Actions Catalog
Actions are the core loop of Shadowrealm: 24 deeds spent from a pool of Energy (and, for the darker ones, Mana), each with its own success chance, gold and experience reward, and risk. The cheapest, Beg for Coin, costs just 1 Energy; the richest single payout, Dethrone the Shadow King, can pay up to 55,000 gold in one attempt. Every action rolls independently: succeed and you bank the gold and XP shown, fail and you may still lose HP, land in jail, or both, depending on the deed, but a failure is never a total waste, see below.
How success odds work
Each action lists a base success chance. Your actual odds add Luck on top of that base: every point of Luck above the starting value of 5 shifts your chance by 0.5%. Repeating the same action also builds familiarity: 0.5% per past success, or 0.25% per past failure (half the success rate, but a failed attempt still builds it), up to a cap of 90% added to your raw chance, so deeds you practise, win or lose, get more reliable over time. Whatever the final number comes out to, it is always clamped between a floor of 5% and a ceiling of 95% (up to a hard ceiling of 99% with the right bonuses), so nothing is ever a guaranteed win or an impossible attempt.
A failed action is not a pure loss: it still grants 25% of the XP a success would have rolled (no gold, no drops), on top of the familiarity it builds toward your next success chance, so even a bad run keeps paying something forward.
Ashenvale
A smouldering outpost at the edge of the wastes.
- Beg for Coin (Rank 1): 1 Energy. Base success 50%. Pays 1 gold-5 gold and 1-3 XP on success. A failed attempt still grants 25% of the rolled XP. Plead in the gutters for a few coppers.
- Pickpocket (Rank 1): 2 Energy. Base success 48.5%. Pays 5 gold-15 gold and 2-5 XP on success, 15% jail chance on failure, up to 2 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Lift a purse in a crowded market.
- Mug a Traveller (Rank 1): 3 Energy. Base success 47%. Pays 15 gold-40 gold and 5-10 XP on success, 25% jail chance on failure, up to 6 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Ambush a lone traveller on the road.
- Smuggle Contraband (Rank 2): 4 Energy. Base success 45.5%. Pays 40 gold-90 gold and 10-18 XP on success, 30% jail chance on failure, up to 4 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Slip past the wardens with a forbidden crate.
- Raid a Forgotten Tomb (Rank 2): 5 Energy + 2 Mana. Base success 42.5%. Pays 80 gold-180 gold and 18-30 XP on success, 10% jail chance on failure, up to 12 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Brave the dead for their riches.
- Guild Raid (Rank 2): 10 Energy. Base success 44%. Pays 400 gold-900 gold and 120-240 XP on success, 10% jail chance on failure, up to 15 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Lead a strike with your guildmates. 30% of the haul flows into the guild treasury.
Shadowmere
A port city where dark tides carry darker cargo.
- Collect a Bounty (Rank 3): 5 Energy + 2 Mana. Base success 41%. Pays 120 gold-260 gold and 24-40 XP on success, 5% jail chance on failure, up to 15 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Hunt a marked outlaw for coin.
- Extort a Merchant (Rank 3): 5 Energy. Base success 39.5%. Pays 180 gold-380 gold and 32-55 XP on success, 20% jail chance on failure, up to 10 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Lean on a guild merchant for protection coin.
- Carry out an Assassination (Rank 3): 6 Energy + 4 Mana. Base success 38%. Pays 250 gold-550 gold and 50-80 XP on success, 40% jail chance on failure, up to 18 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Silently end a noble in their sleep.
- Stage a Heist (Rank 4): 7 Energy. Base success 36.5%. Pays 400 gold-900 gold and 80-130 XP on success, 45% jail chance on failure, up to 14 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Break the vault of the merchant guild.
- Siege a Noble Caravan (Rank 4): 8 Energy. Base success 35%. Pays 550 gold-1,200 gold and 110-170 XP on success, 20% jail chance on failure, up to 18 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Ambush a fortified noble caravan on the highway.
- Perform a Dark Ritual (Rank 4): 8 Energy + 8 Mana. Base success 33.5%. Pays 700 gold-1,500 gold and 140-220 XP on success, 15% jail chance on failure, up to 22 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Channel forbidden powers at the ley-lines.
Duskholm
A fog-swaddled keep above a forgotten crypt.
- Desecrate a Shrine (Rank 5): 9 Energy + 6 Mana. Base success 32%. Pays 1,000 gold-2,200 gold and 160-256 XP on success, 5% jail chance on failure, up to 30 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Break a sacred seal and bind the lingering spirits.
- Hunt a Dragon (Rank 5): 10 Energy + 5 Mana. Base success 30.5%. Pays 1,500 gold-3,500 gold and 224-336 XP on success, up to 40 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Track and slay a shadow-wyrm in the peaks.
- Behead a Magistrate (Rank 5): 10 Energy. Base success 29%. Pays 1,900 gold-4,200 gold and 272-408 XP on success, 30% jail chance on failure, up to 28 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Strike down a corrupt magistrate in the public square.
- Slit a Warlord's Throat (Rank 6): 11 Energy. Base success 27.5%. Pays 2,400 gold-5,500 gold and 336-504 XP on success, 30% jail chance on failure, up to 34 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Steal into a warlord’s tent and end his reign.
- Topple a Crime Lord (Rank 6): 12 Energy. Base success 24.5%. Pays 3,000 gold-7,000 gold and 416-632 XP on success, 25% jail chance on failure, up to 40 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Dismantle a syndicate from the top down.
- Bind a Lesser Demon (Rank 6): 11 Energy + 12 Mana. Base success 26%. Pays 3,700 gold-8,800 gold and 304-464 XP on success, 5% jail chance on failure, up to 30 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Trap a fiend within a sigil of binding.
The Dark Citadel
The obsidian spire at the heart of the Shadowrealm.
- Curse a Bloodline (Rank 7): 12 Energy + 14 Mana. Base success 23%. Pays 4,600 gold-11,000 gold and 299-455 XP on success, 5% jail chance on failure, up to 38 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Hex a noble house through three generations.
- Open a Shadow Gate (Rank 7): 13 Energy + 16 Mana. Base success 20%. Pays 5,800 gold-14,000 gold and 364-553 XP on success, up to 45 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Tear a passage to the umbral plane.
- Slay a Vampire Lord (Rank 7): 13 Energy + 6 Mana. Base success 21.5%. Pays 7,200 gold-17,500 gold and 436-657 XP on success, up to 50 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Stake the master of a midnight court.
- Hunt a Lich (Rank 7): 14 Energy + 8 Mana. Base success 18.5%. Pays 9,000 gold-22,000 gold and 520-793 XP on success, up to 58 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Track a deathless sorcerer to its phylactery.
- Storm the Sunken Cathedral (Rank 8): 16 Energy + 10 Mana. Base success 17%. Pays 14,500 gold-35,000 gold and 715-1,073 XP on success, up to 75 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Breach the drowned shrine of the Old Gods.
- Dethrone the Shadow King (Rank 8): 20 Energy + 14 Mana. Base success 15.5%. Pays 23,000 gold-55,000 gold and 1,170-1,755 XP on success, up to 100 HP lost on failure. A failed attempt still grants 25% of the rolled XP. Usurp the obsidian throne at the heart of the Shadowrealm.