Mostartifacts confer some kind of bonus to their owner. To get the bonus, you may have to meet its activation requirements (such as being Christian to benefit from a saint's remains) or equip the item in an appropriate slot. It is also important to note: bonuses of copies do not stack; only one of each equipment type can be equipped; and a maximum of 4 books can be active.
Players can gift artifacts to other characters for an opinion bonus. Some artifacts have restrictions on who can receive them as gifts, often the same as the activation requirements. It is not possible to give away a skull trophy, magnum opus or necronomicon.
If you're not Zunist , your councillor may hear a rumor of an artifact. You can authorize him to search for the artifact or select another councillor. Rumors come in 3 flavors : minor, medium and major. They require to have reached 8, 14 or 20 points from events, then the artifact will be found. You can only hear a rumor if you don't have all of certain same level artifacts. For example, if you have all three of the bones of St Peter, the staff of Moses and David's harp, and if you're Christian, then you can't hear about a major rumor.
The councilor will choose a random skill to find a point in order to progress through the events. He will be incited to use the skill relevant to his councilor job (5x as likely) but this is not guaranteed. He will also be incited to use the skills in which he has 10 skill points or more (3x likely). He will report in to you every 300 to 380 days until he finds the artifact, dies or lost his track completely.
There are several outcomes. It is possible to get 1 progress point through passive gain. Using the same skill as the councillor job (1.5x), and having more than 18 skill points (x3.95) makes this more likely.
The councilor may ask for help. This is more likely if he has at least 8 skill points (x1.4), and he is using his councillor skill (x1.5) while searching. Granting help increases progress by a whopping 5 points. Disagreeing will decrease progress by one point. Once you agree to help, as long as the modifier is on (for 5 years), you won't be asked to help for the same skill again. Diplomacy costs -15 general opinion. Martial cost 25% global levy. Stewardship costs 5% city vassal tax, -20 mayor opinion, +25% build time. Intrigue costs -50% plot power, -50% plot discovery. Scholarship costs -25% tech progress rate. The modifier is removed if you found the artifact or if the quest is abandoned.
It's possible to have a setback (rare, weight 1 among 32 at base). Having a medium or major rumor makes this more likely (x1.25 for medium, x1.5 for major). Not using the councillor's relevant skill also increases this by x1.5. Having less than 8 skill points increases by x2.5 times. Having any "dumb" traits (dull , slow , imbecile ) increases this outcome by x1.5 times.
Human players (AI rulers cannot lose councilors in this manner) can also have their councilor killed while searching (rare, weight 1 among 32 at base). Not using the councillor's relevant skill also increase this by x1.5. Having less than 8 skill points increases it by x1.5 times.
The councilor may have other outcomes that is not searching with a skill. He can ask for money (50% of annual income, at least 30 coins). This is x2 more likely if he is greedy, deceitful, slothful or your rival. 8/9 of the time this adds 3 points to the progress bar, but 1/9 (increased x1.5 if greedy, deceitful or rival) of the time the councilor will pocket the money instead. This is an imprisonable offense. The councilor may mess up badly, removing 3 points from the progress bar, this is more likely to happen if Dumb , less likely if Smart . Fortunately, he cannot mess up again for 10 years. He may also do nothing, neither gaining nor losing points. He may also suggest to upgrade for a better rumor. This will remove half of the progress bar and gives 20% of the time Stressed .
Thus, the best artifact hunter could be a councilor, who has 18 in the skill associated with that council position, without any of the dumb traits. It is suggested alternatively to use a smart character with at least 8 skill points in each area.
After inheriting an artifact, there is a 5% chance that it will require maintenance. The cost to keep the artifact ranges from 30% yearly income for Q1 artifacts to 100% yearly income for Q4+ artifacts.
Must not already have a '+2' Axe in your Treasury (if '+2' Axe is given away as a gift, you can quickly loot a new one).
AI characters will never get this through looting.
Can be given to an AI character as a gift and they can pass it on to other AI through inheritance.
Has a purple name by default. This colour can be changed when renaming the axe by doing the following: When renaming the axe, you can use backspace to remove the name, and then one more time when the name is already removed (and not more than that, or it won't work). This final backspace will remove an invisible letter. A new invisible letter can be written such as "W" for white, or "R" for red, or "P" to make it purple as it was originally (amongst other possibilities). After the invisible letter, you can write a name for the axe as you would do normally.
