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Either by divine intervention or by artificial construction, the world of Aloria has numerous Artifacts produced throughout the ages, powerful objects with often magical powers. In the hands of their wielders, Artifacts have been used to do great good and great evil, and sometimes yet these objects themselves drove them to these moral extremes. Artifacts are extremely rare, and more often than not does only one of each exist in the world. They are difficult to find, though when found, draw considerable attention to their owner both from the public eye, as well as more sinister forces.
The World of Aloria is filled with magical and mystical indestructible Artifacts, many created by the Gods to aid (or corrupt) the lives of mortals as they navigate the events in history. Artifacts are powerful objects of which only a few exist that Players can end up owning, either as a reward for an Event or by taking them from other Players. They often give powerful Abilities, and Mechanics, and make any owner a target from other gloryseekers. Below you will find a listing of all the Artifacts and Rules.
 
==Artifact Rules==
==Artifact Rules==
Artifact ownership is tied to several rules, specifically for owners but also those trying to take Artifacts from owners.
Because Artifacts present a gamified experience of important object ownership, some Rules are enforced both with ownership and acquisition.
* Artifact conflict is not opt-in, at least on the server. A player cannot be too tired, drunk, or not interested when they are attacked for the Artifact in the street.
* Artifacts are famous and always recognizable. Ownership, but '''not''' Status, is always IC information, and the Artifacts cannot be hidden or disguised.  
* Artifacts may not be transferred with collusion or OOC intent. If a player no longer wants an Artifact they are to contact Lore Staff to hand it off system side.  
* Artfiact Status is defined as: Sparked, Legendary Sparked, or Corrupted. These can only be known by directly seeing the Artifact IC.
* Artifact owners may not combat-log from an ambush or crp fight, if they have to go mid-fight, the Artifact is automatically dropped on the ground where they logged.
* Which Character/Player owns which Artifact can always be found on the [https://docs.google.com/spreadsheets/d/181G5URHTzfiJz5EOpthBnUWHAwWn0xCFJDP8UmjHy6w/edit?gid=1509769639#gid=1509769639 Repository] (External link to a Google Doc Spreadsheet)
* Artifacts cannot be destroyed, disarmed, magicked away, yanked from the owner's hands or otherwise disappeared with the use of Abilities or otherwise.
* In the event a Shapeshifter owns an Artifact, the Artifact is registered to the Persona that acquired it, but otherwise cannot be hidden.
* Artifacts can however be changed in some unique circumstances related to Divine Entities, who are in fact also capable of destroying Artifacts.
* Artifacts cannot be taken from their owners during Calendar-recorded Player/Staff Events to avoid Event disruption.
* Artifact owners are permanently Control Power Immune, and are also immune to any Special that would establish control over them.  
* Artifacts can only be stolen if their owner is incapacitated (0 HP) and all fighting around the Artifact has ended.  
* Artifacts used during system Raids (Aelrrigan Magivault, Reliquary Temple) can be taken by the winning side if the defending side with an Artifact was KO'd.  
* If an Artifact holder has been incapacitated in Combat (0 HP) they must emote the Artifact being takeable next to them.
* Artifacts cannot be taken during a Raid on Estates, Manors, Noble Estates, or Clandestine Bases, even if either side is KO'd during the Raid.
* Artifacts can be voluntarily traded/handed off, but only once per week. Back-and-forth swapping is considered a violation.
* Artifacts can be taken in day to day RP, including CRP surrounding [[Regalian Keeps]], which are not system Raids, rather classified as normal CRP.
* Staff will confiscate Artifacts from inactive players/Characters, though they are always entitled to at least one warning.
* Artifacts are always recognizable for what they are, they cannot be disguised and cannot be hidden from day to day roleplay, and are always worn.
* Multiple Artifacts of the same type (Sword-Sword etc.) cannot be wielded at once. This does not apply to Collectibles Legendaries.
* Artifacts can be disguised if the user needs it to be for a small period, for example an event. This is based on the Honor System, and not to prevent theft.
* Only certain groups of Mechanics can steal Artifactsparks from Artifacts, though anyone can steal or own an Artifact of any kind.
* Artifact ownership is never Meta information. You are permitted to source the [https://docs.google.com/spreadsheets/d/181G5URHTzfiJz5EOpthBnUWHAwWn0xCFJDP8UmjHy6w Custom Kit Repo.] to know who owns what Artifact at any time, and use this information IC.  
* Some Mechanics may not be affected by Artifactspark removal. A removed Spark can also be re-inserted, see the [[Resources]] Page.
* Artifacts can only be taken when an owner is fully Knocked Out and defeated. Though, blackmail and other forms of IC coercion for voluntary surrender are permitted.
* In some exceptional events, Gods/Divine Beings may restore Artifactsparks. The Aelrrigan Order may also vote to restore it.
* Artifacts of the same type (Weapon, Jewelry, Shield) cannot be wielded at the same time. This also includes Mythics. Different types are permitted but never the same.
 
