Hazard Protection

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The subject of this article is from the Origins update.
The information from this article is up-to-date as of 9 November, 2020.
Hazard Protection
Hazard Protection
Basic shielding of user from environmental hazards.
Category Exosuit - Hazard
Type Exosuit Environmental Shielding
Recharged with Sodium-related products
Updated Origins

Hazard Protection is a basic exosuit technology.

Summary[edit | edit source]

Hazard protection provides basic environmental shielding. Protection from specific planetary conditions can be increased through installation of Hazard Protection Modules.

These units operate automatically once a hazard condition is met. Protection depletes at a certain rate, visually indicated by one, two or three left-pointing arrows and the potential addition of extreme at the end of the protection bar (shown as < to <<< for drain and "extreme"). Once the protection is depleted the shield will take damage once every 16 seconds on normal mode.

Game Description[edit | edit source]

The Exosuit's Hazard Protection system continually monitors and stabilises the user's environment.

General reactive protection may be augmented with Environmental Shields, offering increased protection against specific conditions.

The device is charged with sodium-based substances. User is advised that a failure to charge the Hazard Protection system may allow their environment to become incompatible with life.

Lifetime[edit | edit source]

The lifetime of the unit is based on the environment and severity of the hazard. Especially planets with a multitude of transmutations (Frozen Day/Water/Night) can change their hazard during your stay. Storms are always the worst hazard for their planet type and liquids more dangerous than the air, aside of gaia and scorched worlds. Another important thing is the current Game mode:

Hazard Protection Duration (Minutes:Seconds)
Severity/Source Normal Survival/Permadeath
Hazard Level 1 8:06 2:42
Hazard Level 2 7:58 2:39
Hazard Level 3 7:40 2:33
Hazard Level 4 6:29 2:10
Hazard Level 5 3:33 1:11
Hazard Level 6 2:22 0:47
Hazard Level 7 1:47 0:36
Hazard Level 8 1:38 0:32
Hazard Level 9 0:36 0:12
Underwater ?:?? ?:??

Actual Hazards do not matter, only planet biome, time, weather.

  • Danger Level 0: Gaia worlds, water on scorched worlds etc.
    • Non-extreme Gaia (Night/Day)
    • Non-extreme Water Gaia/Scorched (Night/Day)
    • White Barren (Day)
    • White Barren Water (Day/Night)
  • Danger Level 1: White planet rest period?
    • White Scorched (Night)
  • Danger Level 2: White/Red planets
    • White Barren (Night)
    • White Frozen (Day)
    • White Irradiated (Day/Night)
    • White Scorched (Day)
    • White Toxic (Day/Night)
  • Danger Level 3: White planet danger period?
    • White Frozen (Night)
  • Danger Level 4: White planet liquids. Red planets. Derelict Freighters.
    • White Frozen Water (Day/Night)
    • Non-extreme Toxic Water (Day/Night)
  • Danger Level 5: Red planets. Irradiated and Red Waters.
    • White Irradiated Water (Day/Night)
  • Danger Level 6: Extreme Rest Periods
    • Extreme Scorched (Night)
  • Danger Level 7: Extreme planets. Storms on red planets. Storms on white planets.
    • White Barren Storm (Day)
    • White Frozen Storm (Day/Night)
    • Non-Extreme Gaia Storms (Day/Night)
    • White Irradiated Storm (Day/Night)
    • White Scorched Storm (Day/Night)
    • Extreme Scorched (Day)
    • Extreme Toxic (Day/Night)
  • Danger Level 8: Extreme water.
    • Extreme Toxic Waters (Day/Night)
  • Danger Level 9: Extreme storms.
    • Extreme Toxic Storm (Day/Night)
    • Extreme Scorched Storm (Day/Night)

Underwater durations refer specifically to toxic/radiation protection drains while underwater on Toxic and Irradiated planets. Not to be confused with Aeration Membrane oxygen drain while underwater. <-- Normally Hazard 2-3. It is not constant!

