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The subject of this article is from the Living Ship update.
The information from this article is is up-to-date as of 6 April, 2020.
The initial Exosuit/avatar

Summary[edit | edit source]

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[edit | edit source]

The initial Exosuit has 24 General inventory slots and 4 Technology inventory slots; three of the general 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 (PS4), Spacebar (PC) or A (Xbox); recharged from Life Support

Suit Systems[edit | edit source]

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[edit | edit source]

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.

Defence Systems[edit | edit source]

The Defence Systems, also called the Defensive Systems, protect the Exosuit's wearer from nearby hazards and threats.

Attacks on the wearer will first deplete the Exosuit's deflector shield, which automatically regenerates after a hit if the wearer is able to avoid further damage for long enough; alternately, the wearer can instantly restore some shield strength by activating a Shield Station or destroying Combat Supplies canisters dropped by Sentinels. The remaining durability of the shield displays in the upper-left corner of the heads-up display as a white bar whenever it is not at full strength.

If the Exosuit's shield is fully depleted by incoming damage, further damage will be dealt directly to the Exosuit's core --- destruction of the core results in the death of the wearer, incurring Game mode-specific penalties. The remaining health of the Exosuit's core displays below the shield durability bar as a row of health squares --- the total number of squares indicates maximum core health while the number of white squares indicates current core health.

The Exosuit initially begins with 3 core health squares and a shield with either medium strength (Normal mode) or low strength (Survival and Permadeath modes). Missing core health, whether caused by damage or by installation of core health upgrades, can only be restored by using health-restoring objects (including, but not limited to, Health Stations and the white boxes in Cargo Drops).

Aeration Membrane[edit | edit source]

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[edit | edit source]

The Exosuit has three separate inventories. Items are easily moved from General inventory to Cargo inventory and vice versa. When selling items or recharging components of the Exosuit, Multi-tool, or Starship, it does not matter in which inventory the items are stored.

General Inventory[edit | edit source]

General inventory is where acquired items first 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 General slots and three of those are occupied by the core Life Support, Hazard Protection, and Jetpack units. An additional 24 slots can be added to General inventory, for a total of 48. Additional slots are purchased on space stations or obtained for free after repairing planetary drop pods.

General inventory slots hold:

  • 9,999 units of resources in Normal mode, or 250 in Survival and Permadeath modes
  • 1 technology upgrade
  • 5 units of products
Slots already purchased Cost to purchase another
0 5,000
1 10,000
2 20,000
3 30,000
4 40,000
5 50,000
6 60,000
7 70,000
8 80,000
9 90,000
10 100,000
11 110,000
12 120,000
13 130,000
14 140,000
15 150,000
16 160,000
17 170,000
18 180,000
19 190,000
20 200,000
21 210,000
22 220,000
23 230,000
24 240,000
25 250,000
26 260,000
27 270,000
28 280,000
29 290,000
20 300,000
31 310,000
32 320,000
33 330,000
34 340,000
Total 5,955,000

Technology Inventory[edit | edit source]

Technology inventory is only for Exosuit technology upgrades. New players begin the game with 4 Technology slots. Legacy players[2] may add an additional 8 slots to Technology inventory, for a total of 12. All other players may add an additional 10 slots to Technology inventory, for a total of 14. Additional slots are purchased on space stations or at planetary drop pods. Each slot is capable of holding one technology upgrade.

Slots already purchased Cost to purchase another
0 1,000
1 5,000
2 10,000
3 30,000
4 60,000
5 100,000
6 200,000
7 350,000
Total 756,000

Cargo Inventory[edit | edit source]

Cargo inventory is the opposite of Technology inventory. Slots in this inventory cannot have technologies installed into them; in all other ways, they act similarly to slots on starships and Exocraft, making them ideal for bulk goods storage. New players begin the game without any Cargo slots. Legacy players can add a total of 25 slots to Cargo inventory. All other players can add up to 48 slots of Cargo inventory. Additional slots are purchased on space stations or obtained for free after repairing planetary drop pods.

Cargo inventory slots hold:

  • 9,999 (Normal mode, since Beyond update)/500 (Survival and Permadeath mode) units of resources
  • 1 technology upgrade
  • 10 units of other products
Slots already purchased Cost to purchase another
0 50,000
1 100,000
2 150,000
3 200,000
4 250,000
5 300,000
6 350,000
7 400,000
8 450,000
9 500,000
10 550,000
11 600,000
12 650,000
13 700,000
14 800,000
15 850,000
16 900,000
17 950,000
18 1,000,000
Total 9,750,000

Technology Upgrades[edit | edit source]

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.

Upgrade Modules[edit | edit source]

Same upgrade module, but one protects against heat and the other against cold

There are eight types of Exosuit upgrade modules. Six types come in three classes (from lowest to highest: B, A, S), and the other two types (marked below with a ^ sign) come in four classes (from lowest to highest: C, B, A, S). The eight types of Exosuit upgrade modules are:

  • Life Support Module – upgrades Life Support System (increases Life Support power and reduces power consumption in daylight)
  • Movement Module^ – upgrades Exosuit Movement Systems (increases running stamina and improves Jetpack)
  • Radiation Protection Module – upgrades Exosuit Radiation Protection System (supplements Hazard Protection in radioactive environments
  • Shield Module^ – upgrades Exosuit Defensive Systems (increases shield strength and core health)
  • Thermal Protection Module (high temp) – upgrades Exosuit Thermal Protection System (supplements Hazard Protection in high temperature environments)
  • Thermal Protection Module (sub-zero) – upgrades Exosuit Thermal Protection System (supplements Hazard Protection in sub-zero environments)
  • Toxic Protection Module – upgrades Exosuit Toxin Filtering System (supplements Hazard Protection in toxic environments)
  • Underwater Protection Module – upgrades Exosuit Aeration Membrane (adds a secondary oxygen supply which can be recharged)

For Life Support, Movement and Shield modules, each individual module has a bonus attributed to it. Bonuses vary and it is possible to find two modules of the same type and class yet both have different bonuses.

For all other upgrade modules, each individual module has a protection bar similar to that of Hazard Protection. The module's class determines how effective the protection bar is at absorbing specific environmental effects. The modules require regular charging for continued function, though they usually accept charging materials which occur on the planets requiring additional protection for prolonged visits.

As a further complication, both types of Thermal Protection Modules have the same name in-game – buyers should read their pop-up descriptions before purchasing them to ensure that they are purchasing the correct type.

Recommended layout for General inventory upgrade modules[3]
Recommended layout for Technology inventory upgrade modules[4]

Only three upgrade modules of a given type may be installed in each inventory. Technology upgrades from blueprints can only be installed in one inventory. Having more than one of each hazard or protection supplement will extend the time a player can survive in an environment before needing to recharge them. The protection bar for each module of that hazard type will decrease one at a time until all are empty, at which point the main hazard protection module will begin to decrease and the suit will alert the player. The recommended layouts shown here do not use all technology upgrades from blueprints, but they are representative of how players should plan technology placement to maximize both module count and Upgrade bonuses.

Blueprints[edit | edit source]

There are seven types of Exosuit blueprints. The first five types can be obtained from normal blueprint sources.

The last two types cannot be obtained except by completion of the storyline.

Release history[edit | edit source]

  • 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

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[edit | edit source]

Footnotes[edit | edit source]

  1. Items received while piloting a Starship in space will appear in the Starship’s inventory instead.
  2. A game of No Man's Sky that was started and saved before the NEXT update and continued after the Next update is a Legacy game.
  3. Provided by Reddit user u/fgiveme
  4. Provided by Reddit user u/fgiveme