While smithing a Tier 3 artifact, the smith may have an event where he asks for 2 yearly income (min 300, max 1000) gold in order to import special materials to create an improved Tier 4 artifact. This will only happen if the smith DOES get the smith_fail flag. The chance for smith_fail is higher when the smith has low stewardship (under 10, the scaling chance goes from 2 to 20). The chance for smith_fail is lower when the smith has high stewardship (over 10) and the greedy , diligent , patient , genius , quick , or shrewd traits; the chance of smith_fail is lower also if you have an Armory. Additionally, the smith is more likely to steal the artifact if he has the ambitious , envious , or deceitful traits, but less so if charitable or content . [1]
Some of the major Chinese artifacts can only be obtained through events, such as diplomat visits. The dragon amulet can be given by a courtier escaping death from China if you let him stay. You may buy a weapon while visiting China. The minor artifacts (quality 3 or less) can be requested from China by spending 500 grace.
Starting with the "Compose a Book" decision, you may write about any field in which you have a related education or 10 skill. For the topic of religion, being a member of a monastic society is also sufficient. You also have the option of writing about your dynasty.
A progress event will present options that may affect the possible quality levels. In one of the events, it helps to have a councilor in a relevant field whose skill is at least 3 higher than yours (4 higher for writing about dynasty).
The whispering weapons are obtained by successfully completing the "crucible steel weapon event chain". If a warrior lodge character , that satisfies certain conditions (2 out of: Martial 18, Martial Lifestyle, Shieldmaiden Trait, Berserker Trait, a Sea Raider Trait like Pirate, the appropriate equivalent of the Crusader Trait), dies in battle or in a duel, their lovers and friends that are also warrior lodge members, might get a chance to forge these "whispering" weapons.
Some of these artifacts have multiple different names, descriptions, and pictures which they can be generated with, but their abilities will remain constant. It will also be visible as to their internal name by searching their command name within the Character Finder or via the debug_mode console command.
Can be randomly created through the "Meteorite falls" event chain for adult feudal Christians. The character can choose to forge a weapon out of the meteorite, yielding this artifact.The event chain starts with "HFP.30100" (from "Crusader Kings II/events/HFP_random_flavor_events.txt") and is triggered randomly on "on_yearly_pulse"
CALL FOR PRESENTATION ABSTRACTS:
The Dr. Henry Armitage Memorial Scholarship Symposium seeks Lovecraftian and Weird Fiction related research for the NecronomiCon Providence convention. Providence, RI, August 15-18, 2024
Specifically for the Armitage Symposium, we are particularly interested in submitting works from academics: undergraduates, PhD students, post-graduates, independent scholars, established researchers. Presenters should be prepared to deliver a fifteen to twenty-minute oral presentation, and are invited to submit a manuscript for possible inclusion in the peer-reviewed Lovecraftian Proceedings no. 6.
For consideration, interested scholars should submit an abstract (of around 250-300 words) in Word format along with a short bio (around 100 words) to the symposium chair, Dr Elena Tchougounova-Paulson, at [email protected].
In addition to these talks, NecronomiCon Providence will also feature numerous traditional panels and presentations, given by many of the top names in Lovecraftian studies and the global Weird Renaissance. For more information on the Armitage Symposium, or the overall convention and the themes to be explored, please, visit our website:
necronomicon-providence.com
The Lovecraft Arts and Sciences Council (the organizer of NecronomiCon Providence) hosts the Armitage Symposium to showcase academic works that explore all aspects weird fiction and art, from pop-culture to literature, including the writings and life of globally renowned weird fiction writer, H.P. Lovecraft. Topics of value include the influence of history, architecture, science, and popular culture on the weird fiction genre, as well as the impact that weird and Lovecraftian fiction has had on culture.
Selected talks will be presented together as part of the Armitage Symposium, a mini-conference within the overall convention framework of NecronomiCon Providence, 15-18 August 2024. Presenters will deliver fifteen-minute oral presentations summarizing their thesis, and are invited to submit a brief manuscript for possible inclusion in a proceedings publication.
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