Shadow Realms Wiki
Everything in the realm, explained — classes, combat math, gear, game modes and long-term progression. No account needed to read; one click to play.
Getting Started
You are a hero in a world overrun by monsters, dungeons, and rival clans. Fight, loot, craft, and grow stronger: choose a class, build your gear, and push into increasingly dangerous areas. Shadow Realms is an idle RPG — your hero keeps fighting while you're away, and everything meaningful (combat, loot, progress) is validated server-side.
Your first hour
- Pick a class and clear the Getting Started checklist — it rewards every step.
- Battle in Ashveil Forest, then turn on Auto-Battle and let your hero farm.
- Defeat each area's boss to unlock the next zone (and crafting tiers).
- Spend Ability Points (Hero → Abilities) and Skill Points (Hero → Skills) as you level.
- Join a clan early — shared perks boost your stats automatically.
Classes
Six classes, each with its own starting stats, a three-branch skill tree, and a visible PvP signature. You shape the rest with gear, gems, and subclass awakenings.






A soft class triangle gives edges in PvP: physical beats agile, agile beats magic, magic beats physical. At level 50 you choose a subclass for a permanent stat passive; every 50 levels after that awakens another tier.
Combat 101
The core exchange
You and the monster trade attacks each tick. Damage is your ATK reduced by the target's DEF. DEF gives smooth, diminishing-returns mitigation — more DEF always helps and never stops mattering, but it never fully blocks a hit: no hard cap, nothing wasted. Magic classes (Mage, Necromancer) swing the higher of ATK or Magic DMG, and their spells partially bypass armor.
Secondary stats
- SPD — chance to strike twice in a tick.
- Crit Chance / Crit Damage — how often you crit, and how hard those hits multiply.
- Accuracy vs Evade — hit reliability against dodgy enemies (and dodging yourself).
- Mana — abilities cost mana, and cost scales with your pool: a bigger bar powers bigger casts at roughly the same cast count.
Auto-Battle
Toggle Auto to fight continuously — kills, gold, XP and drops keep flowing, even while the app is closed (your session banks progress up to your tier's cap and settles when you return). Everyone attacks at the same 400ms tick regardless of VIP; paid tiers give bonuses and longer runs, never faster hits.
Gear & Inventory
Slots and rarity
Eleven gear slots: Helmet, Chestplate, Leggings, Boots, Gloves, Main Hand, Off Hand or Shield, two Rings, and an Amulet. Two-handed weapons fill both hand slots. Gear drops in seven rarities: Common → Uncommon → Rare → Epic → Legendary → Mythic → Godforged — higher rarity means more affixes, higher base stats, and more gem slots.
Affixes
Rare+ items roll bonus stats: Rare 3, Epic 4, Legendary 5, Mythic 6, and Godforged 8 (6 rolled plus 2 signature perks that never reroll away). Comparing gear shows upgrades in green and downgrades in red. Item level (iLv) is informational only — no equip restrictions.
Loadouts & locks
Save two independent gear builds and swap freely outside combat — one for PvP, one for farming. Long-press any item to lock it; locked gear can never be salvaged, sold, or swept into bulk actions.
Godforged
The top tier drops only from World Bosses and deep Eternal milestones — every contributor rolls independently when a World Boss dies. Some Godforged items also roll Class Affinity, adding class-focused bonus stats on top.
Gems & Crafting
Gem types
| Gem | Stat |
|---|---|
| Ruby | +ATK |
| Sapphire | +DEF |
| Emerald | +HP |
| Topaz | +SPD |
| Amethyst | +Crit Chance |
| Diamond | +Evade & Accuracy |
| Opal | +Crit Damage |
Five tiers each, Chipped through Perfect (T1–T5). Merge same-type gems upward (8 → next tier at T1, then 20, 60, 150) — and once you reach a tier, all future drops of that gem come at that tier minimum. Socket gems into open slots on gear; unsocket them later from the Forge.
