The subject of this article is from the Echoes update.
The information from this article is up-to-date as of 13 February, 2024. |
The information from this article is up-to-date as of 13 February, 2024.
The Exosuit is worn by the player during the game.
Summary[ | ]
The Exosuit is the outfit that a player's avatar wears in No Man’s Sky. It provides storage for items that an avatar carries; offers protection from planetary hazards, hazardous flora, hostile fauna and aggressive sentinels; and comes equipped with a jetpack. It has expandable inventory capabilities and its technology can be upgraded. Whatever creature exists within an Exosuit is never seen, so the Exosuit essentially doubles as a player’s avatar. Avatars can be customised at Appearance Modifiers on Space stations.
Components[ | ]
The initial Exosuit has 24 Cargo inventory slots and 10 Technology inventory slots; three of the Technology inventory slots always contain the following three basic technologies:
- Life Support – keeps the player alive and provides power for movement; recharged with Oxygen
- Hazard Protection – protects from extreme temperatures, radiation, and toxicity; recharged with Sodium
- Jetpack – allows an avatar to temporarily fly; activated by pressing X (PS), Spacebar (PC) or A (Xbox); recharged from Life Support
Suit Systems[ | ]
The basic function is a function that does not have an icon as a technology component in the item case. Therefore, the function itself does not gets damaged and become unusable, but the technology and modules that enhance it can gets damaged. Since v4.0 Waypoint, a specification has been added that makes it easier for damages to occur during battle.
Shield[ | ]
A super technology that protects the player character from all kinds of damage. It covers not only physical damage such as being hit or landing from a high place, but also physical damage such as depletion of the life support system.
When you receive some damage, it is activated and the situation is displayed in the upper left of the screen with a white gauge. When you receive damage, the gauge decreases. The more the gauge decreases, the more likely the installed technology will malfunction.
The likelihood of this malfunction varies not only depending on the remaining amount of the shield gauge, but also on the "Technology Damage" in the "Difficulty Settings". In the "High" setting, if the gauge is less than half, it is not surprising that something will be destroyed by the next hit.
If you continue to receive damage and the gauge reaches zero, a "Shield Down" warning will be announced, and from then on, you will have no choice but to directly absorb damage with your "initiative" described below. There is no way to increase the maximum value of the gauge, but you can increase the resistance of the gauge to decrease (i.e. defensive power) with an upgrade module.
Unlike the Starship Deflector Shield, the depleted gauge cannot be recharged with resources. There are the following ways to recover:
- If you maintain a state of not receiving any damage for 30 seconds, it will recover naturally. If you receive minor damage, the count until recovery will be reset. It is difficult to maintain a state of "not receiving any damage" and recover naturally during battle.
- Use a device that is very rarely installed on the walls of buildings. This is very rare and can only be used once.
- Install a Health Station at your base and use it.
- When you defeat a Sentinel, take the tube "Combat Supplies" that appears (approach and interact with it, or shoot and destroy it). The amount of recovery varies depending on the color of the supplies.
Unless you are fighting a Sentinel, you can assume that you cannot recover immediately. However, you will not be able to recover unless you defeat it and take out the supply. It would be better not to quickly remove all the supplies that appear on the field, but to keep some close by for emergencies.
Core Health[ | ]
Displayed as a cross icon lined up under the shield gauge. The player character's vitality and health. If all are gone, you die.
The initial upper limit is three marks. With large damage, multiple marks are reduced at once. So, this initial value means that no matter what you take, you can take 1 damage, usually 2 damage will bring you to the brink of death, and if you get attacked twice, you will almost certainly die. The "shield" that protects this core strength mark is the de facto lifeline.
The upper limit can be increased to a maximum of nine by upgrading. In reality, it only makes a difference between two misjudgments and 15 seconds of escape time. It's an increase that can help you barely escape life. It makes a big difference in terms of whether you die or survive, but it's a bit unreliable (although if you're permanently dead, death means data deletion, so it's a big difference).
Even if you upgrades your core strength with a module and increase it, the durability per core strength does not increase. Although your durability will increase slightly as your health increases, it is important to increase your shield strength to prevent damage to your health.
Basically, it does not recover automatically. You can recover it by doing one of the following:
- Examine the white boxes scattered on the land of the planet. When you get close, you will see a red and white cross mark on the HUD compass.
- Use a Health Station installed in a structure.
- Install a Health Station in a planetary base or freighter base and use it. It will take about 10 seconds to re-prepare, but you can use it any number of times.
- Defeat creatures on the planet and obtain foods. Then use it in your item case. The amount of recovery seems to vary depending on the item, but generally one item will recover one mark.
