The Engineers are secretive, eccentric individuals who can modify the weapons and modules of ships to exceed baseline performance standards. As they reside in Workshops on planetary surfaces, they are only accessible to ships equipped with a Planetary Approach Suite. The modifications that Engineers offer vary depending upon their skill sets and personal preferences. Some Engineers will be more beneficial for explorers, while others will be more beneficial for combat specialists.
Engineers and Workshops[]
Pilots will initially learn about some Engineers through rumors, but as they gain access to Engineers and build reputations, those Engineers will inform them of other Engineers with a wider variety of or more potent modifications. In order to obtain an invitation to an Engineer's workshop, their invite requirements (listed as "How to Get Invite" in table below) must first be met. These requirements vary and some Engineers are easier to obtain an invite from than others. Be aware that attempting to land at a workshop without an invitation is treated as trespassing, and offenders will be immediately attacked by the workshop's defences. Once invited and having traveled to their workshop, an Engineer's services can be unlocked by completing an additional task, ranging from providing a specific item to turning in bounties.
When docked at a workshop, pilots can access an engineer's services through ship services. If they own Odyssey, they may also disembark and speak with the engineer in an auxillary workshop near the hangar.
Ship Engineers[]
There are a total of 25 Engineers who specialise in ship modifications.
Engineer | Base Name | Modifications offered | System | Planet | Region |
---|---|---|---|---|---|
Tod "The Blaster" McQuinn | Trophy Camp |
|
Wolf 397 | Trus Madi | Core Systems |
Selene Jean | Prospector's Rest |
|
Kuk | B 3 | Core Systems |
Didi Vatermann | Vatermann LLC |
|
Leesti | 1 a | Core Systems |
Bill Turner | Turner Metallics Inc |
|
Alioth | 4 a | Core Systems |
Broo Tarquin | Broo's Legacy |
|
Muang | 5 a | Core Systems |
Liz Ryder | Demolition Unlimited |
|
Eurybia | Makalu | Core Systems |
Hera Tani | The Jet's Hole |
|
Kuwemaki | A 3 a | Core Systems |
Tiana Fortune | Fortune's Loss |
|
Achenar | 4 a | Core Systems |
Felicity Farseer | Farseer Inc |
|
Deciat | 6 a | Core Systems |
Colonel Bris Dekker | Dekker's Yard |
|
Sol | Iapetus | Core Systems |
Juri Ishmaak | Pater's Memorial |
|
Giryak | 2 a | Core Systems |
The Sarge | The Beach |
|
Beta-3 Tucani | 2 b a | Core Systems |
Elvira Martuuk | Long Sight Base |
|
Khun | 5 | Core Systems |
The Dweller | Black Hide |
|
Wyrd | A 2 | Core Systems |
Lei Cheung | Trader's Rest |
|
Laksak | A 1 | Core Systems |
Marco Qwent | Qwent Research Base |
|
Sirius | Lucifer | Core Systems |
Professor Palin | Abel Laboratory |
|
Arque | 4 e | Core Systems |
Zacariah Nemo | Nemo Cyber Party Base |
|
Yoru | 4 | Core Systems |
Lori Jameson | Jameson Base |
|
Shinrarta Dezhra | A 1 | Core Systems |
Ram Tah | Phoenix Base |
|
Meene | AB 5 d | Core Systems |
Etienne Dorn | Kraken's Retreat |
|
Los | A 2 b | Colonia Region |
Marsha Hicks | The Watchtower |
|
Tir | A 2 | Colonia Region |
Mel Brandon | The Brig |
|
Luchtaine | A 1 c | Colonia Region |
Petra Olmanova | Sanctuary |
|
Asura | 1 a | Colonia Region |
Chloe Sedesi | Cinder Dock |
|
Shenve | A 6 | Witch Head Nebula |
Pilot Equipment Engineers[]
There are a total of 13 Engineers who specialise in pilot suit and handheld weapon modifications.
