Resonance¶
Resonance is the end-game progression layer that sits on top of every Lyonspyre character. It is not a class, not a skill, and not gated by template — every character has six slots that can each be tuned to one of six resonances. Slotted resonances grant passive combat bonuses and, while wielded on the Weapon slot, gate 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 +1% per active level | Tempest & Hawkeye |
| Hawkeye | Falcon / hunt | Archery passives (display-only v1) | Tempest & Hawkeye |
| Bulwark | Stone / fortress | Defensive passives (display-only v1) | Bulwark & Sylvan |
| Sylvan | Wild / nature | Pet-master passives (display-only v1) | Bulwark & Sylvan |
| Arcanum | Arcane / scholar | Spell damage + mana refund (live) | Arcanum |
| Avarice | Gold / merchant | Loot passives (display-only v1) | Avarice |
Every resonance also carries an Ultimate — a per-hit proc that fires its signature ability when slotted on the Weapon.
Slots¶
Every character has six resonance slots. They map cosmetically to equipment layers but leveling does not require the slot be filled — you can level Bulwark on your Legs slot while wearing no leg armour at all. The slot determines where the XP and level bookkeeping goes, not whether the bonus applies.
| Slot | Equipment layer (cosmetic) |
|---|---|
| Helm | Helm |
| Chest | Inner torso |
| Arms | Arms |
| Gloves | Gloves |
| Legs | Pants |
| Weapon | One-handed (covers both 1H and 2H weapons; ranged also lives on this slot) |
Assignment vs. level¶
Two independent dictionaries live on every player record:
- 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.
This separation is what makes the profile / loadout system work: you can pre-build "Tempest on every slot" and "Arcanum on every slot", swap profiles, and your earned ranks on both setups stay intact.
Active level
Throughout this wiki, "active level" of a resonance means the sum of per-slot levels for slots that are currently assigned to that resonance. A level-7 Tempest Chest is dormant if Chest is currently assigned to Arcanum.
Earning XP¶
XP is awarded on every creature kill by the killer (or, for pet kills, by the pet's master).
| 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 is currently tuned to. A rat at ~50 Fame floors to 1 XP per slot.
XP does not bank past a level. Once a slot reaches the level-up threshold, further XP on that (slot, resonance) is dropped on the floor until the player spends echoes to advance the level. This is intentional — it keeps players in the dungeon loop instead of grinding one mob type for fifty levels.
Level cost curve¶
Both 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 |
|---|---|
| Level 1 | 10 |
| Level 2 | 25 |
| Level 3 | 45 |
| Level 4 | 70 |
| Level 5 | 100 |
| Level 6 | 135 |
| Level 7 | 175 |
| Level 8 | 220 |
| Level 9 | 270 |
| Level 10 (max) | 325 |
(XP cost and echo cost are 1:1.)
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 count toward 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 |
The deliberate design choice to drop echoes of every resonance — not just the ones you're running — gives players a buffer of off-build echoes they can use to test other resonances without re-grinding from scratch.
Spending echoes¶
Open [resonance or double-click any echo to open the Resonance panel. To level a slot:
- The slot must have a resonance assigned.
- The slot's XP must be at or above the level-up threshold for the next level.
- Your backpack must hold at least that many echoes of the matching resonance.
Spending advances the slot by one level, resets the slot's XP to 0, and consumes the echoes. A red flame column plays on the player + a chime, and a centre-screen banner reads Resonance Level Up! <Name> -> <new level>.
Ready-to-level fanfare¶
When a slot first reaches the level-up threshold (i.e. 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. This 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 only swap the resonance assignments. They do not swap your equipped gear, your skills, or any other character state. Pair 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¶
- Ultimates — the weapon-slot proc system that every resonance carries
- Combat → Swing speed — where Tempest's swing-speed bonus enters the formula
- Combat → Damage calculation — where Arcanum's spell-damage multiplier enters