A stable tear into a sealed catacomb. You go in alone, break the twelve wraiths that guard it, and face the Echo they were guarding.
The run
- Twelve Resonance Wraith guard the catacomb. Each one you break brings the Echo closer.
- When the last one falls, The Veilkeeper's Echo rises.
- Mythic adds a 15-minute timer: if the Echo still stands when it runs out, it enrages and hits five times as hard.
Heroic monsters have 2.5 times the health and 1.8 times the attack; Mythic, 6 times and 2.8 times.
Rewards
Normal and Heroic (Lv100-135), every clear:
- 100 Hunting Coin (through the daily Hunting Coin cap)
- 1 Veil Essence I (account-bound) on your first 2 clears each week (the week resets Monday 00:00 CEST)
- Heroic adds 100 more Hunting Coins.
Mythic (4th class): 2 rewarded clears a day per account, shared with The Sundering Trial and reset at midnight CEST:
- 300 Hunting Coin in total (100 for the clear, 200 for Mythic)
- 1-3 Veil Essence III (account-bound)
- a 10 % chance of a Blacksmith's Blessing and a 5 % chance of a Grace Attack Ring or Grace Magic Ring
- a server-wide announcement of your clear
You can run Mythic again after your 2 rewarded clears; it just pays nothing that day. The 12-player Veil instances always pay more than their solo entries.
The Echo also carries treasure of its own, a rare drop on any tier: a Noblesse Attack or Magic Ring, an Egir Helm, a Temporal Ring, a King's Crown or a Siegfried's Helmet.