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The subject of this article is from the The Cursed update.
The information from this article is up-to-date as of 06 November, 2024.
No Man's Sky 20210331005101

Silhouette of Storms (BUD7)

The Multi-Tool is one of the main pieces of technology in No Man's Sky.

Summary[ | ]

20221014115848 1

The Waveform Focuser N56-P

The Multi-Tool is the general term used for the mining tool and weapon that every player possesses.

A Multi-Tool shaped like a gun. They are a multifunctional device that can extract resources, explore faunas and minerals, excavate terrain, and even eliminate obstacles and disturbances. However, if you don't install (or repair) each technology, you won't be able to use each feature. The only thing you can do without adding is the basic Mining Beam fire and a melee attack.

There are many functions that seem to have nothing to do with the multi-tool, but are actually related. For example, the Analysis Visor that provides the compass display at the top of the HUD is also effective only when it is installed in the multi-tool.

Depending on the setting, the player's hands and eyes will be extended. Right after the new game, you might think of it as a makeshift dowsing rod. But you'll soon find that it's an important piece of equipment to cover up all your walking activities. Multi-tools will be an important part of the journey, along with Exosuits and Starships

The Waveform Focuser N56-P, which comes as a default in many game modes, has a small number of slots and is not suitable for versatility. It is recommended not to put up with the initial equipment for too long. Save up your money to buy something, or pick it up somewhere and grab some new equipment of your own.

Types[ | ]

There are eight types of multi-tools.

Depending on the type, the performance and bonuses that are added vary. The appearance varies greatly depending on the type. Each model (shape, color scheme, name) is automatically generated within the range of its type. The type of item can be confirmed on the purchase/exchange screen.

Pistol[ | ]

An example of a Pistol appearance

A gathering type multi-tool. It has high mining speed and scanning range. The initial equipment multi-tool is also of this type. It does not get a bullet effectiveness bonus and is not good at combat. Eventually, you should switch to the gathering-oriented "Experimental or Exotic" or "Atlantid".

Rifle[ | ]

Standard IAAF Rifle

An example of a rifle multi-tool

Standard Rifle of the IDF

Standard Multi-tool for the Imperial Military. All Imperial Troops are equipped with the same weapon, a white rifle Multi-Tool. Planetary coordinates and Portal Glyph is provided.

A combat type multi-tool. It has high bullet effectiveness, but its mining speed and scanner range are the lowest. As of v4.64, there are several multi-tools with superior performance, but this one is easier to obtain, and in some cases can be obtained on the starting planet or star system. Therefore, it is easy to use it as a stopgap while obtaining other types of multi-tools.

Experimental[ | ]

Experimental - Small

Small experimental multi-tool

Experimental - Large

Large experimental multi-tool

A gathering type multi-tool. A rare type that is difficult to find. Its performance is superior to that of a pistol, and its scanning range is the highest of all types. In fact, it has the same type bonus as an alien species. It is more difficult to obtain, and there are more variations in appearance than that one. Choose according to your preference.

Alien[ | ]

AlienMT

An example of an alien Multi-tool. Documented on the Galactic Hub, they have its "mouth"

A combat type multi-tool. It has superior performance to a rifle. A rare multi-tool with a low appearance rate, just like the experimental one. It has a bullet effectiveness bonus for combat, but also has a high scan range bonus. It once had the highest bullet effectiveness bonus, but was surpassed by the "Sentinel" and "Volta Staff" added in a later update. They also have semi-organic appearances.

However, it is differentiated from the "Sentinel" type by appearance variations, and from the "Volta Staff" by ease of acquisition (although it is rare, it can be obtained without progressing through the Artemis mission).

Exotic/Royal[ | ]

A gathering type multi-tool added in v3.8 Sentinel. "Exotic" is the in-game notation. It is commonly known as "Royal" in patch notes and among users. A multi-tool that can only be obtained from the Sentinel Pillar. Its performance is the same as the "Experimental" one. It has few appearance variations, and can be colored to match the Living Ship.

Sentinel[ | ]

A combat-type multi-tool added in v4.20 Interceptor. There seems to be a small one-handed type and a medium two-handed type. This type has its own animation when firing in FPS view, charging a charge weapon, and reloading (it's hard to see in TPS view, but you can see the special animation when using the Mining Beam or charging a weapon). They can be collected from a Harmonic Camp for free (but with damaged slots and the seal must be deactivated by inserting the glyphs to the terminal).

Previously, there was a bug where this gimmick would not work when switching multi-tools, but this has now been fixed. The bullet effectiveness bonus is the highest, just like the "Voltaic Staff," but this one only has two variations in appearance. However, this type is the only one that comes with a Hijacked Laser as initial equipment. The laser has exactly the same performance as the mine beam.

