Endfield Power Output Guide: All 6 Thermal Bank Fuels
Raise your Endfield power output past the 200 cap: all six Thermal Bank fuels, burn rates, unlock path, battery farm blueprints and power fixes.
Independent fan project — not affiliated with Hypergryph or Yostar. Endfield keeps getting balanced, so figures move between patches: every number here belongs to the version noted on this page, and we re-check the guide after each update. If something no longer matches what you see in-game, tell us.
Version note. Every number on this page was checked against version 1.4 "Homecoming" in August 2026. Version 1.5 arrives on 2 September 2026 and opens new territory, which can bring new fuel grades or shift costs. Read everything below as a 1.4 snapshot — the fuel table is the part most likely to move.
Your ceiling is 200 until you burn something
An AIC starts with a power cap of 200. Nothing you build inside it lifts that number on its own. The one lever is the Thermal Bank: place it, connect it to the power grid, drop fuel in, and your ceiling rises by whatever that fuel is worth for as long as it burns.
Six fuels feed a Thermal Bank. The weakest is worth 50 power, the strongest 3,200. Most fuel tables in circulation cover the first three and stop, which is part of why a base that felt fine in the Valley stalls later — you are still burning the fuel you unlocked first, on a ceiling that could be several times higher.
Below: the unlock path, the full six-fuel table with the stage each one belongs to, how long a load actually lasts, the distribution buildings that almost never get listed, two battery farm routes, and a triage table for when the grid misbehaves.
The Thermal Bank, start to finish
Unlock runs through the Power I node in the AIC Plan. Its prerequisite is the Basic Expansion Core handed to you by the Paving the Way quest. Finishing the research also gives you one free Thermal Bank, so the first one costs no materials.
One honest caveat: the guides we cross-checked disagree on which AIC tier that node sits behind. Rather than repeat a number we cannot confirm, navigate by the node name — open the AIC Plan and look for Power I. Every source agrees on the prerequisite quest and on the free bank.
Each extra Thermal Bank costs 10 Origocrust and 10 Amethyst Part. Origocrust refines from Originium Ore; Amethyst Part refines from Amethyst Ore. Both are refinery outputs, not raw drops, so a second bank means a short detour into refining before it means anything for your grid.
Connect it, or it does nothing
This is the single most common failure and it does not announce itself: a Thermal Bank that is not wired into the power grid contributes zero, fuel loaded or not. Placing it is not connecting it. Build it inside the AIC core where your grid is already dense — that keeps the connection short and keeps supply steady, and it stops a stray relay change from orphaning your ceiling.
All six fuels, and when each one is the right answer
Power value is what the fuel adds to your ceiling while it burns. Burn cycle is how long one unit lasts.
| Fuel | Power added | Burn cycle | Stage it belongs to | Sourcing |
|---|---|---|---|---|
| Originium Ore | 50 | 8 s | First bank, hand-fed. Gets you to 250. | Multiple guides agree |
| LC Valley Battery | 220 | 40 s | Your first automated fuel. | Multiple guides agree |
| SC Valley Battery | 420 | 40 s | Mid-game workhorse. | Multiple guides agree |
| HC Valley Battery | 1,100 | Not stated in our sources | Late Valley, once ore supply is stable. | Multiple guides agree on the value |
| LC Wuling Battery | 1,600 | 40 s | After you reach Wuling and set up Xiranite. | Per the Endfield Talos Wiki |
| SC Wuling Battery | 3,200 | 40 s | Top of the list. | Per the Endfield Talos Wiki |
The two Wuling entries are the reason a chapter-3 fuel table stops being useful. They are the tiers that turn a Thermal Bank from a stopgap into infrastructure — and they are the tiers written up least, because they arrive well past the launch-week rush.
Choosing between them is not really a ranking question. It is a supply question: burn the highest tier you can keep feeding without a gap. A bank on SC Valley that never starves beats a bank on HC Valley that runs dry twice an hour, because your ceiling falls back to 200 during every gap and anything drawing above that stops.
How long one load lasts
Per the Endfield Talos Wiki, a Thermal Bank consumes 7.5 Originium Ore per minute when burning ore, and 1.5 batteries per minute for battery-class fuels.
Those two rates line up with the burn cycles: 60 ÷ 8 = 7.5, and 60 ÷ 40 = 1.5. It is a small consistency check, but it means the rates and the cycle times are describing the same thing from two directions rather than contradicting each other.
What that costs you per hour, by simple multiplication:
- Ore-fed bank: 7.5 × 60 = 450 Originium Ore per hour to hold +50. That ratio is why hand-feeding stops being viable almost immediately.
