← All skills

The twelve constellations of Vireldan

Knowledge

Starcalling

Commune with the twelve as they cross the sky. Only three are in reach at a time, and which three is not up to you.

Communing

Three things share one ring of twelve. A week of the Vireldan calendar, the constellation that stands over it, and the god whose sign that figure is: Crown's Day is the week, the Marching Spear is the figure, and Kadreth the Vanguard is who answers. You cannot choose freely. A god is in reach only while its constellation is waning, ascendant or rising, a window of three that moves one slot a week, and the other nine are shut.

The window is a whole-week rule rather than a live sky position, so someone who starts communing on a Tuesday is not cut off on the Wednesday.

Communing pays three things at once:

  • Starcalling experience, for the skill itself
  • That constellation's own experience, since each god has a separate level
  • Inspiration, five a completed interval, six from the ascendant god

Inspiration is not a shared currency. Inspiration earned from Halvur buys only Halvur's blessings. That, with the weekly turn, is the whole design: the reachable three are never interchangeable, and the best one to commune with changes whether or not it is the god you were trying to level.

The twelve

84 blessings, seven to a god, each raised to rank ten and permanent once bought. The seventh in every list is the capstone: an active power rather than a passive percentage. Reading a god's seven tells you what that god is for.

The Marching Spear

Kadreth, the Vanguard

Reachable in Crown's Day

  • Unflinching Increases melee damage dealt to enemies at full health.
  • Ground Given Reduces damage taken while below half health.
  • Second Rank Increases the effect of party buffs you receive. Does not stack.
  • Standard Bearer Increases experience gained from combat.
  • First Step Increases melee accuracy.
  • Held Line Increases melee damage.
  • Vanguard Strike An instant strike with a two-handed melee weapon, for a full swing of damage. It does not interrupt your own swings. Cooldown is 3 times your weapon speed.

The Everwarm Hearth

Talwen, the Hearthkeeper

Reachable in Amber Recess

  • Full Table Food buffs are stronger.
  • Kept Warm Consumable effects last longer.
  • Portion Set Aside Chance not to consume food when eating.
  • Banked Coals Cooking is faster.
  • Open Door Increases experience gained from Cooking.
  • Guest Right Party buffs you cast last longer. Does not stack.
  • The Everwarm Flame Set a hearth that heals your whole party over 20 seconds. Those it warms cannot be warmed again for 5 minutes.

The Kneeling Shield

Berrun, the Bastion

Reachable in Iron Gate

  • Duty Held Increases experience gained from Defence.
  • Storm Mark Reduces damage taken from area attacks.
  • Keep Safe Increases healing received from others.
  • Shield Wall Reduces the cooldown of your abilities.
  • Braced Increases Defence.
  • Nine Days Increases maximum health.
  • Shred Armour Tear the target open. Each use adds a stack, up to 5, and every stack makes it take more damage from your whole party. The debuff lasts 4 times your weapon speed and refreshes on each use, so it has to be kept up. Cooldown is 2.5 times your weapon speed.

The Chained Crown

The Bound One

Reachable in Iron Solstice

  • Impossible Work Increases rewards from enemies far above your level.
  • Unyielding Reduces the duration of harmful effects on you.
  • Weight Borne Increases melee damage dealt while below half health.
  • Test of Iron Increases critical damage.
  • Long Night After one minute in combat, your damage grows, and grows again every minute after.
  • Cost Paid Increases damage dealt, and damage taken.
  • Break the Measure Exceed yourself for 20 seconds: your damage is doubled, and you burn a share of your maximum health every second. Nothing but a healer will keep you standing.

The Star-Anvil

Halvur, the Forgekeeper

Reachable in Dark Hold

  • Banked Heat Increases experience gained from Smithing and Mining.
  • Deep Seam Mining is faster.
  • Struck True Smithing is faster.
  • Tempered Twice Multiplies your chance of smithing a High Quality or Masterwork item.
  • What the Rock Keeps Chance for a gem you find to come up a grade finer.
  • Set in Metal Jewelcrafting is faster.
  • The Star-Anvil Temper your weapon in starfire. For 20 seconds your attacks ignore a share of enemy armour.

The Silver Loom

Nathera, the Weaver

Reachable in Still Return

  • Careful Measure Foraging is faster.
  • Thread of Plenty Chance for Tailoring to also yield the material of the tier below.
  • Preserving Weave Chance not to consume materials when crafting.
  • Woven True Multiplies your chance of tailoring a High Quality or Masterwork garment.
  • Woven Fortune Increases the chance of a rare find while gathering.
  • The Pattern Holds Tailoring mastery you earn is shared across the whole craft.
  • Master of the Loom Communing with a constellation while it is Ascendant pays more.

The Half-Mask

Kesra, the Veiled One

Reachable in Green Turning

  • Roads That Vanish When an enemy turns on you, a chance to slip the strike. Dual daggers only.
  • Half-Told Reduces the chance of being critically struck.
  • One Eye Open Increases the damage of your first strike in a fight.
  • Carefully Chosen Increases damage dealt to enemies below half health.
  • Unseen Increases avoidance.
  • Chosen Hour Increases critical strike chance.
  • Veiled Strike An instant strike with both daggers, for a full swing of damage. It does not interrupt your own swings. Cooldown is 3 times your weapon speed.

The Elder Bough

Orvath, the Greenwarden

Reachable in Pale Waking

  • Turning Season Increases experience gained from gathering skills.
  • Windfall Chance for Foraging and Herbalism to also yield the material of the tier below.
  • Deep Root Foraging and Herbalism are faster.
  • Draught of the Wood Potions restore more of whatever they restore.
  • Buried and Grown Restores a share of your maximum health on every kill.
  • Rootrot Your poison ignores more of the target’s armour.
  • The Elder Bough The first to die and return. For 20 seconds, the next blow that would kill you does not, and you rise with a share of your health.

The Drawn Bow

Yarra, the Hunter

Reachable in Green Swell

  • Clean Take Increases the chance a beast leaves a usable hide.
  • Tracks Read Increases experience gained from Fletching.
  • Only What Is Needed Chance not to consume an arrow when firing.
  • Read the Trail Increases the chance of a rare find from beasts.
  • Drawn Slow Increases ranged accuracy.
  • Long Chase Increases ranged damage.
  • Sure Shot An instant shot, for a full draw of damage. It does not interrupt your own shots. Cooldown is 3 times your weapon speed.

The First Ray

Aveth, the Shining One

Reachable in High Solstice

  • Given to Preserve Increases experience gained from Divine.
  • Mercy Held Reduces the mana cost of divine spells.
  • Tend the Wound First Your heals have a chance to strip an affliction, certain at full rank.
  • Before Sunrise Restores mana while you are in combat.
  • Not to Command A share of your heal reaches your most wounded ally. Does not stack.
  • First Light Increases healing done.
  • The First Ray Return a fallen party member to the fight.

The Turning Sail

Maren, the Tidekeeper

Reachable in Long Reach

  • Read the Water Increases experience gained from Fishing.
  • Following Sea Fishing is faster.
  • Beyond the Chart Grants an extra vault slot for every rank.
  • Carried Home Your work continues for longer while you are away.
  • Salvage Increases gold gained from combat.
  • No Map Complete Increases the chance of a rare find from any source.
  • The Turning Sail Adds a full day to how long your work continues while you are away.

The Celestial Key

Ilmera, the Arcane Sage

Reachable in Amber Height

  • The Long Path Increases experience gained from Magic.
  • Hidden Doors Reduces the mana cost of spells.
  • The Open Page Reduces the cooldown of your spells.
  • Patient Study Alchemy is faster.
  • The Question Increases maximum mana.
  • Found, Not Made Increases spell damage.
  • The Celestial Key An instant bolt of arcane damage. It does not interrupt your casting.

Beyond the fight

Blessings reach well outside combat. Master of the Loom makes ascendant communing pay more, Banked Heat raises Smithing and Mining experience, and What the Rock Keeps upgrades a gem find by a grade. A trade character has as much reason to watch the sky as a fighter does.