The weapon is upgraded based on the number of shots fired at the target. It doesn’t matter where you shoot (a target in a shooting range, a mob, an NPC or another player), the main thing is the fact of hitting.
The speed of pumping weapons is affected by:
Designation | Number of rounds for full pumping (range from and to, depending on “boosts”) | Time (shot + reload, excluding purchasing time, etc.) |
| ||
HB-1 NV-1 – Damascus Knife “Butterfly” | 2 777 | 35 minutes (80 beats per minute) |
Rusty combat knife Combat knife – Damascus | ||
Hunting knife | ||
Axe | ||
Brass knuckles | 1 400 | 8 minutes (160 beats per minute) |
Sterilizer | ||
Brutality | ||
Combat knife | 9 090 | 1.5 hours(84 beats per minute) |
Machete | ||
| ||
PM PB | (96 rounds per minute) (112 rounds per minute) | |
TT | 2 300 | 16 minutes (144 rounds per minute) |
Wolf | 13 000 | 3 hours (72 rounds per minute) |
Wolf-357 | 15 150 | 4 hours (60 rounds per minute) |
Revolver | 1 800 | 1.5 hours (28 rounds per minute) |
GSH-18 | 21 300 | |
Glock 17 Gen 3 | 6 400 | 20 minutes (306 rounds per minute) |
S&W.500 | 5 400 | 3 hours |
| ||
Sawed-off shotgun | 430 | |
Salt-34 | 820 | |
Mossberg 590A1 | 1 220 | |
Marauder-12 | 4 150 | |
MR-133 ITAKI37 | 1 835 | 1 hour (30 rounds per minute) |
| ||
PPSh-41 | ||
Hello | ||
MR-5 | ||
SMG90 | ||
UMP | ||
WSC PDW | ||
| ||
SCS | 3 300 | 0.5 (60 rounds per minute) |
Flag M-70 | 23 000 – 20 000 | |
AC VAL | 19 000 | |
Marauder-7 | 14 300 | |
Marauder-5 Marauder-5 | ||
Flag M-92 | ||
M16 | ||
MSR-10 | ||
| ||
Squirrel | 2 500 – 2 200 | 1.6 – 1.4 hours (25 rounds per minute) |
Fox | 3 600 – 2 450 | 2.85 – 1.9 hours (21 rounds per minute) |
Coyote | 4 900 – 3 333 | 3.8 – 2.6 hours (21 rounds per minute) |
Mosin rifle | 6 000 – 4 000 | 5 – 3.3 hours (20 rounds per minute) |
VSS “Vintorez” | 10 000 | |
Pioneer | 11 000 | |
Thunder | 7 750 – 6 666 | 5.3 – 4.6 hours (24 rounds per minute) |
L96A1 | 12 500 | |
MSR-12 | 18 000 | |
| ||
Machine gun | 23 200 | |
| ||
RG | 2 700 | |
| ||
RGD-5 | 666 – 333 | |
F1 | 666 – 333 | |
Smoke bomb | 1 000 – 666 | |
Gas grenade | 1 000 – 666 | |
| ||
MON-50 | 870 | |
Burdock radio bomb | ||
| ||
Mortar | 200 | 35 minutes |
Calculation example:
Introductory: intelligence: 6, clan parameters: +15% item use, premak off.
> RGD-5 – 666 pcs. (on average 1.5% for every 10 grenades);
> F-1 – 666 pcs. (on average 1.5% for every 10 grenades);
> Smoke bomb – 1000 pcs. (on average 1% for every 10 grenades);
> Gas grenade – 1000 pcs. (on average 1% for every 10 grenades).
Introductory: intelligence: 6, clan parameters: +15% item use, “Smart-Ass” stimulator activated (+3 intelligence), premak on.
> RGD-5 – 333 pcs. (on average 3% for every 10 grenades);
> F-1 – 333 units. (on average 3% for every 10 grenades);
> Smoke bomb – 666 pcs. (on average 1.5% for every 10 grenades);
> Gas grenade – 666 pcs. (on average 1.5% for every 10 grenades).
