Ultimates¶
Every resonance carries an Ultimate - a signature ability that procs on a weapon hit landed, but only when that resonance sits in your Weapon slot. This is the payoff for committing to a resonance: Ultimates hit hard, stamp a 15-second buff/debuff mark on the target, and each one plays its own distinct visual.
When does an Ultimate proc?¶
On every player hit, the system walks these gates in order:
- Attacker is a player. NPC hits never trigger an Ultimate.
- Target is a valid PvM target (see "Target gate" below).
- Weapon slot has a resonance assigned (else bail with 0% chance).
- Weapon-slot level is ≥ 1. Tempest assigned to Weapon with no levels still gets the base floor (see below).
- Proc roll succeeds, OR the
[ultprimer flag is set.
When the roll lands, the universal payload (damage + mark + hinder) applies and the per-resonance flourish runs the visuals.
Target gate (PvM-only, no friendlies)¶
Ultimates reject:
- null / deleted / dead
- any player (PvP off)
- any controlled or summoned creature (pets, summons, ridden mounts)
- anything with Notoriety Innocent, Ally, or Invulnerable (blue NPCs, townsfolk, vendors, guards, friendly NPCs)
Per-Ultimate flourishes run through the same gate - Tempest's arc target, and the rest - so the rules never drift from one effect to the next.
Proc-chance math¶
Proc chance is per-equipped-matching-slot, not weapon-slot alone. Every slot whose assignment matches the weapon-slot's resonance pitches in:
Proc chance (percent)
procChance = 1.0 + Σ (slotLevel × 0.5) over slots assigned to weaponResonance
where the leading 1.0 is the base floor, applied any time the weapon slot has a resonance assigned (even if all levels are 0).
| Constant | Value |
|---|---|
| Base floor when weapon slot is assigned | 1.0% |
| Per matching-slot level | 0.5% |
Worked examples¶
| Build | Calc | Proc chance |
|---|---|---|
| Tempest on Weapon only, all levels 0 | 1.0 (floor) |
1.0% |
| Tempest on Weapon L1, no other slots match | 1.0 + 1×0.5 |
1.5% |
| Tempest on Weapon L1 + Chest L1 (matching) | 1.0 + (1+1)×0.5 |
2.0% |
| Tempest on Weapon L5 + 5 other matching slots at L5 each | 1.0 + (5×6)×0.5 |
16.0% |
| Full Tempest at max (6 slots × L10) | 1.0 + (10×6)×0.5 |
31.0% |
The takeaway: a matching set multiplies your proc rate. Six slots of Tempest at level 10 fire roughly 5× as often as weapon-only Tempest at the same level.
History - base floor¶
The 1.0% base floor landed 2026-05-23. Before that, a freshly-assigned weapon resonance with everything at L0 sat at a flat 0% proc chance, and the system felt dead for new players. The floor guarantees every weapon-slot-assigned resonance has at least a small shot at procing the moment you assign it.
Universal payload (per proc)¶
When the proc lands, these pieces apply regardless of resonance:
| Piece | Value |
|---|---|
| Damage | 600 + 60 × weaponSlotLevel |
| Buff / debuff % | 15 + 1.5 × weaponSlotLevel |
| Mark duration | 15 seconds |
| Hinder duration | 2 seconds |
Universal Ultimate damage
damage = 600 + 60 × L
where L is the weapon-slot's own level (NOT the active level across all slots). This is intentional - leveling Tempest cheaply in your helm and then moving it to the weapon slot won't game the Ultimate tier.
| Weapon-slot level | Damage | Mark % |
|---|---|---|
| 1 | 660 | 16.5% |
| 2 | 720 | 18.0% |
| 3 | 780 | 19.5% |
| 5 | 900 | 22.5% |
| 7 | 1020 | 25.5% |
| 10 | 1200 | 30.0% |
The mark (15-second buff window)¶
When the Ultimate procs, an UltimateMark is placed on the (attacker, target) pair for 15 seconds. It grants the attacker:
- +
(15 + 1.5·L)% damage when attacking the marked target (15 + 1.5·L)% incoming damage reduction from damage dealt by the marked target
Only one mark exists per (attacker, target) pair - re-procing on the same target refreshes the timer. Marks are forgotten on target death/delete and expire lazily on lookup.