It is also possible to install the Mining Beam. Once installed, the performance of the hijacked laser can be improved, so it is actually a superior version of the Mining Beam

Atlantid[ | ]

A gathering type multi-tool added in v4.40 Echoes. Like the Sentinel type, this type has its own animation when firing, charging a charge weapon, and reloading.

This multi-tool has the highest mining speed bonus. It also has a decent bullet effect, and combined with the special technology "Runic Lens", this type is enough for gathering multi-tools. The initial equipment of this type, the "Runic Lens", is a combination of a mine beam and a cloaking device.

The Mining Beam part has higher heat dissipation than normal ones, and if reinforced with an upgrade module, it will not overheat. Like the Sentinel type, it is also possible to install a mine beam. By installing it, the performance can be further improved. It can be obtained from the Monolith in the Korvax system, but you need to have partially progressed They Who Returned beforehand.

Voltaic Staff[ | ]

A combat-type multi-tool added in v4.40 Echoes.

A wand-shaped multi-tool that can be combined with parts to create the appearance you want. The number of slots is 17 to 30 slots as of v4.45.

It can be created at the Autophage Synthesis Terminal, which is unlocked as you progress through the mission "They Who Returned". When this is selected for the multi-tool currently being used, the multi-tool will always be displayed even if it is not held. When moving or waiting, it will have a dedicated motion and standby pose.

Type Comparison[ | ]

  • Bullet effectiveness
    • Sentinel/Voltatic Staff > Alien > Experimental/Exotic > Rifle > Atlantid > Pistol
  • Mining speed
    • Atlantid > Pistol > Experimental/Exotic > Alien > Sentinel/Voltatic Staff > Rifle
  • Scanner range
    • Experimental/Exotic > Alien > Pistol > Sentinel/Voltatic Staff/Atlantid > Rifle

Each bonus is granted as a percentage, so the difference will be even greater if you strengthen it with a module.

In terms of "mining speed," the bonus itself is the highest for the pistol, but the bullet effectiveness bonus is also applied to the damage of the Mining Beam, so the actual mining speed is higher for the experimental and exotic than for the pistol. The hijacked laser for Sentinel use has a faster mining speed than the mine beam because the Sentinel type has a higher bullet effectiveness bonus.

Between a pistol with no bonus and a rifle with a high bonus, there is a 25-35% difference between S-class weapons. For Sentinels, there is a 25-50% difference. Between a rifle and the alien with the highest bonus, there is a 5-20% difference between S-class weapons.

For Sentinels, there is a 5-35% difference. And in reality, as of v4.52 (this is only an example, as it depends on the individual and Main Weapon), the difference is that "an enemy that you can barely kill with 3 shots with a fully upgraded rifle (an opponent that requires a 4th shot) can be killed with exactly 3 shots with a fully upgraded alien... it's unclear whether this is possible (and in the end it usually requires a 4th shot)." If this works, it will greatly improve reload frequency and battle time, but in reality it is difficult to reach that level.

In addition, the toughness of the enemy changes depending on the performance of the multi-tool currently active (in the current version of v4.52, if the player is strong, the enemy's behavior will also change and they will become stronger and tougher. The strength of the sentinels that appear will change in conjunction with the level of enhancement of the multi-tool you are holding). Therefore, it becomes increasingly difficult to compare the actual and practical performance differences.

After the implementation of the supercharge slot, the influence of strength on how close the supercharge slots are to each other has a greater impact on strength than the bullet effectiveness bonus.

However, the higher the bullet effectiveness bonus, the greater the rate of growth of the supercharge slot and synergy enhancements, so it's better to have a higher one to a certain extent.

In summary, "changing from a rifle to an Alien or Sentinel will not make combat more comfortable," but "with an Alien or Sentinel, you may be able to aim for a 'watershed where it suddenly becomes easier' (regardless of whether you can surpass it)." In other words, the pursuit of bullet effectiveness bonuses is a kind of element of dedication. In the scope of general play, you can think of any weapon other than a pistol as a difference that can be sufficiently covered by operation.

This means that the difference is small enough that you can choose the appearance you like, so you can also say that there is freedom of choice. For some people, the appearance and name they like are the best bonuses.

Inventory[ | ]

Multi-tool Inventory only have a "technology" section. There is no "cargo" section. Items cannot be placed in them.

The slots can be expanded by one space at a time for a price. The upper limit is a maximum of 60 for S-class, including 4 supercharged slots.

The position of the supercharged slots varies between individual items of the same model (as with the spaceship item case). In addition, the position is predetermined for each individual item.

It differs depending on the multi-tool's generation coordinates (sales area or acquisition point) is the basic rule, but when restarting the game or starting a new game, the generation rules seem to be disrupted, and there are many cases where the slot arrangement becomes exceptional. At the moment, it may be better to think of it vaguely as "instability, uncertainty, and a one-off chance are not zero." It may become more stable in an update at some point. In the upper right corner of the item case screen, a gauge and numerical value that reflects the current state of the multi-tool are also displayed.

The orange part of the gauge indicates the amount of performance bonus applied according to the type of multi-tool. However, as of v4.51 Omega, if you use the supercharge slot, the gauge will easily be cut off to the right edge, so it is not very useful as a reference.

The numerical portion (although it reflects the current situation) is also not very useful due to individual specifications.

Mining Speed[ | ]

As of v4.51 Omega, it is not displayed on the inventory screen. In the v1 era, this gauge and numerical value was mainly displayed on the multi-tool purchase/exchange screen. Later, in the v2 era, it was also removed from the purchase/exchange screen.

Although it is no longer displayed, it is still a hidden feature of the "pistol" type and remains as an internal processing element of the game, so it will be explained here. It is related to the digging capacity given by the mine beam. However, this alone cannot measure the actual resource collection speed.

In v4.45, the Mining Beam was fired at the same type of object (a large tree-like plant) to verify the time from the attack hit to destruction. The results were about 8 seconds for the C-class pistol, about 6 seconds for the S-class pistol, and about 5 seconds for the S-class sentinel.

The increase in bullet effectiveness had a greater impact than the increase in mining ability. The "Mining Speed" that comes with the mine beam module did not make a noticeable difference when the minimum and maximum values were installed alone.

In v4.52, I used the same multi-tool (Atlantide type, bullet effectiveness 388.2) with "Mining Speed" +6% and +20% and fired it at the same type of object, and both took about 5 seconds to destroy. There may be differences in frame units, but it's safe to say that it's almost the same in terms of actual gameplay.

Acquisition[ | ]

Ohmic Reflex Atomizer

A Multi-Tool for sale on a Space Station

Damaged Multi-tool

A Multi-Tool in need of extensive repair (NEXT)

Players begin the game with a Multi-Tool, although there are a number of ways to replace the original model.

  • May be purchased at the Multi-Tool merchant within a regulated (non-abandoned) system Space station.
  • May be purchased on Space Anomaly
  • May be purchased in every Minor Settlement.
  • NPCs may gift you a new Multi-Tool. These Multi-Tools will be damaged and require a number of repairs, similar to what is needed to restore a crashed starship.
  • May be given as a reward at a monolith for correctly answering a puzzle.
  • May be found by inspecting a Crashed Ship
  • May be found in a Sentinel Pillar
  • May be found in a Harmonic Camp

Each Multi-Tool has its own price in units associated with it. When you purchase a new model, the price of your current model will be deducted from its purchase price if you wish to trade Multi-Tools. Every time you trade for a new Multi-Tool you will lose all installed technology upgrades (though you will have a chance to dismantle technologies on your old Multi-Tool for a partial resource refund before you trade it in for the new one).

After manual saving/reloading, multi-tools found in space stations and planets may change their models or types, but not class or number of slots (for pistols it can't be more than 18; Small Rifles (also known as SMG) max at 20; Large Rifles max at 30).[1][2]

Every planet/moon has its own pool of 2-4 multi-tools that can be found in any of that planet/moon's many Minor Settlements. Each Space Station also has its own pool of 2-4 multi-tools located at the Multi-Tool merchant shop. A system can have as few as 3 and as many as 7 different multi-tool pools depending on how many planets and moons there are in that system (1 for the SS + the number of planets and moons). Saving and loading on the surface of a planet switches the pool from which cabinets in-system pick Multi-Tools. Using a Base Teleport Module, a Portal, or warping into a system also counts as loading and changes the tool-pool. By default, the space station pool is loaded.

Slots Expansion[ | ]

The maximum is 60 in the S-class. Free of charge when expanding by exchange with a Multi-Tool Expansion Slot. When expanding by paying for units, the higher the cumulative number of slots, the more expensive it will be.

At the 15th, 18th, 22nd, and 41st slots, the stride of the price increase jumps. There is no price increase after the 48th slot.

Multi-Tool Catalogues[ | ]

These links provide a cross-reference to tools discovered/documented in No Man's Sky.

Specifications[ | ]

No Man's Sky 20200227001407

Specifications page (Living Ship)

Multi-tools come in a wide range of potencies. The specifications used to describe the potency of a Multi-tool are organized into Class and Type, number of Inventory Slots, the values of Class Bonuses, and figures for Damage Potential and Scanner Range.

