§ 02The Server
What's New
The current wipe, what changed in it, the latest update, and where the running changelog lives.
The running changelog is posted in Discord as things ship, and the full notes for each wipe are on the home page. This page is the headline version of the current wipe, so a returning player can see what changed without reading a month of posts.
The wipe of 15 October 2026: built in-house#
A full wipe on DayZ 1.30. Characters, bases, stashes, levels, loyalty and task progress all reset, and more than 25 of the community mods the server ran on were replaced with our own, rebuilt for this server and modelled on how Tarkov does it:
- Traders. Tarkov's trade screen on I, every trader in the zone on one board, four loyalty levels per trader, barters at every level, weapon modding at the counter, repairs, restocks on a clock, and exact change. Traders.
- Player levels and loyalty. Levels 1 to 79 from everything you do, with Tarkov-style XP lines, and each trader's loyalty from your level and your standing with him. Everyone starts at level 1. Levels & Loyalty.
- The flea market: Tarkov's flea screen, barter offers, buying part of a stack, a watch list, and crash-proof listings. Flea market.
- Tasks: Tarkov's task screen on O, accept anywhere, hand in per objective, standing with each trader, and built-in dailies and weeklies. How tasks work.
- The stash: opens instantly on Tarkov's grid, with sorting, and your money lives in it: the ATMs have retired, and your first stash starts with 500,000 ₽. Upgrades are paid on the stash screen. The stash.
- Secure containers that are moved, never copied, so the case always comes back, and that now take magazines and car keys. Secure containers.
- Map, groups and chat: floor plans for the Lab, radio intel for your group, group territories, invite codes, and a reserve on every roster. Groups.
- Deploying and respawning: Tarkov's deploy screen, 25 landing points checked before you land, and a respawn screen with seven coastal towns and one sleeping bag per base. Deploy & extract.
- Extracts: 33 zones, all free and open all the time. Extracts.
- Loot chests and key rooms: Tarkov's search, item by item, on every container; "check the lock" names the key; and key rooms that reset one at a time. Loot, Keys & keycards.
- The Lab rebuilt, guarded by the Raiders and sometimes Black Division, and entered from its own doors in the safezone. The Lab.
- Patrols, bosses and squads: a patrol helicopter, the BTR, crashed convoys and downed helicopters guarded by squads, and bosses who walk their ground. Events.
- Tarkov's medkits and destroyed limbs, fewer heavy bleeds, and sturdier legs. Medical.
- Generators that grow with your base, the raid alarm, the repair and ammo benches, and a crate for a fortune left at your base at logout. Territory and upkeep.
- Weight, two new skills, a stats screen on Ctrl+L, white-phosphor night vision and a lot more. Skills.
The new keys can all be rebound under Controls: the trade screen is on I (it was F8), tasks on O, the tracker on / and your stats on Ctrl+L.
The 27 October update#
The biggest update since the wipe. The headlines, each with the page that has the detail:
- 4.6×30 ammunition. Every 4.6 round you already owned became FMJ SX, the everyday load, and AP SX is a new, rarer round. SMG rounds lose damage faster with range. Ammunition.
- The MP7 is about a quarter as common, from every source. Weapons.
- Keys follow what they open: common keys turn up more often and endgame keys about a third as often, and a chest can lead to a better key. Keys & keycards.
- Guns from chests and key rooms come with mixed attachments. Weapons.
- Bosses each fight their own way and carry a signature item. Only the events that carry keys and keycards show on the radio; the rest are a surprise. Cultist squads roam at night, and crash sites run on their own timer. Bosses.
- Raiding. Generators fall to two RPG-7 rockets or three LAWs as well as to charges, C4 also damages pieces up to half a metre behind the one it is on, so stacked walls no longer stop it, and code locks can't be guessed. Raiding.
- Base limits. Each territory allows up to 400 building pieces and 30 storage containers; a base already over keeps everything, it just can't place more. An exact duplicate piece (same piece, same spot within 2 cm, same angle) is removed once, a few minutes after the restart that brings this update; nothing else is touched. Building.
- Generator fuel. Each player can buy 3 cans per restock at Jaeger and 3 at Fence.
- Flea listing slots grow with your level and loyalty, up to 20. Flea market.
- Your hotbar grows with what you wear, the earplugs on N are our own, and MARK HERE has no key until you give it one. Keys and controls.
- Chat colours: Global is white, Direct grey and Group green, and VIP and OG tags match their Discord roles. Groups.
- Selling. Everything that spawns as loot sells to at least one trader, and a loaded magazine pays for its rounds. Traders.
- For new players, five First Steps tasks, and RANDOM SPAWN on the respawn screen. How tasks work, Respawning.
- The world. Bodies fall as ragdolls, the trees our map edits placed are real trees, and Clear tree frees gear stuck in a placed tree or bush. The world.
- Menus take a second step towards Tarkov's: traders, the flea, tasks, skills, stats, the map and group pages, and the workbench and generator screens among them.
Between updates#
Smaller changes ship between wipes and are posted in Discord as they land. Every page on this site is rebuilt from the live server configuration, so a number here is the number the server is using now.