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Keystones and notable stars

Every keystone and named star, one row of small stars per sign, and the overall bonus limits. Small stars and paths give percentages of your own stats; starts, notables and keystones give raw points.

Star Sign Type Effect Drawback
Atronach's Pact Mage Keystone +12% damage from your spells; Spells cost 8% fewer Spell Points Take 7% more damage from blows
Night Mother's Embrace Shadow Keystone +19% weapon damage against unaware enemies -5% damage with all weapons
Wind Runner Thief Keystone 6% chance to avoid a blow entirely; +4 Speed -3 to Armor Rating
Steed's Charge Steed Keystone +9% melee weapon damage; +3 Speed Take 5% more damage from blows
Berserker's Fury Warrior Keystone +18% weapon damage while below half Health -2 to Armor Rating
Martyr's Vow Ritual Keystone 0.6% of Health restored each round -4% damage with all weapons; -4% damage from your spells
Scholar's Seclusion Mage (Life ring) Keystone +5% Smithing experience; +5% Building experience; +5% Outfitting experience; +5% Provisioning experience; +5% Enchanting experience —
Merchant Prince Shadow (Life ring) Keystone +11 Mercantile; +6 Etiquette —
Lord of the Hunt Thief (Life ring) Keystone +8% Hunting yield; +6% Hunting experience —
Master and Commander Steed (Life ring) Keystone +3% speed under sail; +3% Fishing experience —
Stonebreaker's Oath Warrior (Life ring) Keystone +9% Mining yield; +9% Logging yield —
Hermit's Covenant Ritual (Life ring) Keystone +10% Herbalism yield; +5% Provisioning experience —
Deep Wells Mage Notable +15 maximum Spell Points; +3 Intelligence —
Font of Magnus Mage Notable 0.2% of Spell Points restored each round; +8 maximum Spell Points —
Searing Will Mage Notable +5% damage from your spells; +6 Destruction —
Sundering Word Mage Notable +3% damage from your spells; -4 to saving throws against your spells —
Efficient Incantation Mage Notable Spells cost 5% fewer Spell Points —
Synod Discipline Mage Notable Destruction spells cost 6% less; +4 Destruction —
Words Unspoken Mage Notable +5% casting speed; +3 Intelligence —
Prismatic Skin Mage Notable +5% chance to resist fire; +5% chance to resist frost; +5% chance to resist shock —
Sigil of Absorption Mage Notable 5% chance to absorb Destruction spells —
Soul Siphon Mage Notable Slaying an enemy restores 3% of your Spell Points; +4 Mysticism —
Unseen Geometry Mage Notable +6 Thaumaturgy; +5% chance to resist magic —
Apprentice's Study Mage Notable +4 Intelligence; +3 Destruction; +5 maximum Spell Points —
Shroud of Night Shadow Notable +7 Stealth; +4 Illusion —
Unheard Shadow Notable +4 Stealth; 2% chance to avoid a blow entirely —
Throat-Cutter Shadow Notable +6% weapon damage against unaware enemies; +6 Backstabbing —
Sacrament of Sithis Shadow Notable +4% weapon damage against unaware enemies; Slaying an enemy restores 2% of your Health —
Veil of Mirrors Shadow Notable Illusion spells cost 8% less; +5 Illusion —
Glamoured Blade Shadow Notable +4% damage from your spells; +4 Short Blade —
Exploit Weakness Shadow Notable +8 Critical Strike; +4% damage with all weapons —
Dagger Dance Shadow Notable +6% damage with short blades; +5 Short Blade —
Quick Fingers Shadow Notable +3 Speed; +4 Short Blade —
Siphon Will Shadow Notable Slaying an enemy restores 3% of your Spell Points; +8 maximum Spell Points —
Twilight Mind Shadow Notable +5 Mysticism; +6% chance to resist magic —
Child of the Shadow Shadow Notable +4 Stealth; +2 Agility; +2 Intelligence —
