Complete guide on Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1941808215
Note: Will finish formatting later. Steam version has a lot more Visual help and is the most updated version.(Reddit limits image count) The guide is still work in progress. Open to criticism / corrections / ideas. Will make a list to the beginning
1. How to Earn Intrinsics / Must have Talents
2. How to Farm Intrinsics REAL quick
3. Intrinsics Levels give MR (Mastery Rank) Points
- Do I still keep the materials and Blueprints / Intrinsics levels if I don't have a Railjack of my own?
5. Hidden quest (ERRA) SHEDU Farm
6. Veil Proxima Ships Healing
7. Omni Tool / Repairing / How to Spare your Relovite
8. How to increase Avionics / Flux Energy Capacity?
9. Which loot goes to the Forgery?
10. How and When to Refine, General Forge Usage
11. New weapon Blueprints ( Pennant / Quellor )
12. Intrinsics Archwing buffs work on PoE / Fortuna / Archwing Missions
13. Which Archwing to use for Railjack and Builds (AMESHA)
14. Where to Farm Archwing / Archgun EXP
15. New Railjack Damage & Status Effect Types
16. How to Hijack Crew Ships and Use it against the enemy
17. Most suitable Frames for Railjack
18. Frame Tactical Abilities
19. Which Armaments are best to use and why?
20. How to use Frontal Artillery effectively and 1-shot Crew Ships on Veil!
21. All CARCINNOX MK III Houses and Comparison
22. All CRYOPHON MK III Houses and Comparison
23. All APOC MK III Houses and Comparison
24. All PULSAR MK III Houses and Comparison
25. All REACTOR MK III (All the stats are randomly generated , BUT , there is a pattern to it.)
26. All ENGINES MK III (All the stats are randomly generated , BUT , there is a pattern to it.)
27. All SHIELD ARRAY MK III ( Work in Progress )
28. Most Wanted / Expensive Avionics and How to get them
29. Derelict Structures in Veil
30. Most optimal Railjack
31. Sentient Ship Ephemera ( Rare Caches )
32. All EARTH PROXIMA KOSMA Codex Scans / Avionics Drop chances
33. All SATURN PROXIMA GYRE Codex Scans / Avionics Drop chances
34. All VEIL PROXIMA EXO Codex Scans / Avionics Drop chances
- How to Earn Intrinsics / Must have Talents
The way Intrinsics work is just like Affinity from the Core game. Everything that you do to help mission succeed, from repairing the ship, killing borders, completing missions, killing fighters gives Intrinsics points. Also, Affinity Boosters work on Intrinsics so I highly recommend using one if you want to max them more efficiently. The fastest way is Either doing the Highest leveled mission you can on Veil Proxima "Ruse War Field", or alternatively doing a mission that doesn't have an active/primary objective, such as " Gian Point ", where your only requirement is to kill 90 Fighters and 6 Crew Ships. Hence you can finish the mission faster and repeat. A good way to farm LAVAN / VIDAR components for Railjack on the hand would be the opposite. Because each extra completed Mission Objective gives an extra roll of completions rewards, so you should instead go to "Ruse War Field", because Mission completion bonuses are the only way to farm them.
https://preview.redd.it/f5hhglegqg641.jpg?width=591&format=pjpg&auto=webp&s=f6bd0978d2c700184749a389102332c5e7209600
Tactical Level 3 to be able to teleport WITHIN the ship, so in case of emergency or just for the convenience sake, you can teleport to everything that is useable inside the ship (Forge, Slingshot, Side Guns, Pilot seat, etc) [In order to use this function, click "L" button to open the Tactical Command screen]
Tactical Level 4 for being able to Teleport to the Railjack when you're outside of the ship (The way you teleport is you click your Omni tool from Gear scroll, and instead of taking out the repair gun, it teleports you back to the Railjack after a 4 second cooldown
Teleportable locations are marked \"White\"
Tactical Level 10 You can teleport yourself to your teammates
Level 2 Gunnery Gives you 360-degree vision (Removes the ship entirely from your vision so you can shoot at any direction)
Level 3 Gunnery Allows you to use Slingshot, which allows you to catapult yourself to the enemy Crew Ships without ever leaving the safety of Railjack (Works really well with Tactical Level 4, because once you destroy the Crew Ship's reactor, you can click your Omni tool and teleport back to the Railjack, hence never actually use your Archwings and risk dying.