- Battery-fed bank: 1.5 × 60 = 90 batteries per hour, whichever grade you are burning. The rate does not change with tier, so upgrading fuel grade raises your ceiling without raising throughput demand on the bank itself.
That last point matters more than it sounds. Moving from LC Valley to SC Valley nearly doubles what the bank contributes while your delivery line still needs to land 1.5 units a minute. The extra cost is in the recipe upstream, not at the bank.
One gap we will not paper over: our sources list the HC Valley Battery power value but not its burn cycle. If it behaves like the other battery-class fuels at 1.5 per minute it would be 40 seconds, but we have not seen that stated, so treat it as unconfirmed rather than planning a delivery rate around it.
Hitting 250, then 1,000
Both of these are common targets, and the arithmetic is straightforward once the fuel values are in front of you. Everything below is plain addition on the table above — the per-fuel values stack on top of the 200 base while each bank is lit and on the grid.
| Target | Setup | Ceiling |
|---|---|---|
| 250 | Base 200 + one bank on Originium Ore (50) | 250 |
| Comfortable mid game | Base 200 + one bank on SC Valley Battery (420) | 620 |
| ~1,000 | Base 200 + two banks on SC Valley Battery (420 × 2) | 1,040 |
| ~1,000, single bank | Base 200 + one bank on HC Valley Battery (1,100) | 1,300 |
| Past 1,000 comfortably | Base 200 + one bank on LC Wuling Battery (1,600) | 1,800 |
The 250 line is worth calling out because it costs nothing: the free bank from the Power I research plus ore you already have. If you are stuck a few points short of a build you want to place, that is the fix, and it takes about a minute.
The 1,000 lines are a different problem. Building the second bank is trivial next to feeding it. A four-digit ceiling that collapses every time a line jams is worse than a stable 620, because you will have placed machines that depend on the high number.
The power facilities most lists skip
Power in an AIC is not only generation. Per the Endfield Talos Wiki, the tier-1 power facilities are:
- Electric Pylon
- Relay Tower
- Xiranite Pylon — Wuling only
- Xiranite Relay — Wuling only
The Thermal Bank sits at tier 2 in that same listing, which is a useful mental model: pylons and relays move power around, the bank is what raises how much there is to move.
The wiki also notes that power facilities do not consume PAC power themselves. Practically, that means extending grid coverage is not a trade-off — adding a pylon to reach an outlying assembler does not eat into the budget your machines draw from. If you have been rationing pylons to protect headroom, stop; the headroom was never at risk from them.
The Xiranite variants only exist once you are in Wuling, which is the same gate as the Wuling batteries. Those two facts travel together: the region that unlocks the strongest fuel also unlocks the distribution gear built for it.
From hand-fed ore to a battery farm
Hand-feeding ore works exactly once — to prove the bank is wired correctly. At 450 ore an hour, it is not a plan. The intended path is a production line that delivers batteries into the bank on its own. Two routes are worth building, at different points in the game.
Route 1: the HC Valley Battery line
Per write-ups from Gamerant, GameWith and Game8, the public HC Valley Battery blueprint produces around 2 batteries per minute, enough to supply one Thermal Bank with a little headroom over the 1.5 per minute it burns. Things to know before you commit:
- The line draws about 135 power itself. Netting +1,100 at the bank while spending 135 to run the line is still strongly positive, but budget the 135 rather than discovering it.
- It needs a separate Sandleaf line alongside it. That is a second build, not a footnote.
- It eats a lot of Originium Ore and Ferrium Ore. Under-supplied input is the usual reason these lines stall.
- It jams easily. A stalled battery line is a ceiling that quietly drops back to 200.
Feeding rates like these are a demand problem before they are a build problem — worth running through the material demand side first if your ore income is already tight.
Route 2: the LC Wuling Battery line
The Wuling grade needs its own Xiranite production line, and Xiranite needs water. That produces the single most reported failure with this build:
Placing the blueprint does not connect the water pipes. You have to run them by hand afterwards. The line looks built, reports no error you would notice at a glance, and produces nothing. If a fresh Xiranite line is idle, check the pipes before you check anything else.
Habits that keep either line alive
- Put a buffer of finished batteries at the bank. A short delivery gap then costs nothing instead of dropping your ceiling.
- Keep the bank inside the AIC core and the line near it. Long hauls are more failure points for the same output.
- Buffer the inputs too, not just the output. Ore arrives in bursts; batteries burn on a steady clock.
The spacing and buffering habits that make the rest of your base tolerable apply here unchanged — the layout and buffering guide covers that side in detail.