Engineer | Base Name | Modifications Offered | System | Planet | Region |
---|---|---|---|---|---|
Domino Green | The Jackrabbit | Orishis | 4 | Core Systems | |
Hero Ferrari | Nevermore Terrace | Siris | 5 c | Core Systems | |
Jude Navarro | Marshall's Drift | Aurai | 1 a | Core Systems | |
Kit Fowler | The Last Call | Capoya | 2 | Core Systems | |
Oden Geiger | Ankh's Promise | Candiaei | 9 c | Core Systems | |
Terra Velasquez | Rascal's Choice | Shou Xing | 1 | Core Systems | |
Uma Laszlo | Laszlo's Resolve | Xuane | A 3 | Core Systems | |
Wellington Beck | Beck Facility | Jolapa | 6 a | Core Systems | |
Yarden Bond | Salamander Bank | Bayan | 7 b | Core Systems | |
Baltanos | The Divine Apparatus | Deriso | 3 a | Colonia Region | |
Eleanor Bresa | Bresa Modifications | Desy | 7 a | Colonia Region | |
Rosa Dayette | Rosa's Shop | Kojeara | 4 b | Colonia Region | |
Yi Shen | Eidolon Hold | Einheriar | 1 a | Colonia Region |
Engineer unlock sequence[]
Initially, commanders are aware of a subset of Engineers from public knowledge. As commanders improve their reputation with these Engineers, they will unlock referrals to other, more selective Engineers who offer further sets of modifications. For example, to gain access to Lori Jameson, a commander must first develop reputation with Elvira Martuuk to earn a referral to Marco Qwent, then develop reputation with Qwent to earn a referral to Jameson.
Engineer Ranks[]
Upon unlocking the services of a ship-focused Engineer, a pilot can begin accruing reputation with that Engineer to unlock higher grades of modifications. Reputation is measured in 5 tiers, with tier 5 representing the maximum level. Each modification that a pilot purchases will increase their reputation; low-grade modifications provide a smaller reputation boost than high-grade modifications, and each reputation tier requires more and more reputation to progress. With some Engineers, reputation can also be increased by selling commodities, exploration data, or bounty vouchers at their Workshops. It should be noted that Engineers may not be able to craft all 5 modification grades for a module type.
Engineer Reputation Level | Required Profit |
---|---|
Grade 1 | Unlocked as soon as Engineer task has been completed |
Grade 2 | Selling Exploration data/Commodities with a net profit of 500,000 Credits |
Grade 3 | Selling Exploration data/Commodities with a net profit of 2,000,000 Credits |
Grade 4 | Selling Exploration data/Commodities with a net profit of 8,000,000 Credits |
Grade 5 | Selling Exploration data/Commodities with a net profit of 16,000,000 Credits |
Engineers that focus on pilot equipment do not use a reputation unlock system, and offer all of their modifications immediately upon fulfilling their meeting requirements.
Crafting[]
- For a list of upgrades, see Category:Engineer Upgrades.
Ship Modifications[]
Materials are required by the Engineers to upgrade modules on the player's ship. Each blueprint specifies which materials are needed, and how to get them; material sources include (but are not limited to) destroyed ships, mission rewards, ship/wake scans, signal sources, mining, planetary surface resources, and more. Different Engineers require different materials, meaning not all materials gathered can be used by the same Engineer. Up to one blueprint can be pinned per Engineer; pinned modifications can be crafted at any station equipped with a Remote Workshop, but a modification crafted remotely will not contribute to reputation with its Engineer. Players can only pin 1 blueprint per Engineer for use at Remote Workshops.
Before upgrading a module, an information screen lists the materials needed for the modification, and the range for applied effects. Negative effects are static for a given grade and will only increase with higher grades, while positive effects increase per grade as more materials are spent on them. Eventually, a grade will be increased to a maximum value, at which point the only way to upgrade that modification further is to advance to the next grade. As modifications are purchased, reputation with the Engineer increases, unlocking access higher grades of modifications.
Grades must be progressed through consecutively from 1 to 5; however, you do not need to complete a grade to advance to the next one. As soon as then next grade becomes unlocked, you can immediately advance to it. The previous grade will autocomplete, so you will not lose out on any potency by skipping.[1]
It is not possible to immediately apply a Grade 5 modification to a module unless the module already has a Grade 5 legacy modification from before 3.0. Legacy modifications can converted into 3.0 modifications, but will be reduced in quality by one grade in the process.
