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'''Artifact Rules'''
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.
* Artifacts are items of immense magical power and usually historical importance, can can be temporarily owned and wielded by player characters.
* Artifacts are always recognizable. The [https://docs.google.com/spreadsheets/d/181G5URHTzfiJz5EOpthBnUWHAwWn0xCFJDP8UmjHy6w/edit?gid=1509769639#gid=1509769639 repository] is IC information.
* Artifacts can only be disguised if attending a Calendar Event with a Disguise Mechanic.
* Artifacts can be stolen only if their owner is incapacitated and all fighting has ended.
* Tenured Artifacts and Knight Rank-Up Artifacts are the only Artifacts that cannot be stolen. They are explained below.
* Tenured Artifacts are created when a character has owned a specific artifact for a long period of time (~4+ months, usually), without it being traded or stolen, that the artifact becomes locked to them.
* Artifacts with a description that describes them as “Intangible” cannot be Tenured.
* Tenured Artifacts are considered removed from circulation (though their sparks can still be stolen), and a new Artifact is released in their stead.
* Unlike regular Artifacts, anyone can take an Artifactspark from a Tenured Artifact, since the Artifact itself cannot be stolen.
* When a Character with a Tenured Artifact is retired, that Tenured Artifact is permanently retired, too.
* Knight Rank-Up Artifacts are strictly rewards for [[Knights]], and do not have sparks, nor can they be stolen.
* Artifact Holders should not obfuscate that they have an artifact, and if they are KO’d in combat, must inform those present in the scene that they have an Artifact that can be stolen.
* Artifacts can only be traded voluntarily once per week.
* Artifacts cannot be destroyed by players. Some Artifacts can be destroyed by Gods.
* Artifacts can be confiscated from inactive players. They are however entitled to a warning.
* Multiple artifacts of the same type (i.e. jewelry, weapon, shield) cannot be wielded at once.
* While anyone can steal whole artifacts, only certain Mechanics and groups can remove Artifactsparks from an Artifact.
* Aelrrigan Knights, Event NPCs/Gods, Custom Kits, and Wiki Mechanics can remove Artifactsparks, thus removing access to Artifactspark Mechanics.
* Permanent Mechanics as described on Artifacts, however, are not affected by the Artifactspark, and are always active.
* Disabled Artifacts can be restored by putting another Artifactspark in it, which can be acquired in a number of ways described on the [[Resources]] page.
* Artifactspark can also be voluntarily granted by the Aelrrigan Order when it is petitioned for, but only by a Group Vote.
* Some Artifactsparks can be restored by Gods in Events, and Divinium Summoning, if that God made the Artifact or is part of its making.


==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 is always IC information, and thee Artifacts cannot be hidden or disguised.
* 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 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==
<gallery mode="packed-overlay" widths="400px" heights="400px">
<gallery mode="packed-overlay" widths="400px" heights="400px">
File:L26,R1,C1,Akhet-hedj,visible,Normal,255.png|''Akhet-Hedj, Baskarr Chain''
File:L26,R1,C1,Akhet-hedj,visible,Normal,255.png|''Akhet-Hedj, Baskarr Chain''
Line 67: Line 59:
File:L21,R1,C1,Brightedge,visible,Normal,255.png|''Brightedge, Dark Scythe''
File:L21,R1,C1,Brightedge,visible,Normal,255.png|''Brightedge, Dark Scythe''
</gallery>
</gallery>
==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.
* Tenured Artifacts and Knight Artifacts (both 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.
* "Appropriate Character" refers to specific theme compatibility, for example, A Fornoss Sword owned by a Velheim Fornoss warrior.
* Staff will either provide an IC excuse, to why they lost the Artifact, but get a Collectible. The Artifact goes back into circulation.
* Tenured Artifacts cannot have their Spark stolen, as they have lost the majority of their power and de-sparking would be unfair.

Revision as of 12:09, 23 August 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 is always IC information, and thee Artifacts cannot be hidden or disguised.
  • Which Character/Player owns which Artifact can always be found on the Repository (External link to a Google Doc Spreadsheet)
  • 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

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.

  • Tenured Artifacts and Knight Artifacts (both 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.
  • "Appropriate Character" refers to specific theme compatibility, for example, A Fornoss Sword owned by a Velheim Fornoss warrior.
  • Staff will either provide an IC excuse, to why they lost the Artifact, but get a Collectible. The Artifact goes back into circulation.
  • Tenured Artifacts cannot have their Spark stolen, as they have lost the majority of their power and de-sparking would be unfair.