FANDOM


(Photor)
m (Reactor)
Line 348: Line 348:
 
|}
 
|}
 
{{CustomCollapsible/End}}
 
{{CustomCollapsible/End}}
  +
   
   
Line 423: Line 424:
 
!Component
 
!Component
 
|-
 
|-
| +25% Damage With No Shield
+
| +25% damage while shield depleted
 
|Shield
 
|Shield
 
|-
 
|-
|Convert 100% Consumed Flux Energy To Shields
+
|Convert 100% consumed flux energy to shields
 
|Shield
 
|Shield
 
|-
 
|-
| +10% Tenno Shields On Railjack
+
| +10% Tenno shields on Railjack
 
|Shield
 
|Shield
 
|-
 
|-
|Shields Replenish 50x Faster When Cloaked
+
|Shields replenish 50x faster while cloaked
 
|Shield
 
|Shield
 
|-
 
|-
Line 438: Line 439:
 
|Shield
 
|Shield
 
|-
 
|-
| +50% Boost Speed With No Shield
+
| +50% boost speed while shield depleted
 
|Engines
 
|Engines
 
|-
 
|-
|50% Chance To Extinguish Fire After 5 Seconds
+
|50% chance to extinguish fire after 5 seconds
  +
|
  +
Reactor
  +
|-
  +
| +100% damage immunity duration after major breach repair
  +
|Reactor
  +
|-
  +
| +10% Chance to auto-repair a minor breach after 10 seconds
 
|Reactor
 
|Reactor
 
|-
 
|-
| +20% Tenno Weapon Damage On Railjack
+
| +20% Tenno weapon damage onboard Railjack
 
|Engines
 
|Engines
 
|}
 
|}

Revision as of 15:42, December 17, 2019

For the gamemode, see Empyrean.

Railjacks are large Orokin-era 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, as well as a "Void engine" propulsion system that allows them to travel independently of the Solar Rail network. 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 Dock

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 Requirements

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.

Fuselage

The Fuselage repair after retrieval and installation requires:

View Fuselage Build Requirement List
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 Systems

The Propulsion Systems repair after retrieval and installation requires:

View Propulsion Systems Build Requirement List
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 Nacelle

The Port Nacelle repair after retrieval and installation requires:

View Port Nacelle Build Requirement List
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 Nacelle

The Starboard Nacelle repair after retrieval and installation requires:

View Starboard Nacelle Build Requirement List
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 Section

The Tail Section repair after retrieval and installation requires:

View Tail Section Build Requirement List
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 Cowling

The Engine Cowling repair after retrieval and installation requires:

View Engine Cowling Build Requirement List
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 Cost

View Total Cost List
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 Key

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.

Houses

While the Rising Tide Quest reward the player with a standard Sigma Series Railjack, different Series were created during the Old War by three Houses, whose Wreckage can be found in battles.

HouseLavan House Lavan specialized in engines and shields and focused on delivering rock-solid technology at a lower resource cost. Their components were the backbone of the Orokin fleet but lacked the customization required by elite units.
HouseVidar House Vidar were material specialists that made a name for themselves with the shrewd balancing of performance and cost. The ability of their hull and armor components to withstand extreme elements earned them the loyalty of specialized units.
HouseZetki House Zetki components were considered the best of the best. However, their exorbitant resource and energy requirements meant that only the fleet's most important vessels could be outfitted with Zetki technology.

Each House produced its own series of Components, Armaments and Avionics. Hence, several items exist in different versions with their own stats, costs, and benefits.

Salvaged Components and Armaments need to be repaired in the Dry Dock before use. Note that there is an inventory limit of 30 for Wreckage Components and Armaments, each item collected beyond this limit will be automatically converted in Dirac Dirac. Unwanted items can be scrapped manually to be converted into Dirac Dirac. Scrapped Wreckage that were already repaired will return any resources used in the reparation.

Salvaged House Avionics do not have inventory limits and can be used directly. Avionics can also be scrapped into Dirac Dirac.


Components

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.

Sigma components Blueprints can be researched in the Dry Dock research console, then built in the Railjack console.
House versions can be found as Wreckage in Missions. Wreckage Components needs to be repaired either with resources or with a single use Rush Repair Drone bought from the market for Platinum6450. The Wreckage Components stats vary randomly.


