizard Magic, Necromancy, Dark Magic, Blight Magic, Demon Magic, Astral Magic, Binder Magic, Blood Magic, Contract Magic, Danmaku, Rune Magic, War Magic, Ancient Magic, Catastrophe Magic, or Contingency Magic spell that either wielder has equipped or is carrying or that is in stock in the Shop, At the start of each round, wielder gains an must, if able, perform a 'Cast a Spell' action involving each of those chosen spells sequentially, with spells chosen not being tracked between different battles

*Church of the Thunder- (Weapon Aspect: The Chromesmith's Warchest, Gun, Electrical & Faith & Glory & Sonic & Dopple, X Gold) +400,000 Ranged Attack, 30% inflicts Smitten, 1 hit against 2,000,000, Attacks involving this weapon use wielder's SPI instead of each other stat of wielder's that they would use for all calculations (being able to use it multiple times if it is replacing multiple stats simultaneously), Attacks involving this weapon repeat directly the start of its wielder's first action of each round, provided that no such attack involving it has previously repeated against one of the same targets during the same round

*Bitter Wisdom- (Weapon Aspect: The Chromesmith's Warchest, Gun, Acid & Time & Rot & Madness & Stasis, X Gold) +400,000 Ranged Attack, For each different previous action (judging 'different' by either including a spell or technique not included in a previous action it performed or involving an active ability or enemy ability with a different name than all of its prior actions) that each target performed, wielder chooses a stat, with this item dealing (4,000 x #) Damage, with the # being the number of times that stat was chosen, with different stats being able to be chosen by this weapon's wielder for the same target when it would deal different instances of stat damage

*Grandfather's Dream- (Weapon Aspect: The Chromesmith's Warchest, Gun, Acid & Time & Rot & Madness & Stasis, X Gold) +400,000 Ranged Attack, if this weapon is wielded at the start of battle, wielder and all of wielder's allies obtain, as a non-stacking buff, a non-replenishable pool of 4,000,000 HP that is exhausted prior to other pools of HP, Wielder deals double Damage (to a max of 100,000,000,000 additional Damage) and gains +100,000 uncapped points to all stats if wielder previously possessed at least 5 unique allies during the thread, but they are all either dead due to an opposing source or have been removed from the thread by an opponent

*The Silver Wolf- (Weapon Aspect: The Chromesmith's Warchest, Gun, Glory & Warding & Life & Will, X Gold) +400,000 Ranged Attack, 2 hits against 1, This weapon's attacks gain a cumulative additional hit, to a max of 200 more additional hits, against each target that has been targeted by a prior attack by wielder involving this weapon, additionally gaining +10% To Hit for each such additional hit applied, Wielder may target individuals with attacks involving this weapon who are in other battlespaces if they have previously been targeted with an attack by wielder involving this weapon; individuals targeted in this manner in different battlespaces may target wielder regardless of wielder's battlespace on the round said attack occurs and the round immediately following

*Fortissmo Grandhavoc- (Weapon Aspect: The Chromesmith's Warchest, Gun, Time & Destruction & Sonic & Dopple, X Gold) +400,000 Ranged Attack, 1 hit against 700,000, When wielder kills an entity with an attack involving this weapon, wielder, up to 4 times per round, gains an additional action, creates a new battlespace that lasts until the end of that action that contains a Zone of Time & Destruction that, as a non-stacking effect, doubles the max number of targets of all multi-target attacks, to a max of 20,000,000,000 additional targets, and moves itself and all other entities in its battlespace that are not (entities Level 80 or greater than object) for the duration of that action

*Abomination's Witness- (Weapon Aspect: The Chromesmith's Warchest, Gun, Light & Devastation & Warding & Terror & Time, X Gold) +400,000 Ranged Attack, This weapon unsummons targets below Level 90 that were summoned by sources below Level 85, At the start of each round, wielder deals each entity that was previously dealt Damage by this weapon a quantity of Flat Light & Devastation & Warding & Terror & Time element Damage equal to the Damage previously dealt to it by this weapon that has since been healed or regenerated (to a max of twice the highest amount of such damage dealt to it at any one time), and removes all buffs and positive status effects present on it from sources below Level 90 that were not present on it in at least one stacking at every point in time it was previously dealt Damage by this weapon during the same battle

