Will To Live Online

Will To Live Online

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A Stalker's Handbook and Guide, 2024 Edition
By Calza
I wanted to put together some things I've learned and noticed while playing Will To Live Online, hopefully to help make your time easier or more fun. This won't be a definitive guide, it just touches on most things other guides don't. Some spoilers are to be assumed. Don't be afraid to search for particular terms or keywords if you need something specific.

The guide is in progress. Last updated 7/17/24. Accurate as of patch 0.58.2. Added more tips and weapon info.

Comments, questions, and corrections are welcome. Make sure to hit the thumbs-up if you like this so the guide gets rated and shows up higher in the list of guides. Favorite it for your convenience.
   
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Classes and Parameters
Miner
  • Health: 133
  • Stamina: 1092
  • Strength: 6 / 10
  • Dexterity: 4 / 10
  • Stamina: 6 / 10
  • Accuracy: 3 / 10
  • Intelligence: 2 / 10
  • Fortune: 4 / 10
  • Starting Weight Capacity: 27.5kg
  • Weapon Proficiency: Shotguns (7/5/5/3/2 is highest stat spread for VEPR-12)
  • Character Class Parameter: Max inventory weight +10%

  • Class Skill Parameters: Shotgun Damage, Shotgun Crit Chance, Carry Weight Capacity, Mining Loot Chance, Inventory Cell Increase, Damage Reduction, Max Health, Chance to Wound, Grenade Launcher Damage, Increased Move Speed with Armor

  • Summary: Miner is clearly intended as the beginner class. It has straightforward bonuses, most being well suited to either absorbing a lot of damage, or hauling around a bunch of crap. They can max out their main tree by level 42 and have some points to spare for passives. They only need to use 2 parameter points to unlock the VEPR, making them flexible for unlocking other weapon types.

Hunter
  • Health: 94
  • Stamina: 910
  • Strength: 4 / 10
  • Dexterity: 5 / 10
  • Stamina: 5 / 10
  • Accuracy: 5 / 10
  • Intelligence: 2 / 10
  • Fortune: 4 / 10
  • Starting Weight Capacity: 25kg
  • Weapon Proficiency: Rifles (5/5/5/7/2 is highest stat spread for L96A1 or MSR-12)
  • Character Class Parameter: None

  • Class Skill Parameters: Rifle Damage, Rifle Accuracy, Damage to Monsters, Environmental Resistance, Chance to inflict Bleeding, Chance to Crit, Damage to Players, Carry Weight Capacity, Monster Loot, Health Regen Speed, and Medicine Effectiveness

  • Summary: Hunters prioritize accuracy with their rifle above all else. They are neither a PVP or PVE oriented class, meaning they can go either way. They lean into exploration and being self sufficient, being harder to kill in general. They can max out their main tree by level 42 and have points leftover for passives. They need 3 parameter points to unlock their two capstone rifles, making them decently flexible for cross classing into other weapons.

Mercenary
  • Health: 121
  • Stamina: 1092
  • Strength: 5 / 10
  • Dexterity: 5 / 10
  • Stamina: 6 / 10
  • Accuracy: 4 / 10
  • Intelligence: 2 / 10
  • Fortune: 3 / 10
  • Starting Weight Capacity: 25kg
  • Weapon Proficiency: Assault Rifles (6/5/6/6/2 is highest stat spread for MSR-10)
  • Character Class Parameter: None

  • Class Skill Parameters: Assault Rifle Damage, Assault Rifle Accuracy, Player Loot Increase, Crit Chance, Weapon Handling, Loot Loss Protection, Critical Damage Protection, and Stamina

  • Summary: It is plain and clear that Mercenary is the go-to PVP class. They get so many bonuses for simply melting enemies outright, reloading fast, and being in conflict often. They can max out their main tree by level 42 and have points to spare for passives. They need 3 parameter points to unlock the MSR-10, making them decently flexible for cross classing into other weapons, especially Rifles.

Engineer
  • Health: 89
  • Stamina: 910
  • Strength: 4 / 10
  • Dexterity: 5 / 10
  • Stamina: 5 / 10
  • Accuracy: 4 / 10
  • Intelligence: 4 / 10
  • Fortune: 3 / 10
  • Starting Weight Capacity: 25kg
  • Weapon Proficiency: Submachine Guns (4/6/5/4/3 is highest stat spread for WSC PDW)
  • Character Class Parameter: None

  • Class Skill Parameters: Submachine Gun Damage, Chance to Crit, PVP Damage, PVE Damage, Item XP Gain, Monster XP Gain, Explosion Damage, SMG Accuracy, Max Health, Medicine Effectiveness, Production Speed, Repair Kit Effectiveness, Larger Production Queue, Durable Lockpicks, Healing Gun Effectiveness

  • Summary: Engineer doesn't necessarily lean towards PVE or PVP, but instead gets a host of additional skills to boost the efficiency of their items and crafting tables. However, they get many skills to purchase, and they do not have enough points to max out both trees. You have to spend your points wisely. Clearly intended for veteran players who are familiar with the game's systems. They need 31 points for their main tree and 28 points for their crafting tree. I believe you get 52 skill points total at level 50. They only need 1 parameter point for unlock the PDW, meaning they're incredibly flexible for trying out other weapons.

(6/4/-/4/1 is highest stat spread for S&W .500)

(7/3/3/3/1 is highest stat spread for grenade launchers)

(7/6/6/7/3 gives you access to every gun. Miner, Hunter, and Engineer need to devote all 8 parameter points to achieve this. Merc needs to devote 7.)

---

In the early levels, the player character will gain 1 parameter point every 5 levels up to level 30, and from 30 onward the player character will gain a parameter point every 10 levels. So, 1 point is awarded upon reaching the following levels: 5, 10, 15, 20, 25, 30, 40, 50. (8 points)

Strength
  • Increases maximum health.
  • Increases maximum carry weight.
  • Increases melee damage.
  • Required for weapons, especially Shotguns.

Dexterity
  • Increases maximum character sprinting speed.
  • Increases weapon handling speed.
  • Required for weapons, especially Submachine Guns.
(Takes 1 minute to run from eastern Solar City gate to western gate with no clothing on.
Having a melee weapon out makes no difference.
Having a full light armor on made the run take 6 more seconds, or a 10% speed penalty.
Going from 4 dexterity to 5, with full light armor, made the run take 63 seconds, or 3 seconds less. Equivalent to a 5% speed penalty instead of 10%.
Running with no armor on took 57 seconds, 3 seconds less than control, equivalent to a 5% speed boost. So each point of dexterity should increase sprinting speed by 5%.)

Stamina
  • Increases maximum health.
  • Increases health regeneration (in safe areas only).
  • Increases max stamina pool.
  • Increases resistance to the environment.
  • Required for weapons, especially Assault Rifles.

Accuracy
  • Improves weapon handling at longer ranges.
  • Required for weapons, especially Rifles.

Intelligence
  • Increases weapon proficiency learning speed.
  • Increases Character Proficiencies learning speed.
  • Required for weapons, but much lower requirements than any of the above parameters.

Fortune
  • Increases item drop rate and lockpicking chances.
  • Reduces item loss on death.
  • Increases outgoing critical chance (2.5% per level) and damage.
  • Reduces incoming critical chance and damage.
  • Not required for weapons, unlike any of the above parameters.
Universal Skills
- Enlarged Backpack I through V
Additional inventory cell per level

- Melee Weapon I through III
Increases melee damage dealt by 5% per level

- Deep Wounds I through III
Increases chance to inflict bleeding by 5% per level

- Blade Master I and II
Requires Melee Weapon III or Deep Wounds III
Increases chance to crit with melee weapons by 5% for first level, 10% for second

- Handguns - Damage I through III
Increases handgun damage dealt by 5% per level

- Handguns - Accuracy I through III
Increases handgun accuracy by 5% per level

- Handgun Master I
Requires Handguns - Damage III or Handguns - Accuracy III
Increases chance to crit with handguns by 5%

- Handguns - Damage IV and V
Increases handgun damage dealt by 5% per level

- Handguns - Accuracy IV and V
Increases handgun accuracy by 5% per level

- Handgun Master II
Requires Handguns - Damage V or Handguns - Accuracy V and Handgun Master I
Increases chance to crit with handguns by 10%

- Carry Weight I through V
Increases carry weight limit by 3% per level


Miner Skills

Note: Though you must choose between the top branch or bottom branch, you can obtain all the skills within those given branches.

- Center-

Shotgun I
Requires: Level 8, 2 points
Increases shotgun damage by 3%

Powerful Shot I
Requires: Shotgun I, 2 points
Increases chance to get a critical hit with shotguns by 5%

- Top Branch (Pack Mule) -

Miner I
Requires: Powerful Shot I, 2 points
Excludes: Big Guy I
Increases carry weight capacity by 3%, and chance of mining resources by 3%

Thrifty I
Requires: Miner I, 2 points
Increases inventory capacity by 5 cells

Mining I
Requires: Thrifty I, 2 points
Increases chance of obtaining resources through mining by 5%

- Bottom Branch (Walking Tank) -

Big Guy I
Requires: Powerful Shot I, 2 points
Excludes: Miner I
Increases both damage reduction and max health by 3%

Sturdy I
Requires: Big Guy I, 2 points
Increases max health by 3%

Thick Skin I
Requires: Sturdy I, 2 points
Increases damage reduction by 3%

- Center -

Shotgun II
Requires: Shotgun I, 2 points, and Mining I OR Thick Skin I
Increases shotgun damage by 5%

- Top Branch (Pack Mule) -

Strong Man I
Requires: Shotgun II, 3 points
Excludes: Big Guy I, Sturdy I, and Thick Skin I
Increases carry weight capacity by 5%

Mining II
Requires: Strong Man I, 2 points
Increases chance of mining resources by 5%. Does not exclude other skills within this column.

Bone Breaker I
Requires: Strong Man I, 2 points
Provides a 5% chance to inflict Wounded in PVP, disabling sprint. Does not exclude other skills within this column.

Thrifty II
Requires: Strong Man I, 2 points
Increases inventory capacity by 5 cells. Does not exclude other skills within this column.

Miner II
Requires: Miner I, 3 points, and Mining II, Bone Breaker I, OR Thrifty II
Increases carry weight capacity by 3%, and chance of mining resources by 3%

Mining III
Requires: Mining II and Miner II, 3 points
Increases chance of mining resources by 5%. Does not exclude Strong Man II.

Strong Man II
Requires: Strong Man I, Miner II, 3 points
Increases carry weight capacity by 5%. Does not exclude Mining III.

Bone Breaker II
Requires: Bone Breaker I, 4 points, and Mining III OR Strong Man II
Increases chance to slow down an enemy in PVP by 5%

Miner III
Requires: Miner II, Bone Breaker II, 4 points
Increases carry weight capacity by 5%, and chance of mining resources by 5%

- Bottom Branch (Walking Tank) -

Thick Skin II
Requires: Shotgun II, 3 points
Excludes: Miner I, Thrifty I, and Mining I
Increases damage reduction by 5%

Grenade Launcher I
Requires: Thick Skin II, 2 points
Increases grenade launcher damage by 3%. Does not exclude other skills within this column.

Sturdy II
Requires: Sturdy I, Thick Skin II, 2 points
Increases max health by 5%. Does not exclude other skills within this column.

Nimble I
Requires: Thick Skin II, 2 points
Reduces an armor's speed penalty by 10%. Does not exclude other skills within this column.

Big Guy II
Requires: 2 points, and Grenade Launcher I, Sturdy II, OR Nimble I
Increases damage reduction and max health by 3%

Nimble II
Requires: Nimble I, Big Guy II, 3 points
Reduces an armor's speed penalty by 10%. Does not exclude other skills within this column.

Grenade Launcher II
Requires: Grenade Launcher I, Big Guy II, 3 points
Increases grenade launcher damage by 3%. Does not exclude other skills within this column.

Thick Skin III
Requires: Thick Skin II, 4 points, and Nimble II OR Grenade Launcher II
Increases damage reduction by 5%

Big Guy III
Requires: Big Guy II, Thick Skin III, 4 points
Increases damage reduction by 3%, and max health by 5%

Shotgun III
Requires: Shotgun II, 4 points, and Miner III OR Big Guy III
Increases shotgun damage by 10%

Total points to fill out a branch + obtain capstone: 42 points

Hunter Skills

Note: Though you must choose between the top branch or bottom branch, you can obtain all the skills within those given branches.


Rifles I
Requires: Level 8, 2 points
Increases rifle damage by 3%

Marksman I
Requires: Rifles I, 2 points
Increases rifle accuracy by 3%

- Top Branch (PVE) -

Hunter I
Requires: Marksman I, 2 points
Excludes: Sniper I
Increases damage to monsters by 5%, and accuracy by 2%

Immunity I
Requires: Hunter I, 2 points
Increases environmental resistance by 5%

Bleeding I
Requires: Immunity I, 2 points
Provides a 5% chance to inflict Bleeding in PVP with a rifle

- Bottom Branch (PVP) -

Critical Hit I
Requires: Sniper I, 2 points
Increases the chance of a critical hit by 5%

Powerful Shot I
Requires: Critical Hit I, 2 points
Increases PVP damage by 3%

Rifles II
Requires: 2 points, and Bleeding I OR Powerful Shot I
Increases rifle damage by 5%

- Center -

Sniper I
Requires: Marksman I, 2 points
Excludes: Hunter I
Increases PVP damage by 3%, and accuracy by 2%

- Top Branch (PVE) -

Capacious Backpack I
Requires: Rifles II, 3 points
Excludes: Sniper I , Critical Hit I, and Powerful Shot I
Increases carry weight capacity by 10%

Biologist I
Requires: Capacious Backpack I, 2 points
Increases the loot from monsters by 10%. Does not exclude other skills in this column.

Immunity II
Requires: Immunity I, Capacious I, 2 points
Increases environmental resistance by 10%. Does not exclude other skills in this column.

Health Regeneration I
Requires: Marksman I, Capacious I, 2 points
Increases speed of health regen by 20% when not hungry or thirsty. Does not exclude other skills in this column.

Hunter II
Requires: Hunter I, 3 points, and Biologist I, Immunity II, OR Health Regen I
Increases damage dealt to monsters by 10%, and increases accuracy by 5%

Biologist II
Requires: Biologist I, Hunter II, 3 points
Increases monster loot by 20%. Does not exclude Capacious Backpack II.

Capacious Backpack II
Requires: Capacious I, Hunter II, 3 points
Increases carry weight capacity by 20%. Does not exclude Biologist II.

Bleeding II
Requires: Bleeding I, 4 points, and Biologist II OR Capacious II
Increases chance to inflict Bleeding on players with a rifle by 5%

Hunter III
Requires: Hunter II, Bleeding II, 4 points
Increases damage to monsters by 15%, and accuracy by 5%

- Bottom Branch (PVP) -

Critical Hit II
Requires: Critical Hit I, Rifles II, 3 points
Excludes: Hunter I, Immunity I, and Bleeding I
Increases chance to crit by 5%

Medicine I
Requires: Critical Hit II, 2 points
Increases the effectiveness of medicine by 10%

Powerful Shot II
Requires: Powerful Shot I, Critical Hit II, 2 points
Increases PVP damage by 3%

Marksman II
Requires: Marksman I, Critical Hit II, 2 points
Increases rifle accuracy by 5%

Sniper II
Requires: Sniper I, 3 points, and Medicine I, Powerful Shot II, OR Marksman II
Increases PVP damage by 5%, and increases accuracy by 2%

Medicine II
Requires: Medicine I, Sniper II, 3 points
Increases medicine effectiveness by 15%. Does not exclude Critical Hit III.

Critical Hit III
Requires: Critical Hit II, Sniper II, 3 points
Increases chance to crit by 5%. Does not exclude Medicine II.