- Chage Survival Elements on the difficulty setting
It may be difficult to notice depending on the environment, but when your initiative is three or less, the edges of the screen will turn red while your shield is down. If you have one health, not only will the edges of the screen turn red, but the entire screen will also slowly change to black and white, and if you have a shield gauge, the red flashing will be more intense than usual when you take damage.
In addition to technology-based systems, the Exosuit is equipped with systems which, though they are not represented as a basic technology, provide fundamental functions for the Exosuit's wearer.
Movement Systems[ | ]
The Movement Systems enhance the mobility of the Exosuit's wearer. Two systems are classed as Movement Systems: the Jetpack (already mentioned in Components) and the Speed Augmentation. Both require power from Life Support to function.
The Speed Augmentation, also referred to as the Adrenal Pump, grants the wearer the ability to sprint for a limited time. Sprinting drains Life Support faster than walking, but the drain is not as severe as that incurred by use of the Jetpack.
Aeration Membrane[ | ]
The Aeration Membrane provides supplementary oxygen for the Exosuit's wearer whenever they spend more than a few seconds submerged in a liquid (usually water). Its benefits are short-lived compared to those offered by Hazard protection; however, the Aeration Membrane's oxygen supply, displayed as a light blue bar when it is not at full length, can be replenished underwater by interacting with Candle Kelp (the plants which are harvested for Kelp Sacs).
Inventory[ | ]
The Exosuit has two separate inventories, Cargo and Technology.
Cargo Inventory[ | ]
Cargo inventory is where acquired items appear. These include items that are bought, harvested, looted, received in trade, or received as a reward[1]. New players begin the game with 24 Cargo slots which can be increased to a total of 120.
Cargo inventory slots hold:
- 9,999 units of resources in Normal mode, or 500 in Survival and Permadeath modes
- 10 technology upgrades
- 20-40 units of products, depending on the product
Technology Inventory[ | ]
Technology inventory is only for Exosuit technology upgrades. New players begin the game with 10 Technology slots. All other players may add additional slots to Technology inventory, for a total of 60. Exosuit technology inventory has 3 supercharged slots: 1st row 5th column, 2nd row 9th column and 3rd row 3rd column. The effectiveness of upgrade modules and blueprints placed in supercharged slots will be boosted by up to 400% depending on their type.
Inventory Upgrades[ | ]
Slots upgrades for the Exosuit can be acquired at Space Stations and the Space Anomaly (once per location per system), as rewards from Nexus missions, or at no cost after repairing planetary Drop Pods.
When initiating the upgrade interface, Travellers are presented with the option to add a slot to either their cargo or technology inventory. The default selection is set to augment the cargo inventory. To upgrade the technology inventory instead, Travellers must manually select the technology slot option before confirming the upgrade. This selection feature might not be immediately obvious, which has led many Travellers, possibly including seasoned ones, to overlook the capability to upgrade technology slots, potentially for extensive periods of gameplay.
The cost for each additional slot begins at 5,000 for cargo and 1,000 for technology, progressively escalating until it reaches a ceiling of 200,000 for cargo and 125,000 for technology slots.
Technology Upgrades[ | ]
Most Exosuit systems, including the three core technology components of Life Support, Hazard Protection, and Jetpack, can be upgraded through the use of Upgrade Modules and Blueprints. Both upgrade modules and blueprints can be found at merchants and through the act of exploring various points of interest.
Exosuit Technology Blueprints[ | ]
These upgrades can be made by the player by acquiring the blueprints through purchases or as rewards in response to in game achievements/quests.