Level 5 Gunnery Allows you to use the Frontal Artillery, which is the ONLY way to kill Crew Ships without infiltrating them and destroying their core from the inside ( You have a lot more chances to 1 shot a Crew Ship, the more closer the Railjack is positioned to the Crew Ship itself. So on Veil missions, ideally you would want 1 person piloting, and keeping the Railjack as close to the Crew Ship as possible, while another crew member shoots the Crew ship. This way you can almost guarantee a 1 shot kill every time and not waste additional DOME charges.
Level 6 Gunnery Reduce Turret Heat acceleration by %20 which allows you to shoot more, which is always great
Level 7 Gunnery Reduce Overheat recovery time by %50 which is also great, allowing you to shoot more often = more DPS
Engineering is just a masterpiece in itself. (First 5 levels allow you to craft weaponry while still in a mission, excluding 4th which gives %25 more Forge yields) every other level of Engineering gives really good benefits, %25 Faster forgery crafting, %50 more yields from forgery, so normally you would craft 50 Relovite, at Level 7 Engineering, you craft 75 instead. etc, I recommend maxing this tree after getting everything +5/+6 levels.
Level 9 Engineering gives %10 more yields from Refinement, So it is a really useful talent to have, but since it's so deep down the tree, by the time you get it, you will probably have more materials than you know what to do with. It is a really good ability but its uses are diminished by the fact that requirements for it are too much (Also you can just avoid farming materials all together via buying a "Repair Drone" from the Market which mitigates having to farm resources for part repairs.
Level 5 Pilot works really great, but it's kinda weird. Instead of using it as a boost, the way it works is you double click shift (or your boost button) when you're STANDING STILL, then click forward afterward, the longer you hold, the longer you can blink, With my MK III engines, I can travel +8000 Meters with just 1 boost charge, which is insanely good. It can out-speed blink archwings with ease.
2. How to Farm Intrinsics REAL quick
You earn Intrinsics just like affinity, by killing enemies, doing objectives, destroying enemy ships, etc.
Since Intrinsics works just like Affinity with infinite range, classic methods of farming Affinity work as well. Having a Sleepinox or Ivara, allows you to disable all the Railjack Boarders / Crew Ship defenders / Primary Objective Grineers, etc.
You can Disable and Stealth kill enemies which gives SUBSTANTIALLY more affinity than you would get from just killing them normally.
This way you can maximize the number of Intrinsics you can farm in a single mission, pick a mission with 90 Fighters / 6 Crew Ships and 2 objectives, which will allow you to kill the highest amount of enemies.
Objectives and Crew Ships EACH can throw 4 Ramsleds, getting near one as soon as possible for boarders to commence is the way to go.
Priority goes as such Boarders>Crew Ship crew>Objective [For Intrinsics farming ONLY]
Affinity Booster WORKS on Intrinsics, so highly recommend getting one!
Also, NARAMON school is highly recommended, because you get an additional 45% affinity from Melee kills = Stealth Kills
3. Intrinsics Levels give MR (Mastery Rank) Points
Each Intrinsics level you unlock gives 1.500 Mastery Points.
Level 10 in Engineer grants 15.000 Mastery Points
So does 5 Levels of Gunnery and 5 Levels of Engineer
So in total, you can earn 60.000 Mastery points upon leveling up all the talents to 10 / 10 / 10 / 10
- Do I still keep the materials and Blueprints / Intrinsics levels if I don't have a Railjack of my own?
Yes, you do. You can still improve your Intrinsics while you're on your Ship if you Click ESC--->Profile--->Intrinsics and level them up from there.