Medicine III
Requires: Medicine II, 4 points
Increases medicine effectiveness by 15%

Sniper III
Requires: Sniper II, Medicine III, 4 points
Increases PVP damage by 5%, and accuracy by 2%

- Center Capstone -

Rifles III
Requires: Rifles II, 4 points, and Hunter III OR Sniper III
Increases rifle damage by 5%

Total points to fill out a branch + obtain capstone: 42 points
(You can save 4 points by choosing not to get the capstone)

Mercenary Skills

Note: Though you must choose between the top branch or bottom branch, you can obtain all the skills within those given branches.


Assault Rifles I
Requires: Level 8, 2 points
Increases AR damage by 1%

Assault Rifles II
Requires: AR I, 2 points
Increases AR damage by 2%

- Top Branch -

Marauder I
Requires: AR II, 2 points
Excludes: Stormtrooper I
Increases AR damage by 3%, and accuracy by 5%.

Robber I
Requires: Marauder I, 2 points
Increases loot from players by 3%

Accuracy I
Requires: Robber I, 2 points
Increases AR accuracy by 5%

- Bottom Branch -

Stormtrooper I
Requires: AR II, 2 points
Excludes: Marauder I
Increases AR damage by 5%, and the chance to get a critical hit by 5%

Trickster I
Requires: Stormtrooper I, 2 points
Increases weapon handling speed by 3%

Critical Hit I
Requires: Trickster I, 2 points
Increases the chance to crit by 5%

- Center -

Assault Rifles III
Requires: AR II, 2 points, and Critical Hit I OR Accuracy I
Increases AR damage by 5%

- Top Branch -

Robber II
Requires: Robber I, AR II, 3 points
Excludes: Stormtrooper I, Trickster I, and Critical Hit I
Increases player loot by 3%

Thrifty I
Requires: Robber II, 2 points
Reduces loot loss on death by 3%. Does not exclude other skills in this column.

Accuracy II
Requires: Accuracy I, Robber II, 2 points
Increases AR accuracy by 5%. Does not exclude other skills in this column.

Dodgy I
Requires: Robber II, 2 points
Increases chance to avoid critical damage damage that would otherwise kill you by 10% (basically one shot protection). Does not exclude other skills in this column.

Marauder II
Requires: Marauder I, 3 points, and Thrifty I, Accuracy II, OR Dodgy II
Increases AR damage by 5%, and accuracy by 5%

Dodgy II
Requires: Dodgy I, Marauder II, 3 points
Increases chance to avoid critical damage damage that would otherwise kill you by 15%. Does not exclude other skills in this column.

Thrifty II
Requires: Thrifty I, Marauder II, 3 points
Reduces loot loss on death by 5%. Does not exclude other skills in this column.

Robber III
Requires: Robber II, 4 points, and Dodgy II OR Thrifty II
Increases loot from players by 3%

Accuracy III
Requires: Accuracy II, Robber III, 4 points
Increases AR accuracy by 5%

- Bottom Branch -

Endurance I
Requires: AR III, 3 points
Excludes: Marauder I, Robber I, and Accuracy I
Increases stamina by 5%

Trickster II
Requires: Trickster I, Endurance I, 2 points
Increases weapon handling speed by 5%. Does not exclude other skills in this column.

Critical Hit II
Requires: Crit Hit I, Endurance I, 2 points
Increases the chance to crit by 5%. Does not exclude other skills in this column.

Endurance II
Requires: Endurance I, 2 points
Increases stamina by 5%. Does not exclude other skills in this column.

Stormtrooper II
Requires: Stormtrooper I, 3 points, and Trickster II, Crit II, OR Endurance II
Increases AR Damage by 5%, and the chance to crit by 5%

Trickster III
Requires: Trickster II, Stormtrooper II, 3 points
Increases weapon handling speed by 7%. Does not exclude other skills in this column.

Endurance III
Requires: Endurance II, Stormtrooper II, 3 points
Increases stamina by 5%. Does not exclude other skills in this column.

Trickster IV
Requires: Trickster III, 4 points
Increases weapon handling speed by 10%

Critical Hit III
Requires: Crit Hit II, Trickster IV, 4 points
Increases chance to crit by 5%

- Center Capstone -

Assault Rifles IV
Requires: AR III, 4 points, and Accuracy III OR Critical Hit III
Increases AR damage by 5%

Total points needed to fill a branch + obtain capstone: 42 points
(You could save 4 points for more passive skills if you choose not to get the capstone)

Engineer Skills

Note: Engineer has two separate trees that can be filled out independently of one another. The top/combat tree has two branches; you must choose between either top/PVP branch, or the bottom/PVE branch, but you can obtain all the skills within a given branch if you have the points to do so. You can obtain all the skills within the bottom/crafting tree if you have the points to do so, there are no restrictions.

--- Top Tree (Combat) ---

Submachine Guns I
Requires: Level 8, 2 points
Increases SMG damage by 5%

- Top Branch (PVP) -

Combat Engineer I
Requires: SMG I, 2 points
Excludes: Bioengineer I
Increases PVP damage by 5%, and the chance of a critical hit by 5%

Attentive Student I
Requires: Combat Engineer I, 2 points
Increases experience gain with weapons, medicine, and items by 5%

- Bottom Branch (PVE) -

Bioengineer I
Requires: SMG I, 2 points
Excludes: Combat Engineer I
Increases PVE damage by 5%, and the chance of a crit by 5%

Increased Experience I
Requires: Bioengineer I, 2 points
Increases monster kill XP by 5%

- Center -

Submachine Guns II
Requires: SMG I, 2 points, and Attentive Student I OR Increased XP I
Increases SMG damage by 5%

- Top Branch (PVP) -

Combat Engineer II
Requires: Combat Engi I, SMG II, 3 points
Excludes: Bioengi I, Increased XP I
Increases PVP damage by 10%, and the chance to crit by 5%

Demoman I
Requires: Combat Engi II, 2 points
Increases explosion damage by 10%. Does not exclude Accuracy I.

Accuracy I
Requires: Combat Engi II, 2 points
Increases SMG accuracy by 10%. Does not exclude Demoman I.

Attentive Student II
Requires: Attentive I, Accuracy I, 3 points
Increases item XP gain by 10%

Demoman II
Requires: Demoman I, Attentive II, 3 points
Increases explosion damage by 10%. Does not exclude Accuracy II.

Accuracy II
Requires: Accuracy I, Attentive II, 3 points
Increases SMG accuracy by 10%. Does not exclude Demoman II.

Attentive Student III
Requires: Attentive II, Accuracy II, 3 points
Increases item XP gain by 10%

- Bottom Branch (PVE) -

Bioengineer II
Requires: Bio I, SMG II, 3 points
Excludes: Combat Engi I, Attentive I
Increases PVE damage by 10%, and chance to crit by 5%

Good Health I
Requires: Bio II, 2 points
Increases max health by 10%. Does not exclude First Aid I.

First Aid I
Requires: Bio II, 2 points
Increases the effectiveness of medicines by 10%. Does not exclude Good Health I.

Increased Experience II
Requires: Increased XP I, Good HP I, 3 points
Increases monster kill XP by 5%

Good Health II
Requires: Good HP I, Increased XP II, 3 points
Increased max health by 10%. Does not exclude First Aid II.

First Aid II
Requires: First Aid I, Increased XP II, 3 points
Increases medicine effectiveness by 10%

Increased Experience III
Requires: Increased XP II, Good HP II, 3 points
Increases monster kill XP by 5%

- Center Capstone -

Submachine Guns III
Requires: SMG II, 4 points, and Attentive III OR Increased XP III
Increases SMG damage by 5%

Total points needed to fill out a branch + get capstone: 31 points
(You can save 4 points by choosing not to get the capstone)





--- Bottom Tree (Crafting) ---

Craftsman I
Requires: Level 8, 2 points
Increases production speed by 5%

Repair Master I
Requires: Craftsman I, 2 points
Increases repair kit effectiveness by 5%. Does not exclude other skills.

Advanced Production I
Requires: Craftsman I, 2 points
Adds one additional cell to the production order. Does not exclude other skills.

Burglar I
Requires: Craftsman I, 2 points
Increases the chance to save a lockpick by 10%. Does not exclude other skills.

Craftsman II
Requires: Craftsman I, Adv. Production I, 2 points
Increases production speed by 5%

Repair Master II
Requires: Craftsman II, Repair I, 2 points
Increases repair kit effectiveness by 5%. Does not exclude other skills.

Advanced Production II
Requires: Craftsman II, Adv. Production I, 2 points
Adds another cell to the production order. Does not exclude other skills.

Advanced Appliances I
Requires: Craftsman II, 2 points
Increases the healing effectiveness of the iHR by 10%. Does not exclude other skills.

Advanced Production III
Requires: Adv. Production II, 2 points
Adds another cell to the production order

Repair Master III
Requires: Repair II, Adv. Production III, 2 points
Increases repair kit effectiveness by 5%. Does not exclude other skills.

Craftsman III
Requires: Craftsman II, Adv. Production III, 2 points
Increases production speed by 5%. Does not exclude other skills.

Burglar II
Requires: Burglar I, Adv. Production III, 2 points
Increases the chance to save a lockpick by 10%. Does not exclude other skills.

Advanced Production IV
Requires: Adv. Production III, Craftsman III, 2 points
Adds another cell to the production order

Advanced Production V
Requires: Adv. Production IV, 2 points
Adds another cell to the production order

Total points needed to fill out crafting tree: 28 points
Weapons, Level 1 to 14


- Makarov -
Class: Handgun
Caliber: 9x18 PM
Damage: 60-120
Armor Piercing: 2-5
Crit Chance: 1.2x
Magazine: 8
Accuracy: 10 MOA
Range: 50 meters
Weight: 1.2 kg
Value: 300 tokens
Opinion: Surprisingly good, decent starting sidearm. Falls off quickly.



- TT -
Class: Handgun
Requires: Level 1, 1 Intelligence
Caliber: 7.62x25 TT
Damage: 50-100
Armor Piercing: 7-12
Crit Chance: 1.2x
Magazine: 8
Accuracy: 6.7 MOA
Range: 50 meters
Weight: .9 kg
Value: 450 tokens
Opinion: Basically a better Makarov, faster reload and acceptable AP. Good sidearm.



- Squirrel -
Class: Rifle
Requires: Level 2
Caliber: .22 LR
Damage: 50-80
Armor Piercing: 2-3
Crit Chance: 1.5x
Magazine: 10
Accuracy: 1 MOA
Range: 50 meters
Weight: 2.8 kg
Value: 300 tokens
Opinion: Decent rifle for accurate shots at distance, low damage though. Can be used to lure enemies.



- Nagan -
Class: Handgun
Requires: Level 2, 1 Intelligence
Caliber: 7.62x38
Damage: 60-140
Armor Piercing: 5-10
Crit Chance: 1.2x
Magazine: 7
Accuracy: 6.7 MOA
Range: 50 meters
Weight: .8 kg
Value: 350 tokens
Opinion: Trash, reload takes way too long.



- Lupara -
Class: Shotgun
Requires: Level 3, Strength 3, Dexterity 3, Stamina 3, Accuracy 1
Caliber: 12 Ga.
Damage: 160-270
Armor Piercing: 4-10
Magazine: 2
Accuracy: 35 MOA
Range: 35 meters
Weight: 2 kg
Value: 500 tokens
Opinion: Powerful shots, but long reload. Stick with the TT.



- TOZ-34 -
Class: Shotgun
Requires: Level 6, 4 Strength, 2 Dexterity, 3 Stamina, 1 Accuracy, 1 Intelligence
Caliber: 12 Ga.
Damage: 170-280
Armor Piercing: 4-10
Magazine: 2
Accuracy: 20 MOA
Range: 50 meters
Weight: 3.2 kg
Value: 2.7k tokens
Opinion: Basically a more accurate Lupara. Not worth the cost.



- MP-133 -
Class: Shotgun
Requires: Level 8, 4 Strength, 2 Dexterity, 3 Stamina, 1 Accuracy, 1 Intelligence
Mods: Point S, Point L
Caliber: 12 Ga.
Damage: 160-270
Armor Piercing: 4-10
Magazine: 5
Accuracy: 25 MOA
Range: 50 meters
Weight: 3.9k
Value: 3k Tokens
Opinion: Much better than the Lupara. I prefer the Ithaki 37 since it's essentially the same gun.



- Ithaki 37 -
Class: Shotgun
Requires: Level 8, 4 Strength, 2 Dexterity, 3 Stamina, 1 Accuracy, 1 Intelligence
Mods: Point S, Point L
Caliber: 12 Ga.
Damage: 160-270
Armor Piercing: 4-10
Magazine: 5
Accuracy: 25 MOA
Range: 50 meters
Weight: 3.9k
Value: 3k Tokens
Opinion: Very fun to use, reloads fast, good capacity, good gunfeel. Requires frequent reloading though. Basically a reskinned MP133.



- SKS -
Class: Assault Rifle
Requires: Level 8, 4 Strength, 3 Dexterity, 3 Stamina, 3 Accuracy, 1 Intelligence
Mods: POSP, DT01, Point S, Point L
Caliber: 7.62x39
Damage: 100-230
Armor Piercing: 20-30
Magazine: 10
Accuracy: 3 MOA
Range: 100 meters
Weight: 3.9kg
Value: 3.5k
Opinion: Fairly effective, easy to use, but magazine is small and goes quickly. Good rifle baseline.



- PPSH-41 -
Class: SMG
Requires: Level 8, 3 Strength, 3 Dexterity, 3 Stamina, 2 Accuracy, 1 Intelligence
Mods: Point S, Point L
Caliber: 7.62x25 TT
Damage: 50-100
Armor Piercing: 7-12
Magazine: 71
Accuracy: 8.3 MOA
Range: 100 meters
Weight: 3.9kg
Value: 5k
Opinion: Essentially a full auto TT with a drum magazine. Whatever the TT can kill, this bullet hose will drown in bullets. However, when the TT falls off, this does too. It also burns through durability and ammo like nothing else.



- Fox -
Class: Rifle
Requires: Level 10, 4 Strength, 3 Dexterity, 3 Stamina, 3 Accuracy, 1 Intelligence
Mods: PO1, DT01, Point S, Point L
Caliber: 7.62x39
Damage: 230-450
Armor Piercing: 20-30
Crit Chance: 1.2x
Magazine: 7
Accuracy: 2 MOA
Range: 100 meters
Weight: 3.5kg
Value: 5k
Opinion: Very accurate, great damage on a headshot. Slow to reload, hand loading cartridges. Get a scope and go for headshots.



- Marauder 5M -
Class: Assault Rifle
Requires: Level 10, 4 Strength, 3 Dexterity, 3 Stamina, 3 Accuracy, 1 Intelligence
Mods: Point S, Point L, Kite 1, Kite 2
Caliber: 5.45x39
Damage: 85-170
Armor Piercing: 15-25
Magazine: 30
Accuracy: 2.2 MOA
Range: 100 meters
Weight: 3.6 kg
Value: 8k
Opinion: Basically a lighter, more accurate Marauder 5 you get for free following Gunsmith's questline. You can also use it at a lower level.



- Wolf -
Class: Handgun
Requires: Level 13, 3 Strength, 4 Dexterity, 3 Accuracy, 1 Intelligence
Mods: Point X
Caliber: .38 SPC
Damage: 180/195 - 320/345
Armor Piercing: 40/46 - 60/69
Crit Chance: 2x
Magazine: 6
Accuracy: 1 MOA
Range: 100 Meters
Weight: 1 kg
Value: 7k
Opinion: Accurate little revolver with a satisfying gunshot, high damage, and decently quick rate of fire. You can reach out and touch things with this. It gets a damage bonus against mutants.



