Choose the task and finish the next step
Prepare for regional heat and cold with the relevant equipment and effects. Check protection while traveling and after dismounting rather than assuming a riding benefit covers every state.
Work from a reproducible starting point
- Check the prerequisite, selected game revision and the current state of the save.
- Use the actual linked Pals, item recipes and map/tool entries for the next step.
- Verify the intended outcome, then record the inputs so another player can repeat the task.
Evidence boundary
Official 1.0.3.101283 static source binds the equipment levels, their addition, deployed Fire/Ice adjustment and the distinct ambient/Burn/lava damage paths used here. Dated reports about later mounted-burning bugs remain source reports; no later-patch replay or universal climate simulation is claimed.
Read the gauge in the state you are actually traveling
Use the fixed official 1.0.3.101283 equipment and application rules below. Compare the gauge on safe ground with the current Pal deployed and after recalling it. Active heat sources and status effects can change signed body temperature; a safe starting point does not establish that an entire route is safe.
Assemble four layers, then keep only what helps
- Armor: choose a heat, cold or mixed baseline for the next destination; combat defense remains separate.
- Accessory: its matching climate levels add to the armor’s levels. The system sums these effects rather than automatically choosing the highest item. Identical repeated item IDs are deduplicated.
- Deployed Pal: Fire-only warms by one level and Ice-only cools by one. This native handler adds no adjustment for a Pal with both elements or neither. Recall removes that Pal’s contribution.
- Route state: check the gauge and active Burn/lava hazards separately. Burning adds three heat levels; climate resistance is not a direct-hazard immunity.
Armor milestones for a planned route
The resistance levels below match actual official static item/passive rows. Their climate effects add across eligible equipped armor and accessories; separate Fire/Ice damage-defense effects are not climate levels. Recipe and schematic unlocks retain their own source records.
| Stage | Useful armor family | Official resistance levels | Decision |
|---|---|---|---|
| Level 9 | Tropical / Tundra Outfit | Heat 2 / Cold 2 respectively | Cheap specialist for the next trip |
| Levels 16–18 | Heat / Cold Resistant Pelt | Matching side 2 | Upgrade for combat defense as needed |
| Levels 23–27 | Metal and climate variants | Plain both 1; specialist favored 2/other 1 | Choose by the actual route |
| Levels 37–54 | Refined Metal / Pal Metal / Plasteel | Both 1 or favored 2/other 1 | Use accessory to cover a missing side |
| Level 56 | V2 Armor | Heat 2 and Cold 2 | Mixed-route breakpoint |
| Levels 59–65 | Hexolite and climate variants | Both 2 or favored 3/other 2 | Dedicated extremes may justify a specialist |
| Levels 68–79 | Ancient and climate variants | Both 2 or favored 3/other 2 | Protect combat defense while completing resistance |
The three captured undershirt recipes
All three local recipes require their corresponding schematic. Official 1.0.3.101283 item/passive rows establish the levels below, including the captured tiers. They add to eligible armor resistance. The pinned material bills remain separate from the climate application rule.
| Item | Official climate levels | Pinned ingredients |
|---|---|---|
| Thermal Undershirt | Cold Resistance 3 | 20 Wool;15 Ice Organ;25 Leather;10 Cloth |
| Heat Resistant Undershirt | Heat Resistance 3 | 20 Wool;15 Flame Organ;25 Leather;35 Fiber |
| Multiclimate Undershirt | Heat 3 and Cold 3 | 40 High Quality Cloth;20 Flame Organ;20 Ice Organ;20 Polymer |
Check a fixed source before repeating a rare chest
The reference item records list an Ancient Shrine schematic reward for each undershirt, with Oil Rig 2 and Dark Island treasure as alternatives. Inspect the item’s acquired source table and its map route before farming a broad loot pool. The claim is a source-data observation; world access, whether the shrine reward has been claimed, and later patch behavior still matter.
A hot-route departure check
- Equip an appropriate heat-resistant or mixed armor baseline.
- Add Heat Resistant or Multiclimate Undershirt when the matching resistance is still insufficient.
- Recall a Fire-only Pal to remove its +1 warming; deploy an Ice-only Pal for a temporary -1 adjustment when helpful.
- Leave lava and flames, then let Burn clear before evaluating the ambient climate.
- Carry a cold answer for the return trip and an escape that does not depend on one injured Pal.
A cold-route departure check
- Equip a cold-resistant or mixed armor baseline and add Thermal or Multiclimate levels if needed.
- A deployed Fire-only Pal supplies +1 warming. An Ice-only Pal supplies -1 cooling and can worsen a cold route.
- Compare the actual destination and route state rather than assuming a safe start covers it.
- Keep independent travel and recovery supplies; local heat support is not whole-map protection.
Diagnose a sudden change in six observations
| Observation | Test before changing the build |
|---|---|
| New Fire/Ice partner or mount | Recall it and compare the gauge in the same place |
| Recent burning or lava contact | Move to safe ground and wait for the status to finish |
| Only at night or high elevation | Compare the same route state and pack the matching layer |
| Effect seems absent after a swap | Re-equip the named item and inspect its displayed effect |
| Heat repeats after mounted burning | A dated community report suggests reloading; this is not an officially verified cure |
| Health still drains with a full shield | Identify status/environmental damage separately from combat shield damage |
Keep the damage categories separate
Ambient temperature damage bypasses the shield and reduces Health. Burning and lava have separate direct damage calls that allow a positive shield to absorb their ticks. Burning also raises body temperature by three levels, so that added heat can separately cause ambient Health loss even while the shield absorbs direct Burn damage.
Heat Resistance is not lava or Burn immunity. Leave the hazard, allow the status to clear, then compare the climate gauge in the same location.
| Hazard path | Shield behavior | What to check |
|---|---|---|
| Hazardous ambient temperature | Bypasses shield | Matching heat/cold resistance and current gauge |
| Burn direct tick | Positive shield can absorb it | Burn status and its added +3 heat |
| Lava direct tick | Positive shield can absorb it | Leave contact; lava can also invoke Burn |
Read resistance as levels, not a percentage
The body component clamps signed temperature to -4 through +4. Without a separate immunity effect, a matching resistance of N prevents the hazardous temperature state when the magnitude is at most N+1. Heat or cold resistance changes that threshold; it does not cool the signed temperature itself or turn into a direct-damage reduction percentage.
For example, Heat 2 armor plus Heat 3 undershirt supplies Heat 5 through addition. Extra resistance beyond what the current gauge requires may use an accessory slot without helping that particular ambient-temperature state. Burn and lava remain separate hazards.