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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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