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Echoes of Glast Heim

A 6-12 player Veil instance for levels 100-125: four wings of Glast Heim's undead, two bosses, weekly rewards and shared spoils.

Updated 4 October 2026instance12-manpartyLv100-125
The fall of Glast Heim left echoes behind the Veil. Bring six to twelve players and break them: four wings, a necromancer, and the Lord of the Echo on the old throne.

How to enter

  1. Form a party with at least 6 members online.
  2. The party leader talks to the Veil Muster at Prontera's arrival point , picks Echoes of Glast Heim and a tier, then opens the Veil.
  3. Every other member talks to the Veil Muster and picks Enter Echoes of Glast Heim. You arrive in the wing your party is fighting in.
Monsters grow with the party: six players fight a lighter echo (75 % HP), twelve fight the full one. The size is re-counted at every wing, so latecomers count too.

The four wings

  1. Courtyard:
    Echo Khalitzburg
    ,
    Echo Dullahan
    ,
    Echo Quve
    ,
    Echo Zombie Master
    .
  2. West wing:
    Echo Wraith Dead
    ,
    Echo Ragged Zombie
    ,
    Echo Zombie Slaughter
    ,
    Echo Flame Skull
    .
  3. East wing:
    Echo Remover
    ,
    Echo Hellhound
    and the mid-boss
    Echo Necromancer
    . At half health it calls fallen echoes to its side.
  4. Great hall:
    Lord of the Echo
    .
    • At half health it calls echoes.
    • At 20 % health it enrages and hits half again as hard.
    • Every 30 seconds it breathes darkness at a random player for half of their current HP. Dark resistance softens it.
When a wing is clear, the Veil moves the whole party to the next one after 5 seconds. Players who are dead at that moment are raised and moved too.

Tiers and affixes

Heroic monsters have 2.5x HP and hit 1.8x as hard, and one of the week's affixes is active. The Veil Archivist in Prontera's services hall shows this week's affixes.
AffixWhat it does here
EnragedThe Lord of the Echo enrages at 35 % health instead of 20 %.
ExplosiveA dying monster bursts 1.5 seconds later: 15 % of your max HP if you stand within 3 cells. Players next to it get a warning line first.
ResonantEvery 20 seconds the whole party loses 5 % of max HP.
Affix damage never kills: it always leaves you at least 1 HP.

Falling in battle

  • Dead players are raised after 60 seconds at the entrance of the current wing, or you can return to your save point.
  • In the great hall nobody is raised until the Lord of the Echo falls.
  • Every boss kill raises everyone on the map.
  • @veilleave takes you out of the run at any time.

Rewards

Once a week per character (the week starts Monday 00:00 CEST):
  • 300 Hunting Coin (through the daily Hunting Coin cap)
  • 3 Veil Essence I (account-bound)
  • 1 Shadow Cache (account-bound; opens into an official shadow piece)
  • 1 Enriched Elunium or Enriched Oridecon
  • Heroic adds 100 more Hunting Coins.
Your week is counted from the first boss you see fall (the Echo Necromancer). From then on, this week's rewards belong to that run. A quest in your quest window, "[Veil] Echoes of Glast Heim: weekly clear", shows it. You can always enter again to help friends, without rewards or rolls.
If your bag is too full for the reward, it waits for you at the Veil Muster.

Spoils

After each boss, a Veil Spoils chest appears where it fell, with one official set piece for every 4 players (rounded up, at most 3). Open the chest and pick Need, Greed or Pass for each item within 60 seconds.
  • Need is only offered if your class can wear the item.
  • Need beats Greed; between equal choices the higher roll (1-100) wins.
  • Spoils are tradeable. If your bag is full, the item arrives by mail.
Only players whose weekly reward belongs to this run can roll.

Helpers

Characters more than 10 levels above the band (Lv136+) can join to help. They get no rewards and no rolls, and their week is not used up.