While a modification is applied to a module, an additional quantity of materials can be spent to apply a single Experimental Effect to further enhance the module. Experimental Effects are only available at Engineer Workshops, and cannot be applied remotely.
Please note that only one Engineering modification can be installed per module. Installing a new modification will overwrite the old modification as well as the currently applied Experimental Effect permanently. It is only possible to obtain modules with two modifications under certain circumstances. This limitation should not be confused with the number of stat changes and effects a modification has, as these are determined by the particular modification and can be numerous.
Pilot Equipment Modifications[]
Modifications for Suits and Handheld Weapons are applied differently from ship modifications. All Suits and Handheld Weapons can be upgraded to have up to four modification slots. While equipment can occasionally be purchased with preinstalled modifications at Pioneer Supplies stores, the most straightforward way of installing a specific mod into a specific piece of gear is to seek out the Engineer who specializes in that mod.
Suits and handheld weapons need to be grade 2 or higher before you can modify them.[2]
Equipment mods offered by Engineers are purchased with a selection of Components, Data, and Goods, and a payment of Credits. Unlike ship mods, equipment mods are only available in a single quality grade, and require only a single transaction with the Engineer to fully apply it. Once a mod is installed on a particular Suit or Handheld Weapon, it cannot be removed or replaced by another mod.
Method[]
Engineering suits and handheld weapons is a very slow and tedious grind. Recommended is to visit random stations and go to the Pioneer Supplies store in the Concourse to check if premium suits and weapons are available. Because this is much faster and easier than engineering. Each PS store has a limited amount of exclusive, premium items per location. They are sold out if another player bought them earlier. However, the PS stores restock every week (usually on Thursday).
Engineer Summary[]
The following tables summarize the modifications, locations, and access requirements of all Engineers.
Ship Engineers[]
Engineer | Modifies up to: | Location | How to find | How to get invite | How to unlock | How to gain reputation |
---|---|---|---|---|---|---|
Tod "The Blaster" McQuinn | G5 Railgun & Multi-cannon; G3 Fragment Cannon; G2 Cannon | Wolf 397 | Common knowledge | Earn 15 bounty vouchers | Provide 100,001 CR worth of bounty vouchers | Craft modules, Hand in Alliance vouchers to Trophy Camp. |
Felicity Farseer | G5 FSD; G3 Detailed Surface Scanner, Sensors & Thrusters; G1 FSD Interdictor, Power Plant & Shield Booster | Deciat | Common knowledge | Exploration rank Scout or higher | Provide 1 unit of Meta-Alloys | Craft modules, Sell exploration data at Farseer Inc. |
Elvira Martuuk | G5 FSD; G3 Shield Generator; G2 Thrusters; G1 Shield Cell Bank | Khun | Common knowledge | >300 ly travel distance from starting system | Provide 3 units of Soontill Relics | Craft modules, Sell exploration data at Long Sight Base. |
Liz Ryder | G5 Missile Rack & Torpedo Pylon; G3 Mine Launcher; G1 Hull Reinforcement Package & Armour | Eurybia | Common knowledge | Friendly reputation with Eurybia Blue Mafia; complete mission from Chris & Silva's Paradise Hideout | Provide 200 units of Landmines | Craft modules, Sell commodities to Demolition Unlimited. |
The Dweller | G5 Power Distributor; G4 Pulse Laser; G3 Burst Laser & Beam Laser | Wyrd | Common knowledge | Deal in stolen or illicit goods at 5 Black Markets | Pay 500,000 CR | Craft modules, Sell commodities to Black Hide. |
Lei Cheung | G5 Detailed Surface Scanner, Sensors & Shield Generator; G3 Shield Booster | Laksak | Learned from "The Dweller"[nb 1] | Trade with at least 50 markets | Provide 200 units of Gold | Craft modules. |