Shield Array

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

206 - 390

0
Vidar MK I 123 - 260 0
Zetki MK I 82 - 178 0
Sigma MK II 350 0.5
Lavan MK II 243 - 638 0.25 - 0.46
Vidar MK II 138 - 360 0.57 - 0.95
Zetki MK II

54 - 334

0.74 - 1.98
Sigma MK III x x
Lavan MK III 574 - 988 0.31 - 0.87 1.1 - 1.7
Vidar MK III 503 - 705 1.46 - 1.55 1.4 - 3.1
Zetki MK III 118 - 494 1.3 - 3.98 2.1 - 5.9

Engines

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 MK I 10 0
Lavan MK I 8.6 - 9.6 0
Vidar MK I 16 - 29.6 0
Zetki MK I 12.4 - 19.4 x
Sigma MK II 20 0.1
Lavan MK II 13.6 - 19.0 0.26 - 0.38
Vidar MK II x - 37.4 0.07 - 0.08
Zetki MK II 10 - 29.9 0.11 - 0.18
Sigma MK III x x
Lavan MK III 16.6 - 21.3

0.31 - 0.58

Vidar MK III 33.4 - 59.6

0.05 - 0.17

Zetki MK III 20.6 - 40 0.11 - 0.3


Reactor

View Reactor Tier List
Type Additional Avionics Capacity Additional Flux Capacity
Sigma 0 0
Sigma MK I 10 0
Lavan MK I 11 - 19 x
Vidar MK I 20 - 24 0
Zetki MK I 5-9 0
Sigma MK II 30 50
Lavan MK II 22 - 39 30 - 70
Vidar MK II 28 - 49 10 - 70
Zetki MK II 6 - 29 30 - 100
Sigma MK III x x
Lavan MK III 47 - 70

40 - 200

Vidar MK III 35 - 100 20 - 100
Zetki MK III

11 - 90

50 - 300

MK III Components have an additional property, like 10% chance to close a minor breach after 10s or 50% chance to extinguish a new fire after 5s. How many different there are and the range of the numbers is to be determined.

View Component Mk III Modifiers List
Effect Component
+25% damage while shield depleted Shield
Convert 100% consumed flux energy to shields Shield
+10% Tenno shields on Railjack Shield
Shields replenish 50x faster while cloaked Shield
Every 10s, shields apply an Electrical proc to all enemies within 50m Shield
+50% boost speed while shield depleted Engines
50% chance to extinguish fire after 5 seconds

Reactor

+100% damage immunity duration after major breach repair Reactor
+10% Chance to auto-repair a minor breach after 10 seconds Reactor
+20% Tenno weapon damage onboard Railjack Engines

Armaments

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.

Sigma components Blueprints can be researched in the Dry Dock research console, then built in the Railjack console.
House versions can be found as Wreckage in Missions. Wreckage Armaments need to be repaired either with resources or with a single-use rush repair drone bought from the market for Platinum6450. The Wreckage Armaments stats vary randomly.

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 damage converted to the corresponding Empyrean analogue. The below list shows the list of Empyrean specific damage types, along with their corresponding status effect (secondary effects like Radiation b Radiation or Viral b Viral, will not proc a status effect on enemy fighters):

Damage Type Status Effect
Particle (Impact) Tear

Ship receives increased damage.

Ballistic (Slash) Concuss

Crew within a gunship have reduced aim and damage.

Plasma (Puncture) Decompress

Ship has reduced shields and armor.

Incendiary (Heat) Sear

Ship receives damage over time.

Ionic (Electric) Scramble

Ship flight controls are disabled.

Chem (Toxin) Intoxicate

Attacks any closest enemy and will be attacked in return.

Frost (Cold) 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. Exceptions to this rule are the starter Apoc and Pulsar weapons, which require only one instance to be applicable to both slots.

Turrets

Apoc

Rapid-fire autocannon: launches high-velocity projectiles, puncturing and shredding the armor of enemy ships.

View Apoc Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage DPS¹ Damage until Overheat¹
Apoc 40 10% 2.0x 500-1000 8.33 20 1000 3.0 5% Auto 15.9 Particle

37.1 Plasma

53 441.49 2650.0
Apoc MK I 40 10% 2.0x 500-1000 8.33 20 1000 3.0 5% Auto 28.8 Particle

67.2 Plasma

96 799.68 4800.0
Lavan Apoc MK I 50 10% 2.0x 500-1000 8.33 20 1000 3.0 7% Auto 28.8 Particle

67.2 Plasma

96 799.68 4800.0
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

96 799.68 4800.0
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 1199.52 1800.0
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 1366.12 8200.0
Lavan Apoc MK II 50 14% 2.0x 500-1000 8.33 20 1000 3.0 10% Auto

49.2 Particle 114.8 Plasma

x x 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 1366.12 8200.0
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 2049.18 3200.0
Apoc MK III x x x 500-1000 8.33 x x x x Auto x Particle

x Plasma

x x 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 2190.79 13150.0
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 2190.79 13150.0
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 3290.35 4937.5

¹Critical hits and DoT's excluded


Carcinnox

Rapid-fire toxin cannon: damages enemy vessels with a toxic sludge that can penetrate hulls and cause crews to become confused, turning on their allies.

