Sympathetic Resonance

What it is

Sympathetic Resonance is a unique artifact that cascades weapon levels across the player’s arsenal. Every time the player picks a weapon-upgrade card to level up an owned weapon, every other owned weapon also gains a fixed number of levels determined by the artifact’s tier. The cascade fires once per weapon-upgrade pick, applies to every weapon other than the one the card chose, and respects the same weapon-level ceiling the chosen weapon does. The effect is a passive on every weapon-upgrade choice — there is no manual activation and no per-run trigger limit beyond the rate at which the player can pick weapon-upgrade cards.

Identity

FieldValue
Display nameSympathetic Resonance
Categoryunique
Damage tagnone
Triggerweapon-upgrade card chosen
Trigger conditionsthe player owns more than one weapon
Passive flat-bonus statweapon damage percentage (flat additive points)

The card-pick trigger fires for every weapon-upgrade choice but has no effect when the player owns a single weapon, because the cascade explicitly skips the weapon the card targeted.

This artifact is the wiki’s first documented exception to the unified effect-engine convention: its cascade is implemented inline in the level-up application code, not in the effect-engine effect list on the artifact definition. The reason recorded in the source files is that the engine has no weapon-upgrade signal and no built-in level-up-a-weapon action, so wiring the cascade through the unified pipeline would require new primitives just for this one artifact. The cascade therefore lives next to the level-up code path that already mutates weapon levels.

Per-tier values

The cascade carries one named magnitude — the number of bonus levels granted to each other weapon when the trigger fires — plus the per-tier flat passive weapon-damage bonus. Tier 1 shares the same cascade magnitude as tier 2, and tier 3 shares the same cascade magnitude as tier 4; the difference between paired tiers comes from the flat passive bonus alone, which follows the global per-tier ramp shared by every artifact.

TierBonus levels per other weaponFlat weapon-damage bonus
1 (common)+1+10
2 (uncommon)+1+20
3 (rare)+2+30
4 (epic)+2+40
5 (legendary)+3+50

The cascade magnitude pattern is +1/+1/+2/+2/+3 across the five runtime tiers. The flat passive bonus follows the standard 10/20/30/40/50 ramp.

Effect

When a weapon-upgrade card is applied — that is, when the level-up code path leveling an owned weapon executes — Sympathetic Resonance runs the following sequence after the chosen weapon’s level has already been raised:

  1. Look up the artifact’s current tier and pull the bonus-levels value from the per-tier values record.
  2. Iterate over every weapon the player owns.
  3. Skip the weapon the upgrade card chose.
  4. For every remaining weapon, raise its current level by the bonus-levels value, clamped so that the new level never exceeds the global weapon-level ceiling.
  5. Push the artifact’s banner to the on-screen artifact-banner stack and set its HUD flash so the player sees that the cascade fired.
ConstantValue
Global weapon-level ceiling20
HUD flash duration after cascade0.3 s

The cascade does not respect or interact with the rarity multiplier on the weapon-upgrade card itself. The card’s rarity multiplier determines how many levels the chosen weapon gains; the cascade always adds exactly the tier’s bonus-levels value to each other weapon, regardless of card rarity.

The cascade does not fire if the bonus-levels value resolves to zero, but every tier from common through legendary has a positive bonus-levels value, so in practice the cascade always fires for every weapon-upgrade pick while the artifact is equipped and the player owns at least two weapons.

Stacking rules

  • The cascade fires every time a weapon-upgrade card is applied. There is no internal cooldown, per-run cap, or proc budget.
  • Each other weapon’s level rises by the full bonus-levels value on each cascade. Multiple weapon-upgrade picks in the same level-up screen cascade independently and stack additively across the run.
  • The cascade target list is the player’s currently owned weapons at the moment the card resolves. Weapons acquired after a cascade do not retroactively gain those levels.
  • The clamp to the global weapon-level ceiling is applied per-weapon, per-cascade. Weapons already at the ceiling are unaffected by the cascade but still count as valid targets — they simply don’t gain levels.
  • The flat passive weapon-damage bonus is independent of the cascade. It applies as a flat additive to the ship’s weapon-damage percentage stat for the run, regardless of whether the cascade has fired or whether the player owns weapons capable of cascading.
  • Sympathetic Resonance is flagged in its own source comments as stacking brokenly with the run modifier that converts every reward card into a legendary card. Because that modifier makes every weapon-upgrade pick a legendary card, the cascade fires on every card the player ever picks; at legendary artifact tier, every weapon-upgrade pick cascades three levels into every other owned weapon, which the source describes as a known broken interaction rather than an intended balance point.

EXTRACT-CANDIDATE flags

  • This artifact is the codebase’s documented exception to the unified-effect-engine pattern. Candidate concept page: concepts/effect-engine-exceptions.md, covering when and why an artifact is allowed to live inline in the level-up code path rather than as a registered effect.
  • “Cascade across other owned items, skipping the chosen one” is a standalone pattern with no other current consumer but is general enough that a future passive or shooting-star variant could share it. Candidate concept page: concepts/cascade-other-items.md.
  • The global weapon-level ceiling and the clamp behavior around it appear in multiple level-up code paths and are referenced indirectly by every weapon page. Candidate concept page: concepts/weapon-level-ceiling.md.
  • The tier-pairing data shape — four data-file tier entries indexed zero through three, runtime prepending a fifth “common” tier that shares the uncommon record — is the universal convention for every artifact. The artifacts roll-up page already documents this, but the per-pairs-not-per-tier cascade-magnitude pattern (1/1/2/2/3 here, the same pattern Adept uses for its triggered effect) is worth its own design-notes page on intentional tier pairing.
  • “Brokenly stacks with all-legendary-cards run modifier” is the first explicit interaction note flagged in artifact source. Candidate concept or design-notes page: concepts/known-broken-interactions.md, capturing accepted-as-fun balance outliers and the artifacts they involve.