Introductory: intelligence: 6, clan parameters: +15% item use, premak on.
> The flag M-70 – 20,000 rounds (on average 4.5% without premium and 5% with premium for every 1,000 rounds).
Introductory: intelligence: 5, clan parameters: +10% item use, premak on.
> Fox – 2,500 rounds (on average 4% for every 100 shots);
> Mosin rifle – 4,000 rounds (on average 2.05% for every 100 rounds).
Introductory: intelligence: 5, clan parameters: +15% item use, premak on.
> Mosin rifle – 4,347 rounds (on average 2.3% for every 100 shots).
> Coyote – 3,333 rounds (average 3.0% for every 100 rounds).
> Fox – 2,450 rounds (on average 4.08% for every 100 shots).
> Thunder – 6,666 rounds (on average 1.5% for every 100 shots).
Introductory: intelligence: 5, premak on.
> Mosin rifle – 5,050 rounds (on average 1.98% for every 100 rounds).
> Coyote – 3,968 rounds (average 2.52% for every 100 rounds).
> Fox – 3,125 rounds (on average 3.2% for every 100 shots).
> Thunder – 7,751 rounds (on average 1.29% for every 100 shots).
Introductory: intelligence: 6, premak on. Clan parameters: +10% item usage.
> Sawn-off shotgun – 430 rounds (on average 23.42% for every 100 shots).
> Toz-34 – 820 rounds (on average 12.23% for every 100 rounds).
> Marauder-12 – 4,150 rounds (on average 2.42% for every 100 shots).
>Mosberg – 1,220 rounds (on average 8.2% for every 100 shots).
Introductory: intelligence: 4, premak on. Clan parameters: +15% item usage.
> Machine gun – 23,200 – 24,900 rounds (on average 1.12% for every 260 shots; 4.01% for 1,000 shots).
Leveling up mining experience
To level up mining experience, you need to mine ore with a pickaxe (thanks, cap). Mining experience is gained not by the number of times you hit the ore with a pickaxe, but by the amount of ore that is mined. In this regard, if you need to quickly gain mining experience, you should mine rock (since it has the highest chance of dropping) and throw in all free skill points are used for luck (with luck the amount of ore mined will increase).
The speed of pumping weapons is affected by:
1 fancy pickaxe = 1.09% (top prospector branch, 8 luck, coal mining)
Leveling up repair experience
To level up your character’s repair experience, you need to repair worn-out weapons and armor (but do this only with the help of repair kits, and not through a gunsmith!!!).
To effectively develop this skill, it is recommended to use repair kits from the very start of the game, which can be purchased in any store from NPCs, rather than contacting a gunsmith.
Advantages of this approach:
Previously, repair experience could be gained by repairing things of any level. For example, high-level players stood on Solnechny and repaired things for beginners for free. This way they gained experience by helping newcomers who did not have to spend money on repairs.
There was also a way to level up repair experience from 0 to 100% in just 4-6 hours of real time. For this you needed an engineer and felt boots. Players installed MTL and put on felt boots, after which the player pumping up repair experience shot at them (felt boots of another player who was sitting in MTL) from a weak weapon, thereby simultaneously pumping up weapons and repair experience. When felt boots broke, they were repaired and the process was repeated. However, the game administration recognized this method as dishonest, even though resources were required (ammo, batteries for MTL and the repair kits themselves). As a result, the system for accruing experience for repairs was changed.
Now, in order to gain repair experience on a high-level character, you need to repair high-level weapons and armor. To speed up your leveling, it is recommended to take a level 35 rapid-fire weapon (for example, Vepr-12), modify it so that its wear is as great as possible, and use it regularly, while simultaneously repairing it. This will allow you to quickly gain experience, but be prepared for financial losses.
Important point: Monitor the condition of your weapons and armor so that they do not fall below 12%. Otherwise, for restoration you will need a “master” repair kit from a donation store, which will significantly increase the cost of pumping.
The speed of pumping repair experience is affected by: