This arc voltage calculator can help you understand how a Dielectric Withstand Test helps your quality process. This calculator also shows how using a Helium atmosphere can help your test be more stringent. If you have any questions about high voltage testing or this calculator please call us - 1-800-441-9910.
WARNING: DO NOT USE THIS CALCULATOR TO DETERMINE SAFETY CLEARANCE DISTANCES!
|Enter your Dielectric Withstand (DW) Voltage|
Your Dielectric Withstand Test uses ___ VDC (or ___ VAC).
If the test passes it will confirm that the smallest gap between exposed conductors in the cable is likely greater than ___ inches (___ mm).
If the test fails you may have a gap less than ___ inches (___ mm). If the DWV test is done in helium then the test might detect a gap as large as ___ inches (___ mm).
For more information on testing your products in a helium atmosphere see our Using Inert Gas to Enhance Electrical Wiring Inspection article.
Notes: The "Arc Distance in Air (min)" calculation is based on empirical data for a sharp point arcing to a plane. The "Arc Distance in Air (max)" calculation is based on empirical data for a plane arcing to a plane. The "Arc Distance in Helium" calculation is based on empirical data for a sharp point arcing to a plane in a helium atmosphere. Both calculations are for standard pressure (760 mmHg) and room temperature (72 °F, 22.2 °C).
Various Environmental factors in ARK: Survival Evolved can affect the way the game is played. These events can be beneficial or detrimental to the survivor.
(See bottom of this section for Status Effects on Temperature)
Temperature is one of the core survival mechanics players have to contend with in ARK: Survival Evolved. It is arguably one of the more challenging mechanics, due to the vast number of environmental factors that make it difficult to accurately track. In addition, the Status Effects that affect the player in extremes Temperatures are subtle enough that the dangers of them are often unapparent until they've already put the player in significant danger.
In essence, the goal to this mechanic is for the player to maintain an optimal Temperature, or otherwise prepare for the side effects when unable. Maintaining a working knowledge of the many factors that affect Temperature is necessary to be successful.
There are many different environmental changes and player actions that can affect the Temperature of a player(s).
Current Air Temperature
This is the global stat that affects any and all players on an ARK Server. It can be viewed at any time on a player's Inventory Screen in the 'Character Stats' on the right side, under °(C), or pressing and holding . This stat will constantly fluctuate during game play, and will sometimes raise/lower to extremes on its own, forcing players to constantly adapt and change strategies to avoid death.
- Currently, extreme temperatures are seen at the bottom of the screen as a graphic, and the character will sound like panting or shivering. Another way a player can tell is by acquiring Status Effects or stopping to check the Inventory Screen. Additional to the sounds and graphics, your vision blurs, and either a purple or red haze surrounds the screen. The developers are currently working on additional cues to alert players to oncoming hot or cold spikes.
- The Air Temperature is different from region to region, so prepare for some drastic changes, for instance the south is hottest, the north is coldest, but the east/west fluctuate between both hottest and coldest.
Character stats with the current air temperature circled.
- Water- Standing/swimming in water lowers a player's temperature. Ocean waters are colder than inland rivers/lakes, and will lower a player's temperature more. Some mounts help with the cold in some situations. Deeper water is colder than shallow water. In some cases the water temperature is higher than the normal temperature.
- Lava- Lava creates pockets of hot air (typically above & near the lava) that will raise the player's Temperature dramatically, and decrease hydration faster.
Anything that uses some sort of flame such as a Campfire or Torch will give off Heat nearby, raising the Temperature of any players near it. This includes:
* The range is given in the in-game units. 800 units is about 2 and a half foundations. The closer you are to a fire source, the more insulation you get (given insulation numbers can be met when standing closely to the fire source).
The effects from multiple heat sources can stack. Consider the (dis)advantages when placing Heat-generating structures close together.
Tip: The Campfire and Standing Torch give the same hypo and hyperthermal insulation, so it is better to use Standing Torches when you decide to warm up in cold areas because they are cheaper to craft and consume less fuel.
Standing under a ceiling, or inside an enclosed structure, provides Temperature mitigation (lowers Temperature when hot, raises Temperature when cold).
Adobe structures give more insulation. Tents also work.
It will also negate the effects of inclement weather. (+112 hypo and +56 hyperthermic insulation)
Any Clothing or Armor that a player equips has the potential to improve (or worsen!) their Temperature under the right conditions. This is represented by the "Hypothermal/Hyperthermal Insulation" stats listed on a Clothing's item description.
