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For the gamemode, see Empyrean.

Railjacks are large Orokin interceptor spacecraft used by the Tenno. These formidable spacecraft feature a plethora of weaponry and defensive systems that allow them to face even large capital ships head-on in direct combat. Cephalon Cy serves as the Railjack's navigator and executive officer.

While a Railjack can be controlled by a single Tenno, optimal performance requires the ship to be crewed by a full Squad of four Tenno, each responsible for managing different areas of the ship including the helm, battle stations, security against intruders, repairs, and putting out on-ship fires. Players can fluidly take on any role as needed to keep the Railjack in fighting shape.

Although Railjacks cannot dock directly with enemy vessels, they are equipped with an Archwing Slingshot that allows Tenno to be shot directly at enemy ships to breach the hull and board them. Alternatively, Tenno can also exit into space using their Archwings to fight individually as well as explore areas of interest in space.

A Railjack is constructed during the Rising Tide quest, which requires completion of The Second Dream. Railjacks are managed, researched, and customized in a Clan Dojo's Dry Dock, and each player will only be able to see their own Railjack.

Dry DockEdit

Main article: Interactive Rooms#Dry Dock


The Dry Dock is required to initiate the Rising Tide quest and to build and customize a Railjack. Note that the Dry Dock requires a lot more physical space compared to other rooms and its construction can be blocked by existing rooms above and below the desired level. Prepare enough space for the massive hangar by either building a few floors. For reference, you need 3 elevators to match floors, 4 elevators if you want something over/under your dry dock. Note that elevators are not needed to build your Railjack.


Railjack Build RequirementsEdit

Main article: Rising Tide

These are personal builds; clan participation is only for the Dry Dock itself and the initial Cephalon Cy research. Hence, Clan multipliers do not apply. Unlike crafting items in the Foundry, resources needed for repairing Railjack components can be contributed in stages. Each section repair requires 12 hours to complete in the Dry Dock and cannot be rushed with platinum, thus the complete Railjack requires an absolute minimum of 3 days to build.

When completed, the Railjack can be seen floating above the Orbiter, connected by a large transport tube. Players can board their personal Railjack from the Orbiter's bottom deck, in the middle between the three rooms.

FuselageEdit

The Fuselage repair after retrieval and installation requires:

Manufacturing Requirements
Credits64
1,000,000
CubicDiodes
100
Plastids64
3,000
Rubedo64
15,000
NeuralSensor64
30
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Propulsion SystemsEdit

The Propulsion Systems repair after retrieval and installation requires:

Manufacturing Requirements
Credits64
1,000,000
Carbides
60
Cryotic
1,000
NanoSpores64
20,000
OrokinCell64
30
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Port NacelleEdit

The Port Nacelle repair after retrieval and installation requires:

Manufacturing Requirements
Credits64
1,000,000
Carbides
60
Circuits64
5,000
AlloyPlate64
27,000
ControlModule64
200
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Starboard NacelleEdit

The Starboard Nacelle repair after retrieval and installation requires:

Manufacturing Requirements
Credits64
1,000,000
Pustrels
100
FieldronSample64
500
Morphics64
50
Neurode64
35
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Tail SectionEdit

The Tail Section repair after retrieval and installation requires:

Manufacturing Requirements
Credits64
1,000,000
Copernics
80
Ferrite64
10,000
PolymerBundle64
4,500
ArgonCrystal64
15
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Engine CowlingEdit

The Engine Cowling repair after retrieval and installation requires:

Manufacturing Requirements
Credits64
1,000,000
Copernics
40
DetoniteAmpule64
500
Ferrite64
10,000
Salvage64
10,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Total CostEdit

