Dear Tibians!

Welcome to this test server for this years summer update.
Please use this thread to share your feedback on the new Echo Raid feature.

Vision:
The Echo Raids will make hunting in Tibia more varied and exciting by creating special moments even during regular hunts. Echo Raids are world events in which a monster can spawn additional creatures, or manifest more powerful variants under certain conditions.

More information:
You can learn more about the Discovery System improvements in the teaser and its corresponding forum thread. Please note that some of the information in these links may now be outdated.


  • How do Echo Raids spawn?

    -> In every subarea, one common or uncommon spawn will turn into an Echo Raid at server save. Once it is triggered, a new Echo Raid will spawn after a certain amount of time.

  • Is there a limit on Echo Raids, similar to fiendish creatures?

    -> No. Echo Raids will be far more common than fiendish creatures, although you cannot hunt them specifically.

  • What do Echo Wardens do?

    -> They strengthen all other creatures nearby. Strengthened creatures deal more damage, are harder to kill, and reflect damage. If you encounter an Echo Warden, it is highly advisable to kill it first.


A few words on the design:
The main reward for triggering an Echo Raid is the chance for an Echo Warden to spawn. Upon defeating one, you will be rewarded with 1 to 30 Charm Points, depending on the difficulty of the creature. These extra Charm Points, which you will occasionally receive during your hunts this way, are what we hope will make this feature feel rewarding and fun.

We have read your feedback regarding Basic Imbuement Scrolls, and we agree that they are not as useful for mid- to high-level players who currently play with powerful imbuements. They act as a small bonus for lower-levels, as they make the most basic form of imbuements far more accessible, while Charm Points are the more interesting reward for higher-level players.

By having 8 regular or 3 influenced creatures spawn from an Echo Raid when an Echo Warden does not appear, we hope this pull will always reward players with enough XP or dust. Especially now that Dust should be far more interesting, since large amounts are required to manipulate your Weapon Proficiency...

When giving feedback, please consider the following:
If you have suggestions or concerns, please help us by explaining your perspective. We will do our best to incorporate your feedback!

We look forward to hearing what you think.
See you on the test servers!

Cheers,
Fluffey
Official Replies:
- 23.06.2026: First round of answers.
- 24.06.2026: Upcoming changes.
- 25.06.2026: Regarding Charm Points.
- 26.06.2026: First batch of changes and fix for non-triggerable Echo Raids.
- 29.06.2026: Echo Raid on kill delayed until Tuesday.
- 30.06.2026: Echo Raids can now trigger on kill and Echo Wardens drop catalysts.
- 01.07.2026: Future de-spawn of creatures.
- 02.07.2026: Echo Raid creatures now disappear after 10 minutes.
- 06.07.2026: Final post and drop rate of Greater Proficiency Catalysts.

All updates to Echo Raids during the test server phase will also be linked in the Fixes and Changes thread.
Dear Tibians,

Some first answers on your questions.

But how does this work? Do I get charm points for every echo warden I kill, even if I had killed an echo warden of the same creature before?
You only receive the Charm Points once for every Echo Warden creature. Creatures of which you have killed the Echo Warden are marked in the Bestiary, similar to Animus Mastery.

Will Eco Raids be available on Rookgaard?
No.

Nothing works to trigger it.
Just walk on it. It worked fine for me when I just tried it on the test server.

Cheers,
Fluffey
Dear Tibians,

Thank you for all your feedback regarding Echo Raids!
Many of you were disappointed as you expected to encounter more Echo Raids and dislike the random nature.

We discussed what we can do to change the system to make it more fun and rewarding.
The following changes are therefore currently worked on and will make it to the test server in a few days:

  • Killing a creature will have a chance to instantly spawn an Echo Raid above its corpse. It can then be triggered by walking over it. This is in addition to the current time-based spawning mechanic.
  • The respawn time of Echo Raids will be lowered significantly to 20 - 30 minutes.
  • The chance to spawn an Echo Warden from an Echo Raid will be increased to 10% (was 5%).
  • The chance to spawn an Echo Warden from an Echo Raid will be further doubled, if you completed that creatures bestiary.
  • Echo Raids that spawn influenced creatures will spawn 4 instead of 3 creatures.
  • Echo Wardens will always drop a Proficiency Catalyst, with varying chances for Lesser, Regular, and Greater Proficiency Catalysts.

These changes should make Echo Raids more common and occur during regular hunting as well.

Regarding some of your questions...
If I trigger a raid, and the Echo Warden appears, can I call some friends to participate and also earn those extra Charm Points?
Yes, you can!