* Artifacts must generally be always on the owner, though they may be "stashed" for the duration of any System Raid if the user does not want to risk losing it.
==Artifact List==
* If Staff deem an Artifact Owner too inactive, a first warning/request for more activity will be given. After, if no improvement is met, the Artifact will be lost.
An impressionist depiction of the Artifact represents each Artifact.
----
<gallery mode="packed-overlay" widths="400px" heights="400px">
{{Subject Table
File:L26,R1,C1,Akhet-hedj,visible,Normal,255.png|link=Akhet-hedj|''[[Akhet-hedj|Akhet-Hedj, Accessory]]''
|title = Tier I Artifacts
File:L24,R1,C1,Gudhjarta,visible,Normal,255.png|link=Gudhjarta|''[[Gudhjarta|Gudhjarta, Weapon]]''
|color = 587B96
File:L25,R1,C1,Sangria,visible,Normal,255.png|link=Sangria|''[[Sangria|Sangria, Weapon]]''
|image = Dragonring.png
File:L01,R1,C1,Panopticon,visible,Normal,255.png|link=Panopticon|''[[Panopticon|Panopticon, Weapon]]''
|caption = Often lost to time, but when found, great triumph or catastrophe follows.
File:L22,R1,C1,Andlar,visible,Normal,255.png|link=Andlar|''[[Andlar|Andlar, Weapon]]''
|text = Tier I Basic Artifacts are some of the weakest (and presumably duplicate) Artifacts in the world.
File:L04,R1,C1,Meratar,visible,Normal,255.png|link=Meratar|''[[Meratar|Meratar, Armor ]]''
<center>
File:L06,R1,C1,Warbound Ironfists,visible,Normal,255.png|link=Warbound Ironfists|''[[Warbound Ironfists|Warbound, Weapon]]''
[[Hartkos]] [[Vhaa'luk]] [[Morkhaar]]
File:L07,R1,C1,Talnalle,visible,Normal,255.png|link=Talnalle|''[[Talnalle|Talnalle, Weapon]]''
</center>
File:L08,R1,C1,Meselya,visible,Normal,255.png|link=Meselya|''[[Meselya|Meselya, Accessory]]''
}}
File:L09,R1,C1,Prakhara,visible,Normal,255.png|link=Prakhara|''[[Prakhara|Prakhara, Weapon]]''
----
File:L12,R1,C1,Riverhide,visible,Normal,255.png|link=Riverhide|''[[Riverhide|Riverhide, Armor]]''
{{Subject Table
File:L16,R1,C1,Zanzibart,visible,Normal,255.png|link=Zanzibart|''[[Zanzibart|Zanzibart, Weapon]]''
|title = Tier II Artifacts
File:L17,R1,C1,Narselendis,visible,Normal,255.png|link=Narselendis|''[[Narselendis|Narselendis, Weapon]]''
|color = 587B96
File:L18,R1,C1,Ruton,visible,Normal,255.png|link=Ruton|''[[Ruton|Ruton, Accessory]]''
|image = Adsad.jpg
File:L19,R1,C1,Baardensang,visible,Normal,255.png|link=Baardensang|''[[Baardensang|Baardensang, Weapon]]''
|caption = Often lost to time, but when found, great triumph or catastrophe follows.
File:L20,R1,C1,Aulaya,visible,Normal,255.png|link=Aulaya|''[[Aulaya|Aulaya, Weapon]]''
|text = Tier II Rare Artifacts are some of the stronger Artifacts in the world.
</gallery>
<center>
==Grim Artifact List==
[[Andlar]] [[Alaen]]
Grim Artifacts follow the same rules and design as regular Artifacts, however, they were either created or altered by Death Gods, Void Gods, or Arken, making them more unstable or dangerous to mortals on Aloria. On average Grim Artifacts are stronger, but they also draw attention from Magic-policing Aelrrigan Knights who hunt down dangerous owners of such Artifacts. An impressionist depiction of the Artifact represents each Artifact. To navigate to their respective pages, click the text inside the image.
<gallery mode="packed-overlay" widths="400px" heights="400px">
File:Darkccrown.png|link=Kinvahc|''[[Kinvahc|Kinvahc, Accessory]]''
File:Darksymb.png|link=Hydtithe|''[[Hydtithe|Hydtithe, Armor]]''
File:Rlhammer.png|link=Sandspite|''[[Sandspite|Sandspite, Weapon]]''
File:Darktail.png|link=Malghoriirn|''[[Malghoriirn|Malghoriirn, Weapon]]''
File:Rkpick.png|link=Ivory Picks|''[[Ivory Picks|Ivory Pick, Accessory]]''
File:Rkdust.png|link=Sparks of Joy|''[[Sparks of Joy|Joyspark, Accessory]]''
File:Darkgcoin.png|link=Coins of Greed|''[[Coins of Greed|Greedcoin, Accessory]]''
File:Darkbridhg.png|link=Brightedge|''[[Brightedge|Brightedge, Weapon]]''
File:Darkarmo.png|link=Rustheart|''[[Rustheart|Rustheart, Armor]]''
File:Darkneckl.png|link=Spurned Animus|''[[Spurned Animus|Animus, Accessory]]''
File:Darkneckl.png|link=Mazatlias|''[[Mazatlias|Mazatlias, Accessory]]''
</gallery>
 