Materials and Blueprints works like any other resource in the game. But be careful, you have a limit on how many Broken ship parts (Blueprints) you can carry. You can buy more slots from the Market if you wish.
Your best bet is still trying to get your OWN Railjack as soon as you can!
5. Hidden quest (ERRA) SHEDU Farm
The mission has a chance to spawn randomly at any Veil Proxima node, the node where the Sentient ship spawns, blinks red on the Star map. It spawns a mission objective called "Investigate Anomaly". The quest appears randomly every 3 hours for 30 minutes and is an actual mission objective, so you don't need to scour every part of the map to find it. (The ship is extremely huge so it will be hard to miss it anyway)
NOTE: You MUST have Paracesis equipped! (Acquired from Chimera Prologue quest) in order to destroy the Red Crystal at the end, otherwise, you won't get the quest.
NOTE 2: Nekros Desecrate/Hydroid Swarm/Ivara Steal works on SYMBILYST SHEDU part drops, I highly recommend using one.
PARACESIS BUILD REQUIREMENTS
1.000 Ducats, 15 Orokin Crystals, 5 Eidolon Shards, Galatine (BP of Galatine can be bought from the market)
https://preview.redd.it/5hzy31yurg641.jpg?width=1444&format=pjpg&auto=webp&s=d9bd49c3281effe2d1d3c676aac69b936568f533
Inside the ship, you need to kill 20 Sentient beings, among them there are new Sentients that are just being introduced, such as Symbilyst, Brachiolyst, Tyro Battalyst
https://preview.redd.it/qkddstoyrg641.jpg?width=1469&format=pjpg&auto=webp&s=eecb85d3aa1c63c49074c1a59ab25c2ad5d91803
After killing every sentient on the ship and making your way to the end, Just in front to exit, there is a big red crystal that can be destroyed ONLY with Paracesis equipped. You have to just auto-attack the red crystal and it will shatter. Upon completing the mission, you should return to the relay and the ERRA quest will start unfolding.
In order to Craft the SHEDU weapon, you need to farm its parts, they only drop from SYMBYLIST sentients, and have only %4 chance to drop any of the 4 parts.
Symbilyst Blueprint / Item Drop Chance: 4.00%
Shedu Barrel Uncommon (25.00%)
Shedu Chassis Uncommon (25.00%)
Shedu Handle Uncommon (25.00%)
Shedu Receiver Uncommon (25.00%)
6. Veil Proxima Ships Healing
In Veil Proxima missions, Crew ships have the ability to throw out a White Shield to the friendly Fighter ships that are damaged ( similar to the ones Nullifiers have right now ), these Shields heal all the ships that are located inside these shields. Sadly as far as I know only the HOST can see these shields (Bugged for everyone else ATM), so whoever is the Host, should put some guns that has a high fire-rate on Pilot guns section ( Vidar Carcinnox MK III's are my choice), and actively hunt these shields to avoid enemy ships getting healed constantly (Sometimes the ships gets bugged and they heal forever even though they're not in the shields anymore, which makes them practically immortal) [Alternatively you can have VIDAR CRYOPHON MK III on Pilot Guns, VIDAR CARCINNOX MK III (Which is the most optimal setup) on Side guns and either leave the ship to shoot the shields with a high fire-rate archgun ( Such as Imperial Vandal ), or leave the pilot seat for a second as the host, switch to Carcinnox on the sides and shoot the shields really quick )
Alternatively, if you're hosting on Veil, make sure you're a gunner/boarder so you can keep the Shields under control ( After they expand to a certain point, they explode and the heal becomes a permanent or a long duration buff )
This is how it should look like ( Higher Graphics settings makes them almost impossible to see )
7. Omni Tool / Repairing / How to Spare your Relovite
Omni tool is the new item you get while you're aboard the Railjack. It can be used to extinguish fires, repair Hull Breaches, Teleport you back to your ship (Tactical Level 4 required)
Your Omni Tool appears at the first empty slot you have on your Gear Wheel, so preferably, free up a slot in the first 5 Slots, and bind it to a button that is not hard to use. You will be using your Omni tool a lot for repairs, and also in order to teleport back to your Railjack if you're in danger / far away.