Another thing, how much time does the Echo Raids/Echo Wardens stay on respawn before disappearing?
They currently do not despawn. They reset with the server save. However, we believe the additional chance for Echo Raids to appear during regular hunting should help balance this out, and none of the spawns should be inaccessible.

Are all raids readily available at server save? If that's the case, it would promote early hunters and people enjoying an evening hunt would never score any raids.
Yes. However, with the reduced respawn time and the additional chance to encounter Echo Raids, this should no longer be an issue.

We are also looking into the issue that some Echo Raids are currently bugged and can not be triggered.

Cheers,
Fluffey
Dear Tibians,

Thank you for your feedback regarding yesterday's announced changes!
We will let you know once these changes are available on the test server.

Some of you have been discussing the removal of Charm Points as a reward. This is not something we currently plan to do.
These Charm Points are intended as a bonus, and with Echo Raids you will receive them naturally while playing, whether you are hunting, exploring the world, completing quests or organizing with other players.
Our goal was to add more special moments to your play sessions. Receiving Charm Points across all level ranges, being able to interact with Charms earlier, and upgrading more Charms should all be steps in that direction.

Raids are supposed to be a challenge for our hunt, but there are only four monsters?
We do not want to make Echo Raids overly difficult. They should be a fun activity, not a challenge you end up regretting. For now, I think their difficulty is in the right place.

Can you guys share the percentage chance of spawn on death?
Another player already guessed it correctly shortly after your post. You will find out soon. ;-)

Require Manual Activation for Echo Raids
We decided against this, as we want them to feel smooth and as easily accessible as possible.

Could you make the Raid Echo orb indicate what monster is going to appear once you step on it?
We will consider this.

1- what if we get more dust from the influenced stage and we could get a low chance for a 15 stacks?
We are aware of the increased need for dust due to Weapon Proficiency Perks, and we will monitor whether the current dust sources should provide more resources or whether dust should become available from additional sources.

I still would like to know, if we trigger the Echo Raid, do the creatures that appear despawn after some time? Also, they are bound to the place they respawn or they can move freely?
They currently do not despawn and can move freely.

Has this change gone live? I just killed a moonstone warden and still got the basic imbuement scroll
None of the changes are live yet. Our current estimate is that all these changes will be available on the test server on Monday.

Cheers,
Fluffey
Dear Tibians,

Some of the previously announced changes will become available on the test server with this afternoon's update, which is scheduled for approximately one hour from now.

The following changes will be included:

  • The respawn time of Echo Raids will be reduced to 20–30 minutes.
  • Echo Raids that spawn Influenced Creatures will now create 4 Influenced Creatures instead of 3.
  • The chance for an Echo Raid to trigger an Echo Warden will be increased from 5% to 10%.
  • If you have completed the Bestiary entry for a creature, the chance for an Echo Raid to trigger an Echo Warden is doubled.

We also believe we have identified the bug that caused some Echo Raids to be impossible to trigger. This should now be fixed. Please let us know if you still encounter any Echo Raids that cannot be triggered.

The update that will introduce the chance to trigger an Echo Raid spawn when killing a creature, as well as the Proficiency Catalyst reward, is planned for early next week.

Have a nice weekend!

Cheers,
Fluffey
Dear Tibians,

Just a quick heads-up: today's update won't include the mechanic that triggers Echo Raids on kill.

We currently plan to add this tomorrow.

Cheers,
Fluffey
Dear Tibians,

The following changes will be available on the test server in about half an hour:

  • Killing a creature will have a chance to instantly spawn an Echo Raid above its corpse. It can then be triggered by walking over it. This is in addition to the current time-based spawning mechanic.
  • Echo Wardens will always drop a Proficiency Catalyst, with varying chances for Lesser, Regular, and Greater Proficiency Catalysts.

I will answer some of your remaining questions tomorrow. For now, we don't have any further changes to the Echo Raid system planned.

Cheers,
Fluffey
Dear Tibians,

We have one more change coming:

  • Creatures spawned by an Echo Raid will now despawn after 10 minutes. This should prevent traps and unwanted behaviour, while still giving you enough time to call your friends if you want to share an Echo Warden.

I will inform you once this is live.

Finally, the only that deserves complaint in the whole system is having all the subareas have an echo raid at SS.
Especially now, with the reduced respawn time and the chance to trigger an Echo Raid on kill, I do not think it will feel odd in practice. There will be plenty of Echo Raids throughout the world, and they will constantly respawn. This makes Echo Raid hunting at server save possible, but not required in order to engage with them.