Selene Jean | G5 Hull Reinforcement & Armour | Kuk | Learned from Tod "The Blaster" McQuinn[nb 1] | Mine at least 500 tons of ore | Provide 10 Painite | Craft modules, Sell commodities, exploration data to Prospector's Rest. |
Hera Tani | G5 Detailed Surface Scanner & Power Plant; G3 Power Distributor & Sensors | Kuwemaki | Learned from Liz Ryder[nb 1] | Minimum Outsider rank with Imperial Navy | Provide 50 Kamitra Cigars | Craft modules, Sell commodities to The Jet's Hole. |
Broo Tarquin | G5 Beam Laser, Burst Laser, Pulse Laser | Muang | Learned from Hera Tani[nb 1] | Combat rank Competent or higher | Provide 50 Fujin Tea | Craft modules. |
Marco Qwent | G4 Power Plant; G3 Power Distributor | Sirius (Permit Required) | Learned from Elvira Martuuk[nb 1] | Invitation from Sirius Corporation | Provide 25 Modular Terminals | Craft modules, Sell commodities to Qwent Research Base. |
Zacariah Nemo | G5 Fragment Cannon; G3 Multi-cannon; G2 Plasma Accelerator | Yoru | Learned from Elvira Martuuk[nb 1] | Invitation from Party of Yoru | Provide 25 units of Xihe Biomorphic Companions | Craft modules, Sell commodities to Nemo Cyber Party Base. |
Didi Vatermann | G5 Shield Booster; G3 Shield Generator | Leesti | Learned from Selene Jean[nb 1] | Gain trade rank of Merchant or higher | Provide 50 units of Lavian Brandy | Craft modules. |
Colonel Bris Dekker | G4 FSD Interdictor; G3 FSD | Sol (Permit Required) | Learned from Juri Ishmaak[nb 1] | Friendly rank with Federation | Provide 1,000,000 CR worth of combat bonds | Craft modules. |
Juri Ishmaak | G5 Detailed Surface Scanner, Mines & Sensors; G3 Kill Warrant Scanner, Missile Rack & Torpedo Pylon | Giryak | Learned from Felicity Farseer[nb 1] | Earn more than 50 combat bonds | Provide 100,000 CR worth of combat bonds | Craft modules, Hand in combat bonds to Pater's Memorial. |
Professor Palin | G5 Thrusters; G3 FSD | Arque | Learned from Marco Qwent[nb 1] | Attain a maximum distance from pilot career start location of at least 5,000 ly | Provide 25 units of Sensor Fragments | Craft modules, Sell exploration data to Abel Laboratory. |
Bill Turner | G5 Detailed Surface Scanner, Plasma Accelerator & Sensors; G3 AFMU, Fuel Scoop, Life Support, Refinery, Manifest, Wake, & Kill Warrant Scanners | Alioth (Permit Required) | Learned from Selene Jean[nb 1] | Friendly with the Aliance of Independent Systems | Provide 50 units of Bromellite | Craft modules |
Lori Jameson | G5 Detailed Surface Scanner & Sensors; G4 AFMU, Fuel Scoop, Life Support & Refinery; G3 Shield Cell Banks, Manifest, Kill Warrant & Wake Scanners | Shinrarta Dezhra (Permit Required) | Learned from Marco Qwent[nb 1] | Gain combat rank of dangerous or higher | Provide 25 units of Konnga Ale | Craft modules, Sell exploration data to Jameson Base. |
Ram Tah | G5 Chaff, Electronic Countermeasures, Heat Sinks & Point Defence; G4 Collector/Fuel Transfer/Prospector Limpet Controllers; G3 Hatch Breaker Limpet Controller | Meene | Learned from Lei Cheung[nb 1] | Gain exploration rank of Surveyor or higher | Provide 50 Classified Scan Databanks | Craft modules, Sell exploration data to Phoenix Base. |
Tiana Fortune | G5 Sensors, Manifest, Wake, & Kill Warrant Scanners, all Limpet Controllers; G3 Detailed Surface Scanner & FSD Interdictor | Achenar (Permit Required) | Learned from Hera Tani[nb 1] | Friendly with the Empire | Provide 50 units of Decoded Emission Data | Craft modules, Sell commodities to Fortune's Loss |
The Sarge | G5 Cannon & all Limpet Controllers; G3 Railgun | Beta-3 Tucani | Learned from Juri Ishmaak[nb 1] | Midshipman or higher with the Federal Navy | Provide 50 units of Aberrant Shield Pattern Analysis | Craft modules, Sell exploration data to The Beach |
Etienne Dorn | G5 Life Support, Power Distributor, Sensors, Power Plant, Detailed Surface Scanner, Plasma Accelerator, Rail Gun | Los | Learned from Liz Ryder[nb 1] | Trade rank of Dealer or higher | Provide 25 units of Occupied Escape Pods | Craft modules |
