Information in this wiki applies to Hellgate: Global, which was shut down in 2015. It might not be accurate for other versions of the game.
Some information might be relevant to the 2018 Steam release because it's based on Global.
For information more relevant to the original Hellgate: London release and Test Center content, check out the London 2038 wiki.

Nano Forge

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The Nano Forge.

The Nano Forge is a device found in most station that allows players to upgrade the base damage of weapons and base armor and shields of armor. Upgraded items are denoted by a +X affix applied to the item name, where X is the number of upgrades. For example, a Hu's Hypershot that has 3 successful upgrades becomes a +3 Hu's Hypershot.

Success & Failure

The first 2 upgrades (or nanos) are guaranteed to succeed. Any item with 2 or more nano upgrades has the potential to fail further upgrades at a declining rate of success. Further more, the cost of each upgrade increases each time a nano succeeds. Should a nano fail, the current number of upgrades on the item are roll-back a random number of intervals. This is true until the number of upgrades on a item reaches level 6 where a failed nano will result in the item being destroyed, returning a random quantity of nanoshards. The higher upgrade, the more nanoshards that are returned.

When a player nanos a +7 item or higher - a system message is broadcasted across the server, revealing their name and whether or not the upgrade was successful.


Using the Nano Forge

The interface for the Nano Forge.

The player drops the item they want nano forge into the top most grid, where the text says place item here. The nano forge then informs the player what resources and how much palladium is required to perform the upgrade.

A device or enchanter may be placed in the single grid place to increase the nanos chance of success.

A detailed analysis on the chances and required resources can be found here: Mathematical Analysis of the Nano Forge


Upgrade Information

Upgrades Success Rate*** Nanoshards Damage* Shields Armor Feed Cost**
1 100% 1 +8% +35 +10 +2
2 100% 2 +18% +80 +23 +4
3 75% 4 +30% +133 +38 +7
4 60% 8 +44% +192 +55 +10
5 50% 12 +60% +262 +75 +14
6 30% 20 +80% +350 +100 +18
7 30% 28 +106% +465 +133 +24
8 30% 36 +140% +612 +175 +32
9 30% 44 +184% +805 +230 +42
10 30% 52 +240% +1050 +300 +55
11 25% 60 +310% +1358 +388 +71
12 25% 68 +396% +1732 +495 +91
13 25% 76 +500% +2187 +625 +115
14 10% 84 +624% +2730 +780 +143
15 5% 92 +770% +3370 +963 +177

* This number isn't a direct increase, but is used in a calculation that also takes item level and rarity into account
** The increased cost is split between each feed on the item
***The success rate may be modified by the item rarity, as shown by the following values:

Normal: 80% of the displayed value
Enhanced: 90% of the displayed value
Rare: 92% of the displayed value
Legendary: 96% of the displayed value
Unique: 98% of the displayed value
Mythic: 100% of the displayed value
Set: 100% of the displayed value

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