- Coyote -
Class: Rifle
Requires: Level 13, 4 Strength, 5 Dexterity, 4 Stamina, 4 Accuracy, 2 Intelligence
Mods: PO1, DT01
Caliber: 5.45x39
Damage: 310-465
Armor Piercing: 20-35
Crit Chance: 1.5x
Magazine: 7
Accuracy: 1 MOA
Range: 100 Meters
Weight: 3.8 kg
Value: 7k
Opinion: Basically just a better Fox rifle. More damage on the low end, slightly better max penetration, 30% more crit chance, double the accuracy, and cheaper ammo, at the cost of a bit more weight and less performance from the ammo itself.



- Mossberg 590A1 -
Class: Shotgun
Requires: Level 13, 5 Strength, 3 Dexterity, 3 Stamina, 3 Accuracy, 1 Intelligence
Mods: Point S, Point L
Caliber: 12 Ga.
Damage: 190-330
Armor Piercing: 5-13
Magazine: 7
Accuracy: 20 MOA
Range: 50 Meters
Weight: 3 kg
Value: 8k
Opinion: A step up from the MP133 or Ithaca 37 in mag capacity, damage, and muzzle report. Fairly fun to use.



- Marauder-5 -
Class: Assault Rifle
Requires: Level 14, 4 Strength, 3 Dexterity, 3 Stamina, 3 Accuracy, 1 Intelligence
Mods: Point S, Point L, Kite 1, Kite 2
Caliber: 5.45x39
Damage: 80-170
Armor Piercing: 15-25
Magazine: 30
Accuracy: 3 MOA
Range: 100 meters
Weight: 3.9 kg
Value: 7k
Opinion: Honestly, I think the Privet is better. The Marauder 5 is more accurate, which is nice, but the lower damage and mag size hurts it.



- Privet -
Class: SMG
Requires: Level 14, 3 Strength, 3 Dexterity, 3 Stamina, 2 Accuracy, 1 Intelligence
Mods: Point S, Point L
Caliber: 9x19 Para
Damage: 130-220
Armor Piercing: 10-20
Magazine: 40
Accuracy: 8.3 MOA
Range: 100 Meters
Weight: 3.9k
Value: 7k
Opinion: Actually a surprisingly good little SMG. Its' AP isn't very high, but the ammo helps bump it up. The extended mag is nice.


Nagant M2 can be obtained as a rare drop from the cave spiders in the spider cave located by Minaevskaya Mines.
MP-133 M2 can be obtained as a rare drop from the Cave Spider Boss located in Abode of the Papa.
Marauder-5 M2 can be obtained as a rare drop from the Lizard Boss located around G4-3 in Kuzmitch Territory.
Weapons, Level 16 to 20


- Mosin -
Class: Rifle
Requires: Level 16, 4 Strength, 5 Dexterity, 4 Stamina, 5 Accuracy, 2 Intelligence
Mods: DT01
Caliber: 7.62x54
Damage: 350-600
Armor Piercing: 30-50
Crit Chance: 1.5x
Magazine: 5
Accuracy: 2 MOA
Range: 100 Meters
Weight: 3.9 kg
Value: 7k
Opinion: Not as impressive as I was hoping for. Fairly rigid rifle with a restrictive mag. Also sounds identical to the Fox and Coyote.



- Springfield 1911 -
Class: Handgun
Requires: Level 16, 3 Strength, 4 Dexterity, 3 Accuracy, 1 Intelligence
Caliber: .45 ACP
Damage: 220-400
Armor Piercing: 37-55
Crit Chance: 1.5x
Magazine: 7
Accuracy: 6 MOA
Range: 50 meters
Weight: 1.1 kg
Value: 10k
Opinion: Unfortunately, the 1911's damage is eclipsed by other handguns pretty fast, it has an ammo type not every merchant sells, and its magazine is very small. No .45 HP either. There's not a big reason to use this over the Wolf in .38 or .357.



- GSH-18 -
Class: Handgun
Requires: Level 16, 3 Strength, 4 Dexterity, 3 Accuracy, 1 Intelligence
Mods: Point X, GSL-01
Caliber: 9x19 Para
Damage: 130-200
Armor Piercing: 40-57
Crit Chance: 1.5x
Magazine: 18
Accuracy: 6 MOA
Range: 50 meters
Weight: 0.58 kg
Value: 10k
Opinion: With HP rounds, this thing eats mutants for breakfast. It can put out a lot of damage pretty quickly. Cannot go wrong with this. The M2 variant has higher damage and is especially good as a sidearm.



- Glock 17, Gen 3 -
Class: Handgun
Requires: Level 16, 3 Strength, 4 Dexterity, 3 Accuracy, 1 Intelligence
Mods: Point X, GSL-01
Caliber: 9x19 Para
Damage: 120-200
Armor Piercing: 30-50
Crit Chance: 1.3
Magazine: 17
Accuracy: 3 MOA
Range: 50 meters
Weight: 0.8 kg
Value: 11k
Opinion: On paper, it looks like a GSH with less penetration, less crit chance, 1 less round in the mag, but double the accuracy. It feels very similar in practice, with better gunfeel. I would use this over the GSH M2 if it weren't for the latter having excellent stats.

- Wolf-357 -
Class: Handgun
Requires: Level 18, 3 Strength, 4 Dexterity, 4 Accuracy, 1 Intelligence
Mods: Point X
Caliber: .357 MAG
Damage: 250/270 - 450/485
Armor Piercing: 50/59 - 70/82
Crit Chance: 2x
Magazine: 6
Accuracy: 1 MOA
Range: 100 meters
Weight: 1.2 kg
Value: 12k
Opinion: It takes the beautiful little Wolf revolver and dials it up an extra step. Damage bonus towards mutants. Looks and sounds identical to its little brother.



- MP5 -
Class: SMG
Requires: Level 16, 3 Strength, 5 Dexterity, 3 Stamina, 3 Accuracy, 3 Intelligence
Mods: Point S, Point L, SL-01
Caliber: 9x19 Para
Damage: 160-250
Armor Piercing: 11-25
Magazine: 30
Accuracy: 4 MOA
Range: 100 meters
Weight: 2.5 kg
Value: 16k
Opinion: This thing kinda slaps honestly. The ability to mount a sight and silencer is nice, the damage is decent, and it stomps all over the Marauder-5 in the areas that matter.



- Marauder-7 -
Class: Assault Rifle
Requires: Level 16, 4 Strength, 3 Dexterity, 3 Stamina, 4 Accuracy, 1 Intelligence
Mods: Point S, Point L, Kite 1, Kite 2
Caliber: 7.62x39
Damage: 130-300
Armor Piercing: 20-30
Magazine: 20
Accuracy: 3 MOA
Range: 100 meters
Weight: 4.2 kg
Value: 15k
Opinion: On paper this looks like a Zastava M92 with better accuracy, 10 less rounds in the mag, stricter stat requirements, and higher weight. In practice, it actually feels pretty good. The sound design and gun feel are spot on. Damage is decent. Bear in mind 7.62x39 is decently expensive for its damage.



- Zastava M92 -
Class: Assault Rifle
Requires: Level 18, 3 Strength, 4 Dexterity, 3 Stamina, 2 Accuracy, 2 Intelligence
Mods: Point S, Point L
Caliber: 7.62x39
Damage: 150-310
Armor Piercing: 21-32
Magazine: 30
Accuracy: 6 MOA
Range: 100 meters
Weight: 3 kg
Value: 16k
Opinion: Fundamentally this is very similar to the MP5. This gains a little bit more damage and AP on the top end, but it's less accurate, little bit heavier, slightly rarer and more expensive ammo type, and it cannot be silenced.



- Marauder-12 -
Class: Shotgun
Requires: Level 18, 5 Strength, 3 Dexterity, 3 Stamina, 3 Accuracy, 1 Intelligence
Mods: Point S, Point L
Caliber: 12 Ga.
Damage: 200-350
Armor Piercing: 4-10
Magazine: 10
Accuracy: 30
Range: 50 meters
Weight: 4.5 kg
Value: 18k
Opinion: The damage and AP don't change much from the 590A1, the accuracy got worse, and the gun got heavier.. but now you reload via magazines instead of per shell, you get 3 more shells, and you fire in semi auto. In practice, with M1 shot, this thing ♥♥♥♥♥ pretty hard. It dumps more damage than the GSH M2 can put out, meaning they pair extremely well together.



- Zastava M70 -
Class: Assault Rifle
Requires: Level 20, 5 Strength, 5 Dexterity, 6 Stamina, 4 Accuracy, 2 Intelligence
Mods: DT01, Point S, Point L, Kite 1, Kite 2
Caliber: 7.62x39
Damage: 180-350
Armor Piercing: 21-35
Magazine: 30
Accuracy: 4 MOA
Range: 100 meters
Weight: 3.9 kg
Value: 18k
Opinion: Now this is where you start cooking with gas. Everything about it is the definition of balanced: good damage, good AP, decent mag, decent accuracy, decent weight, and plenty of attachment options.



- AS VAL -
Class: Assault Rifle
Requires: Level 20, 5 Strength, 5 Dexterity, 6 Stamina, 4 Accuracy, 2 Intelligence
Mods: POSP, Point S, Point L
Caliber: 9x39
Damage: 130-305
Armor Piercing: 40-63
Magazine: 20
Accuracy: 1.5 MOA
Range: 100 meters
Weight: 2.5 kg
Value: 20k
Opinion: On paper, you've got a Marauder 7 with considerably more AP, double the accuracy, considerably less weight, and an ammo type that not only costs as much as 7.62x39 but scales better too (with M1 ammo). Not a bad gun, but the M70 puts out damage more consistently.



- UMP -
Class: SMG
Requires: Level 20, 3 Strength, 5 Dexterity, 3 Stamina, 2 Accuracy, 3 Intelligence
Mods: Point S, Point L
Caliber: .45 ACP
Damage: 155-260
Armor Piercing: 22-35
Magazine: 25
Accuracy: 4 MOA
Range: 100 meters
Weight: 2.5 kg
Value: 20k
Opinion: On paper, it's a better gun than the MP5 only in the AP department. It also loses 5 rounds in the mag. Its empty reload is faster than the MP5. In practice, it feels even worse than I expected, showing how much 9mm HP carries the MP5. Heck, just use a GSH18 instead. It also sounds meh.



- VSS Vintorez -
Class: Rifle
Requires: Level 20, 4 Strength, 4 Dexterity, 4 Stamina, 6 Accuracy, 2 Intelligence
Mods: POSP, Point S, Point L
Caliber: 9x39
Damage: 140-325
Armor Piercing: 41-66
Magazine: 10
Accuracy: 1 MOA
Range: 100 meters
Weight: 2.7 kg
Value: 24k
Opinion: It's like a worse AS VAL. It's surprisingly fragile, no crit chance, damage is a little low, and small mag. You may be fine skipping over this entirely.


GSH-18 M2 can be obtained as a rare drop from the Stray Boar located around the mid-western region of Eastern Territories.
Wolf-357 M2 can be obtained as a rare drop from wandering bears located in the Swamp Region.
Marauder-7 M2 can be obtained as a rare drop from the Bunker Symbiont Boss located in the Bunker.



Weapons, Level 23 to 30


- SPAS-12 -
Class: Shotgun
Requires: Level 23, 6 Strength, 3 Dexterity, 3 Stamina, 3 Accuracy, 1 Intelligence
Mods: Point S, Point L
Caliber: 12 Ga.
Damage: 300-500
Armor Piercing: 9-20
Magazine: 8
Accuracy: 20 MOA
Range: 50 meters
Weight: 4.4 kg
Value: 22k
Opinion: Basically an upgrade to the 590A1 in almost every way. More damage, more AP, 1 more round, and semi auto, but heavier. The SPAS squeezes out more damage than the M-12 but the latter reloads faster. You can definitely feel the extra damage though, and wielding two of them deals with most threats rapidly.



- Pioneer -
Class: Rifle
Requires: Level 23, 4 Strength, 5 Dexterity, 4 Stamina, 6 Accuracy, 2 Intelligence
Mods: P01, DT01, Point S, Point L, P02
Caliber: 7.62x54
Damage: 350-600
Armor Piercing: 30-50
Crit Chance: x1.2
Magazine: 10
Accuracy: 1.5 MOA
Range: 100 meters
Weight: 4.2 kg
Value: 25k



- S&W .44 -
Class: Handgun
Requires: Level 25, 5 Strength, 4 Dexterity, 4 Accuracy, 1 Intelligence
Mods: Point X
Caliber: .44 Magnum
Damage: 430-645
Armor Piercing: 52-65
Crit Chance: x2
Magazine: 6
Accuracy: 3 MOA
Range: 100 meters
Weight: 1.3 kg
Value: 25k
Opinion: Excellent weapon for bandit NPCs due to its high damage, penetration, and accuracy. Its reload is slow though, low capacity, and is not good for mutant hunting, only as a finishing weapon.



- GL-43 -
Class: Grenade Launcher
Requires: Level 25, 7 Strength, 3 Dexterity, 3 Stamina, 3 Accuracy, 1 Intelligence
Caliber: 43mm
Damage: 620-870
Magazine: 1
Accuracy: 10 MOA
Range: 50 meters
Weight: 4 kg
Value: 20k



- SMG90 -
Class: SMG
Requires: Level 25, 3 Strength, 5 Dexterity, 3 Stamina, 2 Accuracy, 3 Intelligence
Mods: Point S, Point L, Kite 1, Kite 2
Caliber: 5.7x28
Damage: 170-280
Armor Piercing: 30-40
Magazine: 50
Accuracy: 3 MOA
Range: 100 meters
Weight: 3.1 kg
Value: 28k



- Thunder -
Class: Rifle
Requires: Level 25, 4 Strength, 5 Dexterity, 4 Stamina, 6 Accuracy, 2 Intelligence
Mods: P01, DT01, Point S, Point L, P02
Caliber: .30-06
Damage: 650-900
Armor Piercing: 40-55
Crit Chance: x1.2
Magazine: 8
Accuracy: 1 MOA
Range: 100 meters
Weight: 2.7 kg
Value: 35k
Opinion: Excellent anti-bandit rifle. High damage, especially with HP, mag fed reload, 8 rounds, very accurate, can mount a P02. Also has a loud and satisfying gunshot. Typically 2-3 shots to kill on an NPC.