- If the player has positive Hypo/Hyperthermal Insulation, the effects of an extreme Temperature are lessened.
- If the player has negative Hypo/Hyperthermal Insulation, the effects of an extreme Temperature are worsened.
Each type of Clothing/Armor has different impacts on a player's Insulation levels. The Armor page details each set's insulation against heat and cold.
A player's Fortitude stat grants an amount of passive Temperature mitigation (lowers Temperature when hot, raises Temperature when cold). The higher the stat value, the more mitigation it will provide.
Severe weather can have an adverse effect on members of your tribe.
|Cold Temperatures will cause a Status Effect that increases the rate at which a player's Food stat will decrease. This will dramatically worsen in extreme cold, potentially causing player Starvation. Commonly seen at higher elevations, such as mountains, and at night.|
|Hot Temperatures will cause a Status Effect that increases the rate at which a player's Water stat will decrease. This will dramatically worsen in extreme heat, potentially causing player Dehydration. Commonly seen at lower elevations, such as the coast, and during mid day.|
In addition, please note that in both extremes, the player will experience direct health loss in addition to other effects. Combined with the increased rate of Water/ Food depletion in severe weather, this can turn a regular situation deadly very quickly.
Currently, extreme temperatures/weather affects the players' water and food meters, as well as visibility and other factors. On rare occasions, different weather types can happen simultaneously so long as they do not directly contradict each other (combination fog and rain are a common example of this).
Here are several easily recognizable weather events:
Rain & Thunderstorms
Rain irrigates crops, refills water consumption, and allows the player to fill water containers like Waterskins from anywhere outside. Rain also slightly decreases the temperature of the island, but only by 3-5 °C / 5-10 °F. Note: you cannot avoid rain by flying above the clouds.
Thunderstorms act like regular rain storms but with the the added effect of lightning and thunder. Lightning can light up the night while thunder can disguise the sound of footsteps.
Snow, only present in snowy biomes, drops the temperature even further, reducing visibility and, like real snow, slightly dampens sound. It can also be accompanied by high, loud winds and blizzard effects. It is the snow biome equivalent to rain, and will happen simultaneously with rain storms in other sections of the map. You can fill your water containers with falling snow, similar to rain, and strangely you do not have to melt it first. Note: you cannot avoid snow by flying above the clouds.
Fog seems to do nothing aside from reducing player vision immensely, though this is plenty dangerous on its own in certain circumstances. Fog also makes clouds lower and thicker, so flying at higher altitudes is more difficult due to obstructed vision.
Heatwave & Cold Snap Events
Minor Heatwave events drastically increase the temperature of the whole map by between 16-28 °C / 30-50 °F, resulting in faster dehydration, and health damage at or above roughly 50 °C, but can also make areas that are otherwise too cold to easily survive in hospitable for a short time. They can turn the sky and stars a slight orange color.
Cold snap events are the exact opposite, drastically decreasing the temperature of the whole map by 16-28 °C / 30-50 °F, causing higher food consumption, and health damage at sub-freezing temperatures (careful in those mountains). Again as the opposite heat events, these can make areas ordinarily too hot to venture into a more friendly environment for a brief amount of time. These can turn the sky and stars a very vibrant blue.
Extreme heatwaves are found on Scorched Earth and in Emberfalls on Crystal Isles, and result in extremely high temperatures, generally in excess of 55 °C / 130 °F. This is almost guaranteed to cause health damage and the Heat Stroke effect if the player is caught out in the open. This event also causes the Phoenix to spawn for the duration of the event.
Electrical storms, only found on Scorched Earth, deactivate electronics (such as cryopods) and prevent some advanced weapons from firing. Tek generators are not affected. There is no rain in this type of storm, only very dark clouds, high winds and some dust and debris (and of course, lightning).
Sandstorm & Windstorm
Sandstorms, only present on Scorched Earth, severely limit visibility, while also draining stamina and adding sand to the player's inventory.
Windstorms, which only are active on Ragnarok, limit visibility much like sandstorms, but not as severely. Windstorms also increase the wind speed, which can assist players who use Wind Turbines, as the storms can raise the wind speed past 100%.
If playing on Aberration DLC, normal weather events do not occur. (The only possible exception to this is the extreme daytime firestorms on the surface which could classify as a very regular weather event) Instead, there are periodic Earthquakes, which cause a random assortment of resources (based on the region) to drop from above. Earthquakes also prevent the usage of Climbing Pick, and causing those already using them to drop off the wall, potentially to their death.
Aurora Borealis & Rainbows
Unique to the Valguero map, these beautiful atmospheric effects do very little other than add to the aesthetics, although the Aurora does brighten the night a small amount.
Found only in the volcanic biome of Genesis: Pt 1 and in a very specific area of Ragnarok, this could count less as a weather event and more Ark’s only natural disaster, but operate under a similar mechanic. Note that while many maps have volcanic areas with continuously erupting volcanoes and lava present, this list is for volcanoes that have eruptive cycles.
Genesis: The main volcano in the lava biome erupts periodically. To anyone caught inside while trying to steal an egg, it means instant death without a magmasaur, and can cause damage to surrounding areas via lava and explosions. Eruptions are often preceded by an earthquake, but not always.
Ragnarok: On rare occasion, Ragnarok’s northern volcano will erupt, sending lava down its normally bare slopes and hurling giant, deadly boulders flying, some of which can burst apart in mid-air; creating a spectacular display that destroys everything in its path; including plants, animals and unfortunately placed bases. There also seems to be two separate types of eruptions, one more destructive than the other. To those brave enough however, there is a relatively safe spot near the summit to view the event.
- To read more on different status effects caused by weather, go to the Status Effects page.
- If playing on the Scorched Earth, Ragnarok or Valguero DLC, or willing to summon dinosaurs, the Jerboa can make a great companion that will predict certain upcoming weather patterns through body movement and sounds.
|This section is about content exclusive to the DLC:Aberration|
The Aberration DLC strays from the standard day/night cycle by introducing a form of seasons to the game. Instead of daytime and nighttime having consistent lengths on each day, the lengths of daytime and nighttime vary over time.
There are three seasons in Aberration that combined make up one "year," or cycle through all of the seasons, that lasts 10 days. These "years" start on days that are a multiple of 10 (day 0, 10, 20, etc.).
Hold in game and look at the top left of your screen to see the current day and season.
|Aberration DLC Seasons|
|Season||Start Day*||Length||Daytime Minute Length (WIP)||Nighttime Minute Length (WIP)|
|50% Day / 50% Night||0||4 Days||2.5 Seconds||2.5 Seconds|
|90% Day / 10% Night||4||3 Days||4.5 Seconds||0.5 Seconds|
|10% Day / 90% Night||7||3 Days||0.5 Seconds||4.5 Seconds|
*Days that end in this number. Example: Day 0 means day 10, 20, 30, etc. and Day 4 means day 4, 14, 24, etc.
*New day starts at 0:00, means 50% Night on Day 3 is connected with 10% Night on Day 4, and 10% Night on Day 6 is connected with 90% Night on Day 7, etc.
How Time is Affected
It is important to note that these seasons do not change the in-game time of when night and day start. Day always starts at 05:30 and night always starts at 17:30. What changes is the length of the minutes between these times. This means that during the "10% Day / 90% Night" season the minutes between 05:30 and 17:30 will pass very quickly and the minutes between 17:30 and 5:30 will pass very slowly. Conversely, during the "90% Day / 10% Night" season the daytime minutes will pass slowly while the nighttime minutes pass faster. Finally during the "50% Day / 50% Night" season the minutes during the day and during the night will pass at relatively the same speed.
Notes & Trivia
- A very comprehensive research on how insulation and temperature work was done by u/Vindicer on this Reddit post: https://www.reddit.com/r/playark/comments/3zossq/data_temperature_insulation/
- There is currently a bug where if you swim in the snow biome and you're not swimming in "the frozen sea" region, your temperature will raise considerably.
- Because of the way the extreme temperatures work on the Surface Biomes in Aberration, it can be beneficial to schedule your surface exploration during the 90% Night seasons (days 7,8, and 9 of each "year"). On a 90% night you will get 54 (real life minutes) (60*12*4.5 seconds = 54 minutes) to explore the surface before sun comes comes up (17:30 - 5:30), at 10% night this is only 6 real life minutes. However, due to server lag and such make sure you leave the surface on time.
- Because seasons change at midnight your night may end much faster or slower than it began. This potentially unexpected behavior can be dangerous when exploring the Surface.
