1 (edited by Harvious 2014-06-27 22:22:53)

Topic: Your guide to Understanding the Fabrication system in HSR

First of all, I can't post new topics in guides forum? that seems stupid to me.


The fabrication system in HSR has Two different completely different formula's for how items are made. There are what most older players know as Alpha Fabs, then there is the main fabbing system that uses conduits salvaging and other good stuff we'll get into. Then on top of that there are 2 systems for improving already created items known as Stoning with a enchantment stone, and +ing which is 2 items combining for a 10% increase.

I'll start with the Conduit system as it is the mainstream way of making items and by far the most powerful.

All conduits have a 10 level range that stretches from level 1 - 151. And right there your saying that's not right the max level in the game is 90.
That's true but the easiest way to explain it is that there are 2 different complexities, The complexity of each attribute and the complexity of the item. And items only range 0 - 90 (this is important for stoning)
You may also say well the max Weapon/System Skill is 99 how can we fab level 151 items?
Well this is accomplished by Quantum stones I'll get into later.

but what you need to know is that

Simple - 1-11 - Academy, Tyv, Scythe
Bundled  - 11-21 Tearix, Kraxis, Inside Tyv and Inside Scythe
Insulated - 21-31 Menkalinin, Thuban, Algedi, Kitalpha
Optic - 31 - 41  Off Enemies that are 31-41 (Too many to name)
Threaded - 41 - 51  Off Enemies that are 41-51 (Too many to name)
Plated - 51-61  Off Enemies that are 51-61 (You get the Idea)
Phased - 61 -71 Off Enemies that are 61-71 (....)
Pulsed - 71-81  Off Enemies that are 71-81 (.)
Resonating - 81 - 91 Smete, Sudasuud, Denebola
Fluctuating - 91-101 Boss Area of Denebola, including Sentinel Prime himself.
Atomic - 101-111 Nashira
Quantumn - 111-121 Sulafat
Flux 121 - 131  Sulafat
Neutrino - 131- 141 Defense Fortress (Nashira Boss), Boss Area of Sulafat
Bradyonic - 141 - 151  Celestial Alacrity.

This link doesn't have some of the newer 60-100 systems added to the Talitha side but, it's got alot of others
gj Rowspan

The Basic Formula for making items is:

Conduit + Mold + Attrib(s) = Item

So for systems that translates into

Conduit (Neutrino) + Mold (Fore) + Attrib (Adamantium - 45sa - 135cpx) + Attrib (Ablative Skin - 70 - 140cplx) + Attrib (Biokinetic Nanites - 9 CR - 139) = Neutrino Plate - 45sa 70hull 9cr - Level 140 - Fore

For systems you can have up to 4 stats on one item however, it becomes unstoneable so most people only add 3.

For Weapons:

Conduit (Neutrino) + Mold (Beam) + Attrib (Molecular Coil - Sometype of delay that lands between 18.5 and 19.4 Dps Ration) + Attrib (Hide - +6 or any other skill) = A Neutrino beam with +6 Hide roughly somewhere in between 18.5 and 19.4 dps

For weapons you can only have 1 weapon skill and the values for that skill range from 1 - 6, And while it doesn't show it. they carry level restrictions.

+1 = level 1 minimum
+2 = Level 20 minimum
+3 = level 40 minimum
+4 = level 60 minimum
+5 = level 80 minimum
+6 = level 100 minimum

I think, Don't quote me on that^

Important Rules:

Items final complexity is based off the highest and highest alone. (if I have a 130 attri and 2 level 1 attri's, the item is level 130 and requires a flux conduit.

Molds are more common in low level areas but are the same everywhere

The method for calculating weapon complexity is:
(Dmg x 100)/Delay - 51 = Weapon Complexity

The Method for Calculating an Attribute Complexity

Value * Complexity rate = Complexity


Salvaging is the newest addition to the fabrication system and naturally, alot of people still don't understand it.

First off, the premise of salving is being able turn Items in to attributes to be turned into items again.

This is Accomplished by this formula:

Item + Corresponding Kit + Salvagers Redemption (For 100pc Salvage Rate otherwise, you only get 95% of the stats returned or less if your skill is low) = all Attributes of the item

For systems:
Item (Neutrino Plate) + Kit ( Veteran Salvage Kit - 140) + Salvagers Redemption = Adamantium - 45sa,  Ablative Skin - 70 hull  Biokinetic Nanites - 9 CR returned into your inventory

It's important to note you will not get Conduits, Molds, or enchantment stones from your items.