- M16 -
Class: Assault Rifle
Requires: Level 25, 5 Strength, 5 Dexterity, 6 Stamina, 5 Accuracy, 2 Intelligence
Mods: P01, Point S, Point L, Kite 1, Kite 2
Caliber: 5.56x45
Damage: 200-340
Armor Piercing: 35-45
Magazine: 30
Accuracy: 2 MOA
Range: 100 meters
Weight: 3 kg
Value: 30k



- S&W .500 -
Class: Handgun
Requires: Level 30, 6 Strength, 4 Dexterity, 4 Accuracy, 1 Intelligence
Mods: Point X
Caliber: .500 Magnum
Damage: 640-960
Armor Piercing: 58-78
Magazine: 5
Accuracy: 5 MOA
Range: 100 meters
Weight: 2.2 kg
Value: 30k
Weapons, Level 35 to 40


- Udav -
Class: Handgun
Requires: Level 35, 5 Strength, 5 Dexterity, 5 Accuracy
Mods: Point X, GSL-02
Caliber: 9x21
Damage: 250-400
Armor Piercing: 45-69
Crit Chance: x1.3
Magazine: 18
Accuracy: 5.3 MOA
Range: 75 meters
Weight: 0.78 kg
Value: 30k



- S&W .500 Special -
Class: Handgun
Requires: Level 35, 6 Strength, 4 Dexterity, 4 Accuracy, 1 Intelligence
Mods: Point S, Point L, P0-1
Caliber: .500 MAG
Damage: 720-1140
Armor Piercing: 45-78
Magazine: 5
Accuracy: 4 MOA
Range: 100 meters
Weight: 2.2 kg
Value: 30k





- WSC PDW -
Class: SMG
Requires: Level 35, 4 Strength, 6 Dexterity, 5 Stamina, 4 Accuracy, 3 Intelligence
Mods: Point S, Point L, Kite 1, Kite 2, SL-05
Caliber: 5.56x45
Damage: 210-340
Armor Piercing: 43-60
Magazine: 30
Accuracy: 4 MOA
Range: 100 meters
Weight: 2.2 kg
Value: 50k





- MSR-10 -
Class: Assault Rifle
Requires: Level 35, 6 Strength, 5 Dexterity, 6 Stamina, 6 Accuracy, 2 Intelligence
Mods: Point S, Point L, Kite 1, Kite 2, P0-1, SL-03
Caliber: .308 WIN
Damage: 300-500
Armor Piercing: 45-65
Magazine: 20
Accuracy: 2 MOA
Range: 100 meters
Weight: 3.5 kg
Value: 60k





- VEPR-12 -
Class: Shotgun
Requires: Level 35, 7 Strength, 5 Dexterity, 5 Stamina, 3 Accuracy, 2 Intelligence
Mods: Point S, Point L, SL-06
Caliber: 12 ga
Damage: 350-550
Armor Piercing: 4-10
Magazine: 20
Accuracy: 30 MOA
Range: 50 meters
Weight: 4.9 kg
Value: 55k



- L96A1 -
Class: Rifle
Requires: Level 35, 5 Strength, 5 Dexterity, 5 Stamina, 7 Accuracy, 2 Intelligence
Mods: Point S, Point L, P0-1, P0-2, P0-3, SL-04
Caliber: .338 LM
Damage: 800-1200
Armor Piercing: 80-110
Crit Chance: x1.2
Magazine: 5
Accuracy: 1 MOA
Range: 200 meters
Weight: 6 kg
Value: 70k



- RPG-7 -
Class: Grenade Launcher
Requires: Level 35, 7 Strength, 3 Dexterity, 3 Stamina, 3 Accuracy, 1 Intelligence
Caliber: 40mm
Damage: Ammo Dependent
Magazine: 1
Range: 100 meters
Weight: 6.3 kg
Value: 100k



- MSR-12 -
Class: Rifle
Requires: Level 40, 5 Strength, 5 Dexterity, 5 Stamina, 7 Accuracy, 2 Intelligence
Mods: P0-1, DT-01, SL-03
Caliber: .308 WIN
Damage: 400-600
Armor Piercing: 45-65
Crit Chance: x1.2
Magazine: 10
Accuracy: 1.5 MOA
Range: 100 meters
Weight: 3.7 kg
Value: 80k

Ammunition
    Pistol Cartridges
  • .22 LR: 35-50 Damage, 2-3 AP, 1 MOA, 0.25 Token
  • .22LR HV: 44-77 Damage, 4-7 AP, 1 MOA, 0.35 Token

  • 9x18 PM FMJ: 50-100 Damage, 2-5 AP, 2 MOA, 0.50 Token
  • 9x18 PM HP: 66-154 Damage, 1-4 AP, 2.5 MOA, 1 Token

  • 7.62x25 TT FMJ: 40-80 Damage, 7-12 AP, 1.5 MOA, 0.70 Token
  • 7.62x25 TT AP: 30-70 Damage, 10-20 AP, 1.5 MOA, 1 Token

  • 7.62x38 FMJ: 50-120 Damage, 5-10 AP, 1.5 MOA, 0.80 Token

  • 9x19 Para FMJ: 100-150 Damage, 10-20 AP, 1.5 MOA, 0.80 Token
  • 9x19 Para HP: 165-275 Damage, 7-13 AP, 2 MOA, 1.50 Tokens
  • 9x19 Para AP: 90-120 Damage, 15-30 AP, 1.5 MOA, 2 Tokens
  • 9x19 FMJ M1: 125-200 Damage, 15-30 AP, 1.5 MOA, 3 tokens

  • .45 ACP FMJ: 150-250 Damage, 17-25 AP, 2 MOA, 1.20 Tokens
  • .45 ACP AP: 100-200 Damage, 20-35 AP, 2 MOA, 2 Tokens
  • .45 ACP FMJ M1: 180-330 Damage, 20-40 AP, 2 MOA, 3 Tokens

  • 5.7x28 FMJ: 150-250 Damage, 30-40 AP, 1.5 MOA, 2 Tokens
  • 5.7x28 AP: 100-220 Damage, 35-50 AP, 1.5 MOA, 3 Tokens
  • 5.7x28 FMJ M1: 175-300 Damage, 40-55 AP, 1 MOA, 3.5 Tokens

  • .38 SPC: 165-275 Damage, 26-39 AP, 1.5 MOA, 2.50 Tokens
  • .357 MAG: 220-385 Damage, 39-52 AP, 1.5 MOA, 4 Tokens
  • .44 MAG: 300-495 Damage, 40-65 AP, 3 MOA, 7 Tokens
  • .500 MAG: 400-660 Damage, 45-78 AP, 4 MOA, 5 Tokens

  • 9x21 FMJ: 200-300 Damage, 25-39 AP, 1.5 MOA, 1.79 Tokens
  • 9x21 FMJ M1: 250-350 Damage, 40-50 AP, 1.5 MOA, 5.09 Tokens

    ---

    Rifle Cartridges
  • 12GA Shot: 150-250 Damage, 4-10 AP, 20 MOA, 2 Tokens
  • 12GA Shot Mag: 200-300 Damage, 8-15 AP, 20 MOA, 4 Tokens
  • 12GA Shot M1: 250-300 Damage, 20-30 AP, 16.7 MOA, 7 Tokens
  • 12GA Slug: 150-300 Damage, 8-15 AP, 1 MOA, 2.50 Tokens
  • 12GA Slug Mag: 350-500 Damage, 20-30 AP, 0.8 MOA, 6 Tokens
  • 12GA Slug M1: 400-500 Damage, 35-50 AP, 0.8 MOA, 12 Tokens

  • 9x39 SP5: 110-275 Damage, 39-58 AP, 1.5 MOA, 3 Tokens
  • 9x39 SP6: 120-300 Damage, 40-65 AP, 1.5 MOA, 4 Tokens
  • 9x39 M1: 150-370 Damage, 50-70 AP, 1.5 MOA, 7 Tokens

  • 5.45x39 FMJ: 60-140 Damage, 15-25 AP, 1.5 MOA, 1.50 Tokens
  • 5.45x39 AP: 80-140 Damage, 20-40 AP, 1.5 MOA, 2 Tokens
  • 5.45x39 HP: 77-198 Damage, 13-20 AP, 2 MOA, 2.50 Tokens
  • 5.45x39 FMJ M1: 80-220 Damage, 20-40 AP, 1.5 MOA, 5 Tokens

  • 5.56x45 FMJ: 150-240 Damage, 35-45 AP, 1.5 MOA, 4 Tokens
  • 5.56x45 HP: 220-385 Damage, 35-48 AP, 1.5 MOA, 5 Tokens
  • 5.56x45 AP: 100-220 Damage, 45-55 AP, 1.5 MOA, 6 Tokens
  • 5.56x45 FMJ M1: 200-300 Damage, 45-60 AP, 1.5 MOA, 7 Tokens

  • 7.62x39 FMJ: 80-200 Damage, 20-30 AP, 2 MOA, 2.50 Tokens
  • 7.62x39 HP: 132-275 Damage, 20-26 AP, 2 MOA, 3.50 Tokens
  • 7.62x39 AP: 100-170 Damage, 35-50 AP, 1.5 MOA, 4 Tokens
  • 7.62x39 FMJ Extra: 120-200 Damage, 20-30 AP, 0.8 MOA, 3.50 Tokens
  • 7.62x39 FMJ M1: 100-250 Damage, 30-45 AP, 1.5 MOA, 5 Tokens

  • 7.62x54 FMJ: 200-350 Damage, 30-50 AP, 1 MOA, 6 Tokens
  • 7.62x54 HP: 275-495 Damage, 26-46 AP, 2 MOA, 8 Tokens
  • 7.62x54 AP: 150-280 Damage, 50-80 AP, 1 MOA, 8 Tokens
  • 7.62x54 FMJ Extra: 270-350 Damage, 30-50 AP, 0.5 MOA, 9 Tokens
  • 7.62x54 FMJ M1: 250-500 Damage, 42-72 AP, 1 MOA, 12 Tokens

  • .30-06 FMJ: 350-500 Damage, 40-55 AP, 1 MOA, 9 Tokens
  • .30-06 HP: 440-660 Damage, 33-58 AP, 2 MOA 12 Tokens
  • .30-06 AP: 250-350 Damage, 60-90 AP, 1.5 MOA, 13 Tokens
  • .30-06 FMJ M1: 400-600 Damage, 55-85 AP, 1 MOA, 18 Tokens

  • .308 WIN FMJ: 250-400 Damage, 45-65 AP, 1.5 MOA, 10 Tokens
  • .308 WIN HP: 350-550 Damage, 30-65 AP, 1.5 MOA, 12 Tokens
  • .308 WIN AP: 200-352 Damage, 50-91 AP, 1.5 MOA, 15 Tokens
  • .308 WIN FMJ M1: 250-380 Damage, 52-98 AP, 1.5 MOA, 17 Tokens

  • .338 LM FMJ: 500-700 Damage, 80-110 AP, 1.5 MOA, 22 Tokens
  • .338 LM HP: 600-935 Damage, 55-104 AP, 2 MOA, 27 Tokens

---

Other
  • G43/400 0 Damage, 0 AP, 1 MOA, 300 Tokens, Toxic Gas
  • G43/300: 1-3 Damage, 1-2 AP, 1 MOA, 80 Tokens, Fireworks
  • G43/200: 600-800 Damage, 0 AP, 1 MOA, 150 Tokens, 3-4 second fuse
  • G43/100: 600-800 Damage, 0 AP, 1 MOA, 150 Tokens, Explode on contact

  • 40mm 7P50 FRAG: 3000-7500 Damage, 500-750 AP, 10 MOA, 7k Tokens, Frag Round
  • 40mm 7P16 HEAT: 3000-9000 Damage, 500-750 AP, 7 MOA, 10k Tokens, High Explosive Anti Tank (Penetrating Frag)

Notes:
  • FMJ, or Full Metal Jacket, is your typical round nose ball ammo. Cheap, consistent, all rounded choice.
  • HP, or Hollow Point, has a hollowed out nose to inflict more damage on flesh. High damage, lower penetration, higher cost.
  • AP, or Armor Piercing, does exactly what it says on the tin. Typically made of a steel core penetrator. Lower damage (AP is known for going straight through a target), but much higher armor pen. More expensive still.
  • Extra, or Match Ammo, has a refined bullet design and powder charge to increase consistency, and therefore accuracy. Higher damage on the low end than FMJ, and considerably better accuracy than all other ammo types, but still expensive.
  • Shot, or Buckshot, is a cluster of small projectiles meant to inflict a lot of damage on a lightly, or unarmored target. Typically inaccurate, and does poorly against enemies with armor that needs to be passed through. Appears to be a 9 pellet load, the shotgun + ammo damage is split this way. If all pellets hit, and the target's armor is low enough, then Shot will outperform the damage Slugs inflict.
  • Slugs are a single rifled projectile made of lead that do massive damage by punching straight through whatever they're shot at. Typically accurate out to 100 meters, and does much better against armored targets, though still not on par with rifle cartridges. If the target's armor is high, then Slugs will always do damage more consistently than Shot, just not as much.
  • M1 (Mod 1 or Mark 1) ammo is player crafted, often boasting higher stats than store-bought ammo. On some ammo types, like 9mm or 5.45, the benefits aren't as dramatic. Some, like 9x39 or 12ga, see big boosts in performance.
  • S1 is store bought ammo that is identically statistically to M1 ammo. You're essentially buying M1 ammo.

---

Armor Piercing: The armor piercing (AP) is calculated as follows:

Actual Damage = (AP < TargetArmor) ? Damage × (AP / TargetArmor)) else Damage

This means that if the AP value of a weapon is below the the armor of the target, then the final damage inflicted will be reduced according to this formula. However if the AP value of a weapon is the same or above the the armor of the target, then the armor is simply ignored - as if the target was without any armor. In other words, AP ammo will more consistently apply its stated damage to a target, with lower risk of the damage being reduced.
Anomalies
Heatwave
Looks like a moving bubble of distorted light. Mild to medium burn, mobile, easy to hear and see. Makes a wee-ooo kinda noise. Patrols roads usually. Harmful, but usually not lethal. Rarely, like in the Shell artifact tunnel, they are exceedingly lethal. A Roadside Picnic reference.



Goo
Looks like a static visual distortion with green lightning inside. Inflicts poison and suffocation damage. Holding your breath or having an active gas mask on ignores the effects. Not very dangerous unless you sit in it. The ones at the end of the train tunnels in Tunnels will kill you immediately and mark a level boundary.



Gas
Looks like a cloud of noxious fumes. Inflicts chemical and suffocation damage. Holding your breath or having an active gas mask ignores the effects. Not very dangerous unless you sit in it.



Twister, or Tornado
Heavy damage, very easy to get thrown. Easy to see but harder to hear. Tends to patrol specific areas or pathways. Can be dispelled with a nut and explodes with a small AoE. Fairly dangerous. If it throws you it can kill you.



Dangling Spiderwebs, or Sharp Webs
Looks like spiderwebs that shimmer and shine. Inflicts bleeding and suffocation damage. Holding your breath or having a gas mask active ignores the suffocation, but not the bleed. Can be dangerous if you're careless.



Caustic Spiderwebs, Burnt Moss, or Jellyfish
Looks like green spider webs dangling from the ceiling. Does heavy damage and lingering chemical damage even on light contact. Very dangerous. Sprint through the perimeter when possible.



Floating Stars
Looks like a curtain of loosely clustered stars. Does light damage and a lingering minor burn.



The Ten, or Crackling Cobwebs
Looks like a film of cobwebs floating in midair. Can be dismissed with a nut and will "burn up." If you touch it, you will die sometime afterwards randomly of a heartattack - a Roadside Picnic reference. Extremely dangerous. Begins to reappear after about 45-50 seconds with a small few second grace period.







Graviconcentrate, Gravi, or Bug Trap
Invisible. Sound like a loud, ominous wobble or groaning. Bones are usually scattered pretty densely nearby. Can only be detected with a nut, which immediately hits the floor. If you get caught in it, you will be squished into the ground with intense gravity. Extremely dangerous. Also a Roadside Picnic reference.





Radio
Look like a pixelated distortion in the air. Make a warbly static kind of noise. Usually safe, since they teleport you to places, but where can be inconsistent. Some always transport you to one spot, some will transport you to multiple different spots, and some will teleport you high in the air where you fall to your death. Lovely.

Some smaller radio anomalies exist in places like the MTE which teleport you within those areas. Some have empty bottles of vodka scattered on the ground as a hint that you need to go in drunk. Needed to get the Drunk Snake artifact.



Steam
Not quite an anomaly per se, but down in the Tunnels there are bursts of steam coming from the pipes. If you linger in the steam you'll take stacks of burn damage.

Wandering Tesla
Fairly fast moving anomaly that arcs a bolt of electricity if something conductive gets close. Fairly quiet unless you're dangerously close to it. Does not react to mutants. Can be lethal.





Tunnel Tesla
Fairly fast moving anomaly that is constantly arcing electricity across every nearby surface. Fairly quiet unless dangerously close. Does not react to mutants. Extremely lethal if caught in its path, it shocks more rapidly than its outdoor cousin.