Deadeye Thief Notable +5% damage with bows; +6 Archery —
Long Shot Thief Notable +4% damage with bows; +3 Agility —
Acrobat Thief Notable 2% chance to avoid a blow entirely; +5 Dodging; +5 Jumping —
Wind's Grace Thief Notable 2% chance to avoid a blow entirely; +3 Speed —
Quicksilver Thief Notable +5 Speed; +5 Running —
Second Wind Thief Notable 0.2% of Health restored each round; +3 Endurance —
Beastbane Thief Notable +10% weapon damage against animals; +3% damage with bows —
Vital Shot Thief Notable +4% damage with bows; +6 Critical Strike —
Steady Hands Thief Notable +6 Archery; +2 Agility —
Leather and Luck Thief Notable +2 to Armor Rating; +4 Luck —
Hard to Pin Down Thief Notable Take 3% less damage from blows; +2 Agility —
The Lover's Kiss Thief Notable +3 Agility; +3 Luck —
Riposte Steed Notable +6% damage with long blades; +6 Long Blade —
Blade Dancer Steed Notable +4% damage with long blades; +2 Speed; +4 Long Blade —
Momentum Steed Notable +5% melee weapon damage; +2 Speed —
Cavalier Steed Notable +4% melee weapon damage; +12 maximum Health —
Iron Lungs Steed Notable +5 Endurance; +10 maximum Health —
Unflagging Steed Notable 0.2% of Health restored each round; +3 Endurance —
Lightning Reflexes Steed Notable +3 Speed; 2% chance to avoid a blow entirely —
Pankration Steed Notable +8% hand-to-hand damage; +8 Hand-to-Hand —
Iron Knuckles Steed Notable +5% hand-to-hand damage; +3 Strength; +4 Hand-to-Hand —
Precision Steed Notable +4% damage with all weapons; +5 Critical Strike —
Fencer's Footwork Steed Notable +6 Dodging; 2% chance to avoid a blow entirely —
The Steed's Stride Steed Notable +3 Speed; +4 Running —
Cleaver Warrior Notable +6% damage with axes; +6 Axe —
Headsman Warrior Notable +4% damage with axes; +3 Strength; +5 Axe —
Walking Fortress Warrior Notable +3 to Armor Rating; Take 3% less damage from blows —
Shield Wall Warrior Notable Take 2% less damage from blows; +10 maximum Health —
Crushing Blows Warrior Notable +6% damage with blunt weapons; +6 Blunt Weapon —
Bonebreaker Warrior Notable +4% damage with blunt weapons; +2% melee weapon damage; +5 Blunt Weapon —
Warlord Warrior Notable +5% melee weapon damage; +4 Strength —
Troll's Blood Warrior Notable 0.3% of Health restored each round; +8 maximum Health —
Giant's Heart Warrior Notable +18 maximum Health; +3 Endurance —
Carnage Warrior Notable Slaying an enemy restores 2% of your Health; +4% damage with axes —
Reaver Warrior Notable +7% weapon damage while below half Health; +2 Strength —
The Lady's Favor Warrior Notable +4 Endurance; +8 maximum Health —
Laying of Hands Ritual Notable +6 Restoration; 0.2% of Health restored each round —
Mara's Grace Ritual Notable Restoration spells cost 10% less; +3 Willpower —
Purifier Ritual Notable +10% weapon damage against the undead; +5% weapon damage against daedra —
Daedra-Bane Ritual Notable +10% weapon damage against daedra; +5% weapon damage against the undead —
Templar's Mace Ritual Notable +5% damage with blunt weapons; +4% damage from your spells —
Runed Blade Ritual Notable +4% damage with long blades; +5 Alteration —
Stoneskin Ritual Notable +3 to Armor Rating; +5 Alteration —
Unbreakable Will Ritual Notable +5 Willpower; +6% chance to resist magic —
Clarity Ritual Notable 0.2% of Spell Points restored each round; +8 maximum Spell Points —
Antidote Blood Ritual Notable +10% chance to resist poison —
Spell Turning Ritual Notable Take 4% less damage from spells and other harm; +4% chance to resist magic —
