Escape From DayZ
Hardcore extraction survival on Chernarus. This is the mod pack for the Escape From DayZ Chernarus server. Ten traders with real task chains, a reputation ladder that gates what you can buy, extraction zones, a keycard Lab, boss events, EFT armour and ammunition rebuilt from Tarkov's own numbers, on the map you already know by heart. It is not a standalone mod. It only does anything on our server. Discord: rules,… (more)
Hardcore extraction survival on Chernarus. This is the mod pack for the Escape From DayZ Chernarus server. Ten traders with real task chains, a reputation ladder that gates what you can buy, extraction zones, a keycard Lab, boss events, EFT armour and ammunition rebuilt from Tarkov's own numbers, on the map you already know by heart. It is not a standalone mod. It only does anything on our server. Discord: rules, support, ban appeals, wipe dates, server status discord.gg/escapefromdayz Getting in Hit Subscribe. The pack is about 21 GB, so start it well before you plan to play. Let it finish. A half-downloaded pack looks exactly like a broken one. Join through the DZSA Launcher. Search Escape From DayZ in the community servers and press Join. It loads this pack and everything else the server needs. The official DayZ Launcher works too. A launcher will pull the pack down on its own when you join. Subscribing here just means you are not waiting on 21 GB while your squad is already in a raid. What is on the server Tarkov's progression, built in rather than skinned on Ten traders. Prapor, Therapist, Skier, Peacekeeper, Mechanic, Ragman, Jaeger, Fence, Lightkeeper and Ref, each with their own shelves. Ref only takes GP coins, which are earned and never bought. 131 story tasks in chained lines, one for every trader, plus daily and weekly contracts that reset at the 06:00 restart. One reputation ladder, seven levels. It decides what you are allowed to buy, and the later tasks in every line need it, so you cannot rush one trader to the end. The good gear means playing the whole board. Lightkeeper is the endgame. Locked behind a questline, and he stocks things nobody else does. Death costs you the raid, not the account You lose the kit you carried in, and that is it. What is in your secure container comes with you, and your reputation, tasks, skills, stash and base all stay. Reputation is never taken on death, so a bad night cannot lock you out of a tier you already earned. Rarity gates buying and never selling, so at any reputation you get the normal rate for anything good you find. The map has teeth Extraction. 33 extracts across the map. Reach one, hold it through a seven-second countdown, and you are out with everything you carry. The Lab. Keycard-gated, and no relogging once you are inside. Four exits or a body bag. Boss events. Killa, Tagilla, Shturman, Sanitar, Reshala, Glukhar, Kaban, Kollontay, Zryachiy and the Goons, plus Raider, Rogue and Cultist squads, each with their own loadout and guards. The spawn is announced to the whole server. Who killed him is not. Patrols and airdrops. An attack helicopter tours the whole map and a BTR works the north-west, and both wrecks pay like a military drop. Airdrops come in tiers, and the top tier is guaranteed endgame kit. Tarkov's containers, everywhere. Jackets, filing cabinets, PC towers, safes, toolboxes and weapon crates, each with its own loot table. Never empty, and they refill. The trader hub is a shop, not a home. Stay past half an hour and it starts taking your health, food and water, faster the longer you stay. Gear you can actually wear EFT armour from class II to VI, helmets, plate carriers, rigs and backpacks, and secure containers from Alpha to Kappa. Ammunition rebuilt from the ground up. About ninety Tarkov loads across 26 calibres, laddered by Tarkov's penetration values. Every gun on the server fires against the same numbers, including guns from other packs. There is no vanilla baseline here. Weight does not touch your stamina. A full Tarkov
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