Weapons

(Legion Mission-Exclusive Weapons)
(Legion Mission-Exclusive Weapons)
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| align="center" | Gammacron Trap Bay
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| align="center" | Defence +60; Activated Ability<small><sup>11</sup></small>
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| align="center" | [[Foundry_of_War#Task 1:_Perform_Mine_Yield_Tests|Perform Mine Yield Tests]]
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<small><sup>10</sup></small>Activated Ability (with 2 charges refillable via Galaxy Points): Vorean Biocharge, increases invasion attack by 8% for 1 hour.
<small><sup>10</sup></small>Activated Ability (with 2 charges refillable via Galaxy Points): Vorean Biocharge, increases invasion attack by 8% for 1 hour.
 +
 +
<small><sup>11</sup></small>Activated Ability (with 5 charges refillable via Galaxy Points): Sets a Gammacon Trap for 1 week.
 +
If tripped, the attacking ship will be dealt damage equal to 50% of its maximum hull + shield.
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Revision as of 01:09, 28 July 2013


Weapons are Equipment that increases your ships Attack. Better weapons are unlocked by putting Research into the "Advanced Weapons" line. There can be up to 8 researched weapons installed at once. The effectiveness of weapons can be increased by using Artifacts.


Contents

Researchable Advanced Weapons

Version Type Size ATK (Attack) ATK/Deck CR Cost Mineral Cost Upkeep per Day Required Research Image URL
Medium1 Autocannon 3 1 0.333 300 CR None 15 CR None Image
Heavy Autocannon 4 2 0.500 600 CR None 30 CR Advanced Weapons Image
Light Mass Driver 5 3 0.600 1,000 CR None 50 CR Linear Induction Image
Medium1 Mass Driver 6 5 0.833 1,400 CR None 70 CR Linear Induction Image
Heavy Mass Driver 7 7 1.000 1,960 CR None 98 CR Linear Induction Image
Light Laser Cannon 9 12 1.333 3,842 CR 77 Dynite 192 CR Laser Focusing Image
Medium1 Laser Cannon 10 15 1.500 5,378 CR 108 Dynite 269 CR Laser Focusing Image
Heavy Laser Cannon 11 18 1.636 7,500 CR 150 Dynite 375 CR Laser Focusing Image
Light Ion Cannon 13 25 1.923 14,800 CR 30 Chrisium 740 CR Ion Channelling Image
Medium1 Ion Cannon 14 29 2.071 20,600 CR 41 Chrisium 1,000 CR Ion Channelling Image
Heavy Ion Cannon 15 33 2.200 28,900 CR 58 Chrisium 1,400 CR Ion Channelling Image
Light Plasma Cannon 17 42 2.470 56,700 CR 11 Darrinyte 2,800 CR Plasma Filtering Image
Medium1 Plasma Cannon 18 47 2.611 79,400 CR 16 Darrinyte 4,000 CR Plasma Filtering Image
Heavy Plasma Cannon 19 52 2.736 111,000 CR 22 Darrinyte 5,600 CR Plasma Filtering Image
