Currencies

## Progression

**Caliber** is a free-to-play game, that is, it does not require an investment of real money to play. All modes are available at no cost.

Caliber does not apply to games where investing funds gives an advantage in battle - it increases the amount of available **content**: operators, skins, camouflages, you can also increase the income of experience and credits, which speeds up the progress in the game. Paid Operators also don't have to be stronger than those available for credits. The game, one way or another, strives for balance, so the characteristics of any operator can be changed both for the better and for the worse.

It's also worth noting that buying Operators with gold is early access to content. Therefore, a operator will eventually become available for purchase with credits.

## Game currency

### **Credits**

**Credits**  are the main in-game currency of Caliber.

* For completing daily tasks: 1000 , 1200 , 1500 , 2500 , 5000  each.
* For completing weekly tasks: 30000 for the first stage, 30000  for the second, 30000  + 1 Manual for the third.
* Converting gold into credits: 1  = 22 .
* For achieving 2000 XP you get 500 .
* For buying tasks for 100 , you will get contracts worth 5000 .

Items that you can buy with Credits  are:

* **Operatives**. You can buy operatives for both Credits  and Coins .
* **Customization** **elements**: camouflages, etc. that are not available for purchase with credits.

### **Coins**

**Coins** are the "premium" in-game currency of Caliber. For **coins**  you can purchase:

* **Operatives**. It is more profitable to buy fighters for coins than for credits.
* **Credits**. More credits will allow you to purchase, operatives, camouflages, and so on.
* **Customization** **elements**: camouflages, etc. that are not available for purchase with credits.
* **Emotes** and **executions**. They will allow you to diversify communication with other players.

### **Event currencies**

Some events bring with them their own special currencies that are used within the framework of a particular event. The ways of earning these currencies can be different: for example, playing in a certain mode, completing tasks, and so on. It depends on the event.

### Fragment Showcase

In update 0.16.0, the **Fragment Showcase** returned. In the updated version of the Showcase, you can purchase the Grey Smoke and Sandstorm HQ backgrounds, outfits, emotes, and executions. For instance, you can purchase the Tourist Epic Outfit for Kit.

**Fragment shop** items that you can’t get any other way! The Showcase will remain open remained August 31st.

**Fragments Showcase** is a special section that periodically appears in the client store. The items in it differs with each appearance. All purchases in the Showcase are made for **Fragments**. **Fragments** are a special type of in-game currency that is obtained through a compensation system when, in one way or another, they receive an item in the game that they already have on their account. There is no other way to earn fragments.

> Unspent **Fragments**will remain in your account. If not spent this time, they will persist until the next Showcase update. **Fragment Showcase** is unlocked at account level 18. For each type of double content, a number of **Fragments**is issued according to the table.
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### Ranked Showcase

Players receive rewards for every first victory in **Ranked** gamemode per day: temporary event currency and a container with a random prize. The value of the prize depends on the player’s league at the time of receiving the container. Every five wins in Ranked Battles will earn a player additional Tokens. The so-called Seasonal Task has no limit on the number of executions, it won’t reset, and the number of Tokens for a completed task grows as the league rises.

For the duration of the Ranked Battles event, a temporary currency, Tokens, is introduced in Caliber. They can be earned in three ways:

* As daily rewards for the first Ranked Battle victory;

* For Seasonal Task. In Solstice, they are given for every fifth victory;

* At the end of the season as part of the reward for the maximum league reached and the league in which the player is at the end of the season.

Ranked Armory will be available to players throughout the Ranked Season and one week after.

## Account and Operator progression

### **Premium time**

A **premium time** is an account status that significantly increases players progress speed. **Premium time** affects your allies as well. If a team more than one player with Premium time, the bonus XP values stack.

**With its help you will receive:**

* **+ 100%** to experience earned by the operator.
* **+20%** to operator XP for the whole fireteams Premium Time
* **+10%** to each fireteams operators XP for each allys Premium time
* **+5%** to Free XP
* **+150%** to archival Battle Pass XP
* **+30%** to current Battle Pass XP

### **Free experience**

**Free XP** can be used to develop any of your operators. To use the accumulated **Free XP**, you will need **Coins**  or **Fragments**.

How to earn **Free XP:**

* From account level 14, 2% of XP earned in battles is converted into Free XP
* Premium time brings you additional 5% of Free XP.
* Operators of maximum level can earn additional Free XP.

