Season 2 field guide

The armoury

Twelve legendary weapons, and only one of each exists. Here's what every one of them does, how you get one, and what happens once you're holding it.

One of eachEvery legendary is unique. Whoever holds it is announced to the whole server.
Won at RiftsLegendaries can't be crafted. They appear at a Rift once a day.
Hunted while heldCarry one and your location gets broadcast while a bounty grows on you.
Fed by killsA weapon that goes days without a player kill weakens, then leaves you.
The roster

The twelve weapons

Cooldowns and Strain costs are listed next to each ability. Numbers may be tuned during the season.

The Grapnel

Season 1
Crossbow · Skirmisher

A chain-hook launcher for dragging people out of position and swinging across the map.

/ability1 Reel 8s cooldown · 20 Strain
Hook a player up to 32 blocks away and yank them toward you. Hitting the Grapnel user mid-reel snaps the chain and cancels the pull.
/ability2 Grapple Tier II · 8s cooldown · 20 Strain
Fire at a block up to 32 blocks away and pull yourself to it.
T2Unlocks Grapple.
T3Players you Reel are Slowed for 3s when they land.

Counter: hit the user while they're reeling to snap the chain.

Netherite sword · Sharpness V, Fire Aspect II · Burn bruiser

Every swing stokes the fire until the target explodes in flame.

Passive: Heat
Each hit adds a Heat stack. At 5 stacks the target combusts: 3 hearts of damage, a 6s burn, and a splash of fire that hits everyone within 3 blocks for 2.5 hearts.
/ability1 Overburn 12s cooldown · 25 Strain
Pay 2 of your own hearts to instantly combust a target within 4.5 blocks for 6 hearts that ignore armour, plus the burn and splash.
T2Max stacks 6, splash radius 4 blocks.
T3Combustion also gives Weakness for 5s.

Counter: water and rain wash Heat away. A Frostbrand hit quenches it too.

The Deadbolt

Season 1
Crossbow · Quick Charge V, Piercing IV · Marksman

A sniper crossbow. It fires normal arrows like any crossbow, and doubles the duration of tipped-arrow effects.

/ability1 Piercing Shot 10s cooldown · 20 Strain
Charge for 2.5 seconds (you glow while charging), then fire a bolt up to 40 blocks that deals 5.5 hearts through armour.
T3Piercing Shot also Slows the target for 3s.

Counter: the glow gives the charge away. Break line of sight.

Mace · Density V · Tank

A siege maul that scatters crowds and is hard to push around.

Passive: Immovable
30% knockback resistance while held. Its smash attack (a hit after falling) works once every 30 seconds.
/ability1 Shockwave 14s cooldown · 25 Strain
Slam the ground: every enemy within 6 blocks takes 2 hearts and is knocked away, harder the closer they are.
T2Shockwave gives you Resistance I for 3s.
T3Enemies hit are Slowed for 3s.

Counter: bait out the slam, then punish the cooldown.

The Riftdirk

Season 1
Netherite sword · Sharpness V, Fire Aspect II · Assassin

An unstable dagger for vanishing, blinking in, and bursting someone down.

Passive: Fade
Turn invisible while sneaking and standing still.
/ability1 Blink 9s cooldown · 20 Strain
Teleport to where you're aiming, up to 15 blocks. Your next hit within 2s is a crit for +2 hearts.
T2The crit window is 3s and the bonus is +2.5 hearts.
T3Blinking onto a target Weakens them for 2s.

Counter: fragile once Blink is spent. Hollowbow arrows make them glow, even while invisible.

Netherite hoe · Zoner and support

Thorned vines that lock a fight in place, with a healing grove later on.

/ability1 Overgrowth 16s cooldown · 25 Strain
Vines root every player within 4 blocks for 3s. Rooted players can still attack.
/ability2 Thicket Tier II · 20s cooldown · 15 Strain
A healing patch: you and every player within 4 blocks get Regeneration II for 6s.
T2Unlocks Thicket.
T3Rooted enemies are also Poisoned for 5s.

Counter: no self-defence. Flank and burst the caster. Overgrowth shares a cooldown with Maelstrom and Nulling.

The Reaver

Season 1
Netherite axe · Sharpness V · Reaper

A spectral reaping axe that feeds on everything dying around it.

Passive: Harvest
Whenever anything dies within 8 blocks, players or mobs, you heal 2 hearts.
/ability1 Unshield 20s cooldown · 25 Strain
Disables every shield within 15 blocks for 10 seconds.

Counter: keep fights away from crowds and mob farms so it has nothing to feed on.

Netherite sword · Sharpness V, Fire Aspect II · Anti-ability duelist

A blade that turns other legendaries off.

