Crafting products from Blueprints is performed in a NanoFab Forge, a device that uses nanotechnology to build things from raw materials. The NanoFab room in the Safehouse contains a NanoFab Forge with Crafting Benches to construct different types of products from Nano-Bearing Substrate Cubes.

## Nano-Bearing Substrate Cubes[edit | edit source]

Nano-Bearing Substrate Cubes, or NBS Cubes, are the raw material component of modern NanoFab forges. NBS Cubes come in three colors. Blue Cubes are the standard supply for crafting and provide a 2% crafting cost discount. Red Cubes are an enhanced supply that provide a 5% reduction of crafting time and add 5% to the chance of rolling Intrinsic bonuses for Weapon or Armor craft. Gold Cubes are an enhanced supply that provide 10% to the chance of rolling Intrinsic bonuses for Weapon or Armor craft. Gold Cubes provide no bonus to Item and Weapon Mod crafting.

Each Blueprint requires a certain number of Cubes of any color. The default is to use Blue Cubes. The Crafting interface can exchange Red or Gold Cubes for Blue in the recipe. Bonuses granted by the Cubes are additive; 5 Blue Cubes will reduce crafting cost by 10%.

Cubes can be obtained from Lockboxes during missions. Cubes can also be obtained in exchange for Tokens generated by the Underworld Hub. Blue and Red Cubes can be traded for Level 4 Tokens; Gold Cubes require Level 5 Tokens.

Even though we provide the blueprints, the raw materials, power, nano scrubbing and the fabrication equipment, crafting costs additional cash, up to $500,000 for the highest level items. The printing-nano is siphoned from the Blueprints wells, mixed with lesser quality or filler NBS and used as the backbone of the fabrication process which also includes gray cubes, so there are other resources that aren't directly represented as things we have to gather within the game that are key to this 2231 state of the art fabrication. We're not exactly crafting in a clean and sustainable environment. Every craft is very taxing on our forge, requires replacement parts, immense amounts of stolen power, relatively safe disposal of dust. Shielding and hiding the operation of the NanoFab, especially when it is active is definitely a big cost. The post-processing on a fab can be expensive - cleaning, curing, re-running parts that didn't come out perfect.

## Crafting Benches[edit | edit source]

The NanoFab can house several Crafting Benches of four types. Each type produces a different product: Weapons, Weapon Mods, Armor, and Items. The Crafting interface enables exchanging Red or Gold NBS Cubes for Blue NBS Cubes in the recipe. Below the recipe is a summary of the cash discount, time reduction, and bonus chance to add an Intrinsic effect. Below that is a summary of the rules for the specific type of Crafting Bench.

### Item Crafting Bench[edit | edit source]

Items can be crafted with a combination of time, cash, and a certain number of NBS Cubes of any color. Nano-Bearing Substrate Cubes can provide 2 bonuses for crafting cost reduction (2% per Blue) or crafting time reduction (5% per Red). Gold Cubes can be used but provide no bonus.

The typical cost of crafting an Item in the NanoFab is NBS Cubes of any kind equal in number to the level of the item, less than $50K cash, and 24 hours manufacturing time. For some Items, one use of a Blueprint creates more than one product.

### Weapon Mod Crafting Bench[edit | edit source]

Weapon Mods can be crafted with a combination of time, cash, and a certain number of NBS Cubes of any color. Nano-Bearing Substrate Cubes can provide 2 bonuses for crafting cost reduction (2% per Blue) or crafting time reduction (5% per Red). Gold Cubes can be used but provide no bonus. Weapon Mods created from this bench can be attached to and detached from compatible weapons freely.

The typical cost of crafting a Weapon Mod in the NanoFab is NBS Cubes of any kind equal in number to the level of the mod, less than $50K cash, and 24-48 hours manufacturing time.

### Armor Crafting Bench[edit | edit source]

Armor can be crafted with a combination of time, cash, and a certain number of NBS Cubes of any color. Nano-Bearing Substrate Cubes can provide 3 bonuses for crafting cost reduction (2% per Blue), crafting time reduction (5% per Red) or increasing the chance to roll a random Intrinsic nanoproperty for the armor (+10% per Gold or +5% per Red) if one is not provided elsewhere.

You can add a second Armor Blueprint, which will copy its Intrinsic nanoproperties into the crafted Armor. If both Armor Blueprints have Intrinsic effects, the crafted Armor will have both effects merged.

Even if the second Armor Blueprint does not have Intrinsic nanoproperies, adding a Blueprint still increases the chance that crafted armor will gain a random Intrinsic effect.

In the Crafting interface, Intrinsic nanoproperties of a Blueprint are highlighted in green. Random Intrinsic nanoproperties derive from what is available in the game on unmodified Blueprints. The Crafting interface will not allow a second Armor Blueprint which is identical to the Primary Blueprint. This also means that crafting will not generate a random Intrinsic nanoproperty which is identical to the nanoproperty on the Primary Blueprint. However, crafting can generate a random Intrinsic nanoproperty which is the same type as that on the Primary Blueprint but a different value. For instance, if the Primary Blueprint has Ranged Accuracy +4%, crafting could generate a random Intrinsic of Ranged Accuracy +7%, because Blueprints exist with each of those values; the resulting Armor would have Ranged Accuracy +11%.

