Hellgate: London Mod Guide v1.0
Written for GameFAQs

By White Lynx

CONTENTS

1. Preface
2. What is a Mod?
3. Mod Types
4. Mod Effects
5. Choosing a Weapon
6. Installing Mods
7. Which Mod To Use?
8. Mods and the Nano Forge - Mod Levels
9. A Note About the Augmentrex
10. Too Many Mods!
11. An Example or Two
12. Time For A New Weapon?
13. Credits / Legal Stuff / Contacting Me

1 - Preface

	Hellgate: London uses a system of weapon modification that allows 
players to add various effects to their weapons, customizing and 
strengthening them to the player's tastes and personal specifications. This 
system is very flexible, allowing a near-infinite combination of mods to be 
installed in many different types of weapons. How effective the mods are, 
however, depends heavily on the player's knowhow on how to best use the mods 
they have.

2 - What is a Mod?

	A mod is a small gadget of one kind or another that adds special 
characteristics to any weapon it is attached to. They are found as loot drops 
in the game world, in chests, built from blueprints, constructed at the 
crafters, or bought from a vendor. You will never find a weapon in the game 
world with mods already attached.
	Mods vary widely in their type and use, as well as the kind of effects 
they can have. Generally, you'll want to have a fair variety of mods to 
choose from in case you acquire a new weapon or the mods in your weapon(s) 
become obsolete (addressed later).

3 - Mod Types

	Mods come in six types - batteries, fuel, ammo, rockets, techs, and 
relics. You'll find most classes find some mod types very commonly used, and 
others you rarely have need for. For example, a Marksman or Engineer won't 
usually find relic slots on their weapons - relatively few Hunter guns have 
them. Similarly, Guardians and Blademasters won't usually find much use for 
ammo mods except on the occasional sidearm. Evokers and Summoners can 
generally expect to find use for most mod types because of the exotic nature 
of their weapons.
	In general, all classes will find use for battery and fuel mods.

4 - Mod Effects

	Mod effects are widely varied. As with mod types themselves, some mod 
effects are only useful to certain classes - or even certain weapons. 
Sometimes there are even mod effects you don't want to have together on the 
same weapon (See notes on Shield Overload and Shield Penetration below).
	Below is a list of some of the mod effects you may encounter. There are 
probably a lot more out there. Rare and legendary mods may have more than one 
effect. Don't forget that these effects are only active while your character 
is physically wielding the weapon - simply having a weapon in one of your 
three battle sets won't give the beneficial effects of its mods unless that 
battle set is actually being used.
	One other note: Most, if not all, of the mod effects can stack.

Attribute +X: Some mods give a boost to your character attributes like 
Strength or Accuracy for as long as the weapon is in your hands. This is 
particularly useful if the weapon's equip requirements are just a little too 
high for you - installing a mod that boosts the needed attribute effectively 
lowers the weapon's requirements for that attribute. In this way, you can 
cheat a little and equip weapons you wouldn't normally be able to. Just be 
careful about nano forging the weapon to the point where the mod ceases 
functioning (see Mods and the Nano Forge).

Health Regeneration X/min: Mods with this attribute give your character a 
small health regeneration. This will not save you in combat because the bonus 
given is usually very small; but if you are patient, you can recover your 
health between confrontations without using health injectors as much. Just 
don't let your guard down while waiting!

Power Regeneration X/min: Similar to health regeneration, except this applies 
to Power Points. Since your power points regenerate on their own, this boost 
therefore increases the regen rate. This is useful for just about all 
classes, but particularly for classes that rely on Power Points like Evokers.

+X Luck: Very useful. This gives a Luck boost that can increase the drop rate 
of rarer items. Despite being a handy mod effect, you'll probably want to 
think in the direction of combat most of the time and place this mod 
relatively low on your priority list of effects you'll want. If you do use 
this, however, you can probably count on more rare items to at least 
deconstruct to get Nanoshards.

Increase Range by X/X% - Very useful for a Marksman or Engineer, allowing you 
to hit more distant targets. Only affects ranged weapons. Note that this 
doesn't increase your weapon's actual accuracy - it only allows your shot to 
travel a longer distance. If you can combine this mod with another that 
increases weapon accuracy, you'll find it a very effective combination!

Increases Damage by X% - All damage dealt by the weapon is increased by the 
percent given. Usually a small percentage, but like all mod effects, the 
percentages stack with other bonuses.

