Echoes are the essences of defeated enemies that can be equipped on Wayfinders, Weapons, and some Accessories to provide an array of stat bonuses. Some unique Echoes, notably Echoes from bosses, can provide additional effects and abilities that activate during combat. A total of 600 Echoes can be owned at a time.
Echo types[edit]
Each echo belongs to one of five echo types: Attack, Guard, Balance, Cross, and Rush. Equipping an echo into an echo slot of the same type will halve the capacity cost of the echo.
Icon |
Name |
Notes
|
|
Attack
|
Attack type grants a boost to offensive stats
|
|
Guard
|
Guard type grants a boost to defensive stats
|
|
Balance
|
Balance type grants a boost to offensive and defensive stats
|
|
Cross
|
Cross type grants a larger boost to stats for a bigger cost
|
|
Rush
|
Rush Type grants special effects and properties to your character
|
Equipping Echoes[edit]
Wayfinders and weapons are limited by Echo Slots and Echo Capacity, both of which can be increased by leveling up the item. For accessories, the slots and capacity will be different for each item. Like Echoes, Echo Slots have their own Echo type, which will halve the cost of matching Echoes.
Rarity and Rank[edit]
An Echo's Rarity determines the strength of its bonuses and its maximum rank. The higher the rarity, the stronger the bonuses and the higher the rank the Echo can be upgraded to.
- Common - Max rank of 4
- Uncommon - Max rank of 6
- Rare - Max rank of 8
- Epic - Max rank of 10
Bonuses and Effects[edit]
Each Echo has unique bonuses that increase base statistics. One may provide a Max Health bonus, while another would provide a Weapon Attack bonus. Some Echoes may have more than one bonus.
Boss Echoes provide unique effects that can be triggered during combat, and are symbolized by a diamond rather than a circle.
Dust and Fusion[edit]
Unwanted Echoes can be reduced to Echo Dust, which is used in Echo Fusion. Echo Dust, along with Memory Fragments, can be used in fusion to upgrade Echoes, increasing its rank and enhancing its bonuses.
Common Echo upgrade cost
|
Stars |
Echo Dust |
Memory Frags.
|
1 |
1,800 |
50
|
2 |
3,870 |
107
|
3 |
6,210 |
172
|
4 |
8,820 |
245
|
Total
|
20,700 |
574
|
Uncommon Echo upgrade cost
|
Stars |
Echo Dust |
Memory Frags.
|
1 |
2,070 |
57
|
2 |
4,410 |
122
|
3 |
7,020 |
195
|
4 |
9,900 |
275
|
5 |
13,050 |
362
|
6 |
16,470 |
457
|
Total
|
52,920 |
1,468
|
Rare Echo upgrade cost
|
Stars |
Echo Dust |
Memory Frags.
|
1 |
2,340 |
65
|
2 |
4,950 |
137
|
3 |
7,830 |
217
|
4 |
10,980 |
305
|
5 |
14,400 |
400
|
6 |
18,090 |
502
|
7 |
22,050 |
612
|
8 |
26,280 |
730
|
Total
|
106,920 |
2,968
|
Epic Echo upgrade cost
|
Stars |
Echo Dust |
Memory Frags.
|
1 |
2,610 |
72
|
2 |
5,790 |
152
|
3 |
8,640 |
240
|
4 |
12,060 |
335
|
5 |
15,750 |
437
|
6 |
19,710 |
547
|
7 |
23,940 |
664
|
8 |
28,440 |
790
|
9 |
33,210 |
922
|
10 |
38,250 |
1,062
|
Total
|
188,100 |
5,221
|
Breaking down an Echo[edit]
Dust from breaking down an Echo is based off-
(in order of what increase dust value the most)[1]
- Echo Rarity
- Echo Level
- Echo Rank
Slot
Attack
Guard
Balance
Cross
Rush
Stats
Max Health
Resilience
Weapon Power
Ability Power
Crit Rating
Crit Power
Break Power
Phys Defense
Mag Defense
Special
Triggered By: 25% chance when dodging in combat. Effect: Aggroes up to 4 enemies and applies 0-4 debuffs(25% chance each), randomly to their weapon power, ability power, resilience, and/or break power for 20 seconds. 20 second cooldown.
