Forged in the Forge · every mint unique

Avatars

An Echo learning to carry a note. You forge it from gear, you teach it the Song, and it fights for you — a fighter that is genuinely yours, no two ever alike, and it travels with you across every community you touch.

Brawler

Fire · The Pulse

Mythical

3 / 4

Stage

4 / 5

Skills

5

Gear

One of one · yours to keep

Why it matters

A fighter that’s genuinely yours

Most games hand you a character. Resonance lets you forge one — and then it belongs to you, wherever you go.

Forged unique

Every mint is one of one. The gear you feed the Forge decides the roll — stats, base skills, and an effective rarity no other Avatar shares.

Yours to keep

It is a real asset you own outright, not a rental on a season pass. Ascend it, gear it, retire it — the Avatar answers to you.

Travels with you

Your Avatar isn’t locked to one server. It carries across every community in the network — the same fighter, everywhere you resonate.

Genuinely different

Rarity is a smooth spectrum, not a tier badge. Two “Mythical” Avatars are built from different gear, so they fight differently.

The Song of Nine

Nine notes. Nine classes.

One class descended from each of the nine Keepers — every Avatar you forge carries one note, and plays to its identity.

Brawler

Fire

The Pulse

Momentum — stronger the longer the fight runs

Keeper · Embric, the First Pulse

Wave Dancer

Water

The Flow

Flow — many small actions, evasion, accumulation

Keeper · Maris, the First Flow

Sky Knight

Wind

The Breath

Tempo — first strike and speed control

Keeper · Zephyrian, the First Breath

Tectonic Sage

Earth

The Foundation

Permanence — HP scaling, regen, inevitability

Keeper · Terrun, the First Foundation

Servitor of Frost

Frost

The Sustain

Entropy — slow, attrition, preservation

Keeper · Boreal, the First Sustain

Divine Soldier

Light

The Crescendo

Aegis — protection, interception, judgment

Keeper · Aurel, the First Crescendo

Warlock

Dark

The Rest

Sacrifice — HP-cost power, lifesteal, risk

Keeper · Umbra, the First Rest

Conjurer

Lightning

The Staccato

Surge — burst windows, chains, release

Keeper · Voltaine, the First Staccato

Shaman

Mystic

The Overtone

Communion — auras, team amplification

Keeper · Veyla, the First Overtone

Roles & archetypes

Three roles × nine classes

That’s 0 distinct archetypes. A class doesn’t just slot into a role — its class signature rewrites how that role plays.

Tank

Soak the hit and bend it back. Tanks hold the front, but the class signature decides how.

A Brawler tank counters harder each time it’s struck; a Frost tank chills attackers as they swing; a Shaman tank shares its mitigation out across the whole team.

Damage

Close the fight. Burst, sustain, or accumulation — each class threatens on a different clock.

A Conjurer damage dealer opens burst windows and chains releases; a Wave Dancer wins by piling up many small, evasive hits over the long game.

Healer

Keep the note ringing. Healers extend the team’s life — through regen, sacrifice, or communion.

A Warlock healer pays HP to fuel its power and pulls life back with lifesteal; a Shaman healer amplifies the team with auras rather than spot-healing.

The same Brawler is a relentless counter-tank, a momentum damage dealer, or a frontline brawler-medic — depending on the archetype you build into.

Skills & Glyphs

Teach it the Song

Each archetype owns a pool of five skills. An Avatar starts with a handful — you fill in the rest over time.

At mint

It rolls 1–3 base skills

Every Avatar wakes already knowing one to three of its archetype’s skills. Which ones it draws is part of the roll — another reason no two are the same.

In the Kitchen

You cook Glyphs

Glyphs are transcribed phrases of the Song. Cook them from ingredients and recipes, the same surface that forges your gear.

Inscribed

You teach the rest

Inscribe a Glyph to teach an Avatar one of its unused archetype skills — building toward a complete, fully-inscribed 5-skill fighter.

The archetype pool

Rolled at mint, then inscribed up to a full five.

Equipment & Ascension

Two axes, one hard choice

Build wide with gear you can swap, or build deep by burning gear into permanent power. The same gear can do either — never both.

Wear it

Horizontal · temporary

Up to five equipment slots for stat boosts plus gacha-rolled sub-effects. Worn gear is removable — swap your loadout match to match, keep the gear for later.

Crit chanceRegenDamage reflectSpeedResistances

Ascend it

Vertical · permanent

Four permanent stages. Each one consumes a full gear set and multiplies the Avatar’s power for good — there’s no taking it back.

Base
1.00×
Stage II
1.50×
Stage III
2.00×
Stage IV
2.50×

The tension is the point: a gear set worn gives you a bonus you can revoke — fed to Ascension it’s gone, but the power is forever. Every good Avatar is a string of those decisions.

The rarity spectrum

Not tiers — a smooth curve

Effective rarity is a float, set by the average quality of the gear you forge with. Two “Mythical” Avatars sit at different points — so even your rarest mints are genuinely distinct.

Std
Rare
Myth
Myth
StandardRareMythical

Feed in better gear, slide further right. There’s no jump between buckets — just a fighter that’s a little more itself.

Forge yours.

One Echo, one note, one fighter that no one else will ever hold. Build it, teach it the Song, and prove it against the world.