Re: Artifact Game - your opinion please
OK, after musing on the artifacts for some time, here is the preliminary list that I have come up with. I tried to assign artifacts thematically where I could, but reassigned some of them away from thier "natural" nations to spread the power around more equally. Additionally, I attempted to give each nation artifacts that would help them from turn 1 and also others that would be more useful later on. Two artifacts: Gift of Kurgi and The Magic Lamp were not assigned because I felt they were simply too powerful for any nation to own on turn 1. Lastly, both water nations got poor selections as almost nothing fit them thematically and water nations get a pretty easy start anyway.
Abysia
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Unquenched Sword
O'al Kan's Sceptre
Aseftik's Armor
Atlantis
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Orb of Atlantis
Mage Bane
Pythium
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The Sword of Aurgelmer
Tome of High Power
The Sharpest Tooth
Man
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Crown of the Ivy King
Robe of Calius the Druid
The Boots of Calius the Druid
Boots of Antaeus
Percival the Pocket Knight
Ulm
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Crown of Overmight
Gate Stone
Alchemist's Stone
The Summit
Ctis
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The Jade Mask
The Ankh
Amon Hotep
Arcoscephale
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Boots of the Planes
Forbidden Light
The Sword of many Colors
The Aegis
Caelum
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Tempest
Ermor
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The Sickle whose Crop is Pain
Sceptre of Dark Regency
Sword of Injustice
Twin Spear - SD
Marignon
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Sword of Justice
The Ark
The Chalice
Sun Sword
Pangaea
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The Stone Sword
The Tome of Gaia
Soulstone of the Wolves
Vanheim
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The Flying Ship
Oath Rod of Kurgi
Twin Spear - SB
Fenris Pelt
Jotunheim
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Winter Bringer
Monolith Armor
The Black Book of Secrets
R'lyeh
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Nethgul
Trident from Beyond
Mictlan
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Sceptre of Corruption
Procas's Axe of Rulership
Harvest Blade
Barrier
T'ien Ch'i
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Ember
Robe of the Sorceress
Hammer of the Forge Lord
The Ruby Eye
Sandals of the Crane
Machaka
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The Tartarian Chains
Rod of Death
The Flailing Hands
Picus's Axe of Rulership
Sun Slayer
Carcator the Pocket Lich
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