Class[ | ]

Class is a category that dictates the strength of Class Bonuses. There are four classes, from weakest to strongest: C, B, A, and S. The Class Bonuses for a Class C Multi-tool are typically zero, but some models have bonuses in the teens. The Class Bonuses for a Class B Multi-tool are typically less than or equal to ten, but some models have bonuses in the twenties or thirties. The Class Bonuses for a Class A Multi-tool are typically in the teens, but some models have bonuses in the thirties. The Class Bonuses for a Class S Multi-tool are atypical, with models having bonuses ranging from zero to one-hundred. To upgrade its class, you can go to the Multi-Tool Upgrade Station on space stations and use nanites to upgrade it, similar to a spaceship.

NOTE: The starting Multi-tool, the Waveform Focuser N56-P, is a C-class Pistol.

Type[ | ]

MultitoolDifferentiation

Multi-Tool visuals and differentiation

NOTE: The type of the multi-tool was displayed prior to the Living Ship release.

Type is a category that dictates the distribution of class bonuses. There are eight types as summarised in the table below. Exact stat distributions can be found in individual pages for each weapon type. Detailed stats (datamined from \METADATA\REALITY\TABLES\INVENTORYTABLE.MBIN version 4.41)

Type Damage Mining Scan Initial Slots Specialisation
Alien Medium Low Very High Low-High Damage
Experimental Medium Medium Maximum Low-High Scanning
Royal Medium Medium Maximum Medium Scanning
Pistol Minimum Medium High Low Mining
Rifle Low Minimum Low Med-High Damage
Sentinel High Low High Med-High Damage
Atlantid Low High High High Mining
Voltaic Staff High Low High High Damage
Type Class Damage Mining Scanning Class Multiplier Slot Ranges
Min Max Min Max Min Max Value +Percentage Min Max
Pistol C Class 0 5 10 10 20 +0% 9 18
B Class 0 10 15 25 30 +50%
A Class 0 15 20 35 40 +100%
S Class 0 20 35 45 50 +200%
Rifle C Class 0 5 0 0 5 +0% 13 30
B Class 5 10 0 5 10 +5%
A Class 10 15 0 10 15 +15%
S Class 15 20 0 15 20 +25%
Experimental C Class 0 5 5 10 40 50 +0% 13 30
B Class 5 10 10 20 60 70 +10%
A Class 10 15 20 25 80 90 +25%
S Class 15 25 25 30 100 +50%
Alien C Class 10 15 0 5 20 25 +0% 13 30
B Class 15 20 5 10 30 35 +10%
A Class 20 25 10 15 40 45 +25%
S Class 25 35 15 20 50 60 +50%
Royal C Class 0 5 5 10 40 50 +20% * 13 20
B Class 5 10 10 20 60 70 +20% *
A Class 10 15 20 25 80 90 +20% *
S Class 15 25 25 30 100 +20% *
Sentinel C Class 10 20 0 5 20 25 +20% * 13 30
B Class 15 25 5 10 30 35 +20% *
A Class 20 30 5 10 35 45 +20% *
S Class 25 50 10 15 40 50 +20% *
Atlantid C Class 5 10 0 15 20 25 +20% * 17 30
B Class 5 10 15 25 30 35 +20% *
A Class 10 15 20 30 35 45 +20% *
S Class 10 20 35 50 40 50 +20% *
Staff C Class 10 20 0 5 20 25 +20% * 17 30
B Class 15 25 5 10 30 35 +20% *
A Class 20 30 5 10 35 45 +20% *
S Class 25 50 10 15 40 50 +20% *

* Royal, Sentinel and Atlantid Multi-Tools have all their class value multipliers set to zero. Instead, they have a unique "CoolMultiplier" property which is set to 20%.

Alien, experimental and royal Multi-Tools, much less common than pistols and rifles, receive high to very high bonuses to damage, mining, and scanning, though alien devices favour damage and experimental and royal devices favour scanning. The latter two's slot counts can vary from very small to very large depending on physical size. Every weapon can be upgraded to 60 slots as long as it is upgraded to S class first.

The Waveform Focuser N56-P is a Pistol.

Inventory Slots[ | ]

Ion Blaster IT2-9-FS8 specs

A Multi-tool with 24 slots (NEXT)

Inventory slots are used for technology and technology companion units; they cannot store resources. Each Multi-tool has a set number of inventory slots. Similar to the Exosuit and starship inventory, new slots can be purchased for units. The slots have no effect on the Multi-tool other than allowing more or less technology to be installed on it. The minimum number of Multi-Tool inventory slots is 9 and the maximum is 60.

Additional slots can be acquired in several ways:

  • purchase new slots for multi tools on space stations at the multi tool upgrade console
  • receive them by accessing terminals at Manufacturing Facilities and choosing them as one of the rewards
  • a reward for completing agent missions.
  • can be found at the Crashed Freighter sites.

The Waveform Focuser N56-P has 8 slots.

Class Bonuses[ | ]

NOTE: These values were displayed prior to the Living Ship release.