Scorched Field, or Burner
Looks like ambient heat or orange gas rising from a spot of burnt ground. If you get too close it automatically erupts, dumping a maximum burn stack on you, guaranteeing your death within a few seconds. Extremely lethal.





Neon Snake
Looks like a long neon bundle of streamers or stretched out lightning. Contrary to expectation they do not shock you - they inflict heavy stacks of burn. It's like a Heatwave, but with a smaller hurtbox. Easier to dodge but more punishing if you get caught. Can be dangerous in tight spaces.





Anomalous Lightning
Looks like localized lightning storms happening at ground level. Found frequently at the Radioactive Ruins. Basically marks no-go zones and will kill you rapidly if caught in them for even a few seconds.





Mutants
Rats
Very basic enemies, set the bar. Chance to poison but not very dangerous except at high levels. Easy to outrun. Very common.

Dogs
Fairly fast, chance to bleed, Elders can be dangerous. Decent aggro range. Can keep pace and nibble at your ankles, hard to outrun. Very common.

Watchers
Crabs LARPing as Solid Snake. Small watchers can turn almost invisible, only detectable within a few meters. Large watchers can also go invisible, but usually wear boxes or foliage as camouflage. Can inflict bleed. They make a clicking sound if they're moving. Easy to outrun. Fairly common.

Lizards
Very fast. Spit bile that do chemical damage from afar. Decent aggro range. If you sidestep and hip fire you can dodge their first spit attack fairly reliably. Difficult to outrun. Fairly common.

Boar (and Swine)
Fairly fast, can inflict bleed, toss you around, and throw rocks. Their face isn't weak to damage, but their sides are. Difficult to outrun. Very common.

Bugs (Beetles)
Look like large beetles, fairly loud. Inflict poison damage. Can be dangerous if there are a lot of them. Easy to outrun. Fairly common.

Bloodsucker
Creepy spider looking things, basically a walking mosquito. Fairly fast, difficult to hit, can inflict poison and bleed. Dangerous in groups. They appear to be blind and have a small aggro radius. ♥♥♥♥♥♥♥ annoying to fight because their hitbox is small and inconsistent. Side strafe to avoid most of their jabbing attacks. Usually found in caves or tunnels.

Flesheater (Roaches)
Creepy pale cockroach that makes popping and sucking sounds while idle. Can inflict poison. Dangerous in groups. Aggros from fairly far away. Can be difficult to outrun. Will hit repeatedly for unusually high damage, which can get annoying. Very common.

Cave Spider
Pale spider that makes some eerily humanlike sounds. Can inflict poison. Dangerous in groups. Fairly blind and small aggro radius. Excellent for farming because their drops are worth a decent amount and you need a lot of polymer for chitin armor. A bunch of elders congregate in the deepest part of Minaev Mine. Usually found in caves or with other insect-like mutants.

Sand Spider
Moves fast, fairly stealthy, can immobilize you. Tend to be digging for metals, so you can find it as loot on them. They can "teleport" to ambush you by digging under the sand and then reappearing elsewhere. Not very dangerous, but can be surprisingly tanky. Found by the BSS camp or in the Canyon.

Hornet
Flies fast, tries to stab you, can inflict major poison. Easy to outrun. Found near the Bunker and in the Canyon.

Small Symbiont (Zone Baby)
Little gremlin that looks like a hybrid between a Harry Potter gnome and a Roswell alien. Makes growling and rat-like noises. Throws rocks at you that can stun/immobilize. Will try to hop on you and beat you to death if you don't mash the jump button to get it off. It can also get behind you and start throwing ♥♥♥♥ out of your backpack. Fairly common in the Swamps.

Bog Symbiont
Big extraterrestrial that likes to throw rocks, go invisible, and beat the ♥♥♥♥ out of you. Can inflict bleed and wound. Infrequently found in the Swamps and Coast.

Shocker
Boss form of an adult Symbiont, looks neon blue. Can teleport, and will throw balls of fire and lightning at you. Will attack with swipes if in melee distance. Fairly rare, some exist in the Tunnels.

Jelly (or Slime)
Fairly slow, neon colored, high damage. Can inflict chemical damage. After they die they pop, and release noxious gas that will suffocate and deal chemical damage until it dissipates, but can be ignored with a gas mask active. Drops are worth a fair bit, which makes them good for farming. Easy to outrun but difficult to bypass. Found in the Tunnels and Bunker.

Black Slime
Dark colored, high damage. Can inflict burn damage that's difficult to mitigate, appears to spit fire when shot. Found residing in the toxic oil spills at the Radioactive Ruins.

Fire Spider
Fairly fast, glows red, decent bite damage. They have the ability to explode violently with fire if they can't get in melee range, giving a decent stack of burn that can be hard to deal with. Bait their bites or keep your distance. Dangerous in groups. Excellent for farming because their drops are worth a lot, and you need their parts for chitin armor or chitin plates. Found in the Burnt Forest.

Bear
Big, surprisingly stealthy, lots of health. Will aggro from surprisingly far away. Will swipe to inflict bleed and wound, will stomp and swipe to knock you over and disarm you. Recommended to fight with friends, but it can be done solo if you deal enough damage from far away. Considered a miniboss, about 5-6 roam the northern swamp. Their drops are worth a lot and they give a lot of experience for early-game. Difficult to outrun, virtually impossible if it's high level. Found in the Swamps. Healing Grenades recommended for higher level bears.

Bog Belch
Big snakelike creature with oversized arms. It can inflict bleed and chemical damage. Dangerous if you don't have any antidotes or bandages. Found in the Swamps.

Flytrap
Wide row of teeth that snap shut if you get near the trap. Cannot be harmed unless it's upright and actively grappling someone. Have to escape via mashing the jump button. Found in the Swamps, within the bog water.

Sun Spider
Very dangerous spider, especially in groups. Can inflict decent bleed and heavy poison. Will hawk very poisonous spit at you if they cannot reach you. Fairly healthy, valuable drops excellent for making money. Decent XP. Easy to outrun. Found in the Canyon. Large Antidotes recommended.

Matador
Heavily armored mutated shrimp. Does decent damage in melee via a 3 hit combo, can inflict bleed, can throw you around, and can scream - doing heavy damage, disarming your weapon, stunning you, and throwing you a small distance. Better XP than a bear, but harder to fight. Difficult to outrun if they scream repeatedly. Low AP weapons will need to break their armor first, but once it's broken it stays broken. Found in the Canyon. Healing Grenades highly recommended.

Crab
Somewhat small critter that crawls out of the sand on beaches. Passive - does not aggro unless attacked. Skittish - will dig to evade attackers. Surprisingly dangerous, can inflict medium bleed. Trivial to get away from. Found in the Coast.

Toxic Spider
Can explode like a fire spider, applying some light chemical and poison stacks. In the Coast.

Elder Fire Spider
Likes to throw fire at you from afar, making them annoying to fight. In the Coast.

Lurker
Likes to dig and travel under the ground, ambushing its targets. When it pops up, it'll spit at you, dealing heavy damage. In the Coast.
World Events
Solar City Shield Event: 250 xp, 2.5k tokens, an achievement
Hordes of rats will flood the city and attack everyone present. PKMs will become available to use on the little platforms stationed over the city exits. There will be 10 parts scattered around that need to be collected - most are at the fringes of the city perimeter, a few surround the main building. They glow green when you get near.

Rafik's Keys Event (Solar City): 3 Medium Medkits, 50x 7.62x25TT FMJ, 3 Bandages, 3 Small Medkits, 2 Bottles of Distilled Water
The keys will spawn at locations that have a crushed beer can and/or a pile of smoked cigarette butts. It's implied Rafik went to go take a break and dropped his keys on accident. There's a lot of these little spots scattered around, so you have to be thorough when searching.

Bandit Event (south of Solar City): 5.7-6.3k xp, 5k tokens, 3 Healing stims, 5-8 Large Medkits
7 hostile NPCs armed with TTs, Makarovs, and Luparas have token up various positions in and around the houses. Eliminate them however you wish. They have no loot.

Poisoned Well Event (south of Solar City): 2.3k xp, 3 Awl Stims, 1 Tough Guy stim
Buy most of the components from the doc in Solar City. Make the charcoal by burning some wood at a campfire. Make the filter, put it in the well.

Boar Hunt Event (south of Sobachovka): 2.3-2.5k xp, 500 tokens, 93-115x 7.62x39 AP, 6-10 Large Medkits, 2-3 Cider
20 swine have to be eliminated however you see fit. There's a dedicated spawn point at the top of the hill, so if you're too close you won't have an opportunity to loot the bodies before they despawn. Be careful about letting them throw you off the hill.

Radioactive Event West (Minaev Mine): 1.9k xp, 1k tokens, 5-6 Silicon, 7-9 Chrome, 5-9 Nickel, 20+ Radioactive Metal
9 greenish rocks have to be broken down to stop the radioactive gas. Antirads and a Respirator or a Gas Mask have to be used in conjunction to survive. You could attempt to brute force it, but medkits can't outheal the radiation damage, so it'll be a string of tedious deaths. Mind the bugs and glowing Elder Bugs.

Flesheater Event (Southeast of Spider Cave): 4-4.4k xp, 1000 tokens, 133x 7.62x39 AP, 0-3 Healing Stims, 5-7 Antirads, 0-7 Small Antidotes
25 flesheaters have to be eliminated however you see fit. Be careful about letting a bunch of them stack up on you without antidotes.

Toxic Toadstool (Southwest of Bear Cave): 2.3k xp
Weird event. Unclear how it works. Reward doesn't seem to be worth it unless a holiday event is happening. Collected 86 toadstools for one, 1 toadstool for another, same reward. Just have a toadstool in your inventory and be in the radius when the event completes.

Project X (Central Swamps): ???
Minigames
Lockpicking is fairly easy, but requires a notepad for higher pin sets. The lock has a specific pin order, though it does not reset if you have to exit the lock minigame. It will reset if you leave the area and return, however. You can expect to burn about 3 picks on a 4 pin set, 10 picks on a 6 pin set, and about 30 picks on a 10 pin set. Locks usually protect containers that contain good, or rare loot.

Fishing plays sort of similar to what's in Red Dead Redemption 2. When you hook a fish, you need to move the rod in the opposite direction to fight the fish and tire it out. When it gets tired, move the rod closer to the fish and hold M1. When it starts pulling again, let go of M1 and move the rod away from the fish. Repeat til fish is caught. Don't reel it in while it's fighting or you can break the line and lose the bait/fish. You can find treasure bottles while fishing. If the "fish" doesn't fight you, you caught an item.
Bike/Moped Overview






Moped: Fairly controllable, 48 km/h max speed, drains about 10% fuel from Min Mine east gate to Zap Mine north transition door. The Moped can accomplish the same size donut/turn radius as the Scrambler.

Scrambler/Nomad/Ride or Die: 65 km/h max speed, tighter turning to compensate for its speed, drains about 8% fuel from Min Mine east gate to Zap Mine north door. The scrambler is 30-35% faster than the moped. The scrambler has a 50% larger fuel tank than the moped - a gas can will fill it 66.7% of the way from empty. You can put gas in at 33.3% and not waste any.

  • If we assume a fuel can gives 100 "fuel points," and if we assume a fuel can fully refill a moped from 0 to 100%, a scrambler can hold 150 fuel points worth of gas.

  • The bikes are a weightless item in your inventory. To get on it, you hit "use" via the right click menu while not moving, with a couple second start up animation.

  • You can use a bike even when overloaded, so it's perfect for moments where you have too much stuff and don't want to drop anything.

  • If you unequip the bike while it's still in motion, you'll fall off and get a broken leg (disabled sprint) for a couple seconds. If you fall off a hill while on the bike, you'll take some pretty hefty fall damage, so try to stay on level ground, sometimes enough to kill you outright. You'll also take damage if you hit an object.

  • Bikes will automatically refuel themselves if they get low enough, and you have fuel in your inventory.

  • It costs a small amount fuel to simply sit/idle on the bike, considerably less than driving it.

  • If you get hit while on the bike you will fall off the bike.

  • Stamina doesn't regen while on a bike.

  • Using the green Zapadnaya Mine rail car as a starting point, I drove the Scrambler to the opposing northwest wall and smacked into it. It took 9.25-9.3 seconds to hit the wall, and took the same time to drive back and hit the rail car. It took 11.9-12 seconds on the moped, and took the same damage despite being slower/the scrambler being faster. According to the monocular this distance is 127 meters.

  • The moped drained 0.7% to do the 127 meter dash. The scrambler drained 0.5%. The scrambler 5% more fuel efficient than the moped, if we assume 0.5% of 133 is 0.665, and 0.7% of 100 being 0.7.
Solnechny/Forest Merchants
Name: Rafik
Location: Solar City
Buys: Most things (except meds)
Deals in: Guns, Ammo, Stuff, Armor
Commission: Yes
Markup: None
  • Ammo: 22lr + HV, 9x18 FMJ/HP, 7.62x39 FMJ/Extra/HP/AP, 5.45x39 FMJ/AP/HP, 7.62x54 FMJ/Extra/AP/HP, 12ga Shot/Slug, 7.62x25 TT FMJ/AP, 7.62x38, 9x19 FMJ/HP/AP, .38 SPC, .357 MAG, .45 FMJ, 9x39 SP5
  • Explosives: RGD-5/RGD-5M/F1/MON-50
  • Melee: All
  • Weapons: Makarov, Squirrel, Nagan, TT, Lupara, TOZ 34, MP 133, Ithaki 37, SKS, Fox, PPSH 41, Marauder-5, Coyote, Mosin, Privet, Wolf, 590A1, 1911, GSH-18, G17 G3, Wolf 357, MP5, Zas M92
  • Consumables: Firework, Battery A1/A2, Gas Mask Filter, Healing Nade, EMP Nade, Electro Bait, Respirator, Energy Shield, Bandanas, PPM-88, Small Weapon/Clothing Kits, Point X, DT01, GSL01, SL01, Point S, Monocular, Point L, P01, POSP, Kite 1, Kite 2, Forcefield Jammer, MHP1, P02, MRP1, NVG
  • Recipes: Blacksmithing: Beginner, Campfire: Beginner
  • Armor: Plastic PL1, Steel SL1, Valenki, Knitted, Ushanka, Sneakers, Armored Boots, Light Legs, Gorka Pants/Jacket, Bike Helmet, Light Vest, Reinforced Pants, Tactical Sneakers, Medium Vest, SSH-40, Tactical Boots, Heavy Vest, Armored Pants

Name: Barman
Location: Solar City
Buys: Most food and drink
Deals in: Food and Drink (obviously)
Markup: None
Items: Matches, Bread, Fried Mushrooms, Dirty Water, Salt, Vodka, Fried Chicken, Distilled Water, Fried Boar Meat, Cider, Fried Rabbit, Vinegar

Name: Doc
Location: Solar City
Buys: Medicine Ingredients?
Deals in: Medicine
Markup: None
Items: Bandage, Small Medkit, Med Medkit, Small Antidote, Small Chem Antidote, Large Medkit, Antirad, Med Chem Antidote, Med Antidote, Detox

Name: Gunsmith (or Denis)
Location: Solar City, Black Sunset Camp
Deals in: Empty paint cans, repairing gear

Name: Minaev
Location: Mine of his namesake
Buys: Most minerals (less than Rafik though)
Deals in: Light mining supplies
Markup: None
  • Weapons: All melees, Ithaki 37
  • Ammo: 22lr, 9x18, 7.62x39 FMJ, 7.62x54 FMJ, 12ga Shot, 7.62x25 TT, 9x19 FMJ/AP/HP, .38 SPC, .357 MAG
  • Medicine: Bandage, Small Medkit, Med Medkit, Large Medkit, Antirad, Small Antidote
  • Consumables: Gas Mask Filter, Basic Pickaxe, Advanced Pickaxe, Respirator, Small Weapon/Clothing Kits, PPM-88
  • Recipes: Minaev Mine PDA Map, Blacksmithing: Beginner and Advanced
  • Armor: Plastic PL1, Steel SL1
  • Drink: Dirty Water, Distilled Water

