- For
Octavia's ability, see Amp (Ability).
Amps are special modular weapons used by Tenno Operators to enhance their combat capability, which can be acquired from The Quills and Vox Solaris. Appearing as a gauntlet worn on their right forearms, these Amps improve and alter the Operator's Void Beam, while also giving them their own separate energy gauge from the Operator's main Void Energy pool, allowing them to fire their Void energy without hindering the effectiveness of their other abilities.
Amps are formed from three components. These interchangeable parts can be mixed and matched before crafting to provide different stats and abilities, allowing a player to create an Amp with the features they desire. Once gilded, they can also name the Amp they have crafted and choose custom colors for a further level of customization.
Upon initiating with The Quills Syndicate for the first time in Cetus, the player will immediately obtain their first starting amp, Mote Amp. The weapon can be re-acquired if necessary by purchasing their blueprint for
500 and crafting it. Further amps can be acquired by crafting them from components acquired from The Quills and Vox Solaris.
| Component | Prism (Xxx) | Scaffold (xXx) | Brace (xxX) |
|---|---|---|---|
| (1 / C1) Quills 1 - |
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![]() Clapkra Brace (xx1) |
| Semi-auto, long-range, precise hit-scan. | Charged beam. | +40 Amp Energy pool | |
| (2 / C2) Quills 2 - |
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![]() Juttni Brace (xx2) |
| Semi-auto, medium range, punch-through projectile. | Short-range flak grenade. | -1 second Amp Recharge delay | |
| (3 / C3) Quills 3 - |
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![]() Lohrin Brace (xx3) |
| Three-shot grenade burst. | Continuous homing beam. | +12% Amp Critical/Status Chance | |
| (4 / C4) Quills 4 - |
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![]() Anspatha Brace (xx4) |
| Fully-auto, long range shots. | Powerful shots bounce between targets. | +20 Amp Energy Pool, +15/s Energy Recharge Rate | |
| (5 / F1) Vox Solaris 2 - |
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![]() Suo Brace (xx5) |
| Quick and precise three-shot burst. | Automatic grenade launcher that shoots until out of ammo. | +100 Amp Energy Pool, +2s Amp Recharge Delay | |
| (6 / F2) Vox Solaris 3 - |
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![]() Plaga Brace (xx6) |
| Continuous, widespread jet of void fire with medium range. | Clusterbomb launcher. | -20 Amp Energy Pool, -1.5s Amp Recharge Delay | |
| (7 / F3) Vox Solaris 4 - |
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![]() Certus Brace (xx7) |
| Wide, short ranged beam. | Timed explosive. Also detonates on impact with an object | +20% Amp Critical chance | |
| Prebuilts | |||
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See Also: Weapon Comparison/Amp
Crafting[]
Components[]
An amp consists of three components: the Prism, the Scaffold, and the Brace. The prism determines the main firing mode of the amp, the scaffold determines the alternative fire (alt-fire), and the brace modifies certain stats. Since amps are a modular weapon, each part can be mixed with each other as desired.
Note: A good way of remembering what each part does is: Prism = Primary, Scaffold = Secondary, Brace = Buff / Boost
Prism combinations are often referred to by numbers in the community, these numbers do not have any correlation with performance, for further info see Notes.
- Prisms affect the Void Beam's primary fire mode, thus changing the type of shot fired from the traditional straight stream of energy. These are the components that earn Mastery Rank points for the amp. It also determines what picture is shown in the arsenal.
- Scaffolds affect the Void Beam's secondary fire mode (default Mouse 3 or Right thumb stick on PSN, XBX, NSW).
- Braces provide other miscellaneous enhancements upon both the Prism and the Scaffold.
Assembly[]

The Amp Assembly screen showing a custom amp.
Before players can craft an Amp, they must first purchase the blueprints for the parts they desire from either Quill Onkko or Little Duck for a number of Standing, after which these parts must be constructed at the Foundry.
Once the component parts have been crafted, players must return to either Onkko or Little Duck and select the Amp Assembly option. Here, players must choose the crafted components they have available to form the weapon. Once a Prism, Scaffold and Brace are selected, the player will be shown a preview of the weapon's appearance, along with their stats. If the weapon is satisfactory, players can then proceed with the Build Amp action, which will instantly craft the weapon for a
4,000 fee. Players can also use the Amp Assembly screen to preview builds of Amp components they do not yet own.
While Onkko and Little Duck sell their own unique Amp components, it is possible to build Amps using components from either of their designs, e.g. a player can build an Amp that combines a Raplak Prism with a Certus Brace.
Once built, an Amp cannot be disasssembled to return its components parts.
Amps are managed on the Operator's Equipment tab on board the Orbiter's Transference Room, where players can choose the Amp they want to equip from their available selection, as well as customize their Amp's appearance, and install Arcanes and Focus Lenses.
A newly built Amp cannot be renamed, customized, equipped with a Focus Lens, or earn Mastery Rank experience. In order to unlock these options, an Amp must be gilded first.
Gilding[]

A freshly built Amp (above), and the same Amp after gilding (below).
Gilding is the process wherein an Amp's full potential is unlocked. To Gild a weapon, players can visit Onkko or Little Duck and ask about 'Other Services', and then using the Gild option and finally selecting the desired Amp. Players will then be asked to give the Amp a custom name, after which the Gilding process can be performed for
5,000.
- Note that depending on the choice where the Amp is being gilded, the Standing will be subtracted from the according Syndicate. It is also possible to gild an Amp that has been assembled somewhere else.
Players must have either Adherent rank to perform Gilding with Onkko or Hand rank with Vox Solaris to perform Gilding with Little Duck, and only Rank 30 Amps can be gilded. Gilding resets the weapon to rank 0, but grants the ability to earn Mastery Rank points, install a Focus Lens and Amp Arcane Enhancements, and recolor the Amp.
Visually, a gilded amp will appear cleaner than a newly-built one, having smoother surfaces, rust and dirt removed, and the once yellow parts becoming lustrous.
Notes[]
- Amps have to be gilded to earn Mastery Rank points, with their progression tied to the weapon's Prism alone. For example, if a player levels up a Gilded Amp crafted with the Raplak Prism to 30, any future Amps forged using the Raplak Prism will no longer provide Mastery regardless of what combination of Scaffolds and Braces they have.
- As there are seven Prisms plus the Mote Amp and Sirocco currently available, the maximum amount of Mastery Rank points that can be earned from Amp crafting is 27,000.
- Equipping an Amp will change both the Operator's idle stance and their Void Beam firing stance while in a mission.
- Amps are one-handed weapons, meaning Operators can use them while carrying power cells or datamasses.
- With each component having 7 parts each, there are currently 343 possible Amp configurations that can be crafted.
- Rank 30 or Gilded Amps can be donated to Onkko in exchange for Quill Standing or Little Duck for Vox Solaris Standing. As an exception to this, the Mote Amp cannot be sold.
- Amps cannot be brought to the Mastery Rank 24 Rank-Up Test, which involves the Operator.
- Custom names for Amps have a 24 character limit including spaces, and will not accept special characters like commas (,) or apostrophes ('), though hyphens ( - ), periods ( . ) and numbers are accepted.
- Names can also not include any profanities such as swear words.
- Amps have their own dedicated Inventory Slots that they take up when a player crafts one. Players are given 8 slots by default, and additional slots can be purchased for
12 for two slots. - Despite the fact that the Amp gives the Void Beam its own energy supply, removing the Amp (selecting "None" in the Amp selection menu) does not revert the energy pool back to its universal state.
- All Amps possess two Arcane Enhancement slots, the second of which must be unlocked with an Amp Arcane Adapter from Cavalero of The Holdfasts. The second slot will only appear after the player has completed Angels of the Zariman.
- All Amps equipped by the Drifter use the
Sirocco model, even if the skin itself is not equipped. This is an entirely visual change however, as the handgun will behave as the currently equipped Amp would on the Operator. - In the community, amps are often referred to as a string of three "series" numbers (e.g. 7-6-1 or 7-7-X), a "series" simply referring to the order in which the components are unlocked when ranking up in the Quills and Vox Solaris syndicates. These numbers are set by the community and do not actually exist in-game nor do they reflect upon the performance of the components (e.g. series 7 components are not necessarily better than series 1 components).
- Each number refers to a component and corresponding series: the first number in the sequence refers to the Prism of the series, the second number refers to the Scaffold of the series, and the last number refers to the Brace of the series. An "X" inplace of a number simply means any series number can be used for that component.
- For example, a 7-6-1 amp corresponds to an amp that uses the Klamora Prism - Dissic Scaffold - Clapkra Brace. And a 7-7-X amp corresponds to an amp that uses the Klamora Prism - Propa Scaffold - any Brace.
Damage versus Eidolon Shields[]
Eidolons' shields are only vulnerable to
Void damage, making Amps the main way to deal any damage to them. Despite shields usually not applying damage reduction, Eidolon's shields reduce damage down to 1/25 of the original damage of the amp. After this damage reduction is applied, a flat damage bonus is added on top, with this bonus scaling inversely with the amp's fire rate. This flat damage bonus is not affected by any form of damage buff, including Void Strike, Unairu Wisp, and critical hit damage. As of currently, damage dealt by amps is calculated in the following way:
- Amp Damage vs Eidolons = (Theoretical Damage x 0.04) + (108 / Fire Rate)
- Amp Crit-Damage vs Eidolons = (Theoretical Damage x 2 x Crit Multiplier x 0.04) + (108 / Fire Rate)
Where Theoretical Damage is the amp's listed damage multiplied by any damage buffs, such as Void Strike and Unairu Wisp.
- As shown in the equation, an amp's effective critical multiplier against Eidolons is double the value displayed in the arsenal, making crit focused amps highly favorable for creating a high DPS amp.
- It's important to note that the damage dealt per shot is inversely-proportional to the amp's firerate, which explains why
Virtuos Tempo (+60% fire rate on kill) causes an amp's damage per shot to be reduced while it is active. However, the fire rate increase more than makes up for the damage lost per shot, giving a net increase in DPS. - A few amp types seem to apply the flat damage bonus (the part affected by fire rate) in a manner that is inconsistent with the above formulae. Currently, the amps known to have this inconsistency are the Granmu and Cantic prisms, and the Exard scaffold.
- Granmu and Exard yield correct damage values when their fire rate is set to 1 in the equations above, instead of using their listed fire rates. Cantic uses a fire rate of approximately 2.65.
- Here are some example calculations for finding an amp's damage against Eidolons using the Raplak prism, which has 3000 base damage, 2 fire rate, and a 2.6 crit multiplier:
- Shooting at an Eidolon while having no buffs active will yield: (3000 x 0.04) + (108 / 2) = 174 damage on a normal hit.
- A critical hit will yield: (3000 x 2 x 2.6 x 0.04) + (108 / 2) = 678 damage.
- A critical hit with a Void Strike damage multiplier of 5 and with
Virtuos Strike (+60% critical damage) active will yield: (3000 x 5 x 2 x 2.6 x 1.6 x 0.04) + (108 / 2) = 5046 damage
Trivia[]
- The prism for an amp will appear to be folded under the arm until used in a mission, at which point the prism folds out to appear in front of the hand.
- The prism will retract if the player equips their codex scanner while still using their Operator.
- Amp technology is based on Sentients, specifically Eidolon, whose fragments can be found and gathered in the Plains of Eidolon. This may seem somewhat ironic since Amps are used to channel Void energy which is effectively a poison to the Sentients. However, it can be easily explained by the fact that Sentients are designed to be weak to the void. They may not have body material that is damaged, but rather the organisation of complex systems may be vulnerable. (Similar to the circuits of a computer being highly conductive to electricity, which makes the computer susceptible to E.M.P. bursts, even though the copper wiring is undamaged.
Bugs[]
- Although Amps can be used to catch Kuva clouds, the Amp will very rarely destroy the cloud. Instead, the cloud will linger in place for a few moments before exploding, and another one will spawn in to replace it. (Programming-wise the cloud itself is a particle effect that follows an otherwise-invisible Corrupted mask).
