§ 04Progression
Levels & Loyalty
Your player level and each trader's loyalty levels: how XP is earned, what a kill pays, and what every trader asks before he opens his next shelf.
Two things unlock the game between raids, as in Tarkov: your player level, which everything you do raises, and your standing with each trader, which his tasks raise. Together they decide each trader's loyalty level, and his loyalty level decides which of his shelves you can buy from.
Nothing here is lost on death. The server punishes the raid, never the account.
Your player level#
Everyone starts at level 1. Your level shows above the Equipment panel in your inventory, and XP lines appear on the right of your screen as you earn it, the way Tarkov shows them.
XP comes from everything you do:
- Tasks pay the most, and the story chains at the traders are worth far more than anything else on this page. Quests / Tasks.
- Kills, listed below. A headshot pays a little more, and each further man you kill in one trip pays more than the last.
- Surviving a raid. Extract after a real trip and you are paid a bonus on top of what the trip earned. A quick in-and-out that earned nothing pays nothing extra.
- Looting and searching: picking up loot, searching containers and bodies, and opening locked doors and chests.
- Everyday actions: healing yourself and others, crafting, building, repairing, eating and drinking.
| Kill | XP |
|---|---|
| Player | 262 |
| Scav and other AI (bosses and their guards pay their own, higher) | 120 |
| Bear | 50 |
| Polar bear | 50 |
| Other animals | 5 |
| Chicken | 5 |
Easy repeat sources are capped. Everyday actions are capped at 300 XP an hour and 1,200 a day, looting and searching the same again, and XP from roaming scavs at 2,500 an hour. A kill of a character who spawned in the last 10 min, or of somebody who is knocked out or restrained, pays nothing, and neither does killing the same player again within 60 minutes. The ladder rewards playing, not farming.
Loyalty levels#
Every trader except Fence and the Lightkeeper has four loyalty levels, I to IV, shown on his card on the trade screen. Everyone starts on loyalty level I with every trader. To reach the next level you need both of:
- your player level, and
- your standing with him, earned from his tasks.
There is no spending requirement: what you buy from him doesn't count.
| Trader | Loyalty II | Loyalty III | Loyalty IV |
|---|---|---|---|
| Prapor | level 15 standing 0.19 | level 26 standing 0.33 | level 36 standing 0.45 |
| Therapist | level 13 standing 0.09 | level 24 standing 0.16 | level 35 standing 0.22 |
| Skier | level 15 standing 0.12 | level 28 standing 0.21 | level 38 standing 0.28 |
| Peacekeeper | level 14 standing 0 | level 23 standing 0.19 | level 37 standing 0.26 |
| Mechanic | level 20 standing 0.14 | level 30 standing 0.25 | level 40 standing 0.34 |
| Ragman | level 17 standing 0 | level 32 standing 0.19 | level 42 standing 0.26 |
| Jaeger | level 15 standing 0.12 | level 22 standing 0.16 | level 33 standing 0.2 |
| Ref | level 15 standing 0.15 | level 25 standing 0.28 | level 35 standing 0.4 |
Fence has no loyalty levels: his shelf is open to everyone. The Lightkeeper is reached through his task chain, which Mechanic gives once you have finished The Punisher - Part 4, Chemical - Part 4, The Cult - Part 2 and Database - Part 2. There is no level or reputation gate on it, as in Tarkov. Every step: Unlocking the Lightkeeper.
Loyalty gates buying only. Every trader buys from you from the moment you arrive, whatever your level.
What it gates#
Each item sits on one of a trader's four loyalty tabs, so the same item can open earlier at one trader than at another. The headline gates:
- Ammunition unlocks by penetration, in every calibre. The everyday rounds for every starter gun are on loyalty level I, and the best armour-piercing rounds on level IV. A weaker round is never dearer or later than a better one. Ammunition.
- Vehicles each have their own loyalty level at Mechanic, and the helicopters need his level IV. Vehicles.
- Barters are offered at every loyalty level, and the very best items in the game are only ever barters.
Some tasks also ask for a player level before you can take them. Most traders open their later chains at level 15, the dailies open at level 21, the Beta container at 26, the weeklies at 30, Psycho Sniper at 36 and Collector, the Kappa container task, at level 42. The Lightkeeper's chain has no level gate. Quests / Tasks.
What it doesn't do#
Your level doesn't change what drops, how much damage you take or how much you can carry. Those are skills, a separate ladder that levels as you play.