Name: Grisha Mazuta
Location: Minaev's Miner
Deals in: Empty fuel cans, Gasoline Filter Recipe
Markup: None

Name: Kuzmich
Location: Kuzmitch Border camp
Buys: Medicine and Stimulators
Deals in: Light Supplies
Markup: None
Weapons: Most melee
  • Ammo: 22LR + HV, 9x18 FMJ, 7.62x39 FMJ, 5.45x39 FMJ/AP, 7.62x54 FMJ, 12ga Shot, 7.62x25 TT FMJ/AP, 9x39 FMJ/HP/AP, .38 Special, .357 Magnum
  • Medicine: Bandage, Small Medkit, Med Medkit, Small Antidote, Small Chem Antidote, Large Medkit, Antirad, Med Chem Antidote, Med Antidote, Detox
  • Consumables: Firework, Gas mask filter, Respirator, PPM-88
  • Recipes: Pharmacist: Beginner
  • Other: Small Container

Name: Roaming (Artifact) Trader
Location: G7-3
Deals in: Artifact containers, water, dosimeter
Markup: None
Items: Arti Container Small, Medium, and Large, Dosimeter, Small Container, Distilled Water

Name: Senya (Gunpowder)
Location: Zapadnaya Mine
Buys: Odd stuff (mostly basic things)
Deals in: Recipes, Alkali, Nitre
Markup: None
Items: Campfire Recipes: Perfect Broth, Blacksmithing: Beginner and Advanced, Campfire: Beginner and Advanced, Ammo: Beginner, Pharmacist: Beginner

Name: Gosha Corovan
Location: Korovie Village
Buys: Virtually Everything
Deals in: Weapons, Ammo, Medicine, Consumables, Armor, Supplies
Commission: Yes
Markup: None
  • Melee: All
  • Ammo: 22lr + HV, 9x18 FMJ/HP, 7.62x39 FMJ/Extra/HP/AP, 5.45x39 FMJ/AP/HP, 7.62x54 FMJ/Extra/AP/HP, 12ga Shot/Slug/Mag Shot/Mag Slug, 7.62x25TT FMJ/AP, 7.62x38, 9x19 FMJ/HP/AP, .38 SPC, .357 MAG, .45 FMJ/AP, 5.7x28 FMJ/AP, 9x39 SP5/SP6, .30-06 FMJ/HP/AP, 5.56x45 FMJ/HP/AP
  • Explosives: RGD-5/RGD-5M/F1/MON-50
  • Weapons: Makarov, Squirrel, Nagan, TT, Lupara, TOZ 34, MP 133, Ithaki 37, SKS, Fox, PPSH 41, Marauder-5, Coyote, Mosin, Privet, Wolf, 590A1, 1911, GSH-18, G17 G3, Wolf 357, MP5, Zastava M92, Marauder-7, Zastava M70, Marauder-12, AS VAL, UMP, SPAS-12, VSS Vintorez, Pioneer, SMG90, M16, Thunder
  • Medicine: Bandage, Small Medkit, Med Medkit, Small Antidote, Small Chem Antidote, Large Medkit, Antirad, Med Chem Antidote, Med Antidote, Detox
  • Consumables: Firework, Battery A1/A2, Gas Mask Filter, Healing Nade, EMP Nade, Electro Bait, Respirator, Energy Shield, Bandanas, PPM-88, Small Weapon/Clothing Kits, Medium Weapon/Clothing Kits, Point X, DT01, GSL01, SL01, Point S, Monocular, Point L, P01, POSP, Kite 1, Kite 2, Forcefield Jammer, MHP1, P02, MRP1, NVG, Dosimeter,
  • Recipes: Blacksmithing: Beginner, Campfire: Beginner
  • Armor: Plastic PL1, Steel SL1, Valenki, Knitted, Ushanka, Sneakers, Armored Boots, Light Legs, Gorka Pants/Jacket, Bike Helmet, Light Vest, Reinforced Pants, Tactical Sneakers, Medium Vest, SSH-40, Tactical Boots, Heavy Vest, Armored Pants
  • Other: Matches, Salt, Dirty Water, Distilled Water, Cider, Vinegar


Name: Valera Bonus
Location: Black Sunset Camp (in L7-5)
Buys: Virtually everything
Deals in: Most things except food (less than Gosha but more than Rafik)
Commission: Yes (not as plentiful as Gosha or Rafik)
Markup: None

  • Melee: All
  • Ammo: 22lr HV, 9x18 FMJ/HP, 7.62x39 FMJ/Extra/HP/AP, 5.45x39 FMJ/AP/HP, 7.62x54 FMJ/Extra/AP/HP, 12ga Shot/Slug/Mag Shot/Mag Slug, 7.62x25TT FMJ/AP, 7.62x38, 9x19 FMJ/HP/AP, .38 SPC, .357 MAG, .45 FMJ, 9x39 SP5
  • Weapons: Makarov, Nagan, TT, Lupara, TOZ 34, MP 133, Ithaki 37, SKS, Fox, PPSH 41, Marauder-5, Mosin, Privet, Wolf, 590A1, 1911, GSH-18, G17 G3, Wolf 357, MP5, Zastava M92, Marauder-7, Marauder-12, AS VAL, Pioneer
  • Medicine: Bandage, Small Medkit, Med Medkit, Small Antidote, Small Chem Antidote, Large Medkit, Antirad, Med Chem Antidote, Med Antidote, Detox
  • Consumables: Firework, Battery A1/A2, Gas Mask Filter, Healing Nade, EMP Nade, Electro Bait, Respirator, Energy Shield, Bandanas, PPM-88, Small Weapon/Clothing Kits, Point X, DT01, GSL01, SL01, Point S, Monocular, Point L, P01, POSP, Kite 1, Kite 2, Forcefield Jammer, MHP1, P02, MRP1, NVG, Dosimeter,
  • Recipes: Blacksmithing: Beginner, Campfire: Beginner
  • Armor: Plastic PL1, Steel SL1, Valenki, Knitted, Ushanka, Sneakers, Armored Boots, Light Legs, Gorka Pants/Jacket, Bike Helmet, Light Vest, Reinforced Pants, Tactical Sneakers, Medium Vest, SSH-40, Tactical Boots, Heavy Vest, Armored Pants
  • Other: Matches, Salt, Dirty Water, Distilled Water, Cider, Vinegar
Swamp, Tunnels, Canyon Merchants
Name: Leshiy
Location: Swamp (center of bog in E5-4)
Buys: Medicine
Deals in: Light supplies
Commission: Yes
Markup: No
  • Weapons: Knuckles
  • Ammo: 22lr, 9x18 FMJ, 7.62x39 FMJ, 5.45x39 FMJ/AP, 7.62x54 FMJ, 12ga Shot, 7.62x25TT FMJ/AP, 9x19 FMJ/HP/AP, .38 SPC, .357 MAG
  • Medicine: Same as Doc and Victor
  • Consumables: Firework, Gas mask filter, Respirator, PPM-88
  • Recipes: Pharmacist: Beginner, Campfire: Advanced
  • Other: Plastic Bottle

Name: Karina
Location: Tunnels
Buys: Most things (except medicine)
Deals in: Weapons, Ammo, Consumables, Armor
Commission: Yes
Markup: Yes (30%)
  • Weapons: Same as Gosha (Minus Squirrel) + GL-43, S&W .44, and S&W .500
  • Ammo: Same as Gosha + 43mm grenades
  • Consumables: Same as Gosha + Sandbag, Firing Line, Pickaxe, Advanced Pickaxe, PO3
  • Armor: Same as Gosha

Name: Claudiya
Location: Tunnels
Buys: Food
Deals in: Food and Drink
Markup: Yes (10%)
Items: Matches, Bread, Fried Mushrooms, Dirty Water, Salt, Vodka, Fried Chicken, Distilled Water, Fried Boar Meat, Cider, Fried Rabbit, Vinegar

Name: Victor Petrovich
Location: Tunnels
Buys: Stimulators
Deals in: Medicine
Markup: Yes (~20%)
Items: Same as Doc in SC

Name: Kira
Location: Tunnels
Buys: Food and Drink (less than Claudiya)
Deals in: Food and Drink
Markup: Yes (10%)
Items: Matches, Bread, Fried Mushrooms, Dirty Water, Vodka, Fried Chicken, Distilled Water, Fried Boar Meat, Cider, Fried Rabbit

Name: Gunsmith
Location: Tunnels
Deals in: Empty paint cans, repairing gear
Markup: Yes (50%)

Name: [Faction Trader] (I believe the name changes)
Location: Northern and Southern Village in Canyon
Buys: Virtually everything
Deals in: Weapons, Ammo, Medicine, Consumables, Armor, Other
Commission: Yes
Markup: None
Gunsmith: Yes
  • Weapons: Same as Gosha (minus Squirrel) + "Burdock" Radio Bomb, GL-43, S&W .44, S&W .500, Udav, WSC PDW, VEPR-12, MSR-10, L96A1, MSR-12, and RPG-7
  • Ammo: Same as Gosha + G43 100/200/300/400, .338 LM FMJ/HP, .308 WIN FMJ/HP/AP, 40mm 7P50 FRAG/7P16 HEAT, 9x21 FMJ
  • Medicine: Bandage, Small/Med/Large Medkits, Small/Med Chem Antidote, Small/Med/Large Antidote, Antirad, Detox
  • Consumables: Same as Gosha + Sangbag, Firing Line, Demining Grenade, Pickaxe, Adv. Pickaxe, Remote Fuse Controller, GSL-02, SL-03, SL-05, SL-04, SL-06, CCD (Command Core Defender), Target Designator, Walkie Talkie, and PO3
  • Armor: Same as Gosha
  • Other: Matches, Vodka, Dirty Water, Distilled Water, Cider
  • Note: .44 MAG and .500 MAG have to be made, it cannot be purchased at the Canyon or Tunnels.
Coast Merchants
Name: Fedya the Miser
Location: Coast (F1-9)
Buys: Most things (at 50% base value)
Deals in: Weapons, Ammo, Meds, Consumables, Armor, Vodka
Commission: No
Markup: Yes (100%)
  • Melee: All
  • Handguns: Makarov, Nagan, TT, Wolf, GSH18, 1911, G17, Wolf 357, S&W 44, S&W 500
  • Assault Rifles: SKS, M5, M7, M92, M70, VAL, M16
  • Rifles: Fox, Coyote, Mosin, Vintorez, Pioneer, Thunder
  • Shotguns: Lupara, TOZ34, Ithaki37, MP133, 590A1, M12, SPAS12
  • SMGs: PPSH41, Privet, MP5, UMP, SMG90
  • Explosives: RGD5, RGD5M, F1, MON50, GL43
  • Ammo: 22lr, 9x18, 9x19, 7.62x25, 7.62x38,.38 SPC, .357 MAG, .45 ACP, 5.7, 7.62x39, 7.62x54, 5.45x39, 5.56x45, 9x39, .30-06, 12 GA, 43mm
  • Meds: Bandage, Small/Medium/Large Medkits, Small/Medium/Large Antidotes, Antirad, Small/Medium Chem Antidote, Detox
  • Consumables: Battery A1/A2, Mask Filter, Small/Medium Armor and Weapon Repair Kit, Simple/Advanced Pickaxe, Shovel, Electronic Bait, Forcefield Jammer, MHP1, MRP1, Respirator, Bandanas, PPM88, NVG, Monocular, Point X, Point S, Point L, GSL01, SL01, DT01, PO1, PO2, PO3, POSP, Kite 1, Kite 2
  • Recipes: Blacksmithing Beginner, Campfire Beginner
  • Armor: Same as most merchants
Notes: If you thought the Tunnels were bad.. man, I see why they call him a Miser.


Name: Victoria
Location: Coast, the Tower
Buys: Most Things (except medicine) (at 80% base value)
Deals in: Weapons, Ammo, Meds, Consumables, Armor, Vodka
Commission: Yes
Markup: Yes (20%)

  • Melee: All
  • Handguns: Same as Fedya
  • Assault Rifles: Same as Fedya + MSR10
  • Rifles: Same as Fedya + L96A1 and MSR12
  • Shotguns: Same as Fedya + VEPR12
  • SMGs: Same as Fedya + WSC PDW
  • Explosives: Same as Fedya
  • Ammo: Same as Fedya + .338 LM and .308 WIN
  • Meds: Same as Fedya
  • Consumables: Monocular, GSL01, Point X, Point S, Point L, SL01, DT01, PO1, Kite 1, SL03, SL04, SL05, SL06, POSP, Kite 2, PO2, PO3, Batteries A1 and A2, Mask Filters, Small and Medium Repair Kits, Respirator, Bandanas, PPM88, Walkie Talkie, NVG, Firework, Electro Bait, Forcefield Jammer, MHP1, MRP1, Blacksmithing Beginner, Campfire Beginner, Pickaxe, Adv. Pickaxe, Shovel, Healing Nade, and Vodka
  • Armor: Same as most merchants

Makar (Stockman): 15k to start, 150k to finish, 165k in total

Name: Boris (Repairman)
Location: Coast, the Tower
Deals in: Repairing Gear
Markup: Unknown

Name: Tihon (the Fisherman)
Location: The Coast, D7-2
Buys: Fish?
Deals in: NV1 Knife, Bandage, Small/Med/Large Medkits, Antirad, Small Antidote, Mask Filter, Shovel, Fishing Rod, PPM88, Nut, Matches, Bread, Vodka, and Distilled Water
Commission: No
Markup: Yes, but varies
Markup:
Factions and Clans




When you complete the main questline (Sticky Situation and Protective Shield), you will have the ability to join either Confederation (with Mikhalych) or Black Sunset (Valera). Confederations (or Feds) focus on rule of law, insisting that for there to be peace, everyone must do their part and keep the machine well oiled so it can continue running. Black Sunset (or BSS) are essentially bandits and criminals uninterested in the strict guidelines required by the feds, made obvious by their anarchistic logo. Neither group is truly good or evil, just lawful and chaotic.

Faction members enjoy much better selling values at their HQ (Solar City or BSS Camp), and at the outposts in the Canyon or Testing Ground. I believe it's 84% for HQ and 90% for outposts. This is dependent on having 100% reputation, it can be less than these values. You also gain access to sets of armor that provide better protection than Chitin.

If you leave a faction, it will cost 500k in tokens to rejoin one. I believe the roaming trader is who you pay the money to, and when you rejoin you will start at 30% reputation, requiring you to either do the faction quests (unless you completed them already), or kill players of the opposite faction to regain your reputation. I believe you need 50% rep to enter a camp that's aligned with your faction.

Once you join a faction, all opposing camps and the opposing HQ will become hostile to you. If you join Fed, the BSS camp becomes hostile, and the BSS outposts remain hostile, but the Fed outposts become friendly. If you join BSS, Solar City becomes hostile, the Fed outposts remain hostile, but the BSS outposts become friendly. Make sure to move any of your items out of these camps before joining a faction, or before an outpost is taken.

Once you join a faction, you can then join or create a clan, which offers its own benefits in addition to being in a faction. Some benefits include exclusive armor sets that only clan members can purchase (but anyone within the faction can wear), and passive perks that are purchased via points earned doing clan tasks.

Clan storage is specific to each stockman or storage holder. In other words, what you put in the clan storage with Senya at Zap Mine won't be the same as what you put in with the Stockman at Korovie village.
Clan Skills














There are four distinct trees available for clans to purchase skills in: PVE, PVP, Craft, and Medicine. PVP Score, PVE Score, or Craft Score is necessary to level up the clan and unlock new skills for purchase. Technology Score is necessary to actually purchase the skills. The skills don't stack cumulatively, the higher ranks just improve the base skill up to the total listed. There are clan quests available that can be completed once a day by each member that add score.