Adds X% Elemental Damage - These kinds of mods can be useful for adding more 
types of elemental damage to a single weapon. The damage added is calculated 
based on the weapon's base damage; for example, if a weapon does 100 damage, 
and the mod adds 10% damage of a specific element, the effective damage will 
be 100 + 10 of the elemental damage. Note that this 10% damage is not 
reflected in the weapon's base damage display.

+X to (Status Effect) Attack Strength - This mod is only useful on weapons 
whose damage type corresponds to the status effect on the mod. In other 
words, poison attack strength boosting mods should only be installed on 
poison damage-dealing weapons, ignite attack strength boosting mods should 
only be installed on fire damage-dealing weapons, and so on. (Phase 
corresponds to spectral damage, and stun corresponds to physical damage.) The 
mod essentially increases the chance of inflicting the status effect 
corresponding with the damage type with each hit.

+X% Damage to (Enemy Type) - This allows the weapon to deal additional damage 
to a specific type of enemy (demons, beasts, necros or spectrals). This can 
be useful to counter any inherent disadvantages to the weapon's damage type; 
for example, since necros have inherent resistance to poison attacks, 
installing a mod on a weapon that deals poison damage will help offset the 
inherent disadvantage one would normally have while fighting necros with that 
weapon. Another example would be fighting spectrals with a weapon that deals 
spectral damage.

Critical Chance Multiplier +X% - Increases the weapon's chance of scoring a 
critical hit. This mod's effect is usually quite small due to the math used 
to calculate the multiplier bonus.

Critical Chance Multiplier (Enemy Type) +X% - Along the same lines as the 
previous mod effect, this gives a slight boost to the chance of scoring a 
critical hit on enemies of the specified type. This mod effect is usually 
quite small.

Critical Chance Bonus +X% - The bonuses here are pretty small, but that's 
because they directly increase your percentage chance to score a critical 
hit. Mods with this ability are quite useful, especially on rapid-fire 
weaponry.

Critical Damage Bonus +X% - This effect gives a bonus to the actual damage 
you do when scoring a critical hit, a bonus based on the indicated 
percentage.

Critical Damage Bonus (Enemy Type) +X% - As with the previous mod effect, 
this effect increases damage when scoring a critical hit - but only on the 
specified enemy type.

Shield Overload - This effect basically increases the damage done to an 
enemy's shields. If your shield overload was at 100%, that means that your 
weapon will deal twice as much damage to the enemy's shields on every hit. 
Shield Overload ONLY affects shields; it does not affect damage to actual 
enemy health.

Shield Penetration - This effect actually allows a certain percentage of your 
weapon's damage to pass right through an enemy's shields and be applied 
directly to their health. The percentage is usually quite modest, but it can 
be quite useful since some enemies have more shielding than health.

	NOTE (Thanks to Longballer for this tip): Shield Overload and Shield 
Penetration should NOT be used together on the same weapon. The reason is 
because the nature of the two mod effects serve to literally cancel each 
other out - Shield Penetration redirects some of your weapon's damage AWAY 
from the target's shields, effectively lowering the attack power that Shield 
Overload multiplies. If your Shield Penetration was 100%, Shield Overload's 
multiplier would be applied to an effective attack power of 0 and thus would 
be useless.
	Longballer also points out that Shield Penetration is a good mod effect 
for soloers (to bring enemies down faster, and since the effect only really 
benefits you personally), whereas Shield Overload can be helpful for groups 
(since it batters down shields faster for the entire group to exploit).

Energy Consumption -X - This effect is ONLY useful on certain weapons that 
bring up a charge bar when equipped - usually continuous fire beam weapons 
like Zeus Rifles and Venom Lances, most streaming field guns, the Templar's 
Lightning Sword, the Hunter’s Bladesaw melee weapon, and other similar 
weapons. This effect will slow the energy drain caused by firing 
continuously, allowing you to fire longer before the weapon drops down to its 
lowest attack power. This effect is useless on any weapon that has no such 
energy level bar, and is thus very specialized. Usually you'll find this mod 
effect in the form of a battery.

Splash Damage Radius Increase - Fairly self-explanatory. Ranged weapons that 
create a splash damage radius on hit like most rocket launchers can benefit 
from this effect; it is useless on any weapon that does not have splash 
effects. With it, a splash weapon's radius can be increased by the designated 
amount to effectively hit more enemies with a single shot.

