Your first Tarkov raids: a do and do-not checklist
The first ten raids are for learning the exit, not the loot. A step-by-step routine for entering, moving, and leaving, with the mistakes that end runs early.
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The first ten raids are for learning the exit, not the loot. A step-by-step routine for entering, moving, and leaving, with the mistakes that end runs early.
Insurance is not a refund, it is a chance of return on items nobody took. A matrix of what survives death by slot, and how to price a kit before you queue.
Bring the cheapest kit that can still do the job. Five kit tiers matched to raid purposes, with the loss test that tells you when to move up or drop back down.
A comparison table of the starter maps by size, raid length and how punishing they are, plus the order that teaches the most per raid without wasting kits.
Six classes, their weapon branches, and what Bellring Games itself says each one is for — plus the two weapons that are announced but not yet playable.
Dying to a monster and dying to a player are two different systems in Mistfall Hunter. Here is what each one costs you and how recovery actually works.
Ranked unlocks at character Level 6 and is opt-in per player per match. Here are the seven tiers, how points move, and the difficulty wall at Fateweaver I.
Character levels, warehouse supplies and select camp buildings reset between seasons. Long-term progression does not. Here is the confirmed split and the gaps.
Soul Harvest can trigger in Hallowgrove and Brandrgarde. Here is what spawns, what carrying a Soul Cocoon reveals about you, and the safe cash-out option.
Every Fair Play Penalty Announcement through day 30 — entry counts per category, the week the new teaming rule was paused, and one very round number.
All 13 Bellring Games posts from launch day to day 23, classified by type, with the fix-count and cadence math Steam's news feed doesn't show you.
Every roadmap and DevNote promise from launch through day 23, checked against actual patch notes, plus what a 100-review sample says split the Mixed rating.
Pick a base on the five things that have deadlines attached, not on how defensible it looks. Score any candidate building in two minutes.
Two hidden clocks decide your first week in Build 42: the water shutoff and the power shutoff. Order your first seven days around them instead of around loot.
Every Build 42 occupation with the trait points it leaves you, its starting skills, and the XP multiplier that makes level 1 worth four of level 0.
Eight points, forty-odd traits, no in-game explanation of what any of them cost. Here is what each buys per point, and which negatives are near free.
Sight and sound are two separate systems in Build 42 with two separate sets of modifiers. Here is which of your choices moves which number, and by how much.
Your world map tile decides which industries you can run at all. A feature-by-feature matrix of what river, forest, mountain and climate each unlock or block.
Cold and warm both boost Health. Temperate does not. A side-by-side table of what each climate gives, takes away, and forces you to build to survive it.
Forage and hunt on day one, because farms harvest once a year. A gated build order for your first fifty citizens, with the reason each gate exists.
Growth breaks subsystems in a predictable order. A table of what each new wave of citizens overloads first, and the building you should already have placed.