Passive: Silence
Your hits Silence the target for 2s: they can't use any weapon ability. It can trigger once every 6s per target, so it's never a permanent lock.
/ability1 Nulling 25s cooldown · 20 Strain
Freeze a player within 8 blocks in place and blind them with Darkness for 3 seconds.
T2Silence lasts 4s.

Counter: it has little burst of its own. Out-damage it, or kite it with ranged weapons.

The Frostbrand

New in Season 2
Netherite sword · Sharpness V · Control duelist · Opposite of the Cindercleaver

A blade of ever-winter. Every cut slows them, and the last one stops them cold.

Passive: Chill and Freeze
Each hit adds a Chill stack and Slows the target (up to Slowness III). At 5 stacks they freeze solid in place for 1.5s, then can't be frozen again for 8s. Chill fades by one stack every 3s.
/ability1 Shatter 12s cooldown · 20 Strain
Break a target's Chill for damage that ignores armour: 1.5 hearts plus 1 per stack, or 6 hearts on a frozen target. Range 5 blocks.
T2Freezes at 4 stacks.
T3Freezes last 2.5s, and Shatter leaves Slowness II for 3s.

Counter: fire and lava melt Chill instantly, including Fire Aspect hits.

The Tidecaller

New in Season 2
Trident · Riptide III · Battlefield controller · Opposite of the Rampart Maul

Where the Maul pushes, the Tide pulls. It can't be thrown, so you'll never lose it that way.

Passive: Tidebound
While you're in water or rain with it in hand: Speed I, Dolphin's Grace and Conduit Power. Riptide III launches you through water and rain.
/ability1 Maelstrom 16s cooldown · 25 Strain
Open a whirlpool up to 20 blocks away that drags enemies into its centre for 3s and slows them.
/ability2 Stormcall Tier II · 25s cooldown · 20 Strain
Sparks mark a spot up to 25 blocks away, and 1 second later lightning strikes for a guaranteed 10 hearts, through armour, Protection, Resistance and shields. It sets the target on fire. Absorption hearts still soak it.
T2Bigger Maelstrom, unlocks Stormcall.
T3The Maelstrom collapses at the end, hitting everyone inside for 2.5 hearts.

Counter: both abilities are telegraphed. Walk out of the whirlpool and step off the sparks.

The Hollowbow

New in Season 2
Bow · Power V, Flame · Hunter · Opposite of the Deadbolt

A bow strung with a whisper. What it strikes can't hide, and what it hunts, it finds.

Passive: Haunt
Every arrow that hits makes the target glow through walls for 5s, even an invisible Riftdirk.
/ability1 Soul Volley 5 min cooldown · 20 Strain
For 1 whole minute, every arrow you fire curves toward a target ahead of it. It prefers players and TNT minecarts (the flaming arrows set them off), and favours glowing targets.
T2Haunt lasts 8s.
T3Homing arrows pierce one target and Slow whoever they hit.

Counter: homing arrows turn gradually. Cover, shields and breaking line of sight still work.

The Mirrorblade

New in Season 2
Netherite sword · Sharpness V, Fire Aspect II · Reactive duelist · Opposite of the Nullblade

A duelist's blade polished to a mirror. Strike it at the wrong moment and you strike yourself.

/ability1 Riposte 12s cooldown · 15 Strain
Open a 1-second parry (you shimmer while it's open). The next melee hit on you is cancelled and turned back on the attacker with knockback, for 75% of their hit (up to 3.75 hearts). Your next hit within 3s then crits for +2 hearts.
T21.5s window, full reflected damage (up to 5 hearts), +2.5 heart counter, and parried arrows fire back at the shooter.
T3Whoever you parry is Silenced for 3s.

Counter: don't swing into the shimmer. Abilities like Stormcall can't be parried.

Using a legendary

Abilities, tiers and awakening

Using abilities

  • Hold the weapon and type /ability1 or /ability2. Bind them to keys with a keybind or macro mod so you can use them mid-fight.
  • Bows, crossbows and the trident still work normally on right-click.
  • Every ability has its own cooldown, shown on your action bar if you try too early.
  • Each use also adds Strain.

Awakening (Tiers)

  • Every weapon starts at Tier I, reaches Tier II at 5 player kills and Tier III at 10.
  • Kills are stored on the weapon, so its power goes with it when it changes hands. Taking a Tier III weapon off someone is a huge prize.
  • A kill counts for every legendary you're carrying.
  • No farming: killing the same player again within an hour gives no awakening progress (it still feeds the weapon).
  • Carrying the Dragon Egg puts all your weapons at Tier III while you hold it.

Indestructible

  • Legendaries never break, never despawn, and survive fire, lava, cactus and explosions.
  • They can't be enchanted, renamed or disenchanted.
  • If one falls into the void it goes back to its last holder. Mobs and hoppers can't pick them up.

