Behind the scenes: creating Sofia the First's amulet pendant

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The Sofia the First amulet pendant is a popular accessory inspired by the Disney Junior animated television series, "Sofia the First." The show follows the story of Sofia, a young girl who becomes a princess after her mother marries King Roland II. One of the key elements of Sofia's transformation into a princess is the magical amulet that she receives from the Starry Sorcerer, who appears to her in a dream. This amulet grants Sofia the ability to communicate with animals and also gives her other magical powers throughout the series. The Sofia the First amulet pendant is a replica of the amulet that Sofia wears in the show. It is a beautiful necklace that features a purple amulet with a gold border and a gold chain.


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Furthermore, all gods can potentially provide an appropriate human summon, if the character is able to get their etiquette streetwise skills high enough. This ring combines all of the religous ring abilities in one ring with a double of power usually 25 bonus The same for the Amulet of the Eight , eight amulets plus 50 gold ingots.

Talisman of the Divine Arkay

It is a beautiful necklace that features a purple amulet with a gold border and a gold chain. The pendant is designed to resemble a regal symbol of Sofia's princess status and is adored by fans of the show. Children who love Sofia the First often love to dress up as their favorite character, and the amulet pendant is an essential accessory to complete the look.

Daggerfall Workshop Forums

I recently started writing a Divine Aid mod because I wanted to address the lack of summoning in the game, and I didn't like the way later Elder Scrolls games implemented summoning.

The more recent games allowed Conjuration summoning spells, but I don't like the idea of snapping your fingers and summoning creatures that throw their lives away on the character's behalf. I also don't like the predictability and level of control the spells offer. (Note: I may write a Create Atronach spell mod after completing this mod)

I am nearing completion of the Divine Aid mod, with most of the basic mechanics already implemented. At this point I would like to invite any additional suggestions/comments before polishing it up and releasing it.

Here is the rundown of how the mod currently functions:

-If the character has a reputation higher than zero with any god at character creation, they will be granted a divine Focus item to use for prayer/summoning; this is usually achieved by answering the 'What god, if any, do you worship?' question with something other than 'None'. The item itself uses the standard ReligousItem/Talisman graphic, except that it is considered to be a summoned item to prevent the player from accidentally losing it. The reported item condition is directly correlated with the character's reputation with their chosen deity(e.g. item condition 'New' implies high reputation with the chosen divine). The divine reputation is used to determine success when praying for a boon.

-When the player Uses the Focus item, a boon *may* be granted depending on divine reputation and current conditions. Most boons (like summoning) only occur when the character is in combat.

-If a summoning is granted, the summon type is particular to the character's god, the character's language skills, and the location of the summoning (ground units, air units, underwater units). The possible summon types are correlated with the language skills offered at the Divine's temple. If the character doesn't have any appropriate language skill, they will be limited to animal (non-speaking) summons only. The reason language skill is needed is because the summons is not guaranteed to be allied with the player; the god is less likely to grant the summon unless the character has some measure of appropriate language skill. At higher levels, animal summons are no longer provided, so the character must have language skills to continue receiving summons. Furthermore, all gods can potentially provide an appropriate human summon, if the character is able to get their etiquette/streetwise skills high enough.

- More than one summon might be granted if reputation is high enough and/or there are multiple enemies.

-There is a time limit to the summons, dependent on divine reputation, after which they are unsummoned and returned to whence they came. If a summoned creature is reduced to zero health, they will be whisked away to prevent them from dying, and presumably healed.

-The character can only pray for aid so often, typically every few hours dependent on divine reputation. If a significant boon is granted, the character will likely lose a bit of reputation with their god. Divine Aid is meant to be an occasional tool for the player to use, it is not a crutch.

-Other general boons that all gods can grant include healing, fatigue reduction, curing paralysis, and breath (when swimming).

-There are other deity-specific boons that might be granted in lieu of a summons, currently these are:
Akatosh: Increase player speed, decrease enemy speed in area
Arkay: pacify undead (dependent on willpower)
Dibella: charm human-like enemies (dependent on luck)
Julianos: restore magicka
Kynareth: levitate indoors, fly (fast levitate) outdoors. Currently the only non-combat boon available.
Mara: pacify humans (dependent on personality)
Stendarr: pacify humanoids (humans, orcs, etc.) (dependent on willpower)
Zenithar: likely to find extra gold on enemies
. of course I'm open to other ideas.

-Current list of per-deity summons:
Akatosh: Dragonling, Fire Daedra, Daedroth, Knight, Monk
Arkay: Frost Daedra, Daedroth, Sorcerer, Assassin
(Note: I toyed with the idea of giving Arkay undead summons, but that smacks of necromancy and Arkay is supposed to dislike that)
Dibella: Nymph, Lamia, Daedra Seducer, Orc Sergeant, Orc Shaman, Orc Warlord, Spellsword, Bard, Burglar, Acrobat
Julianos: Imp, Dreugh, Mage, Battlemage, Frost Daedra, Fire Daedra
Kynareth: Dragonling, Harpy, Fire Daedra, Daedra Seducer, Archer, Healer, Acrobat
Mara: Nymph, Lamia, Harpy, Fire Daedra, Daedra Seducer, Spellsword, Bard, Ranger, Burglar, Thief
Stendarr: Healer, Frost Daedra, Daedroth
(Note: Stendarr is somewhat less combat-oriented)
Zenithar: Centaur, Fire Daedra, Daedroth, Giant, Gargoyle, Harpy, Spriggan, Warrior, Barbarian, Rogue, Nightblade

-Other notes:
-I'm looking into having the player/character occasionally summoned by another, a little tit-for-tat so to speak.

Jarlyjarljarl Posts: 64 Joined: Sat Aug 01, 2020 6:37 am

Re: [WIP] Divine Aid : Looking for Suggestions

Post by Jarlyjarljarl » Sat May 22, 2021 3:11 pm

DunnyOfPenwick wrote: ↑ Sat May 22, 2021 1:46 pm I recently started writing a Divine Aid mod because I wanted to address the lack of summoning in the game, and I didn't like the way later Elder Scrolls games implemented summoning.

The more recent games allowed Conjuration summoning spells, but I don't like the idea of snapping your fingers and summoning creatures that throw their lives away on the character's behalf. I also don't like the predictability and level of control the spells offer. (Note: I may write a Create Atronach spell mod after completing this mod)

I am nearing completion of the Divine Aid mod, with most of the basic mechanics already implemented. At this point I would like to invite any additional suggestions/comments before polishing it up and releasing it.

Here is the rundown of how the mod currently functions:

-If the character has a reputation higher than zero with any god at character creation, they will be granted a divine Focus item to use for prayer/summoning; this is usually achieved by answering the 'What god, if any, do you worship?' question with something other than 'None'. The item itself uses the standard ReligousItem/Talisman graphic, except that it is considered to be a summoned item to prevent the player from accidentally losing it. The reported item condition is directly correlated with the character's reputation with their chosen deity(e.g. item condition 'New' implies high reputation with the chosen divine). The divine reputation is used to determine success when praying for a boon.

-When the player Uses the Focus item, a boon *may* be granted depending on divine reputation and current conditions. Most boons (like summoning) only occur when the character is in combat.

-If a summoning is granted, the summon type is particular to the character's god, the character's language skills, and the location of the summoning (ground units, air units, underwater units). The possible summon types are correlated with the language skills offered at the Divine's temple. If the character doesn't have any appropriate language skill, they will be limited to animal (non-speaking) summons only. The reason language skill is needed is because the summons is not guaranteed to be allied with the player; the god is less likely to grant the summon unless the character has some measure of appropriate language skill. At higher levels, animal summons are no longer provided, so the character must have language skills to continue receiving summons. Furthermore, all gods can potentially provide an appropriate human summon, if the character is able to get their etiquette/streetwise skills high enough.

- More than one summon might be granted if reputation is high enough and/or there are multiple enemies.

-There is a time limit to the summons, dependent on divine reputation, after which they are unsummoned and returned to whence they came. If a summoned creature is reduced to zero health, they will be whisked away to prevent them from dying, and presumably healed.

-The character can only pray for aid so often, typically every few hours dependent on divine reputation. If a significant boon is granted, the character will likely lose a bit of reputation with their god. Divine Aid is meant to be an occasional tool for the player to use, it is not a crutch.

-Other general boons that all gods can grant include healing, fatigue reduction, curing paralysis, and breath (when swimming).

-There are other deity-specific boons that might be granted in lieu of a summons, currently these are:
Akatosh: Increase player speed, decrease enemy speed in area
Arkay: pacify undead (dependent on willpower)
Dibella: charm human-like enemies (dependent on luck)
Julianos: restore magicka
Kynareth: levitate indoors, fly (fast levitate) outdoors. Currently the only non-combat boon available.
Mara: pacify humans (dependent on personality)
Stendarr: pacify humanoids (humans, orcs, etc.) (dependent on willpower)
Zenithar: likely to find extra gold on enemies
. of course I'm open to other ideas.

-Current list of per-deity summons:
Akatosh: Dragonling, Fire Daedra, Daedroth, Knight, Monk
Arkay: Frost Daedra, Daedroth, Sorcerer, Assassin
(Note: I toyed with the idea of giving Arkay undead summons, but that smacks of necromancy and Arkay is supposed to dislike that)
Dibella: Nymph, Lamia, Daedra Seducer, Orc Sergeant, Orc Shaman, Orc Warlord, Spellsword, Bard, Burglar, Acrobat
Julianos: Imp, Dreugh, Mage, Battlemage, Frost Daedra, Fire Daedra
Kynareth: Dragonling, Harpy, Fire Daedra, Daedra Seducer, Archer, Healer, Acrobat
Mara: Nymph, Lamia, Harpy, Fire Daedra, Daedra Seducer, Spellsword, Bard, Ranger, Burglar, Thief
Stendarr: Healer, Frost Daedra, Daedroth
(Note: Stendarr is somewhat less combat-oriented)
Zenithar: Centaur, Fire Daedra, Daedroth, Giant, Gargoyle, Harpy, Spriggan, Warrior, Barbarian, Rogue, Nightblade

-Other notes:
-I'm looking into having the player/character occasionally summoned by another, a little tit-for-tat so to speak.

I like the idea buy it's not in step with the lore.

The gods don't grant any summons, they don't have the power to. That's a sacrifice they made (willing or not) when they created Nirn.

The summons that we use in TES are all summoned from the Planes of Oblivion and have ties to different Daedric lords, which is why conjuration is looked down on by many people and seen as dangerous because the essence of conjuration at the end of the day is pulling Daedra from Oblivion (forcibly unless you are a follower if a Daedric Lord and are summoning from their cohorts with their blessing) and using a spell to dominate the mind of the Daedra to do your bidding; the stronger the domination the longer the Daedra remains under your control.

-There is a time limit to the summons, dependent on divine reputation, after which they are unsummoned and returned to whence they came. If a summoned creature is reduced to zero health, they will be whisked away to prevent them from dying, and presumably healed.
Sofia the first amulet pendant

It allows children to feel like they are part of Sofia's magical world and adds a touch of sparkle and magic to their pretend play. Not only is the Sofia the First amulet pendant a beloved accessory for young fans of the show, but it also serves as a reminder of the positive messages that the series promotes. "Sofia the First" teaches children important lessons about kindness, friendship, and the importance of believing in oneself. The amulet pendant serves as a symbol of these values and reminds children of the positive qualities they can carry with them in their own lives. Overall, the Sofia the First amulet pendant is a cherished accessory inspired by the popular Disney Junior series. With its magical design and significance within the show, it brings joy and imagination to young fans while also serving as a reminder of the positive messages that "Sofia the First" instills in its viewers..

Reviews for "Sofia the First's amulet pendant: a symbol of strength and determination"

1. Emily - 2/5 - I purchased the Sofia the First amulet pendant for my daughter as a birthday gift, but I have to say I was disappointed with the quality. The pendant looked much cheaper in person than it did in the pictures online. The chain it came with also felt very flimsy and like it would break easily. Additionally, the clasp on the necklace was difficult to open and close, making it frustrating for my daughter to put on by herself. Overall, I expected better quality for the price and would not recommend this product.
2. Jacob - 1/5 - My daughter was really excited to receive the Sofia the First amulet pendant, but our excitement quickly turned to disappointment. The pendant arrived with several scratches and marks on it, which made it look old and worn out. The design itself also looked poorly made, with the paint job appearing sloppy. On top of that, the pendant is quite heavy for a child to wear comfortably all day. I wouldn't recommend this pendant as it doesn't live up to its advertised quality.
3. Sarah - 3/5 - While my daughter loves Sofia the First, I wasn't overly impressed with the amulet pendant. The pendant itself is quite small, and the details on it are not as clear as I would have liked. The chain it came with is also quite short, so it doesn't sit as nicely as I would have hoped. It's an okay accessory for a young Sofia fan, but I was expecting better overall quality considering the price.

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