Standing Stones of Requiem - azraerl/serenity GitHub Wiki

Standing Stones of Requiem (v 4.0.2)

This page lists information about Standing Stone bonuses in Requiem.

Note: once you take a stone from given group, you will become locked to that group. For example, after taking Warrior you will be able to change your stone only to Lady/Lord/Steed and not others.


The Warrior Group

The Warrior Stone

The Warrior strengthens those who bear his blessing. Damage with all weapons is increased by 10% and armor pentration with all weapons is increased by 10.

The Warrior Stone Effects:

Fortify One-Handed 10 pts. (+10% more damage with One-Handed weapons)

Fortify Two-Handed 10 pts. (+10% more damage with Two-Handed weapons)

Fortify Archery 10 pts. (+10% more damage with Bows and Crossbows)

Fortify One-Handed Armor Penetration 10pts. (+10 One-Handed Armor Penetration)

Fortify Two-Handed Armor Penetration 10pts. (+10 Two-Handed Armor Penetration)

Fortify Archery Armor Penetration 10pts. (+10 Archery Armor Penetration)

The Lady Stone

Those under the sign of the Lady regenerate Stamina faster.

The Lady Stone Effects:

Fortify Stamina Regeneration 50 pts. (+50% Stamina Regeneration)

+) Unlike other Fortify Stamina Regeneration alchemy / enchantment effects, this does not provide 'Stamina regenerates while running' bonus.

The Lord Stone

The Stone of the Lord grants those who possess its blessing increased damage resistance and weakened hostile spells.

The Lord Stone Effects:

Fortify Damage Resistance 120 pts. (+120 Armor Rating)

Fortify Magic Resistance 15 pts. (+15% Magic Resistance)

The Steed Stone

The Steed grants those who bear its blessing increased Stamina.

The Steed Stone Effects:

Fortify Stamina 100 pts. (+100 Fortified Stamina)


The Mage Group

The Apprentice Stone

The Apprentice grants a very fast regeneration of Magicka.

The Apprentice decreases your magic resistance. Thus, hostile spells deal more damage to you.

The Apprentice Stone Effects:

Fortify Magicka Regeneration 200 pts. (+200% Magicka Regeneration)

Damage Magic Resistance 25 pts. (-25% Magic Resistance)

The Atronach Stone

The Sign of the Atronach grants additional Magicka and a 50% chance for Spell Absorption, but makes it almost impossible to passively regenerate magicka, reduces the efficacy of magicka potions by one third and negates the long-term benefits offered by cooked meals.

The Atronach Stone Effects:

Fortify Magicka 350 pts. (+350 Fortified Magicka)

Fortify Spell Absorption 50 pts. (+50% chance to absorb incoming spell)

Damage Magicka Regeneration 100000 pts (-100000% Magicka Regeneration)

Effect of Magicka potions (Restore Magicka) is reduced to 2/3.

Foods will no longer give long-lasting buffs (e.g. Fortify Health bonus of Beef Stews).

Foods will not restore Magicka when eaten.

The Mage Stone

Those under the Sign of the Mage are granted additional Magicka and find it easier to focus their thoughts while running.

The Mage Stone Effects:

Fortify Magicka 100 pts. (+100 Fortified Magicka)

Removes 'reduced Magicka Regeneration while running' debuff.

The Ritual Stone

Those under the Sign of the Ritual are capable of animating hordes of undead for a limited duration once each day.

The Ritual Stone Effects:

Adds "Stone of the Ritual" power - Raise Dead 75pts (Reanimates dead bodies of NPCs up to level 75), area 75 units (around the player), for 200 seconds. Can be used once a day.

For the duration of the effect, number of summons / raised dead you can keep is increased by 100.

Dead bodies raised by Stone of the Ritual power will not turn into ashes after they die or duration ends.


The Thief Group

The Lover Stone

Those under the sign of the lover find it easier to be attractive, intriguing and also use speech to get what they want...

The Lover Stone Effects:

Fortify Persuasion 25 pts. (+25 Speech level)

+) This effect increases effective Speech skill level, which benefits all kind of Speech skill related stuff.

The Shadow Stone

Those under the Sign of the Shadow are able of becoming invisible and inaudible once a day.

The Shadow Stone Effect:

Adds "Stone of the Shadow" power - Invisibility for 300 seconds, Muffle 100 pts (-100% movement noise) for 300 seconds. Can be used once a day.

+) While the Invisibility wears off if you interact with something, Muffle effect lasts to the end of its duration (300 seconds).

The Thief Stone

The Thief grants wide-spread abilities to those who bear her blessing. It improves sneaking, pickpocketing and lockpicking skills and grants 20 points of lockpicking expertise. Furthermore it increases armor penetration with one-handed and ranged weapons by 5.

The Thief Stone Effects:

Fortify One-Handed Armor Penetration 5 pts. (+5 One-Handed Armor Penetration)

Fortify Archery Armor Penetration 5 pts. (+5 Archery Armor Penetration)

Fortify Sneak 15 pts. (You are +15% harder to be detected while sneaking)

Fortify Lockpicking 5 pts. (Lockpicking is +5% easier)

Fortify Pickpocket 15 pts. (+15% success chance for Pickpocketing)

Fortify Lockpicking Expertise 20pts. (+20 Lockpicking Expertise)

The Tower Stone

The Tower grants a blessing of 20 extra carry weight and supernatural lockpicking skills. Expertise is increased by 40 and any effortless lock can be picked in plain sight with nobody noticing, creating a wax-molded copy of the key, if one exists.

The Tower Stone Effects:

Fortify Carryweight 20 pts. (+20 Carryweight)

Lockpicking Expertise is increased by 40.

Picking locks that are effortless for you to pick will not be noticed as a crime (no Bounty gained), and you will gain Wax Keys for the said locks on successfully picking them.

+)'Effortless locks (by the description of the Standing Stone bonus)' are locks that, with your Lockpicking Expertise are considered 'moderate '. For example, if you have 40 Expertise, locks to Adept level are considered 'effortless', but Expert and Master are not.


The Serpent Group

The Serpent Stone

The Bite of the Serpent will paralyze and poison a target for a moderate duration.

The Serpent Stone Effects:

Adds "Stone of the Serpent" power - shoots a projectile that deals Paralysis for 5 seconds, Poison Damage 25 pts for 30 seconds (25 Poison Damage a second for 30 seconds = 750 total). Can be used once a day.

+) Enemies who are Immune to Paralysis will resist the Paralysis effect. Includes the Undead, Dragons, Atronachs, Dwarven Automatons, some giant beasts, Spriggans, Wisps, many named NPCs, etc. However, spells and enchantments that give Protection to Paralysis (e.g. Arcane Ward (Rank III) spell, Stamina (Rank II) enchantment) do not resist this effect.


-Thanks to Noxcrab for all descriptions of effects from the Requiem Wiki for v 3.0 Standing Stones (This page is brought to us by Bridge_17 of the Serenity Discord Community)