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SolteriaWiki
Optional hunting encounter

Echo Raids

A fallen creature can leave a silent echo behind. Step into it when you are ready for an extra pack, encounter-scaled rewards, and a chance to challenge its Warden.

Live values temporarily unavailable. This guide is showing the standard Echo Raid rules while the website waits for the server configuration.
Encounter rhythm

Find. Step in. Clear.

  1. 01 Find the echo

    Non-boss common and uncommon Bestiary creatures with 23,000 base HP or less can leave one above their corpse. Each eligible kill has a 1% chance, while active hunting begins natural rolls at minute 5.

  2. 02 Step onto it

    The marker waits for 10 minutes. The client shows its live countdown above it. Ignoring the marker has no penalty, and its appearance does not reveal the encounter in advance.

  3. 03 Hold the spawning ground

    A ground pulse and announcement reveal the encounter and its Resonance. Each formation is warned 0.5 seconds before it appears, then another creature forms every 2 seconds.

4Below 1,500 HP
61,500 to 4,999 HP
85,000 to 9,999 HP
121 to 23,000 HP

For 30 seconds, the marker belongs to the hunter and their shared party. It then becomes public. Natural hunting rolls 10% each minute through minute 14, with an Echo guaranteed by active-hunt minute 15.

Encounter-scaled progression

Stronger encounters give larger multipliers

Normal: 1.5× experience, 2× loot, 3× Bestiary, and 2× Hunting Tasks.

Influenced: 2× experience, 2.5× loot, 4× Bestiary, and 3× Hunting Tasks.

Warden and escorts: 2.5× experience, 3× loot, 5× Bestiary, and 4× Hunting Tasks.

Damage and party sharing happen afterward. Prey, stamina, VIP, boosted-creature bonuses, server rates, native Prey Hunting Tasks, and Adventurer Guild contracts continue to apply normally.

One modifier per raid

Every Echo carries a Resonance

The Resonance is rolled when the marker is activated and applies to the whole encounter. It changes the fight without changing the reward table.

Frenzied%

Echoes move 20% faster.

Unstable%

Defeated Echoes leave a delayed energy burst.

Siphoning%

Each defeat heals the surviving Echoes by 5%.

Relentless%

New Echoes form every second.

What answers

Three possible encounters

Completing the source creature's Bestiary shifts the roll toward stronger encounters: Normal changes from 60% to 45%, Influenced rises from 20% to 25%, and Warden rises from 20% to 30%.

Normal EchoCyan creature name
Influenced EchoViolet creature name
Warden encounterGold Warden and escorts

Echo creatures keep their original creature names in the client. The color identifies the encounter, and the main Warden carries a Crown icon so it remains distinct from its gold escorts. Look descriptions and combat or loot messages still identify Echo roles in text.

Bestiary incomplete

Normal group4–12 momentum-linked Echo creatures
60%
Influenced group4–12 creatures led by a Conductor
20%
Echo WardenWarden and 3–11 empowered escorts
20%

Bestiary completed

Normal group4–12 momentum-linked Echo creatures
45%
Influenced group4–12 creatures led by a Conductor
25%
Echo WardenWarden and 3–11 empowered escorts
30%
Cyan encounter

Normal: build momentum

Defeat 3 Echoes within 8 seconds to complete a chain. A pending creature forms immediately; if the whole group has already formed, the chain instead deals 8% non-lethal maximum-health damage to every survivor.

Violet encounter

Influenced: stop the Conductor

Every creature independently has a 30% chance to form with Influenced Forge stacks. The first creature is the Conductor. Every 6 seconds it signals an already-stacked ally within 5 tiles and raises that ally's Forge power, up to 5. If no stacked ally can be empowered, it heals the most injured one by 5%.

Gold encounter

Warden: control the escorts

At 50% health, the Warden begins a 2-second phase. Up to 5 living escorts contribute 2% healing, damage, and damage reduction each. Thin the pack before crossing the threshold.

Clear-time mastery

The clock starts when you step in

Mastery records speed, not extra power. The raid is timed from activation until the final Echo falls, and a faster personal result replaces your previous best for that creature type.

  1. Gold60 seconds or less
  2. Silver90 seconds or less
  3. Bronze120 seconds or less
  4. CompleteOver 120 seconds
The strongest result

Break the Warden, then collect the echo

The Warden is the same creature type pushed far beyond its normal limits. Its aura makes nearby raid escorts harder to kill until their Warden falls. At half health, a clear warning gives your group time to finish escorts before their power is drawn into the Warden.

Health
3× base
Warden damage
+20%
Warden reduction
20%
Escort aura
+15% damage, 15% reduction within 4 tiles
Half-health phase
2-second warning at 50% health
Escort contribution
+2% healing, damage, and reduction per living escort, up to 5
Guaranteed Warden loot

One scroll. One catalyst. Every time.

Every Warden grants exactly two bonus items: one imbuement scroll and one proficiency catalyst. The pair is not reduced by the server loot rate.

Your first Warden kill for each creature type also grants +10 Charm Points. Later kills of that type still award the guaranteed scroll and catalyst.

Imbuement scroll tier by base monster HP

Creature health Basic Intricate Powerful
2,000 HP or less100%0%0%
2,001 to 6,000 HP20%70%10%
6,001 HP or more0%75%25%

Low-health Wardens always give a Basic scroll. Mid-health Wardens can give any tier, while high-health Wardens always give Intricate or Powerful. The exact imbuement effect is random within the selected tier.

Proficiency catalyst

  • Lesser Proficiency Catalyst 70%
  • Regular Proficiency Catalyst 25%
  • Greater Proficiency Catalyst 5%

Catalysts add weapon proficiency experience and are consumed only when experience can actually be applied.

Personal Warden delivery

Up to 4 eligible hunters each receive the pair

  1. Activation partyThe snapshotted leader, activator, and earliest members can receive a personal roll, capped at 4. They must be online when Warden rewards are processed; offline party members are skipped.
  2. Open huntWithout a party, the first 4 distinct players who participate in the Echo fight receive the personal pair. A qualified solo participant remains eligible if they disconnect afterward.
  3. Safe deliveryEach item first searches the player's managed loot containers, then any available inventory or backpack space. Only when both fail is it sent to the depot inbox.
Long-term hunt

Your Echo Journal remembers the hunt

The Journal records encounter totals, Resonances seen, fastest clears, Mastery grades, Warden creature types, achievements, and any Echo Raid currently in progress.

  • 1 pt
    An Echo AnswersActivate an Echo Raid.
  • 2 pts
    Echo SweeperComplete 25 Echo Raids.
  • 3 pts
    WardenbreakerDefeat 10 Echo Wardens.
  • 4 pts
    Resonant BestiaryDefeat Wardens from 25 creature types.
Open in game !echo

Browse the paginated Echo Journal. Use !echo status when you only want the compact marker, raid, and lifetime totals in chat.

Completion reportEvery online eligible participant receives one clear summary.

It names the encounter and Resonance, final time and Mastery grade, personal-best result, defeated count, progress multipliers, Normal chain total when relevant, and the Warden reward destination. Nearby observers receive a shorter finish notice, without duplicate rewards or progress.