A jewel required to cast gOD, a powerful illusion/mindcontrol spell that turns creatures into devouted followers. You can order them to do anything in this state, from giving you everything they own to even making them commit suicide if you are feeling evil.
Locations[]
Sorcery! 3[]
- After visiting the meditating man on the pole, climb a tree in the northwestern corner of the Forest of Snatta.
- From the third Klattamen you can meet by sleeping in the Klatta-Ban Steppes. Make sure he doesn't run away. Note that you can cast GOD here without owning the jewel of gold: it it will work, and will cause the Klattaman to give you his jewel of gold.
- Found in the building with a cat carving on its front in Tinpang if you make light somehow. If you do not own a Jewel-Studded Medallion, then you will find one instead of the Jewel of Gold.
Sorcery! 4[]
- In the Khare crypts via the DOP tower. If you do not own a Jewel-Studded Medallion, then you will find one instead of the Jewel of Gold.
Uses[]
Sorcery! 3[]
- GOD at the broken steps by Elthera's cave. This has no effect.
- GOD the whirlpool thief to stop him from stealing from you and instead gain 2 provisions and basic information about the area. If you are female, the thief will also flirt with you.
- GOD the butcher in order to ask two things before the spell wears off. The options include 23 gold (10 gold if you don't want to be greedy), 3 portions of meat, about the serpents, about Kariamma and about the bridge.
- GOD the centaurs, who will believe themselves to be blessed by you. You can alk them about the local area, the location and weakness of the moon serpent or the weakness of a random serpent.
- GOD the black elves to enter the camp.
- GOD the black elf leader when he tries to trick you to instead get the location and weakness of the moon serpent and be served free food from the kitchens.
- GOD Oolooh and he will allow you to steal items. Be aware that the guard who will enter the caravan is particularly savy and will correctly work out that something weird is going on and that Oolooh is not himself.
- GOD the burried skull. This has no effect.
- GOD Manata to make him stop playing and instead welcome you into his pit.
- GOD the dwarf to gain 3 provisions (2 if you want to be nice). You can also make him stand on his head to gain 12 gp which fall from his pocket.
- GOD the Klattamen guards to be allowed in. You can kill them but the rest of the Klattamen will be angry.
- GOD the Klattaman craftsman to be freed from his contraption and free to go.
- GOD Fenestra. She will counter it.
- GOD the ferryman to be allowed in the boat for free.
- GOD the big fish in the lake. You can grab on and be taken around, or just wait for it to leave you.
- GOD the time serpent once it has been weakened to make it commit suicide.
Sorcery! 4[]
- GOD the guard at the front gate of Mampang to be let in.
- GOD the guards in the barracks. They think you are a captain. You can make them leave the room, or gather general information about Mampang.
- GOD the guard sleeping in the dormitary. He will think you are his commander. You receive information about the key to the sidegate and about the secret tunnel. You may then dismiss him.
- GOD the sightmaster in the barracks to receive a clue about the tunnel in the larder.
- GOD while being executed via drop. The guards will think you are the archmage and stop the execution. You can make the guard commit suicide then leave.
- GOD in the secret passage below the grate. This has no effect.
- GOD during the abbot's service in the temple of Effe. But the abbot is more powerful...
- GOD Ranii and the goblins while they fight each other. Ranii will mistake you for Tomas, while the goblins will think you are Gredd. Ranii will tell you the password to the vaults.
- GOD the Mucalytic in the vaults. This just makes it want to 'talk' to you even more.
- GOD in the GOB tower to get passed all the goblins.
- GOD in the RES tower. The skeleton will think you are Eilmon and let you passed.
- GOD in the NAP tower to counter it and learn the GOD/NAP counterspell.
- GOD in the GOD tower. This has no effect since GOD is already being cast.
- GOD the guard on the northern road to make her think you are the archmage. You can be let through or make her commit suicide.
- GOD the Samaritans. They think you are the Analander and reveal themselves to you.
- GOD Cartoum. He will think you are the archmage. You can raise the alarm level to maximum, make Cartoum commit suicide, or ask for a birdman to take you up to the tower.
- GOD the 2nd Throben doors. It will backfire on you and make you worship Throben.