T1 · Vibration Sense
Detect players and hostile mobs within 16 blocks when they sprint, jump, mine, or attack. Show sculk particles through walls. Permanent Night Vision below Y=50.
Echo uses sound tracking, bat synergies, sonic blasts, and eventually an allied Warden.
Each tier adds to the last unless an ability explicitly replaces an earlier one. Exact effects may be balanced during testing.
← Browse all gemsDetect players and hostile mobs within 16 blocks when they sprint, jump, mine, or attack. Show sculk particles through walls. Permanent Night Vision below Y=50.
Each bat within 12 blocks grants +0.5 attack damage, capped at +2. Also summon 3 friendly bats for 30s. 90s cooldown. Natural bats also count.
Three hits on the same enemy within 6s trigger a 4-block shockwave dealing 1.5 hearts and Weakness I for 3s. 15s trigger cooldown.
Release an 8-block sonic ring causing knockback, Darkness for 5s, and interruption of charging gem abilities where supported. 60s cooldown.
Charge for 2s, then unleash a 10-block shockwave dealing 4.5 hearts of magic damage, launching enemies 4 blocks upward and applying Darkness for 3s. 150s cooldown.
summon an allied Warden for 120s. 180s cooldown. It targets the nearest valid enemy within 24 blocks, moves 25% faster, and retains Sonic Boom. Resonance can mark a target for Warden priority.
Start by learning your first two abilities, then build toward the advanced combo at Tier 4 and the signature Tier 5 unlock. Ascension requires Tier 5, 10 energy, and the Ascension ritual.
Check recipes for crafting ingredients and progression for upgrade requirements.