The Forge
Reforge a favorite item up to your current level (all rolls kept), lock the affixes you love and reroll the rest with Boss Essence, combine lower-rarity gear into the next tier in the Rarity Forge, and craft from Blueprints unlocked by defeating area bosses. Set pieces from dungeons can be fused — three duplicates forge into the next set tier, and maxed sets rival Godforged gear.
Skills & Abilities
Skill tree
You earn 1 Skill Point every 5 levels. Each class tree has three branches — Offense, Defense, Utility — with mutually exclusive fork nodes at tier 3 and capstones at tier 5. All nodes scale multiplicatively with your total stats. Points are permanent until you use a Tome of Respec (from the World Boss Essence Shop).
Ability Points
You earn 2 AP per level, plus a +100 AP milestone at every 100th level, to spend across six attributes — each point is a percentage into its stat, so it never rots: Strength (+% ATK), Intelligence (+% Magic & ability power, +Mana), Agility (+% SPD), Endurance (+% DEF), Vitality (+% HP & regen), Wisdom (+% Lifesteal & Mana). Evade and Accuracy are gear stats, not attributes. See The Stat Model for how every point combines. Battle abilities — your class's active spells — unlock as you level and upgrade with use.
Dungeons
Multi-room gauntlets ending in a boss, always played manually — no auto-battle inside. Each run costs one daily key. Rooms scale as you go deeper, elite rooms scale above the dungeon's base level, and the final boss gets harder with each key you've used that day.
Why run them
- Set pieces — 40% chance per clear at an exclusive always-Mythic set item; collect a set for powerful bonuses.
- A guaranteed Epic+ bonus item on every clear, plus the boss drop.
- Higher dungeons drop combat scrolls and have better Mythic boss rates.
Free players get 3 runs a day; VIP tiers raise the cap. One extra key per day can be bought with World Boss Essence. Keys reset at midnight UTC.
World Bosses
Massive shared bosses the whole server fights together, rotating on a Monday / Wednesday / Friday schedule with hundreds of millions to billions of HP. Bosses fight back in phases — the deeper the server pushes, the more dangerous they get.
Loot scales with contribution
Any hit earns at least Rare loot when the boss dies; bigger damage shares climb to Epic, Legendary, and Mythic. Every contributor also rolls independently for a unique Godforged drop — heavy hitters have the best odds, but anyone who landed a hit has a shot.
Boss Essence
Every strike earns Boss Essence regardless of damage. Spend it in the Essence Shop on gear caches, Tomes of Respec, bonus Ability Points, extra dungeon keys, and exclusive titles. Strike limits (15/day free, more with VIP) reset when the next boss spawns.
The Eternal
An endless wave-survival gauntlet unlocked at Level 100 after clearing Area 9. Each wave is monsters then a boss; every 10th wave is a champion boss, and clearing it is a checkpoint that fully restores HP and mana. Depth is a survival test — enemy lethality (not health) ramps every wave, so your wall is where hits threaten to one-shot you (roughly 3.5–4× your level), set by DEF/HP/lifesteal/regen/evade. See Scaling & Income for the full wall + Eternal Hunger math. Your highest wave is a permanent record on the Eternal Leaderboard.
Modifiers
From Wave 4, enemies gain random modifiers — Armored (DEF×2), Enraged (ATK×1.5), Regenerating, Elusive (+Evade), Frenzied (double attacks) — stacking more the deeper you go.
Rewards
Gems drop steadily, and every NEW best wave pays account-wide Ascension Shards to spend on a prestige tree. Depth milestones (wave 100 / 250 / 500 / 1000 …) grant bonus shards, a chunk of XP, and a depth-scaling shot at a Godforged item. No gold or ordinary gear — depth itself is the prize.
PvP Arena
Asynchronous real-player duels: challenge anyone's saved character and the fight simulates server-side with both players' actual gear, skills, and class passives — offline players see the result on next login.