Triggered by: Melee combo finishers and eagle eye shots. Effect: Creates a large blast of physical damage equal to 125% of your weapon power. 20 second cooldown.
Triggered by: Using a weapon ability. Effect: Creates a bomb above the closest enemy that will explode, causing magical damage and break damage equal to 300% of your ability power. 40 second cooldown.
Triggered by: Causing direct magic damage after killing 4 enemies. Effect: A burst of gloom energy causes magical damage equal to 425% of your ability power to all enemies in a moderate radius. 20 second cooldown.
Triggered by: Damaging the enemy that last damaged you. Effect: Causes extra physical damage equal to 350% of your weapon power. 12 second cooldown.
Triggered By: Dodging in combat. Effect: Leaves behind a trap that pulls enemies in and explodes, dealing magical damage equal to 250% of your ability power. 30 second cooldown.
Triggered by: Casting a Wayfinder ability in combat. Effect: Increase ability power by 25% for 10 seconds. 45 second cooldown.
Triggered by: Using a Dash attack in Combat. Effect: The Talon of Pyre's echo charges forward causing magical damage up to 525% of your ability power over 3.5 seconds. 45 second cooldown.
Triggered by: Casting a Wayfinder ability in combat. Effect: Increase ability power by 30% for 12 seconds. 30 second cooldown.
Triggered by: Obtaining max combo meter. Effect: Overcharges the Wayfinder for 10 seconds, causing additional magical damage equal to 100% of your ability power when hitting enemies. 30 second cooldown.
Triggered by: Landing a jump heavy slam attack. Effect: Causes physical damage equal to 150% of your weapon power to surrounding enemies, and reduces their <bold>movement speed by 50%. 30 second cooldown.
Triggered by: Using a weapon ability. Effect: Creates a bomb above the closest enemy that will explode, causing magical damage and break damage equal to 400% of your ability power. 40 second cooldown.
Triggered by: Double jumping in combat. Effect: +10% to resilience, weapon power, and ability power for 10 seconds. For you and all nearby Wayfinders. 45 second cooldown
Triggered by: Damaging the enemy that last damaged you. Effect: Causes extra physical damage equal to 450% of your weapon power. 12 second cooldown.
Triggered by: Landing a jump heavy slam attack. Effect: A small pool of overgrowth heals Wayfinders 4% of their max health every 2 seconds for 10 seconds, players need to stay in the growth to heal. 60 second cooldown.
Weapon Power
Ability Power
Weapon Power
Ability Power
Triggered By: Losing half your guardbreak meter. Effect: Grants damage shield equal to 25% max health & 50% reduction to incoming break damage. Expires when guardbroken or damage shield is spent. 2 minute cooldown.
Triggered by: Landing a jump heavy slam attack. Effect: Causes physical damage equal to 200% of your weapon power to surrounding enemies, and reduces their <bold>movement speed by 66%. 30 second cooldown.
Triggered by: Hitting an enemy with the last shot in your clip. Effect: Releases a godsblood-powered beam of energy between you and your target, dealing magical damage equal to 300% of your ability power over 2 seconds to it and all enemies in between. 20 second cooldown.
Triggered by: Equipping this echo. Effect: Grants +30 to max stamina.
Triggered by: Double jumping in combat. Effect: +15% to resilience, weapon power, and ability power for 15 seconds. For you and all nearby Wayfinders. 45 second cooldown
Triggered by: Shooting enemies after a successful hotspot reload. Effect: Fire a barrage of 3 arrows in front of you up to 3 times within 7 seconds. 30 second cooldown, if used.
Triggered By: Dodging in combat. Effect: Leaves behind a trap that pulls enemies in and explodes, dealing magical damage equal to 375% of your ability power. 30 second cooldown.
Triggered by: Breaking an enemy's guard. Effect: Adds 10% crit rating & 20% crit power for 10 seconds. 30 second cooldown.
Triggered by: Using the last of your Stamina to dodge. Effect: A ring of molten gold flows around the Wayfinder for 10 seconds. Dealing magical damage equal to 150% of your ability power and igniting them, dealing up to 250% more damage per tick.60 second cooldown.
