29.18 Actions a citizen can bring about via divine globes.
There are many powers that can be called upon by a worthy citizen when
in the presence (or otherwise) of the divine globe set as the altarpiece
of his/her city patron's temple. These are listed below. It should be borne
in mind that all have different impact on the remaining resources of the
divine globe available to one's fellow citizens and thus its might should be
used with due to care to others. Many can use the globe at the same time
but its potency, once depleted, must be recharged by dint of passing years
and deeds as described in HELP GLOBEIDEALS and HELP GLOBES.
Syntax: GLOBE <effect> [<parameters>]. The powers of the divine globe are
available only to those of graduate status; not to be used by novices or
youngsters still to complete their accolades.
Here is a list of the basic, largely homesoil centered powers evoked through the divine globe:
"refresh" to aid your health on a regular basis.
"lessonup" to boost the effectiveness of your lessons.
"genskills" to temporarily boost your general skill levels.
"guildskills" to temporarily boost your specialist skill levels.
"enemydrain" to drain the health of your enemies every so often.
"enemyspot" to have your city's great globe spot city enemies instantly.
"enemydisrupt" to disrupt the equilibrium of your enemies regularly.
"portals" to open divinely resilient portals to those on your homesoil.
"notify" to notify you of enemy movement within your homeland.
"lockguild" to lock and entomb all of the guild doors tied to your keys.
"lockshops" to lock and entomb all of the shop doors tied to your keys.
"lockmydoors" to lock and entomb all of the doors your keys unlock.
"broadcast" to broadcast the words of your city across the land.
"memory" to increase your memory and thus your experience gain from quests.
"neutralise" to temporarily neutralise any disfavour effects on home soil.
"dodgewise" to gain the wisdom to dodge the approach of your city enemies.
"artifacts" to call upon divine intervention to seek out quest artifacts.
"guardians" to set divinely inspired guardians watching homeland treasures.
"sacrifices" to empower the altar with a period of enhanced offering worth.
"luminosity" to illuminate the entirety of your homeland.
"summoning" to bring friends (mutuality require) to your aid via divine portal.
"globestaves" imbues a specially prepared stave (a staff whose head is set
with a crystalline orb) with a mobile globe-power, for carrying abroad and
setting down elsewhere. The globestave spreads its powers via enchanted
sound and thus members of the Bard profession have unique influence to
silent or augment its effectiveness. Loremaster professionals familiar
with runestaves may fell (albeit at a laboursome pace) the globestave. See
HELP GLOBESTAVES for further information of this, one of the most powerful
by-products of the divine globes; focal point for over a dozen further
abilities.
Many of the divine globe powers (particularly those brought about without
the channeling of a globestave) operate over large, often city-wide areas.
The breadth of hegemony enjoyed by a city's globe is contested only when
it butts up against the location-bonded influence of a seeing stone. The
Seer profession is in the singular position of being able to delimit or
expand globe influence by bringing to bear assorted abililties from the
Farsight skill-set.
Proposed forthcoming powers (during February 2008):
"knowledge" calls down the sign of the sage which gives access to ten divinely-inspired insights. This globe power can only be used by those of maximum guild skills and fully developed Scholarship.
Insights accessed via knowledge rituals:
- deathlists
- globescenes
- rank hierarchies
- idealism insight
- guild deepthoughts
- warfare specialists
- commodities
- tactical savoir-faire
- runic symbiosis
- ritualspread
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