A place where we can check the theoretical maximum number of Charm Points obtainable through this system.
It will not be implemented for the moment, but we will keep it in mind for future updates!

The new Echo Raids mechanic is highly interesting and adds a very dynamic aspect to hunting. However, I believe that Basic Scrolls might quickly lose their value and appeal on the market as players progress.
In my opinion, Echo Wardens are already quite rewarding, with Charm Points being the highlight and Catalysts now added as well. However, we will monitor the stock of Basic Imbuement Scrolls and their value on live servers.

I'd love to talk about the chances [for Echo Raids] here
I do understand the wish for more Echo Raids, but they are not meant to be encountered as regularly as, let's say, in 1/100 kills. They should add something nice to your playing sessions, but we do not want to make them that common. That is not the initial vision, and we believe the excitement of seeing an Echo Raid would quickly go down if they were encountered every few minutes during hunting.

If Echo Raids are popular once they are released on live servers, there is still a chance for events that could temporarily increase their chance for a fun weekend.

Could you share the numbers? How much stronger does the buff actually make the monsters?
We are not sharing exact numbers, but they deal increased damage, gain a dodge chance, have life leech, and reflect around 10% of incoming damage.

Auto screenshot when an Echo Raid begins?
This is not currently planned.

Do you know that the echo raids sqm are causing a block of the sqm when we use spells or runes?
For the moment, this is accepted.

Are there any intentions of increasing echo raid spawn chances during Exaltation Overload?
No, but I do like the idea of including them in an event!

Any chance on giving a timer of 4 seconds or less (for example) on activating an Echo Raid?
As I previously stated, I believe their current implementation, where they trigger instantly, feels more natural.

Random subarea Echo Raids are limited to common/uncommon creatures. Is the same true of on-kill Echo Raids?
It is!

Creatures dont walk over the echo raid sqm, it blocks their path just like a field rune would. Is this intended? Wouldnt it it be better if the creatures walked through it (without activating it)?
There are some technical aspects to it, but aside from that, I think it would look weird if creatures could walk through it.

If I activate a regular Echo Raid in the sub-area I'm hunting, can an Echo Raid on Kill still spawn afterward?
It can still spawn.

I killed a True Asura; the banner said I earned 0 charm points, but when I checked my Bestiary, it showed I had gained 2 charm points.
This sounds like a bug. Thanks for reporting!

I have encountered an untriggerable Echo Raid.
Generally speaking, please report these in-game, just as you would report an unreachable fiendish creature. They use the same logic in the background. Thank you!

Cheers,
Fluffey
Dear Tibians,

The change announced yesterday is now live:

  • Creatures spawned by an Echo Raid will now despawn after 10 minutes.

Regarding some more of your questions:
Any chance of increasing it to 20 minutes?
We discussed the numbers internally yesterday and settled on 10 minutes as a sweet spot: long enough to make sharing it with friends possible, but short enough to reduce the risk of luring it too far or for too long.

About drop rate of proficiency i understand you wont share numbers but do they have different drop chance?
Proficiency Catalysts do have different drop rates, with Greater Proficiency Catalysts being the rarest.

Is there a chance of having a Plunder Patriarchs Echo Raid?
As a general rule of thumb, if a monster can't be fiendish, it also can't turn into an Echo Raid.
For Plunder Patriarch, this means they cannot appear as an Echo Raid.

As it is now, there doesn't seem to be any difference in the chance of Echo Raids appearing for creatures that have significantly fewer spawns.

Is there any way to balance this?
We currently don't have any plans to make a change in this direction.

Cheers,
Fluffey
Dear Tibians,

As this year's summer update test server is coming to an end, I am closing this thread.

I would like to thank everyone for your feedback, and I hope that Echo Raids will be a nice addition to your regular gameplay on the live servers!

Before the summer update goes live, we will slightly lower the drop chance of Greater Proficiency Catalysts. We want them to retain some value, and with the current drop rate and the expected frequency of Echo Raids, too many Greater Proficiency Catalysts would have entered the game.

To also shed a little light on the amount of Charm Points you will receive, the number of Charm Points is tied to the Bestiary Difficulty of the creature:

  • Harmless: 1 Charm Point
  • Trivial: 2 Charm Points
  • Easy: 5 Charm Points
  • Medium: 10 Charm Points
  • Hard: 15 Charm Points
  • Challenging: 30 Charm Points

Happy Gaming!

Cheers,
Fluffey