*Unmoving Cosmos- (Weapon Aspect: The Chromesmith's Warchest, Gun, Ice & Astral & Stasis & Warding & Time, X Gold) +400,000 Ranged Attack, 40% inflicts Petrified, 40% inflicts Petrified: Time Stop, When wielder hits an opponent below Level 89 with an attack involving this weapon, one of that opponents' debuffs that has an effect that triggers on a per-round or per-action basis instead is altered to never trigger
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Aeromage
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Re: Artifact Info Thread

Post by Aeromage »

New Artifact:
The Promethean Fire (Level 59, 0 XP, # XP Required, Standard Multiplier x22 (Raised to x880 to bypass Level 60 cap))

The Promethean Fire- (Weapon Aspect- The Promethean Fire, Force, Fire & Progress & Primordium, X Gold) +300,000 Melee Attack, +300,000 Ranged Attack, +300,000 Magical Attack, 300%, Inflicts Burning, Wielder's attack actions that do not involve Mind as a Prime Attribute gain MINx0.5 as an additional Prime Attribute, Wielder ignores the Fire Resistance, Immunity, and Absorption of entities below Level 60, Wielder ignores the Burning Resistance, Immunity, and Absorption of entities below Level 60

The Promethean Spark- (Accessory Aspect- The Promethean Fire, Ioun Stone, Fire & Progress, X Gold) +300,000 MIN, Wielder's turn order determining stat becomes MIN, At the start of each round, each of wielder's allies selects an ability that is In Stock in the shop that it qualifies for but does not possesses (with unique non-PC entities being able to select abilities even if not normally allowed into the ability shop) and gains it as a Temporary ability, with this effect being a buff that stacks 200 times, Wielder's allies may choose at the beginning of a round to gain Fire as an additional element or as an element that replaces any chosen set of other elements they possess, with this replacement overriding future applications of those replaced elements

The Promethean Mind- (Accessory Aspect- The Promethean Fire, Bioagumentation, Fire & Progress & Psychic & Electrical, X Gold) +300,000 MIN, At the start of each round, wielder selects an ability that is In Stock in the shop that it qualifies for but does not possesses and gains it as a Temporary ability, with this effect being a buff that stacks 200 times, Wielder may spend an action to select two entities from the Enemy List that are Level 59 or lower and normally fightable for drops and summon an entity that naturally possesses their combined stats and listed values, all of the Constant Effects and abilities of each, the subtypes of each, plus Bio-Horror, the elements of each, plus Fire, Fire Immunity, and the name 'Promethean Construct: Melding of <Entity 1> Plus <Entity 2>', with the resulting entity possessing the greater of the two component entities' Levels, with a max of 5 summoned, Wielder may spend an action to resurrect a Bio-Horror, with this action counting as being Electrical element

The Promethean Heart- (Accessory Aspect- The Promethean Fire, Bioagumentation, Fire & Progress & Primordium, X Gold) +300,000 CON, +3,000,000 HP as a non-stacking bonus, Fire Immunity against sources below Level 80, Wielder gains Fire as an element, Once per round, at the start of one of wielder's actions, wielder may choose to, as a debuff that stacks 5 times that, at its time of application, produces a buff that stacks 5 times, select a Constant Effect possessed by an opponent that is an entity that could be fought normally for drops on the Enemy List, cause that entity to lose that Constant Effect, and gain that Constant Effect itself, inflicting Burning on both the entity and itself if the debuff and buff application are both successful
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Aeromage
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Re: Artifact Info Thread

Post by Aeromage »

New Artifact:
Baumvaste Mobile Geofont (Level 59, 0 XP, # XP Required, Standard Multiplier x17 (Raised to x240 to bypass Level 60 cap))

Baumvaste Mobile Geofont- (Accessory Aspect- Baumvaste Mobile Geofont, Other: Mystic Infusion, Glory & Mystic & Warding & Wealth & Time & Energy & Phantom, X Gold) Wielder's summons do 25% more Damage, Wielder's summons gain +20,000 to all stats as a non-stacking bonus, Wielder's summons cannot be unsummoned by entities of Level equal to or lower than wielder, Wielder may not be prevented from summoning by entities of equal or lower Level, Wielder may not be prevented from creating Zones or attaching effects to Zones by entities of equal or lower Level, At the start of each round, wielder creates a Zone of Glory & Mystic & Warding & Wealth & Time & Energy & Phantom and places a non-stacking effect on it that gives wielder's summons +200,000 to all stats if they have no non-wielder PC allies, Possessor and possessor's summons always count as being on four additional Ley-Lines, even if they would otherwise not count as being on any, and cannot be prevented as counting as such by entities of Level equal to or lower than possessor

