Answer something that remembers you

After completing the Lantern Road opening, Echo hunts become available at Base Level 20. Prepare and confirm an encounter through a guardian waystone or the appropriate NPC, such as Mera. The journal only tracks it.

The named enemy scales to the caller's level. Higher oaths require Base Level 99 and five opened seals. You may have one active Echo at a time; the NPC explains the available choices and any cooldown.

Choose an oath

OathWhat to expect
RememberedThe starting challenge and reward.
RavenousA tougher echo with greater rewards.
CrownedThe highest oath: prepare for a much harder fight.

Earn the victory

  • Your party may help with the fight.
  • The caller must contribute damage and remain alive and nearby to receive credit.
  • Leaving the map, disconnecting, or dying abandons the hunt.
  • A hunt is not a practice arena. Dying can trigger possession or permanent death.
  • Echo rewards are the dedicated hunt rewards, not a duplicate ordinary-monster loot payout.

Something more than numbers

Every fifth completed Echo awards ten bonus embers and a narrative keepsake. A keepsake is a story record, not an equippable item with hidden power.

Preparation is the sensible way to increase the oath. Do not treat a possession stat boost as permission to gamble a character you are not willing to lose.

Remembered Echoes

Now and then an Echo hunt calls an echo that carries the name of a fallen traveler's companion from the Lantern Wall. Defeating it sets that name free, once for the whole server, and the wall remembers it. Characters whose owners chose to stay unnamed are never used.

A Remembered Echo has the same rewards, cooldown and danger as any other echo of its oath.