Weapon Accuracy +X - Extremely useful to rapid-fire and single-shot weapons 
alike, this mod effect usually comes in the form of a tech. Of course, this 
effect is only useful on ranged weapons. This mod will permanently reduce the 
aim straying from a rapid-fire gun and allow it to hit more distant targets 
more reliably. Note that this effect is also useful on weapons like sniper 
rifles; it increases the rifle's accuracy over a long distance. As any 
marksman in Hellgate can tell you, just because the target is in the 
crosshair does not guarantee a hit at range; In Hellgate, RPG accuracy 
calculations figure in once the game determines what you are aiming at in the 
traditional FPS fashion. The math dictates that the accuracy of the weapon 
can help offset the distance to the target, increasing the chances of a 
successful hit. This is in stark contrast to the old Morrowind method of 
weapon accuracy/skill calculation, which didn't seem to take distance to the 
target into account at all - you could be shoving your gun up the enemy's 
nose and still miss. Hellgate doesn't seem to have this problem. In other 
words, not only is your aim important, but so is the accuracy rating of the 
gun itself - especially at long range. This mod effect will help ensure a 
solid hit. Naturally, it's a coveted mod for snipers.

Accuracy Degradation Decrease - Useful for rapid-fire guns. This effect will 
slow down the natural increasing spread of a weapon as it is fired 
continuously (shown in-game by the reticule spreading out gradually). Note it 
is basically useless on some single-shot weapons like sniper rifles because 
there is enough downtime between shots to regain precision aim. Also note 
that unlike Weapon Accuracy boosts, this will not actually reduce the total 
fire spread - it will only slow it down. It is to weapon accuracy what Energy 
Consumption mods are to a power bar-based weapon's power level.

X% Chance to cause (Explosion Type) When It Kills an Enemy - Just what it 
says. There are various nova types that can explode from your character when 
you kill an enemy. The percentage is usually a decent one. This effect is 
defensive in nature, since the nova comes from your character.

X% Chance to cause (Explosion Type) when it hits an enemy - Usually sporting 
far smaller percentages than the effect above, this is also another mod 
that's useful on rapid-fire guns. Unlike the above effect, the nova explodes 
from the targeted creature instead of your character and thus is more 
offensive in nature - hitting the creature's companions with the nova blast.

Increases Use Rate of (Skill Type) skills by X% - Character skills fall into 
many categories like Swordsmanship or Tactical skills. This mod effect will 
essentially reduce cooldown times for all skills that fall into the specified 
category. This is a class-specific mod effect; obviously a Hunter has no need 
for a mod that buffs Swordsmanship skills!

Decreases Power Cost of (Skill Type) skills by X% - Like the above effect, 
this effect will influence all skills of a specific type. Specifically, it 
will reduce the Power Point costs to use skills of the specified type. Again, 
this mod effect will be class-specific.

Duration of (Skill Type) Skills +X% - Fairly self-explanatory. Curse skills, 
buff skills, etc., can get a boost to how long they are in effect by this mod 
effect. Once again, this effect will only be useful if your class uses the 
set of skills specified.

5. Choosing a Weapon

	Choosing a weapon in the first place can get tricky, mostly because of 
the sheer variety of weapons available. You may find yourself torn choosing 
between a rarer weapon or a weapon that's not as rare yet has more mod slots 
than the rare weapon. It's decisions like these that can sometimes make or 
break your ability to survive in a tight situation.
	Assuming you already know what types of weapons are available and what 
is going to fit your fighting style, there are a few things to consider.
	In general, look at the inherent abilities of the weapon(s) first. Do 
they suit your class? Are they going to be useful? Do they buff skills you 
don't even use or have? You'll often find weapons that seem meant for one 
class or another - for example, a rifle that buffs several Engineer skills. 
This shouldn't discourage a Marksman from using the weapon anyway if it's 
otherwise a good weapon, though!
	Next, take a look at the base damage and damage type of your weapons. 
Base damage can be easily affected by the mods you install, so bear in mind 
the weapon will end up stronger than before you install your mods. Weapons 
whose base damage are about 10 points within each other are effectively 
equivalent - you probably won't notice much difference in how much punch they 
have in combat.
	After that, take a look at the mod slots available. The number of slots 
is not all you should take into consideration - pay attention to what type of 
slots are there. Two otherwise identical weapons might have the same number 
but different types of mod slots. In order to get the most out of your 
weapons, you should take into consideration what these mod types can do. For 
example, ammo and tech mods can give boosts to range and accuracy. Relics can 
boost things like stats, including luck; they can also affect cooldown or 
power costs of class skills. Of course, in the short run, it all depends on 
what mods you  have available.
	Once you've selected a weapon, you're ready to install your mods.