For Weapons:

Item (Neutrino Beam) + Kit (Veteran Salvage Kit - 140) + Salvagers Redemption = Molecular Coil (Stats we talked about earlier, +6 Hide.

Still won't get Conduits, Molds, Enchantment stones back.

Important Rules,

Each individual Attribute has a 95% Chance to Fail, Always. You can sometimes only lose one attri, or you might loose the whole thing.

Upper level Salvage kits are found on the second level of starbase, kits level 90 and above are next to the center mass on the left, kits lower are on the right.

Without a Salvagers Redemption Your fab will return 95% of your stats back. You can use this if you find an attribute too high for the conduit you have and salvage it without one to knock it into range.

These fabs get EXPENSIVE.

Level 160 Kits are 3m
Level 150 kits are 2.5m
Level 140 kits are 2m
Level 130 kits are 1.75m
Level 120 kits are 1.5m

Another important note is how +ing intertwines with Salvaging;
For example;

Lets say a make a +3 Brood Laser, which is 52/40.  What's nice about salvaging is that I can salvage that 52/40 laser. Remake it as a 52/40 Conduit Beam (In this case it's level 79 which is a Pulsed Conduit so Pulsed Beam. ) and say I've been farming these awhile and I have enough for 3 more +3 Brood lasers ( Equivalent to a +5 Brood Laser, 60/40) BUT, since I put in the extra cash and salvaged and remade them at +3, I get a +2 Pulsed Beam that comes out to 63/40.  15.75 dps vs 15 dps. Was it worth it, you decide.

Unproven Theory below:

I haven't tested this yet, but I believe if you do /item after doing this ^ fab. It will say Upgrade level 5, which is helpful because there is an offense bonus attached to having higher +ed weaponry.

Again, just a theory.

Theory is Over.

That Covers everything on Conduit Fabs and This leads into probably the most important aspect of all of fabbing right now.

Quantum Stones:

For those who don't know, There are two types

Quantum Catalyst : Reduces required skill by 35% < ? (Not Sure if 35 or 25, one of those though)


Quantum Infusion: Reduces required skill by 50%

Catalyst's drop from the Brood Bosses in Perceus, Hydra, and Cerebus


Infusions drop from Defense Fortress and maybe Celestial Alacrity in Sulafat (Not Sure if CA drops them or not).

How they work;

It's VERY important to grasp that they do NOT lower the item's complexity in anyway.

What they actually do is reduce the skill you need to fabricate with them, Example:

Level 150 Conduit fab,

Conduit + Mold + attrib(s) + Infusion = Only needing a fabricator with 75 weapons or system skill and assuming your fabber is competent your guaranteed a 95% chance.

There are no 100's in this game. Except Stoning.

That being said, don't use these for stoning items unless your is stoning something which has a shown complexity higher than his skill.

Standard Item Fabrication (a.k.a +Ing)

This is pretty simple,

1 + 1 = +1
+1 + +1 = +2
Caps at +9

When going for high ranks just remember

+1 = 2
+2 = 4
+3 = 8
+4 = 16
+5 = 32
+6 = 64
+7 = 128
+8 = 256
+9 = 512

Each + is a 10% increase, based off the value of the item at +0.

So if you happen to stone an item before starting your +es, it will increase more per + but most cases you can get the same result without wasting a bunch of stones so this is only in unique situations.

Important Trick:

Because of the way HS rounds,
+ing an item up to when it "Turns" then salvaging is a good way to get a little more out of your items.
"Turning" is when an item reaches a new power of 10, I.E. in the +3 brood fab, salvaging an item at +3 (52) is more beneficial in the long run because future +es are based off of the 52 value and increase by 5 damage every + instead of 4.

Important Rule:

Only Damage is increased by +ing a weapon

The Stat for Cloak gets lower by +ing.

HS will doesn't round up until you clear a full integer.
44 - 48 - 52 - 57
44 - 48.4 - 52.8 - 57.2


Stoning is also Very simple,

Item + Stone = Stoned Item.

Important Rules:


Skill Required = Complexity shown when clicking on item. Which means you'll only ever need up to 90 skill to stone all items.

I stoned a level 200 item one time, it doesn't matter.

You CAN use a Quantum Stone but why would you?

If you stone first all +es go off the stoned value,

Here's a list of stones courtesy of Silviadreamer:

    Wep Stones:
Ex Ri Kra -4 delay         Xo Ri Kra -6 delay
Ex Um Dro 4 dmg        Xo Um Dro 6 dmg
Qi Yol - Offensive Effect (These give abilities to your weapons that cast randomly)
To Dru - Defensive Effect (These give abilities to your weapons that cast randomly)
    Sys Stones: 
Ex Xru Vo <15 hull                Xo Xru Vo <25 hull(not sure)
Ex Xen Ra 5 sa                      Xo Xen Ra 7 sa
EX Wor Ia 2hr                        Xo Wor Ia 5 hr
Ex Tri Wo 5 haste                 Xo Tri Wo 7 haste
Ex Lin Xa <40 shield            Xo Lin Xa <65 shield
Ex Vog To 5 cr                       Xo Vog To 9 cr
Ex Sar Ti <40 psi                  Xo Sar Ti <60 psi
Ex Dro Xa 2 psir                   Xo Dro Xa 4 psir
Ex Lun Gi 15 off                    Xo Lun Gi 25 off
Ex Qov Hi <18 res                Xo Qov Hi <22 res
Ex Uel Po 4 rech(pr)            Xo Uel Po 6 rech(pr)
Ex Lor Xi <70 pwr                 Xo Lor Xi <70 Power

And here are the Black stone values courtesy of Baphomet:

Vog To     Systems     Adds Crew Regen : +1    10K
Um Dro     Weapons     Increases Weapon Damage : +2     20K
Ri Kra     Weapons     Decreases Weapon Power : -2     20K
Qi Yol     Weapons     Random Offensive Effect     50K
To Dru     Weapons     Random Defensive Effect     50K
Xen Ra     Systems     Adds Armor : +3     10K
Lor Xi     Systems     Adds Power : +50     10K
Tri Wo     Systems     Adds Haste +3     10K
Lin Xa     Systems     Adds Shields : +(15-30)     10K
Rei Zi     Systems     Adds Defense : +(5-10)     10K
Lun Gi     Systems     Adds Offense : +(5-10)     10K
Qov Hi     Systems     Adds Resistance : +(5-10)     10K
Nin Ki     Systems     Adds Sensors : +(5-10)     10K
Sar Ti     Systems     Adds Psi : +(15-30)     10K
Xru Vo     Systems     Adds Hull: +(5-10)     10K
Uel Po     Systems     Adds Power Regen : +2     10K
Wor Ia     Systems     Adds Hull Regen : +1     10K
Dro Xa     Systems     Adds Psi Regen : +1     10K
Vog To     Systems    Adds Crew Regens: +3  10k


These are old recipes based off old systems that still work if you gather all the parts.


Reinforced Plate:

SA: 5 (Aft, Port, SB) 6 (Fore)

Materials: 1x Steel Plate 1x Mold (Mold Corresponds to the side you want SB mold = SB plate your making) 1x Steel 1x Platinum 1x Conduit (Purple kind)

Triendurium Plate:

SA: 9 (Aft, Port, SB) 10 (Fore)

Materials: 1x Reinforced Plate (Sides Must Correspond to what side you want) 1x Tritanium Plate (Sides must correspond to what side you want and what the reinforced is) 1x Mold 1x Gold

Organic Plate:

SA: 12 (Aft, Port, SB) 15 (Fore)

Material: 1x of each side of Polyorganic plates 1x mold (Mold determines side like Reinforced plate)


Durex Shields:

Shields: 150

Materials: 1x Lt. Shield 1x Conduit 1x Capacitor 1x Gold

Zyon Shields:

Shields: 200

Materials: 1x Durex Shield 1x Adv. Conduit 1x Adv. Capacitor 1x Platinum


Piercer Missiles: Skill required 0
Aluminum, Hydro, Titanium
Stats: 6 damage, 30 attack bonus

Seeker missiles: Skill required 6
Stats: 2 damage, 60 attack bonus

Punisher missiles: Skill required 13
Stats: 10 damage, 20 attack bonus


Steelhawk fighters: Skill required 15
Stats: 2 damage, 20 attack bonus


Catalysium: Tech level 15 Munitions
1 Plutonium,1 Ixium,2 Phosium
Stats: Power Regen +5

