Welcome to Embers Adrift, Drifter! You've escaped the war-torn lands of the south by choosing to take your chances in the dreaded Darklands. After a grueling journey that has left your body wounded and your mind and memories scattered you discover the Great Chasm and a single solitary rope-bridge spanning across it. You hear pleasant tones inviting you across the bridge and discover drifter's landing. Not everyone escapes the Darklands, only the strong. You discover the City of Newhaven and it's struggling inhabitants. After recovering with their help it is your turn to help them survive! Enter the lands north of the Old Wall, fight the Exiles who plot against your new home, discover old ruins and dungeons with untold treasures and fearsome monsters, and uncover the secrets of Ember - the source of powerful magic!
Embers Adrift is a unique fantasy PvE MMORPG with limited PvP in the arena. Whether you prefer solo play or group play there is something for everyone. Group-based content will bring you into the deepest, darkest corners of the world where the strongest monsters and loot can be found, while solo-content offers it's own dangers and rare loot. Fight to level 50 and discover the unique progression our end-game content offers. Embers Adrift focuses on community, challenging content, immersion, rich lore, campaign-like quests sometimes with various endings, and is built on design principles found in classic MMOs. We hope you enjoy your stay in Embers Adrift.
FEATURE LIST:
PvE experience in a unique fantasy setting with limited PvP
No cash shops, microtransactions, loot boxes, NFTs, or any in-game monetization
Optional Subscription
Active development team that communicates with the players
Lore rich world with mysteries to unravel throughout your journey
Compelling original soundtrack with unique tracks per region
Soundtrack includes several dynamic tracks that change depending on your state in the game
Strategic tab-target combat system with defensive and offensive targeting that shines in group play
Adventure content designed for solo players, small groups, and full 6-person groups for levels 1-50
24-player raid system
Unique GM-run in game events that award "bloops;" a special currency
Spend bloops to buy unique titles, emotes, and more in the City
3 Base roles branching into 9 Specializations at level 6 including crowd control
Unique "death" penalty mechanics (no exp loss)
Crafting system with 3 gathering roles, 6 crafting professions, and material-driven benefits
Imbue crafted items with the magic of Ember to bring them to a whole new level
Weapon and Armor augmentation system
Meaningful day and night cycles that affect the world and mob behavior
Useful light sources, including ground torches set by players as beacons
Static, dynamic, and rare campaign-like quests with different choices and different outcomes
Layered equipment system
Asymmetrical gearing (ex. 2 bracer slots, each with it's own visual. Wear one shoulder piece to achieve an asymmetrical look.)
Vast overland zones and dungeons, and non-linear underground dungeons with escape routes
Rare dynamic dungeon entrances with their own mob sets and rare mobs for solo and group play
Seasonal Changes
Unique AI and aggro system
Fast travel for easy access to groups
Editable character appearance at anytime via character select screen
Mysterious lore that unfolds as the game grows
Immersive environmental navigation
Unique fantasy magic system "Alchemy" (Ember use) that all players can utilize
Shared banks for all characters on an account and Personal Stashes for each character

January 7 p2
Fixed Night Watch only healing group.
[/*]Fixed weak cloud response to wind.
[/*]Included threat increase on Order of Tribune Alchemy 2 enrage.
[/*]Reduced max volume on low and medium wind audio tracks.
[/*]Add recenter target and recenter speed sliders to control options tab.
[/*]
January 7
Happy New Year! Character have been copied from Live as of January 7th at 10am Central. We are currently looking into splitting Highland Hills into a North & South zone so that we can expand and improve each.
Fixes:
Fixed death animations replaying when you enter a scene.
[/*]Fixed an issue where auto run would not disable when looting or interacting via keybind.
[/*]Fixed discovered pets not being linkable in chat.
[/*]Fixed animation culling line of sight checks to be to the overhead position of the mob.
[/*]Fixed an issue with the /inspect chat command.
[/*]Fixed typo on Raven calls for help.
[/*]Fixed typo in Banton\'s quest text.
[/*]Fixed issue where multiple levels of Rejuvenating Hymn could stack.
[/*]Fixed an issue where some quest items were not included in loot rolls. This impacts Notes/Pages which previously were not rolled as well as the Unsettling Staff.
[/*]
Updates:
Mobs that have intro animations (Emberflies, Ants, etc) should no longer get stuck (i.e. in the sky) if they played those intro animations when you weren\'t looking at them.
