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Resonance

New to the system?

Start with Understanding Resonance, the five-minute plain-language walkthrough. This page and its siblings are the full reference.

Resonance is the end-game progression layer that sits on top of every Lyonspyre character. It's not a class, not a skill, and not gated by template. Every character carries six slots, and each one can be tuned to one of six resonances. A slotted resonance grants passive combat bonuses, and when it's wielded on the Weapon slot it gates a per-hit Ultimate proc that fires a unique signature ability.

The six resonances

Resonance Flavour Combat passive Detail page
Tempest Lightning / storm Melee swing speed + accuracy, +1% each per active level Tempest & Hawkeye
Hawkeye Falcon / hunt Archery swing speed, accuracy, and damage, +1% each per active level Tempest & Hawkeye
Bulwark Stone / fortress All-source damage resistance +1%, collapse-a-hit chance +1% per active level Bulwark & Sylvan
Sylvan Wild / nature Tame chance, pet damage, and pet accuracy, +1% each per active level Bulwark & Sylvan
Arcanum Arcane / scholar Spell damage, spell crit, and mana refund, +1% each per active level Arcanum
Avarice Gold / merchant Rare-loot chance and gold find, +1% each per active level Avarice

All six schools' passives are live and feed real combat math. Every resonance also carries an Ultimate - a per-hit proc that fires its signature ability when the resonance is slotted on the Weapon - and a three-tier set bonus ladder for matching character slots.


Slots

Every character has six resonance slots, named for familiar equipment layers. The resonance belongs to the character slot itself:

  • Leveling never requires gear. XP flows to an assigned slot whether or not anything is worn there.
  • Bonuses never require gear. An assigned, leveled slot keeps its passive and set contribution while empty. Weapon resonance also applies to unarmed wrestling.
Slot Equipment layer
Weapon One-handed (covers both 1H and 2H weapons; ranged also lives on this slot)
Helm Helm
Chest Inner torso
Arms Arms
Gloves Gloves
Legs Pants

Assignment vs. level

Every player record holds two independent dictionaries:

  • Assignment - which resonance is currently selected in each of the six slots. Combat bonuses read this.
  • Level - how many ranks each (slot, resonance) pair has earned. Levels persist forever; switching the assignment away from a resonance does not wipe the level.

That separation is what makes the profile / loadout system work. You can pre-build "Tempest on every slot" and "Arcanum on every slot", swap between them freely, and your earned ranks on both setups stay intact.

Active level

Throughout this wiki, the "active level" of a resonance means the sum of per-slot levels for slots currently assigned to that resonance. A level-7 Tempest Chest is dormant if Chest is currently assigned to Arcanum, but removing chest armour does not switch it off.


Set bonuses

Tuning several slots to the same school unlocks flat perks at 2, 4, and 6 matching slots. A slot counts toward a set when both hold:

  1. The slot is assigned to that school.
  2. The slot has reached at least level 1 in that school.

Set perks are flat (they do not scale with level - the per-level passives do the scaling), so each one fits in a sentence. The RESONANCE tab shows all six schools in a selector with each live count. Select a school to compare its 2-piece, 4-piece, and 6-piece perks in one card, or open DETAILS to browse every school's ladder.

Because levels persist per slot and school, nothing stops you from running a 6-slot purist set today and a 2/2/2 tri-school hybrid tomorrow - the set meter simply follows whatever you have assigned and leveled right now.

School 2 slots 4 slots 6 slots
Tempest Stormstep - melee kills restore 10 stamina Static Charge - every 8th melee hit chains lightning to a nearby enemy for 40% of the hit Eye of the Storm - Stormcaller's Wrath arcs to up to 3 enemies
Arcanum Attuned Mind - mana regenerates 15% faster Surge of Insight - a mana refund empowers your next damaging spell by 25% Spell Echo - damaging spells have a 10% chance to echo for 30% of their damage
Hawkeye Falcon's Patience - +10% ranged hit chance after standing still for 2 seconds Deadeye - +15% ranged damage against targets 5+ tiles away Double Nock - 10% chance to loose a second arrow for 50% damage
Sylvan Thick Hide - pets gain +10% maximum health Pack Tactics - your pet deals +10% damage while fighting your target Spirit Bond - your Ultimate marks also empower your pet's attacks on the marked target
Bulwark Fortified Mending - bandages you apply heal 15% more Stand Fast - struck below 40% health: +20% damage reduction for 5s (30s cooldown) Living Fortress - stand still for 3 seconds to take 10% less damage until you move
Avarice Windfall - 5% chance for a creature's gold to be doubled Treasure Sense - a glint alerts you when your kill drops rare loot Midas Touch - killing blows have a 4% chance to spill bonus gold and an extra echo

Full perk write-ups live on each school's detail page. All set perks follow the same PvM rule as the rest of the system: they never apply against other players.

The buff bar shows set perks whose active timing matters: Falcon's Patience while the archer is standing still, Surge of Insight while the next damaging spell is armed, Stand Fast during its five-second defense window, and Living Fortress while the player remains planted. Passive set bonuses and instant procs stay off the bar to keep it readable.


Earning XP

The killer earns XP on every creature kill - or, for pet kills, the pet's master does.