Class Bonuses are bonuses to Damage, Mining, and Scanning values, given as percentages, with higher being better. These bonuses are static and do not change. The lowest bonus values are 0% and the highest are 100%. Damage bonus increases the damage dealt by Multi-tool weapons such as the Mining Beam. Mining bonus increases the speed with which resources are mined. Scanning bonus increases the radius of the area covered by the Scanner's quick-scan function.

The Waveform Focuser N56-P has three bonuses of +0%.

Damage Potential[ | ]

Damage Potential displays the Multi-tool's damage output, equal to the damage output of its most effective weapon. The white bar reflects the base damage output of the most effective weapon plus bonuses from its upgrades. The yellow bar reflects the Damage Class Bonus. Both bars will increase in length as more powerful weapons are installed and upgraded. The Multi-tool you possess will also display a numeric value indicating the damage output of the most effective weapon. It reflects the combined data of both bars in numerical form, therefore it too will increase as the Multi-tool gains more powerful weapons and weapon upgrades.

The Waveform Focuser N56-P's Damage Potential depends on which weapons are installed in addition to the Mining Beam (only the Damage Potential associated with the most effective weapon applies):

  • Scatter Blaster: 1070.7
  • Pulse Spitter: 959.6
  • Boltcaster: 1347.8
  • Other Weapons: 333.3

Scanner Range[ | ]

Scanner Range displays the Multi-tool's current Scanner radius. The white bar reflects the base radius of the device plus bonuses from Scanner upgrades. The yellow bar reflects the Scanner Class Bonus. Both bars will increase in length as the Scanner is upgraded. The Multi-tool you possess will also display a numeric value indicating the current radius, in units distance, of quick scans. It reflects the combined data of both bars in numerical form, therefore it too will increase as the Scanner is upgraded.

The Waveform Focuser N56-P has a Scanner Range of 150.0 units distance.

Functions[ | ]

The Multi-tool is an exploration aid and as such it offers a variety of functions. There are three pieces of technology that come installed on all purchased Multi-tools and these represent the primary uses of the tool: Analysis Visor, Mining Beam, and Scanner. However, operation of the Multi-tool is broken into a variety of methods. It is logical to categorize the functions of the Multi-tool by how it is operated rather than by its uses.

Scanning Tools[ | ]

Scanning tools are different from the other tools in that they can be used anywhere and at any time. You are prevented from drawing your Multi-tool while indoors, but the scanning tools operate without drawing and therefore may be used in more situations.

Weapons[ | ]

Nms Primary Tool Indicator

The Weapon Indicator

There are a variety of beams and projectiles which the Multi-tool can emit. They are often called "weapons". Only one weapon may be selected for use at a time. The selected weapon is displayed in the Weapon Indicator, which is part of the user interface while an avatar is on foot. It is found in the upper right corner of the screen, where there is a bar with two boxes beneath it. The Weapon Indicator itself is the box on the right and also includes the dots to the right of the box. The selected weapon is named in the box. The dots indicate how many weapons are installed and which number is selected.

To switch which weapon is selected, press Psbutton.triangle/KEY.G/XBOXBUTTON.Y (PS4/PC/Xbox). This action will select the next weapon that is installed, and continuously repeating the action will loop back to the first item installed and then repeat.

To use the selected weapon, hold Psbutton.r2/Key.mouseleft/Xboxbutton.rt (PS4/PC/Xbox). To reload the clips of weapons that consume Projectile Ammunition, press PSBUTTON.SQUARE/Key.r/XBOXBUTTON.X (PS4/PC/Xbox).

To change the equipped weapon on board a space station (if you want to use the cloaking device or the combat scope) archive the appropriate weapon module (note: only the main module needs to be archived, the upgrades don't matter) and then reinstall it.

Technology Blueprints & Upgrade Modules[ | ]

Technology Blueprints[ | ]