Marsha Hicks | G5 Multi-cannon, Fuel Scoop, Refinery, Cannon, Fragment Cannon, Collector/Fuel Transfer/Hatch Breaker/Prospector Limpet Controllers | Tir | Learned from The Dweller[nb 1] | Exploration rank of Surveyor or higher | Mine 10 units of Osmium | Craft modules |
Mel Brandon | G5 Thrusters, Shield Cell Bank, Beam Laser, Shield Booster, Pulse Laser, Shield Generator, FSD, Burst Laser, FSD Interdictor | Luchtaine | Learned from Elvira Martuuk | Gain an invitation from the Colonia Council minor faction | Provide 100,000 credits of bounty vouchers | Craft modules |
Petra Olmanova | G5 Armour, Hull Reinforcement, Utilities, Mine Launcher, Missile Rack, Torpedo Pylon, AFMU | Asura | Learned from Tod "The Blaster" McQuinn[nb 1] | Combat rank of Expert or higher | Provide 200 units of Progenitor Cells | Craft modules |
Chloe Sedesi | G5 Thrusters; G3 FSD | Shenve | Learned from Marco Qwent[nb 1] | Attain a maximum distance from pilot career start location of at least 5,000 ly | Provide 25 units of Sensor Fragments | Craft modules, sell exploration data to Cinder Dock |
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 These Engineers will provide information about the locations of other Engineers in their network only after Grade 3 access, plus approximately half of the progress bar to Grade 4 access, has been achieved with them. The game may need to be restarted in order to trigger the notification.
Pilot Equipment Engineers[]
Engineer | Modifications | Location | How to find | How to get invite | How to get referral |
---|---|---|---|---|---|
Domino Green | Enhanced Tracking, Extra Backpack Capacity, Reduced Energy Use, Greater Range, Stability | Orishis | Common knowledge | Travel 100ly in Apex Interstellar Transport shuttles | Provide 5 Push |
Hero Ferrari | Improved Jump Assist, Increased Air Reserves, Increased Sprint Duration, Faster Handling, Noise Suppressor | Siris | Common knowledge | Complete 10 Conflict Zones | Provide 15 Settlement Defence Plans |
Jude Navarro | Added Melee Damage, Extra Ammo Capacity, Damage Resistance, Magazine Size, Reload Speed | Aurai | Common knowledge | Complete 10 Restore or Reactivation missions | Provide 5 Genetic Repair Meds |
Kit Fowler | Added Melee Damage, Faster Shield Regen, Extra Ammo Capacity, Magazine Size, Stowed Reloading | Capoya | Learned from Domino Green | Sell 10 Opinion Polls to Bartenders | Provide 5 Surveillance Equipment |
Oden Geiger | Enhanced Tracking, Improved Battery Capacity, Night Vision, Scope, Stability | Candiaei | Learned from Terra Velasquez | Sell 20 total Biological Sample, Employee Genetic Data, and Genetic Research to Bartenders | N/A |
Terra Velasquez | Combat Movement Speed, Increased Air Reserves, Increased Sprint Duration, Improved Hip Fire Accuracy, Noise Suppressor | Shou Xing | Learned from Jude Navarro | Complete 6 Covert Heist and 6 Covert Theft missions | Provide 15 Financial Projections |
Uma Laszlo | Damage Resistance, Faster Shield Regen, Headshot Damage, Reload Speed, Stowed Reloading | Xuane | Learned from Wellington Beck | Reach unfriendly rep with Sirius Corporation | N/A |
Wellington Beck | Extra Backpack Capacity, Improved Battery Capacity, Reduced Tool Battery Consumption, Greater Range, Scope | Jolapa | Learned from Hero Ferrari | Sell 25 total Classic Entertainment, Multimedia Entertainment, and/or Cat Media to Bartenders | Provide 5 InSight Entertainment Suites |
Yarden Bond | Faster Handling, Improved Hip Fire Accuracy, Audio Masking, Improved Jump Assist, Combat Movement Speed, Quieter Footsteps | Bayan | Learned from Kit Fowler | Sell 8 Smear Campaign Plans to Bartenders | N/A |
Baltanos | Combat Movement Speed, Improved Jump Assist, Increased Air Reserves, Increased Sprint Duration, Faster Handling, Improved Hip Fire Accuracy, Noise Suppressor | Deriso | Common knowledge | Friendly reputation with Colonia Council | Provide 10 Faction Associates |