- PVE -
PVE Experience I
Requires: Clan Level 2, 5k Tech Score
Increases XP gained from PVE by 3%.

Vivisector I
Requires: Clan Level 4, 7.2k Tech Score, Faction Arsenal
Increases the chance monsters will drop parts by 3%.

PVE Damage I
Requires: Clan Level 4, 7.2k Tech Score, Faction Arsenal
Increases the damage dealt to NPCs and monsters by 3%.

PVE Experience II
Requires: Clan Level 5, 17.3k Tech Score, and PVE Damage I OR Vivisector I
Increases XP gained from PVE by 5%.

PVE Damage II
Requires: Clan Level 6, 20.7k Tech Score, and PVE Damage I OR PVE Experience II
Increases damage dealt to NPCs and monsters by 5%.

PVE Damage III
Requires: Clan Level 7, 27.5k Tech Score, PVE Damage II
Increases damage dealt to NPCs and monsters by 8%.

PVE Experience III
Requires: Clan Level 7, 30k Tech Score, PVE Experience II, and PVE Damage II
Increases XP gained from PVE by 7%.

Vivisector II
Requires: Clan Level 8, 18k Tech Score, Vivisector I, and PVE Damage III OR PVE Experience III
Increases the chance monsters will drop parts by 5%.

PVE Damage IV
Requires: Clan Level 9, 50k Tech Score, PVE Damage III, and Vivisector II
Increases damage dealt to NPCs and monsters by 10%.

Vivisector III
Requires: Clan Level 10, 32k Tech Score, Vivisector II, and PVE Damage IV
Increases the chance monsters will drop parts by 8%.

PVE Experience IV
Requires: Clan Level 10, 55k Tech Score, PVE Experience III, and PVE Damage IV
Increases XP gained from PVE by 10%.

Vivisector IV
Requires: Clan Level 12, 45k Tech Score, Vivisector III, and PVE Experience IV
Increases the chance monsters will drop parts by 10%.


- PVP -
PVP Experience
Requires: Clan Level 2, 5k Tech Score
Increases the XP gained from PVP by 5%.

Faction Arsenal
Requires: Clan Level 3, 18k Tech Score, and PVP Experience, PVE Experience I, OR Crafter I
Allows the purchase of faction equipment, clothes, etc.

Fast Learning I
Requires: Clan Level 4, 7.2k Tech Score, and Faction Arsenal
Increases the speed you become proficient with items like weapons and repair kits by 10%.

PVP Damage I
Requires: Clan Level 4, 7.2k Tech Score, and Faction Arsenal
Increases the damage dealt in PVP by 3%.

PVP Critical Hit I
Requires: Clan Level 5, 17.3k Tech Score, and Fast Learning I OR PVP Damage I
Increases the chance of a critical hit in PVP by 3%.

Fast Learning II
Requires: Clan Level 6, 20.7k Tech Score, Fast Learning I, and PVP Crit Hit I
Increases the speed you become proficient with items by 15%.

Faction Arsenal II
Requires: Clan Level 7, 40k Tech Score, Faction Arsenal I, and Fast Learning II
Allows the purchase of advanced faction equipment.

PVP Damage II
Requires: Clan Level 8, 18k Tech Score, PVP Damage I, and Fast Learning II
Increase damage dealt in PVP by 5%.

PVP Critical Hit II
Requires: Clan Level 9, 30k Tech Score, PVP Crit Hit I, and PVP Damage II
Increases the chance of a crit in PVP by 5%.

Fast Learning III
Requires: Clan Level 10, 40k Tech Score, Fast Learning II, and PVP Crit Hit II
Increases the speed you become proficient with items by 20%.

PVP Damage III
Requires: Clan Level 12, 50k Tech Score, PVP Damage II, and Fast Learning III
Increases damage dealt in PVP by 7%.


- Craft -
Crafter I
Requires: Clan Level 2, 5k Tech Score
Speeds up item production speed by 5%.

Big Clan Storage I
Requires: Clan Level 4, 7.2k Tech Score, and Faction Arsenal
Increases the maximum weight capacity of clan storage by 5%.

Miner I
Requires: Clan Level 4, 7.2k Tech Score, and Faction Arsenal
Increases the chance of getting resources from mining by 5%.

Crafter II
Requires: Clan Level 5, 17.3k Tech Score, Crafter I, and Big Clan Storage I OR Miner I
Speeds up item production by 7%.

Big Clan Storage II
Requires: Clan Level 6, 20.7k Tech Score, BCS I, and Crafter II
Increases the max weight cap of clan storage by 8%.

Miner II
Requires: Clan Level 7, 17.3k Tech Score, Miner I, and BCS II
Increases the chance of getting resources from mining by 8%.

Crafter III
Requires: Clan Level 7, 28.5k Tech Score, and Crafter II
Speeds up item production by 10%.

Big Clan Storage III
Requires: Clan Level 8, 28k Tech Score, and Miner II OR Crafter III
Increases max weight cap of clan storage by 10%.

Big Clan Storage IV
Requires: Clan Level 9, 38k Tech Score, and BCS III
Increases max weight cap of clan storage by 12%.

Miner III
Requires: Clan Level 9, 28k Tech Score, Miner II, and BCS III
Increases chance of getting resources from mining by 10%.

Crafter IV
Requires: Clan Level 10, 40k Tech Score, Crafter III, BCS IV, and Miner III
Speeds up item production by 15%.

Miner IV
Requires: Clan Level 11, 40k Tech Score, Miner III, and Crafter IV
Increases chance of getting resources from mining by 13%.

Big Clan Storage V
Requires: Clan Level 15, 100k Tech Score, BCS IV, and Miner IV
Increases max weight cap of clan storage by 15%.

- Medicine -
Advanced Medicine I
Requires: Clan Level 3, 18k Tech Score
Increases the efficiency of medicine by 10%.

Advanced Medicine II
Requires: Clan Level 6, 20.2k Tech Score, Adv. Medicine I
Increases the efficiency of medicine by 15%.

Advanced Medicine III
Requires: Clan Level 9, 20.2k Tech Score, Adv. Medicine II
Increases the efficiency of medicine by 20%.



Tips: Basics
Common chat functions out to 200 meters in most locations, and out to 400 meters in Coast, Swamp, and Dead Forest.

With PVP mode disabled, you gain 70% of the normal XP rate, or 30% less. Premium would bump this up to 85%. With it off, and Premium active, you'll get 115%.

Loot is calculated individually for players based on their damage to a monster. You have to put in a minimum of 20% of its max health, or 10% for some bosses. You will get slightly less loot individually, but if all of the loot was pooled into the same container collectively, it would end up being greater than if accumulated solo.

Notice board missions auto complete once you collect all the necessary items.

Rewards from a quest can't go into your inventory if your inventory is full. They don't drop on the ground either. Leave some room open if you're gonna complete an event or a quest.

Crouching and sitting still will regenerate your stamina much quicker. Using sitting or squating emotes will do it too. You get up quicker from a squat.

You don't take damage in a safe zone. Radiation, poison, chemical, all of these things have no effect on you in a safe zone. Eat dangerous food while you're in one to reap the benefits and none of the downsides. You can also fall from extreme heights with complete safety if it's in a safe zone.

Your level is what dictates how you interact with the world - as you raise in level you will get a lot more health and total weight limit.

Having a gas mask on affects how other people hear your voice ingame. Usually it's better to take the mask off if you're safe so your voice is clear.

Having a gas mask active makes your stamina drain faster and it will regen slower. It will block the radiation/damage that accumulates from having radioactive metals in your inventory.

Your progress will rapidly slow down around the time you hit level 10.

It appears that your thirst and hunger bars have a limit of 300 points.

If you consume food or drink that provides health while at maximum, you will overheal and go above your max, but only up to a point.

You can tell what class a person is visually by their backpack. Miners get a big hiking backpack, hunters get a big foldover flap on the back, mercs have a sleek assault pack with two center pockets, and engineers get a day pack with tools and two side pockets.

If you go through a level transition, then come back, it will change your spawn point to that transition. Examples are the bog bridges and mine entrances. It also completely fills your stamina.

You can mail items to yourself. Much easier to move stuff between bases this way, it just takes time to arrive. Solar City, Korovie, Black Sunset Camp, Tunnels, Coast, and Testing Ground get mailboxes. It costs about 10% of the base value whatever you're trying to send. Some things, like NDP crystals, aren't worth sending because they're very expensive. You get a 20kg weight limit per mail, and premium lets you send mail that arrives in 1 hour.

Loot items and containers are sort of localized, but crafting tables definitely are. Nobody can see what you're crafting, and nobody can take it. In a PVE server, nobody can take from your stash either unless they have PVP mode turned on. If you're on a PVE server, other people can't grab your death bag by default unless they have PVP mode on.

If you're in a group, your group members can access your bag freely - meaning they can either fetch your stuff for you, or take it for themselves without PVP being on. Group members can also access eachother's regular stashes. Group cap is 9 people.

Premium stashes aren't visible to anyone else - only yourself.

When you turn on PVP mode within a safe zone, it will require 2 hours (I believe 30 mins with premium) before you can turn it back off. If you have PVP mode on when you turn in a quest, you will get the full experience reward.

If there are loot containers in a room with a locked door, the person who lockpicked the door will get the lion's share of the loot. That way, someone can't just follow in behind you and steal what you spent lockpicks to obtain.

More than 4 radioactive metal in your inventory will slowly kill you with radiation poisoning. Below that should be enough for your body to handle. Your gas mask can block the radiation taken by metal if it's active when you first pick it up. If you've already accumulated radiation it cannot reduce what you have, only an Antirad can do that.

It's quicker to level up Mining by mining basic rocks, since XP is given based on the resources you receive. Coal would be second best.
Tips: Items
Bandages (not small medkits) are excellent for removing bleed stacks. A lot of different mutants inflict bleed, so it's good to have a few. If you're going to be bled repeatedly, a medkit is better.

Medium Antidotes give you about 36 points of resistance over 10 seconds, diminishing 0.1 per second, and 1 for 1 as poison is inflicted. Large Antidotes give you about 55 points of resistance over 5 seconds, making them much more efficient.

Lategame silencers will reduce damage, but increase accuracy and reduce recoil on the weapon they're attached to. Regardless, silencers significantly reduce the sound your gun makes, making it easier to pull smaller groups of enemies towards you. Loud guns can attract whole hordes if they're close together. Players also don't get directional arrow of where they got shot from with a silenced weapon.

Some keys will break when you use them. Some don't, and can be used multiple times.

You can use the monocular to mark spots for both yourself and your group members temporarily via middle mouse button. You can set 10 marks, and each mark consumes a little extra battery depending on how many players can see it.

Weapon Attachments are free to go on and come off a gun without issue. They do eventually break, as they have a durability value, so you'll have to buy another when it does. Things like gas masks also break with time, separately from the filter.

The DT-01 is a muzzle brake that will significantly reduce the amount of horizontal recoil you experience.

A respirator can be used in conjunction with night vision. A gas mask cannot, they are mutually exclusive. The respirator is not good enough to deal with the radioactive gas in Minaev's mine.

The hunting knife is nothing to sneeze at, especially as a miner. It can save you a lot of money in ammo for mutant killing. It does a lot of damage. You also have a quick melee option when wielding a firearm, which takes no stamina, but has pitiful reach.

Lit campfires will give you one free spawn if you die. Unlit campfires do not. They will cook multiple types of food at once, but only one of each at a given time. If the fire dies it cannot be relit.

Keep all of the steel wire that you find - it makes lockpicks. You can find long-nose pilers in the Engineering settlement pretty consistently. The hammer and pliers are much easier to find elsewhere, but also show up there. Sobachovka (east of Solar City) is FANTASTIC for restocking lockpicks, offering 6+ steel wire, pliers, and long nose pliers.

Fried Mushrooms are incredibly weight efficient for the health and hunger they restore. Keep 10-20 on you so you never go hungry, and to top up health between fights.

A dosimeter tracks if there is background radiation within an area, and on your person. If you hear clicky static while it's active, you're either in an area with radiation, or you currently have lingering radiation being filtered out. If you start taking excessive damage, use an antirad. The battery lasts a long time.

If a container has nothing in it, it means it was probably recently looted. If all the containers in a given spot are empty, it was definitely looted. A loot container will respawn its loot regardless if you're looking in it or not, and will fill up to its maximum.

Containers seem to have a preset table of loot that can spawn in them, ranging from common to rare. If you loot the same containers repeatedly, over time you'll see patterns of loot within those containers. It pays to become familiar with all the potential containers. Trash piles, cookie tins, toolboxes, cabinets, etc. They aren't always lootable, but knowing what could be lootable helps.

Once you start a quest that requires specific items, and you obtain that item (it's within your inventory), (in some cases) it cannot leave your inventory until you turn in all the items at once. Beware of this on quests that require lots of different things, which clutter up your precious inventory slots. It helps to store them away in advance before accepting the quest.

You can find a free TT in a locked cabinet within the Engineering settlement. You can also find a free Nagan in a locked box in the same settlement. There's a free Lupara in a box next to the Zapadnaya mine, but it needs a key to open.

Within the Cave of Cockroaches under the Strange Place, there are piles of Coal, Ferrous metal, and Radioactive metal, as well as some Radioactive Alpha in a bag. If you need these, you don't have to run to Minaev's Mine to get it. Spider Cave also has coal and ferrous loot piles.

NDP Powder is a resource you'll need a lot of later on, but early on it's good to sell on the commission for about 200 tokens a pop. Titanium powder is needed for armor plates later but is good for selling early.

Gold bars, Nitro, NDP Polymer, and Lizard Venom are excellent items to sell at Korovie Commission to get maximum value out of them.

if you need a lot of charcoal, there's a key to the locked room in the MTE that is dropped by bandits. In a garbage bag respawns 150 charcoal, which is a lot, and is much more time efficient than burning wood. There's also 3 trash bags in the vendor area of the Tunnels with 30 charcoal a piece, 90 in total.

if you need a lot of fuel for making gasoline, the Radio Telescope has 5 barrels of fuel you can siphon. The only place better is the Hermit's Camp in southeastern Canyon, which easily has 20 barrels.

If you need Gun Steel, Armor Steel, Copper, Nitro, Mercury, Primers, or Gunpowder, there's a caravan of 5 bandits in the southern woods of the Swamp, east of the Tunnels shortcut. They drop a ridiculous amount of crafting materials, more than you'll likely be able to carry back in a single trip. They hurt though, so bring a rifle or good armor.

Don't be afraid to let crafted items sit in their benches, like the Furnace or Ammo Press. Your storage has a finite amount of weight it can handle, whereas the benches don't seem to have a weight limit, just an item limit. You can split and pull from the stack as needed, let the benches hold your ♥♥♥♥ for you til you need it.

Point S, Kite 1, Kite 2, POSP, and P-01 for comparison:











Point S, X, and L are all 1x. Kite 1 is 2x. Kite 2 is 2.5x. P-01 appears to be 4x. POSP appears to be 6x.
Tips: Weapons, Armor, and Combat
Your guns can be surprisingly accurate if they have good MOA ratings - the lower, the better. Don't be afraid to take a far shot if getting too close is dangerous.

The weapon XP you get is per hit. This means automatic weapons and shotguns using shot will level up considerably faster than rifles and handguns.

Weapons have a range of damage and penetration that they fall within, and these values are randomized upon a hit. Weapon mastery influences this, and the higher your mastery, the more likely you are to get higher values within the range (do more damage), like on medkits and healing mastery.