Class Technology / Upgrade Effect
Analysis Visor Environment scan for surrounding POI, fauna, flora
CLASS.A Survey Device Environment scans for hotspots
Scanner Scan for a selection of resources within the scan radius
B Class Waveform Recycler -20% Recharge Time / +11% Scan Radius
Mining Beam Fires an intense laser beam at its target. Used for mining
S Class Optical Drill +50% to mined resources
A Class Advanced Mining Laser Enables mining of larger rocks / +11% Mining Speed
C Class Plasma Resonator +6% Mining Speed / +5% Heat Dispersion
Boltcaster Assault rifle
A Class Boltcaster Ricochet Makes bullets bounce
C Class Barrel Ioniser +31% Accuracy
C Class Boltcaster SM +1% Damage / +21% Fire Rate / +8.0 Clip Size
Blaze Javelin Charged energy weapon. Longer hold = more power
C Class Mass Accelerator +20% Damage
Pulse Spitter Machine Gun
A Class Pulse Spitter Ricochet Makes bullets bounce
C Class Amplified Cartridges +20.0 Clip Size
Scatter Blaster Shotgun
C Class Shell Greaser -11% Reload Time
Incinerator Flamethrower
Solar Ray Mines deposits for Liquid Sun
Animus Beam Good against Fauna. Gives Fragmented Qualia
Terrain Manipulator Add, remove, restore or flatten terrain
Plasma Launcher Grenade
Geology Cannon Grenade that damages the ground
Combat Scope Allows you to zoom
Personal Forcefield A temporary forcefield
Neutron Cannon Allows you to shoot Plasma Bolts
A Class P-Field Compressor Adds additional Ion Spheres and bonus sphere speed
Paralysis Mortar Enables stunning of entities with no harm
A Class Voltaic Amplifier Grants extra damage against stunned enemies
Cloaking Device A sporadic cloaking device

Here are a detailed information about technology blueprints:

Analysis Visor[ | ]

Core Technology: Yes

Upgrade of: N/A

Effect in summary: Environment scan for surrounding POI, fauna, flora.

This technology, when activated, will inserts an overlay on the user interface with the overlay displaying copious amount of information about the player's location and condition and about local resources. It is only active while its action key is held and upon de-activating, all of its data is immediately removed from the interface.

Hold F to activate the technology. When the technology is installed, a compass will show on the top of the screen. You can scan resources that are on the planet, including faunas. You can scan them by holding the left mouse. Once scanned, it will transfer data scanned into Units, it can then be uploaded to NANITES in the Discoveries tab.

This visor also have the second overlay that can be used to locate mission coordinates using Target Sweep which is unavaliable when no missions is active.

Survey Device[ | ]

Core Technology: No

Upgrade of: Analysis Visor

Effect in summary: Environment scans for Hotspots

This device, when activated, unlocks three new overlay that are used to locate Hotspots. There are three hotspots that can be located using this devices:

When activating the Analysis Visor and choose to locate a hotspot, a hotspot proximity indicator will show a distance from the user of the device to the hotspot. If the proximity was 5u or less, the device will begin to analyse the hotspot. If analysis was successful, locating an analysed hitspot will show the icon of that hotspot.

Analysis will be aborted if the proximity is increased - analysis can be re-triggered by decrease the proximity to 5u again. A hotspot need to be 400u near the user for the device to be able to locate the hotspot, otherwise the device will be unable to locate the hotspot.

Scanner[ | ]

Core technology: Yes

Upgrade of: N/A

Effect in summary: Scan for a selection of resources within the scan radius.

This technology is used to reveal nearby resources. You can press C to activate - if activated, it will launch a fast-moving pulse that locate resources. The following resources are located:

These resources are highlighted with an icon, visible by the user of the Scanner. After used, the scanner takes time to automatically recgarge. Icon from the scanner will vanish when the scanner is recharged.

Waveform Recycler[ | ]

Core technology: No

Upgrade of: Scanner

Effect in summary: -20% Recharge Time / +11% Scan Radius.

This technology, when installed, make the scanner reveal resources in an increased radius (+11% bonus, though a confirmed scan radius limit is 750u) and make the scanner recharge faster. This technology ignores the three upgrade limit.

Mining Laser[ | ]

Core technology: Yes

Upgrade of: N/A

Effect in summary: Fires an intense laser beam at its target. Used for mining.

This technology is a pre-installed Multi-Tool weapon. This laser is used to expose and capture elements within planetary rock formations and vegetation. This laser is also used in combat, but it deal less damage than the other. This technology use power, and if depleted, the laser cannot be used. The technology can be recharged using Carbon, Condensed Carbon, and Phosphorus.

This technology can be overheated by continously firing the laser. The bar on the right corner of the screen will show laser heating bar, which slowly increase when fired and plummet when stop firing. The bar will turn yellow when the bar is at ~70-80% and turn red when near overheat. The laser color also change depends on heating level. If completely overheated, they take 1 second to cooldown (no consequences on overheat). They also deal more damage when near overheat.

Optical Drill[ | ]

Core technology: No

Upgrade of: Mining Laser

Effect in summary: +50% to mined resources.

This technology, once installed, mining output from the laser are increased by 50%, making number of captured resources increase, and because Survival or Permadeath decrease the number of resource output, the technology are very benefit in that gamemode and more benefit in Normal. This technology ignores the three upgrade limit, making this technology more benefit.

Advanced Mining Laser[ | ]

Core technology: No

Upgrade of: Mining Laser

Effect in summary: Enables mining of larger rocks / +11% Mining Speed.

