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LegendaMMO The Age of Ashes

For thirty years ash has fallen from the skies of Nareth. The Dawnstone lies shattered, and wherever its shards land, beasts become monsters and heroes become tyrants. Choose your race and class, and decide which faction you stand with – the ash will not let you go.

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The story

The Age of Ashes

“The sky rains ash, the earth smoulders. Those who will not take up arms now will not even be remembered by name.”

Nareth is a cracked world above the Void. For a thousand years the Dawnstone held it together – then Morgrim, the Ash King, shattered it. The shards fell upon the world as glowing ash, and wherever they landed, beasts became monsters, heroes became tyrants and hope turned into madness.

For thirty years the ash has fallen. You are the Ashmarked: a shard pierced your chest, you died – and you woke. Three factions fight the Ash King, and each wants something different from the shards. The only question is what you will do with them.

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The factions

Three factions, three secrets

All three factions fight the Ash King, but each wants something different from the shards – and each guards something it will not speak of.

Order of the Blood Moon

Seat Bloodmoon Keep

Descendants of the Dawnwardens' soldiers, warriors sworn under the Red Moon. They believe in order, discipline, and that the world must be held together whatever the cost.

The Order wants the stone reforged.

Suncrown Alliance

Seat Suncrown Keep

An alliance of merchant houses and nobles, the richest city on Nareth, where the sun never sets above the domes.

To them a shard is not a curse but a resource: a forge, a weapon and eternal light.

Azure Veil League

Seat Veilharbor

Mages, scholars and seafarers who study the Veil, the border between the living and the dead. They are the first to hear when the dead whisper.

The League believes the shards must be destroyed before it is too late.

Classes

Choose your path

Five classes, four to start with: the Dark Elf unlocks after level 300. Each class has two paths of six abilities. Every role a party needs is here: tank, healer, support and damage.

Class

Ironvowed

  • Melee
  • Defense

Race: human. Heir to the Iron Vow. The Ironvowed holds the front line: the Destroyer cleaves wide areas with a two-handed weapon, the Defender draws the monsters with a shield. Their resource is Rage, built with every blow dealt and taken.

Weapon two-handed weapon or sword and shield

Resource Rage

Path 1

Destroyer

Two-handed weapon: wide, heavy blows across a large area.

Path 2

Defender

Shield: draws the monsters and soaks up the damage.

Class

Moonshade

  • Melee
  • Stealth

Race: Shadowblooded. Shadows of the Silent Hand and orphans of the Moonarrow. The Shadowblade stalks with dagger and sword and strikes from behind; the Moonarcher decides fights from afar with a bow. Their resource is Energy and combo points.

Weapon dagger, bow or sword

Resource Energy

Path 1

Shadowblade

Dagger and sword, stealth and backstabs – strikes before anyone notices.

Path 2

Moonarcher

Bow: decides the fight from afar, from ambush.

Class

Ashcaller

  • Melee
  • Defense

Race: Demonblooded. The Ash Knights, heirs of a fallen order who turned to the light. The Cursedblade reaps with the sword and drains life; Shadow Magic strikes with curses and dark sorcery. Their resource is Bloodforce, fuelled by life drain.

Weapon sword

Resource Bloodforce

Path 1

Cursedblade

Sword: life drain; as your health runs low, the drain doubles.

Path 2

Shadow Magic

Dark sorcery: curses, and mana that returns from fallen foes.

Class

Runecaller

  • Magic
  • Healing

Race: Half-elf. Ancestor-speakers of the Runevoice Circle. The Stormcaller strikes with lightning and elemental runes; the Lifewarden heals and shields with the blessing of the ancestors. Their resource is Mana.

Weapon rune bell, rune staff or rune fan

Resource Mana

Path 1

Stormcaller

Lightning and elemental runes – the power of the storm in your hands.

Path 2

Lifewarden

Heals and shields with the blessing of the ancestors.

Class

Dark Elf

  • Melee
  • Mounted

Not a starting class: it unlocks after level 300. The Dark Elf is a warrior of the Order of the Shadowspear. The Spear Dancer fights on foot with fast piercing strikes, the Shadow Rider charges on horseback – and a shadow bow is in hand too.

Weapon spear, horse spear and bow

Path 1

Spear Dancer

Fast, piercing melee on foot with a spear.

Path 2

Shadow Rider

Mounted charges, mobility and area strikes – the shadow bow speaks here too.

The land of Nareth

Explore the lands of Nareth

Searing cauldrons, frozen peaks, swamps and misty jungles – almost forty maps, each with its own sky, its own dangers and its own legends.

Game systems

Only in Nareth

Systems built around the Ash, the Chronicle and the secrets of the factions – designed so you can focus on the adventure, not the menus.

Chronicle and choices

A 30-chapter story in five acts. Your choices have consequences, and your companions may die – or turn their back on you.

Five classes, four to start with

Four starting heroes – Ironvowed, Moonshade, Ashcaller, Runecaller – and a fifth class, the Dark Elf, that unlocks after level 300. Each class has two paths.

Ashwell

A timed endgame run that goes ever deeper: 150 tiers and a weekly leaderboard.

Rift Gate seals

Seal the rift gates with modifiers: harder fights, bigger rewards.

Ashrift

A live world event: the ground cracks open and monsters pour out in waves – everyone who fought shares the reward.

Border War

Each week the three factions clash in the borderlands; the winner earns a bonus for a week.

Runebinding

Reroll a single property of an item at the Runebinder – the rest stays.

Forging I–V

Weapons and armour grow stronger tier by tier, from materials and gold – with no risk of breaking.

All systems

Carve your name among the legends

Create your account now and be there when the Age of Ashes begins.

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