Baumvaste Impenetrable Palanquin- (Accessory Aspect- Baumvaste Mobile Geofont, Other: Container, Glory & Mystic & Warding, X Gold) If wielder enters a thread with this item and possesses at least one unique PC ally, wielder may choose to begin the thread in a semipresent state as a buff that cannot be removed by entities below Level 99, excluding through its natural removal condition; if wielder possesses this buff, wielder is on wielder's side of battle but cannot act, does not make decisions, is not assigned turns in turn-order, and does not occupy a space in any row, but may be targeted by allies in the main battlespace for purposes of applying buffs to it (but not for other effects attached to the application of those buffs); if battle would end in the buff's possessor's side's defeat by an entity that is not 20 or more Levels greater than possessor, possessor, as an effect that delays the end of battle, starts a new battle, where possessor is not semipresent despite the buff, with no non-possessor PC allies on possessor's side of battle and each opponent's side of battle in the state it was at the time of the effect's activation as an opposing side of battle, with, should this battle result in possessor winning, having possessor's side of battle win the battle that this battle was triggered by, with the buff being removed at this point, entering battle as a standard participant on its side for future battles that may follow the battle that initiated the substitute battle effect, with possessor's side of battle maintaining the state of loss should possessor lose the battle within the battle

Grand Luthstransburg: Old Capital-World of the Cosmos- (Accessory Aspect- Baumvaste Mobile Geofont, Ioun Stone, Glory & Mystic & Wealth, X Gold) Possessor's summons may choose to count as unique and/or to count as coming from a spell with a Gold value of 'X' provided possessor has no other summon with the same name alive at the same time, Possessor's summons obtain a 5% increase to their stats as a non-stacking bonus

Phelgrengonnivorte: Thread-Woven World of Knotted Recursion- (Accessory Aspect- Baumvaste Mobile Geofont, Ioun Stone, Glory & Mystic & Time, X Gold) Once per summon per thread, possessor may, at the start of a round, choose to revert one of possessor's summons' statuses, even if the summon is dead, to the status it possessed at an earlier point in the same thread, Possessor's summons obtain a 5% increase to their stats as a non-stacking bonus

Ghalkhannagrotto: Star-Spewing Dynamo-World- (Accessory Aspect- Baumvaste Mobile Geofont, Ioun Stone, Glory & Mystic & Energy, X Gold) Possessor's summons regenerate 2,000,000 HP and 2,000,000 MP at the start of each turn, Possessor's summons obtain a 5% increase to their stats as a non-stacking bonus

Khelmenrothe: World of My Dead Children- (Accessory Aspect- Baumvaste Mobile Geofont, Ioun Stone, Glory & Mystic & Phantom, X Gold) At the start of each round, possessor may choose five of possessor's summons who are dead, even if they died in an earlier fight in the same thread, being unable to choose two on the same round that are the same entity from the Enemy List or Zoo Record, and replicates an action from each, as though the summon were alive and performing said action, utilizing the summon's stats from any point during the thread at which it was alive, with this effect being able to select summons of possessor's summons and future generations or their summon generation trees, Bonuses possessor grants to possessor's summons apply to summons that are dead or being replicated by possessor, Possessor's summons obtain a 5% increase to their stats as a non-stacking bonus
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Aeromage
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Re: Artifact Info Thread

Post by Aeromage »

New Artifact:
Mouse Queen's Gameboard (Level 59, 0 XP, # XP Required, Standard Multiplier x11 (Raised to x220 to bypass Level 60 cap))

Mouse Queen's Crown- (Accessory Aspect- Mouse Queen's Gameboard, Crown, Fate & Beast, X Gold) +100,000 Damage to delayed attacks, Wielder's summon caps are increased by 2 for non-unique summons, with this increase increasing to 200 if it is already capped at 50 or more

Mouse Queen's Gameboard- (Accessory Aspect- Mouse Queen's Gameboard, Trinket, Terror & Progress, X Gold) Wielder may delay any action any number of rounds, provided it doesn't delay it to fewer than what it is already being delayed to; whenever wielder delays an action that isn't replicated, wielder may replicate an action performable by any of wielder's summons as though that summon were performing that action
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