This technology, once installed, enables advanced mining which making the Mining Laser effective against large rocks and several geological Point of Interest. Without this technology, they cannot be damaged using normal laser. As the Adv Mining Laser enables advanced mining, they also effective against smaller rocks (mining speed are increased by 11%).

Plasma Resonator (OBSOLETE)[ | ]

Core technology: No

Upgrade of: Mining Beam

Effect in summary: +6 Mining Speed / +5% Heat Dispersion.

NOTE: This technology is obsolete. The blueprint of this technology is no longer obtainable.

This technology, once installed, increase the mining speed of the laser by 6%, meaning they will mine rocks faster. The technology also increase time until the laser overheated. This technology ignores the three upgrade limit.

Blizzards have the same effect with this technology: decrease heat dispersion.

Animus Beam[ | ]

Core technology: No

Upgrade of: Mining Laser

Effect in summary: Good against Fauna. Gives Fragmented Qualia.

This technology, once installed, will deal 100% more damage than the Mining Laser. This technology also deal x4 damage to fauna weak points and give Fragmented Qualia instead of other cooking products when fauna are killed using the beam. This technology ignores thr three upgrade limit.

Boltcaster[ | ]

Core technology: No

Upgrade of: N/A

Effect in summary: Assault rifle.

This technology is a weapon of the Multi-Tool and a basic weapon. This weapon fire energy bolt against objects or threats, damaging the target. When firing button is hold, the Boltcaster will fire 6 bolt and have a delay of 1 second after six bolt have fired. The Boltcaster have 60-round magazine. Once the round are depleted, the Boltcaster will reload. Perfect in defence.

Barrel Ioniser[ | ]

Core technology: No

Upgrade of: Boltcaster

Effect in summary: +31% Accuracy.

This technology, once installed, will ionise the Boltcaster barrel to increase projectile stability. With this technology installed, projectile can be fired continously without degrading combat performance (+31% accuracy bonus). This technology ignores the three upgrade limit.

Boltcaster SM (DISCONTINUED)[ | ]

Core technology: No

Upgrade of: Boltcaster

Effect in summary: +1% Damage / +21% Fire Rate / +8.0 Clip Size

NOTE: This technology is discontinued. The blueprint of this technology is no longer obtainable, however players acquiring this technology before it was removed may possess the technology in further updates.

This technology, once installed, will give the Boltcaster a little increase on damage. The Boltcaster also increase the fire rate of the Boltcaster by 21% and the ammo before the Boltcaster have to reload by 8 ammo. This technology ignores the three upgrade limit.

Upgrade Modules[ | ]

Module Name Stats Drawn Module Improves C Class B Class A Class S Class X Class
Min Max Min Max Min Max Min Max Min Max
RENDER.SCANMOD Scanner C Class 1-2

B Class 2

A Class 2-3

S Class 3-4

Upgradecat.scanScan Radius 5 10 10 20 20 30 30 40 5 50
Upgradecat.scanMinerals Scanned 1000 2000 2500 5000 5000 9999 6500 9999 1000 10999
Upgradecat.scanFlora Scanned 1000 2000 2500 5000 5000 9999 6500 9999 1000 10999
Upgradecat.scanFauna Scanned 1000 2000 2500 5000 5000 9999 6500 9999 1000 10999
RENDER.LASER1MOD Mining Beam C Class 1-2

B Class 2-3

A Class 3-4

S Class 4

UPGRADECAT.SPEEDMining Speed 5 10 5 15 10 20 15 20 15 20
Upgradecat.energyFuel Efficiency 0 10 10 15 15 20 20 (21) 1 26
Upgradecat.timeHeat Dispersion 5 15 15 20 20 40 40 50 5 55
Upgradecat.timeOverheat Downtime 5 10 10 15 10 15 15 20 5 25
Render.projectile1mod Boltcaster C Class 1-2

B Class 2-3

A Class 3-4

S Class 4

Upgradecat.damageDamage 1 1 2 2 3 3 4 1 5
Upgradecat.timeReload Time 5 10 10 15 10 20 10 20 5 25
UPGRADECAT.SPEEDFire Rate 0 10 5 10 10 15 10 15 0 20
Upgradecat.timeBurst Cooldown 15 0 20
UPGRADECAT.CLIPShots Per Burst 1.2 1.4 1 2
UPGRADECAT.CLIPClip Size 2 4 6 8 2 10
RENDER.BLAZEJAVELINMOD Blaze Javelin C Class 1

B Class 1-2

A Class 2

S Class 2

Upgradecat.damageDamage 30-40 (1) 40-50 (2) 50-60 (3) 60-75 (4) 30 85
Time To Full Power 5 10 10 15 10 20 10 20 5 25
RENDER.PULSESPITTERMOD Pulse Spitter C Class 1-2