The remaining protection time can be estimated using the information provided in the lower-left region of the Analysis Visor's overlay. If time runs out while the environmental hazard is still present, the player will begin to take damage periodically until they reach shelter or recharge their protection.

If there are several hazards happening at the same time (e.g. getting irradiated by a Crashed Freighter's cargo container while on a Scorched planet), protection for each hazard depletes at its own rate.

Hazardous Flora[edit | edit source]

Don't Breathe!

Despite the depiction of toxicity, Underground Toxic Hazard is absolutely lethal. Do NOT engage it and destroy it as soon as possible. Its toxicity is so high, that it penetrates a fully charged S-class protection unit and repeatedly damages the life bar. It can reach over 200 Tox and nothing stops it!

Hazardous Material[edit | edit source]

Cargo Pod Radiation

Even though extreme Alpha-storms and Supercells can reach up to 32 Rad and be diffused by a radiation module for the entirety of its lifetime, the smaller 22 Rad background radiation of the cargo pods on crashed freighters can not. A hazard module will absorb all drain of the hazard module, but just like the toxic flora it will still penetrate all your protection and hurt you in intervals directly. You are never fully protected against cargo pod radiation!

Recharge[edit | edit source]

Charge equipment with Sodium (2.5%/unit), Sodium Nitrate (~6.5%/unit), or Ion Battery (100%/unit).

Environmental Hazard condition[edit | edit source]

The Hazard Protection starts working when:

  • The temperature exceeds 50°C
  • The temperature drops below -20°C
  • The Toxicity level exceeds 40 Tox
  • The Radiation level exceeds 4 Rad

The Aeration Membrane, which uses similar interface elements to Hazard Protection, starts working when the player has been swimming for more than 5 seconds (see the main Exosuit page for more information).

Crafting[edit | edit source]

Hazard Protection is pre-installed on the player's exosuit.

Hazard Protection can be repaired using the following ingredients:

Hazard Protection cannot be dismantled.

Despite being impossible to craft, a placeholder blueprint exists in the Space Anomaly with a suggested build cost of 100 Ferrite Dust.

Technology Blueprints & Upgrade Modules[edit | edit source]

Technology Blueprints[edit | edit source]

Technology / Upgrade Effect
 

CLASS.B.png
CLASS.C.png
CLASS.C.png
CLASS.C.png
CLASS.C.png

Render.protectgeneric.png Hazard Protection Protects from extreme temperatures, radiation & toxicity
RENDER.PROTECTGENERICMOD.png Shield Lattice Increases Hazard Protection's protection duration
NmsToxicSupressor.jpg Toxin Suppressor Supplements Hazard Protection in toxic environments
NmsRadiationDeflector.jpg Radiation Deflector Supplements Hazard Protection in radioactive environments
Render.protectcold.png Thermic Layer Supplements Hazard Protection in cold environments
Render.protectheat.png Coolant Network Supplements Hazard Protection in hot environments

Upgrade Modules[edit | edit source]

Module

Name

Stats

Drawn

Module

Improves

CLASS.C.png CLASS.B.png CLASS.A.png CLASS.S.png X-Class
Min Max Min Max Min Max Min Max Min Max
NmsToxicSupressor.jpg Toxic Protection Always Toxic Protection n/a 180 265 200 265 220 265 1

1

1

1

10

10

10

10

NmsRadiationDeflector.jpg Radiation Protection Always Radiation Protection n/a 180 265 200 265 220 265
Render.protectheat.png Heat Protection Stats

show

wrong

Heat Protection n/a 180 265 200 265 220 265
Render.protectcold.png Cold Protection Cold Protection n/a 180 265 200 265 220 265
Render.helmet.png Underwater Protection Oxygen Tank n/a 180 265 200 265 220 265 n/a n/a

Release differences[edit | edit source]

Gallery[edit | edit source]