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Firmament stars
Firmament stars grant passive bonuses while your online allocation is active. Open Growth → The Firmament in the pause menu. Every one of the 518 stars has its own reference, including the repeated small stars and roads.
| Sign | Stars |
|---|---|
| The Mage | 87 |
| The Shadow | 86 |
| The Thief | 86 |
| The Steed | 86 |
| The Warrior | 86 |
| The Ritual | 86 |
| The Serpent | 1 |
Star types
| Type | Count | Allocation cost |
|---|---|---|
| Start | 7 | Free chosen start |
| Road | 102 | 1 point |
| Keystone | 12 | 1 point |
| Small | 283 | 1 point |
| Notable | 114 | 1 point |
Choose one start. Every other allocated star needs an unbroken path back to it; other starts cannot be crossed and keystones end paths. Refunds also remove stars disconnected by that refund. You cannot buy the entire tree.
Point pools and refunds
| Point source | Rate | Maximum | Spending |
|---|---|---|---|
| Renown | 2 Stars per level after the first | 98 at Renown 50 | Combat or life stars |
| Profession ranks | 1 Craft point per 8 total ranks | 125 at ten Master professions | Life stars only |
| Change | Cost |
|---|---|
| Chosen starting sign | Free |
| Refund below Renown 10 | Free |
| Refund at Renown 10 or higher | 10 silver per removed star |
| Full respec | 10,000 gold |
Builds can be shared as FIRM-… codes. Life stars spend Craft points first, then Stars if needed.
Bonus caps
| Bonus | Tree-wide limit |
|---|---|
| Each attribute | +15 points, raw and percentage gains together |
| Each combat skill | +15 points, raw and percentage gains together |
| Each life skill | +20 points, raw and percentage gains together |
| Maximum Health | +75 points, flat and percentage gains together |
| Maximum Spell Points | +75 points, flat and percentage gains together |
| General weapon damage per blow | +30% across applicable channels |
| Weapon damage including conditional bonuses | +50% per blow |
| Spell damage | +30% |
| Combined general and school spell-cost reduction | 25% |
| Casting speed | +15% |
| Health regeneration | 1% of maximum per round |
| Spell Point regeneration | 1% of maximum per round |
| Health restore on kill | 6% of maximum per kill |
| Spell Point restore on kill | 6% of maximum per kill |
| Evasion | 10% per eligible blow |
| Destruction absorption | 15% per eligible effect |
| Each resistance | +20 percentage points |
| Each gathering yield | +30% |
| Each profession’s experience | +35% |
Percentage attribute and skill gains use your permanent value and round down. Attribute gains also raise the live ceiling, so +15 can raise an attribute from 100 to 115. Keystone drawbacks still apply when beneficial bonuses are capped. Individual pages give every relevant channel limit; other power systems can impose additional combined limits.
Passive timing
| Passive | Trigger | Separate cooldown | Exception |
|---|---|---|---|
| Ordinary stat and profession bonuses | While allocated and applicable | None | Normal action requirements still apply |
| Evasion | Each eligible incoming creature blow | None | Does not evade every damage source |
| Destruction absorption | Each eligible Destruction effect | None | Needs enough empty Spell Point capacity |
| Health or Spell Point restore on kill | Each qualifying creature kill | None | Players, guards and allies do not count |
| Health regeneration | Each magic round | No activation cooldown | Event-area rules halve it and pause it for 5 seconds after Health loss |
| Spell Point regeneration | Each magic round | No activation cooldown | The event-area Health-regeneration pause does not apply |
A magic round is 1 game minute, normally 5 real seconds. The five-second event-area pause starts again whenever you lose Health. It applies to natural Health regeneration, including Firmament regeneration; direct heals and kill restores use their own rules. Absorption returns half the absorbed cost, rounded down.
Where the bonuses apply
| Situation | Combat effects | Life effects |
|---|---|---|
| Offline | Inactive | Inactive |
| Ordinary online creature combat | Active | Active |
| Duels and arena bouts | Inactive | Active |
| Mentoring | Scaled to mentor power | Full value |
| Sieges and open zones | Can act against creatures; do not strengthen strikes or spells against players | Active |
These rules and every individual star were checked against Update 0.0.464. The named-star comparison lists the 114 notables and 12 keystones.
Sources (13)
- src/systems/firmamentPowers.js
- src/systems/firmamentLive.js
- src/net/firmament/
- src/ui/firmamentWindow.js
- server-account/src/firmament.js
- bible/06-Systems/Firmament.md
- src/net/firmament/firmamentTree.js
- src/net/firmament/firmamentLaw.js
- src/systems/absorption.js
- src/systems/courtRules.js
- src/systems/worldTick.js
- src/systems/mentorMode.js
- src/systems/powerCeiling.js