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.
Echo Types[edit]
Each echo belongs to one of five echo types: Attack, Guard, Balance, Cross, and Rush. An Echo can only be equipped to an Echo Slot matching its type.
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Notes
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Attack
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Attack type grants a boost to offensive stats, including Weapon Power, Ability Power, Crit Rating, Crit Power, and Break Power. A typical Attack-type Echo features two offensive stats.
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Guard
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Guard type grants a boost to defensive stats, including Max Health, Resilience, Phys Defense, and Mag Defense. A typical Guard-type Echo features two defensive stats.
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Balance
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Balance type grants a boost to offensive and defensive stats. A typical Balance-type Echo features one offensive and one defensive stat.
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Cross
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Cross type grants a larger boost to stats for a bigger cost. A Cross-type Echo will feature two of any kind of stat, but one stat will be heavily skewed over the other.
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Rush
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Rush Type grants special effects and properties to your character. Every Rush-type Echo provides a trigger condition to activate the Echo, and a unique feature or ability that activates when the Echo is triggered.
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Equipping Echoes[edit]
Wayfinders, weapons, and accessories are limited by Echo Slots and Echo Capacity, with regards to the ability to equip echoes. Echo Slots have their own typing and only permit equipping an Echo of that same type to that slot; for example, a Balance-type slot can only accept Balance-type Echoes. Echoes have an energy cost to equip, and an item's Echo Capacity is the measure of the upper limit total cost of echoes equipped to that item at any one time. If an item has an Echo Capacity of 100, then it can only accept up to a maximum of 100 energy points' worth of Echoes in its Echo Slots. For weapons and accessories, their level when acquired (and Awakening rank, in the case of weapons) dictates the number of Echo Slots and Echo Capacity they possess; Echo Slot types are always randomized with each instance of that item, with the exception of Cross- and Rush-type Echo slots. A Wayfinder's level, Awakening rank, and talents also determines their available Echo Slots and Echo Capacity, though the typings of these slots are more consistent and unique to that Wayfinder.
Only one instance of an Echo can be equipped at a time; you cannot equip a duplicate echo, even if it is of a different level or rarity. Like weapons and accessories, Wayfinders share the echo pool and can equip the same echo simultaneously.
Rarity and Rank[edit]
An Echo's Rarity determines the strength of its bonuses or its energy cost relative to its level. The higher the rarity, the stronger the bonuses or the lower its cost to equip. If you have two duplicate echoes of the same level but of different rarites, the higher-rarity Echo will always be better. All Echoes can be upgraded to a maximum rank of 5 with Echo Fusion, increasing the Echo's level by 1 for each rank; for example, a level 30 Echo with zero ranks can be upgraded five times into a level 35 Echo with five ranks. Upgrading an Echo does not improve its rarity. Echo Rarity includes Common, Uncommon, Rare, and Epic.
There also exist Mythic variants of Echoes, attainable only from Mythic activities. A Mythic version of an Echo is superior to its base version of the same level. You cannot equip both a normal Echo and a Mythic Echo of the same type and get the features of both, so you must pick one or the other.
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. Most standard Echoes provide bonuses to two stats, while others provide only one. Though the values of the stats may vary depending on the level and rarity of the Echo, the specific stats an Echo provides are always consistent.
Boss Echoes - Echoes acquired from bosses - are practically always Rush-type Echoes, providing unique effects that can be triggered during combat.
Dust and Fusion[edit]
A total of 800 Echoes can be owned at a time. 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 an Echo and increase its rank, enhancing its bonuses and/or reducing its energy cost.
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
Weapon Power
Ability Power
Weapon Power
Ability Power
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: 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: 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: Landing a jump heavy slam attack. Effect: Summon a swarm of rats dealing physical damage equal to 300% of your weapon power, and a ring of poison dealing magical damage equal to 300% of your ability power over 7.5 seconds. 30 second cooldown
Triggered By: Performing a parry or block counter. Effect: All wayfinders receive a <white>damage shield equal to 15% of their max health. The wayfinder with the least health percentage receives 25% damage reduction and restores <green>40% of their <white>max health over <green>8 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: 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 melee weapon attacks, causing additional magical damage equal to 100% of your ability power up to <green>6 times over 10 seconds. 30 second cooldown.
Triggered by: Landing a jump heavy slam attack. Effect: Summon a swarm of rats dealing physical damage equal to 350% of your weapon power, and a ring of poison dealing magical damage equal to 350% of your ability power over 7.5 seconds. 30 second cooldown
Triggered by: Hitting an eagle eye shot. Effect: Two beams shoot out from the wayfinder that sweep forward, dealing magical damage equal to 300% of your ability power over 3 seconds per beam. 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: 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.
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: Dodging in combat. Effect: Leaves behind a trap that pulls enemies in and explodes, dealing magical damage equal to 325% of your ability power. 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: Hitting an eagle eye shot. Effect: Two beams shoot out from the wayfinder that sweep forward, dealing magical damage equal to 375% of your ability power over 3 seconds per beam. 30 second cooldown.
Weapon Power
Ability Power
Ability Power
Phys Defense
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: Dodging in combat. Effect: Leaves behind a trap that pulls enemies in and explodes, dealing magical damage equal to 400% 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 dealing magical damage equal to 600% of your ability power over 7.5 seconds.40 second cooldown.
Triggered by: Using a weapon ability while at least 1 wayfinder ability is available. Effect: Damage from wayfinder abilities cause a hollow hand to slam down, up to <green>3 times over 10 seconds. Causes physical damage Equal to 225% of your weapon power. 40 second cooldown.
Triggered by: 20% chance when killing an enemy. Effect: Restore 15% of yourmax health over 6 Seconds. 30 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.
Triggered by: Using a weapon ability while at least 1 wayfinder ability is available. Effect: Damage from wayfinder abilities cause a hollow hand to slam down, up to <green>3 times over 10 seconds. Causes physical damage Equal to 275% of your weapon power. 40 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: Damaging the enemy that last damaged you. Effect: Causes extra physical damage equal to 300% of your weapon power. 12 second cooldown.
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. 20 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: Night's Maw 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: Being hit by an enemy. Effect: Dark Star echo bursts up from the ground causing physical damage equal to 250% of your weapon power. Enemies hit will suffer magical damage equal to 75% your ability power every 1.5 seconds for 6 seconds afterward. 30 second cooldown.
Triggered by: Dash attacking in combat. Effect: Fires 8 bolts of energy targeting nearby enemies dealing magical damage totalling 600% of your ability power. 30 second cooldown.
Triggered by: Dash attacking in combat. Effect: Fires 8 bolts of energy targeting nearby enemies dealing magical damage totalling 480% of your ability power. 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. 40 second cooldown.
Triggered by: Causing physical damage. Effect: Spawns a spectral axe that causes physical damage equal to 450% your weapon power. 20 second cooldown.
Triggered by: Landing a jump heavy slam attack. Effect: A small pool of overgrowth heals Wayfinders 6% of their max health every 2 seconds for 12 seconds, players need to stay in the growth to heal. 45 second cooldown.
Triggered by: Landing a jump heavy slam attack. Effect: A small pool of overgrowth heals Wayfinders 6% of their max health every 2 seconds for 10 seconds, players need to stay in the growth to heal. 45 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: Damaging the enemy that last damaged you. Effect: Causes extra physical damage equal to 350% of your weapon power. 12 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
References[edit]