- If a second Blueprint is NOT added, the base chance of generating a random Intrinsic is 10%; 9 Gold NBS Cubes is sufficient to guarantee a random intrinsic is generated
- If a second Blueprint is added which does
have an Intrinsic nanoproperty, the base chance of generating a random Intrinsic is 30%; 7 Gold NBS Cubes is sufficient to guarantee a random intrinsic is generated**not** - If a second Blueprint is added which has one or more Intrinsic nanoproperties, the properties will be added to the crafted Armor; using Gold NBS Cubes does not give any useful bonuses
- These rules apply whether the primary armor blueprint has an intrinsic or not; a random intrinsic or an intrinsic from a secondary armor blueprint can be added in addition to any intrinsics on the primary blueprint

Some Blueprints start with 2 Intrinsic nanoproperties, usually related, such as Rifle Accuracy and Close-Quarters Accuracy. Random Intrinsic nanoproperties derive from what is available on unmodified Blueprints, so they, too, will sometimes be generated in pairs. The crafted Armor will contain all nanoproperties from the original plus all nanoproperties from the secondary Armor, or from the randomly generated Intrinsic. Bonuses granted by nanoproperties include:

- Attributes (Strength, etc)
- Accuracy (Sniper/Railgun, Pistol/SMG/Revolver, Ranged, Drone, etc.)
- Damage (ballistic, kinetic, crit bonus, stealth crit bonus, Full-Auto, etc.)
- Critical %
- Evasion
- Action and Movement (Action Points, Movement Points, Movement Speed)
- Recoil (reduced recoil, ignored recoil)
- Cover Bonus
- Hit Points
- Resistance (Wound, Stress, Death, etc.)

The typical cost of crafting an Armor in the NanoFab is NBS Cubes of any kind equal in number to twice the level of the Armor, $50k-$500k cash, and 2 days manufacturing time. Adding a second Armor to the recipe does not affect the number of Cubes required or manufacturing time but does increase the cash cost.

### Weapon Crafting Bench[edit | edit source]

Weapons can be crafted with a combination of time, cash, and a certain number of NBS Cubes of any color. Nano-Bearing Substrate Cubes can provide 3 bonuses for crafting cost reduction (2% per Blue), crafting time reduction (5% per Red) or increasing the chance to roll a random Intrinsic bonus for a weapon mod (+10% per Gold or +5% per Red).

A Weapon Blueprint can be supplemented with up to 4 additional Blueprints (as set by Cold Storage level) - either Weapon Mod Blueprints (such as a scope) or Intrinsic (such as a Damage Booster).

By adding Weapon Mod Blueprints, the Mod and its bonuses are permanently fused to the weapon and it can never be detached. However, for each Mod Blueprint fused, you gain an additional roll for a bonus Intrinsic effect.

By adding Intrinsic Blueprints, you have exact control over what bonuses are included but trade away the chance for an additional random Intrinsic effect.

Adding two Blueprints with identical names will result in a type conflict error. Adding two Blueprints of Weapon Mods for the same mod slot will also result in a type conflict error. Only two or three Weapon Mods can be added, one for each mod slot on the crafted weapon. Any further Blueprints must be Intrinsic Blueprints.

- One roll to add a random Intrinsic is made for each Weapon Mod Blueprint added to the recipe; the Weapon itself does not get an extra roll, nor do Intrinsic Blueprints.
- Each roll has the same probability for generating an Intrinsic, determined by Gold NBS Cubes used in the recipe
- The base chance for each Intrinsic roll is 0%; 10 Gold NBS Cubes will guarantee a random intrinsic is generated for each added Weapon Mod
- The Intrinsic generated will be a mod for the same slot as the added Blueprint which caused the roll, e.g. a Pistol Barrel mod will roll for a Pistol Barrel mod Intrinsic

The weapon will get the same number of effects whether you use Weapon Mod Blueprints or Intrinsic Blueprints. For example, consider crafting a sniper rifle. In addition to the sniper rifle Blueprint, the player adds Blueprints for an Amak Scope, a Ranged Accuracy 1 intrinsic, a Fang Heavy Barrel, and a Wyrmfire Tactical, then adds enough Gold NBS Cubes to guarantee the intrinsics rolls will be successful. The resulting weapon will have Amak Scope, Fang Heavy Barrel, Wyrmfile Tactical, and Ranged Accuracy 1, plus 3 randomly rolled mods, a total of 7 effects. Alternatively, the player could craft using only Intrinsic Blueprints, say three Ranged Accuracy 1 and a Single Shot Damage 1. No Gold NBS Cubes would be needed because there would be no chance for random intrinsic rolls. But the player could craft the Amak Scope, the Fang Heavy Barrel, and the Wyrmfile Tactical and manually attach them to the resulting weapon. The result would still have 7 effects, and the mods could be detached and replaced with better ones later. The difference is 3 randomly rolled intrinsics vs. 3 known intrinsics plus the ability to change mods. The randomly rolled intrinsics will often be better than the Intrinsic Blueprints, but they may not be what you want.

The typical cost of crafting a Weapon in the NanoFab is NBS Cubes of any kind equal in number to twice the level of the Weapon, and $50k-$500k cash. Base manufacturing time is 4 days for Common, 6 days for Rare, 8 days for Epic, and 10 days for a Legendary Weapon. Adding Blueprints to the recipe does not affect the number of Cubes required but does increase the cash cost and manufacturing time.