View Carcinnox Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage DPS¹ Damage until Overheat¹
Carcinnox 28.6 6.0% 2.0x 500-1000 15.00 10 1000 0.1 8.0% Auto 14.0 Plasma

16.0 Chem

30 450 3000
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

54 810 5400
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

54 810 5400
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

54 810 5400
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 1215 2700
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 1380 9200
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 1380 9200
Vidar Carcinnox MK II 25.0 13.0% 2.0x 500-1000 15.00 10 1000 3.0 12.0% Auto 23.0 Plasma

69.0 Chem

92 1380 9200
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 2070 4600
Carcinnox MK III x x x 500-1000 x x 1000 3.0 x Auto x Plasma

x Chem

x x x
Lavan Carcinnox MK III 40.0 13.0% 2.0x 500-1000 15.00 10 1000 3.0 24.0% Auto 37.0

111.0

148 2220 14800
Vidar Carcinnox MK III 25 19.0% 2.0x 2000-4000 15.00 10 1000 3.0 17.0% Auto 81.0 Plasma

155.0 Chem

236 3540 23600
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 3330 7400

¹Critical hits and DoT's excluded

Pulsar

Electron pulse cannon: deadly accurate electrical pulses fry ships and occupants alike. Can wreak havoc on flight control systems.

View Pulsar Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage DPS¹ Damage until Overheat¹
Pulsar 100.0   6.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 9.0% Auto 10.0 Particle

30.0 Plasma

40 296.4 4000
Pulsar MK I 100.0 6.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 9.0% Auto 18.0 Particle

54.0 Plasma

72.0 533.52 7200
Lavan Pulsar MK I 100.0 6.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 13.0% Auto x Particle

x Plasma

72.0 533.52 7200
Vidar Pulsar MK I 100.0 8.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 9.0% Auto 18.0 Particle

54.0 Plasma

72.0 533.52 7200
Zetki Pulsar MK I 100.0 6.0% 2.0x 400.0-800.0 7.41 40 1000 3.0 14.0% Auto 27.0 Particle

81.0 Plasma

108.0 800.28 2700
Pulsar MK II 100.0 9.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 13.0% Auto 31.0 Particle

92.0 Plasma

123.0 311.43 12300
Lavan Pulsar MK II 100.0 x 2.0x 400.0-800.0 x x 1000 3.0 x Auto x Particle

x Plasma

x x x
Vidar Pulsar MK II 100.0 13.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 13.0% Auto

31.0 Plasma 92.0 Ionic

123.0 311.43 12300
Zetki Pulsar MK II 100.0 9.0% 2.0x 400.0-800.0 10.08 40 1000 3.0 20.0% Auto 46.0 Particle

139.0 Plasma

185.0 1864.8 4625
Pulsar MK III 100.0 x 2.0x 400.0-800.0 x x 1000 3.0 x Auto x Particle

x Plasma

x x x
Lavan Pulsar MK III 100.0 13.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 27.0% Auto 49.0 Particle

148.0 Plasma

197.0 1459.77 19700
Vidar Pulsar MK III 100.0 18.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 19.0% Auto 49.0 Particle

148.0 Plasma

197.0 1459.77 19700
Zetki Pulsar MK III 100.0 13.0% 2.0x 400.0-800.0 7.41 40 1000 3.0 29.0% Auto 74.0 Particle

222.0 Plasma

296.0 2193.36 7400

¹Critical hits and DoT's excluded


Cryophon

Ice wave generator: slams enemy ships with waves of frozen particulate freezing enemy propulsion systems and slowing them to a standstill.

View Cryophon Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage DPS¹ Damage until Overheat¹
Cryophon 100 10.0% 2.0x 400-800 1.0 250 1000 3.0 15.0% Auto 900 Frost 900 900 3600
Cryophon MK I 100 10.0% 2.0x 400-800 1.0 250 1000 3.0 23.0% Auto 1620 Frost 1620 1620 6480
Lavan Cryophon MK I 100 10.0% 2.0x 400-800 1.0 250 1000 3.0 21.0% Auto 1620 Frost 1620 1620 6480
Vidar Cryophon MK I 100 14.0% 2.0x 400-800 1.0 250 1000 3.0 23.0% Auto 1620 Frost 1620 1620 6480
Zetki Cryophon MK I 100 10.0% 2.0x 400-800 1.0 400 1000 3.0 23.0% Auto 2430 Frost 2430 2430 6075
Cryophon MK II 100 14.0% 2.0x 400-800 1.0 250 100 3.0 32.0% Auto 2754 Frost 2754 2754 11016
Lavan Cryophon MK II 100 14.0% 2.0x 400-800 1.0 250 1000 3.0 30.0% Auto 2754 Frost 2754 2754 11016
Vidar Cryophon MK II 100 20.0% 2.0x 400-800 1.0 250 1000 3.0 21.0% Auto 2754 Frost 2754 2754 11016
Zetki Cryophon MK II 100 14.0% 2.0x 400-800 1.0 400 1000 3.0 32.0% Auto 4131 Frost 4131 4131 10327.5
Cryophon MK III x x x 400-800 x x x x x Auto x Frost x x x
Lavan Cryophon MK III 100 20% 2.0x 400-800 1.0 250 1000 3.0 42% Auto 4407 Frost 4407 4407 17628
Vidar Cryophon MK III 100 28.0% 2.0x 400-800 1.0 250 1000 3.0 30.0% Auto 4407 Frost 4407 4407 17628
Zetki Cryophon MK III 100 20.0% 2.0x 400-800 1.0 400 1000 3.0 45.0% Auto 6611 Frost 6611 6611 16527.5

¹Critical hits and DoT's excluded


Photor

Photon lance: two focused beams instantly sear enemy ships, often engulfing them in flame.