Structure Insulation Values
Thatch Structure – 112 Hypothermal, 56 Hyperthermal
Wood Structure - 112 Hypothermal, 56 Hyperthermal
Adobe Structure - 112 Hypothermal, 393 Hyperthermal
Stone Structure - 112 Hypothermal, 56 Hyperthermal
Metal Structure - 112 Hypothermal, 56 Hyperthermal
Tek Structure - 450 Hypothermal, 393 Hyperthermal
Glass Structure - 112 Hypothermal, 56 Hyperthermal
Greenhouse – 112 Hypothermal, 56 Hyperthermal
Tent - 513 Hypothermal, 356 Hyperthermal
Fahrenheit Temperature Value Adjustment
Thatch 13 degrees fahrenheit hypothermal, 6 degrees fahrenheit hyperthermal
Wood 13 degrees fahrenheit hypothermal, 6 degrees fahrenheit hyperthermal
Adobe 13 degrees fahrenheit hypothermal, 44 degrees fahrenheit hyperthermal
Stone 13 degrees fahrenheit hypothermal, 6 degrees fahrenheit hyperthermal
Metal 13 degrees fahrenheit hypothermal, 6 degrees fahrenheit hyperthermal
Tek 51 degrees fahrenheit hypothermal, 44 degrees fahrenheit hyperthermal
Glass 13 degrees fahrenheit hypothermal, 6 degrees fahrenheit hyperthermal
Greenhouse 13 degrees fahrenheit hypothermal, 6 degrees fahrenheit hyperthermal
Tent 55 degrees fahrenheit hypothermal, 40 degrees fahrenheit hyperthermal
Celsius Temperature Value Adjustment
Thatch 6.7 degrees Celsius hypothermal, 3.4 degrees Celsius hyperthermal
Wood 6.7 degrees Celsius hypothermal, 3.4 degrees Celsius hyperthermal
Adobe 6.7 degrees Celsius hypothermal, 23.5 degrees Celsius hyperthermal
Stone 6.7 degrees Celsius hypothermal, 3.4 degrees Celsius hyperthermal
Metal 6.7 degrees Celsius hypothermal, 3.4 degrees Celsius hyperthermal
Tek 26.9 degrees Celsius hypothermal, 23.5 degrees Celsius hyperthermal
Glass 6.7 degrees Celsius hypothermal, 3.4 degrees Celsius hyperthermal
Greenhouse 6.7 degrees Celsius hypothermal, 3.4 degrees Celsius hyperthermal
Tent 30.7 degrees Celsius hypothermal, 21.31 degrees Celsius hyperthermal
Scorched Earth Insulation Values
Thatch - 112 Hypothermal, +191 Hyperthermal
Wood - 112 Hypothermal, -483 Hyperthermal
Adobe - 112 Hypothermal, +393 Hyperthermal
Stone - 112 Hypothermal, -1023 Hyperthermal
Metal - 112 Hypothermal, -2643 Hyperthermal
Tek - 450 Hypothermal, +427 Hyperthermal
Glass - 112 Hypothermal, -2643 Hyperthermal
Greenhouse - 112 Hypothermal, -281 Hyperthermal
Tent - 513 Hypothermal, 491 Hyperthermal
Scorched Earth Fahrenheit Temperature Value Adjustment
Thatch 13 degrees fahrenheit hypothermal, 20 degrees fahrenheit hyperthermal
Wood 13 degrees fahrenheit hypothermal, -72 degrees fahrenheit hyperthermal
Adobe 13 degrees fahrenheit hypothermal, 44 degrees fahrenheit hyperthermal
Stone 13 degrees fahrenheit hypothermal, -115 degrees fahrenheit hyperthermal
Metal 13 degrees fahrenheit hypothermal, -297 degrees fahrenheit hyperthermal
Tek 51 degrees fahrenheit hypothermal, 48 degrees fahrenheit hyperthermal
Glass 13 degrees fahrenheit hypothermal, -297 degrees fahrenheit hyperthermal
Greenhouse 13 degrees fahrenheit hypothermal, -31 degrees fahrenheit hyperthermal
Tent 32 degrees fahrenheit hypothermal, 55 degrees fahrenheit hyperthermal
Scorched Earth Celsius Temperature Value Adjustment
Thatch 6.7 degrees Celsius hypothermal, 11.43 degrees Celsius hyperthermal
Wood 6.7 degrees Celsius hypothermal, -28.92 degrees Celsius hyperthermal
Adobe 6.7 degrees Celsius hypothermal, 23.53 degrees Celsius hyperthermal
Stone 6.7 degrees Celsius hypothermal, -61.25 degrees Celsius hyperthermal
Metal 6.7 degrees Celsius hypothermal, -158.26 degrees Celsius hyperthermal
Tek 26.9 degrees Celsius hypothermal, 25.56 degrees Celsius hyperthermal
Glass 6.7 degrees Celsius hypothermal, -158.26 degrees Celsius hyperthermal
Greenhouse 6.7 degrees Celsius hypothermal, -16.82 degrees Celsius hyperthermal
Tent 30.7 degrees Celsius hypothermal, 29.40 degrees Celsius hyperthermal
Temperatures at zero insulation
Freezing – 44 Degrees fahrenheit, 6.6 Degrees Celsius
Cold – 60 Degrees fahrenheit, 15.5 Degrees Celsius
Hot – 80 Degrees fahrenheit, 26.6 Degrees Celsius
Burning – 100 Degrees fahrenheit 37.7 Degrees Celsius
Keep in mind, these temperature values are not actual temperatures, nor do they directly calculate from the recorded temperature in the game. Instead, these values should be interpreted by their insulation. For example, on the Island map in a fully-enclosed Thatch structure, instead of freezing at 44 degrees Fahrenheit (6.6 degrees Celsius), you would instead freeze at 31 degrees Fahrenheit (-0.55 degrees Celsius). The temperature values of the insulation, are only how much insulation the various structure materials provide.