- The Scafold portion of all amps were rotated 90 degrees at some point, making them clip into the hand or brace rather than having them stand vertical, and have remained rotated since.
External Links[]
Patch History[]
Update 34.0 (2023-10-18)
- Operator Amps can now interrupt Dax abilities in the Undercroft similar to how weapon fire can.
Update 33.6 (2023-07-27)
- Modular Components that can earn Mastery will now show if that component is Mastered when viewed in a Vendor Menu (ex: viewing Zaw Strikes at Hok).
Update 32.0 (2022-09-07)
- GILDING CHANGES
As mentioned on Devstream #163, we have made changes to the Gilding system to make it easier to access the full power of your Modular items earlier on in-game. For those players that have just completed the Second Dream and are looking to craft a more powerful Amp to help you into and beyond The New War - these changes are for you!
Instead of upon Gilding, modular weapons will now have their full stats available upon ranking up to Level 30. Gilding your Modular weapon now serves the purpose of allowing it to earn Mastery and unlock customization. This allows players to have access to more powerful gear without needing to fully level and earn Standing for the respective Syndicates!
- FIXES:
- Fixed issues of equipping two Amp Arcanes that convert Amp damage to single type (ie. heat) not doing instances of void damage whatsoever.
Update 31.6 (2022-06-09)
- Fixed Amp color customization affecting all loadout slots.
Hotfix 31.5.3 (2022-04-29)
- Added the color reset and randomize buttons when customizing Amp appearance.
- Fixed Amp attaching to elbow when customizing colors on [spoiler character].
Update 31.5 (2022-04-27)
- OPERATOR GAMEPLAY REWORK
- All Amps are now not silent by default (except for Mote Amp, Shwaak Prism, Rahn Prism, Cantic Prism and the Sirocco).
- Operator UI Changes
Equipment menu
- Amp appearance, Arcane, Focus Lens selection conditionally available upon unlocking an Amp.
- Equipping a Focus Lens on an Amp is now indicated as an icon in its description.
- Hovering over Amps now lists their components and their stats.
- Gilded Amps now have a dedicated icon.
- Fixes:
- Fixed option to equip the Sirocco Amp skin on the Sirocco Amp.
Fixed Sirocco Amp detaching from the Operator arm on Codex scanner equip.
- Fixed the FX on some Amp beams not triggering on impact.
Hotfix 31.1.7 (2022-02-23)
- Fixed Amp appearing in town hubs on a post-New War character.
Update 30.9 (2021-11-11)
- Amp Recipe Reductions
This change is two fold: reduced crafting costs for Amp parts, and reduced Standing cost for purchasing parts. Our goal here is to make constructing an Amp more accessible to players by reducing resource demands. This is rooted firmly in the role upgrading your Amp plays in performing well in main quests like The Sacrifice as well as engaging in Focus Tree related content. Here are the changes below:
- QUILLS PRISMS
- Raplak
- Standing cost reduced from 2,000 to 1,000
- Iradite cost reduced from 60 to 40
- Murkray Liver cost reduced from 3 to 2
- Tear Azurite and Esher Devar cost reduced from 30 to 10
- Shwaak
- Standing cost reduced from 5,000 to 1,500
- Iradite cost reduced from 80 to 40
- Norg Brain cost reduced from 3 to 2
- Esher Devar cost reduced from 30 to 15
- Marquise Veridos cost reduced from 20 to 10
- Granmu
- Standing cost reduced from 7,500 to 2,000
- Cuthol Tendrils cost reduced from 3 to 2
- Breath of the Eidolon cost reduced from 5 to 3
- Marquise Veridos cost reduced from 20 to 10
- Star Crimzian cost reduced from 10 to 6
- Rahn
- Standing cost reduced from 10,000 to 2,500
- Iradite cost reduced from 60 to 50
- Seram Beetle Shell cost reduced from 3 to 2
- Tear Azurite cost reduced from 30 to 20
- Esher Devar cost reduced from 30 to 15
- QUILLS SCAFFOLDS
- Pencha
- Standing cost reduced from 2,000 to 1,000
- Grokdrul cost reduced from 60 to 40
- Murkray Liver cost reduced from 3 to 2
- Cetus Wisp cost reduced from 10 to 3
- Pyrotic Alloy cost reduced from 85 to 60
- Shraksun
- Standing cost reduced from 5,000 to 1,500
- Grokdrul cost reduced from 80 to 60
- Norg Brain cost reduced from 3 to 2
- Cetus Wisp cost reduced from 15 to 4
- Coprite Alloy cost reduced from 85 to 60
- Klebrik
- Standing cost reduced from 7,500 to 2,000
- Mukray Liver cost reduced from 3 to 2
- Cetus Wisp cost reduced from 20 to 5
- Breath of the Eidolon cost reduced from 5 to 3
- Fersteel Alloy cost reduced from 50 to 40
- Phahd
- Standing cost reduced from 10,000 to 2,500
- Grokdrul cost reduced from 60 to 40
- Seram Beetle Shell cost reduced from 3 to 2
- Fersteel Alloy cost reduced from 85 to 60
- Heart Nyth cost reduced from 2 to 1
- QUILLS BRACES
- Clapkra
- Standing cost reduced from 2000 to 1000
- Morphics cost reduced from 10 to 6
- Fish Oil cost reduced from 35 to 20
- Murkray Liver cost reduced from 3 to 2
- Cetus Wisp cost reduced from 10 to 3
- Juttni
- Standing cost reduced from 5000 to 1500
- Neurodes cost reduced from 10 to 6
- Fish Oil cost reduced from 35 to 20
- Norg Brain cost reduced from 3 to 2
- Cetus Wisp cost reduced from 15 to 4
- Lohrin
- Standing cost reduced from 7500 to 2000
- Fish Oil cost reduced from 35 to 20
- Cuthol Tendrils cost reduced from 3 to 2
- Cetus Wisp cost reduced from 20 to 5
- Breath of the Eidolon cost reduced from 5 to 3