Resource Quantity
Credits64 Credits 6,000,000
CubicDiodes Cubic Diodes 100
Carbides Carbides 120
Copernics Copernics 120
Pustrels Pustrels 100
ArgonCrystal64 Argon Crystal 15
OrokinCell64 Orokin Cell 30
NeuralSensor64 Neural Sensors 30
Neurode64 Neurodes 35
Morphics64 Morphics 50
ControlModule64 Control Module 200
Rubedo64 Rubedo 15,000
Circuits64 Circuits 5,000
PolymerBundle64 Polymer Bundle 4,500
Plastids64 Plastids 3,000
Cryotic Cryotic 1,000
AlloyPlate64 Alloy Plate 27,000
Ferrite64 Ferrite 20,000
NanoSpores64 Nano Spores 20,000
Salvage64 Salvage 10,000
DetoniteAmpule64 Detonite Ampule 500
FieldronSample64 Fieldron Sample 500

Reliquary KeyEdit

Once the player has finally completed construction of the Railjack, they will be able to board it, but the ship's power source, the Reliquary Drive, is offline which prevents it from taking flight. After inspecting the drive, Cephalon Cy directs the Tenno to find a Reliquary Key on Lua. This mission is a simple snatch-and-grab to collect the key and extract, avoiding the Corrupted and Sentient enemies along the way.

With the Reliquary Key in hand, the Tenno inserts it into the Reliquary Drive, supplying power to the Railjack. The player is now finally ready to embark on Empyrean missions through the Railjack's navigation console.

ComponentsEdit

The Railjack has three main components that determine its stats: Shield Arrays for Shield capacity and regeneration rate/delay; Engines for top speed, acceleration, and turning rate; and Reactor for Railjack's Avionics Capacity and Flux Energy Capacity for Tactical Abilities and Battle Avionics.

The salvaged components from missions seem to vary in quality of bonuses they give.


Shield ArrayEdit

View Shield Tier List
Type Additional Shield Capacity Reduced Shield Regeneration Delay (seconds) Additional Shield Regeneration % per second
Sigma 0 0
Sigma 1 200 0
Lavan 1

211 - 380

0?
Vidar 1 160 - 224 0?
Zetki 1 87 - 178 0?
Sigma 2 350 0.5
Lavan 2 638 0.41
Vidar 2 334 - 356 0.57 - 0.6
Zetki 2 147 - 324? 1.15 - 1.72
Sigma 3 x x
Lavan 3 866 0.87 1.5
Vidar 3 503 1.55 3.1
Zetki 3 315 - 466 1.44 - 2.63 2.3 - 5.6

EnginesEdit

The default boost is 2x, so an engine with 0.26 boost speed multiplier would have a boost speed of 2.26x

View Engine Tier List
Type Additional Speed (km/h) Additional Boost Multiplier
Sigma 0 0
Sigma 1 10 0
Lavan 1 9.6 0
Vidar 1 19.9 - 23.3 0
Zetki 1 18.3 x
Sigma 2 20 0.1
Lavan 2 16-19.0 0.26 - 0.37
Vidar 2 x x
Zetki 2 10 - 29 0.11 - 0.16
Sigma 3 x x
Lavan 3 x x
Vidar 3 41.1 0.09
Zetki 3 29.9 - 38.7 0.11 - 0.27





ReactorEdit

View Reactor Tier List
Type Additional Avionics Capacity Additional Flux Capacity
Sigma 0 0
Sigma 1 10 0
Lavan 1 16 x
Vidar 1 22 - 24 0
Zetki 1 8-9 0
Sigma 2 30 50
Lavan 2 22 - 39 30 - 70
Vidar 2 33 - 49 10 - 70
Zetki 2 6 - 29 30 - 100
Sigma 3 x x
Lavan 3 47-67 40-140
Vidar 3 41 100
Zetki 3 11 - 45 70 - 290

ArmamentsEdit

The Railjack comes equipped with a variety of armaments. There is the Nose Turret that is manned by the pilot, two Wing Turrets on the port and starboard sides of the Railjack that can be used by crew members, and Ordnance weapons that are special armaments that consume munitions.

It is important to note that Railjack armaments use different damage types from any other weapons types currently in the game, with Arch-weapons being used outside of a Railjack having their damaged converted to the corresponding Empyrean analogue. The below list shows the list of Empyrean specific damage types, along with their corresponding status effect:

Damage Type Status Effect
Particle Tear

Ship receives increased damage.