An honest combat model
DEF works like effective HP — every point makes you meaningfully tankier with no cap, so armor builds are as valid as glass cannons. SPD grants evasion and first strike (not extra attacks). Fights run 15–25 hits and no single blow can delete you: a gear gap is a real fight, not a coin-flip.
Trophies, ranks & seasons
Climb Bronze → Silver → Gold → Platinum → Diamond → Champion on trophies. Seasons last one month; trophies carry over at 75%, and top finishers earn permanent titles, avatars, and rank rewards. Daily challenge limits: 3 free, up to 6 with VIP.
Clans & Wars
Clans are guilds of up to 10 players sharing a Guild Bank, unlockable stat perks, a weekly co-op clan dungeon, and weekly Clan Wars. Donations fund the bank; perks unlock when both a gold threshold and a clan level are met, then boost every member automatically.
Clan Wars
Every Sunday your clan is matched against a similar-strength rival. War points come from dungeons, World Boss strikes, PvP wins, and boss kills; day 5 is the Clan Power Clash, where combined Combat Ratings duel for bonus points.
Clan Dungeon
A weekly rotating raid boss the whole clan chips down together — it respawns at double HP each kill, and every kill banks gold, XP, gear, and a rare shot at Godforged loot. Rewards scale with your damage; the clan bank takes the lion's share to fund perks and the Clan Shop.
Companions
32 pets across 7 rarities, from Common scrappers to the Primal apex. Equip ONE active companion — its bonus applies in every battle, dungeon, and auto-battle session.
Flat power, by design
Combat pet bonuses are flat stats (+HP, +ATK, +DEF), not percentages — strong early, honest at endgame. Economy pets are the exception, giving small gold/XP percentages. Combat pets drop from area bosses, economy pets from dungeons, prestige pets from World Bosses.
Raising & breeding
Your active companion earns growth from every kill; feed it daily for free bonus growth. Breeding fuses two Lv 10+ parents into a rarer hybrid — the only path to Mythic and Primal companions. Parents are consumed, and extra parent levels give the offspring a head start. Wild-caught pets can be traded on the market; bred hybrids are soul-bound forever.
Trading Post
A player-to-player gold market (Bag → Trading). List items at your price, browse and filter by rarity, slot, and affixes (the affix search supports AND logic), and buy instantly — the server prevents double-purchases. Listings expire back to your inventory if unsold. Free players get 1 concurrent listing; VIP tiers raise it to 5.
Quests & Feats
Story quests gate area unlocks; 5 daily and 5 weekly quests reset at midnight UTC with gold scaled to your actual income. Epic Chains are multi-step questlines with exclusive gear sets. Feats are tiered lifetime milestones across ten categories — each tier pays gold and XP, and the top tiers unlock exclusive titles, avatars, and frames. The Collection log tracks every set piece, Godforged relic, and cosmetic in the realm, logged forever even if you sell it.
Training Ground
The endgame layer, unlocked at Level 100. Train once daily (+1) and once weekly (+3) into any of six stats, each capped at +50 — permanent gains that survive every reset and carry into all content, including PvP. A fully-capped veteran carries +300 total stat points earned over months of consistency.
The Stat Model
Every stat on your sheet is built the same way, and understanding it is the key to min-maxing. A stat is:
One additive pool per stat
Every +% of a given stat — from affixes, gems, skill nodes, sets, your subclass, prestige nodes, and attribute points — drops into a single additive pool for that stat and multiplies its base once. Two sources of "+10% ATK" give you +20%, not ×1.10×1.10. The practical rule: every +1% of the same stat is worth exactly the same, no matter where it comes from — so stack whichever source is cheapest to grow.
This is deliberately the model the best ARPGs use (Diablo 4 / Path of Exile). It replaced an older system where percentages multiplied on top of each other in a tall tower, which let a few stacked sources run away while most of your sheet did nothing.
