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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
Each Artifact is represented by an impressionist depiction of the 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, 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.
- 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.