Electricity (Blue) decreases max Shield capacity by 100.
Hull Ruptures (Orange) decrease max Hull capacity by 300.
Heat (Yellow) deals damage over time to the hull, 1 damage per second for each.
Cold (Dark blue) freezes the doors shut.
If you have a Zetki Bulkhead and Zetki Hull weave Avionics mods, repairing the ship becomes almost unnecessary, even at Veil Proxima missions. But the most important repairs are Hull Breaches.
DON'T repair the "Hull breach"s as soon as they appear. There is a 55 seconds timer on it. The way it works is, you can hold the repair to the last 10-15 seconds ( Ship is immortal in this state) so you can save yourself from running out of RELOVITE really quickly or just wasting resources in general. This way you give more time for Forge to finish building, and pretty much as long as you're killing enemies at a relatively fast pace, your ship will be immortal even though you may have 0 defensive Avionics.
8. How to increase Avionics / Flux Energy Capacity?
Avionics / Flux Energy Capacity can be increased by getting a better reactor. Default Avionics Capacity is 30, any additional capacity can only be added by getting a Reactor Component. ZETKI REACTOR MK III is the most common one you will find, but it has relatively low Avionics Capacity compared to the other houses.
https://preview.redd.it/jzw0m6vitg641.jpg?width=244&format=pjpg&auto=webp&s=1f5fd836d624b2078bd5a091f46012af05fc12ce
Lavan Reactor MK III gives relatively high Capacity, ranging from +30 to +60 as you can see below. But best possible reactor drop would be Vidar, which can give +90 Avionics Capacity

VIDAR REACTOR MK III is able to get +90 Avionics capacity easily with some good RNG. Here is a godly one.
https://preview.redd.it/8nxvsziwtg641.png?width=670&format=png&auto=webp&s=9a543bd689e705a8204869f89da84242001273ff
9. Which loot goes to the Forgery?
ONLY the loots you get from outer space, ( the blue orbs that drop from destroyed enemy ships gets added to the forgery, other loots from Crew Ships, Caches, Astroid Bases, Galleon Ships, etc are personal loots and will ALWAYS directly go to inventory ( DE hinted that they will become shared loot in the near future as well, but as of now, this is how it works) and if you don't refine after the maximum payload capacity is reached (Which is 200), the rest will be automatically be sent to your inventory. The excess resources don't get wasted anymore.
10. How and When to Refine, General Forge Usage
You can refine materials at the Forgery (Located at the tail of the ship), which sends extra/unused materials to your inventory for further use (aka repairing broken component parts)
Refining is done automatically now at the end of a mission IF you're going back to the DOJO. If you don't return and just start doing another mission instead, the materials on Forge will stay in their place.
Forge has 200 Material Capacity of Each. After this, the collected surplus resources will be sent directly to your inventory.
One should Refine often if you want to benefit from Engineering LVL 9 Trait (%10 extra Yields from Refine) but, be sure to craft every supply that you can ( Relovite, Flux Energy, Munitions, DOME charge) first, ESPECIALLY Relovite if your ship is not a fully upgraded immortal Goliath already. Relovite is used to repair the ship with your Omni tool.
Crafting becomes more efficient as you level your Engineering level.
At level 7 Engineering, Forge gives you 50% more yields from crafting.
Which means,
Resource | Default Yield | Level 7 Engineer Yield |
Relovite | 50 | 75 |
Flux Energy | 100 | 150 |
Munitions | 5 | 8 |
DOME charge | 1 | 2 |
11. New weapon Blueprints ( Pennant / Quellor )
The new weapon Blueprints can be looted from Astroid Bases, Grineer Galleons. Pennant and Quellor Blueprints are now shared pickups; no longer required for all players to manually collect the pickup!