==Artifact Corruption==
Artifact Corruption is a special process by which higher powers of an Evil nature (Void Gods, Death Gods, Spirit Dukes, etc), can transform an Artifact at the behest of the owner, for a price. Currently, the only way to reliably do this is via [[Evolism]]'s Mechanics, which always Void Corrupts it.
===Void Corruption===
* '''Corruption Mechanic 1:''' The wielder's Max HP is raised from 10 to 16. The wielder gains 2 Free Packs of choice from the following Categories: [[Magic Point Buy]] , [[Proficiency | Faith Point Buy]] (excluding Prayer), or [[Adapt Point Buy]], but only as Sinistral Void Magic. If Magic Point Buy is chosen, Abilities are always the Sinistral Variant, regardless of Magic Stat.
* '''Corruption Mechanic 2:''' The wielder always counts as having Divinium when present at an Evolist God Divinium Summoning for the purpose of asking questions. After 1 week of ownership of the Corrupted Artifact, the user generates 1 Auto-Divinium per Month, but it can only be used to summon Evolist Gods. Additionally, the wielder can summon a Wretch, a Demon in service to Int onto the battlefield during Calendar-planned Combat Scenarios, like Temple Raids, Aelrrigan Vault Raids, or Clandestine Base Raids. Wretches will be portrayed by a Staff member and fights with the power of two Characters with their own set of Abilities. Wretches  will fight until reduced to 0 HP, or until the artifact's wielder reaches 0 HP. Wretches also does not take a participant slot.


</center>
==Artifact Tenuring==
}}
Artifact Tenuring is a special process by which an Artifact is converted into a collectible legendary item. Collectible Legendaries are not the same as Artifacts, and while it may technically break the logic of Roleplay when an Artifact is exchanged for a Collectible Legendary, Artifacts are made to be owned and to swap hands frequently. This means that we as Staff want an Artifact to inevitably be owned by more than one Player, so that everyone who wants to, has a fair shot at owning it for a while. Collectible Legendaries are a way of rewarding Players who have held onto certain Artifacts for a long time with a similar object that fits their Character niche and Aesthetic, though with the powers seriously reduced as a historical statement for that Character, in essence, to show "This person held this important thing for a long time" - and now has a permanent token Collectible to show for it. Artifact Tenuring has an additional set of Rules.
----
* Collectible Legendaries and Knight Collectibles (also considered Collectible Legendaries) cannot be stolen and are permanently owned.
{{Subject Table
* An Artifact is Tenured (turned into a Collectibe Legendary) when it has been owned by an appropriate Character for 4+ months (non-consecutive).
|title = Tier III Artifacts
* "Appropriate Character" refers to specific theme compatibility, for example, A Fornoss Sword owned by a Velheim Fornoss warrior.
|color = 587B96
* Staff will usually provide an IC excuse, to why they lost the Artifact, but get a Collectible. The Artifact goes back into circulation.
|image = SangriaSplash.png
* Collectible Legendaries do not have Sparks that can be stolen, as they have lost the majority of their power and de-sparking would be unfair.
|caption = Often lost to time, but when found, great triumph or catastrophe follows.
|text = Tier III Legendary Artifacts are some of the greatest Artifacts in the world.
<center>
• [[Sangria]] • [[Coraveau]] • [[Elysian]] • [[Ostarius]] •
</center>
}}
----
[[category:Items and Technology Lore]]
{{Artifacts}}

Revision as of 22:11, 20 September 2024

The World of Aloria is filled with magical and mystical indestructible Artifacts, many created by the Gods to aid (or corrupt) the lives of mortals as they navigate the events in history. Artifacts are powerful objects of which only a few exist that Players can end up owning, either as a reward for an Event or by taking them from other Players. They often give powerful Abilities, and Mechanics, and make any owner a target from other gloryseekers. Below you will find a listing of all the Artifacts and Rules.

Artifact Rules

Because Artifacts present a gamified experience of important object ownership, some Rules are enforced both with ownership and acquisition.

