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Module

Name

Stats

Drawn

Module

Improves

C-Class B-Class A-Class S-Class
Min Max Min Max Min Max Min Max
Neural Assembly Always Launch Cost 5 10 10 15 15 20 20
Automatic Recharging No Yes
Pulsing Heart 1-2 Fuel Efficiency 5 10 10 15 15 20 20
Maneuverability 0 5 0 10 5 12 5 12
Boost 0 5 5 10 5 15 10 15
Always Teleport Receiver Activated (Hidden)
Singularity Cortex Always Hyperdrive Range 50 100 100 150 150 200 200 250
Possible Warp Cell Efficiency 100 100
Always Hyperdrive Scramble Activated (Hidden)
Scream Suppressor Always Shield Strength 0.05 0.1 0.05 0.1 0.1 0.2 0.2 (30)
Scan Activated (Hidden)
Grafted Eyes1 1-2 Heat Dispersion 10 35 35 55 55 75 75 95
Damage 30 40 40 50 50 60 60 (24) 70 (27)
Spewing Vents1 1-2 Fire Rate 0 1 1 2 2 2.1 (3)
Heat Dispersion 0 1 1 2 2 3 1900 2700 (3)
Damage 8 16 12 20 16 24 20 (6) 28 (8)

Notes:

1. Damage Stats visually indicated on upgrade in-game do not appear to reflect actual in game results.

2. Upgrade modules should be added adjacent to the core system where possible, to a maximum of three upgrades in each type of inventory slot (eg. cargo and technology slots). 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.

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