6. Installing Mods

	The best place to install mods is always a station. You'll likely have 
a lot of mods stored in your locker, so go open it up. Have the weapon your 
want to put mods in actually equipped and in your hands; this will prevent 
you from using up your willpower as you install mods in the weapon to the 
point where it's unequipable.
	With your locker and inventory open, right-click on your weapon and hit 
Examine. The weapon's detailed specifics and mod slots will come up. When you 
do this, the mods that can be installed into the weapon will light up - 
whether they're in your inventory or locker. Similarly, mods that cannot be 
installed into the weapon for one reason or another will be either dimmed or 
red. This gives you an at-a-glance look at your choices for installing mods 
in that weapon.
	Consider how you want this weapon to perform. If it's a sniper rifle, 
you'll probably want range, accuracy and high critical hit ratio. If it's a 
rapid-fire weapon, you'll probably want accuracy and perhaps an on-hit nova 
effect. If it's a sword, you probably will want to add elemental attacks or 
boost the weapon's natural ability to inflict status effects.
	As you select and install mods, your view will update showing what mods 
can and cannot be installed based on what's already attached to the weapon 
(and how much Willpower you have available). Since you already have the 
weapon equipped, you will not be able to spend more Willpower than you have 
available to install mods; the game will not let you install a mod if it 
renders the weapon unequipable.
	If you don't find a good mix of mods available to you right away, don't 
make the mistake of throwing in random mods just to fill in empty slots. This 
will waste palladium in the long run; remember the De-Modificator that 
removes weapon mods costs more money the more mods you want to remove (and 
don't forget you can't pick and choose mods to remove - you have to remove 
them ALL at once). It's much better to wait until you find a mod that suits 
your weapon than have to go all the way back to a station to pull the mods 
out of it so you can put in one you just found.

7. Which Mod To Use?

	As pointed out before, some mods are useless on some weapons. Putting 
accuracy or range boosting mods on a sword or energy consumption mods on a 
weapon that doesn't use an energy bar is a waste of time and mod slots. The 
mods will do absolutely nothing in these cases.
	Choose your mods by thinking about what kinds of damage the weapon does 
and what you want it to do. If you have a blade that does spectral damage and 
you want it to be more powerful, install spectral-boosting mods and phase 
attack power boosting mods. You might end up with a sword that phases the 
enemy left and right!
	When it comes to guns, leave most of the elemental boosting to the 
batteries, fuel, rockets and ammo. Use tech slots for things like 
accuracy/range boosts and the like. If you're lucky enough to have a gun with 
a relic slot (rare for hunters, more common for Templar or Cabalists), you 
can use that to boost luck or other stats.
	As mentioned with the bladed weapons, enhance your guns by beefing up 
the elemental attack attributes they already have. This seems to produce the 
best boosts in overall attack power.

8. Mods and the Nano Forge - Mod Levels

	Mods come rated by levels. They have specific ranges of weapon levels 
they can be installed in. If your weapon is outside that range, the mod 
cannot be used in that weapon. This is simple enough when installing mods - 
the game does not let you install the mod at all if it won't work.
	But throwing a weapon with mods in it into the Nano Forge may present 
some problems - problems you might not even notice if you're not paying 
attention. Nano Forging a weapon effectively raises its level; therefore it's 
very possible the weapon may level up too high for the mods it has installed. 
When this happens, the mods cease to function but are not removed 
automatically - you have to do this yourself.
	The easiest way to keep track of this is to Examine your weapons 
whenever they come out of the Nano Forge. Mouse over the installed mods and 
see if the Mod Level is in red. If it is, the mod is too low of a level for 
your weapon's new level and is therefore no longer useful. Take it to the De-
Modificator and re-equip with a new set of mods.
	One last Nano Forge note: Since a given item can only be Nano Forged a 
maximum of 10 times, there will come a time that no more upgrades can be put 
on it. For a weapon with no mod slots, that's about the end. Having more mod 
slots on a weapon allows greater flexibility and might allow you to squeeze a 
bit more usefulness out of a weapon before it becomes obsolete. This is just 
another example of how useful mods can be.

