The Railjack has four main components that determine its stats: Shield Arrays for shield capacity and regeneration rate/delay; Engines for top speed, acceleration, and turning rate; Plating for hull (health) and armor, and Reactors for Ability Strength, Ability Range, and Ability Duration for Battle Mods.
Sigma versions of armaments can be researched and purchased in the Clan Dojo Dry Dock research console, then installed in the Railjack console. These have no build time once all the resources needed to build them are contributed.
House versions can be found as Wreckage in missions, with each House favoring certain attributes over others. Wreckage Components need to be repaired either with resources taking 12 hours to complete (this can be rushed for 20), or instantly without using any resources by expending a single-use Rush Repair Drone. The Wreckage Components stats vary randomly.
With the exception of the Sigma variants and all the Platings, all MK III Components have an additional special unique trait in addition to the base stat increases, and each component from each house comes with 2 different variants of the trait (except Vidar Shield Array that has an extra variant for a total of 3 different unique traits).
Players start with 8 Component and Armament slots for repaired wreckage, with two additional slots being purchasable for 12. Players can hold up to an indefinite amount of recovered wreckage which can be inspected to reveal their stats and traits. There are only 30 inspected wreckage slots, which cannot be increased in any way, and players with capped inspected wreckage cannot continue inspecting wreckage or embark on Empyrean missions until they have cleaned their inventory of inspected wreckage.
All wreckage cannot be traded between players.
Shield Array[]
- Main article: Shield Array
Shield Arrays are Components that modify a Railjack's defensive Shields. Stats are randomized within a range determined by the item's House and Tier.
Shield Array stats vary between Houses, but the differences follow the same pattern:
- Lavan Shield Arrays had the best in class capacity, at the cost of recharge performance.
- Vidar focused their Shield Array research on reliability rather than all out performance.
- Zetki Shield Arrays had unbeatable recharge delay at the expense of maximum shield capacity.
Engines[]
- Main article: Engines
Engines are Components that modify a Railjack's cruising speed and boost capabilities. Stats are randomized within a range determined by the item's House and Tier.
A Railjack's base Engines stats are:
- Engine Speed: 150 meters per second
- Engine Boost: 1.3x
Avionics are applied to these base stats, and then the equipped Engine's values are added on.
Total speed can be calculated using the following formula:
Total Base Speed = [150 × (1 + Bonus % from Conic Nozzle)] + (Additional Engine Speed)
Base Boost Multiplier is 1.25x, and the bonus from Engines is additive, but at least in the UI, the Boost Multiplier is rounded to the nearest .1. For example, an Engine with +0.17 Boost Speed Multiplier would show an Engine Boost value of 1.4x.
Total Boost Multiplier = [1.25 × (1 + Bonus % from Ion Burn)] + (Additional Boost Multiplier)
Engines stats vary between Houses, but the differences follow the same pattern:
- Lavan Engines touted the best boost speeds, but struggled to compete at top speeds.
- Vidar Engines were the best in class for top speed, at the expense of Boost performance.
- Zetki Engines were solid performers in all categories but stood out in none.
(Without any speed mods (e.g. Conic Nozzle) equipped, and assuming rounded boost multiplier.)
Plating[]
- Main article: Plating
Plating are Components that modify a Railjack's Hull (Health) and Armor. Stats are randomized within a range determined by the item's House and Tier.
Unlike other Railjack Components, the Plating does not have any unique traits.
Plating stats vary between Houses, but the differences follow the same pattern:
- Lavan focused their efforts on superior Hull composition, at the cost of Armor integrity. They are also the only one with a distinct synergy with another component; one possible unique attribute of a Lavan Reactor is a +25% boost to Shield capacity if equipped alongside a Lavan Plating.
- Vidar designed their plating to have the highest possible Armor strength, Hull reinforcement was less of a priority.
- Plating from House Zetki struck a balance between Armor strength and Hull fitness.
- The above implies that best potential effective health (for Mk II-III) can only be obtained from Lavan plating, Vidar being mediocre, and Zetki being the worst choice.
Sigma | Lavan | Vidar | Zetki | |
---|---|---|---|---|
Hull (Health) | 2450 | 4500 - 6000 | 3300 - 4400 | 3600 - 4800 |
Armor | 1625 | 2150 - 2688 | 2950 - 3688 | 2350 - 2938 |
Effective Health | 15721 | 36750 - 59760 | 35750 - 58491 | 31800 - 51808 |
Sigma | Lavan | Vidar | Zetki | |
---|---|---|---|---|
Hull (Health) | 1750 | 3350 - 5025 | 2550 - 3825 | 2750 - 4125 |
Armor | 1300 | 1775 - 2367 | 2375 - 3167 | 1925 - 2567 |
Effective Health | 9333 | 23171 - 44672 | 22737 - 44204 | 20396 - 39421 |
Reactor[]
- Main article: Reactor
Reactors are Components that modifies a Railjack's Battle mods Strength, Range, and Duration. They are randomized within a range determined by the item's House and Tier.