B Class 2-3

A Class 3-4

S Class 4

Upgradecat.damageDamage 1 1 2 1 3 2 (6) 3 (9) 1 4
Upgradecat.timeReload Time n/a 0 10 0 10 5 10 0 15
UPGRADECAT.SPEEDFire Rate 0 10 0 10 5 10 10 15 0 20
UPGRADECAT.CLIPClip Size 12 12 12 12 12
RENDER.SCATTERBLASTERMOD Scatter Blaster C Class 1-2

B Class 2-3

A Class 3-4

S Class 4

Upgradecat.damageDamage 1 1 3 2 4 3 5 1 6
Upgradecat.timeReload Time 5 10 10 15 15 20 20 25 5 30
UPGRADECAT.SPEEDFire Rate n/a 0 5 5 10 10 15 0 20
UPGRADECAT.CLIPClip Size n/a 8 8 8 8
UPGRADECAT.CLIPShots Per Burst 1 1
Upgradecat.timeBurst Cooldown 15 20 5 25
RENDER.CANNON Neutron Cannon C Class 1-2

B Class 2-3

A Class 3-4

S Class 4

Upgradecat.damageDamage 2 4 5 6 7 9 10 14 2 12
Upgradecat.speedIon Sphere Speed 2 4 5 8 8 11 11 13 2 13
Upgradecat.speedCharging Speed 6 10 11 15 11 20 30 50 6 30
UPGRADECAT.CLIPIon Spheres Created 1.0
Render.grenademod Plasma Launcher C Class 1-2

B Class 1-3

A Class 2-3

S Class 3

Upgradecat.damageDamage 10 20 20 30 30 40 35 40 35 40
Upgradecat.scanExplosion Radius 0 5 5 10 5 10 10 15 0 20
UPGRADECAT.SPEEDProjectile Velocity 100 200 100 300 100 300 200 300 100 400
Upgradecat.genericBounce Potential 1 1 2 2 3 3 1 4
Render.grenademod Geology Cannon C Class 1

B Class 1-2

A Class 1-2

S Class 2

Upgradecat.damageDamage 10 20 20 30 30 40 35 40 10 45
Upgradecat.scanExplosion Radius 10 20 20 30 30 50 40 50 10 60
UPGRADECAT.SPEEDProjectile Velocity 100 200 100 300 100 300 200 300 100 400

Notes:

  1. Upgrade modules should be added adjacent to the core system where possible, to a maximum of three upgrades in a single multi-tool. This is best achieved by arrangements in a 2x2 box, or as a slightly lower cumulative gain as a line of 3 vertically or horizontally adjacent to the core system.
  2. scrapping tech on your old Multi-Tool will not affect the price of the Multi-Tool.

Upgrading Class and Slot Size[ | ]

See Multi-Tool Upgrade Station.

Lore[ | ]

According to the Armourer, some Vy'keen believe that their faction should be the only sentient race allowed to use Multi-tools.

Historical Information[ | ]

Sean Murray said in an interview with GamesRadar, "In a lot of sci-fi games, all their weapons are basically AK-47s with some red stripes down the side. We don't like that; we want something that feels advanced and cool. So you have this multitool, which is a little bit like a tricorder." [3]

Release History[ | ]

  • Pre-release - Term "Multi-tool" was not used, called "Weapon" instead; Mining Beam was "Lazeas" and Scanner was "Rezosu"
  • Release - Pre-Release names were abandoned; addition of Boltcaster and Plasma Launcher
  • Pathfinder - Addition of Classes and Types; addition of Blaze Javelin, Pulse Spitter, and Scatter Blaster
  • Atlas Rises - Addition of Terrain Manipulator; improved differentiation of Multi-tools; replaced circular data charts with bar charts and numeric values
  • NEXT - Controls added for Xbox; addition of Combat Scope, Geology Cannon, and Personal Forcefield; removal of the Combat Amplifier technology
  • Synthesis - Added the ability to own multiple Multi-tools
  • Living Ship - Addition of Solar Ray and Animus Beam
  • Origins - Multi-tools can have their inventory slots and class upgraded
  • SentinelUp - Increased the maximum number of owned Multi-tools to six, added Royal category.
  • Waypoint - Maximum number of initial slots increased to 30, max upgrade size increased to 60.
  • Interceptor - Added Sentinel category.
  • Echoes - Added Atlantid and Staff categories.
  • Aquarius - Addition of Fishing Rig.

Gallery[ | ]

Related Articles[ | ]

References[ | ]

  1. Help with spawning s class multitool of choice.. User Ket- on Reddit, 2018-09-07.
  2. How to see the pool of multitools in a system.. User alexicek on Amino Apps, 2018-08-02.
  3. No Man's Sky sheds light on the dark side of what you can do in its vast universe. User Edge Staff on GamesRadar, 2015-09-16.
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