9. A Note About the Augmentrex

	The Augmentrex is a device that for a considerable fee can put a random 
special property into any weapon. Emphasis here is on RANDOM - you have no 
idea what kind of effect the weapon will end up having. Considering the cost, 
it's probably not worth it - especially considering that unlike the Nano 
Forge, the Augmentrex has no safeguard against boosting a weapon beyond your 
current abilities. You might end up with a weapon you can't even equip, even 
IF the new properties added would have been useful!
	If this DOES happen to you, you might have a way out depending on what 
mods or mod slots the weapon in question has. First of all, you can simply 
remove mods to lower the weapon's requirements. Second, if you have any stat 
boosting mods, you can try installing them to effectively reduce the weapon's 
requirements. This is a relatively slim chance however, so if you do 
accidentally render one of your weapons unequipable, be prepared to look for 
a replacement until you level up and gain more stat points to spend.

10. Too Many Mods!

	It's far too easy to drown in mods. Mods you never used, mods you took 
out of your weapons because they don't work anymore, they all have the 
potential of filling up your locker quite easily.
	Mods cannot be upgraded in any way; at some point you'll want to simply 
get rid of lower level mods that are no longer useful. When you start to 
drown in mods, take a look at what levels they are in relation to the levels 
of your current weapons and clear them out accordingly. Dismantling unneeded 
mods can be a handy way to get materials for the Nano Forge, as well as 
clearing up space in your locker. Another good benchmark is to look at the 
level of any old weapon you find as loot in the area you're currently 
questing in. Keep that in mind for the next time you're at a station, and 
eliminate any mods that this random loot weapon wouldn't be able to use 
because of level.

11. An Example or Two

	I'm primarily a Guardian. That means about the only mods I'm interested 
in are relics, batteries, and fuel - I might occasionally need a tech, ammo 
or rocket for my sidearm, but most of the time I don't care about those mods 
unless they’re really outstanding – at which time I save them for the 
gunrunners in my battle group.
	I recently aquired a rare Righteous Star with five mod slots - two 
battery and three relic. The Righteous Star is a large mace, classified 
ingame as a sword. It deals spectral damage.
	Obviously with this many mod slots there's a lot of potential for 
improvement. The first thing I do is run the weapon through the Nano Forge as 
many times as I can. This makes sure the weapon is at its highest possible 
level *before* I take a look at what mods are candidates for being installed 
into it. This step is optional, and you might want to skip it unless you’re 
absolutely certain you want to keep the weapon and use it for a while – such 
as if it’s a legendary or unique!
	The Righteous Star is a Very Slow weapon. That means I'm going to want 
to make sure every swing does as much damage as possible. So, in the case of 
this Spectral weapon, this means installing as many spectral damage-boosting 
mods as I can. My best bet is batteries, though there are some good relics 
too.
	Another thing I'll probably want to do is increase the Star's phase 
attack strength. Boosting this high enough increases my chances of phasing my 
enemies with each swing - an attractive proposition considering what phasing 
can do.
	Other assorted mod effects I might want to add include simple damage 
increasers, a boost to damage against the naturally resisting spectral 
enemies, and maybe a luck boost to increase my chances of finding rarer 
goodies.
	In the end, this weapon becomes a great asset not only because it has 
five mod slots, but because I knew what mods to plug into them!