"More" multipliers are special
A handful of effects are more multipliers (chiefly Awakening tiers) — they multiply the entire finished pool separately. A single "more" multiplier is worth more than any one "+%" line, because it scales everything you've already built. When you can choose, a "more" source beats another "+%" of the same size.
Attributes — one job each, no rot
Each Ability Point is a percentage into one stat, so your 900th point is worth exactly as much as your 9th (flat points used to rot to nothing against endgame gear — no longer):
| Attribute | What it does |
|---|---|
| Strength (STR) | +% ATK |
| Intelligence (INT) | +% Magic Damage and ability power (spells hit harder), +Mana |
| Agility (AGI) | +% Speed (pure tempo) |
| Endurance (END) | +% Defense |
| Vitality (VIT) | +% HP and HP regen |
| Wisdom (WIS) | +% Lifesteal and Mana |
Evade and Accuracy live on gear now, not attributes — build them with affixes (Ghostly, of Truestrike), Diamond gems, and Rogue/Ranger kit. You earn 2 AP per level, plus a +100 AP milestone chest at every 100th level. A free Tome of Respec (from the Boss Essence Shop) refunds every point so you can re-path.
Combat Math
Damage & armor
A hit deals your ATK reduced by the target's DEF on a smooth ratio curve — roughly ATK × ATK ÷ (ATK + DEF). At equal ATK and DEF you land about half your ATK; more DEF always helps and never caps and never fully blocks (no wasted armor, no immunity). Because mitigation is a ratio, DEF behaves like effective HP: doubling DEF roughly doubles how long you survive.
Casters (Mage, Necromancer, and any magic-leaning build) fold a large share of their Magic Damage into every swing and their spells partially bypass armor — so for a caster, stacking Magic Damage + INT is stacking raw damage, not a separate resource.
Crit, and why "over 100%" still doesn't always crit
Crit Chance and Crit Damage (and Lifesteal and Double-Hit) used to have hard ceilings. They're now soft caps ("knees"): below the cap nothing changes; past it every point keeps helping at a diminishing rate instead of doing nothing — but you can never reach a guaranteed 100%. So a sheet that adds up to 115% Crit Chance actually rolls at ~83%. Your character sheet shows the effective (post-knee) value, which is what actually rolls.
| Stat | Soft cap (PvE) | Soft cap (PvP) |
|---|---|---|
| Crit Chance | 75% | 40% |
| Crit Damage | 500% | 200% |
| Lifesteal | 50% | 20% |
| Double-Hit | 35% | 35% |
Certain Godforged "cap-break" items shift a knee higher — their luxury is a wider full-value range, not an unlimited one. PvP uses tighter knees across the board so a whale's 500%+ crit-damage can't leak into the Arena.
Double-hit
A Speed advantage over your enemy grants a chance to strike twice in a tick (soft-capped at 35%). The bigger your SPD lead — and the more your level exceeds theirs — the higher the chance. Topaz gems, "of Haste", and AGI feed it.
Abilities & mana
Ability mana cost scales with your mana pool, so a bigger bar powers bigger spells for roughly the same number of casts — growing Mana doesn't buy "more casts", it buys "bigger casts". Set an auto-rotation (Hero → Settings) so your abilities weave in automatically during auto-battle.
Scaling & Income
Areas, Tiers & Ascension
The 19 areas each sit in a level band. Clear the final area's boss at your top tier and you Ascend: the same 19 areas replay at a higher Ascension Tier (up to Tier 53), each with a much higher effective level. Monsters, boss HP, loot rarity, and income are all keyed to that effective level — so a Tier-5 Area 5 is far deadlier and far richer than a Tier-1 Area 5. Tier power multipliers plateau early (around Tier 5); past that, the growth comes from the ever-rising effective level, not bigger multipliers.