To calculate on your own, here's the general rule of thumb: For the Hypothermal values, the temperature rating is how much colder the temperature can get before the related status effect is triggered. For the HypERthermal values, the temperature rating is how much hotter or colder the temperature needs to get to trigger the "hot" or "burning" status effect. For personal status effect temperature calculation, the insulation values must be compared against the "temperatures at zero insulation" chart above.
For armor insulation, the way you determine temperature is you take the total insulation and divide it by 16.7 to get the Celsius temperature insulation value. If you need a Fahrenheit temperature for the calculations, you take the Celsius temperature and multiply by 1.8. Then you compare that to the "temperature at zero insulation" chart I have on this post. Hypothermal insulation values are compared against the Cold and Freezing temperatures while the Hyperthermal insulation values are compared against the Hot and Burning temperatures. A positive Hypothermal value means the temperature at which the related status effect takes hold, is lower. You calculate armor insulation against the status effects the same way you calculate structure insulation against the status effects. See my instructions above on how to do this.
Breeders, for egg incubation information, see below.
Also take into account that the larger your house, the less insulation it will provide. Maximum size to get these insulation values is 5x5 foundations with 4 walls high and a flat roof.
For those who use torches or air conditioners for breeding, here's some extra things to consider:
The Standing Torch provides 100 hypothermal and -50 hyperthermal insulation with the torch only providing insulation out to a distance of two and a half tiles. The insulation value drops linearly with distance. This equates to 5.988 degrees Celsius hypothermal insulation and -2.99 degrees Celsius hyperthermal insulation (10.77 degrees Fahrenheit and -5.38 degrees Fahrenheit respectively) when standing right next to the torch. The stone fireplace provides 300 hypothermal insulation and -100 hyperthermal insulation. This translates into 17.96 degrees Celsius hypothermal and -5.988 degrees Celsius hyperthermal insulation (32.33 degrees Fahrenheit and -10.77 degrees Fahrenheit respectively). The insulation also only goes out to two and a half tiles and decreases linearly with distance.
Here's a rough calculation example to show you how to calculate insulation values for breeding, thanks to Endi.
So 16 A/C provide 1600 insulation, against both cold and heat. This mean 96°C protection. What's the effect and which temperature this give when outside the air is around 25°C ?.. idk
From there, its almost impossible to understand why an wyvern eggs, that is suppose to be hatchable between 80°C and 90°C, can incubate.
Impossible, unless you look at this insulation as a range for this case. So, for example :
0° in the air, 16 A/C, 96°C insulation = -96°C to 96°C range = the wyvern egg will incubate.
-20° in the air, 16 A/C, 96 insulation = -114°C to 76°C range = the wyvern egg will not incubate, you need to increase the insulation temperature to reach the wyvern eggs maximal incubating temperature (90°C).
And yes, the insulation values do stack, so one could essentially make a room in their house specifically for incubation.
Sample breeding scenario: Argent egg, which requires a temperature of 12 - 13.5 °C / 54 - 56 °F. Assuming an air temperature of 0°C, if you wanted to rely on the house alone, then you would need at the very least a fully enclosed 3x3x2 Adobe structure to provide the correct insulation to allow the egg to incubate, since that would give you an insulation range of -6.7°C to 23.5°C.