Pyr Captain Blueprint/Item Drop Chance: 10.00%
Pennant Blueprint Common (50.00%)
Quellor Blueprint Common (50.00%)
Glacik Commander Blueprint/Item Drop Chance: 10.00%
Pennant Blueprint Common (50.00%)
Quellor Blueprint Common (50.00%)
Lektro Commander Blueprint/Item Drop Chance: 10.00%
Pennant Blueprint Common (50.00%)
Quellor Blueprint Common (50.00%)
Blite Captain Blueprint/Item Drop Chance: 10.00%
Pennant Blueprint Common (50.00%)
Quellor Blueprint Common (50.00%)
Quellor build requirements
https://preview.redd.it/yls92200vg641.jpg?width=625&format=pjpg&auto=webp&s=c800f51a85269cca72d8c5f74e886b739beb32f1
Pennant build Requirements
https://preview.redd.it/aunwmo34wg641.jpg?width=301&format=pjpg&auto=webp&s=1d2ab27fe189e9e78a0f96e88e6031e9ff043196
12. Intrinsics Archwing buffs work on PoE / Fortuna / Archwing Missions
So, Level 8 of every Intrinsics tree gives an Archwing buff.
Tactical level 8 Reduces Archwing Blink Cooldown by 25% (From 3-second Default to 2.2)
Piloting Level 8 Archwing speed increase by 20%
Gunnery Level 8 Increases Archwing Power: Damage 25%, Ability Strength 20%, Ability Range 20%, Ability Efficiency 20%
Engineering Level 8 Increases Archwing defense, Health 30%, Shield 30%, Armor 30%
Itzal Blink is back on the menu! 6x3 Eidolon Hunters should definitely consider getting Tactical 8 and Piloting 8 for Travel speed!
13. Which Archwing to use for Railjack and Builds (AMESHA)
AMESHA is the only way to go for Railjack content at the moment. It has higher base armor compared to the other Archwings and almost all its abilities are for survivability.
( More in-depth guide of its abilities soon)
Crewship projectiles no longer seek after Archwings! They'll still attempt to fire at you but they will no longer seek and one-hit-KO your Archwing.!
This is a really good build to slow down the enemy fighters and to give the maximum amount of survivability while you're out of the Railjack.
Even though Amesha's 4th ability gives immortality while your energy is not maxed, AVOID Crew Ships or take them out first, because Heat Seeking missiles deal so much damage that it will max your energy instantly and thus you will lose your immortality.
https://preview.redd.it/90mpy13pvg641.png?width=1920&format=png&auto=webp&s=5845a86d01c3ad744a2972f73314be56f5b02ab8
13. Damage types for ARCHWING WEAPONS
The following applies to your railjack weapons as well as any elementals you have equipped in your archguns:
Any combined damage types in archguns are separated into their individual elements when used on railjack specific enemies (ie crew ships and fighters.)
However, if used on normal enemies (ie grinner invading your railjack), the combined damage will be used instead.
Impact becomes Ballistic damage (concusses enemies. They have reduced aim and damage)
Slash becomes Particle damage (Breaks through the hull, allows increased damage over time [similar to corrosive proc and damage])
Puncture becomes Plasma damage (Reduces enemy max health and armor value, [similar to corrosive and viral procs])
Toxic becomes Chemical damage (Confuses enemies to friendly fire, [similar to a radiation proc])
Electric becomes Ionic damage (Deactivates enemy ship controls, [similar to a stun])
Heat becomes Incendiary damage (Causes fires within ships. Damage over time effect)
Cold becomes Frost damage (Freezes enemies to a stop)
If you, for example, use corrosive damage on an enemy ship, it will be separated into electric (Ionic) and toxin (Chemical).
For using archguns against enemy ships, build for status, ignore crit builds. Crit builds are not more effective than status builds.
14. Where to Farm Archwing / Archgun EXP
Neptune Salacia Mobile Defense
15. New Railjack Damage & Status Effect Types
Throughout the COMPONENTS, ARMAMENTS, and AVIONICS options you'll notice new Damage & Status Effect types. These new Damage & Status Effect types are unique to Railjack's escalated combat space - things get crazy out in space!