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 Total Damage DPS¹ Damage until Overheat¹
Photor 100.0 7.0% 2.0x 400.0-800.0 12.00 2 1000 3.0 7.0% Held 8.0 Plasma

22.0 Incendiary

30.0 x x
Photor MK I 100.0 7.0% 2.0x 400.0-800.0 12.00 2 1000 3.0 7.0% Held 14.0 Plasma

40.0 Incendiary

54.0 x x
Lavan Photor MK I 100.0 7.0% 1.5x 400.0-800.0 12.00 2 1000 3.0 10% Held 14.0 Plasma

40.0 Incendiary

54.0 x x
Vidar Photor MK I 100.0 10.0% 2.0x 400.0-800.0 1200 2 1000 3.0 7.0% Held 14.0 Plasma

40.0 Incendiary

54.0 x x
Zetki Photor MK I 100.0 11.0% 2.0x 400.0-800.0 12.00 4? 1000 3.0 11.0% Held 20.0 Plasma

62.0 Incendiary

82.0 x x
Photor MK II 100.0 7.0% 2.0x 400.0-800.0 12.00 2 1000 3.0 7.0% Held 14.0 Plasma

40.0 Incendiary

54.0 x x
Lavan Photor MK II 100.0 x x 400.0-800.0 12.00 2 1000 3.0 x Held x Plasma

x Incendiary

x x x
Vidar Photor MK II 100.0 x x 400.0-800.0 12.00 2 1000 3.0 x Held x Plasma

x Incendiary

x x x
Zetki Photor MK II 100.0 14.0% 2.0x 400.0-800.0 12.00 8 1000 3.0 14.0% Held 34.0 Plasma

104.0 Incendiary

138.0 x x
Photor MK III

100.0

x x 400.0-800.0 12.00 2 1000 3.0 x Held x Plasma

x Incendiary

x x x
Lavan Photor MK III 100.0 x x 400.0-800.0 12.00 2 1000 3.0 x Held x Plasma

x Incendiary

x x x
Vidar Photor MK III 100.0 17.0% 2.0x 400.0-800.0 12.00 2 1000 3.0 12.0% Held 36 Plasma

112 Incendiary

148 x x
Zetki Photor MK III 100.0 18.0% 2.0x 400.0-800.0 12.00 x 1000 3.0 18.0% Held 56.0 Plasma

166.0 Incendiary

222.0 x x

¹Critical hits and DoT's excluded

Ordnances

Tycho Seeker

Seeker Missile: strikes targets with a massive blast.

View Tycho Seeker Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Reload Status Trigger Range Damage Total 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


Milati

Missiles: launches a swarm of dumbfire rockets.

View Milati Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Reload Status Trigger Range Damage Total 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 IIi x x0% xx x x x x% x x x x

Galvarc

Arc Weapon: discharges a massive stream of Incendiary energy, latching and frying up to 3 enemy vessels.

View Galvarc Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Reload Status Trigger Range Damage Total 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

Manufacturing Costs

Turrets

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
AucruxCapacitors
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 III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? 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
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
GallosRods
315
Copernics
7,000
Carbides
5,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
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: 12 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
AucruxCapacitors
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
AucruxCapacitors
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 III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? 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 III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

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

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
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: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Base

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
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
AucruxCapacitors
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 III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? 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 III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

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

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
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

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
AucruxCapacitors
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
AucruxCapacitors
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 III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? 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
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
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
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
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: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? 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
AucruxCapacitors
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 III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? 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
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

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

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
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

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A


Ordnances

Base

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
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
AucruxCapacitors
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
AucruxCapacitors
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
AucruxCapacitors
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
AucruxCapacitors
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


Components

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
AucruxCapacitors
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 III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? 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: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
15,000
Bracoid
16
Asterite
1,440
Titanium
12,000
Copernics
10,400
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
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: ?? 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

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
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

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

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
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: ?? 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
??
??
??
??
??
??
??
??
??
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: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

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

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
Time: ?? 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 III

Manufacturing Requirements
Credits64
??
??
??
??
??
??
??
??
??
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
1,500
Pustrels
3,000
Time: ?? 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


Avionics

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; these Avionics are slot-restricted, meaning a particular Avionic can only be equipped in a specific slot. 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 Dirac.

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

Battle

Slot 1: 

Blackout Pulse

Deploy an electromagnetic pulse that deals 175-X damage to enemies within 100m and disable them temporarily. Recast to detonate manually, causing the explosion radius to become 180m.