The Lord's Mail Ritual Notable +3 Willpower; 0.1% of Health restored each round; +3% chance to resist magic —
Runic Fluency Mage (Life ring) Notable +5% Enchanting experience —
Soul-Gem Cutter Mage (Life ring) Notable +3% Enchanting experience; +3% Smithing experience —
Physician's Hand Mage (Life ring) Notable +8 Medical; 4% less Fatigue when traveling —
Field Surgeon Mage (Life ring) Notable +5 Medical; +3% Provisioning experience —
Alembic Master Mage (Life ring) Notable +8% Provisioning experience —
Distilled Insight Mage (Life ring) Notable +4% Provisioning experience; +2% Enchanting experience —
Lorekeeper Mage (Life ring) Notable +4% Smithing experience; +4% Building experience; +4% Outfitting experience; +3% Provisioning experience; +2% Enchanting experience —
Silver Tongue Shadow (Life ring) Notable +4 Mercantile; +3 Personality —
Bargainer's Eye Shadow (Life ring) Notable +3 Mercantile; +4 Etiquette —
Pack Mule Shadow (Life ring) Notable Carry 8% more weight —
Road-Hardened Trader Shadow (Life ring) Notable Carry 5% more weight; 8% less Fatigue when traveling —
Fence's Ledger Shadow (Life ring) Notable +8 Streetwise; +2 Mercantile —
Light Fingers Shadow (Life ring) Notable +8 Pickpocket; +5 Lockpicking —
Friend of Every Court Shadow (Life ring) Notable +4 reputation with every social group; +6 Etiquette; +3 Personality —
Clean Skinner Thief (Life ring) Notable +4% Hunting yield —
Game Warden Thief (Life ring) Notable +8% Hunting experience —
Master Tailor Thief (Life ring) Notable +9% Outfitting experience —
Hidebinder Thief (Life ring) Notable +5% Outfitting experience; +1% Hunting yield —
Trail Reader Thief (Life ring) Notable +6% Hunting experience; +2% Hunting yield —
Stalker of the Wilds Thief (Life ring) Notable +3% Hunting yield; +3% Hunting experience —
Cat's Landing Thief (Life ring) Notable 15% less damage from falling; +6 Climbing —
Fair Winds Steed (Life ring) Notable +3% speed under sail —
Old Salt Steed (Life ring) Notable +1% speed under sail; +6 Swimming —
Patient Line Steed (Life ring) Notable +15% more time to set the hook; +5% Fishing experience —
Bountiful Nets Steed (Life ring) Notable +8% Fishing yield —
Road Legs Steed (Life ring) Notable 12% less Fatigue when traveling —
Sure Stride Steed (Life ring) Notable 10% less damage from falling; 4% less Fatigue when traveling —
Child of Kynareth Steed (Life ring) Notable +8 Swimming; +1% speed under sail; +4% Fishing experience —
Motherlode Instinct Warrior (Life ring) Notable +6% Mining yield —
Deep Seams Warrior (Life ring) Notable +8% Mining experience; +2% Mining yield —
Anvil's Song Warrior (Life ring) Notable +8% Smithing experience —
Quench and Temper Warrior (Life ring) Notable +5% Smithing experience; Carry 4% more weight —
Master Builder Warrior (Life ring) Notable +10% Building experience —
Hall-Raiser Warrior (Life ring) Notable +6% Building experience; +3% Smithing experience —
Feller of Giants Warrior (Life ring) Notable +8% Logging yield; +6% Logging experience —
Green Thumb Ritual (Life ring) Notable +6% Herbalism yield —
Gentle Hands Ritual (Life ring) Notable A steadier hand when picking herbs (+15%); +4% Herbalism experience —
Master Brewer Ritual (Life ring) Notable +8% Provisioning experience —
Camp Cook Ritual (Life ring) Notable +4% Provisioning experience; 6% less Fatigue when traveling —
Child of Winter Ritual (Life ring) Notable You feel the cold 5 degrees less; +2 warmth —
Sun-Walker Ritual (Life ring) Notable You feel the heat 6 degrees less; 10% less soaked by rain and snow —
