Skip to content

Instantly share code, notes, and snippets.

@jeniferirwin
Last active January 13, 2026 19:02
Show Gist options
  • Select an option

  • Save jeniferirwin/83d420d4559a7dacc38da9246d3d7624 to your computer and use it in GitHub Desktop.

Select an option

Save jeniferirwin/83d420d4559a7dacc38da9246d3d7624 to your computer and use it in GitHub Desktop.
Resonance List for Sovereign Dawn
The format is: <Resonance Name> (<Crimson>/<Azure>/<Emerald>/<Total>): <Description>
I know this would look a lot better in color, but my system for producing this list isn't done yet. For now,
it's easiest to just look at the last number in the list. That's the total number of slots an item would need
to support the resonance.
Make sure to look at HELP SLOTS so that you know what equipment to target.
Acrobatic Defense (1/2/0/3): Increases dodge and parry rates by 12% each.
Arcana Wall (3/1/0/4): Offensive spells that target you are cast at -10 levels. (-4 levels for PVP)
Backstab Arcana (0/0/4/4): Offensive spells you cast while out-of-combat have +(level*2) casting level.
Battlecry (2/0/1/3): Initiation skills before being used grant 75 alacrity and (level/2) damroll and spelldamroll for 12 seconds. Does not stack.
Berserker (3/0/0/3): Each basic attack increases your damroll by 3 for 4 rounds.
Bulk Builder (0/3/0/3): Taking damage from any source has a 10% chance to grant 1-10 combat hp regen (scaling with max hp and level) for 12 rounds.
Burn Proficiency (1/0/0/1): Your Flaming weapon flag DoT can now stack and deals 150% more damage.
Calculated Retreat (0/0/4/4): Fleeing recovers 25% hp over 5 rounds. 4 tick cooldown.
Casting Barrage (3/2/0/5): Casting a spell increases your spelldamroll by 15 for 10 rounds.
Cleave (1/0/3/4): Your slash skill deals area damage.
Collateral Offense (4/0/0/4): Your basic attacks have a 15% chance to strike all targets in combat with you.
Combat Overbuff (1/0/0/1): Certain combat buffs (haste, giant strength, bless, hells fury) last forever. They can still be dispelled.
Compound Interest (2/0/2/4): Your highest *roll stat is increased by 15 + level/3.
Concussive Missiles (3/0/0/3): Your magic missile and laser beam hits can apply daze.
Critsistency (4/0/1/5): Your critical chance is rolled twice, taking the higher of the two.
Crush Absorbtion (0/3/3/6): All damage you receive that exceeds 5% of your max hp is reduced by 50%.
Culling Strike (0/0/4/4): You instantly kill mobs below 10% hp.
Cultural Engagement (2/1/2/5): The cooldown of your racial ability is reduced by 25% and lag of your racial ability is reduced by 50%.
Curbstomp (0/0/1/1): Your kick and stomp skills deal 100% more damage to targets with <25% health.
Dark Payment (4/0/0/4): Your spells cost 50% less mana, but 20% of their original cost is paid in health. (PVE only)
Dazed and Abused (0/1/2/3): You deal 20% increased damage to dazed mobs.
Death Explosion (2/2/0/4): Mobs you kill deal 12% of their max health as damage to other mobs in the room.
Deeps (0/4/0/4): You deal 10% more damage.
Destructive Aura (1/3/0/4): You gain an additional basic attack with both weapons that strikes all targets in combat with you per round.
Dirty Fighting (2/0/2/4): You gain dual wield attacks with hand to hand skill if you are not wearing a held, shield, secondary, or 2H weapon (may still wield a
primary weapon). Requires dual wield skill.
Dispel Penetration (1/1/2/4): Your dispel spells receive +20 casting levels.
Double-Curse (2/1/1/4): Your Maladictions have a 10% chance to cast a second time.
Drunken Master (0/1/3/4): While drunk, each basic attack increases your damroll by 9 but decreases your hitroll by 5 for 8 rounds.
Dual Threat (1/0/2/3): Each basic attack increases your spelldamroll by 4 for 6 rounds.
Duelist (0/1/1/2): Each basic attack heals you for 2% of your hitroll for 3 rounds.
Elemental Grasp (3/1/0/4): Increases the damage dealt by shocking grasp, burning hands, and chill touch by 25%.
Essence Multiplier (0/0/3/3): Essences you consume grant 500 experience and 100% bonus experience for 1 tick. This effect can stack.
Ether Savings (0/1/1/2): Reduces the mana cost of all your spells by 4%.
Executioner (2/0/3/5): You deal 33% more damage to targets below 33% hp.
Extreme Regeneration (3/0/0/3): You regenerate (level*2/3) hp per round.
Fast Learner (0/2/2/4): You gain 20% more experience from killing mobs.
