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, including +0.25% per Ascension), 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.
Committing an action many times
Commit ×N repeats one deed as many times as you choose, up to everything your Energy allows. The run stops early if you run out of Mana, a failure would drop you to 0 HP, or you are jailed. A very long run carries on by itself in as many steps as it takes, so one click is never cut short while you still have Energy, and you get a single summary of the whole run at the end.
When the run finishes, the animation stays on screen until you click See results, so you can enjoy it before the summary opens. If you would rather go straight to the summary, switch off 'See results after Spend All Energy' in Settings, under Gameplay.
Weekend and holiday events
Weekend and holiday events give the whole realm a temporary bonus, such as more gold from actions, more Luck, or more Attack or Defense. The Events page lists them. While one runs, its bonus shows in your buff list with an Event or Weekend badge, the event name and the day it ends, and a Luck bonus is a percentage that adds to your action success chance.
When a holiday or weekend event starts, Mortek sends a letter about it to every player who has logged in within the last 30 days, once per event. Short flash events do not send a letter.
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.
Ascended actions
Once you have ascended, 24 extra actions open up, 6 in each city. Each one is unlocked by your completed ascensions (+10 to +60, and completed ascensions never reset) plus the live rank of the action it is based on, so a prestige reset puts them out of reach until you climb back. They pay 1.5x up to 3x what the city's best action pays, and drop materials 1.5x as often. Their gear drop chance rises with their energy cost, so gear per energy is never worse than the action they are based on (at least 1.5x). Only the Dark Citadel ones can drop Godshards. They stay hidden until you complete your first ascension.
Ashenvale: the 6 ascended actions, with gold and XP per successful attempt.
| Ascension | Action | Min rank | Cost | Gold | XP |
|---|---|---|---|---|---|
| +10 | Rob the Ember Vaults | Rank 2 | 6 Energy + 2 Mana | 120-270 | 27-45 |
| +20 | Loot the Ashen Reliquary | Rank 2 | 6 Energy + 3 Mana | 145-325 | 32-54 |
| +30 | Burn the Toll Ledgers | Rank 2 | 7 Energy + 3 Mana | 170-380 | 38-63 |
| +40 | Plunder the Cinder Barrows | Rank 2 | 8 Energy + 3 Mana | 190-430 | 43-72 |
| +50 | Steal the Phoenix Censer | Rank 2 | 8 Energy + 3 Mana | 215-485 | 49-81 |
| +60 | Crown Yourself Lord of Ashes | Rank 2 | 8 Energy + 3 Mana | 240-540 | 54-90 |
Shadowmere: the 6 ascended actions, with gold and XP per successful attempt.
| Ascension | Action | Min rank | Cost | Gold | XP |
|---|---|---|---|---|---|
| +10 | Drown a Rival Coven | Rank 4 | 10 Energy + 10 Mana | 1,050-2,250 | 210-330 |
| +20 | Bleed the Moon Pool | Rank 4 | 10 Energy + 10 Mana | 1,260-2,700 | 250-395 |
| +30 | Sell a Soul at the Night Market | Rank 4 | 11 Energy + 11 Mana | 1,470-3,150 | 295-460 |
| +40 | Raise the Mire Saint | Rank 4 | 12 Energy + 12 Mana | 1,680-3,600 | 335-530 |
| +50 | Shatter the Mirror Court | Rank 4 | 13 Energy + 13 Mana | 1,890-4,050 | 380-595 |
| +60 | Eclipse Shadowmere | Rank 4 | 14 Energy + 14 Mana | 2,100-4,500 | 420-660 |
Duskholm: the 6 ascended actions, with gold and XP per successful attempt.
| Ascension | Action | Min rank | Cost | Gold | XP |
|---|---|---|---|---|---|
| +10 | Chain a Greater Demon | Rank 6 | 13 Energy + 14 Mana | 5,550-13,200 | 455-695 |
| +20 | Break the Iron Abbey | Rank 6 | 14 Energy + 16 Mana | 6,660-15,840 | 545-835 |
| +30 | Hunt the Ashwing Matriarch | Rank 6 | 15 Energy + 17 Mana | 7,770-18,480 | 640-975 |
| +40 | Seize the Forge of Oaths | Rank 6 | 16 Energy + 18 Mana | 8,880-21,120 | 730-1,115 |
| +50 | Bargain with a Demon Prince | Rank 6 | 18 Energy + 19 Mana | 9,990-23,760 | 820-1,255 |
| +60 | Bind the Dusk Titan | Rank 6 | 19 Energy + 20 Mana | 11,100-26,400 | 910-1,390 |
The Dark Citadel: the 6 ascended actions, with gold and XP per successful attempt.
| Ascension | Action | Min rank | Cost | Gold | XP |
|---|---|---|---|---|---|
| +10 | Steal the Obsidian Crown | Rank 8 | 24 Energy + 17 Mana | 34,500-82,500 | 1,755-2,630 |
| +20 | Silence the Bone Choir | Rank 8 | 26 Energy + 18 Mana | 41,400-99,000 | 2,105-3,160 |
| +30 | Breach the Godvault | Rank 8 | 28 Energy + 20 Mana | 48,300-115,500 | 2,455-3,685 |
| +40 | Slay the Herald of Night | Rank 8 | 30 Energy + 21 Mana | 55,200-132,000 | 2,810-4,210 |
| +50 | Rewrite the Black Scripture | Rank 8 | 32 Energy + 22 Mana | 62,100-148,500 | 3,160-4,740 |
| +60 | Unmake the Last Seal | Rank 8 | 34 Energy + 24 Mana | 69,000-165,000 | 3,510-5,265 |