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
UnflinchingIncreases melee damage dealt to enemies at full health.
Ground GivenReduces damage taken while below half health.
Second RankIncreases the effect of party buffs you receive. Does not stack.
Standard BearerIncreases experience gained from combat.
First StepIncreases melee accuracy.
Held LineIncreases melee damage.
Vanguard StrikeAn 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 TableFood buffs are stronger.
Kept WarmConsumable effects last longer.
Portion Set AsideChance not to consume food when eating.
Banked CoalsCooking is faster.
Open DoorIncreases experience gained from Cooking.
Guest RightParty buffs you cast last longer. Does not stack.
The Everwarm FlameSet 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 HeldIncreases experience gained from Defence.
Storm MarkReduces damage taken from area attacks.
Keep SafeIncreases healing received from others.
Shield WallReduces the cooldown of your abilities.
BracedIncreases Defence.
Nine DaysIncreases maximum health.
Shred ArmourTear 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 WorkIncreases rewards from enemies far above your level.
UnyieldingReduces the duration of harmful effects on you.
Weight BorneIncreases melee damage dealt while below half health.
Test of IronIncreases critical damage.
Long NightAfter one minute in combat, your damage grows, and grows again every minute after.
Cost PaidIncreases damage dealt, and damage taken.
Break the MeasureExceed 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 HeatIncreases experience gained from Smithing and Mining.
Deep SeamMining is faster.
Struck TrueSmithing is faster.
Tempered TwiceMultiplies your chance of smithing a High Quality or Masterwork item.
What the Rock KeepsChance for a gem you find to come up a grade finer.
Set in MetalJewelcrafting is faster.
The Star-AnvilTemper 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 MeasureForaging is faster.
Thread of PlentyChance for Tailoring to also yield the material of the tier below.
Preserving WeaveChance not to consume materials when crafting.
Woven TrueMultiplies your chance of tailoring a High Quality or Masterwork garment.
Woven FortuneIncreases the chance of a rare find while gathering.
The Pattern HoldsTailoring mastery you earn is shared across the whole craft.
Master of the LoomCommuning with a constellation while it is Ascendant pays more.
The Half-Mask
Kesra, the Veiled One
Reachable in Green Turning
Roads That VanishWhen an enemy turns on you, a chance to slip the strike. Dual daggers only.
Half-ToldReduces the chance of being critically struck.
One Eye OpenIncreases the damage of your first strike in a fight.
Carefully ChosenIncreases damage dealt to enemies below half health.
UnseenIncreases avoidance.
Chosen HourIncreases critical strike chance.
Veiled StrikeAn 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 SeasonIncreases experience gained from gathering skills.
WindfallChance for Foraging and Herbalism to also yield the material of the tier below.
Deep RootForaging and Herbalism are faster.
Draught of the WoodPotions restore more of whatever they restore.
Buried and GrownRestores a share of your maximum health on every kill.
RootrotYour poison ignores more of the target’s armour.
The Elder BoughThe 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 TakeIncreases the chance a beast leaves a usable hide.
Tracks ReadIncreases experience gained from Fletching.
Only What Is NeededChance not to consume an arrow when firing.
Read the TrailIncreases the chance of a rare find from beasts.
Drawn SlowIncreases ranged accuracy.
Long ChaseIncreases ranged damage.
Sure ShotAn 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 PreserveIncreases experience gained from Divine.
Mercy HeldReduces the mana cost of divine spells.
Tend the Wound FirstYour heals have a chance to strip an affliction, certain at full rank.
Before SunriseRestores mana while you are in combat.
Not to CommandA share of your heal reaches your most wounded ally. Does not stack.
First LightIncreases healing done.
The First RayReturn a fallen party member to the fight.
The Turning Sail
Maren, the Tidekeeper
Reachable in Long Reach
Read the WaterIncreases experience gained from Fishing.
Following SeaFishing is faster.
Beyond the ChartGrants an extra vault slot for every rank.
Carried HomeYour work continues for longer while you are away.
SalvageIncreases gold gained from combat.
No Map CompleteIncreases the chance of a rare find from any source.
The Turning SailAdds 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 PathIncreases experience gained from Magic.
Hidden DoorsReduces the mana cost of spells.
The Open PageReduces the cooldown of your spells.
Patient StudyAlchemy is faster.
The QuestionIncreases maximum mana.
Found, Not MadeIncreases spell damage.
The Celestial KeyAn 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.