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A short tour of Echoes of Theron and a map of where every system is written up in full.

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Echoes of Theron is an idle action-RPG. Combat plays itself: your hero auto-attacks, drinks potions out of its belt, and casts the active skills you configured on the trigger rules you chose. What you steer is the class, the skills, the gear, the tile you fight on, and the NPCs back at camp. The simulation runs at a fixed 20 ticks per second, and the time you spend away is replayed when you return.

The core loop: pick a tile on the world map and fight for XP, gold and drops. Every kill feeds that tile’s progress, and clearing enough of them unlocks the tiles next to it. Each region ends in a dungeon, and beating that dungeon opens the next region. Between fights you go back to camp to spend gold, repair, learn skills, and have the artisans improve your items.

Combat

A swing rolls hit chance first, your Attack Rating against the enemy’s Defense Rating, then rolls damage between your minimum and maximum. Mitigation follows a fixed order: block, the capped percentage physical reduction, then flat reduction, with each element checked against its own resistance. Rage builds while you fight and pays for active-skill casts, and belt potions fire by themselves once your HP reaches the threshold you set.

Read on: Combat, the full damage calculation, the damage flow charts, Rage & Wrath, Elements & Status Effects, Potions & Healing.

Your character

Four attributes drive everything: Vitality, Strength, Dexterity and Constitution. You never spend them by hand. Every level hands out 5 points automatically along your class’s growth row, and the class also carries a ±20% damage passive keyed to what you are holding. Hero level caps at 99, and XP per kill falls off once you out-level the ground you farm.

Read on: Attributes, Classes, XP & Leveling.

Skills

Each level grants 1 skill point, and no skill goes past rank 20 in spent points. Your class owns three skill trees, and no other class sees them. Each tree mixes main skills (your attack, one selected at a time; the other main skills of its tree add synergy), active skills (casts that cost your class’s Rage, Valor or Enlightenment and switch on with a default trigger rule when learned) and passive skills (permanent bonuses that cost nothing to keep). Rows unlock at level 1 / 5 / 10 / 20 / 30, some nodes want a particular pair of hands, gear affixes raise your effective rank past 20, and a respec (free up to level 12, then gold) hands every point back.

Read on: Skill Trees, Active Skills, Passive Skills, Class Resources — and the nodes themselves: Berserker, Duelist, Sentinel, Monk.

Items and loot

Every kill rolls independently for a drop, then an item level, a base item, and finally a rarity: Normal, Magic (2 affixes), Rare (3), or Unique. Magic Find only moves that last roll. Uniques always land unrevealed, wearing their base item’s name until the Trader reveals them for gold. The paper-doll, the bag, the stash and the loot filter all live on the Equipment tab.

Read on: Inventory & Equipment, Loot & Drops (including the unique reveal), Affixes, Item Bases, Unique Items.

The world

Five regions, unlocked in order, each a hex grid of combat tiles around a single dungeon. A combat tile takes 500 kills to clear, and you can fight any tile adjacent to a cleared one. Event tiles are one-time story stops that unlock an NPC or a quest beat, and the main quest chain runs alongside your map progress and pays out at the camp quest panel.

Read on: World Map, Regions & Enemies, Dungeons, Quests.

Camp and crafting

Camp is the hub. The Trader sells potions and rotating gear and buys your loot, the Blacksmith works the item itself (temper, upgrade base, salvage, repair) and the Witch works its affixes (enchant, add / redo, reroll, upgrade tier). Both show a preview card of the finished item before you pay. Timed crafts are commissioned in place: the item stays where it is, equipped and usable, while the artisan works. The Training Grounds need no unlock, and train your armour and weapon classes purely through use.

Read on: Camp, Training Grounds, The Trader, The Blacksmith, The Witch, Currencies & Crafting Costs.

The Tavern

Unlocked by reaching Survivors’ Town in the Scorched Foothills. Its menu has four entries, each showing what’s running there and how long it has left: the Barkeeper sells combat drinks that tick down on a counter instead of a clock, the hunting crew scouts named marks for you to stalk and kill, the Bedroom holds five long-term gold sinks that keep building while you are offline, and the Trading Board buys and sells with other players.

Read on: The Tavern, Barkeeper Drinks, Monster Hunts & Bestiary, Bedroom Upgrades.

Endgame

Clearing the final dungeon opens Region Resonance, a per-region difficulty ladder that turns the whole map into endgame content. Resonance feeds Echo Ascension, the boss chain of keys, echoed dungeons, organs and class pendants. The Endless Delve is the endless descent under the Dark Citadel and the only source of Echoing Crystals. Alongside all of it, the first clear of each combat tile pays 1 Exploration Point toward a tree of twelve permanent passives.

Read on: Region Resonance, Echo Ascension, The Endless Delve, Exploration Skills.

Death

A death costs 10% of your gold and 10% durability on your worn gear. Everything else survives, and dying in the Endless Delve costs nothing at all.

Read on: Death.

Saves, offline progress and settings

The game runs on 5 cloud save slots, no local file. Leave with combat running and the missed time is replayed against your current tile on return, up to an 8-hour cap that the Bedroom can double. The Settings modal holds the per-character toggles plus the account-wide audio and language controls, and the in-game menu carries the global leaderboard. Browsers also offer their usual Install app option, though there is no offline mode.

The game teaches itself as you go: a first-time help window opens the first time you visit each tab or panel. Settings has a Show first-time help toggle and a Reset help overlays button that clears the “seen” record so every window opens again.

Read on: Offline Progress & Saves.

Collections

Three logs track what you have seen rather than what you carry: the Armory (one card per unique in the game), the Bestiary (every monster, mark and boss you have killed) and Achievements, stored per account rather than per save slot. Statistics is the per-character ledger next to them.

Read on: Collections, Statistics.