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Notice

Mills and quarries now make 1 an hour plus 0.5 wood per tree or 1.5 stone per rock on your land, max 7 (x1.5 at Lv2, x2 at Lv3): 3 days to pay back. The last 24 h of extra was taken from tribe stores; what was already spent is kept as compensation. Those tribes get a free move.

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Legendaries

  1. CinderfangA mythic Blade: Each hit scorches the target: your next hit deals 30% more.
  2. Twinstrike EdgeA mythic Blade: Every third hit lands twice.
  3. Mercy's EndA mythic Blade: Double damage to targets below 40% of their health.
  4. ButterfingersA mythic Blade: Critical hits deal 100% more damage; but each may fling the blade from your hand (15%): the rest of that fight, 60% less damage.
  5. Wound-DrinkerA mythic Cleaver: 8% more damage for each tenth of your health missing, up to 72%.
  6. KingfellerA mythic Cleaver: 50% more damage to bosses.
  7. Opening ThunderA mythic Cleaver: A fight's first hit deals double.
  8. DevourerA mythic Cleaver: Each creature of a higher level than you slain in the wilds feeds it for good: 0.01% more damage a kill, up to 20% (it keeps its count wherever it goes).
  9. ImpalerA mythic Spear: A critical hit in the wilds runs it through: it bleeds 20% of your attack for 3 exchanges, and takes 15% more from you while it bleeds.
  10. Skewer SpearA mythic Spear: 20% more damage to beasts, and the meat of a beast you slay comes off the spear cooked: two pieces a skewer, one left over a roast.
  11. Farsighted YewA mythic Longbow: Reaches 4 tiles, and hits 20% harder.
  12. Hawkeye BowA mythic Longbow: Your first arrow at a creature unhurt in the wilds is a critical hit, its critical damage 50% higher.
  13. Volley BowA mythic Longbow: Every third arrow in the wilds two more fly with it, each at 40% of its damage.
  14. Pale CrownA mythic Helm: Damage taken −15%; below 30% health, the enemy's next hit misses.
  15. Third-Eye HelmA mythic Helm: 8% more critical chance; critical hits deal 30% more.
  16. Gurning MaskA mythic Helm: Creatures deal 15% less damage to you; but each of your blows may scare one off (3%): it runs ten tiles away and more, the fight over, nothing won. Bosses stand their ground.
  17. FeastplateA mythic Cuirass: Food heals and fills twice as much.
  18. Last StandA mythic Cuirass: Health +20%; a lethal blow leaves you at 1 health, once every 10 minutes.
  19. WindrunnersA mythic Greaves: Walking costs a quarter less.
  20. Soulthief GreavesA mythic Greaves: An elite slain in the wilds may leave you one of its affixes (one in four), yours for 10 minutes; three at a time, the oldest giving way.
  21. MistwalkersA mythic Treads: The first enemy hit of each fight misses.
  22. Coward's BootsA mythic Treads: Dodge +8%; below 20% health in a fight in the wilds, you run: a piece of raw meat thrown behind you, the creature no longer chases you. Once in 10 minutes, and only with meat in your bag.
  23. Rainmaker's HoeA mythic Hoe: Crops you plant ripen 20% sooner and yield 35% more; herbs you gather give 50% more.
  24. VeinseekerA mythic Pickaxe: Stone and ore give one more, and stone sometimes gives ore.
  25. TimberkingA mythic Hatchet: Trees give 60% more wood.
  26. Nestwood AxeA mythic Hatchet: Felling gives 25% more wood, and each swing may shake a nest down (3%): a piece of meat, a herb or a seed.
  27. Dryad's AxeA mythic Hatchet: Felling may wake a dryad (3% a felling): an elite of your level, 20 at least, steps out of the tree to fight you and you alone; slain, it leaves 3 ancient wood; unslain, it goes back into its tree in 15 minutes.
  28. Enduring PickA mythic Pickaxe: Mining and quarrying cost 20% fewer action points.
  29. Scarecrow HoeA mythic Hoe: In each fight in the wilds a scarecrow takes the creature's first blow. Planted ({"action": "scarecrow"}), it scares off the creatures within 6 tiles, those after you too. Once in 10 minutes.
  30. NightneedleA mythic Dagger: Each hit also deals 4% of the target's maximum health (at most 200).
  31. EarthsplitterA mythic Maul: A critical hit stuns: the enemy's next strike misses.
  32. Grip of the OxA mythic Gauntlets: Your hits ignore half the enemy's defence, and deal 10% more damage.
  33. Leechcoil BandA mythic Band: Heals you by 5% of the damage you deal, at most 3% of your health a blow.
  34. Heart of the WildsA mythic Amulet: 10% more damage and maximum health.
  35. StormcallerA mythic Maul: A critical hit in the wilds leaves a storm overhead: your next fight there opens with lightning, 15% of the target's health (three times your attack at most on a boss).
  36. ShadowtwinA mythic Dagger: Two fights in five in the wilds, your shadow joins you: it strikes after you each exchange at 90% of your attack.
  37. Gambler's DieA mythic Amulet: Each fight in the wilds opens with a roll: a 1, 15% less damage; a 6, double damage and 50 better drops. Three 6s in a row are news; three 1s in a row call lightning down on you, a fifth of your health.
  38. Spendthrift's RingA mythic Band: Every 1,000 coins you spend enhancing gear at the smith while wearing it adds 1% damage to it for good, up to 20% (it keeps its count wherever it goes).
  39. Kael's BandA mythic Band: One of a pair: within 10 tiles of another hero wearing Caren's Band, both deal 12% more damage and have 12% more health.
  40. Caren's BandA mythic Band: One of a pair: within 10 tiles of another hero wearing Kael's Band, both deal 12% more damage and have 12% more health.
  41. Ghoul's RingA mythic Band: Raw meat is food to you: each heals 7 and 6% of your health at once, and fills 8; but you hunger twice as fast.
  42. Iron GripA mythic Gauntlets: 10% better block; a blow blocked in the wilds makes your next one 40% harder.
  43. Warchief's MawA mythic Cleaver: Taken from the Orc Chief: 80% more damage to bosses; each kill heals a fifth of your health.
  44. Stonewake WallA mythic Kite Shield: Block +10%; a blow you block stuns its striker: its next blow misses (twice a fight at the most).
  45. Breaker's BossA mythic Buckler: Each fight opens with a bash of the shield, 60% of your attack, and the enemy's first blow misses.
  46. FrostspineA mythic Kite Shield: Block +10%; each blow you block chills its striker: 15% less attack for the rest of the fight, up to three times.
  47. MirrorlakeA mythic Buckler: Block +15%; a blow you dodge or block is turned back: all of it strikes its striker.
  48. Oathward BulwarkA mythic Tower Shield: Each fight starts with a shield of a tenth of your health; when it breaks you heal 5%.
  49. Bramble CrownA mythic Spiked Shield: Melee damage returned is doubled, at least a quarter of your attack, and a critical hit at you makes its striker bleed for 2 exchanges.
  50. Unmoving WallA mythic Tower Shield: 12% less damage taken, 10% more health.
  51. Campfire ShieldA mythic Tower Shield: Out in the wilds, plant it and light a fire: two minutes' rest, 30% of your health back. Once in 30 minutes.
  52. ThornwallA mythic Spiked Shield: Melee damage returned is 40% higher, at least a quarter of your attack, and may be a critical hit.