	I also have a Marksman - and everyone who plays that class knows an 
essential part of a marksman's equipment is his sniper rifle. When hunting 
for one, I wanted something at least rare, and with as many mod slots as 
possible.
	The rifle I found ended up being a unique Poseidon sniper rifle that 
was unusual in that it actually dealt poison damage instead of the usual 
spectral. It had six mod slots - one ammo, two tech, one fuel, and two 
battery.
	Ammo selection is somewhat important because very few guns have more 
than one ammo slot. (This is often not the case for rockets.) The ammo types 
available vary greatly, and it's handy to get a rarer type that boasts more 
than one mod effect - but it's only worth it if all the effects actually help 
you.
	My usual choice of ammo involves boosting range (Aligned Ammo). There 
are fuels, batteries and techs that I know of that will do this as well, so 
there is some flexibility in what ammo types could be used on a rifle such as 
this one I found. Other options might be ammo to add a nova effect or 
increase poison attack power. Another attractive choice would be ammo to 
increase overall critical chance - on a sniper rifle, the higher this is the 
better because a marksman knows he's only going to get one shot before being 
detected.
	Aligned Fuel is a favorite of mine; it increases range. If I can't find 
anything else useful to put into a fuel slot I'll sometimes use this special 
fuel. In the case of my sniper rifle, it was a natural choice. Other options 
in this case would be poison-related damage boosts and critical-hit ratio 
boosts. One very good choice is an on-kill nova effect; if your target is in 
a group of enemies, one kill can really throw them into chaos.
	Battery selection was mostly to boost poison attack power and base 
toxic damage. I also installed a battery to increase crit chance against 
necros, helping to offset the natural disadvantage of using a poison weapon 
on them.
	Tech selection can get tricky. I had two slots to choose from in this 
case (though much of the time a gun will only have one!) and I'm always on 
the lookout for a tech that increases Weapon Accuracy - especially for a 
sniper rifle. Combining this with a tech like a Faultfinder that increases 
crit chance and/or crit damage seals up the package of a very deadly sniper 
rifle.

12. Time For A New Weapon?

	Unless you're lucky enough to find new, useful weapons with regular 
frequency, you'll probably end up in the situation of having a modded, nano-
forged weapon in your hands that doesn't seem to be up to snuff for the 
enemies you're fighting. Even with this beefed up weapon, it feels like it's 
taking too long to cut down your foes - or worse, you can't survive long 
enough to bring down your enemies. The worst part is, because what you're 
already holding is enhanced, 90% of the weapon drops are going to be much 
lower quality and so they won't seem useful at all.
	That's when you should start thinking about your options for a new 
weapon. Your best bet is almost always the custom crafter in your most recent 
station; they can create rare and even legendary weapons right there for you 
if you have the materials. Since I break down practically everything I find, 
I almost always have enough materials for this purpose. If you don't, take a 
look at what you have in your locker to see if you can dismantle something - 
such as mods that are too low of a level to be useful to you anymore (see 
"Too Many Mods!").
	The crafter's menu of items changes each time you visit the station; 
you can abuse this tendency by leaving and re-entering until you get a 
selection of items useful to you. With any luck and a bit of patience, you 
can eventually find a weapon to build that when modded and forged, can 
replace the aging one that's not cutting it anymore. Again, a stockpile of 
materials is important to bring your new weapon up to spec via the Nano 
Forge.
	Another option is buying from the vendors - not as good of a selection 
as the crafter, but like the crafter, the selection changes each time you 
visit a station. This is only recommended if you are woefully short of 
components and can't possibly get anything from the crafter.
	If you're in multiplayer, you could try consulting with your guild or 
battle group to see if anyone has anything you might find useful. This also 
applies to getting materials for the crafter because you obviously can't 
leave to go scrounge things to dismantle - the weapon you want to craft will 
be gone from the crafter's list when you get back!
	Finally, you can try padding your luck stat and going on a rampage. If 
you can install a bunch of luck-boosting mods on a weapon and spend some time 
grinding, chances are you might find something useful. This is a pretty risky 
option, because you’ll probably be removing mods that increase weapon damage 
and so will have an even weaker weapon to work with. Be careful.
	Once you manage to get your hands on a new weapon, you should probably 
retire your old one by removing its mods and dismantling or selling it. 
Alternately, if you're playing multiplayer and are part of a guild or other 
battle group, offer this enhanced weapon to anyone who might need it. By the 
time of this writing, my unique Poseidon toxic sniper rifle is now in the 
hands of a lower-level guildmate and it's proving very useful for him.

13. Credits / Legal Stuff / Contacting Me

Myself, White Lynx, for creating this guide

Flagship for creating this great game

Longballer for the tips about Shield Overload and Shield Penetration

GameFAQs for hosting this file

My Hellgate battle group for consultation and input on the guide

This guide is © Jordan Roberts 2008, aka White Lynx. It is only to be posted 
on GameFAQs.

Contacting me:
PLEASE only contact me if you have something useful to contribute to the 
guide. When you e-mail, put something like “about your Hellgate mod guide” or 
something in the message line so I know it’s not spam! My address is blah1056 
at yahoo dot com.

Thanks for reading! See you in London!