Triggered By: Landing a critical strike. Effect: Proc one of the 3 beast effects: Vulture: Leaves a path of frost in its wake. Panther: Increases Crit Rating by a significant amount. Bear: Slams the target creating a small shockwave. 30 second cooldown.
Triggered by: Breaking an enemy's guard. Effect: Adds 15% crit rating & 25% crit power for 12 seconds. 30 second cooldown.
Triggered by: Performing a dodge attack in combat. Effect: Empowers the Wayfinders heavy attacks to knock back enemies a moderate distance for 12 seconds. 36 second cooldown.
Ability Power
Phys Defense
Triggered By: Losing 40% of your guardbreak meter. Effect: Grants damage shield equal to 30% max health & 60% reduction to incoming break damage. Expires when guardbroken or damage shield is spent. 2 minute cooldown.
Triggered by: Melee combo finishers and eagle eye shots. Effect: Creates a large blast of physical damage equal to 125% of your weapon power. 20 second cooldown.
Triggered by: Hitting an enemy with the last shot in your clip. Effect: Releases a godsblood-powered beam of energy between you and your target, dealing magical damage equal to 400% of your ability power over 2 seconds to it and all enemies in between. 20 second cooldown.
Triggered by: Causing direct magic damage after killing 4 enemies. Effect: A burst of gloom energy causes magical damage equal to 250% of your ability power to all enemies in a moderate radius. 20 second cooldown.
Triggered by: 20% chance when killing an enemy. Effect: Restore 15% of yourmax health over 6 Seconds. 30 second cooldown.
Triggered by: Shooting enemies after a successful hotspot reload. Effect: Fire a barrage of 3 arrows in front of you up to 4 times within 9 seconds. 30 second cooldown, if used.
Triggered By: Landing a critical strike. Effect: Proc one of the 3 mythic beast effects: Vulture: Leaves a path of frost in its wake. Panther: Increases Crit Rating by a significant amount. Bear: Slams the target creating a small shockwave. 20 second cooldown.
Triggered by: Causing physical damage. Effect: Spawns a spectral axe that causes physical damage equal to 350% your weapon power. 15 second cooldown.
Triggered by: Landing a jump heavy slam attack. Effect: Two flame globules explode in front of you, causing magical damage equal to 200% of your ability power, and burns them for another 200% over 8 seconds. 30 second cooldown.
Triggered by: Being hit by an enemy. Effect: Boneburrow echo bursts up from the ground causing physical damage equal to 125% of your weapon power. Enemies hit will suffer magical damage equal to 35% your ability power every 1.5 seconds for 6 seconds afterward. 30 second cooldown.
Triggered by: Dodging in combat. Effect: Makes your Wayfinder invisible to enemies for 5 seconds, and grants 500% weapon power for a single physical attack while stealthed. 30 second cooldown.
Triggered by: Dodging backwards in combat. Effect: Spawns 3 black holes around the Wayfinder that deal magical damage equal to 500% of your ability power while pulling enemies in and exploding. 30 second cooldown.
Triggered by: Falling below 35% HP. Effect: Roots nearby enemies for 12 seconds. Hitting rooted enemies heals 3% of your total health. 30 second cooldown.
Triggered by: Causing physical damage. Effect: Spawns a spectral axe that causes physical damage equal to 450% your weapon power. 15 second cooldown.
Triggered by: Landing a jump heavy slam attack. Effect: A small pool of overgrowth heals Wayfinders 5% of their max health every 2 seconds for 12 seconds, players need to stay in the growth to heal. 60 second cooldown.
Triggered By: Blocking 4 incoming attacks in succession. Effect: Retaliates with Gloom energy dealing magical damage equal to 400% of your ability power. 20 second cooldown.
Triggered By: Performing a parry or block counter. Effect: Molten gold strikes enemies, dealing magical damage equal to 250% of your ability power instantly, then again over 5 seconds. The molten gold then returns, granting a damage shield; the less enemies hit, the stronger the shield. 30 second cooldown.
Triggered by: Melee combo finishers and eagle eye shots. Effect: Creates a large blast of physical damage equal to 175% of your weapon power. 20 second cooldown.
References[edit]
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