Reactor stats vary between Houses, but the differences follow the same pattern:
- Lavan Reactors prized Railjack ability Duration above all else.
- Vidar Reactors were optimized to increase the Railjack's ability Range.
- The design priority for Zetki's Reactors was greater Railjack ability Strength.
- Mk II Reactors have the highest main stat bonus.
- Mk III Reactors have a secondary stat with Lavan increasing Strength, Vidar increasing Duration, and Zetki increasing Range, but at some expense to the main stat. The secondary stat can only be maxed with Valence Fusion using other Mk III of the same type.
Drop Sources[]
All components of the same Tier and House share the same drop source and chance.
Region | Tier | House | Faction | Source | Drop Chance |
---|---|---|---|---|---|
Earth Proxima | Mk I | Lavan | Grineer | Skirmish Reward | 6.00% |
Vidar | |||||
Zetki | Elite Kosma Outrider | 11.11% | |||
Venus Proxima | Lavan | Corpus | Exterminate/Volatile Reward | 7.32% | |
Defense Reward (Rotation A)
Engines & Reactors |
20.00% | ||||
Defense Reward (Rotation B)
Shields & Plating |
17.65% | ||||
Orphix Reward (Rotation A) | 14.29% | ||||
Vidar | Exterminate/Volatile Reward | 7.32% | |||
Defense Reward (Rotation B)
Engines |
17.65% | ||||
Defense Reward (Rotation C)
Reactors, Shields & Plating |
15.79% | ||||
Orphix Reward (Rotation B) | 13.64% | ||||
Zetki | Taro Weaver | 12.50% | |||
Saturn Proxima | Mk II | Lavan | Grineer | Skirmish Reward | 6.00% |
Vidar | |||||
Zetki | Elite Gyre Outrider | 11.11% | |||
Neptune Proxima | Lavan | Corpus | Exterminate/Volatile Reward | 7.23% | |
Defense Reward (Rotation A)
Engines & Reactors |
20.00% | ||||
Defense Reward (Rotation B)
Shields & Plating |
17.14% | ||||
Orphix Reward (Rotation A) | 14.29% | ||||
Vidar | Exterminate/Volatile Reward | 7.23% | |||
Defense Reward (Rotation B)
Engines |
17.14% | ||||
Defense Reward (Rotation C)
Reactors, Shields & Plating |
15.38% | ||||
Orphix Reward (Rotation B) | 13.64% | ||||
Zetki | Axio Weaver | 12.50% | |||
Pluto Proxima | Mk III | Lavan | Corpus | Exterminate/Volatile Reward | 7.23% |
Defense Reward (Rotation A)
Engines & Reactors |
20.00% | ||||
Defense Reward (Rotation B)
Shields & Plating |
18.18% | ||||
Orphix Reward (Rotation A) | 14.29% | ||||
Vorac Gox | 12.50% | ||||
Vidar | Exterminate/Volatile Reward | 7.23% | |||
Defense Reward (Rotation B)
Engines |
18.18% | ||||
Defense Reward (Rotation C)
Reactors, Shields & Plating |
15.38% | ||||
Orphix Reward (Rotation B) | 13.64% | ||||
Vorac Gox | 12.50% | ||||
Zetki | Vorac Weaver | 0.65% | |||
Veil Proxima | Lavan | Grineer | Skirmish Reward | 6.00% | |
Vidar | |||||
Zetki | Elite Exo Outrider | 12.50% | |||
Lavan | Corpus | Orm Gox | 12.50% | ||
Vidar | Exterminate/Volatile Reward | 7.23% | |||
Defense Reward (Rotation A)
Engines & Reactors |
21.43% | ||||
Defense Reward (Rotation B)
Shields & Plating |
17.14% | ||||
Orphix Reward (Rotation A) | 14.29% | ||||
Vorac Gox | 12.50% | ||||
Zetki | Exterminate/Volatile Reward | 7.23% | |||
Defense Reward (Rotation B)
Engines |
17.14% | ||||
Defense Reward (Rotation C)
Reactors, Shields & Plating | |||||
Orphix Reward (Rotation B) | 13.64% |
Valence Fusion[]
Valence Fusion combines two of the same Railjack Components and Armaments (in respect to the House and Type) into one with superior bonus stats. This applies to Turrets, Shield Arrays, Engines, Platings, and Reactors, but does not apply to Ordnance or other Sigma Items. This can be managed in the Dry Dock. Stat increases are capped between 40% and 60% for weapons and miscellaneous values for components.