How auto-battle income works
Income is performance-anchored, not flat. The server estimates a "par" clear speed for the area at your level and pays gold/XP against how fast you actually clear:
- Over-geared farmers earn a bonus (up to +50%) for clearing faster than par — power you build is power you're paid for.
- Under-geared characters earn honestly less: a survival factor throttles income when you can't reliably outlast the fight (a 💀 badge flags it).
- Higher areas and tiers pay more per kill; VIP adds flat XP/gold bonuses and longer runs — never faster attacks.
Auto-battle banks progress while you're away up to your tier's cap per run, and settles when you return. Quest and feat rewards are anchored to your real hourly income, so they stay meaningful at every level instead of rotting into pocket change.
The Eternal wall
In the Eternal, enemy lethality (not health) ramps every wave, so depth is a survival test, not a health-bar grind. Around 3.5–4× your level, hits threaten to one-shot you — that's your wall, and it's driven by DEF, HP, lifesteal, HP regen, and evade. Eternal Hunger weakens all healing (lifesteal, regen, between-fight recovery) by 0.1% for every wave a fight out-levels you, down to 25% strength — so a pure-sustain build can no longer hover at 1 HP forever. Fights at or below your level are unaffected. Potions are a flat heal (not damped), so an auto-potion setting is a real out at depth.
Ascension Shards
Reaching a new best wave pays account-wide Ascension Shards for the depth gained — re-climbing at or below your record pays nothing (it's a reward for going deeper, not a farm). Seasonal characters bank their shards and receive the full value of their deepest wave at season graduation, keeping the seasonal ladder a fresh, gear-only playing field.
Min-Max Playbook
Universal principles
- All +% of a stat is equal — grow whichever source is cheapest right now (a gem tier, an affix reroll, an attribute point).
- Chase "more" multipliers (Awakenings) — one beats any single +% line because it scales your whole pool.
- Respect the knees — once a stat is past its soft cap, extra points pay less; spend elsewhere unless nothing below a knee is left. Watch the effective number on your sheet, not the raw sum.
- DEF is effective HP — it never caps, so it's always a valid survival investment, not a "tank-only" stat.
Build to the content
| Goal | Stack |
|---|---|
| Fast farming (areas) | ATK/Magic + Crit Chance to its knee + Crit Damage + Speed (double-hit) |
| Eternal depth | DEF + HP + Lifesteal/HP-regen + Evade; auto-potions on |
| PvP Arena | Evade vs Accuracy contest, Speed for first strike, tighter crit knees — balance offense with a real HP/DEF pool |
| Caster | Magic Damage + INT (ability power) — both fold into your hits |
PvP specifics
Dodge is a contest of your Evade vs your attacker's Accuracy (capped at 55%), so evasion builds are real but counterable. Speed is initiative — who strikes first — not extra attacks. Crit and lifesteal use the tighter PvP knees. Fights run 15–25 hits and no single blow deletes you, so a gear gap is a real fight, not a coin-flip. Class signatures (Rogue's evasion, Ranger's Focus, Berserker's low-HP ramp, Bulwark's damage-taken heal) are always on.
FAQ
Is it really free?
Yes — free in your browser, no download. Optional VIP tiers add convenience (more daily runs, longer auto-battle, XP/gold bonuses) but never faster attacks or exclusive power.
Does progress continue while I'm offline?
Yes. An active auto-battle session banks kills, gold, XP and drops while you're away, up to your tier's cap per run, and settles the moment you return.
Can I play on multiple devices?
Yes — your save lives on the server. Start a run on your phone, resume on desktop; devices hand off automatically without fighting over your save.
Can I have more than one character?
Yes — multiple character slots per account (more with VIP), each with its own class, gear, and progress. Some account-wide currencies, like Ascension Shards, are shared.
Is there cheating protection?
All meaningful progress — combat rewards, loot, gold, trades, boss damage — is computed and validated server-side.
Where do I report bugs or give feedback?
In-game: System → Send Feedback. Reports go straight to the developer with your context attached.
