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.
Illegal Hazard Protection Upgrade | |
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Category | Exosuit - Hazard |
Type | Hazard Protection Upgrade |
Stats | |
Updated | Echoes |
Illegal Hazard Protection Upgrade is an exosuit Upgrade Module.
Summary[ | ]
Illegal Hazard Protection Upgrades, contained within Suspicious Hazard Protection Modules, are procedurally generated upgrades granting various hazard bonuses to your exosuit.
Upgrade Properties[ | ]
Illegal Hazard Protection Upgrades give a 1-10% bonus to each of the four different types of specialized hazard resistances and are always displayed as X-class.
Upgrade Modules[ | ]
Up to three Illegal Hazard Protection Upgrades can be installed in each inventory tab of the exosuit which can accept technology. Installing four or more upgrades of the same type in a given inventory tab will disable all upgrades of that type until the upgrade count is reduced to three or less.
Crafting[ | ]
Illegal Hazard Protection Upgrades can only be obtained from opening Suspicious Hazard Protection Modules.
Illegal Hazard Protection Upgrade can be repaired using the following ingredients:
- Sodium Nitrate ×50 + Ion Battery ×1 + Wiring Loom ×1
Illegal Hazard Protection Upgrade can be dismantled after construction, returning the following ingredients:
- Illegal Hazard Protection Upgrade → Sodium Nitrate ×50 + Ion Battery ×1 + Wiring Loom ×1
Installing[ | ]
Upgrade modules follow a static progression. The generation seed is used for all module families at the same time. During module installations it goes up by one. The new module they change into correlates to their order of installation. If the game is reloaded, the exact same pool will be offered to the player, no matter the order they install other modules.
Example: If an S-class module had 200 ly Hyperdrive Range bonus on the third installation no matter in what order the former modules are installed or their class, if the same S-class module is used third again, it will once again be the 200 ly bonus module even if the name changes. Only if used second or fourth the module stat may change.
Discovered Upgrade Modules[ | ]
Illegal Hazard Protection Upgrade | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Additional Information[ | ]
- Upgrade bonuses trigger for Illegal Hazard Protection Upgrades if they are adjacent to Hazard Protection, Shield Lattice, Aeration Membrane, Coolant Network, Thermic Layer, Radiation Deflector, Toxin Suppressor, specialised hazard upgrades excluding Underwater Protection Upgrades, or each other, increasing their bonuses above listed values.
- Supercharged Slots use a static, instead of a proportional boost to the stats of these items. For a 10% roll it is possible to get up to 38% total resistance once supercharging has been applied, which can be boosted further with adjacency bonuses. Even on the highest difficulty setting, low hazard will give more than fifteen minutes between charges with this method. Extreme storms will deplete resistance in about a minute with difficulty maxed out, so take rare-earth rechargeables too.
Release History[ | ]
- Prisms - Added as a technology.