- Anspatha
- Standing cost reduced from 10000 to 2500
- Morphics cost reduced from 10 to 6
- Fish Oil cost reduced from 35 to 20
- Seram Beetle Shell cost reduced from 3 to 2
- Radian Sentrium cost reduced from 2 to 1
- SOLARIS PRISMS
- Cantic
- Vega Toroid cost reduced from 5 to 3
- Longwinder Lathe Coagulant cost reduced from 10 to 6
- Gyromag Systems & Radiant Zodian cost reduced from 5 to 3
- Lega
- Vega Toroid cost reduced from 5 to 3
- Charamote Sagan Module cost reduced from 10 to 6
- Gyromag Systems & Radiant Zodian cost reduced from 5 to 3
- Klamora
- Vega Toroid cost reduced from 5 to 3
- Tromyzon Entroplasma cost reduced from 10 to 6
- Gyromag Systems & Radiant Zodian cost reduced from 5 to 3
- SOLARIS SCAFFOLDS
- Exard
- Calda Toroid cost reduced from 5 to 3
- Longwinder Lathe Coagulant cost reduced from 10 to 6
- Atmo Systems cost reduced from 3 to 2
- Hespazym Alloy cost reduced from 50 to 30
- Dissic
- Calda Toroid cost reduced from 5 to 3
- Charamote Sagan Module cost reduced from 10 to 6
- Atmo Systems cost reduced from 3 to 2
- Hespazym Alloy cost reduced from 50 to 30
- Propa
- Calda Toroid cost reduced from 5 to 3
- Tromyzon Entroplasma cost reduced from 10 to 6
- Atmo Systems cost reduced from 3 to 2
- Hespazym Alloy cost reduced from 50 to 30
- SOLARIS BRACES
- Suo
- Sola Toroid cost reduced from 5 to 3
- Longwinder Lathe Coagulant cost reduced from 10 to 6
- Marquise Thyst cost reduced from 5 to 3
- Plaga
- Sola Toroid cost reduced from 5 to 3
- Charamote Sagan Module cost reduced from 10 to 6
- Marquise Thyst cost reduced from 5 to 3
- Certus
- Sola Toroid cost reduced from 5 to 3
- Tromyzon Entroplasma cost reduced from 10 to 6
- Marquise Thyst cost reduced from 5 to 3
Any crafting component not noted is keeping its current cost.
Update 29.10 (2021-03-19)
- Fixed Amp's parts UI overlapping with the Amp’s Stats UI in the Amp selection menu.
Update 29.5 (2020-11-19)
- Reduced the self stagger range of the Shraksun Scaffold, Granmu Prism, Exard Scaffold, Dissic Scaffold and Propa Scaffold.
- Phahd projectile now explodes on every bounce.
- Reduced Phahd explosion damage from 3100 to 1100.
- Fixed multiple instances of an individual Prism appearing in your Profile.
Hotfix 25.7.3 (2019-09-03)
- Fixed certain Amps no longer applying multiple instances of damage to Eidolons. This resulted in the Shwaak Prism feeling like it lacked punchthrough, when in fact it was the Eidolon who was not registering hits.
Hotfix 25.5.1 (2019-08-02)
- More fixes towards the Klamora Prism appearing to be rotated in the Operator Amp building diorama.
- Fixed Fortuna Brace parts appearing to be rotated 180 degrees.
Hotfix 25.4.1 (2019-07-24)
- Fixed ability to skip Operator Amp firing cooldown with Vazarin Guardian Shell.
Update 24.6 (2019-04-04)
- POE / CETUS ECONOMY REMASTER LITE
With Fortuna's release, we applied some general economy changes based on takeaways from Cetus. Now that we have returned to Cetus and the Plains of Eidolon with a remaster, we are applying some 'Economy Remaster' changes to go with the changes in an effort to apply our continued learnings. Change is the name of the game - thank you for all feedback on our economies and for being receptive to change!
- Normalized Fish Part costs across Amp Part Blueprints - some had 5 rare parts, some had 2, now there's 3 needed for all.
- Removed Cetus Wisps from Amp Prism Blueprint, and replaced them with Fish Parts or Eidolon Gems.
- Changes
- Killing enemies with Operator abilities (Void Blast, Void Dash) will now grant the kill Affinity to the equipped Amp when possible.
Hotfix 23.8.2 (2018-09-19)
- Fixed Chat links for Amps potentially being broken if profanity filter is enabled.
Update 23.5 (2018-08-24)
- Fixed missing ‘Hit Indicators’ for Operator Amps.
Update 23.0 (2018-06-15)
- Fixed button to send Amp Slots as a gift not actually sending the gift when using a controller.
- Fixed there being no option to purchase Amp Slots in the Inventory screen under the Amp tab.
Hotfix 22.20.8 (2018-06-05)
- Fixed inability to Entitle an Amp as ‘111’ due to the profanity filter.
Hotfix 22.18.1 (2018-04-20)
- Removed unintended Operator Amp parts from Quills Offerings.
Hotfix 22.16.4 (2018-03-20)
- Fixed flickering Amps when selecting an Amp during Operator customization.
Hotfix 22.16.1 (2018-03-16)
- Fixed some Operator amps not properly destroying Kuva clouds.
Update 22.16 (2018-03-15)
- Reduced some visual noise/lens flares on the Operator Amp explosions/melee burst.
- Removed the option to Install a Focus Lens on a Gilded Amp since a Rank 30 Amp is required for that action.
- Operator Amps will now display their modular parts in the Operator Customization screen.
Update 22.14 (2018-03-01)
- Removed un-Gilded Amps from Profile stats since only Gilded Amps count towards Mastery.
- Fixed text getting cut off in the Operator Amp stat screen.
Hotfix 22.13.3 (2018-02-21)
- Fixed Amps not being properly tracked in your Profile due to Gilded required before it is considered ‘Mastered’.
- Fixed Bullet Attractor Status Effect of
Void Damage (Operators and Amps) becoming visually solid when frozen/petrified.
Hotfix 22.12.3 (2018-02-12)
- Toned down the explosion and smokey VFX when firing an Operator Amp.
Update 22.12 (2018-02-09)
- Operator Amps now have a stat in your Profile.
