Legendary items

The dedicated legendary expansion contains 30 items. Legendary rewards are intended for high-value reward pools and Legendary Contracts.

Item Type Tier Stats Abilities Description
Archmage's Folly Staff 2h 3–3 Damage +28, Armor -3, Resistance -6, Magic Damage +6, Intelligence +8 Magic Basic Attack, Magic Splash Attack LEGENDARY EFFECT: Overwhelming magical output with no defensive safeguard. PENALTY: -3 Armor and -6 Resistance. FLAVOR: The mage who made it achieved unimaginable power. Briefly.
Berserker's Idol Armor Trinket 3–3 Phy +6, Vitality -10 None LEGENDARY EFFECT: +6 Physical Damage with no defensive compensation. PENALTY: -10 Vitality. FLAVOR: It promises strength and keeps very careful count of the cost.
Black Reliquary Armor Trinket 3–3 Resistance +2, Intelligence +4 None LEGENDARY EFFECT: Necromancers gain +2 maximum Souls and +8% damage on the first Soul-powered attack each combat. Other classes receive only its listed Intelligence and Resistance. FLAVOR: Something inside still remembers being alive.
Blood Pact Armor Trinket 3–3 None None LEGENDARY EFFECT: Below 50% Health, physical attacks deal +15% damage, but healing received is reduced by 25% to a minimum of 1. FLAVOR: The ring asks for nothing you were not already planning to lose.
Bloodletter Axe 3–3 Damage +27, Phy +2 Axe Basic Attack, Axe Bleed Attack LEGENDARY EFFECT: Damage rises as Health falls: +5% below 75%, +10% below 50%, and +15% below 25%. FLAVOR: It never asks whose blood pays the balance.
Broken Hourglass Armor Trinket 3–3 Armor -3, Resistance -3, Speed +18 None LEGENDARY EFFECT: +18 Speed. PENALTY: -3 Armor and -3 Resistance. FLAVOR: Time escaped. The consequences did not.
Crown of Ruin Armor Head 3–3 Armor -2, Resistance -7, Magic Damage +6, Intelligence +10 None LEGENDARY EFFECT: Brutal caster specialization through +6 Magic Damage and +10 Intelligence. PENALTY: -2 Armor and -7 Resistance. FLAVOR: Its kingdom survives only in the wearer's ambitions.
Executioner's Promise Blade 2h 3–3 Damage +28, Speed -4 Blade Heavy Attack, Blade Pierce Attack LEGENDARY EFFECT: Deals +25% damage to enemies below 30% Health, reduced to +15% against bosses. PENALTY: -4 Speed. FLAVOR: Every swing is a sentence waiting for its period.
Eye of the Hawk Armor Trinket 3–3 Awareness +14 None LEGENDARY EFFECT: Ranged physical attacks deal +8% damage. Provides no defensive bonus. FLAVOR: Distance becomes a detail rather than a defense.
Flowing River Polearm 2h 3–3 Damage +26, Speed +5 Polearm Swipe Attack, Polearm Column Attack LEGENDARY EFFECT: Consecutive successful direct attacks grant +4% damage each, up to +12%. Failing or taking direct damage resets the flow. FLAVOR: Stone resists. Water arrives anyway.
Fool's Coin Armor Trinket 3–3 Luck +18 None LEGENDARY EFFECT: Critical successes have a 15% chance to restore 1 Focus. Critical failures lose 1 Focus when possible. Each action can trigger only once. FLAVOR: It always lands on the side you deserve.
Glass Cannon Rifle 3–3 Damage +31, Resistance -2, Evasion -8, Phy +4, Vitality -12 Gun Light Basic Attack, Gun Light Pierce Attack LEGENDARY EFFECT: Exceptional raw firearm damage. PENALTY: -12 Vitality, -8 Evasion, and -2 Resistance. FLAVOR: Six chambers, no restraint, and absolutely no concern for the person holding it.
Gravebound Tome Book 2h 3–3 Damage +25, Magic Damage +2, Intelligence +5 Book Basic Attack, Magic Protect Splash Attack LEGENDARY EFFECT: A Necromancer holding at least 1 Soul deals +15% damage. Other wielders retain its strong Intelligence magic. FLAVOR: Every page is warm, though none remember sunlight.
Heart of the Titan Armor Trinket 3–3 Armor +3, Vitality +16, Speed -8 None LEGENDARY EFFECT: +16 Vitality and +3 Armor. PENALTY: -8 Speed. FLAVOR: It beats once for every mountain that refuses to fall.
Ivory Cylinder Armor Trinket 3–3 Speed +4 None LEGENDARY EFFECT: Gunslingers gain 7 Chambers instead of 6, but reloading causes Attack Down for 2 rounds. Other firearm users gain +5% firearm damage without Chambers. FLAVOR: The seventh chamber was omitted from every sensible design.