Eleanor Bresa | Added Melee Damage, Damage Resistance, Extra Ammo Capacity, Shield Regen, Magazine Size, Reload Speed, Stowed Reloading | Desy | Common knowledge | Visit 5 Settlements in Colonia | Provide 10 Digital Designs |
Rosa Dayette | Enhanced Tracking, Extra Backpack Capacity, Improved Battery Capacity, Reduced Tool Battery Consumption | Kojeara | Common knowledge | Sell 10 total Culinary Recipes or Cocktail Recipes to Bartenders in Colonia | Provide 10 Manufacturing Instructions |
Yi Shen | Night Vision, Quieter Footsteps, Audio Masking, Headshot Damage | Einheriar | Learned from Baltanos, Eleanor Bresa, & Rosa Dayette | Complete all referral tasks for Baltanos, Eleanor Bresa, & Rosa Dayette | N/A |
Pre-Engineered modules[]
Pre-Engineered modules were introduced as rewards for Community Goals and limited-time events. These modules may feature two Engineering modifications at once, modifications that cannot normally be applied to the specific module, or unique modifications that are not offered by any Engineer. Occasionally, pre-Engineered modules are later made available for purchase through Technology Brokers.
Pre-Engineered modules come with some restrictions:
- Modules with two modifications will lose their second modification if another modification is applied.
- In some cases, Experimental Effects can be added or changed without affecting the modifications.[3][4][5] Pre-Engineered modules that normally have no Engineering options, such as Guardian technology modules or mining tools, are unable to accept any Experimental Effects.
Development[]
Engineers were introduced in the Elite Dangerous: Horizons 2.1 update. Engineering mechanics were overhauled and improved with Elite Dangerous: Beyond Chapter One (3.0).
4 Engineers based in the Colonia Region were added in Beyond Chapter Three (3.2). 1 Engineer based in the Witch Head Nebula was added by the Interstellar Initiative The Enclave. 9 Engineers specialising in Suit and Handheld Weapon modifications were added in Elite Dangerous: Odyssey. 4 more Engineers specialising in Suit and Handheld Weapon modifications were added to the Colonia Region in Odyssey Update 8.
Engineering rebalance[]
In the Type-8 update (18.08), an engineering rebalance was introduced. Changes included increasing the amount of materials one would typically get from completing missions, as well as increasing material availability at Grade 4/5 farming locations by increasing the number of sources of materials and in some cases, payout per source.
One of the more notable changes introduced with this rebalance is the change to engineering rolls. In the past, engineering rolls towards ship hardpoints/modules would gain a random amount of progress, influenced towards higher percentages of progress depending on your access level with the engineer providing the modification.
The rebalance changes the behavior of rolls from a random percentage of progress gained to an exact amount of progress gained, with access level influence still present. This means for achieving a grade of modification for any module, there is now always an exact number of rolls needed to achieve full progress for that grade, scaling downwards with the access level you have for that engineer.
The below table illustrates the new rolling system:
Access Level with Engineer | ||||||
---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||
Modification Grade | Grade 1 | 20% | 25% | 34% | 50% | 100% |
Grade 2 | X | 20% | 25% | 34% | 50% | |
Grade 3 | X | X | 20% | 25% | 34% | |
Grade 4 | X | X | X | 20% | 25% | |
Grade 5 | X | X | X | X | 20% |
Videos[]
Gallery[]
References[]
- ↑ reddit: Engineering - Do I need to fully complete each grade?
- ↑ Frontier Forums: Why does Domino Green hate me?
- ↑ Frontier Forums: Elite Dangerous - Community Goal FSD Reward and Modification/Application of Experimentals
- ↑ Frontier Forums: Elite Dangerous: FSD Reward Issues (reModifications & Experimentals) Follow Up.
- ↑ Frontier Forums: Elite Dangerous: FSD Reward Module for Phase 2 Colonia Bridge Community Goal | Experimental Effects Revised