Update 22.11 (2018-01-31)
- You can now preview custom Amps from Onkko with parts you don't own yet. This should help you figure out which parts you want to get for your own. (Item will not Preview until all 3 parts are selected)
Hotfix 22.8.3 (2018-01-11)
- Fixed the Operator Amp flickering in and out of the folded position when previewing/selecting new colors for the Amp in Operator customization screen.
- Fixed Clients not gaining Amp Brace bonuses.
Update 22.6 (2017-12-07)
- Added Amps to the Equipment tab on player Profiles. Amp Mastery gain is now also tracked.
Hotfix 22.3.5 (2017-11-20)
- Fixed the Amp crafting preview disappearing upon selecting the Brace.
Hotfix 22.2.5 (2017-11-11)
- Fixed all Operator Amp Affinity earned as a Client, disappearing when a Host migration occurs.
- Fixed the Operator Amp Energy Regeneration rate being much faster for Clients when using an Amp that has the Klebrik Scaffold.
- Fixed losing your Operator Amp if you died in the final stage of The Chains of Harrow quest with an Amp equipped Operator.
- Fixed the Operator Amp not being included in the Mission Progress & Rewards screen.
- Fixed renamed Operator Amps appearing as just ‘Amp’ for Clients.
Update 22.1 (2017-10-25)
- Fixed issues with unclear error messages when Gilding Amps that were unranked.
- Fixed issues with Operator Amp customizations not being applied in missions.
- Fixed an issue with the Lohrin Brace not applying its Upgrades to Amps.
- Fixed Stat improvements from Gilding an Amp not being applied.
Hotfix 22.0.9 (2017-10-23)
- Increased the damage of all Amp Prisms and Scaffolds.
- Reduced all instances of Amp self-damage.
- Fixed amps built using Shwaak Prism and Shraksun Scaffold not passing through Volt’s Electric Shield.
- Fixed Amps not requiring standing to gild.
Hotfix 22.0.8 (2017-10-20)
- Fixed an exploit for rapidly gaining affinity on Amps.
- Fixed amp affinity gain not properly appearing in the mission progress screen or Liset mission results screen.
- Fixed a soft lock caused by equipping a Virtuos Arcane on an Amp.
- Fixed hitches when equipping an Amp.
Hotfix 22.0.6 (2017-10-18)
- Crafting Operator Training Amp components now awards Standing with the Quills.
Hotfix 22.0.3 (2017-10-16)
- Tweaked the Operator arm animations when shooting an Amp so it’s not so different from other aim directions.
- Tweaked the volume of Operator Amps and added sound effects to the charge up.
Hotfix 22.0.2 (2017-10-13)
- Operator’s first Amp will now properly strip resistances.
Hotfix 22.0.1 (2017-10-13)
- Fixed long numerical values when crafting Amps in Cetus.
- Fixed incorrect Amp stats when viewing it in the Operator Customization screen.
Update 22.0 (2017-10-12)
- Introduced.
Last updated: Hotfix 25.5.1 (2019-08-02)
See also[]
- Weapon Comparison/Amp
- Zaws, melee modular weapons.
- Kitguns, primary and secondary modular weapons.
- K-Drive, modular vehicles.
- MOA Companions, modular MOA companions.
- Predasite, modular Kubrow-like companions.
- Vulpaphyla, modular Kavat-like companions.
- Hound (Companion), modular Sisters of Parvos companions.
| Amp Components | |
|---|---|
| Prisms (Xxx) | |
| Scaffolds (xXx) | |
| Braces (xxX) | Clapkra • Juttni • Lohrin • Anspatha • Suo • Plaga • Certus |
| Amps | |
| Premade | |


























192 comments
My stupid brain really wants pictures of each one of these firing so I can actually know exactly what it shoots cuz like "wide shortrange beam" and "continuse widespread jet of voidfire" just kinda sound the same to me...and I know they are different but I dont remember how,lol ((mabey on there dedicated pages themself?))
Don't make my mistake. 7x7 is good. Just don't use a 7 scaffold. 747 or 717, or even 147. Just do not use a a Propa (x7x) scaffold. Especially not in combination with a Klamora (7xx) Prism.
If I remember correctly, x77 was best used for Eidolons right?
I would enjoy any explanations why not to choose it. I assume the grenade functionality is clunky?
If you use it on its own its REALLY lackluster. I have a 777 but i kinda wanna remake it to replace the scaffold.
X77 is the best for Eidolons if you ahve the set up with void spike and volt shield because it multiplies like made...but without the set up its EXTREAMLY mediocre on Eidolons and you can 7x7 from underneath it fairly quickly on its own (often able to get a good 80% of its shield in a single bar without anybuffs)
So if you have the min max set up then def go x77 because its damage output is insanly superior if done right.
but if you are a casual to average player. 7x7 works great and id often suggest a x3x or x4x simply for vomvolst slapping.
((Im not the OP,but from my experience as a decently good but very much casual,player. I figured my thoughts might at least awnser what the OP may have been experience as well as the request to explain ))
Volt shield 50% crit.. damage?.
u forget to drain operator energy to trigger 100% crit from arcanes.
it definitely noticeable and makes scaffold feel weak if don't crit. and no effiecieny
unairu and eternal logistics. fun to drop 10-15 proapa running thru crowd.
the short range and self stagger undesirable.
i pick on your brace. eidlon shield calculation makes crit meta for that purpose.. cetus hurts me more then them lol
pencha for vombs my vote
177 eidlon
phad is friend
Hmm, since the 2022-09-07 update, Gilding does not increase stats? Well time to use my new 443.
Correct.
I'm trying to build a versatile and efficient Amp for me to take everywhere, which would be fine against Eidolons despite not being solely focused on killing them. Sadly it's been a while since I've tested every prism and scaffold in the game and i can't make up my mind.
Prisms 1/7, and scaffolds 1/4 were great, however i don't remember exactly how good were the other scaffolds and so i might be forgetting a very good one. Selecting a brace at this point is a bit meaningless since it heavily depends of the 2 other parts.