How the air temperature affects insulation values in regards to egg incubation is this, and thank you again, Endi, for providing the math I needed to figure this out: To determine the temperature range of the insulation for incubation, you first look at the air temperature. The Hypothermal insulation is how many degrees below the air temperature to calculate and the Hyperthermal insulation is how many degrees above the air temperature to calculate. In order for a particular egg to incubate, the insulation values must be greater than the maximal egg incubation temperature, as mentioned previously in the wyvern example.
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Short Answer (Armor+Cold): Use Flak/Riot (for armor) and swap out Legs,Torso,Head,Hands/Feet for Fur as necessary if you need more cold protection (in that order)
Short Answer (Armor+Heat): Use Flak/Riot (for armor) and swap out Legs/Torso,Feet,Hands,Head for Ghillie as necessary if you need more Heat protection (in that order)
Note that this was tested in Version 236 without mods, and maybe be incorrect in the future. Also, I am only looking at primitive (engram quality) items, and you may very well have better results with higher quality pieces. I have included some tables at the end with the values of each item.
Lets look at the best overall armor in each category
For Hypo (Cold) Protection:
Fur(249) >> Hide(85) > Flak/Riot(60) > Chitin(40)
For Hyper (Heat) Protection:
Ghillie(70) > Cloth(60) > Naked(0) > Riot(-16.8) > Flak/Chitin/Hide(-25)
*Note that for Hands and Head, Cloth(15) > Ghillie(10)
Best total = 80 (All ghillie except cloth hands + head)
For good Armor:
Riot(575) > Flak(500) > Chitin(250) > Fur(200) > Ghillie (170)
*Note that top 3 order holds for hypo and hyper as well, with the exception of Chitin Hyper > Flak Hyper (slightly) for Legs and Chest
Both Fur and Ghillie Armor come out at the top of one type of insulation, and as they give respectable total armor they will often be the best choice for extreme weather, even if you expect to fight.
There is a trick for combining sets for armor and insulation. Except for ghillie, every piece will provide identical armor, but may not have identical insulation. Legs and Torso usually have stronger insulation effects (including negative ones).
For Armor and Hypo lets try combining Riot and Fur Gear. We are going to make one suit with Fur Torso/Legs/Head and Riot Hands/Feet. This provides 64+65+52+10+10 = 201 Hypothermic insulation, and 40+40+40+115+115 = 350 Armor. This gives identical armor and 51 more Hypothermic insulation than using Fur Riot Torso/Legs and Fur Head/Hands/Feet. It also gives 150 more armor than full Fur, at the cost of only 48 insulation. Note that using Flak instead of Riot only changes the total armor from 350 to 320.
Basically you can only really improve Hypothermic insulation of a Flak suit by substituting Legs,Torso,Head,Feet/Hands for Fur (preference in descending order). Without higher quality Hide, switching to Hide pieces is not a very good trade as it only increases protection by 5, at the cost of 80 armor.
These tables show the values I found for each armor piece.
answered Mar 14 '16 at 3:02
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Insulation calculator ark
Each level point spent increases fortitude by 2. This in turn increases the hypothermal and hyperthermal insulation by 4.5. In the HUD you will see rounded down integers. Bear in mind to resist hypothermic effects at -5 °C(23 °F), hypothermal insulation of at least 200 is required - so you will not be able to resist all weather effects using fortitude alone without adding an obscene amount of points to the skill.
Each point spent on fortitude will increase your knock-out threshold by 1. This also reduces torpidity gain rate and increases torpidity drop rate.
A Human with 0 points in fortitude will be knocked-out once his torpidity reaches 50 points, a human with 1 point in fortitude requires 51 torpidity to fall unconscious and so on.
Torpidity also seems to reduce the chance of caching diseases like Mega Rabies and Swamp Fever. This is yet to be tested.
- Various Armors will also increase (or decrease) your Hypothermic and Hyperthermic insulation.
- Food dishes can be used to temporarily increase your resistance to extreme temperatures: Fria Curry gives Hypothermic insulation, and Calien Soup gives Hyperthermic insulation.
- Inside a building insulation is increased by 112 Hypothermic and 56 Hyperthermic.
- Staying inside a stone or metal building on Scorched Earth almost always results in overheating. Insulation is unlikely to resolve this problem.
- While Fortitude reduces the Torpidity gained from various damage sources, it does not decrease the damage you receive.
- As of Patch 280.114 natural insulation from fortitude was increased by 8% and the knock-out threshold now increases with fortitude as well.
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