The hinder (2 seconds)¶
A 2-second hinder hits the target (and Tempest's chain-arc target). It runs through the shared Hinder system and is PvM-gated.
Damage attribution¶
The Ultimate's damage is flagged as a special hit type in the damage-styling pipeline. The combat journal renders it as:
Your Stormcaller's Wrath hits X for N
the same format family as talent attributions (Lacerate / Cleave / Cripple). Tempest's chain-arc damage gets the same attribution.
The [ult command (primer)¶
[ult primes your next weapon swing to force-proc the Ultimate, roll or no roll.
| Behaviour | Trigger |
|---|---|
"You have no resonance assigned to your weapon slot." |
No weapon-slot assignment |
"Your weapon-slot resonance has no level yet." |
Weapon slot assigned but level 0 |
"Ultimate ready in X.X seconds." |
On cooldown (currently 0s - cooldown disabled) |
"Ultimate already primed - swing now." |
Already primed |
"*<Name>* primed - your next weapon hit will trigger it." |
Successfully primed |
| Knob | Value |
|---|---|
| Primer window (idle expiry) | 30 seconds |
| Shared cooldown after a primed proc | 0 seconds (disabled) |
The flag survives target switches for the full 30-second window, so you can re-engage without losing the queue. The cooldown dropped from 5 minutes to 0 on 2026-05-15; the knob stays in place in case anti-spam is needed later.
Per-resonance signatures¶
| Resonance | Ultimate name | Flourish |
|---|---|---|
| Tempest | Stormcaller's Wrath | 50% of damage arcs to one nearby hostile within 3 tiles |
| Hawkeye | Falcon's Talon | Additional 50% of damage as a flat hit (v1 "armor bypass") |
| Arcanum | Arcane Cascade | Restores 30 + 3·L mana to the attacker |
| Bulwark | Mountain's Wrath | Reflects 15 + 1.5·L% of damage taken back to dealer for 15 s |
| Sylvan | Wild Awakening | Pets share the +damage mark against the target (deferred - see Sylvan page) |
| Avarice | Midas Strike | Bonus gold on kill while target is marked (deferred - see Avarice page) |
See each resonance's page for visuals, sound, and any wiring caveats.
Region-specific blocks¶
Some Ultimate visuals don't render correctly inside certain dungeon regions. The fix is always a per-resonance visual replacement, never a region-wide block - Ultimates still proc, damage, mark, and hinder inside every region.
The Pit of Echoes¶
Inside the Pit of Echoes, the client silently culls the visual path Tempest's lightning column originally used. Audio kept playing, but the visual got dropped. The fix (landed 2026-05-22) swaps in a short-lived world item that renders through the normal world-layer diff and shrugs off the Pit-only cull. The standard bolt effect layers on top for outdoor "punch" - harmless inside the Pit, satisfying outdoors.
Other Ultimates may carry similar region-specific visual quirks that haven't been chased down yet. Either way, the mechanical effect - damage + mark + hinder + flourish - always lands, every region.
Leaderboard integration¶
Every Ultimate proc, whatever the resonance, increments the player's UltProcs counter on the leaderboard. The increment fires right before the per-resonance flourish, so a flourish that fails still counts.
PvP behaviour¶
Ultimates are PvM-only. Every gate above rejects player targets, controlled creatures, and Innocent/Ally/Invulnerable notoriety. There's no PvP variant of the proc roll, no opt-in for consensual duels, and no plan for one.
Combat layer
Lyonspyre runs classic combat math - flat, readable damage with no stat inflation. Ultimates layer on top: they deal direct damage and apply percentage scalars to the existing pipeline, so every universal-payload number above plays by those same rules - no armor-ignore step, no damage-increase scaling, no insurance.