Ballistic Concuss

Crew within a gunship have reduced aim and damage.

Plasma Decompress

Ship has reduced shields and armor.

Incendiary Sear

Ship receives damage over time.

Ionic Scramble

Ship flight controls are disabled.

Chem Intoxicate

Attacks any closest enemy and will be attacked in return.

Frost Immobilize

Ship flies forward to a stop.

Also, note that the same instance of a turret cannot be equipped to the nose and wing slots a the same time, two instances are necessary.


TurretsEdit

ApocEdit

View Apoc Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage
Apoc 40 10% 2.0x 500-1000 8.33 20 1000 3.0 5% Auto

15.9 Particle 37.1 Plasma

53.0
Apoc MK I 40 10% 2.0x
500-1000
8.33 20 1000 3.0 5% Auto

28.8 Particle 67.2 Plasma

96.0
Lavan Apoc MK I 50 10% 2.0x
500-1000
8.33 20 1000 3.0 7% Auto

28.8 Particle 67.2 Plasma

96.0
Vidar Apoc MK I 28.6 14% 2.0x
500-1000
8.33 20 1000 3.0 5% Auto

28.8 Particle 67.2 Plasma

96.0
Zetki Apoc MK I 66.7 15% 2.0x
500-1000
8.33 80 1000 3.0 5% Auto

43.2 Particle 100.8 Plasma

144.0
Apoc MK II 40 14% 2.0x
500-1000
8.33 20 1000 3.0 7.0% Auto

49.2 Particle 114.8 Plasma

164.0
Lavan Apoc MK II x x x
500-1000
8.33 x x x x Auto

x Particle x Plasma

x
Vidar Apoc MK II 28.6 20.0% 2.0x
500-1000
8.33 20 1000 3.0 7% Auto

49.2 Particle 114.8 Plasma

164.0
Zetki Apoc MK II 66.7 21% 2.0x
500-1000
8.33 80 1000 3.0 7% Auto

73.8 Particle 172.2 Plasma

246.0
Apoc MK III x x x
500-1000
8.33 x x x x Auto

x Particle x Plasma

x
Lavan Apoc MK III 50 20 2x
500-1000
8.33 20 1000 3.0 14% Auto

78.9 Particle 184.1 Plasma

263
Vidar Apoc MK III 28.6 28% 2x
500-1000
8.33 20 1000 3.0 10% Auto

78.9 Particle 184.1 Plasma

263
Zetki Apoc MK III 66.7 30.0% 2.0x
500-1000
8.33 80 1000 3.0 10% Auto

118.5 Particle 276.5 Plasma

395.0

CarcinnoxEdit

View Carcinnox Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Tatal Damage
Carcinnox 28.6 6.0% 2.0x 500-1000 15.00 10 1000 0.1 8.0% Auto 14.0 Plasma

16.0 Chem

30.0
Carcinnox MK I 28.6 6.0% 2.0x 500-1000 15.00 10 1000 3.0 8.0% Auto 13.0 Plasma

41.0 Chem

54.0
Lavan Carcinnox MK I 40.0 6.0% 2.0x 500-1000 15.00 10 1000 3.0 12.0% Auto 13.0 Plasma

41.0 Chem

54.0
Vidar Carcinnox MK I 25.0 9.0% 2.0x 500-1000 15.00 10 1000 3.0 8.0% Auto 13.0 Plasma

41.0 Chem

54.0
Zetki Carcinnox MK I 50.0 6.0% 2.0x 500-1000 15.0 30 1000 3.0 12.0% Auto 20.0 Plasma

61.0 Chem

81.0
Carcinnox MK II 80.0 9.0% 2.0x 500-1000 15.00 10 1000 3.0 12.0% Auto 23.0 Plasma

69.0 Chem

92.0
Lavan Carcinnox MK II 40.0 9.0% 2.0x 500-1000 15.00 10 1000 3.0 17.0% Auto 23.0 Plasma

69.0 Chem

92.0
Vidar Carcinnox MK II x x x 500-1000 x x x x x x x Plasma

x Chem

x
Zetki Carcinnox MK II 50 9.0% 2.0x 500-1000 15.00 30 1000 3.0 18.0% auto 34.0 Plasma