Since i also want to avoid a 11X amp, i end up having these choices : 14X, 71X, 74X (or anything with 1/7 prism with an efficient brace that would make for a versatile amp)
What would you guys suggest from here ?
477 is a good all rounder, some range, some dakka, some point blank AoE boom.
The AMP I use for Eidolons and General Gameplay is 747 (Klamora - Phahd - Certus)
It can kill Steel Path enemies without removing armor, the Phahd Scaffold is THE BEST for resurrecting yourself with Last Gasp
Ya thats what I was gonna suggest. 747 is great cuz 7x7 can still slap Eidalons without a min/max set up. and the x4x can deal with vomvolyst on the hunt or be used when to bounce a crowed of enemies that arnt quiet in optimal void vomiting range.
Seeing some peoples ranting on how Amp combos are referred to as.
Meanwhile, I am still praying for that Melee amp system for Operators n Drifters...
The amp parts are numbered by order of acquisition. The first 4 numbers are the first 4 part sets from Quills; the next 3 are the 3 sets from Little Duck. The number convention is concise and given a number you can instantly tell where to find the right amp, whether it is from Cetus or Fortuna, and once in the shop, you can easily figure out which amp it is by looking at the organization of the parts. What is so hard about that? Memorizing the unique names of 21 prisms/scaffolds/braces is much harder, when you can just memorize unique numbers and as needed easily find them in game by counting from the shop, or having some modicum of memory.
Who is willing to type Sniper/Firework/Crit for 1-2-3? Who will even decide the conventions for making "mnemonic" names? And what shall these mnemonics/nicknames be based on? The part names? That is utterly stupid. Mnemonics are for memorizing useful information - how could memorizing the part names, which give no information about the amp parts whatsoever, be somehow better than the amp numbers which are easier to remember and do give information about order of acquisition? What does Rap/Sh/L invoke, besides Raplak/Shraksun/Lohrin, and what do those words mean? No more information is gleaned from the nonsensical names of the amp parts than from the numbers assigned to them.
Then, mnemonics based on stats. Not so great either. For example, brace 3 gives Crit/Status; brace 7 gives Crit. But does this not suggest that brace 3... gives more benefit than brace 7? Or should we just assume that because it has two stats they are weaker than the brace that only gives 1? And the braces have quite complicated stats, too. Brace 1 gives 40 energy amp pool; some possible letters are E, for energy, P for pool, EP for energy pool, AP for amp pool; etc. Brace 2 reduces delay. So, R for recharge, D for delay? RD for recharge delay? Maybe just D. Brace 3, CS for crit/status chance seems adequate. Brace 4 gives energy pool AND recharge rate, so nix on using R for recharge delay; use R for rate instead. Brace 4 could be ER, for energy and rate. Then brace 1 could be E.
But now brace 5 and 6. Brace 5 gives energy amp pool - so, E, P, whatever - but it also increases delay. So what then? Put a plus sign in front of the D to indicate that you gain delay? Or should it be a negative sign, because it's a debuff? Say we go with the first; then we have E+D. But this looks algebraic; like we're adding E and D. Should it be E-D? But the dash can have many other meanings too. ED+? But this looks like an improvement, more than just ED, more than just D. Brace 6 reduces D, delay, but decreases energy as well. So it should be -ED? Or should we now start being specific and putting the plus sign in front of delay and pool no matter what? So Brace 1 would be +E, 2 = -D, 4 = +ER, 5 = +E+D, 6 = -E-D... extremely ugly. Brace 7 can just be C for crit.
And the kicker to this cumbersome system? There's still an implicit order, if we use this kind of mnemonic! If we use these rough mnemonics (but I'm sure someone can figure out better ones), then we have this nonsensical partial order where, for example, +E < +ER, C < CS (hell, even CC < CS lexicographically, if we use CC for crit chance on brace 7), and either -E-D < -D or -D < -E-D, because using the dash as a negative sign is so confusing. But what else should we use? "v"? "<"?
Don't even get me started on naming the prisms and scaffolds with such mnemonics. No, as I see it, the current numbering system really is the most effective way to label the parts. It's easy to remember, easy to translate, and easy to differentiate with such a simplistic order that can be debunked in one sentence ("no, they are not numbered by power, but by order of acquisition"). But I would love to hear someone else's idea for a new system; it would be interesting!
There is only one flaw with the numbering system, and that's looking for the parts in the foundry. But if you're in the foundry, you evidently won't be confusing 2 and 7 with the former being weaker than the latter. You're just going to see Shraksun and Propa and not know what the difference is - though since you've bloody maxed Vox Solaris, I don't see how anyone but the stupidest could possibly forget what amp you're trying to make. You hear that 1-2-3 is a good starter amp, you don't go to your foundry - why would you spend standing on these things before knowing what they do? No, you go to Quill Onkko and check his shop, and THERE you can see exactly what the 1-2-3 amp is and figure out the part names, and buy those parts. Raplak-Shraksun-Lohrin, easy translation from 1-2-3.
Say you confound the average case and somehow have all the parts in your foundry, have been told to construct a 5-3-6 amp (which is outside of your mental RAM), and you don't want to load into Quills/Little Duck; just check the damn wiki! Steam has a web browser. This case is much, much rarer than what practically happens. The number system is more convenient for the typical case - you go to the vendors and buy the parts you need, or you already have some memory of the parts after having seen the vendors/wiki page before, or you're literally crafting your first amp and you craft a simple 1-1-1 and 1-2-3 (no way you could possibly mess this one up). And many guides which use the numbering system even tell you the part names just to be clear; and if you're getting confused by X-7-7 because the numbers are big and you somehow think the higher the number, the better (which is a valid assumption not because "big number = stronger" but because "later acquisition = possibly stronger"), then how the hell did you max out Vox Solaris without looking at a single Youtube video or the Wiki even ONCE?
And besides, crafting the amp part is completely different from actually assembling the amp part - if you somehow fucked everything up and crafted the wrong part, once you go to a vendor to craft it you'll see instantly if you crafted a 4 instead of a 3, because they are ordered by acquisition there too.