Flux energy cost: 25

Avionics capacity cost: 4(R0) - 8(R4)

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

Avionics capacity cost: 4(R0) - 8(R4)

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 capacity cost: 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 capacity cost: 4(R0) - X(RX)

Slot 3: 

Seeker Volley


Fires 38-50 (50 when rank 4 in rank 3 grid slot) homing missiles.

Flux energy cost: 100

Avionics capacity cost: 6(R0) - 10(R4)

Void Hole

Creates a 75/x/x/x/110 wide black hole that sucks in enemies, dealing 200/x/x/x/230 damage per second over 8/x/x/x/15 seconds.

Flux energy cost: 100

Avionics capacity cost: X(R0) - X(RX)

Tactical

Battle Forge   Reduce forge Cooldown by 30/35/40/60/80/100/120/xs.  Cooldown: 480s

Fire Suppression R0(4 avionics) Extinguish 1/2/3/4/5/6/7/8 fire(s).  Cooldown: 300s

Squad Renew R0(6 avionics) Heal all Railjack squad members by 50/55/60/65/70/75/80/100%. 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

Flow Burn R0(6 avionics) Increase Speed and Boost Speed by 17% for 5s. Cooldown 240s

Breach Quanta Temporarilly stall Hull Breach for 20/25/30/x/x/x/45 s. Cooldown: 300s

Form Up R0(6 avionics) Recall all squad members to the railjack and heal them for x/x/55/65/75/x/x%. Cooldown 240s



Integrated

The bonus the avionics give can be described as:

(R0 Bonus) * (Avionic Rank + 1 + Grid Slot Rank)

Upgrading the avionic increases the capacity drain by 1 per level, but upgrading the slot does not increase the drain. The collapsible table below looks at the values for the mods in a rank zero slot.

View Integrated Avionics List
Name

(Effect)

Standard Lavan Vidar Zetki Type
Ablative Shell

(Reduce Chem Damage)

??% (R0)

??% (R?)

2.5% (R0) ??% (R0)

??% (R?)

??% (R0)

??% (R?)

Resistance
Anode Cell

(Increase Shield Recharge)

??% (R0)

??% (R?)

6% (R0)

30% (R4)

11% (R0)

22% (R1)

??% (R0)

??% (R?)

Hit Points
Bulkhead

(Increase Hull)

18% (R0)

36% (R1)

24% (R0)

48% (R1)

??% (R0)

??% (R?)

??% (R0)

368% (R7)

Hit Points
Conic Nozzle

(Increase Speed)

??% (R0)

??% (R?)

2.3% (R0)

18.4% (R7)

2% (R0)

4% (R1)

??% (R0)

??% (R?)

Utility
Forward Artillery

(Increase Artillery Damage)

??% (R0)

??% (R?)

6.5% (R0)

13% (R1)

5.5% (R0)

??% (R4)

??% (R0)

??% (R?)

Offensive
Heat Sink

(Reduce Incendiary Damage)

??% (R0)

??% (R?)

5% (R0) 7% (R0)

35% (R4)

??% (R0)

??% (R?)

Resistance
Hull Weave

(Increase Max Armor)

7% (R0)

14% (R1)

14% (R0)

28% (R1)

27% (R0)

135% (R4)

~16.33% (R0)

230% (R7)

Hit Points
Hyperflux

(Increase Flux Energy)

??% (R0)

??% (R?)

9% (R0)

18% (R1)

7% (R0)

35% (R4)

??% (R0)

??% (R?)

Utility
Hyperstrike

(Increase Turret Damage)

8% (R0)

16% (R1)

9.5% (R0)

47.5% (R4)

??% (R0)

??% (R?)

11% (R0)

88% (R7)

Offensive
Ion Burn

(Increase Boost Speed)

??% (R0)

??% (R?)

3.6% (R0)

28.8% (R7)

??% (R0)

??% (R?)

4.2% (R0)

21% (R4)

Utility
Last Stand

(Increase Turret Damage Below 20% Hull)

??% (R0)

??% (R?)

19% (R0)

19% (R0) 19% (R0)

95% (R4)

Offensive
Maxima

(Increase Max Shields)

??% (R0)

??% (R?)

6% (R0)

30% (R4)

??% (R0)

??% (R?)

??% (R0)

??% (R?)

Hit Points
Phasic Weave

(Reduce Ionic Damage)

??% (R0)

??% (R?)

5.5% (R0) 4.5% (R0)

36% (R7)

5% (R0)

25% (R4)

Resistance
Polar Coil

(Increase Turret Heat Capacity)

??% (R0)

??% (R?)

??% (R0)

??% (R?)

8.5% (R0)

17% (R1)

6% (R0)

48% (R7)

Offensive
Ripload

(Decrease Ordinance Reload Time)

??% (R0)

??% (R?)

4% (R0)

20% (R4)

5% (R0)

10% (R1)

??% (R0)

??% (R?)

Offensive
Thermatic

(Reduce Frost Damage)

??% (R0)

??% (R?)

6.5% (R0) 5.5% (R0)

??% (R4)

??% (R0)

??% (R?)