Druid's Path Ritual (Life ring) Notable +10% Herbalism experience; +3% Herbalism yield —
Small stars of the Mage Mage Small stars Start (free, raw): +2 Intelligence
Path of the Sign: +2% Intelligence
Path of the Sign: +2% Intelligence
Gate of the Sign: +3% Intelligence
Starway: +5% maximum Spell Points
Starway: +2% damage from your spells
Threshold: Spells cost 2% fewer Spell Points
Around Deep Wells and Font of Magnus: 5 stars, each +2% maximum Spell Points
Around Searing Will and Sundering Word: 3 stars, each +2% damage from your spells
Around Efficient Incantation and Synod Discipline: 5 stars, each Spells cost 2% fewer Spell Points
Around Words Unspoken: 4 stars, each +2% casting speed
Around Prismatic Skin and Sigil of Absorption: 6 stars: 2 with +3% chance to resist fire; 2 with +3% chance to resist frost; 2 with +3% chance to resist shock
Around Soul Siphon and Unseen Geometry: 4 stars: 2 with +3% Mysticism; 2 with +3% Thaumaturgy
Around Apprentice's Study: 4 stars, each +2% Intelligence
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Small stars of the Shadow Shadow Small stars Start (free, raw): +1 Agility; +1 Intelligence
Path of the Sign: +3% Agility
Path of the Sign: +3% Intelligence
Gate of the Sign: +2% Agility; +2% Intelligence
Starway: +4% Stealth
Starway: +2% weapon damage against unaware enemies
Threshold: +4% Illusion
Around Shroud of Night and Unheard: 5 stars, each +3% Stealth
Around Throat-Cutter and Sacrament of Sithis: 3 stars, each +3% weapon damage against unaware enemies
Around Veil of Mirrors and Glamoured Blade: 5 stars, each +3% Illusion
Around Exploit Weakness: 4 stars, each +3% Critical Strike
Around Dagger Dance and Quick Fingers: 5 stars, each +3% damage with short blades
Around Siphon Will and Twilight Mind: 4 stars: 2 with +3% maximum Spell Points; 2 with +2% Intelligence
Around Child of the Shadow: 4 stars: 2 with +2% Agility; 2 with +2% Intelligence
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Small stars of the Thief Thief Small stars Start (free, raw): +2 Agility
Path of the Sign: +2% Agility
Path of the Sign: +2% Agility
Gate of the Sign: +3% Agility
Starway: +1% damage with bows
Starway: +4% Dodging
Threshold: +3% damage with bows
Around Deadeye and Long Shot: 5 stars, each +2% damage with bows
Around Acrobat and Wind's Grace: 3 stars, each +3% Dodging
Around Quicksilver and Second Wind: 5 stars: 3 with +3% Running; 2 with +2% Speed
Around Beastbane: 4 stars, each +4% weapon damage against animals
Around Vital Shot and Steady Hands: 5 stars, each +3% Critical Strike
Around Leather and Luck and Hard to Pin Down: 4 stars, each Take 1% less damage from blows
Around The Lover's Kiss: 4 stars, each +2% Agility
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Small stars of the Steed Steed Small stars Start (free, raw): +2 Speed
Path of the Sign: +2% Speed
Path of the Sign: +3% Strength
Gate of the Sign: +1% Speed; +2% Strength
Starway: +3% melee weapon damage
Starway: +4% Long Blade
Threshold: +3% melee weapon damage
Around Riposte and Blade Dancer: 5 stars, each +2% damage with long blades
Around Momentum and Cavalier: 3 stars, each +2% melee weapon damage
Around Iron Lungs and Unflagging: 5 stars: 3 with +2% Endurance; 2 with +3% maximum Health
Around Lightning Reflexes: 4 stars, each +1% Speed
Around Pankration and Iron Knuckles: 5 stars, each +3% hand-to-hand damage
Around Precision and Fencer's Footwork: 4 stars, each +3% Critical Strike
Around The Steed's Stride: 4 stars, each +1% Speed
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Small stars of the Warrior Warrior Small stars Start (free, raw): +1 Strength; +1 Endurance
Path of the Sign: +3% Strength
Path of the Sign: +3% Endurance
Gate of the Sign: +2% Strength; +2% Endurance
Starway: +1% maximum Health
Starway: Take 1% less damage from blows
Threshold: Take 1% less damage from blows
Around Cleaver and Headsman: 5 stars, each +2% damage with axes
Around Walking Fortress and Shield Wall: 3 stars, each Take 1% less damage from blows
Around Crushing Blows and Bonebreaker: 5 stars, each +2% damage with blunt weapons
Around Warlord: 4 stars, each +2% melee weapon damage
Around Troll's Blood and Giant's Heart: 5 stars, each +2% maximum Health
Around Carnage and Reaver: 4 stars, each Slaying an enemy restores 1% of your Health
Around The Lady's Favor: 4 stars, each +2% Strength
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Small stars of the Ritual Ritual Small stars Start (free, raw): +2 Willpower
Path of the Sign: +2% Willpower
Path of the Sign: +3% Strength
Gate of the Sign: +1% Willpower; +2% Strength
Starway: +4% Restoration
Starway: 0.1% of Health restored each round
Threshold: +4% weapon damage against the undead
Around Laying of Hands and Mara's Grace: 5 stars, each +3% Restoration
Around Purifier and Daedra-Bane: 3 stars: 2 with +4% weapon damage against the undead; 1 with +4% weapon damage against daedra
Around Templar's Mace and Runed Blade: 5 stars: 3 with +2% melee weapon damage; 2 with +2% damage from your spells
Around Stoneskin: 4 stars, each +3% Alteration
Around Unbreakable Will and Clarity: 5 stars, each +1% Willpower
Around Antidote Blood and Spell Turning: 4 stars: 2 with +3% chance to resist poison; 2 with +3% chance to resist magic
Around The Lord's Mail: 4 stars, each +1% Willpower
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The Serpent's start Serpent Small stars Start (free, raw): +2 Luck. A road from the centre leads to every sign; no small stars of its own. —
Small motes of the Mage wedge Mage (Life ring) Small stars Gates of the Crafts (2): +1% Enchanting experience; +2% Provisioning experience
Paths of the Hand (2): +1% Enchanting experience; +3% Medical
Threshold of Craft: +2% Enchanting experience
Around Runic Fluency and Soul-Gem Cutter: 5 motes, each +2% Enchanting experience
Around Physician's Hand and Field Surgeon: 5 motes, each +3% Medical
Around Alembic Master and Distilled Insight: 3 motes, each +3% Provisioning experience
Around Lorekeeper: 4 motes: 2 with +2% Outfitting experience; +2% Smithing experience; 2 with +2% Building experience; +1% Enchanting experience
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Small motes of the Shadow wedge Shadow (Life ring) Small stars Gates of the Crafts (2): +3% Mercantile; +3% Streetwise
Paths of the Hand (2): +2% Personality; Carry 3% more weight
Threshold of Craft: +4% Mercantile
Around Silver Tongue and Bargainer's Eye: 5 motes, each +3% Mercantile
Around Pack Mule and Road-Hardened Trader: 5 motes, each Carry 3% more weight
Around Fence's Ledger and Light Fingers: 3 motes: 2 with +3% Streetwise; 1 with +3% Pickpocket
Around Friend of Every Court: 4 motes, each +3% Etiquette
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Small motes of the Thief wedge Thief (Life ring) Small stars Gates of the Crafts (2): +1% Hunting yield; +1% Outfitting experience
Paths of the Hand (2): +3% Hunting experience; +3% Climbing
Threshold of Craft: +1% Hunting yield
Around Clean Skinner and Game Warden: 5 motes, each +1% Hunting yield
Around Master Tailor and Hidebinder: 5 motes, each +4% Outfitting experience
Around Trail Reader and Stalker of the Wilds: 3 motes, each +3% Hunting experience
Around Cat's Landing: 4 motes: 2 with +3% Climbing; 2 with 6% less damage from falling
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Small motes of the Steed wedge Steed (Life ring) Small stars Gates of the Crafts (2): +1% speed under sail; +2% Fishing yield
Paths of the Hand (2): 4% less Fatigue when traveling; +3% Swimming
Threshold of Craft: +1% speed under sail
Around Fair Winds and Old Salt: 5 motes, each +1% speed under sail
Around Patient Line and Bountiful Nets: 5 motes: 3 with +3% Fishing yield; 2 with +5% more time to set the hook
Around Road Legs and Sure Stride: 3 motes, each 4% less Fatigue when traveling
Around Child of Kynareth: 4 motes, each +3% Swimming
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Small motes of the Warrior wedge Warrior (Life ring) Small stars Gates of the Crafts (2): +1% Mining yield; +2% Smithing experience
Paths of the Hand (2): +4% Mining experience; +1% Logging yield
Threshold of Craft: +4% Building experience
Around Motherlode Instinct and Deep Seams: 5 motes, each +2% Mining yield
Around Anvil's Song and Quench and Temper: 5 motes, each +3% Smithing experience
Around Master Builder and Hall-Raiser: 3 motes, each +4% Building experience
Around Feller of Giants: 4 motes, each +3% Logging yield
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Small motes of the Ritual wedge Ritual (Life ring) Small stars Gates of the Crafts (2): +1% Herbalism yield; You feel the cold 1 degree less
Paths of the Hand (2): +4% Herbalism experience; +2% Provisioning experience
Threshold of Craft: A steadier hand when picking herbs (+5%)
Around Green Thumb and Gentle Hands: 5 motes: 3 with +2% Herbalism yield; 2 with a steadier hand when picking herbs (+5%)
Around Master Brewer and Camp Cook: 5 motes, each +3% Provisioning experience
Around Child of Winter and Sun-Walker: 3 motes: 2 with you feel the cold 2 degrees less; 1 with you feel the heat 2 degrees less
Around Druid's Path: 4 motes, each +4% Herbalism experience
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Small stars of the Wayfarer's Roads All signs (Life ring) Small stars One road beside each sign (6 in all), the same in every wedge, from the inner ring out to the Life ring:
Crossing: Carry 2% more weight
Wayfarer's Road: 3% less Fatigue when traveling
Crossroads and the Wayfarer's gate on the Life ring (two stars): Carry 3% more weight
Wayfarer's Road: 5% less damage from falling
Wayfarer's Road: 4% less Fatigue when traveling
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Attributes (each) All signs Cap Up to +15 per attribute, combining flat bonuses and percentage bonuses based on the permanent value.
The bonus raises the attribute's limit too: 100 with +15 becomes 115. Personality uses the life bonuses; the other seven attributes use the combat bonuses.
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Combat skills (each) All signs Cap At most +15 points to each from the whole sky (raw points and percentage shares held together; the share alone is capped at 20%).
Short Blade, Long Blade, Axe, Blunt Weapon, Hand-to-Hand, Archery, Critical Strike, Backstabbing, Dodging, Stealth, Running, Jumping, Destruction, Restoration, Illusion, Alteration, Thaumaturgy, Mysticism.
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Life skills (each) All signs Cap At most +20 points to each (the percentage share alone is capped at 25%).