[/*]Renamed options tab \"Input\" to \"Controls\".
[/*]Moved all camera options to the Controls tab.
[/*]Reduced mail & auction house costs for stacked items by a factor of 10.
[/*]Expanded Type dropdown menu size on the Auction House.
[/*]Added \"(click to accept task)\" text to bulletin board envelopes.
[/*]Added a tooltip to components in the crafting window.
[/*]Added level 40 Elk Tea.
[/*]Added level 40 Mandrake Tea.
[/*]Added Dense Skinning nodes to Northern Highland Hills.
[/*]Added Dense Skinning nodes to Southern Highland Hills.
[/*]Added the remaining pieces of the Timeworn Set to loot tables.
[/*]Added a Woodsman spawn in Northreach where quests say one should be.
[/*]Returned the more menacing icons for some bears.
[/*]Clarify in tooltips that Lingering Strikes deals Chemical damage.
[/*]Increased damage of non-mace Ibaxian Supporter/Defender Hatchets, Swords and Curved Swords.
[/*]Reduced amount and difficulty of the random spawning Basilisks in Basilisks Run. These frequently would get interpreted as rooms respawning too quickly, but now should be more of a nuisance as intended rather than halting groups in their tracks.
[/*]Reduced amount, difficulty and respawn rate of roaming Redmanes in Grimstone Canyon. These mobs were often unavoidable in the narrow canyons and made leveling in the area harder than desired.
[/*]
New Stuff:
Added new camera recenter options for the horizontal and vertical axis as dropdowns in the Controls tab. These settings dictate how the camera responds to being rotated away from center with left mouse drag. The three available modes are:
[list]None: no recentering occurs. up until now this has been the default behavior.
[/*]When Moving: when your character begins to move, the camera starts to recenter. This is now the default behavior to more closely align with player expectations from other MMOs.
[/*]Always: As soon as you release your left mouse camera drag the camera will begin recentering.
[/*]
Most UI window open states are restored upon zoning. This means that if you have your inventory open when you zone, it should remain open after the zone. If we missed a window that you would expect to remain open let us know!
[/*]Weather V1: This patch includes the core components of the new weather sim. Precipitation (snow + rain) is not quite ready and has been disabled. However, you should begin to notice varying cloud densities and wind speeds. Higher wind speeds should correspond to increased motion in vegetation, clouds, and spiderwebs, along with increased wind audio.
Each zone should have a different variant of wind audio clips. It is currently tied to the Environment audio slider, let me know if the levels are off. Volume should increase as wind intensity increases, but the mixing may not be quite there yet.
[/*][/*]Balance Changes:
Based on recent feedback we\'ve made changes to at least one ability for each class to improve its usability and improve game balance. All of these are subject to change before hitting live!
Sentinel:
Feedback around the triggered heal mechanic of Night Watch is that it is too inconsistent to reliably be used as a group heal. The trigger system has various restrictions that makes accounting for all incoming damage types problematic. As such the ability has been reworked to better suit the Sentinel\'s ability to heal in groups (and raids) while maintaining the role of being a multi-target heal that is distinct from the ones available to the other Supporters. Feedback on QA is requested and further adjustments and balance to the ability may be made before these changes go live.
[/*]Night Watch is now a longer execution-time targeted aoe heal. It heals your defensive target and all targets nearby that target. One of the unique qualities of this ability is that it is not limited to your own group for its effectiveness and heals all friendly targets.
[/*]Alchemy 1 version of Night Watch now includes a Heal over Time portion to the effect and makes it unable to be interrupted.
[/*]Alchemy 2 version of Night Watch allows the effect to persist through unconsciousness (the heal over time will revive unconscious players on the next tick of the heal)
[/*]
Duelist:
Triage was overperforming as a topping off heal, and has been adjusted to be more effective on targets with lower health, but less effective on targets with higher health. Ideally the usage does not change much, but adds a bit more nuance to the usage of the ability to favor low health recovery than topping targets off.
[/*]Alchemy 2 version of Triage previously had this scaling health effect component and now the effect is greatly increased (x5) compared to the base execution.
[/*]Serration, Combined Strike and Alchemy Hemorrhaging Strike
[list]These damage over time effects now scale with the Duelist\'s Physical +DMG stat. The highest type of physical +dmg that the duelist has will be the value used for determining the % increase to damage. The +dmg value at the application time of the dot is used for the calculation of the entirety of the effect.