Resistance
Warhead

(Increase Ordinance Damage)

??% (R0)

??% (R?)

7% (R0)

35% (R4)

5.5% (R0)

44% (R7)

6.5% (R0)

??% (R7)

Offensive
Winged Cyclone

(Increase Archwing Speed In Radius)

??%, ??m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

Archwing
Winged Force

(Increase Archwing Shields In Radius)

??%, ??m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

4%, 64m (R0)

??%, ??m (R1)

4%, 100m (R0)

16%, 100m (R4)

Archwing
Winged Steel

(Increase Archwing Armor In Radius)

??%, ??m (R0)

??%, ??m (R?)

6%, 90m (R0) ??%, ??m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

Archwing
Winged Storm

(Increase Archwign Damage In Raduis)

??%, ??m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

2%, 60m (R0)

??%, ??m (R4)

??%, ??m (R0)

??%, ??m (R?)

Archwing


 

Intrinsics

Main article: Intrinsics
Edit Tab
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.

Players can access their Intrinsics via the Dry Dock console or from the Orbiter's menu, Esc  → Profile → Intrinsics.

General

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.

Rank Intrinsic Points needed Cumulative total
1 1 1
2 2 3
3 4 7
4 8 15
5 16 31
6 32 63
7 64 127
8 128 255
9 256 511
10 512 1023

Intrinsic Points are earned by gaining Affinity from completing Empyrean missions and performing actions that aid in the mission's success, such as repairing hull damage, killing boarding parties, etc. The rate at which these points are earned is affected by Affinity Boosters and the relevant Mod TT 20pxCharm buff.

Each Intrinsic rank gained rewards the player with 1,500 Mastery points. There is currently no way to respec points, although staff members at Digital Extremes have talked about plans to implement this when the Command Intrinsic is added at a later date. Whether this will be through a craftable item or available as standard is currently unknown. Ranking all four classes to rank 10 costs a total of 4092 Intrinsics and awards 60,000 Mastery Rank experience.

As of Hotfix 27.0.9, players cannot gain more points than needed to max all Intrinsics, though excess points acquired prior to this Hotfix will remain untouched.

Mechanics

Each Intrinsic point requires 20,000[citation needed] Affinity which can be earned through a variety of activities during Empyrean missions, and unlike regular missions Affinity Range is infinite so all Squad members benefit regardless of their locations.

Activity Affinity Gain/Conversion
Fixing hull breaches
(dark orange icon)
2,400
Fixing hull ruptures
(orange icon)
4,000
Putting out fires
(yellow icon)
2,400
Grounding electrical faults
(blue icon)
2,400
Thawing frozen doors
2,400
Killing boarding party enemies
(red icons)
2x Affinity from enemies
Crafting supplies at the Forge 600
Destroying ships 2x Affinity from ships
Killing crew within crewships/bases 2x Affinity from enemies

Note that Stealth Kill Affinity Bonus and Scanning contributes to the Affinity pool for an Intrinsic point.

Upon Death and reviving, progress towards Intrinsic points will not be lost.

Intrinsic Classes

TacticalIntrinsic

Increase your focus on the big picture of battle. Improved Tactical Avionics, Archwing Catapult maneuvers and powerful Tactical deployment abilities.

—In-Game Description
Rank Ability Description Notes
1 Tactical System Deploy Tactical Avionics. Crew tracking system.
  • Allows opening of the Tactical Menu by pressing L  while in a Railjack. This menu shows a map of the Railjack, the position of teammates, and their Health and Shield bars. The Tactical Menu also allows the usage of Tactical Avionics that provide various benefits to the Railjack's interior systems.
  • Pressing RMB  on the map places a waypoint at the location of the cursor.
2 Ability Kinesis Warframe abilities can be deployed as tactical support.
  • Unlocks remote Warframe Abilities while in the Tactical Menu. Players can select a Warframe ability from among the players present, which can then be cast by left-clicking on the desired location on the Tactical Map.
  • Only one pre-selected ability can be used per player, with the available ability depending on the selected Warframe.
  • These abilities use Flux Energy in varying amounts depending on the Warframe ability.
  • For a list of abilities that can be deployed, see here: Railjack/Tactical Map#Ability Kinesis
3 Command Link Fast Travel within vessel. Coordinate squad members with command interface.
  • Allows fast-travelling to specific locations within the Railjack from the Tactical Menu. Current destinations are the Bridge, the side Archwing exits and turrets, the Archwing Slingshot at the top of the ship, and the Forge.
  • Also enables the player to send basic pre-scripted mission commands to squad members from the Tactical Menu. The command will be issued to the selected squad member by a voice line from Cephalon Cy.
4 Recall Warp Omni gear can be used to warp aboard the ship from anywhere.
  • Equipping the Omni outside of the Railjack will teleport the user back inside after 5 seconds.
  • This teleport cannot be cancelled after activation.
  • If the player is killed during the timer they appear in the Railjack but will revive back at their previous location. (bug?)
5 Overseer Crew chase camera.
  • Allows the player to use the Tactical Menu to see from other player's perspectives. This includes the ability to see the other player's current Tactical Map, allowing for the deployment of Warframe abilities via Ability Kinesis into places outside of the Railjack.
6 Tactical Efficiency Reduces Flux Energy Consumption by 25%.
  • The cost reduction for Ability Kinesis is applied separately after all modifiers from Warframe mods have been accounted for.
  • Currently only affects Ability Kinesis; does not alter the cost of Battle Avionics (this has been verified by DE as a bug to be fixed in the near future).
7 Tactical Response Reduces Tactical Avionics cooldown by 20%.
  • Stacks multiplicatively with other cooldown reductions.
8 Archwing Tactical Blink Reduces Archwing Blink cooldown by 25%.
9 Swift Tactics Further reduces Tactical Avionics cooldown by 20%.
  • Stacks multiplicatively with other cooldown reductions.
    • Stacks with the Rank 7 Tactical Response ability for a combined 36% reduction in Tactical Avionics cooldown.
10 Join Warp Warp from ship to crew member.
  • Teleport to the target crew member's last location after 5 seconds.