Focused Overload (2/2/0/4): Casting a spell increases your spellcritroll by 10 for 5 rounds.
Free Casting (1/0/1/2): Your defensive spells no longer cost mana outside of combat.
Frozen Slash (0/0/2/2): Your slash skill deals 20% more damage and has a 20% chance each to cast chill touch and lethargic.
Glassiest Cannon (2/2/2/6): You deal 20% more damage, but take 25% more damage.
Gorilla Guerilla (1/0/1/2): Your non-weapon midrounds have 50% chance to apply dazed and deal 10% more damage.
Guru of Grime (1/0/0/1): Your Maladictions (except strong poison) have 25% less lag.
Hand-Eye Coordination (3/0/2/5): Gain 15% skill with your primary weapon (can go above 100%, around 12% more damage).
Healing Aptitude (1/1/0/2): Healing you receive is increased by 10%.
Healing Surge (0/2/2/4): Healing spells you cast increase the spelldamroll of the target by 15 for 10 rounds.
Honorless Bastard (1/0/3/4): Your combat initiation skills (rush/bonzai/silverbullet/backstab) can be used against targets at >20% health, and deal 10% more damage.
Kick Flurry (1/0/0/1): Your kick and stomp skills have 50% less lag.
Kickboxer (1/0/0/1): Your kick skill gains bonus strikes from Haste, Third Attack, Fleetfisted Soul, Vampire Tattoo, and Panther's Grace affects.
Last Stand (0/2/2/4): All damage you receive that exceeds 10% of your current hp is reduced by 50%.
Latent Recovery (0/4/0/4): Taking damage from any source has a 15% chance to heal you for 30% of that damage over 6 rounds. This affect can be dispelled.
Leveling Spree (0/0/1/1): Gaining a level immediately restores you.
Lightning Slash (0/2/1/3): Your slash skill has 33% less lag, but costs 5 more mana.
Major Toughness (0/0/1/1): You receive 4% less damage.
Mana Draw (1/0/0/1): Your draw mana command has 75% less lag.
Metabolic Boost (0/0/3/3): Increases your out-of-combat regeneration by 50%.
Minor Toughness (0/0/1/1): You receive 2% less damage.
Mythwright (0/4/0/4): Equipment you find has 40% higher chance to have higher rarity.
Notch (0/3/0/3): Mobs you enter combat with start at 92% of their maximum hp.
Nullifier (0/0/1/1): Your cancellation spell receives +50 casting levels, but is no longer usable in combat.
Omega Flare (6/0/0/6): Your first basic attack each round blasts the opponent for d8 damage.
Ping Protector (1/1/1/3): All damage dealt to you is reduced by 3. This occurs after all other defensive modifiers.
Poison Simulacrum (0/1/2/3): Your poisons have a 5% chance to strike 3x.
Poisonous Blows (2/0/4/6): Any time you deal damage, you have a 4% chance to apply poison.
Potion Mastery (0/2/0/2): Your potions and pills cast at +(level/2) levels.
Purgatory City (0/0/4/4): You deal 66% more damage to mobs affected by Sanctuary.
RNG Boycott (2/0/3/5): You can no longer critical strike, however your damage is multiplied by 70% of your critroll.
Random Curser (2/1/1/4): When you cast a maladiction, you will also cast a random maladiction from: curse, weaken, putrification, plague.
Rapid Attacks (3/0/3/6): You have a 20% chance per round to gain a main-hand basic attack.
Relative Honor (2/0/0/2): Your combat initiation skills (rush/bonzai/silverbullet/backstab) deal 100% more damage, but they can no longer be used against opponents
with less than 90% health.
Skill Grinder (1/2/1/4): Your skills have 50% increased chance to improve upon use.
Slayer Seeker (0/4/0/4): Weapons you find have 70% higher chance to have higher rarity.
Smitefoot (0/0/2/2): Your Kick skill casts dispel magic with +(level/2) casting level.
Spell Bulwark (2/0/0/2): Your self-targeting spells receive +10 casting levels.
Terminal Velocity (0/0/5/5): You gain 10 alacrity.
The Sinner (3/0/0/3): You have 80% more chance to find souls and essences.
Thin Strikes (0/0/3/3): All damage you deal is increased by 15. This occurs before all defensive modifiers.
Touch of Midas (0/3/0/3): Most common wearable items you loot from enemies are instantly converted to gold. Let avarice take hold.
Tough Skin (4/0/0/4): You receive 8% less damage.
Vivacious Venom (1/0/0/1): Your Poison spells have 15% to cast twice when manually cast.
Wand Proficiency (0/2/1/3): Your wands and staves cast at +(10 + level/3) levels.
Well-Rounded (2/0/2/4): Your lowest two *roll stats are increased by 20 + level/2.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment