Everpixel Tactics: Devlog 4
Legendary Items Part II
Introduced in earlier devlogs, the Winter Weenerland update will add a major new feature to Everpixel Tactics: legendary items. The previous devlog, however, did not mention how a player can get their grubby hands on this powerful loot...so let's dive into that a bit before then taking a look at some more fat loot.
Perhaps the easiest way to get this new loot (though not the cheapest!) is to simply buy it from the merchant. The merchant restocks their inventory each week, so every week represents potentially a new legendary item to purchase.
A cheaper alternative to simply buying legendary items is to quest for them. For now, players can send their mercenaries on quests in hopes of looting one of these unique items. Currently, the quests are either one-offs or based on ongoing world events. This system will eventually be expanded upon, though. In the future, players will be able to embark on targeted quest chains in attempt to acquire the specific legendary loot they want.
Finally, perhaps the most dependable way to acquire legendary loot is to pry it from the cold (un)dead hands of your foes. Part of the Winter Weenerland update will include a revamped "hero" system in which powerful named foes can be encountered on certain missions. These foes will frequently spawn with legendary items (making them even more difficult to defeat in battle!) Enemy heroes represent a dependable (albeit dangerous) source of legendary loot.

Doomhammer
The Doomhammer is a potent weapon for a squad with a necromancer or death knight. Necromancers will find it useful for its ability to make the "Doom" spell more effective, while death knights will appreciate its ability to "Doom" those under the influence of their auras. The Doomhammer is also an capable melee weapon - it applies "Doom" to those it hits, even if it does reduced melee damage when compared to its peers.

Spite
Spite is a uniquely powerful tool to have in a squad's arsenal. Each turn, it has a chance to apply random injuries to all enemies adjacent to whomever wields it. As several mercenary specializations can benefit from the application of injuries (or by targeting those whom are injured), it opens up a great many interesting squad compositions.

Doomshell
Doomshell is a two-piece armor set that is particularly powerful in the hands of necromancers and death knights. Separately, both pieces boost necromancy and death knight skills while also providing ample protection against incoming damage. When worn together, however, the armor set truly shines.
When death knights wear both pieces of Doomshell, they are no longer limited in having only a single aura active at any time. They can, in fact, have all three of their auras active. Three simultaneous auras, however, also makes such death knights "Public Enemy Number One" for arcanomancers. Doomshell-wearing death knights should be extremely cautious around arcanomancers, as a single "Feedback" spell can potentially snuff from them existence.
Finally, Doomshell is particularly potent for necromancers for a roundabout reason - it actually increases the level of Death Magic in a region by a significant margin. All necromancers in regions of high death magic will become more powerful - its wearer included. For this reason, squads built around necromancy will find Doomshell a prized set.