PilotingIntrinsic

Forge a bond with the vessel. Improved Pilot Avionics with advanced speed and agile maneuvering capabilities.

—In-Game Description
Rank Ability Description Notes
1 Boost Hold LShift  to boost Engine Speed for a short time.
2 Vector Maneuver Tap LShift  to burst Directional Thrusters.
3 Vectored Evasion Near-by enemy projectiles lose lock-on during Vector Maneuver.
4 Safe Flight Damage due to Collisions reduced by 50%.
5 Drift Maneuver During Vector, press & hold LShift  to drift. Drifting consumes Boost to charge launch speed. Release LShift  launches out of the drift.
  • Drifting can be done in any direction, including sidewards and backwards. However, the launch when releasing the LShift  key will always propel the Railjack forward regardless of which direction it was traveling before.
6 Slipstream Boost Time increased by 25%.
7 Enhanced Maneuvers Vector and Drift Maneuvers consume 25% less boost.
8 Aeronaut Archwing Speed increased by 20%.
  • Applies to the use of Archwings outside of Empyrean missions.
  • The bonus will not be visible in the Arsenal but will be active during gameplay.
  • The bonus is additive with any speed boost from mods.
9 Evasion Reduce Incoming Damage by 10% while boosting.
10 Ramming Speed Ramming into enemies while Boosting will deal 2,000 Particle Damage

GunneryIntrinsic

Unlock the deadly power of your arsenal. Improved Gunnery Avionics, advanced targeting modes and devastating artillery.

—In-Game Description
Rank Ability Description Notes
1 Target Sync Target lead indicators and ordnance lock-on.
  • Also causes Grineer Crewship projectiles to lock onto targets.
  • Lock-on is acquired when the triangles at the edge of the main target indicator diamond reach the corners of the diamond.
  • Lead Indicator is indicated by a small, white targeting reticle, which determines the best place for the player to offset their aim to hit their current target.
2 Phantom Eye Augmented reprojection and turret suspensors allows full 360 degree combat engagement.
  • When active, players using the side turret guns will have all visual and turret movement restrictions removed.
  • Does not apply to the forward turrets or the forward artillery.
3 Archwing Slingshot High velocity Archwing deployment into the combat zone.
  • The Arcwing Slingshot is located at the top of the Railjack and can be fast-traveled to using the Command Link Tactical skill.
  • It has a range of 1,850 meters.
  • The Slingshot normally requires a short charge time to fire when launched at empty space. However, if the Slingshot is locked on to an enemy target (indicated by a yellow bracket on an enemy), the Slingshot fires immediately without charging.
  • Aiming the Slingshot beyond the width of its bore will "curve" the trajectory of the shot, allowing the Slingshot to fire the Archwing outside of the Railjack's centerline.
4 Archwing Warhead Slingshot Archwing damages fighters and penetrates enemy crewship hulls.
  • When fired at a crewship, the Archwing Slingshot will make the Tenno "phase" through the hull, depositing them directly inside the ship's rear cargo hold without the player needing to manually enter the ship. The player will always be deposited in the rear cargo hold regardless of which part of the ship the Archwing hits on impact.
5 Artillery Command Control of forward-mounted Artillery cannon.
  • Unlocks the ability to use the Railjack's Tunguska Cannon, which can be controlled from the bridge on the station by the rear of the Navigation console.
6 Cold Trigger Reduce Turret Heat Accretion by 20%.
7 Advanced Gunnery Reduce overheat recovery time by 50%. Extends slingshot range by 50%.
8 Vengeful Archwing Increases Archwing power: Damage +25%, Ability Strength +20%, Ability Range +20%, and Ability Efficiency +20%.
  • The damage bonus is additive with weapon mods such as Rubedo-Lined Barrel.
  • Applies to the use of Archwings outside of Empyrean missions.
  • Bonuses are not visible in the Arsenal but are active during gameplay.
9 Combat Drift Drifting reduces weapon heat buildup by 50% while increasing weapon damage by 50%.
  • Requires the Drift Maneuver Piloting skill in order to use.
10 Reflex Aim Aim snaps turrets to the nearest lead indicator.
  • Aim will only snap to targets for 0.5s, after which it will resume manual aim.