Light Phase Cannon 21 63 3.000 218,000 CR 9 Hydium 10,900 CR Phased Energy Image
Medium1 Phase Cannon 22 69 3.136 304,000 CR 12 Hydium 15,200 CR Phased Energy Image
Heavy Phase Cannon 23 75 3.260 427,000 CR 17 Hydium 21,400 CR Phased Energy Image
Light Graviton Shearer 25 88 3.520 837,000 CR 17 Erixion 41,900 CR Graviton Shearing Image
Medium1 Graviton Shearer 26 95 3.653 1,171,000 CR 23 Erixion 58,600 CR Graviton Shearing Image
Heavy Graviton Shearer 27 102 3.777 1,640,000 CR 33 Erixion 82,000 CR Graviton Shearing Image
Light Disruptor Cannon 29 117 4.034 3,200,000 CR 13 Pawlacite 160,000 CR Matter Disruption Image
Medium1 Disruptor Cannon 30 125 4.166 4,500,000 CR 18 Pawlacite 225,000 CR Matter Disruption Image
Heavy Disruptor Cannon 31 133 4.290 6,300,000 CR 25 Pawlacite 315,000 CR Matter Disruption Image
Light Quantum Devastator 33 150 4.545 12,350,000 CR 25 Dieterion 617,500 CR Quantum Disassembly Image
Medium1 Quantum Devastator 34 159 4.676 17,200,000 CR 34 Dieterion 860,000 CR Quantum Disassembly Image
Heavy Quantum Devastator 35 168 4.800 24,200,000 CR 48 Dieterion 1,200,000 CR Quantum Disassembly Image
Light Singularity Launcher 37 187 5.054 47,400,000 CR 47 Dysillon 2,370,000 CR Micro Singularities Image
Medium1 Singularity Launcher 38 197 5.184 66,400,000 CR 66 Dysillon 3,320,000 CR Micro Singularities Image
Heavy Singularity Launcher 39 207 5.308 93,000,000 CR 93 Dysillon 4,650,000 CR Micro Singularities Image
Light Antiproton Cannon 41 228 5.561 183,000,000 CR 37 Kurenite 9,150,000 CR Antimatter Streams Image
Medium1 Antiproton Cannon 42 239 5.690 255,000,000 CR 51 Kurenite 12,750,000 CR Antimatter Streams Image
Heavy Antiproton Cannon 43 250 5.814 357,000,000 CR 71 Kurenite 17,900,000 CR Antimatter Streams Image
Light Null Ray 45 274 6.088 700,000,000 CR 200 Kurenite 35,000,000 CR Null Rays Image
Medium1 Null Ray 46 287 6.239 980,000,000 CR 300 Kurenite 49,000,000 CR Null Rays Image
Heavy Null Ray 47 300 6.383 1,350,000,000 CR 500 Kurenite 67,500,000 CR Null Rays Image
Light Thetacron Cannon 49 328 6.694 2,650,000,000 CR 800 Kurenite 132,500,000 CR Thetacron Radiation Image
Medium1 Thetacron Cannon 50 343 6.860 3,750,000,000 CR 1,200 Kurenite 187,500,000 CR Thetacron Radiation Image
Heavy Thetacron Cannon2 51 358 7.020 5,200,000,000 CR 1,600 Kurenite 260,000,000 CR Thetacron Radiation Image
Light Quasi-Chaotic Blaster2 53 391 7.377 10,200,000,000 CR 2,600 Kurenite 510,000,000 CR Quasi-Chaotic Force Image
Medium1 Quasi-Chaotic Blaster2 54 409 7.574 14,500,000,000 CR 3,600 Kurenite 725,000,000 CR Quasi-Chaotic Force Image
Heavy Quasi-Chaotic Blaster2 55 427 7.763 20,500,000,000 CR 4,800 Kurenite 1,025,000,000 CR Quasi-Chaotic Force Image