104.0 Chem

138
Carcinnox MK III x x x 500-1000 x x x x x x x Plasma

x Chem

x
Lavan Carcinnox MK III x x x 500-1000 x x x x x x x Plasma

x Chem

x
Vidar Carcinnox MK III x x x 500-1000 x x x x x x x Plasma

x Chem

x
Zetki Carcinnox MK III 50.0 13.0% 2.0x 500-1000 15.00 30 1000 3.0 26.0% Auto 55.0

167.0

222.0

PulsarEdit

Zetki school of Pulsar has an increased firerate of 10.08 visible only after equiping, resulting ~2* DPS over Lavan(Mk III)

View Pulsar Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Tatal Damage
Pulsar 100 6.0% 2.0x 400-800 7.41 10 1000 3.0 9.0% Auto 10.0 Particle

30.0 Plasma

40
Pulsar MK I 100 6.0% 2.0x 400-800 7.41 10 1000 3.0 9.0% Auto 18.0 Particle

54.0 Plasma

72.0
Lavan Pulsar MK I 100 6.0% 2.0x 400-800 7.41 10 1000 3.0 13.0% Auto x Particle

x Plasma

72.0
Vidar Pulsar MK I 100 8.0% 2.0x 400-800 7.41 10 1000 3.0 9.0% Auto 18.0 Particle

54.0 Plasma

72.0
Zetki Pulsar MK I 100 6.0% 2.0x 400-800 7.41 40 1000 3.0 14.0% Auto 27.0 Particle

81.0 Plasma

108.0
Pulsar MK II 100 9.0% 2.0x 400-800 7.41 10 1000 3.0 13.0% Auto 31.0 Particle

92.0 Plasma

123.0
Lavan Pulsar MK II x x x 400-800 x x x x x Auto x Particle

x Plasma

x
Vidar Pulsar MK II x x x 400-800 x x x x x Auto x Particle

x Plasma

x
Zetki Pulsar MK II 100 9.0% 2.0x 400-800 10.08 40 1000 3.0 20.0% Auto 46.0 Particle

139.0 Plasma

185.0
Pulsar MK III x x x 400-800 x x x x x Auto x Particle

x Plasma

x
Lavan Pulsar MK III 100 13.0% 2.0x 400-800 7.41 10 1000 3.0 27.0% Auto 49.0 Particle

148.0 Plasma

197.0
Vidar Pulsar MK III x x x 400-800 x x x x x Auto x Particle

x Plasma

x
Zetki Pulsar MK III 100 13.0% 2.0x 400-800 7.41 40 1000 3.0 29.0% Auto 74.0 Particle

222.0 Plasma

296.0


Zetki school has an increased firerate showed only after equiping


CryophonEdit

View Cryophon Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Tatal Damage
Cryophon 100 10.0% 2.0x 400-800 1 250 1000 3.0 15.0% Auto 900 Frost 900
Cryophon MK I 100 10.0% 2.0x 400-800 1 250 1000 3.0 23.0% Auto 1620 Frost 1620
Lavan Cryophon MK I 100 10.0% 2.0x 400-800 1 250 1000 3.0 21.0% Auto 1620 Frost 1620
Vidar Cryophon MK I x x x 400-800 x x x x x Auto x Frost x
Zetki Cryophon MK I 100 10.0% 2.0x 400-800 1 400 1000 3.0 23.0% Auto 1620 Frost 1620
Cryophon MK II 100 14.0% 2.0x 400-800 1 250 100 3.0 32.0% Auto 2754 Frost 2754
Lavan Cryophon MK II 100 14.0% 2.0x 400-800 1 250 1000 3.0 30.0% Auto 2754 Frost 2754
Vidar Cryophon MK II 100 20.0% 2.0x 400-800 1 250 1000 3.0 21.0% Auto 2754 Frost 2754
Zetki Cryophon MK II 100 14.0% 2.0x 400-800 1 400 1000 3.0 32.0% Auto 2754 Frost 2754
Cryophon MK III x x x 400-800 x x x x x Auto x Frost x
Lavan Cryophon MK III 100 20% 2.0x 400-800 1 250 1000 3.0 42% Auto 4407 Frost 4407
Vidar Cryophon MK III 100 28.0% 2.0x 400-800 1.00 250 1000 3.0 30.0% Auto 4407 Frost 4407
Zetki Cryophon MK III 100 20.0% 2.0x 400-800 1.00 400 1000 3.0 45.0% Auto 4407 Frost 4407

PhotorEdit

NOTE: Heat accretion values may be incorrect. The tooltip says zero, but equipping one, leaving drydock, then returning shows a nonzero heat accretion.

View Photor Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Tatal Damage
Photor 100 7.0% 2.0x 400-8000 12.00 2 1000 3.0 7.0% Held 8.0 Plasma

22.0 Incendiary

30.0
Photor MK I 100 7.0% 2.0x 400-8000 12.00 0 1000 3.0 7.0% Held 14.0 Plasma

40.0 Incendiary

54.0
Lavan Photor MK I 100 7.0% 1.5x 400-8000 12.00 0 1000 3.0 10% Held 14.0 Plasma

40.0 Incendiary

54.0
Vidar Photor MK I 100 10.0% 2.0x 400-8000 1200 0 1000 3.0 7.0% Held 14.0 Plasma

40.0 Incendiary

54.0
Zetki Photor MK I 100 11.0% 2.0x 400-8000 12.00 0 1000 3.0 11.0% Held 20.0 Plasma

62.0 Incendiary

82.0
Photor MK II 100 7.0% 2.0x 400-8000 12.00 0 1000 3.0 7.0% Held 14.0 Plasma

40.0 Incendiary

54.0
Lavan Photor MK II x x x 400-8000 x x x x x Held x Plasma

x Incendiary

x
Vidar Photor MK II x x x 400-8000 x x x x x Held x Plasma

x Incendiary

x
Zetki Photor MK II 100 14.0% 2.0x 400-8000 12.00 0 1000 3.0 14.0% Held 34.0 Plasma

104.0 Incendiary

138
Photor MK III x x x 400-8000 x x x x x Held x Plasma

x Incendiary

x
Lavan Photor MK III x x x 400-8000 x x x x x Held x Plasma

x Incendiary

x
Vidar Photor MK III x x x 400-8000 x x x x x Held x Plasma

x Incendiary

x
Zetki Photor MK III 100 18.0% 2.0x 400-8000 12 0 1000 3.0 18.0% Held 56.0 Plasma

166.0 Incendiary

222

OrdnanacesEdit

Tycho SeekerEdit

View Tycho Seeker Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Reload Status Trigger Range Damage Tatal Damage
Tycho Seeker 100 20.0% 2.0x 1.00 1 5 0.0% Semi 15.00 8000 Blast 8000
Tycho Seeker MK I 100 30.0% 2.0x 1.00 1 5 0.0% Semi 15.00 14400 Blast 14400
Tycho Seeker MK II 100 40.0% 2.0x 1.00 0 5 0.0% Semi 15.00 24480 Blast 24480
Tycho Seeker MK III x x0% xx x x x x% x x x x

MilatiEdit

View Milati Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Reload Status Trigger Range Damage Tatal Damage
Milati 10 10.0% 2.0x 0.500 1 5 0.0% Semi 10.00 10800 Blast 10800
Milati MK I 10 20.0% 2.0x 1.00 1 5 0.0% Semi 10.00 19440 Blast 19440
Milati MK II 10.0 26.0% 2.0x 1.00 1 5 0.0% Semi 10.00 33048 Blast 33048
Milati MK II x x0% xx x x x x% x x x x