  • Artifacts are famous and always recognizable. Ownership, but not Status, is always IC information, and the Artifacts cannot be hidden or disguised.
  • Artfiact Status is defined as: Sparked, Legendary Sparked, or Corrupted. These can only be known by directly seeing the Artifact IC.
  • Which Character/Player owns which Artifact can always be found on the Repository (External link to a Google Doc Spreadsheet)
  • In the event a Shapeshifter owns an Artifact, the Artifact is registered to the Persona that acquired it, but otherwise cannot be hidden.
  • Artifacts cannot be taken from their owners during Calendar-recorded Player/Staff Events to avoid Event disruption.
  • Artifacts can only be stolen if their owner is incapacitated (0 HP) and all fighting around the Artifact has ended.
  • If an Artifact holder has been incapacitated in Combat (0 HP) they must emote the Artifact being takeable next to them.
  • Artifacts can be voluntarily traded/handed off, but only once per week. Back-and-forth swapping is considered a violation.
  • Staff will confiscate Artifacts from inactive players/Characters, though they are always entitled to at least one warning.
  • Multiple Artifacts of the same type (Sword-Sword etc.) cannot be wielded at once. This does not apply to Collectibles Legendaries.
  • Only certain groups of Mechanics can steal Artifactsparks from Artifacts, though anyone can steal or own an Artifact of any kind.
  • Some Mechanics may not be affected by Artifactspark removal. A removed Spark can also be re-inserted, see the Resources Page.
  • In some exceptional events, Gods/Divine Beings may restore Artifactsparks. The Aelrrigan Order may also vote to restore it.

Artifact List

An impressionist depiction of the Artifact represents each Artifact.

Grim Artifact List

Grim Artifacts follow the same rules and design as regular Artifacts, however, they were either created or altered by Death Gods, Void Gods, or Arken, making them more unstable or dangerous to mortals on Aloria. On average Grim Artifacts are stronger, but they also draw attention from Magic-policing Aelrrigan Knights who hunt down dangerous owners of such Artifacts. An impressionist depiction of the Artifact represents each Artifact. To navigate to their respective pages, click the text inside the image.

Artifact Corruption

Artifact Corruption is a special process by which higher powers of an Evil nature (Void Gods, Death Gods, Spirit Dukes, etc), can transform an Artifact at the behest of the owner, for a price. Currently, the only way to reliably do this is via Evolism's Mechanics, which always Void Corrupts it.

Void Corruption

  • Corruption Mechanic 1: The wielder's Max HP is raised from 10 to 16. The wielder gains 2 Free Packs of choice from the following Categories: Magic Point Buy , Faith Point Buy (excluding Prayer), or Adapt Point Buy, but only as Sinistral Void Magic. If Magic Point Buy is chosen, Abilities are always the Sinistral Variant, regardless of Magic Stat.
  • Corruption Mechanic 2: The wielder always counts as having Divinium when present at an Evolist God Divinium Summoning for the purpose of asking questions. After 1 week of ownership of the Corrupted Artifact, the user generates 1 Auto-Divinium per Month, but it can only be used to summon Evolist Gods. Additionally, the wielder can summon a Wretch, a Demon in service to Int onto the battlefield during Calendar-planned Combat Scenarios, like Temple Raids, Aelrrigan Vault Raids, or Clandestine Base Raids. Wretches will be portrayed by a Staff member and fights with the power of two Characters with their own set of Abilities. Wretches will fight until reduced to 0 HP, or until the artifact's wielder reaches 0 HP. Wretches also does not take a participant slot.

Artifact Tenuring

Artifact Tenuring is a special process by which an Artifact is converted into a collectible legendary item. Collectible Legendaries are not the same as Artifacts, and while it may technically break the logic of Roleplay when an Artifact is exchanged for a Collectible Legendary, Artifacts are made to be owned and to swap hands frequently. This means that we as Staff want an Artifact to inevitably be owned by more than one Player, so that everyone who wants to, has a fair shot at owning it for a while. Collectible Legendaries are a way of rewarding Players who have held onto certain Artifacts for a long time with a similar object that fits their Character niche and Aesthetic, though with the powers seriously reduced as a historical statement for that Character, in essence, to show "This person held this important thing for a long time" - and now has a permanent token Collectible to show for it. Artifact Tenuring has an additional set of Rules.

  • Collectible Legendaries and Knight Collectibles (also considered Collectible Legendaries) cannot be stolen and are permanently owned.
  • An Artifact is Tenured (turned into a Collectibe Legendary) when it has been owned by an appropriate Character for 4+ months (non-consecutive).
  • "Appropriate Character" refers to specific theme compatibility, for example, A Fornoss Sword owned by a Velheim Fornoss warrior.
  • Staff will usually provide an IC excuse, to why they lost the Artifact, but get a Collectible. The Artifact goes back into circulation.
  • Collectible Legendaries do not have Sparks that can be stolen, as they have lost the majority of their power and de-sparking would be unfair.