Plaguebringer Book 2h 3–3 Damage +24, Magic Damage +2 Book Basic Attack, Magic Protect Splash Attack LEGENDARY EFFECT: Deals +5% damage per distinct harmful status on the target, up to +20%. FLAVOR: The cure was lost somewhere between the first and final draft.
Prism of Three Armor Trinket 3–3 Resistance +2, Intelligence +6 None LEGENDARY EFFECT: Alternating between Fire, Ice, and Shock attacks grants +10% damage. It never creates reactions by itself. FLAVOR: One light enters. Three arguments leave.
Ravager's Harness Armor Body 3–3 Armor -3, Resistance -4, Phy +6, Strength +10 None LEGENDARY EFFECT: A major physical offense package. PENALTY: -3 Armor and -4 Resistance. FLAVOR: Protection was removed wherever it interfered with swinging harder.
Reaper's Scepter Wand 3–3 Damage +24, Magic Damage +3 Wand Basic Attack, Wand Lightning Attack LEGENDARY EFFECT: Killing an enemy restores 5 Health, limited to once per round even on multi-kills. FLAVOR: It takes a life with one hand and returns a fragment with the other.
Robes of the Void Armor Body 3–3 Armor -4, Resistance +2, Evasion -2, Magic Damage +6, Intelligence +10, Focus +1 None LEGENDARY EFFECT: While at maximum Focus, magical attacks deal +12% damage. PENALTY: -4 Armor and -2 Evasion. FLAVOR: Empty space has never felt so heavy.
Spellrazor Blade 3–3 Damage +23, Phy +3, Magic Damage +3, Strength +4, Intelligence +4 Blade Basic Attack, Blade Pierce Attack LEGENDARY EFFECT: Perfect attacks alternate between Armor Down and Resistance Down. FLAVOR: Its edge cannot decide whether flesh or magic is easier to cut.
Starfall Grimoire Book 2h 3–3 Damage +25, Magic Damage +3 Book Basic Attack, Magic Protect Splash Attack LEGENDARY EFFECT: Every third successful perfect Intelligence attack deals 6 nonlethal magical splash damage to all other enemies. The sequence resets each combat. FLAVOR: The margins chart constellations that have not fallen yet.
Stormcaller Staff 2h 3–3 Damage +25, Magic Damage +3 Magic Lightning Attack, Magic Splash Attack LEGENDARY EFFECT: Perfect attacks have a 25% chance to Shock. Attacks against Shocked targets deal +15% damage; immune targets receive Resistance Down instead. FLAVOR: Thunder answers, even when no one remembers asking.
The Last Argument Rifle 3–3 Damage +26, Critical Chance +6 Gun Light Basic Attack, Gun Light Pierce Attack LEGENDARY EFFECT: The first firearm attack each combat deals +25% damage, gains +15% Critical Chance, and ignores Armor. FLAVOR: Diplomacy ends when its first chamber speaks.
Titan's Carapace Armor Body 3–3 Armor +12, Resistance +4, Evasion -10, Vitality +16, Speed -18 None LEGENDARY EFFECT: Extreme durability with +12 Armor, +4 Resistance, and +16 Vitality. PENALTY: -18 Speed and -10 Evasion. FLAVOR: Moving in it is optional. Surviving is not.
Titanbreaker Blunt 2h 3–3 Damage +29, Speed -12 Blunt Basic Attack, Blunt Stun Attack LEGENDARY EFFECT: Perfect attacks against targets with at least 5 Armor gain 75% Armor Pierce, +15% damage, and apply Armor Down. PENALTY: -12 Speed. FLAVOR: Fortifications are merely enemies that forgot how to move.
Triune Staff Staff 2h 3–3 Damage +24, Magic Damage +2 Magic Fire Attack, Magic Ice Attack, Magic Lightning Attack LEGENDARY EFFECT: Changing to a different Fire, Ice, or Shock attack grants +15% damage. Repeating an element grants no bonus. FLAVOR: Three answers bound around one impossible question.
Warlock's Vestments Armor Body 3–3 Armor -4, Resistance +8, Magic Damage +5, Intelligence +6 None LEGENDARY EFFECT: Converts physical safety into magical offense and Resistance. PENALTY: -4 Armor. FLAVOR: Every protective stitch points inward.
Windwalker's Garb Armor Body 3–3 Armor -4, Evasion +12, Speed +16 None LEGENDARY EFFECT: Extreme mobility through +16 Speed and +12 Evasion. PENALTY: -4 Armor. FLAVOR: The wind leaves no footprints and accepts no armor.
Worldsplitter Axe 3–3 Damage +30, Speed -10, Evasion -6 Axe Basic Attack, Axe Bleed Attack LEGENDARY EFFECT: Deals +25% damage to enemies above 75% Health. PENALTY: -10 Speed and -6 Evasion. FLAVOR: A weapon made without subtlety. Kingdoms once used smaller objects as siege engines.