Weapon mastery with a given weapon type will confer a damage bonus. At 100% mastery of a given type (shotguns, SMGs, etc.) you will do 20% more damage with that weapon type.

If your weapon feeds one round at a time, like the Fox rifle or pump action shotguns, you can interrupt the reload by hitting the reload key again. No other key appears to work.

You can change which type of ammo your weapon feeds by right-clicking it and hit the Load button, then choose your preferred ammo.

The protection of armor is based upon its condition. The highest value is armor at 100%, the lowest is at 0%, so to find your armor's given condition you multiply its highest value by its condition %. Plates work the same way.

Crit chance can be increased with corresponding skills. It depends on the weapon's inherent modifier, body part hit, and Fortune (or luck).
Luck x 0.025 (2.5% crit chance given per luck) x (class crit perks) x (general crit perks) x weapon mod x (1 - target's luck x 0.025) = crit chance

RPG shaped charge rounds can penetrate cover and damage things on the other side, like people and equipment. This includes buildings, structures, and stones.

Armor Speed Test
Test was done with 5 dexterity at a distance 60 meters, 2 laps, time averaged
Time / Armor Worn / Percent Slower than Control

  • 11.46 seconds with no armor (Control)
  • 11.60s with light helmet (1.21%)
  • 11.64s with light boots (1.55%)
  • 11.71s with light helmet and boots (2.15%)
  • 11.81s with light pants (3.00%)
  • 11.99s with light pants, helmet, and boots (4.52%)
  • 12.06s with light chestpiece (5.10%)
  • 12.15s with medium pants (5.84%)
  • 12.33s with light chest and pants (7.31%)
  • 12.45s with light chest, pants, and helmet (8.28%)
  • 12.48s with light chest, pants, and boots (8.52%)
  • 12.62s with all light armor, light plates installed (9.63%)
  • 12.62s with all light armor, no plates installed (9.63%)
  • 12.79s with medium chest (10.96%)
  • 13.53s with medium chest and pants (16.56%)
  • 13.85s with medium chest and pants, light helmet and boots (18.88%)
  • 15.34s with heavy chest (28.95%)
  • 16.84s with heavy chest, medium pants, light helmet and boots (38.02%)

Observations: The effect of various armor pieces is cumulative. The helmet and boots are obscenely light, and the pants aren't bad either. Helmet, boots, and pants combined is still faster than the chestpiece by itself. Run speed doesn't care about plates installed, which is nice. Heavy armor is obscenely slow, making me question whether it's worth it.
Tips: Areas and Travel
Solar City is a hub you will constantly come back to for a while. It creates a north base camp for you to reliably store, sell, repair, and restock. Minaev's Mine is a midway point to store things, buy repair kits, or to utilize crafting recipes - no commission though. Korovie village is the southern base camp and has storage, commission (like SC), supplies, and repair kits. Zapadnaya Mine has a stockman and lots of crafting benches, plus some blueprint modules, but no way to restock. Tihon the Fisherman, located at the Fisherman's House, provides storage and some light restocking of supplies at the Exclusion Zone island. You will utilize SC, Minaev, Korovie, and Zapadnaya a lot. You may end up using the Black Sunset camp more than Solar if you join BSS.

Your map locations have a marker limit per location.

Exploration is rewarded in many numerous ways: mutant groups, loot in containers, mining resources, shortcuts, quest givers, secrets, etc.

Minaev's Mine is a safe area, with a quest available to build a motorbike. The stockman here sells storage for more than at Solar City: 1k tokens for the first 10 slots, and 2k for every 10 afterwards and up to 9k in total. It's separate storage from SC. Inside the mine there are cave ins you can dig through to access different parts of the mine. There are also shortcuts that let you access certain parts of the mine faster.

Some events share progress with other players. They will complete for everyone within the event circle. Some are exclusive to each player. If multiple players participate their reward will be on par with their participation - if you do half the work, you get half the payout. Doing events solo from scratch maximizes the reward.

As long as you are within an event radius before the timer runs out you can continue to finish the event on what is essentially overtime.

The toxic green water that comprises the green river and some bogs will kill you instantly if you touch it... so don't touch it. Bog water with chirping cicadas and lilypads is fine to touch.

They hard to spot, but there are audible radio teleports within bushes outside both Gosha and the Korovie Stockman that teleport you from one side of the village to the other. Handy!

Small bunkers exist that have a teleporter inside of them, requiring a charged NDP battery in your inventory, in which case you choose where to go. It will sap some of the battery to fuel the teleport, and more depending on your weight.

Exclusion Zone requires Level 15 to travel there. It's highly recommended you have an NDP Detector first. You'll also need lots of Nuts, several hundred preferred. If you are going there for the first time, about about 10k tokens to buy storage space, equipment and supplies. You aren't allowed to carry any weapons inside the zone except for an NV-1 knife (luckily Tihon can sell you one). If the player continues into the zone beyond the gateway with any other weapons equipped - they will instantly die. You can still carry medical supplies, armor, sapper shovel, food, drink, Nuts, accessories, etc. Any weapons you find beyond the gateway must be left on the island, or you will die coming back through. You use the detector to find NDP stones and crystals, then dig them up with a shovel. Higher mining helps with this.

If you're up north and you need to get down south to Korovie fast, you can use the mountain pass into the swamp. Talk to the guide and fast travel to Korovie for 1.5k. The pass is at H1-9, top right corner. You can use the Guide to go from Korovie to the swamp, then down through the checkpoint to reach Solar City fast. You can use the western blockpost into swamp, then the shortcut northeast of the entrance to get to Tunnels fast.

The abandoned camp up north is a dangerous place if you go in unprepared. The front door is an 8 pin set, and the cabinet inside that has gold bars (keyed safe) is 8 pins. It requires a key from the trailer at the mountain pass outpost that leads to the Tunnels. In order to leave you have to talk to Burator, the doll in the other room. Stash your items outside and place a campfire with a fair bit of time on it in case you have an unfortunate accident.

The Tunnels have storage for 16.5k, a mailbox, chem station, ammo press, press machine, food and med vendors, repairman, and weapon merchant. The merchants sell everything at marked up prices though. The slimes and jellies are excellent for making money, since they drop a lot of biomaterial that's worth a fair bit, and aren't hard to kill. Be careful about using the right side exit door that leads to the Canyon, because you'll die on the other side if you aren't with the faction that owns the nearby outpost.

Eventually, you will discover little bunkers with teleporters in them. Using 50 NDP polymer, you can fill an empty M1 battery case to act as a keycard and use the teleporters. It will drain a % from the battery, which goes up the heavier you are, up to a max of 10%. Good in conjuction with a bike and the radio teleport gates.



If you go into Canyon, the game will force you into a PVP status, but it won't trigger a cooldown. As soon as you leave the area, you can turn the PVP off again. Once you do, the cooldown will start, meaning if you go back into Canyon again you're still stuck with PVP once you come out. It can be useful for forcing on a PVP status without incurring a cooldown.

The Swamp is extremely hostile to bikes. The terrain is very uneven, allowing the bike to hop and skip gaps that will deal quite a bit of falling damage to you. Best to use the bikes along paths or roads, but even then there's debris to screw you over.

If you're neutral, or affiliated with Confederation, you'll spawn at the left side of Swamp near the train wreck. If you're affiliated with Black Sunset, you'll spawn on the right side, in the alcove where the elder bugs spawn.

If you talk to the Guide(s) in the Swamps while in a faction, you have the option to teleport to the faction HQ instead of Korovie, but it costs the same - 1500 tokens.

The Guide in Canyon D1-1 and the Canyon-to-Tunnels entry in C6-5 have a safe zone that is counter-aligned with the faction controlling the nearby outpost. If BSS controls the village at E2-2, then the Guide's safe zone with be hostile to them, but friendly to Feds. If the Feds own the southern village at C5-5/C6-3, then the entry at C6-5 will be hostile to them but friendly to BSS. If you're neutral both locations will kill you regardless.

The two villages that the factions control in the Canyon both have a furnace, press machines, chem station, and ammo press. Not even the Tunnels has a furnace. The storage is persistent and will remain even if the outposts are taken and recaptured. The items in their storage will stay too.

If the two faction outposts in Canyon are up for capture, the game will clamp down on nearby enemy spawns. In other words, you won't see spiders, matadors, hornets, or bandits until you either go further away from the outposts, the outposts are captured, or the timer runs out and the outposts lock down again. Locked down outposts controlled by your faction mean PVE farming time.

In the Testing Ground location, there are two entrances a piece for each faction to enter the location. Two rows of 3 beacons have to be captured and held in order to unlock the corresponding base, one in the east and one in the south. Merchants reside at the faction entrances.

You can teleport between Big Village and Coast using Tihon the Fisherman. It costs 5k.
Tips: People and Quests
Some quests require you to reread the quest text in order to figure out where you're supposed to go. Not all quests have markers.

Quests, for the most part, are a vehicle to encourage interaction with areas and game mechanics. Generally speaking, if there's a location to explore, a quest will send you there at some point.

When you get the Nightlight for the Roaming Trader, don't be greedy or you'll fail the quest. Ask for 3k maximum.

There's a small quest at the Fire Department that starts at a safe in a little hobo hideout. Go into the murky pool of water where the excavator is, swim around and into the tunnel, then check the safe behind the rusty metal next to the bed. Kill the NPCs upstairs til you get the code, then use the code on the safe. Leave some space free in your inventory because the safe "gives" you items, and some pretty valuable stuff too.

When you complete Protective Shield and Sticky Situation, you can join a faction. The faction leaders, Mikhalych and Valera, will have dialogue options that basically blackmail you into joining their respective factions. You don't have to though - just exit the dialogue until you're ready to join one or the other.

Kuzmitch is great for food because there's a container near him that contains 5 cans of Tushonka. Minaev sells water and meds. Tihon sells water, food, and meds on the island, but charges 500 tokens to travel there. Gosha sells water and meds. Claudiya sells food and water, Victor sells meds.

Rafik buys most things for the best possible price, though there are a few exceptions, like the Barman buying food for the most. They're both at Solar City. Valera is basically Rafik but at the desert Black Sunset camp, so you can also sell most things to him. Senya likes valuable and shiny jewelry as well as wine. He pays the most for it. Leshiy pays as much as Rafik does for stuff, but the stuff he buys is limited.

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Rafik will need 5 Watcher Claws, 10 Ferrous metal, 1 Microchip, and 8 Watcher Shells.

Mikhalych needs 10 Boar Biomaterial, 10 Boar Meat, 6 Boar Skins, and 6 Big Boar Fangs. He'll also need 4 NDP Batteries later on, then it repeats as a bulletin board quest.

Doc needs 8 Chamomile, 6 Nettle, and 6 Rose-Bay.

Initially, the Gunsmith needs 5 Oil Bottles, then 10 more for a total of 15 Oil Bottles. He also needs 3 Ferrous, 3 Plastic, 3 Rubber, and 3 Sulfur. The gunsmith needs a Trigger Mechanism from the fisherman's hut. Grab it at the same time you giving him the fishing components.

Kuzmich needs 7 Lizard Venom initially, as well as 9 Watcher Ferment, 7 Cave Spider Biomaterial, and 8 Big Lizard Horns later. He needs 2 Vodka and 5 Lizard Venom to make Awl stims as a repeatable quest. He'll need 5 Calendula and 2 Deer Horns through a quest with Leshiy. He'll also need 10 Radioactive Metal (green).

Minaev has a quest line that requests various amounts of the different metals found in his mine. 45 Coal, 20 Ferrous, 28 Silicon, 22 Non-ferrous, and 10 Precious in consecutive order. He also needs 5 Lamps.

Scowling needs 5 eclectic items from the various ruins: 1 Doll, 1 Cooper Statuette (the little dog), 1 Watch, 1 Horseshoe, and 1 Teddy Bear. If you find any, store them before you start the quest - he's sitting in front of the Minaev Stockman.

Grisha has a quest line that requests various items for building a moped. 1 Carburetor, 1 Small Battery, 1 Spark Plug, 1 Air Filter, 1 Gas Tank, 10 Steel Pipes, and 1 set of Moped Wheels, so collect them in advance if you wish. You'll also need a Hose and Funnel later. (Unfortunately to actually GET the moped you need 200k in tokens, so it's mostly for experience early on. A motorbike in the store is 2,500 credits... but 200k tokens is 1,425. Just saying.)

Tihon the Fisherman needs 2 Fishing Line later. The other parts are in his cabin.

Senya needs 5 Nitroglycerin and 5 Fulminate of Mercury to teach you how to make ammo. After that they're important components for making more ammo.

Gosha needs 3 Electronics, 5 Radioactive Alpha (orange), 20 Radioactive (green) metal, 20 Precious Metal, 5 Deer Antlers, and 1 Demodulator. I think he also needs 15 Lizard Claws.

Korovie Stockman needs 10 Fried Deer Meat later on. Collect 5 Boar Hearts for his perfect broth.

Leshiy needs 23 Bog Belch Biomaterial, 4 Green Symbiont Hearts, 10 Calendula, 5 Fox Tails (blasphemy), 10 Dracocephalum, 1 Bear Heart, 5 Bear Biomaterial, 10 Yarrow, and 6 Toadstools.

Myron will need 7 Good Lizard Skins, 1 Melted Bear Fat, and 2 Chamomile Tea.

Valera needs 13 Hornet Dust to give the Pharmacist device back.

Victor needs a 10 Bloodsucker Biomaterial, then a Thermometer, Capacitor, and Fuel Tablets. He'll also need 10 NDP crystals, but will pay you base value for them, and 1 CD. Eventually, he needs 3 Nitroglycerin, and 5 Calcium Acetate. He also needs a Spanner, Screwdriver, and Adjustable Wrench after you talk to Herman about the generator. Grabbing them early saves you a trip later.

Claudiya needs 30 Lizard Venom, 30 Rat Meat, 10 Raw Deer Meat and 10 Spiked Crucians.

Herman needs a Spark Plug, a Starter, and an Air Filter after he sends you to kill some bandits, but you can collect them nearby so you don't need to have them in advance.
Tips: Creatures
Most critters will attack your feet, so good footwear is paramount to resist most mutant attacks. Taller mutants will attack your legs, and only the tallest mutants or NPCs will hit you in the chest or head. If the condition of your armor was reduced, that means it's working and protecting you.

Overkilling a creature with a bunch of damage beyond its max health will often gib the poor thing and make it explode into gore ala Fallout. This can make the body harder to loot.

Beware of anything titled Elder, since it'll ♥♥♥♥ your ♥♥♥♥ up pretty fast. It tends to drop better loot though.

Mutants can aggro to you through walls. As long as you're close enough, they will try to find a way to path to you.

Some mutants have very large aggro ranges, and some have very small ranges. Typically, crouching will be sneakier than sprinting, and can let you slip by mutants unnoticed.

If you deal damage to an enemy, and you die before the enemy does, you will still gain XP relative to the damage dealt, even if it's killed by someone else, but it has to die for the XP to be credited.

If you're going after the Metal Junk/Stray Boar south of the Garages, make sure you have another person with you, or a LOT of ammo. He tends to run back and forth between two distinct points on either side of the field he spawns in once he reaches half health. If you keep tagging him, he doesn't get an opportunity to heal.

If there are enough people at Korovie Stockman, a boss monster with spawn that will drop a loot crate when defeated. The creature can vary, but i've seen a Shocker, a boss Elder Flesheater, and a boss cave spider. If the bosses aren't allowed to kill at least 5 people (supposedly), they won't drop anything.

If a monster manages to kill multiple players without dying, it can level up and get stronger, up to a maximum.

If the faction outposts in the Canyon are available for capture, it will suppress the nearby monster spawns. It discourages people farming for monsters when they should be defending the outpost.





1 Comments
Man of SteelPL 6 Jul, 2024 @ 5:41am 
nice guide it will read when have free time