Reference
Legends
Last reviewed 2026-10-16
Legends
Name a tool, weapon or piece of armour at an anvil and it starts its own story. It remembers the sky it was named under, the ore it mined, the fights it was in and the storms it came through. The longer you carry it, the closer you grow, and the more it shows.
Nothing about a legend is for sale, and no booster, voucher or rank speeds it up. Time and real deeds do it.
Start a story
- Put a pickaxe, axe, shovel, hoe, sword, bow, helmet, boots or any other eligible tool, weapon or armour in an anvil and type a name.
- The result reads Click again to start (name)'s story. Click it again within 10 seconds to confirm.
- Take the item. Its birth sky, its voice and its crest are set from that moment.
Prefer a plain rename? Choose Just rename in your settings, and /legend begin starts the story later on gear you renamed yourself.
Changed your mind? For 24 hours after the naming, /legend unname ends the story and keeps the name. After that the story is yours to keep.
You can start one story a minute, and ten a day.
What can carry a story
Pickaxes, axes, shovels, hoes, shears, fishing rods, brushes, flint and steel, swords, maces, spears, tridents, bows, crossbows, every piece of armour, turtle shells, elytra and shields. The item must be a single, plain piece of gear with no lore of its own. Enchanted gear is fine. Enchanted books, name tags and keepsakes are not.
Tamed wolves, cats, parrots, horses, llamas, camels and nautiluses carry legends too; you name them with a name tag. See Companions.
How a story grows
Two things move a legend along, and a tier needs both:
- Work that counts. Mining, fighting, fishing, travelling and building with the item earns points, but only while you are really there. A farm or a clicker earns nothing.
- Days together. A day only counts if you spend real time with the item. Waiting helps a little: a legend you leave alone for a few days saves up a bonus for the next time you pick it up.
| Tier | Points | Days together | Also needs |
|---|---|---|---|
| I Familiar | 200 | 3 | |
| II Trusted | 1,000 | 10 | |
| III Storied | 3,500 | 30 | |
| IV Renowned | 8,000 | 70 | A Trial |
| V Fabled | 16,000 | 150 | A Great Deed |
| VI Eternal | 30,000 | 366 | A second Great Deed of another kind |
/legend shows your item's own bars, how long it should take at your pace, and today's progress toward a day together.
Each tier brings something to see: a colour, a first title, deeds written into its history, a signature, a glow, and at Eternal an awakening. Rare things are prettier, never stronger.
What it can do
Perks are small and for PvE. Most are comforts: a pickaxe that sweeps rubble, a rod that remembers your catches, boots that warn you before they wear out. Two are real PvE power (Nemesis and Deepborn). No perk works against another player, and none works inside a warzone.
Three protections keep the item safe whoever holds it: it rests instead of breaking, it is guarded when dropped, and it is never lost to deep water or the void.
Controls
Every effect, sound and perk has an off switch, for all your legends at once or for one item. Use /legend in game or your settings on the website. /quiet on silences all of it at once.
/legend privatekeeps one out of the news./legend dedicate <words>adds your own dedication once it has been checked.- Your words always show in quotes with your name. What the server records is never mixed into them.
Full command list: Commands.
Buying or selling? A legend's story stays with the item, but the time together starts again with each new keeper, and the buyer sees that on the item first.
Found something strange in the ground? Digs, brushing and the pieces they give up are on the Archaeology page.
Something wrong or missing here? Report a problem with this page in #feedback on Discord: press Report a bug there and say it is about “Legends”. Not in the server yet? Join the Discord first.
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