Mercantile, Etiquette, Streetwise, Swimming, Climbing, Medical, Lockpicking, Pickpocket.
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Weapon damage channels (each) All signs Cap At most +30% each: all weapons, melee, bows, hand-to-hand, short blades, long blades, axes, blunt weapons, and damage against the undead, daedra and animals.
A keystone price can take all weapons and melee down to -20%.
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Damage against unaware enemies All signs Cap At most +40%. —
Damage while below half Health All signs Cap At most +25%. —
One weapon blow, all channels together All signs Cap One blow is read through the general channels together (all weapons, melee, the weapon's own family, the enemy's kind): at most +30%, at worst -20%.
The conditions then add on top (an unaware enemy, a wielder below half Health), and the whole sky adds at most +50% to one blow.
A keystone price is paid after the cap.
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Spell damage All signs Cap At most +30%; a keystone price can take it down to -20%. —
Spell pierce All signs Cap At most -10 to the saving throws of the enemies of your spells. —
Spell cost All signs Cap General spell-cost discounts are capped at 25%. A school-specific discount is capped at 20% and applies only when every effect belongs to that school.
All together at most 25% off a spell; a keystone price can make spells cost up to 20% more.
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Casting speed All signs Cap At most +15%. —
Damage taken from blows All signs Cap At most 15% lighter; at worst 30% heavier. Small Armor Rating stars count in this channel (each point is a percent less). —
Damage taken from spells and other harm All signs Cap At most 15% lighter; at worst 30% heavier. —
Armor Rating All signs Cap At most +10 (raw points on notables); a keystone price can take it down to -10. —
Maximum Health and Spell Points All signs Cap At most +75 of each from the whole sky; the percentage shares alone are capped at 15%, and the shares and the raw points are held together to the +75. —
Regeneration All signs Cap At most 1.0% of maximum Health and 1.0% of maximum Spell Points restored each round. —
Restore on a kill All signs Cap At most 6% of Health and 6% of Spell Points when you slay an enemy (a slain player or ally never counts). —
Chance to avoid a blow All signs Cap At most 10% of enemies' blows miss you entirely. —
Chance to absorb Destruction spells All signs Cap At most 15%. —
Resistances (each element) All signs Cap At most +20% chance to resist each of fire, frost, poison, shock and magic. —
Carry weight All signs Cap At most 40% more weight; a price can take it to 25% less. —
Weather and the road All signs Cap Warmth at most +6; cold and heat tolerance at most 10 degrees each; at most 40% less soaked by rain and snow; at most 40% less Fatigue when traveling; at most 40% less fall damage. —
Reputation All signs Cap At most +10 with every social group. —
Speed under sail All signs Cap At most +15%. —
Gathering yield (each) All signs Cap At most +30% for each of Mining, Logging, Herbalism, Hunting and Fishing. —
Experience (each profession) All signs Cap At most +35% for each of the ten professions (the gathering five and the crafting five). —
Gathering windows All signs Cap The herb-picking window and the fishing hook window at most +40% each. —
Star points All signs Cap 2 Stars for every Renown level past the first: 98 at Renown 50. A Star can be spent on any star of the tree.
The Life ring takes Craft points first and then any Stars left over; combat stars need Stars.
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Craft points All signs Cap 1 for every 8 profession ranks summed over the ten professions (125 at ten Masters). Spent on the Life ring alone, for profession bonuses only. —
Refunds and respec All signs Cap A refund is free below Renown 10, then costs 10 silver a star; changing sign takes every star back.
A full respec (every star and the birthsign) costs 10,000 gold at any Renown.
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When the stars act All signs Cap Combat bonuses are inactive offline, in duels, arenas and sieges, and while mentoring. Life bonuses still apply in competitive play; mentoring suspends attribute and skill bonuses.
No added attack or spell damage against players. Combat bonuses in the Wrothgarian zone apply only against creatures.
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Sources (8)