Finding weapons

  • /whohas [weapon] shows who holds each weapon, or which are still waiting in the Rifts.
  • /whereis [weapon] finds a weapon lying on the ground.
  • Whenever a weapon changes hands, the whole server is told.
How you get one

Rifts

Legendaries have no recipes. They manifest at Rifts, and every weapon starts sealed away, so all twelve have to come out of a Rift. Type /rift to see when the next one opens and how many legendaries are left.

  1. WarningChat warnings 1 hour, 15 minutes and 5 minutes before a Rift opens. One opens every day.
  2. It opensCoordinates go out in chat, on screen and on a boss bar counting down 10 minutes.
  3. Safe zoneNo PvP within 30 blocks of the Rift during the countdown. Get in position.
  4. It landsLightning strikes, the weapon drops sealed, Rift Wardens spawn and PvP is back on.
  5. Claim itKill the Wardens to break the seal. The first player to pick it up keeps it.
  • Rift Wardens: two Iron Golems and two Wither Skeletons with Strength III. They go straight for the nearest player and drop nothing.
  • The seal also breaks on its own after 3 minutes, and the Wardens vanish after 5.
  • Rifts never open inside land claims.
[Wieldbound] ✦ A Rift tears open at 1420, 71, -388 in the Overworld! The Tidecaller manifests in 10m. PvP is off within 30 blocks of it until then.
Once you hold one

The Hunt

Carrying a legendary in your inventory makes you Hunted. The longer you hold it, the bigger the reward for whoever takes you down, and the easier you are to find.

  • Every 10 minutes, the server announces roughly where each holder is.
  • Your bounty gains a ★ for every 30 minutes you're online carrying a legendary, up to 10★.
  • Whoever kills you claims it: 2 diamonds and 2 XP levels per ★, plus whatever you drop.
  • Your bounty resets when you die or stop carrying a legendary. Stashing it in your ender chest hides you, but then it can't be fed (see Hunger).
  • /hunt shows everyone currently Hunted, their stars, and where they were last sensed.

Bigger bounty, sharper location

BountyHow accurate the location broadcast is
0★Within about 100 blocks
3★Within 70 blocks
5★Within 50 blocks
9★Within 10 blocks
10★Exact X, Y and Z coordinates
[Wieldbound] ☠ The bearer of The Tidecaller ★★★ was sensed near X≈1330, Z≈-210 (Overworld, within 70 blocks).
[Wieldbound] ☠ The bearer of The Reaver ★★★★★★★★★★ was pinpointed at X 412, Y 71, Z -1388 (Overworld, exact).
Keep it fed

Hunger

Legendaries hunger for kills. Any player kill while you're carrying one feeds it. Hiding a weapon in a chest doesn't stop the clock: it keeps starving, and will already have starved by the time you take it out.

Days without a killWhat happens
0 to 3Sated. All good.
3It loses a tier.
6It loses another tier (it never drops below Tier I).
9Restless. While you carry it you have Hunger II and Weakness I, and it whispers to you in chat.
12It abandons you: it vanishes, the server is told, and it goes back to the Rifts.
  • One kill resets it to Sated, and any lost tiers come straight back.
  • Picking up a weapon from someone else always gives you at least 24 hours before it can lose a tier.
  • You get a warning 12 hours before each step, and the weapon's tooltip shows its Hunger at all times.
Don't spam

Strain

Every ability use adds Strain (0 to 100), shown next to each ability above. It drains by 1 per second once you've gone 3 seconds without using an ability. Lean on your abilities too hard and they'll hurt you.

040: Slowness I60: + Weakness I80: + Mining Fatigue II

At 100 you Overload: Wither II for 4 seconds and your weapon's abilities are locked for 8 seconds. Overloading in the middle of a fight can kill you.

Reference

Commands and other rules

CommandWhat it does
/ability1 /ability2Use your held weapon's abilities
/riftWhen the next Rift opens, the active Rift, and legendaries left
/huntEveryone being Hunted, their bounty, and where they were last sensed
/whohas [weapon]Who holds each weapon, or which are still in the Rifts
/whereis [weapon]Find a weapon lying on the ground
/msg /rPrivate messages

Combat

  • Hitting or being hit puts you in combat for 30 seconds. Logging out in combat gets you a warning, and doing it repeatedly can earn a temporary ban.
  • In combat, elytras don't work and ender pearls have a 15-second cooldown.
  • In combat you can riptide at most twice every 20 seconds.

Maces and spears

  • Normal maces can be crafted but not enchanted, and their smash attack works once every 40 seconds.
  • Lunge spears get 3 lunges, then a 20-second cooldown. Unused lunges refresh after 20 seconds without lunging.
  • Golden apples are cheaper: 4 gold ingots in a plus around an apple.