GalvarcEdit

View Galvarc Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Reload Status Trigger Range Damage Tatal Damage
Galvarc 100 0.0% 2.0x 12.00 1 5 10.0% Chains up to 3 Enemies 375 Incendiary 375
Galvarc MK I 100 0.0% 2.0x 12.00 1 5 20.0% Chains up to 3 Enemies 675 Incendiary 675
Galvarc MK II 100.0 0.0% 2.0x 12.00 1 5 26.0% Chains up to 3 Enemies 1188 Incendiary 1188
Galvarc MK II x x0% xx x x x x% Chains up to 3 Enemies x Incendiary x

Manufactoring CostsEdit

TurretsEdit

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
15,000
Fresnels
20
Trachons
1,800
Titanium
15,000
Pustrels
8,125
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Base

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Kesslers
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Aucrox Capacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Gallos Rods
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Base

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Kesslers
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A


Mk I

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Gallos Rods
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Base

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Aucrox Capacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A


Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Gallos Rods
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Pustrels
7,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A


OrdnancesEdit

Base

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Base

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,5,000
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Aucrux Capacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A


AvionicsEdit

Main article: Avionics

Avionics are the Mod equivalent to Railjacks. They can be acquired from Empyrean missions. There are three types of Avionics: Battle, Tactical and Integrated. Battle Avionics are Railjack's offensive abilities, a max of three can be equipped at any time. Tactical Avionics are Railjack's utility and support abilities, a max of three can be equipped at any time. Integrated Avionics provide passive stat bonuses to the Railjack, a max of nine can be equipped at any time. Each Avionic takes up a specific amount of capacity. They can also be upgraded using Dirac.

The Avionic Grid are the slots that Avionics are equipped in. They can be upgraded up to three times using Dirac in order to slot in more powerful Avionics.

BattleEdit

Slot 2: 

Particle Ram

Deploy a particle ram dealing 1500 damage per second. Deactivate to launch the ram outwards for 6 second. Flux energy cost 50

Shatter Burst

Creates a barrage of 4.5(r0)-5.5(r4) explosions per second over 10(r0)-14(r4)s, dealing 400 damage in 35(r0)-45(r4)m. Flux energy cost: 50 Avionics:4(R0)-8(R4)

Tether

Emits a field that restricts the movement of 5 enemy targets within 120m for 14s. Detonates for 1600 Damage over 75m. Flux energy cost: 50

Avionics: 4(R0) - ?

Slot 3: 

Seeker Volley

Fires 38-50(rank 4 in slot rank 3) homing missiles. 10 avionics capacity(rank 4) Flux energy cost: 100

TacticalEdit

Battle Forge R0(4 avionics) Reduce forge Cooldown by 35s.  Cooldown: 480s

Fire Suppression R0(4 avionics) Extinguish 2 fires.  Cooldown: 300s

Squad Renew R0(6 avionics) Heal all Railjack squad members by 65%. Cooldown: 300s

Intruder Stasis R4(10 avionics) Freeze all Enemy Boarding Parties for 45s. Cooldown: 300s

Void Cloak R4(10 avionics) Cloak from Enemies for 53s Engine Speed reduced to 50%. Cooldown: 120s

IntegratedEdit

IntrinsicsEdit

Main article: Intrinsics


IntrinsicPoint

Intrinsics is a skill point based system that determines how adept the player is in utilizing all the systems aboard their Railjack. Unlike other Railjack-related systems, Intrinsics affect the player rather than the Railjack, and thus players can use any abilities unlocked by Intrinsics even when they are aboard another player's Railjack.

There are four main Intrinsic classes that the player can invest in, with each class having a max rank of 10: Tactical, Piloting, Gunnery, and Engineering.


PayloadEdit

Players can stock up on Railjack specific resources from the payload before starting an Empyrean mission.

During Empyrean missions, the payload can be restocked from the Resource Forge located at the back of the Railjack. This uses resources obtained during the mission.

RevoliteEdit

The Omni gear item requires Revolite to carry out repairs, such as fire and electrical hazards and hull breaches, to the Railjack. It costs 5 CubicDiodes Cubic Diodes and 5 Pustrels Pustrels to craft 50 Revolite.

Flux EnergyEdit

Battle and Tactical Avionics use Flux Energy. It costs 15 Copernics Copernics and 15 CubicDiodes Cubic Diodes to craft 100 Flux Energy.