Particle Damage results in a Tear Status Effect:
Tears holes into the hull of the enemy ship. Allowing players to deal increased damage.
Ballistic Damage results in a Concuss Status Effect:
Concuss the crew aboard the ship. The enemy has reduced aim and damage.
Plasma Damage results in a Decompress Status Effect:
Puncture holes into the armor/shields of the enemy ship. Decreasing the overall shield/armor value.
Incendiary Damage results in a Sear Status Effect: Rounds burn through the hull of the ship dealing Damage Over Time.
Ionic Damage results in a Scramble Status Effect: Temporarily disable the enemy's flight controls.
Chem Damage results in an Intoxicate Status Effect: Confuses Enemy pilot. The enemy will target anyone around them.
Frost Damage results in an Immobilize Status Effect: Ship controls freeze causing the enemy ship to fly forward to a stop.
16. How to Hijack Crew Ships and Use it against the enemy
Hijacking a Crew Ship is rather easy. You board the ship as you normally would. The only requirement is to kill the Pilot and take his seat, which is located at the nose of the ship, but clearing the ship first is recommended. Especially the 2 Side gunners, YES 2, one is below the deck, other is next to the Reactor as can be seen below.
After you take control of the ship, you can use it's really powerful incendiary Heat Seeking Missiles against the Fighters, this is a really good way to allow you to progress through the missions if you don't have a powerful Archwing nor a Powerfull Railjack yet. Crew Ships are practically immortal and cannot be boarded, also deal a lot of damage.
17. Most suitable Frames for Railjack
Tactical abilities can be accessed from the ("L" button)
Pilot:
Wisp: Can drop Wisp buffs to the Railjack Exits ( Wisp buffs works on Archwing still, making them a lot more mobile/survivable! )
Gunners:
Rhino: Tactical ability works on Railjack guns. ( Buffs the damage of Turrets )
Garuda: Her passive "Death's Gate" (Lower health = Higher Damage) works on railjack weapons
Engineers:
Atlas: Block entrances to Gunners with Boulders and spawn 4 rumblers via Tactical abilities + Atlas abilities to keep the Boarders busy.
Vauban: Can control all the Boarders with his "Bastille" (4th ability)
Hydroid: Extra loot and can incapacitate borders with relative ease.
Borders ( Away Crew )
Loki: with Hushed Invisibility, it can kill everyone and is practically Immortal even while fighting/attacking the enemy because enemies can't shoot back. If you're not after the extra Intrinsics you'll get by killing enemies, you can just ignore them and rush the objective with ease with him as well.
Ivara: Works the same as Loki, Infinite invisibility. Get a hard-hitting weapon and enjoy killing AFK enemies
18. Frame Tactical Abilities
https://preview.redd.it/bcxww7bqxg641.jpg?width=4167&format=pjpg&auto=webp&s=83fbef51aacfb4f29816002acf16a45ab2865d13
19. Which Armaments are best to use and why?
Milati ; Has the highest damage out of all the Armaments but it's harder to use compared to Tycho Seekers, which practically has Auto Aim.
Tycho missiles are my go-to in any mission. MK III version can 1 shot any ship (Excluding crew ships) , especially if you have Warhead Avionics mod, which increases Armaments damage by +60.5%
Galvarc is probably the worst out of the bunch. Really underwhelming compared to the other two. I wouldn't recommend using it. It can only shine if you manage to trap all the enemies in one place with Void Hole / Tetter Battle mods, but then again, Tycho Seeker and Milati also do \"Splash Damage\" so it still performs worse.
I highly recommend having Warhead Avionics Mod in your arsenal. Allows you to 1 shot pretty much every single fighter ship even on Veil difficulty.
20. How to use Frontal Artillery effectively and 1-shot Crew Ships on Veil!
In order to access Frontal Artillery, one must have Level 5 Gunnery Intrinsics unlocked first.
