Legendary items are rare and powerful pieces of equipment that can be build-defining and can only be found in a few situations. Each legendary has a unique effect and unique stats, which is meant to have a significant impact on the build and playstyle of a ship. As of Incursions (update), a maximum of four legendaries can be equipped on a tier 4 ship at one time.
All 'tougher enemies' have a chance to drop legendaries on Nightmare difficulty in all areas.
High-risk Areas with Rare rarity or above at level 15 or higher have a 5% base chance to drop a legendary, which is further increased by the signal decoder's loot quality bonus.
Legendary drops from Legendary HRAs on Nightmare difficulty have a 10% chance to be radiant.
Legendaries are not unique or one-time drops. All legendaries can be found multiple times at any level.
Notes[ | ]
There are currently 39 legendaries.
Legendary weapons come with a unique offensive effect, but do not benefit from any of the standard weapon modifiers.
Legendary modules come with a fourth standard modifier as well as a unique defensive, utility-based or device-based effect.
All legendary items also come with best-in-class passive effects for their level (equal to those of a Common item with 6.0 more item levels), but cannot have natural prefixes.
Legendaries can only be modified with special legendary catalysts that can be found my completing legendary High-risk Areas.
Tier 1->3+ ships can equip a maximum of two legendaries. Tier 4 ships can equip a third. Any tier ship can equip one additional legendary past its normal limit if it has the Peripheral catalyst installed.
Dealing damage with this weapon builds up a charge that will make your next secondary weapon shot deal 500% increased damage.
Bio Weapon
Inferno
Emits a stream of super-heated plasma that sticks to surfaces and enemies, dealing additional damage for a short time.
Bio Weapon
Viscous Intent
Ejects blobs of goo that stick to surfaces and enemies and explode after a short time. Enemies are slowed and receive increased damage for each blob stuck to them, stacking up to 10 times.
Bio Weapon
XM-426
Discharges acrid projectiles that apply a stack of “Corrosive Slime”, dealing additional kinetic damage as Corrosion over time. Each stack reduces the target’s movement and fire rate. Stacks up to 6-10 times.
Sequentially alternates between three states while firing: Red increases kinetic damage by 40%, Green increases critical hit damage by 160% and Blue increases energy damage by 40%. After 6s of constant fire, the beam engages RGB mode, applying all three bonuses at the same time, but it becomes harder to control.
After hitting the same target for 2s, the beam overloads and damage is increased by 30%. Destroying the target during this phase restores 50% weapon energy.
Killing an enemy with this weapon grants a charge of "Seething Wrath", increasing damage for each stack. When you stop firing, the charges are consumed, granting damage reduction for a few seconds and recharges a portion of shield, boost and weapon energy.
Has a chance on hit to freeze targets, turning them "Icebound" for a few seconds. Killing an icebound enemy creates a frost explosion that deals radial damage.
Instead of exploding, the mines burst into a cluster of nodes, creating a large mesh of laser beams that web and damage enemies passing through them.
Mine Launcher
Figure of Eight
Creates a singularity that pulls in smaller enemies within range. Afterwards, the mine explodes, damaging nearby targets.
Mine Launcher
Judgement Day
Launches weaponized mines that fire a deadly autocannon barrage in all directions, dealing heavy damage in a radius for a short period of time. When triggered by an enemy, the mines hold their position.
The rockets are equipped with a proximity sensor that triggers frost explosions along their way, dealing damage to enemies in a range radius and freezing them for a few seconds.
While in combat, boosting forward builds up space debris around your ship. Upon stopping, the debris is launched, dealing damage to enemies within range in front of you, depending on the amount of debris collected.
Boosting builds up a charge of "Latent Thrust" which will enable the ship to quickly dash in the desired direction with the next boost and restore 15% boost energy.
Sticky Turret consumables gain unlimited charges and their projectile range is increased. The maximum number of turrets active at a time is significantly increased.
Enemies afflicted by your EMP will be electrified and continuously shock targets for kinetic and energy damage. Damage is increased by 5% for each enemy affected.
Has no capacity itself but grants a charge of "Ionized Carapace" for each enemy within 800m, providing a 10% chance to completely ignore incoming damage. Stacks up to 6 times.
Whenever the shield has taken damage equal to 10% of its maximum hitpoints, gain a charge of "Toxic Revenge", stacking up to 10 times and causing your primary weapon hits to consume a charge to apply 6s of Corrosion. Corrosion damage equals 50% of the weapon's kinetic damage.
If the initial target of the Annihilator Virus survives the infection, it will remain infected and suffer another burst of damage after a few seconds. During this time it will be able to infect new targets.