Knob Value
XP per kill clamp(creatureFame / 100, 1, 100)
Distribution divided by 6 (one share per slot), floor-1
Who gets credit the killer if they're a player; otherwise the pet's master
Unassigned slot behaviour XP share is dropped

Per-kill XP per slot

xpPerSlot = max(1, floor(creatureXp / 6))

Worked example: a dragon at 11500 Fame caps at 100 XP. With all six slots assigned, each slot gets 100 / 6 = 16 XP toward whatever resonance it's currently tuned to. A rat at ~50 Fame floors to 1 XP per slot.

XP does not bank past a level. Once a slot hits the level-up threshold, further XP on that (slot, resonance) drops on the floor until you spend echoes to advance the level. That's intentional - it keeps players moving through the dungeon loop instead of farming one mob type for fifty levels.

Level cost curve

The XP cost and the echo cost to advance from level n to n+1 follow the same gentle quadratic.

XP / echo cost to advance to level n+1

XpForNextLevel(n) = 10 + n * (n+1) * 5 / 2

To reach XP & echoes needed Resonant Cores needed
Level 1 10 -
Level 2 25 -
Level 3 45 -
Level 4 70 -
Level 5 100 -
Level 6 135 -
Level 7 175 -
Level 8 220 1
Level 9 270 2
Level 10 (max) 325 3

(XP cost and echo cost are 1:1. Cores are the crafted top-level gate - see below.)

The per-slot level cap is 10. Across six slots that's a theoretical 60 total levels of any one resonance - but only the assigned slots feed active-level math, so the practical cap for a single-resonance build is 60, and a mixed build trades depth for breadth.


Echoes (the level-up currency)

Echoes are the stackable item you spend to actually buy each level. They drop from creature kills.

Knob Value
Per-kill echo drop chance 50% (playtest default; tunable to 5% post-launch)
Stack size per drop 1-3 (random)
Which resonance drops uniform random across all six (NOT filtered to your current build)
Where it lands corpse → ground fallback → killer's pack last-resort
Item a Blue Diamond sprite, hued per resonance

Echoes drop for every resonance, not just the ones you're running. That's deliberate: it hands you a buffer of off-build echoes to test other resonances without re-grinding from scratch.

Spending echoes

Open [resonance or double-click any echo to bring up the Resonance panel. To level a slot, these must hold:

  1. The slot has a resonance assigned.
  2. The slot's XP is at or above the level-up threshold for the next level.
  3. Your backpack holds at least that many echoes of the matching resonance.
  4. For levels 8, 9, and 10: your backpack also holds the required matching-school Resonant Cores (1, 2, and 3 respectively).

Spending advances the slot by one level, resets the slot's XP to 0, and consumes the echoes (and cores, at the top levels). A red flame column plays on the player along with a chime, and a centre-screen banner reads <Name> Level <new level>, for example Tempest Level 3.

Resonant Cores (the top-level gate)

The last stretch of a slot is a crafted-economy event. Advancing a slot to level 8, 9, or 10 costs 1, 2, or 3 Resonant Cores of the matching school on top of the usual XP and echo cost.

Fact Value
Made by Artificery crafters (skill 105+), one recipe per school
Recipe 30 Resonance Echoes of any school + 1 diamond
Output A school-stamped core, stackable per school, fully tradeable
Sold by NPCs? Never - the only sources are crafting and player trade

The any-school input is the point: cores are the standing sink for the off-build echoes piling up in your bank. If you don't craft, buy cores from someone who does - the level-8 wall is where crafters earn their keep.

Ready-to-level fanfare

The moment a slot first reaches the level-up threshold - you go from one XP shy of the cost to at or above it - Lyonspyre plays an icy-blue flame pillar (3×3 tiles) at your feet plus a personal chime. It fires once per level threshold, so a party farming together can see who's hitting their next rank.


Loadouts (profiles)

You can save up to 8 named profiles per character. A profile is a snapshot of your six per-slot assignments - applying one overwrites your current assignments but does not touch any earned levels.

Action Where
Save the current assignments as a named profile Resonance panel → "Save profile"
Apply a saved profile Resonance panel → click the profile name
Delete a profile Resonance panel → trash icon on the profile row

Profiles vs. equipment

Profiles swap only the resonance assignments. They don't swap your equipped gear, your skills, or any other character state. Pair them with the in-game gear-swap macros if you want a one-click "full Tempest" loadout that changes both armour and resonance.


Commands

Command Access Effect
[resonance Player Open the Resonance panel
[ult Player Prime the next weapon hit to force-proc your weapon-slot Ultimate (see Ultimates)
[resonanceadmin grant <id> <n> GM Give a targeted player n echoes of the named resonance
[resonanceadmin xp <id> <n> GM Add n XP to every slot for the named resonance on the targeted player
[resonanceadmin level <id> <slot> <n> GM Force-set a (resonance, slot) to level n on the targeted player
[resonanceadmin echodroprate <pct> GM Live-tune the per-kill echo drop chance (memory only; resets on restart)
[resonanceadmin wipe GM Clear all resonance state on the targeted player

Resonance ids accepted by the admin commands: tempest, arcanum, avarice, hawkeye, sylvan, bulwark.


Persistence

Profiles, assignments, levels, and XP all persist with the world save and survive logouts, server restarts, and the usual maintenance cycle.


See also