It's located just behind the pilot seat
Then you need to make sure you have DOME Charges crafted to fire. They're the ammunition of Frontal Artillery and can be Crafted from Forgery (Max Capacity is 4)
** Level 7 Engineer can craft 2 Dome charges instead of 1 **
You can 1 shot ships on Earth Proxima, and Relatively Easy with Forward Artillery Avionics on Saturn, but for Veil Proxima, it gets a bit more difficult.
Forward Artillery Is a good addition if you want to 1-shot Crew Ships on Veil Proxima.
The key condition to 1 shotting a Crew Ship is , someone with high Puncture Weapon, aka Plasma damage (Railjack specific damage type while on Archwing), has the ability to Reduce enemy max health and armor value, [similar to corrosive and viral procs])
This strips all that extra armor the Crew Ships have and allows the Forward Artillery to 1-shot really consistently on any Veil Proxima mission , even without Forward Artillery!
21. All CARCINNOX MK III Houses and Comparison
ZETKI CARCINNOX MK III
+ Zetki Carcinnox ALWAYS gives Fire Rate bonus
+ Best accuracy (50%)
+ Highest Status chance (%26)
+ Highest Base Damage (55 Plasma) (167 Chem)
- 3 times the Heat Accreation ( Compared to VIDAR / LAVAN counterparts )
LAVAN CARCINNOX MK III
+ Lavan Carcinnox ALWAYS gives Fire Rate bonus
+ Lowest Heat Accretion ( Equal with VIDAR house)
- Less Base damage (37 Plasma) (111 Chem) Compared to ZETKI (55 Plasma) (167 Chem)
VIDAR CARCINNOX MK III
+ Vidar Carcinnox ALWAYS gives Weapon Damage bonus
+ Best Crit Chance (19%)
+ Longest Falloff[(the damage reduction from distance) 2,000-4.000 meters]
+ Lowest Heat Accretion ( Equal with LAVAN house)
- Less Base damage (37 Plasma) (111 Chem) Compared to ZETKI (55 Plasma) (167 Chem)
TL:DR Get VIDAR CARCINNOX MK III , it's best.
22. All CRYOPHON MK III Houses and Comparison
ZETKI CRYOPHON MK III
+ ZETKI CRYOPHON MK III ALWAYS gets Fire rate bonus
+ Highest Base Damage (6,611 Frost)
+ Highest Status chance (45%)
- Highest Heat Accretion (400)
LAVAN CRYOPHON MK III
+ LAVAN CRYOPHON MK III ALWAYS gets Fire rate bonus
+ Highest Status Chance (42%)
+ Lowest Heat Accretion (250)
- Lower Base Damage (4,407 Frost)
VIDAR CRYOPHON MK III
+ VIDAR CRYOPHON MK III ALWAYS gets Weapon Damage bonus
+ Highest Crit chance (28%)
+ Lowest Heat Accretion (250)
- Lower Base Damage (4,407 Frost)
TL;DR : Get VIDAR CRYOPHON MK III , it's Best.
22. All PHOTOR MK III Houses and Comparison
ZETKI PHOTOR MK III
+ ZETKI PHOTOR MK III ALWAYS gets Weapon Damage bonus
+ Best Crit Chance (18%)
+ Best Crit Multiplier (2.0x) [Same as Vidar]
+ Highest Status chance (%18)
+ Highest Base Damage (56 Plasma) (166 Incendiary)
LAVAN PHOTOR MK III
+ LAVAN PHOTOR MK III ALWAYS gets Weapon Damage bonus
+ Lower Heat Accreation (Even though it shows 0 everywhere)
- Less Base damage (36 Plasma) (112 Incendiary) Compared to ZETKI (56 Plasma) (166 Incendiary)
VIDAR PHOTOR MK III
+ VIDAR PHOTOR MK III ALWAYS gets Weapon Damage bonus
+ Lower Heat Accreation (Even though it shows 0 everywhere)
- Less Base damage (36 Plasma) (112 Incendiary) Compared to ZETKI (56 Plasma) (166 Incendiary)
23. All APOC MK III Houses and Comparison
ZETKI APOC MK III
+Zetki Apoc ALWAYS gives Fire rate bonus of varying percentages.