EngineeringIntrinsic

Mend the scars of battle and feed the war machine. Improved Engineering Avionics, bolster resource yields, forge armaments in realtime.

—In-Game Description
Rank Ability Description Notes
1 Applied Omni Accelerated hazard suppression and hull repair.
  • Increases the speed at which the Omni can repair various internal hazards, including fires, electrical faults, hull ruptures, and freezing.
2 Flux Forge Forge Flux Energy in realtime to power vessel Battle Avionics.
  • Unlocks the ability to craft Flux Energy at the Railjack's Forge during a mission.
3 Ordnance Forge Replenish combat Ordnance while deployed.
  • Unlocks the ability to craft Ordnance at the Railjack's Forge during a mission.
4 Optimization Pass Increase Forge yields by 25%.
  • Increases the amount of consumables – namely Revolite, Flux Energy, and Ordnance – crafted per use of the Forge.
  • Dome Charges are not affected by this ability and can still only be crafted one at a time.
5 Dome Charge Forge Resupply forward Artillery cannon during combat.
  • Unlocks the ability to craft Dome Charges at the Railjack's Forge during a mission.
6 Forge Accelerator Increase Forge processing speed by 25%.
  • Decreases Forge Cooldown to 2.25 minutes, or 2 minutes and 15 seconds.
7 Full Optimization Further increase Forge yields by 25%.
  • Stacks with the previous Optimization Pass upgrade, increasing yields to a total of 50%.
  • Allows crafting two Dome Charges at once instead of one.
8 Vigilant Archwing Increase Archwing defense. Health +30%, Shield +30%, and Armor +30%.
  • Applies to the use of Archwings outside of Empyrean missions.
  • The bonus will not be visible in the Arsenal but is active during gameplay.
9 Surplus Yield Increase Refinement yields by 10%.
10 Anastasis Remotely repair onboard hazards.
  • Remote repair is performed by clicking on the hazard in the Tactical Menu. This spawns a repair drone on the hazard, turning the hazard icon to white, and takes 5 seconds to repair.
  • Cannot use Command Link (Tactical Intrinsic Rank 3) to teleport around the ship while your repair drone is on a hazard.


CommandIntrinsic

The Command intrinsic is a planned intrinsic category, although it is displayed on the Intrinsics page in-game there is no current way to interact with or upgrade it like other branches of Intrinsics.

It has been stated by Digital Extremes staff members that the Command Intrinsic will allow players to control friendly NPC crew members, notably converted Kuva Liches, and is designed more around facilitating solo play at harder difficulties. However, the details on a release date for such a feature or a more expanded explanation have not been announced as of the current day.

Notes

  • Some Intrinsics can apply outside of Empyrean missions, most notably those that affect Archwings.
  • The Intrinsics Archwing bonuses have no effect on TitaniaIcon272 Titania's Razorwing130xDark Razorwing, which uses Archwing controls.
  • Gaining an Intrinsic Point makes a rank-up sound effect.

Patch History

Hotfix 27.4.1
  • Quadrupled the XP gain from removing Railjack Hazards:
    • Fire Hazard: From 600 to 2400
    • Electricity Hazard: From 600 to 2400
    • Ice Hazard: From 600 to 2400
    • Hull Breach: From 600 to 2400
    • Hull Rupture: From 1000 to 4000

Update 27.4

  • Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.

Hotfix 27.0.9

  • Intrinsic points can no longer be gained once all available Intrinsics are maxed out. If you are already above the maximum, your additional points have not been lost.
  • Fixed railjack engineering 10 intrinsic not working for clients.
  • Fixed bug where Intrinsics could be kept on mission abort, which was never intended.


<onlyinclude>

Payload

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.

Revolite

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 Energy

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.

Munitions

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 Charge

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.

Notes

  • 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.

Trivia

  • 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 the barges that the Dry Dock workers use
  • It appears that Railjacks have the capability to perform long-distance interplanetary travel without having to use 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.

Gallery

Patch History

Hotfix 27.0.3
  • Corrected Zekti Cryphon stats to their intended values. This fixes the Zekti Cryphon not having stronger damage than the base Cryphon.
  • Tweaked flares and explosion FX of Fighters and Crewships in Railjack missions.
  • Fixed incorrect scale and lighting of a certain prison.
  • Fixed missing collision on some Crewships in Railjak.
  • Fixed a crash when attempting to join a player’s Railjack from their Orbiter.
  • Fixed a script crash that could kill your Railjack HUD.
  • Fix for Clients not seeing turret weapon attachment animations in Railjack.

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 Also

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


Community content is available under CC-BY-SA unless otherwise noted.