Affinity¶
New to the system?
Start with Understanding Affinity, the five-minute plain-language walkthrough. This page and its siblings are the full reference.
Affinity 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 seven affinities. A slotted affinity grants passive combat bonuses, and when it sits on the Weapon slot it unlocks a per-hit Ultimate proc that fires a unique signature ability.
The seven affinities¶
| Affinity | 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 |
| Aria | Song / performance | Easier bard checks and damage vs discorded creatures, +1 / +1% per active level | Aria |
Every one of the seven affinities also carries an Ultimate, a per-hit proc that fires its signature ability when the affinity is slotted on the Weapon, and a three-tier set bonus ladder for matching character slots.
Slots¶
Every character has six affinity slots, named for familiar equipment layers. The affinity 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 affinity also applies to unarmed wrestling.
| Slot | Equipment layer |
|---|---|
| Weapon | Held weapon (one-handed, two-handed, or ranged) |
| Helm | Helm |
| Chest | Inner torso |
| Arms | Arms |
| Gloves | Gloves |
| Legs | Pants |
Assignment vs. level¶
Your character tracks two separate things for each slot:
- Assignment - which affinity is currently selected in that slot. Combat bonuses come from this.
- Level - how many ranks the slot has earned in each affinity. Levels are kept forever; switching the assignment away from an affinity 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 an affinity means the sum of per-slot levels for slots currently assigned to that affinity. 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:
- The slot is assigned to that school.
- 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 AFFINITY tab shows all seven 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 are kept 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 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 facet |
| Aria | Encore Reserve - 15% chance a bard attempt spends no instrument charge | Perfect Pitch - +5% damage against creatures under Discordance | Standing Ovation - landing a bard skill mends you and nearby party allies for 8 health |
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.
| Rule | Value |
|---|---|
| XP per kill | clamp(creatureFame / 100, 1, 100) |
| Distribution | divided by 6 (one share per slot), minimum 1 |
| Who gets credit | the killer if they're a player; otherwise the pet's master |
| Unassigned slot | its share of the XP is lost |
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 affinity 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 for that slot's affinity is lost until you spend facets to advance the level. That keeps you moving through the dungeon loop instead of farming one mob type for fifty levels.
Level cost curve¶
The XP cost and the facet cost to advance from level n to n+1 follow the same gentle quadratic.
XP / facet cost to advance to level n+1
XpForNextLevel(n) = 10 + n * (n+1) * 5 / 2
| To reach | XP & facets needed | Affinity Prisms 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 facet cost are 1:1. Prisms are the transmuted top-level gate - see below.)
The per-slot level cap is 10. Across six slots that's 60 total levels of any one affinity, but only the assigned slots count toward the active level, so a single-affinity build tops out at 60 and a mixed build trades depth for breadth.
Facets (the level-up currency)¶
Facets are the stackable item you spend to actually buy each level. They drop from creature kills.
| Rule | Value |
|---|---|
| Per-kill facet drop chance | 50% |
| Stack size per drop | 1-3 (random) |
| Which affinity drops | uniform random across all seven (not filtered to your current build) |
| Where it lands | the corpse; if that fails, the ground; failing that, the killer's pack |
| Item | a blue diamond, hued per affinity |
Facets drop for every affinity, not just the ones you're running. That hands you a buffer of off-build facets to test other affinities without re-grinding from scratch, and every spare facet of any school can go into the Apothecary's prism recipe.
Spending facets¶
Open [affinity or double-click any facet to bring up the Affinity panel. To level a slot, these must hold:
- The slot has an affinity assigned.
- The slot's XP is at or above the level-up threshold for the next level.
- Your backpack holds at least that many facets of the matching affinity.
- For levels 8, 9, and 10: your backpack also holds the required matching-school Affinity Prisms (1, 2, and 3 respectively).
Spending advances the slot by one level, resets the slot's XP to 0, and consumes the facets (and prisms, 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.
Affinity Prisms (the top-level gate)¶
Advancing a slot to level 8, 9, or 10 costs 1, 2, or 3 Affinity Prisms of the matching school on top of the usual XP and facet cost.
| Fact | Value |
|---|---|
| Made by | Apothecaries, at the Apothecary bench |
| Level | Apothecary level 5 |
| Recipe | 30 facets of any school plus one of each gathering rare find (a heartstone, a heartwood burl, a pristine pelt and an abyssal pearl) make one prism |
| The finds | The four rare finds, one from each gathering trade, taken only from the top two tiers of each ladder. No merchant sells them |
| Which school | Chosen by the recipe: one transmute recipe per school, and the facets you feed in can be any mix |
| Sold by NPCs? | Never |
| Trading | A school-stamped prism, stackable per school, fully tradeable between players |
The level-8 wall is where prisms change hands: transmute your own from the off-school facets you were never going to spend, or trade for one from an Apothecary who has the recipe. Transmuting is a big craft and pays extra profession XP, so it is worth an Apothecary's time. See Professions.
Ready-to-level fanfare¶
The moment a slot first reaches the level-up threshold, an icy-blue flame pillar rises at your feet and a personal chime plays. 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 | Affinity panel → "Save profile" |
| Apply a saved profile | Affinity panel → click the profile name |
| Delete a profile | Affinity panel → trash icon on the profile row |
Profiles vs. equipment
Profiles swap only the affinity 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 affinity.
Commands¶
| Command | Access | Effect |
|---|---|---|
[affinity |
Player | Open the Affinity panel |
[ult |
Player | Prime the next weapon hit to force-proc your weapon-slot Ultimate (see Ultimates) |
See also¶
- Ultimates - the weapon-slot proc system that every affinity carries
- Combat → Swing speed - where Tempest's swing-speed bonus enters the formula
- Combat → Damage calculation - where Arcanum's spell-damage multiplier enters