[/*]
Warlord:
Open Wound no longer has a trigger count and the effect will trigger an unlimited amount of times for its duration. Triggered damage has been increased to match higher values at higher levels. Alchemy versions have been updated to increase the duration rather than increasing the trigger count. We hope these changes work to keep the identity of Open Wound while making its usage worthwhile into higher levels and raid situations. Open Wound still only allows a single application to be present on a mob at one time.
[/*]
Brigand:
With various abilities that didn\'t scale well with weapon damage Mark would often quickly fall out of favor with Brigands. The general idea of Mark should remain the same that its a preparation of damage that can be done while targets are stunned or while targets in incoming.
[/*]Mark is now \"Premeditate\" and instead of it being applied to a target to deal instances of extra damage it is now a buff on the Brigand themselves. Ability attacks from the Brigand will trigger additional weapon damage plus a static bonus for a set count of attacks.
[/*]Alchemy 1 version of Premeditate deals extra damage.
[/*]Alchemy 2 version of Premeditate removes the trigger count and allows the additional damage on Ability Attacks to continue for the full duration.
[/*]
Berserker:
Eye of the Storm\'s original intent was to provide an alternative to Wind Up in terms of usability. However, Wind Up still remained universally better due to the haste reductions on Eye of the Storm. The approach here is changing to be an alternative to Fury rather than Wind Up offering a different sacrifice to obtain the damage and haste from the buff.
[/*]Eye of the Storm has been refactored to fully reduce the players movement, but offer the same benefits of Fury without the daze effect. Fury and Eye of the Storm effects will no longer stack (but Windup and Eye of the Storm will now stack).
[/*]
Warden:
Removed the trigger count from the Quillback Spines, it will always last its full duration. Additionally increased the damage values at higher levels.
[/*]
Knight:
Enrage as a mechanic is a bit unique in the MMO space and is something we think might be a bit too confusing as new players are learning the game. Enrage forces a mob to attack the player who applies the effect, however it does not change threat values at all. We think this has caused some confusing usage of the ability and the demotion of Knights to being nothing more than off-tanks as their primary ability can only temporarily maintain threat, making it looks like they always \"lose threat\" because Enrage was only ever a temporary target change. We are hoping to change the way these abilities work to be more consistent with player expectations of what a forced change of target means.
[/*]Enrage and Duel now move the Knight to the top of threat list along with the temporary forced duration of Enrage.
[/*]Defensive Cooldowns
[list]Recent feedback has been provided related to the imbalance between the Defender classes and their defensive cooldowns. We want to maintain a healthy split between the classes and make sure each feels unique but also generally balanced in their own way.
[/*]Bulwark now gives 100% block chance and additionally increases Physical Damage Resists and Physical Status Resists by 35%
[/*]Alchemy 1 Version of Bulwark adds resist to all damage types
[/*]Alchemy 2 Version of Bulwark still shares the effect with your group.
[/*]
Marshal
Similar to the Knight Section, Draw Fire now sets the Marshal to the top of the threat list immediately as well as forcing mob targeting for its duration.
[/*]Similar to the Knight Section, Parry now it balanced against other defensive cooldowns:
[/*]Parry now gives 100% parry chance, 35% damage resists and additionally grants the Marshal Advantage for its duration
[/*]Alchemy 1 Version of Parry adds resist to all damage types and regenerates stamina.
[/*]Alchemy 2 Version of Parry adds 100% Riposte and faster stamina regeneration.
[/*]
Juggernaut:
Similar to the Duelist, Perforate and Rip now scale their over time damage components with the juggernaut\'s +DMG. The highest +dmg value of the Juggernaut will be used to determine the extra over time damage of the effect at the time the effect is applied. Note that Alchemy versions of Perforate will not increase the amount healed with +dmg, only the damage dealt will be increased.
[/*]
Minimum Setup
- OS: Ubuntu 20.04
- Processor: Intel Core i5 9300h or AMD Ryzen 7Memory: 12 GB RAM
- Memory: 12 GB RAM
- Graphics: NVIDIA GeForce GTX 1060 or AMD RX 580 or higherNetwork: Broadband Internet connection
- Storage: 20 GB available spaceAdditional Notes: Linux support is experimental and may encounter performance issues.
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