While Flux Energy can be crafted freely at the Dry Dock, Intrinsics Rank 2 Engineering is required to craft them mid-mission.

MunitionsEdit

Munitions are required to launch Ordnance. It costs 10 Carbides Carbides and 10 Copernics Copernics to craft 5 Munitions.

While Munitions can be crafted freely at the Dry Dock, Intrinsics Rank 3 Engineering is required to craft them mid-mission.

Dome ChargeEdit

Dome charges are consumed by Forward Artillery. It costs 20 Carbides Carbides and 20 Pustrels Pustrels to craft 1 Dome Charge.

While Dome Charges can be crafted freely at the Dry Dock, Intrinsics Rank 5 Engineering is required to craft them mid-mission.

NotesEdit

  • On the upper deck of the Railjack by the rear section, players can find a device called a Reliquary Drive, resembling a cryopod, labeled as "vacant" until the player completes the quest to find it's key. The drive contains a large finger, obscured by void energies, until the key is inserted. If the player stands next to it, they can hear the sounds of knocking, unintelligible whispers, and the voices from The Man in The Wall speaking lines originally from The War Within;
    • Hey kiddo.
    • Don't forget, kiddo... you're nothing without me.
    • Hey kiddo, what took you so long?
    • Something's out there, kiddo... watching us.
    • You mad at me, kiddo? Did you forget? You owe me.

TriviaEdit

  • The player can climb up and walk on top of the Railjack in the drydock, with each piece increasing the walkable area.
    • The player can stand on flying platforms the workers use as well, which initially lacked a collision box.
  • Railjack seems to have a capability to perform a long-distance interplanetary travel without any help from the Solar Rails. This is probably a basis for the name 'Railjack'.
  • In Aeronautics, an aircraft's engines and propulsion systems are supposed to be housed in nacelles. In contrast, the Railjack's Propulsion Systems are located on top of the fuselage, separated from the nacelles.
    • However, Cephalon Cy refers to the Propulsion Systems as the Void Engine as it's fitted on the Railjack, suggesting its primary purpose is for Void jump/translation, rather than in-flight propulsion. This is also evident in TennoCon 2019's Railjack demo.
    • Cephalon Cy refers to the Propulsion systems as "Orgone Accumulator" on two occasions, once during recovery mission and, sometimes, when returning to Dry Dock from missions. Orgone is a pseudo-scientific spiritual energy or life force centered around selfish and primal desires, particularly libido. This is also probably a reference to a novel The Void Captain's Tale, in which spaceships are powered by orgasms of female pilots as a parody to Wilhelm Reich's Orgone Accumulator.
  • A Reliquary is the proper term for a container for a holy object, indicating that the Reliquary Drive contains or is meant to contain an object the Orokin or the Dax consider sacred.
    • While difficult to see inside prior to it, obtaining and inserting the key for the reliquary drive makes the void energies less opaque, and hence making it possible to easily see a giant mummified finger inside the drive.

GalleryEdit

Patch HistoryEdit

Hotfix 27.0.2
  • Increased the vacuum radius on Archwing and Railjack
    • Railjack 200m to 250m
    • Archwing 25m to 50m
  • Reduced the the hold time to upgrade Avionics by 50%.
  • Made the number of Fresnels and Nullstones that drop match the number dropped by other rare resources.
  • Doubled the amount of End of Mission Railjack commons and slightly increased uncommons.
  • Changed RailJack ‘Form A Crew’ button to also include ‘Select A Mission’ instruction
  • Railjack Avionics, Dirac, and Wreckage can now vacuumed by Archwing.
  • Changed spawning balance near end of Skirmish missions so there are fewer Crewships and Fighters as objectives near completion.
  • Reduced damage multiplier on Crewship engines.
  • Made Crewships more resilient to Archwing fire.

Update 27.0

  • Introduced Railjack flight, customization, and progression.

Update 26.1

  • Introduced.

See AlsoEdit

  • Rising Tide, the quest that guides the player on building their first Railjack.
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