Echo Ascension

The endgame boss chain — regional keys, echoed dungeons, organs, and the four class pendants.

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The Dark Citadel

Echo Ascension is the boss-chain endgame that sits on top of Region Resonance. It turns resonance-raised regions into a directed hunt: farm four regional Keys, spend them on four one-attempt boss dungeons to collect four Organs, then feed all four Organs into a re-echoed Dark Citadel to fight Theron for one of four class Pendants.

The chain at a glance

  1. Farm Keys. A Special enemy on a combat tile in a region with applied Resonance ≥ 1 has a 1% chance per applied level (1% at I … 10% at X) to drop that region’s Key.
  2. Open an echoed regional dungeon (level 150). Spend the Key + a flat 250,000 gold. One attempt only, with −50% to all your resistances.
  3. Kill the boss → Organ (100%). Each regional boss guarantees its Organ, named Echoed Heart of <boss>.
  4. Open the echoed Dark Citadel finale (level 200). Consume all four Organs + a flat 500,000 gold. One attempt only, with −100% to all your resistances.
  5. Kill Theron → a Pendant. A guaranteed, weighted-random amulet unique dropped at item level 200.

Step 1 — farming Keys

Keys drop from Specials in regions you have switched on with Resonance:

  • The tile must be a cleared combat tile in a region with applied Resonance ≥ 1. Dungeons and the Delve never drop Keys.
  • The enemy must be a Special. Its level does not matter.
  • Drop chance is 1% per applied Resonance level (ECHO_KEY_DROP_CHANCE_PER_RESONANCE = 0.01): 1% at I, 5% at V, 10% at X.

Resonance I is free in every region after Theron, so all four Keys can drop right away — just slowly. Specials are about 0.3% of spawns, so a Key takes roughly 33,000 kills at Resonance I and 3,300 at Resonance X; climbing a region is how you speed its Key up. There is no pity timer; the roll is independent every kill — at Resonance I about 69 Specials for a ~50% shot (1 − 0.99^69 ≈ 0.50), at Resonance X about 7 (1 − 0.9^7 ≈ 0.52).

Step 2–3 — the four regional boss dungeons

Each Key re-echoes its own region’s dungeon to a normalized level 150 (ECHOED_DUNGEON_LEVEL = 150, the same for all four — not region-relative). The run is one attempt: entering consumes the Key and the 250,000 gold fee up front, win or lose. Clearing the boss grants that region’s Organ at 100%.

RegionBossKeyOrgan (guaranteed)
Parched GrasslandsAridonParched EchoEchoed Heart of Aridon
Cursed SwampMalachCursed EchoEchoed Heart of Malach
Scorched FoothillsPyrrhusScorched EchoEchoed Heart of Pyrrhus
Shattered MountainsGarranShattered EchoEchoed Heart of Garran

Step 4–5 — the echoed Dark Citadel finale

Once you hold all four Organs, the Dark Citadel dungeon can be re-echoed to level 200 (ECHOED_FINALE_LEVEL = 200). Entry consumes all four Organs plus a flat 500,000 gold and is, again, a single attempt — the Organs are gone whether or not you survive. Theron is the finale boss.

Clearing Theron guarantees one Pendant (a unique amulet), rolled by weighted random among four variants. All four currently carry equal weight, so each is a flat 25% per clear. The Pendant drops at item level 200 — and, like every unique, it arrives unrevealed: the clear reward names the jeweled pendant it is built on, and only the Trader’s reveal shows which of the four you got.

The endgame boss ladder

The echoed dungeons, the Brood Matriarch’s nest and Echoed Theron share one enemy formula, so the level alone sets how hard each is:

FightLevelYour resistances during the fight
Echoed regional dungeon (whole run)150−50%
Brood Matriarch’s nest (whole run)175−75%
Echoed Dark Citadel finale (whole run)200−100%
  • Every enemy of these runs — the trash and the boss — is its normal body at that level with ×6 HP and ×0.5 damage (ENDGAME_CONTENT_HP_MULTIPLIER / ENDGAME_CONTENT_DAMAGE_MULTIPLIER): long fights with soft hits, where potions and sustain carry you.
  • The boss adds the normal dungeon boss rule on top (×1.1 HP, ×1.05 damage, ×1.05 accuracy and defense), so it is a special enemy with ×6.6 HP and ×0.525 damage — and, like in a normal dungeon, 3.3× the HP of a common. Theron keeps his two phases, the Brood Matriarch her four heads.
  • Normal dungeons are the same formula with ×1 / ×1. Hunt marks are its boss too (×6.6 / ×0.525 over their tile’s special).
  • The resistance penalty is 1% per level of the fight above 100 (endgameBossResistancePenalty). It works like the Region Resonance malus: it comes off your uncapped gear + skill total, so overcapped resistance is headroom, and a resistance can drop to −75%, where that element hits you harder. It replaces any Resonance malus while the fight lasts and ends with it.

The four Pendants

Every Pendant shares a fixed spine — +3 to all skill ranks, +50–100 flat life, and +10–20% all resistances — then leans its attribute spread toward one build class:

PendantClassSignature attribute roll
Pendant of the SentinelTankConstitution +15–30 (Str/Dex/Vit +5–10)
Pendant of the MonkBalancedStr/Dex/Vit/Con +10–15 each
Pendant of the DuelistFastDexterity +15–30 (Str/Vit/Con +5–10)
Pendant of the BerserkerSlow/heavyStrength +15–30 (Dex/Vit/Con +5–10)

Like all uniques, a Pendant can be tempered, enchanted, base-upgraded and salvaged but cannot be affix-crafted — see Uniques for the full rules and the pendants’ place in the unique roster.

Fees, attempts, and skills — the fine print

  • Both fees are flat and independent of rank: 250,000 for a regional, 500,000 for the finale.
  • The Dungeon Pass exploration skill does not discount these fees — it only reduces normal (idle) dungeon-entry gold. Ascension fees are always full price.
  • Every echoed run is one attempt. Death forfeits the consumed Key/Organs and the gold; there is no refund and no retry on the same items.
  • Keep a free inventory slot: the run pre-reserves space for its guaranteed reward, but a full bag will block entry.

See also