The Healing Properties of the Talisman of the Divine Arkay

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The Talisman of the Divine Arkay is an ancient artifact believed to possess incredible powers. This talisman is said to be imbued with the essence of the Divine Arkay, a powerful deity in many religions. It is believed that wearing the talisman can provide protection, ward off evil spirits, and even grant the wearer immortality. The origin of the Talisman of the Divine Arkay is shrouded in mystery. Some legends claim that it was created by the divine beings themselves and gifted to mortal beings as a symbol of their favor. Others believe that it was crafted by skilled mages or priests who sought to harness the power of the Divine Arkay for the benefit of humanity.


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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

Others believe that it was crafted by skilled mages or priests who sought to harness the power of the Divine Arkay for the benefit of humanity. Regardless of its origin, the talisman has become a highly sought-after item among treasure hunters, historians, and those seeking eternal life. Many legends and tales surround the talisman, with some claiming that it can only be found in the most dangerous and distant locations.

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.
Talisman of the divine arkay

Throughout history, there have been accounts of individuals who claim to possess the Talisman of the Divine Arkay. However, verifying the authenticity of these claims is often difficult due to the rarity and secrecy surrounding the talisman. The belief in the power of the talisman is not universally accepted, with skeptics dismissing it as mere superstition. However, for those who believe, the talisman represents hope, protection, and a connection to the divine. In conclusion, the Talisman of the Divine Arkay is an ancient artifact believed to possess incredible powers. Its origin and existence are surrounded by mystery, and it is coveted by many. Whether it truly holds divine powers or is simply a symbol of faith, the talisman continues to captivate the imagination of those who seek its power..

Reviews for "The Talisman of the Divine Arkay: An Ancient Tool for Spiritual Protection"

- Jane - 2 stars - I did not enjoy "Talisman of the divine arkay" at all. The plot was very confusing and I had a hard time following the story. The characters were also poorly developed, and I couldn't connect with any of them. The writing style was also a bit disjointed, making it difficult to engage with the book. Overall, it was a disappointing read for me.
- Michael - 1 star - "Talisman of the divine arkay" was a complete waste of my time. The story was slow and uninteresting, with no exciting or suspenseful moments. The world-building was also lacking, leaving me confused about the setting and the rules of the universe. Additionally, the dialogue was cheesy and unrealistic, making it hard to take any of the characters seriously. I would not recommend this book to anyone.
- Sarah - 2 stars - I had high hopes for "Talisman of the divine arkay", but unfortunately, it fell flat for me. The pacing was off, with long stretches of nothing happening followed by rushed and unsatisfying climaxes. The prose was also overly descriptive and heavy-handed, making it hard to stay engaged. I struggled to finish this book and wouldn't recommend it to others looking for a captivating fantasy read.
- John - 3 stars - While "Talisman of the divine arkay" had some interesting ideas, it failed to deliver on its promises. The plot felt disjointed, with too many subplots and side characters that didn't add much to the overall story. The writing was also mediocre, lacking depth and substance. Overall, it was an average book that didn't leave a lasting impression.

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