Type | Class | Technology / Upgrade | Effect |
---|---|---|---|
Mobility | Jetpack | High Jump or Temporary short distance flight | |
Airburst Engine | Ability to recharge exosuit jetpack during flight | ||
Rocket Boots | Unlocks an advanced jump capability | ||
Efficient Water Jets | Adds capability to use jetpack for short distance underwater propulsion | ||
Neural Stimulator | Improved running distance and Jetpack usage duration | ||
Life Support | Life Support | Suit powered movement and basic life support | |
Oxygen Recycler | Improved life support capacity by 10% | ||
Oxygen Rerouter | Life Support system provides an emergency oxygen supply | ||
Aeration Membrane | Adds a secondary oxygen supply which can be recharged | ||
Hazard Protections | Hazard Protection | Protects from extreme temperatures, radiation & toxicity | |
Shield Lattice | Increases Hazard Protection's protection duration | ||
Toxin Suppressor | Supplements Hazard Protection in toxic environments | ||
Radiation Deflector | Supplements Hazard Protection in radioactive environments | ||
Thermic Layer | Supplements Hazard Protection in cold environments | ||
Coolant Network | Supplements Hazard Protection in hot environments | ||
Language Translators | Advanced Translator | Temporarily translates 3 words in each interaction | |
Superior Translator | Temporarily translates 2 words in each interaction | ||
Simple Translator | Temporarily translates 1 word in each interaction | ||
Artemis Translator | 1 word in each interaction created during the Artemis Path | ||
Misc Accessories | Haz-Mat Gauntlet | Required to harvest some substances, e.g. flowers | |
Personal Refiner | Single item refiner that you carry with you at all times | ||
Star Seed | Reward for finishing the Atlas Path. Provides permanent health boost | ||
Remembrance | Reward for finishing the Artemis Path. Provides permanent health boost & access to Remembrance Terminals |
Exosuit Technology Upgrades[ | ]
These upgrades can only be purchased from Exosuit technology merchants at the Space station.
Module Name | Stats Drawn | Module Improves | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | |||
Life Support | B 1-2
A/S 2 X 1-2 |
Life Support Tanks | n/a | 5 | 20 | 20 | 50 | 50 | 100 | 5 | 110 | |
Solar Panel Power | 0 | 10 | 0 | 25 | 25 | 50 | 0 | 75 | ||||
Movement | Always | Jetpack Tanks | 100 | 150 | 100 | 165 | 150 | 220 | 200 | 235 | 100 | 240 |
Initial Boost Power | n/a | 1 | 5 | 1 | 10 | 5 | 15 | 1 | 20 | |||
C 0-1
B 0-2 A 1-2 S 2 X 0-2 |
Fuel Efficiency | 5 | 10 | 10 | 15 | 15 | 20 | 15 | 25 | 10 | 30 | |
Sprint Recovery Time | 1 | 10 | 10 | 20 | 20 | 30 | 30 | 50 | 1 | 60 | ||
Recharge Rate | 1 | 5 | 5 | 15 | 10 | 30 | 15 | 35 | 5 | 40 | ||
Sprint Distance | 10 | 20 | 10 | 30 | 20 | 50 | 40 | 50 | 10 | 60 | ||
Defence Systems | C/B 1-2
A/S 2 x 1-2 |
Core Health | 20 (shows as 33) | |||||||||
Shield Strength | 80 | 90 | 80 | 90 | 85 | 90 | 90 | 95 | 75 | 95 | ||
Toxic Protection Upgrade | Always | Toxic Protection | n/a | 180 | 265 | 200 | 265 | 220 | 265 | 1 | 10 | |
Radiation Protection Upgrade | Always | Radiation Protection | n/a | 180 | 265 | 200 | 265 | 220 | 265 | 1 | 10 | |
Thermal Protection Upgrade (Heat) | TBD | Heat Protection | n/a | 180 | 265 | 200 | 265 | 220 | 265 | 1 | 10 | |
Thermal Protection Upgrade (Cold) | Cold Protection | n/a | 180 | 265 | 200 | 265 | 220 | 265 | 1 | 10 | ||
Underwater Oxygen Upgrade | Oxygen Tank | n/a | 180 | 265 | 200 | 265 | 220 | 265 | n/a | n/a |
Release history[ | ]
- Release - Exosuits have a maximum of 48 General inventory slots.
- Atlas Rises - The maximum number of Technology inventory slots was 12 and the maximum number of Cargo slots was 25.
- NEXT - Increased the maximum number of Technology inventory slots to 14 and the maximum number of Cargo slots to 48. Added the ability to see player avatars, and provided tools to customize the appearance of avatars.
- Beyond - Increased inventory slot stack limits from 250 to 9,999 (Normal and Creative modes).
- Waypoint - General and Cargo inventories merged. Initial exosuit inventory increased to 24 Cargo, 10 Tech. Maximum exosuit inventory has increased to 120 Cargo, 60 Technology.
NOTE: At launch and through Atlas Rises, there was a different technology upgrade system in place. Upgraded parts were labeled with “Sigma”, “Tau”, and “Theta” to denote their potency. Life Support systems were recharged with Thamium9 or a consumable power source. Hazard Protection systems were recharged with oxide elements, such as Zinc, or with a “Shielding” consumable, such as Shielding Shards. Next has overhauled the upgrade system to what it currently is.
Gallery[ | ]
General Layout[ | ]
Videos[ | ]
Footnotes[ | ]
- ↑ Items received while piloting a Starship in space will appear in the Starship's inventory instead.