1 Medium Weapons DO NOT display ANY SubType in their name within the game, Ie. the "Medium Autocannon" is actually displayed ingame as simply "Autocannon". The "medium" name is used here only to underscore their actual role as a game mechanic.

2 All standard weapons can be upgraded using Havoc Coils - the reward from the second task of the Foundry of War legion mission, which increase the attack and upkeep by 20% up to a maximum of 100%. Due to the energy you are likely to expend in obtaining these, it is not recommended to use them on anything less than Heavy Thetacron Cannons.

The coils will upgrade one of your installed standard weapons at random, eventually it would take 40 of them to upgrade 8 weapons. A Heavy Quasi-Chaotic Blaster with 5 upgrades (100%) currently has the second highest attack/deckspace ratio in the game, after a Galakis Pirate Ray with 5 upgrades (200%).


Discoverable or Salvageable Advanced Weapons

Many weapons can be obtained from completing missions or defeating NPCs or other players. These can be installed in addition to your 8 researched weapon modules, but are subject to their own limits on how many of each type can be installed.

Special Seasonal NPCs - Hallows Bane Series

The Hallows Bane weapon series are available as a drop from special NPC's that are available for two weeks during the Hallows Bane (Halloween) event every year.


Name Size ATK (Attack) Second Bonus ATK/Deck Gained From Equip Limit Image URL Upkeep per Day First Appeared
Bane Emitter3 10 20 +20 invasion-only attack 2.000 NPC: Bane Revenant 4 Bane Emitters Image  ? CR 2010 Event
Charged Bane Emitter3 12 30 +30 invasion-only attack 2.500 NPC: Bane Revenant 4 Bane Emitters Image  ? CR 2010 Event
Overcharged Bane Emitter3 13 45 +45 invasion-only attack 3.462 NPC: Bane Eidolon 4 Bane Emitters Image 250,000 CR 2011 Event
Hypercharged Bane Emitter3 14 60 +60 invasion-only attack 4.286 NPC: Bane Eidolon 4 Bane Emitters Image 2,500,000 CR 2011 Event
MegaCharged Bane Emitter3 15 75 +75 invasion-only attack 5 NPC: Bane Reaver 4 Bane Emitters Image 2,500,000 CR 2012 Event

3 If you receive one of the above weapons after you kill a Bane Revenant or Bane Eidolon, the version you receive is based on your rank at the time of receiving it. Ships of Rank 1-49 receive the standard version, ships of Rank 50-149 receive the charged version, and ships of Rank 150 and above randomly receive either the Overcharged or Hypercharged version. The MegaCharged Bane Emitter is only dropped by Bane Reavers. Once received, these weapons may be installed/used at any time, but they can only be received during the Hallows Bane events. If you haven't got one, just wait until Halloween this year for another chance!


NPC - Crimson Series

The Crimson series of weapons may be dropped by destroying elite NPC's of the Crimson Blades faction. Elite NPC's can be targeted by multiple players of the same legion and can drop several weapons or artifacts.


Name Size ATK (Attack) Second Bonus ATK/Deck Gained From Equip Limit Image URL Upkeep per Day
Crimson Auto-Laser 5 25 None 5.000 NPC: Crimson Armory, Crimson Vault, Vortul, Crimson Annihilator 4 Crimson Weapons Image  ? CR
Crimson Auto-Phaser 8 40 None 5.000 NPC: Crimson Armory, Vortul, Crimson Annihilator 4 Crimson Weapons Image 12,500 CR
Vortul Blast Phaser 12 75 None 6.250 NPC: Vortul, Crimson Annihilator 4 Crimson Weapons Image 25,000 CR
Korteth Twin-Blaster 14 100 None 7.143 NPC: Korteth, Crimson Carrier 4 Crimson Weapons Image 125,000 CR
Korteth Twin-Blaster (100% upgrade) 14 200 None 14.286 NPCs: Korteth, Crimson Carrier and at least 4 Kelethor, Crimson Haulers 4 Crimson Weapons Image 375,000 CR

Elite PvP Combat - Dominion Cannon Series

The Dominion Cannons can be bought via the battle market of the battle tab. They cost red badges, which themselves can only be gained through fighting and destroying other players.


Name Size ATK (Attack) Second Bonus ATK/Deck Gained From Equip Limit Image URL Upkeep per Day
Dominion Cannon 8 50 None 6.250 Battle Market: 40 Red Badges 4 Dominion Cannons Image 5,000 CR
Dominion Cannon - Mark II 12 90 None 7.500 Battle Market: 72 Red Badges 4 Dominion Cannons Image 25,000 CR
Dominion Cannon - Mark III 17 150 None 8.824 Battle Market: 128 Red Badges 4 Dominion Cannons Image 250,000 CR
Dominion Auto-Blaster4 17 230 None 13.529 Battle Market: 184 Red Badges4 4 Dominion Cannons Image  ? CR

4 The Dominion Auto-Blaster is an upgrade of, rather than a replacement of, the Dominion Cannon Mark III. To build one, you need to purchase a Dominion Cannon - Mark III for 128 Red Badges, and use a Dominion Auto-Blaster Upgrade on it, which costs a further 184 Red Badges. This makes the actual total cost of each Dominion Auto-Blaster 312 Red Badges. You also need 550 medal points to unlock the Auto-Blasters in the Battle Market.

While this requires a lot of work in obtaining red badges and medal points, they have one of the highest attack/deckspace ratios in the game, especially at low/mid ranks (below 300) where legion missions are not practical, and Kelethor upgrades (rank 750+) are not available. They also have a relatively low upkeep cost in CR, so they are worth the effort.


Other NPCs

Some weapons may be dropped by other rare NPC's. They are individual, one-off weapons, rather than being part of a chain of gradually-improving weapons.