So why does a regular naming convention, without numbers, work for Zaws and Kitguns? In the first place, you don't need a zaw/kitgun. It's not necessary to have an abstract convention for them; so many people don't even use them in the first place. If a build asked for a specific part, then it would just say so; you build the weapon and then forget about it. Since these are conventional weapons and not amps, you already know what kind of stats you need/want from a gun/weapon. And besides, if you actually wanted to investigate what each chamber did? You would literally just look it up. How does "sporelacer primary" tell you anything about what the weapon does as opposed to "sporelacer secondary"? You have to look it up anyway. Once you looked it up and had a good read, you've literally learned all you need to know about the chamber you're thinking of. If you know enough about the kitguns to experiment with other combinations, you don't need a damn naming system! You already know the... SIX chambers; from there, all you need to know are what stats you need, and you can just check the grips and loaders from the vendors. No need to memorize them unless you're writing a build.
They're not necessary for eidolon hunting or SP or railjack or whatever hard content you want to play; they're just another option, so they tend to be made because you like crafting modular weapons, or you want a specific meta build; so why the hell do you need any more information than whatever is listed in the vendor page or the one specific build page? There's no need for a serious convention for ease of discussion. There just isn't that much discussion. Big difference with amps, which new players are perpetually lost on and need an upgrade for because they only have a mote amp/siroco. The biggest thing is, even when there is discussion of the kitguns, you only ever hear them talk about the Chamber - "use a Sporelacer!" "my Catchmoon does the job..." "Gaze does have a beam.", etc. It's only when you dive into the details of the parts themselves that you would need to talk about anything else. But the amps are 3 parts in one function, with prism, scaffold, and brace (typically scaffold and brace) being as important as each other. The situation is quite different.
I think this is longer than the page.
Jesus christ man, are you ok?
When you make enough amps, you know what all the parts do, a lot easier than what number they correspond to. Lohrin, Certus, Plaga, Anspatha, Suo? Cantic, Raplak, Lega, Klam, Granmu, Rahn? Shraksun, Phahd, Dissic, Propa, Exard? Yes, I know what all these do and what kind of part they are. Numbers are not easier to remember than their unique parts.
This is common sense. Imagine if Arca plasmor was weapon number #82 and the entire lot was assigned a number instead of a unique name. Imagine if every person in the world had a number instead of a I don't know, Lionel Messi? It make take longer to memorize names, but its way easier once you do.
There's nothing wrong with a number system to coincide with it. I have 35 amps, and if someone was asking me what amp I'm using, I know what parts are in every one easier than knowing if lega is 5 or 6, or plaga was 5 or 6 etc.
Also, this issue is more annoying when trying to find a certain amp in your inventory because there is no search and it only shows the prism. So you have to hover over each prism(know what the prism looks like), or if you used the number system and know what you're looking for, it helps you find it quicker.
There's 400+ weapons in this game. I won't say everyone can, but at least some people can picture every single weapon, what it does, what type of weapon it is, what it looks like when its discussed. They won't be completely drawing a blank when you talk about any particular weapon unless they have never heard of it or encountered it. So what's hard about learning like 20 amp parts?
There should be a number system and it helps to learn the amp parts as well if you are interested in amps. What's best for hunting is not best for regular missions.
Props for passion and even put alot of work into trying to 'steelman' whoever was responding to point/argument. ...there was some degrading after that but credit where credit is due....i think is someone who was around when amps were new and this whole thing if ever and had to actually have conversations and relay information about the indivials parts and and so on...the system exists and evolved organically and has held.
But its in his opening arguements that x-x-x only information is on the power of asking someone for help at the hardware store and they quite open about that.
I think theres alot of time and care spemnt on a subject to have a waave of people who are upset they were only given the map and start **#ing on something they know nothing....nore care to know... person im assuming leeched thier way to max standing with vox solaris probably figuring that the best parts area on the highest teir and never looked at any aspect of amp assembly
...an old timer..you young whipersnapprs dont know just think of how crazy thje world could have been and just cant make sense of why this person cant understand...ah well its secrets are lost to the void,
https://docs.google.com/spreadsheets/d/1ahREjsVe7TVPVi1UJqhaj8olnEbYLPzSNwG3msYLws0/edit?usp=sharing
Made a spreadsheet on how much of everything you would need to make every amp combination in the game (Will likely also recalculate for each prism just cause)
@FINNER
The edits made recently by a few people are, in a way, valid, maybe mention in some way that the series number does NOT correlate with amp quality, as it does sound like that when you look at the text. Even if it is just for the sake of appeasing those who disagree with the numbering system.
People arent gonna write lega/shraksun/Lohrin if they could just write 623, especially if they are discussing combinations and would have to do so multiple times. Its as old as the amps themselves, so you are really gonna have to bring a better alternative
Would the number be more clear in the notes or trivia section of the page instead of the crafting section? I feel that would be more fitting
I debated putting it in the Notes, as a preface to the table, or as bullets directly under the table. Ultimately I thought a preface would be best because a user may not think to look in the Notes for the numbering system.
And yes, my responses have been meh, sorry Pie. However, this is not the first time Saso and I have interacted, animosity has only grown after each one unfortunately. So I may have less patience with them than others. You bring up a good point though; this is only going to get more heated so let's just tone it down. Or better yet, let's stop all together.
The table will keep its numbering system until the community abandons it or DE starts adding new components that mess it up. That's that.
The numbering system is perfect. It will always be the fastest way to tell someone what amp you have. This shouldn't even be a debate. It's also the quickest way to find a particular amp in your own collection, if you have 20+ amps, although I've only done that w a few of mine. If you assigned letters instead, then everyone would think the AAA amp is best, but they would clearly see its not by stats. All you have to do is make two amps to see they are just like weapons, with unique traits and stats, firing mechanics etc that will make them more suitable to certain playstyles and missions than others.
To make MR right is 1-1-1 , 2-2-2 etc no picture is mote, last one is quest
You can keep 7-7-7 and make new ones after getting rest done, yes its annoying but isnt as much as not doing in that way
Or can just do 1-1-1, 2-1-1, 3-1-1, 4-1-1 etc.