Select the required Operator Upgrades

### **Containers**

**Containers** are a type of random reward. Only by opening the container will you be able to find out its contents. You can get them by achieving for wins in battles, task completion, and participation in in-game activities.

Types of **Containers**:

* **Camouflage Container** - Camo for random collection.

### **Boosters**

The **Booster** system was significantly redesigned in patch 0.18.0. Only XP Boosters, standard and the new enhanced one, remained in the game. Each such Booster has its own capacity scale and will be spent gradually. Booster now work not only in case of victory, but also in case of defeat.

There are now two types of XP Boosters that have a capacity of 20,000 units. After each use, the volume of the Booster will decrease. When the Booster earns the player 20,000 XP, it will be considered empty and disappear.

* **XP Booster**: gives +100% base XP to the operator for battles until depleted;
* **Enhanced XP Booster**: gives +200% base XP to the operator for battles until depleted.

**The updated XP Boosters will perform two functions at once:** increase the XP and earn Credits received by the operator in battle due to the accelerated completion of the Combat Pay objective.

**BOOSTER SELECTION WINDOW**

### Medals

Every time you accumulate a certain number of Badges, you are awarded a Medal. Medals entitle you to rewards and if you earn enough Medals of a certain type, you will get a bonus reward: the corresponding emblem.

### Emblems

Emblem. You can select your emblem on the Profile tab. Some emblems can be purchased, others can be obtained in the store.

### Legendary Outfit

A Legendary Outfit can be purchased in the operators Customization menu or in the Store. Legendary outfits provide bonuses to the operators that they were purchased for. These bonuses increase depending on the number of Legendary Outfits that the specific operator owns.

## Missions

There are two kind of tasks in the Caliber: Daily and Weekly.

Some of the **Daily Tasks** have two ways of completion. The objective conditions can also be changed. For the first time per day, for free

Weekly Tasks available in the game. During the week, complete the objectives from the list in any order, complete the stages and get rewards.

A new Weekly Objective is issued every Wednesday. Each stage holds the certain number of completed objectives.

## Reserves

### **Reserves**

**Reserves** are consumables used in battle and restore some of the operative's parameters. You can take only one type of reserve into battle, but the number of their uses is limited only by their number in the player's inventory and the cooldown time of the reserve. You get them at the start of a match. The maximum number of reserves in the inventory is limited and can be increased by the appropriate operator upgrade.

Types of **Reserves:**

**Primary Reserves** restore the operators main resources: **Hit points** and **Stamina**.

* **Stimulant** - restores 210 Stamina over 4 seconds .
* **Medpack** - restores 30 HP .

**Secondary Reserves** affect other resources: **Armor** and **Ammo**.

* **Spare Plates** - restores all of the Operator's armor.
* **Ammo** - restores 50 bullets for the primary and secondary weapons.

**Adrenaline** is used to revive teammates.

* **Adrenaline -** Each operator has their own Revival Kits stock. It allows to revive incapacitated allies and can be increased by and operator upgrade or skill.

### Team Reserves

In Update 0.16.0, **Team Reserves** are tied to the Battle Pass and the new Chinese operator collection. This is expressed in their way of earning and design. Team Reserves are obtained for completing Battle Pass chapters in both paid and free parts. Their appearance matches the theme of the event: both the Armor Plates Bag and the Ammo Box have their own unique design.

* After the Battle Pass completion, Team Reserves remain on the player’s account and can still be taken into battles.

* The opposing team can also use Team Reserves. Also, any player can destroy reserves of this type with shots or explosions.

* Only one Team Reserve can be deployed on the map by the same player at a time. Deploying the second Team Reserve will remove the first one. Thus, during the round, no more than four Team Reserves can be deployed on the map by one side.

> Team Reserves are the alternatives of the Ammo and Spare Plates reserves. Their only difference is that the player carrying the Team Reserve can place it anywhere on the map, and their allies can use it up to 4 times.
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> The Armor Plate Bag must be installed on the ground and allows the players to fully replenish their armor plates stock. In turn, the deployed Ammo Box gives the player 50 rounds for both primary and secondary weapons when used. The Ammo Box does not restore special gear ammo to characters with the Heavy Ammo Pack skill installed.
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> * The Armor Plate Bag contains 4 armor replenishments, and the Ammo Box allows you to replenish ammo 4 times. As soon as the supplies are exhausted, the Team Reserve disappears from the battlefield. They also disappear with the start of a new round.
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> * The Team Reserve is activated by the **5** **key**.
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> * The cooldown of the Team Reserve after deployment is **70 seconds**.
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