Name Size ATK (Attack) Second Bonus ATK/Deck Gained From Equip Limit Image URL Upkeep per Day
Lazuli Mind Controller 8 35 +35 invasion-only attack 4.375 NPC: Reynard, Lazuli Titan 3 Lazuli Weapons Image 25,000 CR
Ion Pulse Ballistae5 10 80 -40 Energy5 8 NPC: Drannik Ballistae 4 Drannik Weapons Image 125,000 CR
Zebeeren's Cannon 15 110 Seasonal NPC 7.333 NPC: Zebeeren, Scruuge Despot 2 Zebeeren's Cannons Image  ? CR

5 The Ion Pulse Ballistae reduces your max energy by 40 per Ion Pulse Ballistae when equipped, therefore if all four Ion Pulse Ballistae are equipped, they will reduce your max energy by 160. If unequipped, your max energy will return to normal. It is therefore strongly suggested that you unequip all of your Ion Pulse Ballistae before you level up or use Energy Boosters, such as an Energy Cube, Tri-Matrix Emblem, or Insignia of Independence, to ensure you receive the maximum energy refill possible from these artifacts. Also do the same thing before you rank up.


Mission-Exclusive Weapons

Some weapons can only be gained through completing specific missions.

Name Size ATK (Attack) Second Bonus ATK/Deck Gained From Equip Limit Image URL Upkeep per Day
Exotic Pulser 5 30 -10 Energy6 6.000 Mission: Slowing the Prejor Advance 3 Exotic Pulsers Image 2,500 CR
Psionic Amplifier 10 30 +30 invasion-only attack 3.000 Mission: Harnessing the Weapon 1 Psionic Amplifier Image 10,000 CR
Leviathan Rift-Emitter 13 30 35 Cloak 2.307 NPC: Octafari Leviathan 4 Octafari Weapons Image 5,000 CR
Taltherian Sentry 16 55 55 Defense 3.437 Mission: Unwelcome Visitors 4 Taltherian Sentries Image  ? CR
Dark Smuggler's Chassis 25 600 (Invasion) Applies Disguise7 0 Mission: Furtive Adjustments 1 Dark Smuggler Chassis Image  ? CR
Modulated Xecti Disruptor
(No Racial Bonus)
15 208 40 Cloak8 1.38 Mission: Desperate Confinement 4 Xecti Disruptors Image 3,700 (?) CR
Modulated Xecti Disruptor (Zolazin, Spies, and Hackers) 15 208 80 Cloak8 1.38 Mission: Desperate Confinement 4 Xecti Disruptors Image 3,700 (?) CR
Modulated Xecti Disruptor (Konqul, Dranik, and Raiders) 15 408 40 Cloak8 2.68 Mission: Desperate Confinement 4 Xecti Disruptors Image 3,700 (?) CR
T.O. Cyclobeam Charger 20 90 180 Shield 4.5 NPC: T.O. Sector Warden spawned on completion of Mission: Ravyn's Return 3 Cyclobeam Chargers Needs Image  ? CR
T-Plasma Gemini Cannon 15 160 2% chance to do additional 10% hull/shield damage9 10.667 Mission: Weaponizing T-Plasma 3 Gemini Cannons Image  ? CR

6 The Exotic Pulser reduces your max energy by 10 Per Exotic Pulser when equipped, therefore if all three available Exotic Pulsers are equipped, they will reduce your max energy by 30. If unequipped, your max energy will return to normal. Furthermore, it is strongly suggested that you unequip all of your Exotic Pulsers before you level up or use Energy Boosters, such as an Energy Cube, Tri-Matrix Emblem, or Insignia of Independence, to ensure you receive the maximum energy refill possible from these artifacts. Also do the same thing before you rank up.

7 Applies a disguise to your ship that makes it appear to be a Dark Smuggler to any other ship that targets you, that is to say, it hides your Race and Profession. It also changes the physical look of your ship to support this illusion. Installing it will make your ship look like This.

8 While Installed: Zolazin, Spies, and Hackers get double the Cloak bonus; meanwhile, Konqul, Drannik, and Raiders get double the Attack bonus.

9 Each additional cannon increases the percentage chance (up to 6.1208% with 3) but not the percentage damage.


Legion Mission-Exclusive Weapons

These weapons are available only from completing specific tasks during Legion missions, which are a special type of collaborative mission that is undertaken by an entire legion rather than just individual players. Each mission has three tasks that must all be completed, but each player may only complete one of the tasks, meaning a legion must carefully decide who does each task. Legion missions last for three days (72 hours), but this can be both increased - or decreased - by spending Galaxy Points.