Power triage: symptom, cause, fix
A power shortage in an AIC is almost never a generation problem. It is a delivery problem, a wiring problem, or a bank that was never lit. Work down this table in order.
| What you are seeing | Most likely cause | Fix |
|---|---|---|
| Thermal Bank built, ceiling still 200 | Not connected to the power grid | Wire it in. Placement alone does nothing. Confirm it sits inside your grid coverage. |
| Thermal Bank connected, ceiling still 200 | No fuel loaded | Load the fuel slot. Ore works for the test; batteries for anything sustained. |
| Ceiling keeps falling back to 200 | Fuel ran out between deliveries | Ore burns a unit every 8 seconds. Automate delivery and keep a buffer at the bank. |
| Demand has climbed above your output | You built past the ceiling, or a new line added draw | Burn a higher fuel grade, add a second bank, or switch off low-value machines. Check whether a battery line's own 135 draw is what tipped it. |
| Battery line stopped, no output | Input starved — Originium, Ferrium or Sandleaf | Trace back to the first empty input. Buffer chests ahead of the final assembler absorb burst gaps. |
| Fresh Xiranite line produces nothing | Water pipes never connected after the blueprint went down | Connect the pipes by hand. Blueprints do not do this for you. |
| Output swings up and down | Single fuel source with delivery gaps | Hold a battery buffer at the bank, or split supply across two banks so one gap is not a full outage. |
| Everything went dark at once | The one bank carrying your ceiling starved or lost its grid link | A single bank is a single point of failure. Two smaller banks fail more gracefully than one big one. |
Two of those rows get described the same way and mean opposite things. If your draw is too high for your ceiling, the answer is upward — more fuel value. If your ceiling keeps collapsing on its own, the answer is upstream — the line feeding the bank. Fixing the second one by building a third bank just gives you three banks that all run dry.
FAQ
How do I raise power output above 200 in Endfield?
Build a Thermal Bank, connect it to your power grid, and load fuel into it. The 200 figure is the AIC default ceiling. A Thermal Bank raises that ceiling by the value of whatever fuel is burning in it, and the ceiling drops back the moment the fuel runs out.
What is the cheapest way to reach 250 power output?
Finish the Power I research node, place the free Thermal Bank it gives you inside your AIC core, wire it to the grid, and feed it Originium Ore. Ore is worth 50 power per 8-second burn, so 200 plus 50 puts you at 250 without any production line at all.
What does it take to get around 1,000 power output?
You need roughly 800 power on top of the 200 base. Two Thermal Banks burning SC Valley Battery add 840 by plain addition of the per-fuel values. One bank on HC Valley Battery adds 1,100 on its own. Either way the hard part is keeping the banks fed, not building them.
My Thermal Bank is built but power output did not change. Why?
Two usual causes. The bank is not actually connected to the power grid, so it contributes nothing no matter what is inside it. Or it has no fuel loaded. Check the grid connection first, then the fuel slot.
Which fuel should I burn at each stage of the game?
Originium Ore while you are hand-feeding, LC Valley Battery once you have any automated line, SC Valley Battery through the mid game, HC Valley Battery when you can keep an Originium and Ferrium supply steady, and the Wuling batteries after you reach that region and set up Xiranite.
Do power facilities like the Electric Pylon eat into my power budget?
Per the Endfield Talos Wiki, power facilities themselves do not consume PAC power. Adding pylons or relay towers for coverage does not shrink the budget your machines draw from.
Where is the Thermal Bank blueprint and what does a second one cost?
It comes from the Power I node in the AIC Plan, which needs the Basic Expansion Core handed out by the Paving the Way quest. Each additional Thermal Bank costs 10 Origocrust and 10 Amethyst Part, refined from Originium Ore and Amethyst Ore.
Sources, and what each one covers
- Endfield Talos Wiki — the Wuling battery values (1,600 and 3,200), fuel consumption rates, the tier-1 power facility list, and the note that power facilities do not consume PAC power. Single-source items; we have marked each one in the text rather than presenting them as settled.
- Gamerant, GameWith, Game8 — the HC Valley Battery line throughput, its 135 power draw, the Sandleaf dependency, and the manual water pipe step on Xiranite.
- Cross-checked across several guides — the 200 default cap, Thermal Bank cost, the grid connection requirement, and the Originium Ore / LC Valley / SC Valley fuel values.
- Deliberately left open — which AIC tier the Power I node sits behind (sources conflict), and the HC Valley Battery burn cycle (not stated anywhere we checked).
This is an independent fan reference, not an official one. Values reflect version 1.4 "Homecoming" as checked in August 2026; anything here is worth a second look once 1.5 goes live on 2 September 2026.