Can someone write the best part for AUTOmatic AMP, thx
I don't know if it's the best, but I'm doing pretty decent with Rahn + Shraksun +Certus - 427 full auto pew pew pew. Also Klamora + Phahd + Certus - 747 short beam is pretty decent
6-2-7 is pretty good, it's like ignis.
Klamora Prism with Certus Brace has a really bad uptime since it will deplete the 'mag' really fast though
Plaga Brace might fix the 2s downtime to 0.5s but you are sacrificing the 20% crit if you're replacing Certus with it
It will deplete the energy real fast, but who cares when you can kill a horde with that short burst? Not to mention, hide in Void mode for a few seconds, and you get to down another small horde with that burst.
We will be getting an extra Amp Arcane slot soon, free to put one of the new Arcane to recharge energy pool on depletion. Or put another Arcane that drastically boost damage to make that short burst worth even more while.
As of the Angels of Zariman update, I am a firm believer of the 1/4/7 as the new jack of all trades amp. With all new focus tree changes, Madurai tree and to a lesser extent, Naramon, has really good amp damage buffs. Using the new Void Strike from Madurai will let you 2-3 shot even HYDROLYST shields(and Void Angel shield phases in Steel Path), with Virtous Shadow which can be activated easily with how cheap Raplak shots costs. You can use either parts of the amp to kill Vomvalysts in Eidolons. And finally, you can use the new Vengance waybound from Unairu for the Phahd Scaffold shots in Last Gasp, this scaffold does OBSCENE amounts of dmg and will almost always revive you back from triggering Last Gasp. I thought about using a bigger pool such as from using Suo Brace, but I find that although fun, the timing of new Void Strike, which lasts 8 seconds, is better timed with the costs of a strong Raplak/Phahd shots.
Friendhsip ended with the Propa
Now Phahd is my new best friend
Best Secondary Fire out of all AMPs, hands down
I just discovered a 10th amp in the profile page ... there is just the name amp and no image some player have it maxed but mine is 29 with ~95% completion ... that's strange ^^'
Oh and this might not be update
As there are seven Prisms plus the Mote Amp currently available, the maximum amount of Mastery Rank points that can be earned from Amp crafting is 24,000.
I have the mystery amp ranked, but sitting with a 'MOTE AMP' that's only rank 23. Don't know if that is a bug perhaps for the Mote Amp.
Small update (yeah i'm the original Lone Tenno :p) For an unknown reason it get the maxed out so ... i think there is no need to worry ...at least for now xD
So any info on what gets exp to this un named AMP? After the new war dropped I have 10 amp slots. 1-7, Mote and Sirocco all mastered. The 10th spot just says amp at lv 25 and nothing i have tried has even gotten me a single EXP point.
Could it be a stand in for when someone isn't using an amp?
Does the mastery rank damage buff apply to amps or operators
Rank 30
What is better to take for a solo teralist?
XY3
X - any, except 5, 6, 7
Y - 2, 3, 4
And what is the best weapon to take for the same teralist at the 6th rank of mastery?
If you don't have access to 567, then you want the 1-2-3. You shouldn't solo though, go in a group. It'll be easier.
That's the whole problem. It’s not always possible to walk in a squad, far from always, so you need a powerful amplifier. And why 1-2-3 and not 2-2-3?
123 has a longer range than 223 so you can kind of just sit behind a volt shield and void strike, relatively easily one tapping eidolon shields with the primary fire (you can still do this without the volt shield if you have maxed out eternal eradicate/eternal onslaught, shield is ideal if you only have one of the two arcanes or haven't got any maxed ones yet)
In the older days, the x23 was used because you couldn't do enough burst damage to finish off the shield in one hit before the focus rework, so you would take advantage of the possibility to hit the eidolon multiple times with a single shot with the alt-fire, but it's not needed at all anymore
Once you get your hands on the Little Duck parts, you want to make a 177 so that you can use the alt-fire a little bit early and use the downtime to switch back to your warframe and aim at a limb, to destroy the limb as early as you can after breaking the shield
If you're still a low MR, I recommend picking up a Snipetron from Ticker on Fortuna to break limbs since it's very accessible to all players (for the duration of the Star Days event)
So I'm planning on crafting a better amp for tridolons, and was thinking of doing the Rahn Prism, with the Pencha Scaffold, and the Lohrin Brace. How effective against the eidolons do you guys think that would be
Rahn/Pencha will let you engage the tridolons at a fairly safe distance so you won't get staggered by stomping and shot up randomly, but compared to closer ranged prisms/scaffolds, they typically have a lower dps. You'll likely need a damage support ability like Volt's electric shield to match up with other amps.
Lohrin Brace is pretty half-and-half for standard engagements but the Status+ isn't particularly useful against tridolons unless you're using Virtuos Fury (damage+ buff on status proc) and a prism/scaffold that already has an existing status chance...which your setup is a bit low to take advantage of.
As far as prisms go, I see most people in my speedruns use either Raplak for long range or Klamora for short range (Klamora requires danger close, mind you). Scaffolds, I haven't experimented with but personally I use Phahd for Vomvalyst Blooms (Hydrolyst), a well-placed shot can one-shot the portal. Braces, I use Certus in tandem with Klamora prism, but a different one may be more desirable depending on the rest of the setup.
Planning on swapping Certus with Suo eventually since the crit rate of a Gilded Klamora is actually good enough without the Certus boost.
Tl;dr: For an economic build (quills only), it's not bad but you'll definitely want to consider tapping into Vox Solaris stuff if you're looking for that edge.
Best starter amp is raplak shraksun lohrin
Is Little Duck assembly/gilding still bugged ?
I use 7X7 for everything : very high dps, and for edolon, no need to care about Void Strike.
(and if you want an optimal setup for edolon, it is Void Strike + Scaffold + Brace 7, without care about the prism, so the 2 are compatible)
'without care about the prism' Raplak Prism is crucial for eidolons
Best amp for tridolon and fortune?
177 for VS, 745 for DPS
Which is the best for tridolon ? 377 or 677 or 777?
177 for VS 745 for DPS
Does the mote have a secondary?
Nope, just the primary beam attack.