Name Size ATK (Attack) Second Bonus ATK / Deck Mission Task Equip Limit Upkeep per Day Image URL
Sniper Drone (0% Upgrade) 25 75 250 Hull 3.000 Assault on Crimson Deep-6 Disable Sniper Drones 1 Sniper Drone 47.5M CR Image
Sniper Drone (200% Upgrade) 25 225 750 Hull 9.000 Assault on Crimson Deep-6 Disable Sniper Drones 1 Sniper Drone 142.5M CR Image
Galakis Pirate Ray (0% Upgrade) 18 100 - 5.55 Galakis, City of Deals Reduce Piracy along Routes 1 Pirate Ray  ? Image
Galakis Pirate Ray (200% Upgrade) 18 300 - 16.66 Galakis, City of Deals Reduce Piracy along Routes 1 Pirate Ray  ? Image
Vorean Bio-Ray 15 0 Invasion-only Attack: 200; Activated Ability10 13.33 (Invasion Only) Vorean Extinction Bioweapon Research 2 Bio-Rays 50M CR Image
Gammacron Trap Bay 25 60 Defence +60; Activated Ability11 2.4 Foundry of War Perform Mine Yield Tests 2 Trap Bays  ? Image

10Activated Ability (with 2 charges refillable via Galaxy Points): Vorean Biocharge, increases invasion attack by 8% for 1 hour.

11Activated Ability (with 5 charges refillable via Galaxy Points): Sets a Gammacon Trap for 1 week. If tripped, the attacking ship will be dealt damage equal to 50% of its maximum hull + shield.


Radiant Weapons

Currently only one type of Radiant Weapon is available, the Radiant Surge Cannon.

Radiant Surge Cannons are obtained by purchasing the Radiant Surge Cannon artifact from the Artifact Market at a price of 48 Galaxy Points. When the Radiant Surge Cannon artifact is used from your trade menu, a Radiant Surge cannon will be created and installed on your ship. The Radiant Surge Cannon that is produced changes depending on what your ship's rank is at the time the artifact was used to create the weapon.

Note: if your level increases whilst you have have one of these weapons, the Cannon will NOT upgrade to match your new level; you will need to buy a new Radiant Surge Cannon for more Galaxy Points. The actual cost of the Cannons is the same regardless of your level.

The highest Cannon observed on a player is Mark IX (9). It is believed that this is the highest available level, as there are players at level 1700+ that still have Mark IX's installed. Also see the note below about the Mark IX cannons; they are not as powerful as they *should* be.

Radiant Surge Cannon
Version Size (ATK) Attack ATK/Deck Rank Range Equip Limit Upkeep Cost Sells for/
Repair Cost
Mark I 9 40 4.44 Ranks 1 - 99 2 Radiant Weapons 250 CR 5,000 CR
Mark II 12 60 5.00 Ranks 100 - 199 2 Radiant Weapons 25,000 CR 250,000 CR
Mark III 17 100 5.88 Ranks 200 - 299 2 Radiant Weapons 250,000 CR 2,500,000 CR
Mark IV 20 150 7.50 Ranks 300 - 399 2 Radiant Weapons 250,000 CR 5,000,000 CR
Mark V 24 200 8.33 Ranks 400 - 499 2 Radiant Weapons  ?? CR  ?? CR
Mark VI 30 300 10.00 Ranks 500 - 599 2 Radiant Weapons 25,000,000 CR 350,000,000 CR
Mark VII 36 400 11.11 Ranks 600 - 699 2 Radiant Weapons 100,000,000 CR 1,000,000,000 CR
Mark VIII 40 550 13.75 Ranks 700 - 799 2 Radiant Weapons 150,000,000 CR  ?? CR
Mark IX 50 675 13.5011 Ranks 800+ 2 Radiant Weapons 200,000,000 CR 4,000,000,000 CR

11This is not a mistake. The Mark IX Radiant Surge Cannon does not follow the pattern of the other Radiant weapons in attack strength. It is less deckspace efficient than the less powerful variants it replaces, because it does not receive as large an attack bonus. It is unknown why this is the case. If it had followed the standard pattern, it would have 700 or even 750 attack, which would respectively give an ATK/Deck ratio of 14.00 or even 15.00.


See also

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