+ Highest Accuracy (66.7%)
+ Highest Critical Chance (30.0%)
+ Highest Base Damage (118.5 Particle) (276.5 Plasma)
- 4 Times the Heat Accretion (80) Compared to LAVAN / VIDAR
LAVAN APOC MK III
+Lavan Apoc ALWAYS gives Fire Rate bonus of varying percentages.
+ Highest Status Chance (14%)
- Lower Base Damage (78.9 Particle) (184.1 Plasma)
VIDAR APOC MK III
+Vidar Apoc ALWAYS gives Base Damage bonus of varying percentages.
- Lower Base Damage (78.9 Particle) (184.1 Plasma)
24. All PULSAR MK III Houses and Comparison
ZETKI PULSAR MK III
+ ZETKI PULSAR MK III ALWAYS gets Fire Rate bonus
+ Highest Base Damage (74 Plasma) (222 Ionic)
+ Highest Status Chance (29%)
- Highest Heat Accretion ( 4 times more Compared to LAVAN / VIDAR )
LAVAN PULSAR MK III
+ LAVAN PULSAR MK III ALWAYS gets Fire Rate bonus
- Lower Base Damage (49 Plasma) (148 Ionic)
VIDAR PULSAR MK III
+ VIDAR PULSAR MK III ALWAYS gets Weapon Damage bonus
+ Highest Crit Chance (18%)
- Lower Base Damage (49 Plasma) (148 Ionic)
- Lowest Status Chance (19%)
25. All REACTOR MK III (All the stats are randomly generated , BUT , there is a pattern to it.)
ZETKI REACTOR MK III
+ ZETKI Reactors, gives the highest amount of +Flux Capacity , but the amount you can get is random so results may vary
LAVAN REACTOR MK III
+ LAVAN reactors are the middle ground. They give relatively higher Avionics Capacity, compared to ZETKI and more Flux capacity compared to VIDAR
VIDAR REACTOR MK III
+ VIDAR reactors give the highest amount of Avionics Capacity, but the lowest amount of Flux Capacity. With some good RNG +90 Avionics shouldn't be hard to get.
( Thanks to Pure_Tenno_essence for providing the Screenshot )
26. All ENGINES MK III (All the stats are randomly generated , BUT , there is a pattern to it.) [Work in Progress]
As far as I can tell , Houses mostly effect the random bonus you get , and Engine speed.
ZETKI ENGINES MK III
-Slower Engine speed
Varied bonuses
VIDAR ENGINES MK III
+ Fastest Engine speed
https://preview.redd.it/l68bgeft0h641.jpg?width=244&format=pjpg&auto=webp&s=4868f14bbce3403aabcb2a6fe9340dcf287c9aaf
TL;DR : VIDAR ENGINES MK III is the BEST
27. All SHIELD ARRAY MK III ( Work in Progress )
ZETKI SHIELD ARRAY MK III
Zetki doesn't give the best stats , but it's my choice of Shield , because it gives %25 more damage to Turrets when the shields are down , which they're practically all the time. An extra %25 damage is always nice!
https://preview.redd.it/hzzvq30z0h641.jpg?width=298&format=pjpg&auto=webp&s=49e2ac253095034922f21491d5f90e0a9ed647b3
LAVAN SHIELD ARRAY MK III
https://preview.redd.it/ng13uj501h641.jpg?width=427&format=pjpg&auto=webp&s=f642be34b249e53a88bac4601f5fd592e6e6ea1e
VIDAR SHIELD ARRAY MK III
https://preview.redd.it/tazwpxz01h641.jpg?width=401&format=pjpg&auto=webp&s=757f63586d6973c63b604b3ac16b609c05923278
28. Most Wanted / Expensive Avionics and How to get them
Work in Progress
29. Derelict Structures in Veil
Work in Progress
30. Most optimal Railjack
Work in Progress
31. Sentient Ship Ephemera ( Rare Caches )
Work in Progress
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