Other: (I don't think these still work - they were bugged for most of Beta)
Battle Droid MK1
Fore Mold Aft Mold Port Mold SB Mold Small Barrel Simple Conduit Conduit Basic Capacitor Energy Focus

Battle Droid MK2
Fore Mold Aft Mold Port Mold SB Mold Small Barrel Conduit Conduit Capacitor Energy Focus

Battle Droid MK3
Fore Mold Aft Mold Port Mold SB Mold Medium Barrel Adv. Conduit Conduit Adv. Capacitor Energy Focus

Battle Droid MK4
Fore Mold Aft Mold Port Mold SB Mold Large Barrel Adv. Conduit Adv. Conduit Adv. Capacitor Thermal Cage

(Battle Droids May not be ingame anymore who knows)


Other Helpful Fab links:


It's in german but, the chart for how weapons scale could be helpful


Anka was the first fabber to get 99 skill in all tree's.
He knows his stuff.

Baph's Stones

Baph's Systems

Baph's Munitions

Me + Knightscar's guides

Harviousify - Manipulater
Shadey - Pyro

Re: Your guide to Understanding the Fabrication system in HSR

OMG this is amazing! THANK YOU!

3 (edited by PeyNN 2014-07-01 12:23:03)

Re: Your guide to Understanding the Fabrication system in HSR

Nice Guide Harv Great job http://3.bp.blogspot.com/--h4eLCX9klE/UZHjEBYfY2I/AAAAAAAADoo/W5bcUQjtXls/s1600/thumb-up-facebook-emoticon-like-symbol.png]

Peynn T6 Enf
Peyn T3 Dec

Re: Your guide to Understanding the Fabrication system in HSR

Cute guide remake harv. ;-)

- Hostile

Re: Your guide to Understanding the Fabrication system in HSR

Crip wrote:

Cute guide remake harv. ;-)

I gave credit to everyone I copied and pasted tongue

Besides no one had covered in detail the newer stuff

Harviousify - Manipulater
Shadey - Pyro

Re: Your guide to Understanding the Fabrication system in HSR

When you salvage an item, is it 95% like the guide says, or is it 1 less than the stat when it comes to damage on the core?

I have a really low level of weapons fab right now and the few items that I get a 95% chance to make, it always has the predicted core to be 1 less, not 95%.

Wanted some clarification if possible, thanks.


7 (edited by nevake 2014-07-21 16:15:09)

Re: Your guide to Understanding the Fabrication system in HSR

Actually, it seems i discovered a glitch. Or is it? I don't even know I'm so confused. Can Harv / Supa clarify . And if it is a glitch, how soon are you going to fix it?

I want to start making my weaps but gotta calculate in advance.

Another question I have: does complexity and weapon damage (from plussing) round down for sure? A friend in game is telling me it rounds normally, but the system might've changed.



8 (edited by Harvious 2014-07-21 19:50:42)

Re: Your guide to Understanding the Fabrication system in HSR

nevake wrote:

When you salvage an item, is it 95% like the guide says, or is it 1 less than the stat when it comes to damage on the core?

I have a really low level of weapons fab right now and the few items that I get a 95% chance to make, it always has the predicted core to be 1 less, not 95%.

Wanted some clarification if possible, thanks.

Without a specific example, I'd say that your getting 95% of the original stat and just the way it's rounding it comes out to be 1 less.

What's your ingame name? I'll try to be online and you can PM me, but the item numbers of the items in question here.

As for how things round for plussing, Items will only round a full number when they have a decimal. a 52.8 damage beam (+2 44/40 beam) will deal only 52 damage not 52.8 thus I say it rounds down. however when you plus this item (10% of the base 44/40 is 4.4) you account for the 52.8 and you get a +3 value of 57.2.

Harviousify - Manipulater
Shadey - Pyro

9 (edited by nevake 2014-07-22 00:29:32)

Re: Your guide to Understanding the Fabrication system in HSR

Hi harv. My ingame name is Falco. And, as an example: I salvaged a 50/90 launcher, got a 49/90 framework instead of a 47/90 framework as predicted.

And I see about the rounding, that makes sense, thank you.


Re: Your guide to Understanding the Fabrication system in HSR

Thanks for the info. Really appreciated and useful!

Skype: bulletpoof
Email: naxarata@gmail.com