To perform Valence Fusion, players must click on the component or armament desired to be upgraded, and then the part to be used as the donor. Only the object to be upgraded must be constructed, while the donor item can either be repaired or unrepaired. If the component has a different MKIII unique trait, the player is prompted to select one.
If the player does not have enough resources, a failure message will notify the player which resources they are missing. If the item to be upgraded is already maximized, a failure message will notify the player that the item can no longer be enhanced further.
Once the components/armaments with stats below maximum have been selected and the player has enough resources, a confirmation screen displays the desired component's new bonus values and warns that the transfer will consume the selected donor component along with the required resources. Players are then prompted to type FUSE to confirm the fusion.
Costs[]
Fusing with repaired parts will require some Endo:
- MK I: 800 Endo
- MK II: 1600 Endo
- MK III: 2400 Endo
Fusing with unrepaired parts instead of Endo costs 40% of the resources and Credits that would be used to repair it (Any decimals are rounded up to the nearest whole number. Ex: 3.2 = 4).
Upgrading[]
Upgrades count towards the stat bonus on MKIII turrets and the random stats on other Railjack gear.
- Fusing gear that is the same tier level (e.g. MKIII with MKIII) will yield an increase of stats by 10%.
- Example: Fusing together Vidar Photor MKIII with +40% bonus damage with another Vidar Photor MK III with +35% bonus damage, results in one Vidar Photor MKIII with +44% bonus damage.
- Fusing gear that has a lower tier level (e.g. MKII with MKIII or MKII with MKI) will yield an increase of stats by 5%.
- Fusing gear that has a lower tier level by two (i.e. MKI with MKIII) will yield an increase of stats by 2%.
- Fusing gear that has a higher tier level (e.g. MKIII with MKII) is equivalent to the same fusion the other way around (Results in MKIII Gear).
For Weapons and same-tier Armaments, maximum % bonus (60%) can be achieved in the following number of fusions:
Minimum Initial Value | Maximum Number of Fusions |
---|---|
58.0% | 0 (automatically rounded up to 60.0%) |
52.8% | 1 |
48.0% | 2 |
43.6% | 3 |
39.7% | 4 |
36.1% | 5 |
32.8% | 6 |
29.8% | 7 |
27.1% | 8 |
25.0% | 9 |
For example, a Tenet Envoy with a 42% Toxin bonus will need at most 4 Fusions to reach the maximum element bonus of 60%.
Manufacturing Requirements[]
Manufacturing and repair costs are the same for all Shield Arrays, Engines, and Reactors of the same House and tier.
Mk I Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
2 |
75 |
2,500 |
1,500 |
Time: 0 hrs |
Rush: N/A | |||||
Market Price: N/A | Blueprints Price: N/A | ||||
Railjack Lab Research | |||||
10,000 |
1 |
2,159 |
4,750 |
2,894 |
Time: 72 hrs |
Prereq: N/A | |||||
x1 x3 x10 x30 x100 |
Mk II Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
3 |
150 |
4,000 |
3,000 |
Time: 0 hrs |
Rush: N/A | |||||
Market Price: N/A | Blueprints Price: N/A | ||||
Railjack Lab Research | |||||
10,000 |
1 |
2,622 |
6,510 |
5,500 |
Time: 72 hrs |
Prereq: Mk I | |||||
x1 x3 x10 x30 x100 |
Mk III Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
7 |
300 |
6,000 |
5,000 |
Time: 0 hrs |
Rush: N/A | |||||
Market Price: N/A | Blueprints Price: N/A | ||||
Railjack Lab Research | |||||
10,000 |
1 |
2,846 |
8,138 |
5,157 |
Time: 72 hrs |
Prereq: Mk II | |||||
x1 x3 x10 x30 x100 |
Mk I Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
5 |
120 |
3,600 |
2,400 |
Time: 12 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
Mk II Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
8 |
315 |
7,000 |
5,600 |
Time: 12 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
Mk III Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
16 |
1,440 |
12,000 |
10,400 |
Time: 12 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
Mk I Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
5 |
120 |
3,600 |
2,400 |
Time: 12 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
Mk II Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
8 |
315 |
7,000 |
5,600 |
Time: 12 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
Mk III Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
16 |
1,440 |
12,000 |
10,400 |
Time: 12 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
Mk I Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
8 |
150 |
4,500 |
3,000 |
Time: 12 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
Mk II Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
11 |
390 |
8,750 |
7,000 |
Time: 12 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
Mk III Shield Arrays, Engines and Reactors
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
20 |
1,800 |
15,000 |
8,125 |
Time: 12 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |