Tarkov Season 1

Kord Breach Season Modifier Planner

Work out your whole seasonal character before you commit to any of it. Everyone begins on 0 points. Negative modifiers pay you points, positive modifiers spend them, and your balance can never drop below zero. Nikita has said the picks are locked for the entire season, so this is a one-shot decision.

Tarkov calls them modifiers. Most players call them perks, and they are the same 33 cards below: 19 positive perks that cost points and 14 negative ones that pay them, plus 6 global modifiers every seasonal character gets whether you want them or not.

Patch 1.1.0.0 · Season start 3 August 2026, 13:00 BST · Values checked

Recently updated for the 1.1.0.0 patch

Where these values come from

Every modifier, effect line and point cost on this page is read off the in-game seasonal character creation screen, captured , the day patch 1.1.0.0 went live. These are the shipped values, not a preview.

That matters because they changed. Nearly every point cost moved between BSG’s July preview and launch, six effect percentages moved with them, and three modifiers arrived that no preview had. Kappa Protocol alone fell from 21 points to 12. Any guide written before 3 August 2026 is describing a board that no longer exists. A build you saved or shared against the old numbers still loads, with a warning that its values have changed.

Presets

Global ModifiersApplied automatically, no point cost

No Insurance

Cannot insure items before raid

Black Division

Black Division operatives can be encountered on specific locations

No FIR for Hideout

Hideout zones don't require the Found in Raid status

Armor Shortage

Traders across Tarkov are experiencing an armor shortage

Handyman

Item crafting time is reduced by 50%Crafting skill starts at level 51

Seasoned PMCs

Your character gains 25% more experience

Handyman’s level 51 Crafting is worth more than it reads. 51 is the elite threshold, and the elite perk is a second crafting slot, so a seasonal character runs two crafts at once from the first raid, at half the normal time.

Personal Positive

Marathon Runner(3)

Arm and leg stamina is consumed 20% slower
Note

Always on, and it applies to every raid you play, which is worth more than it looks on paper.

It came out of the reprice untouched at 3 points and got better anyway, since the drain reduction went from 15% to 20%. That is unusual on this board, where most things that got stronger also got more expensive.

The catch is what it locks out. It blocks Sprinter, so the two mobility positives are an either/or rather than a pair, and it blocks Exhaustion, which is 5 points of income you cannot have alongside it.

Safecracker(5)

Mechanical keys have a 25% chance not to lose durability when used
Note

Cheaper than it was and still narrow. Keys are purchasable, and running one dry rarely decides a raid.

The comparison that hurts it: 5 points out of a 50 point ceiling also buys Hercules outright, and that one you feel in every raid rather than on the occasional locked door.

In its favour, it blocks nothing, which on this board is worth something on its own.

Players agree. Nikita named it the least-picked modifier of Season 1 on the 12 August Tarkov TV.

Bushborne(5)

Walking in vegetation generates 75% less noise and movement slowdown
Note

Strong on Woods, Shoreline, Lighthouse and Ground Zero. Close to dead weight on Factory, Labs or Interchange.

The effect went from 50% to 75% at the same 5 points, which is the largest straight upgrade anything on this board received. Whether that is enough depends entirely on where your quests send you.

It blocks nothing, so it never costs you a second pick the way the mobility and skill modifiers do.

Juice Time(2)

Consuming a juice drink grants the Painkiller effect for 60 seconds
Note

Painkillers are sold by Therapist at loyalty level 1, run for 80 seconds, and no longer carry the old dehydration penalty.

So this is a shorter version of something you can simply buy, tied to carrying juice.

Sailor's Nostalgia(2)

Consuming canned fish grants the Health Regeneration (+2) effect for 30 seconds
Note

The duration tripled, from 10 seconds to 30, and that is the difference between a rounding error and a real heal.

Still worth comparing against what the game already sells. Propital gives Health Regeneration +1 for 300 seconds. This gives +2 for 30. Regeneration also spreads across body parts over time rather than healing them all at once, so even 30 seconds moves less health than the +2 suggests.

Youth(5)

Energy is consumed 20% slowerArm and leg stamina is increased by 10
Note

Two effects, both permanent, and now 5 points rather than 3. For scale, +10 stamina is roughly 10% of the leg bar and 20% of the arm bar. SJ6 is around +30.

It is the most restrictive positive on the board. It blocks Exhaustion, Polyphagia and Chronic Fatigue Syndrome, which means taking it rules out 7 points of income and both of the other energy modifiers at once.

That last part is worth being clear about, because it reads like a free point and is not. Youth reduces energy drain by 20% and Chronic Fatigue Syndrome raises it by 20%, so they would cancel exactly, and the game will not let you take both. If you want the cheap energy negative, you cannot have this.

Street Tax(1)

Once per week, some Scavs pay you protection money
Note

A flavour perk with an unknown payout, and BSG has not said how much or exactly how often.

At 1 point it is close to a rounding error in either direction, and it is one of only two positives on the board that cheap. It blocks nothing, which makes it the usual way to spend a stranded final point.

The Tarkov Shooter(2)

Bolt-action Rifles skill leveling speed is increased by 100%Bolt-action Rifles skill starts at level 25
Note

Cheaper than it was and considerably stronger: 2 points instead of 3, and the free starting level went from 10 to 25.

Still narrow. Bolt-action elite gives steady aim for the first 3 seconds regardless of stamina, plus faster mastering gain. It only pays off if you plan a dedicated bolt-action season.

Incompetent explicitly excludes Bolt-action Rifles from its slowdown, and the two do NOT block each other, which makes them one of the better-value pairs still available: 10 points of income against a skill penalty your main weapon is exempt from. Average does block this, so the two starting-skill modifiers are an either/or.

The task chain that shares this name is one BSG has named as staying strictly solo under the new group-shared objectives, so a squad cannot carry you through it however the rest of your season is planned.

Diet(2)

All provisions consume 50% less resource
Note

Doubled in price to 2 points and still among the best value on the board. It roughly doubles the mileage of everything you eat and drink.

The matrix made it more important, not less. It covers Polydipsia and most of Chronic Fatigue Syndrome, turning 4 points of cheap negatives into a net gain, and it is the only modifier that can: Hypodipsia is blocked by Polydipsia, and both Youth and Polyphagia are blocked by Chronic Fatigue Syndrome. Diet blocks neither.

Hercules(5)

Strength and Endurance skills start at level 15
Note

Fixes the worst part of a fresh start, which is panting ten seconds into any movement.

It went from 3 points to 5, which is the largest proportional rise on the positive board.

It also blocks Average, so the comparison people used to make between them is now a decision rather than a comparison. Hercules covers the part of a fresh start that actually hurts for 7 fewer points, and taking Average instead means giving this up along with Prodigy, The Tarkov Shooter and the 10 points Incompetent would have paid.

Sprinter(3)

Running speed is increased by 5%
Note

Applies to every rotation, every extract run and every disengage.

Its real cost is not the 3 points. It blocks Marathon Runner, so you pick one mobility positive rather than both, and it blocks Third Leg, which is the cheapest and most freely offset negative on the board. Taking Sprinter means giving up that point and the Therapist discount attached to it.

Whether that trade is right depends on whether you notice run speed more than stamina drain. Both are always on, and only one of them can be.

Thrombophilia(2)

Bleeding chance is decreased by 25%
Note

Fine, and unexciting. Bleeds are cheap to treat, and 2 points buys more elsewhere.

It also takes Hemophilia off the table literally rather than in practice, since the two block each other. That is 2 points of income you are choosing not to have, on top of the 2 you are spending.

Hypodipsia(2)

Hydration is consumed 20% slower
Note

It reduces hydration drain by 20%, where Polydipsia only increases it by 15%, so on paper it more than covers its opposite number.

That comparison is academic, because the two block each other. You cannot take the cheap hydration negative and cover it with this; you are choosing between paying 2 points for less drain or being paid 2 points for more.

Diet is the answer to both. It costs the same 2 points, covers hydration and energy together, and blocks nothing.

Polyphagia(2)

Energy is consumed 20% slower
Note

It mirrors Chronic Fatigue Syndrome exactly, 20% against 20%, at the same 2 points that negative pays. That looks like a wash you could take for free, and the game forbids it: the two block each other, as does Youth.

So the energy modifiers are a choose-one. Polyphagia is the narrowest of the three, since Youth adds stamina on top and Chronic Fatigue Syndrome pays you instead of charging you.

Diet covers most of the same ground for the same price, covers hydration as well, and blocks nothing.

Sturdy Bones(3)

Limb fracture chance is decreased by 25%Falling from heights deals 20% less damage
Note

Better than it was: fracture chance went from 15% to 25% and fall damage from 15% to 20%, at the same 3 points.

Genuinely useful if you play maps where you drop from height a lot, such as the Shoreline resort, and middling everywhere else.

It blocks Osteoporosis, which was the first lockout BSG ever showed and is now one of seventeen. Taking it forgoes 3 points of income.

Prodigy(5)

Skill experience gain is increased by 30%
Note

New on the live board. It was not in the preview at all, so any guide written before launch does not mention it.

It speeds up how fast skills level rather than raising what they can reach, which makes it worth most to players who intend to grind toward elite thresholds and close to nothing to anyone who does not.

It sits inside the tightest block group on the board. Average and Incompetent both lock it out, which removes the two things it would most obviously have been paired with: it cannot offset Incompetent, and it cannot be wasted on Average. In practice that means Prodigy belongs in builds that fund themselves some other way, since the 10 points Incompetent pays are off the table the moment you take it.

Lucky(1)

Audentes fortuna iuvat!
Note

The game gives no mechanic here, only a Latin motto. "Audentes fortuna iuvat" is "fortune favours the bold", and that is the entire effect text on the creation screen.

So there is nothing to weigh. At 1 point it is one of the two cheapest positives on the board, and taking it is a bet that whatever it does is worth more than nothing.

Its opposite number, Unlucky, pays exactly the same 1 point and blocks it outright, so the game treats them as a genuine pair even though it describes neither.

Average(12)

All character skills are set to level 25 but cannot be leveled further (Excluding Crafting skill)
Note

Divisive, and the incompatibility matrix made the case against it much harder. 12 points is a large share of a 50 point ceiling, and it blocks four other modifiers: Hercules, Prodigy, The Tarkov Shooter and Incompetent.

That last one is the real price. Incompetent pays 10 points, and Average forbids it, so the true cost of this pick is 12 points spent plus 10 points you can no longer earn.

In its favour: every skill at 25 on day one includes the quiet ones people forget, such as Vitality, Health, Metabolism, Stress Resistance and Attention.

Against it: Hercules covers the part that actually hurts for 7 fewer points, and the level 25 hard cap forfeits every elite perk for the entire season.

Kappa Protocol(12)

Immediately receive Secure container Kappa
Note

The headline pick, and the reprice changed what it is. It fell from 21 points to 12, which is now a similar share of the 50 point ceiling to Average rather than most of your budget.

It also blocks nothing, which is rarer on this board than it sounds and is half of why it plans so easily. Average costs the same and forfeits four modifiers; this costs the same and forfeits none.

What that means in practice: it used to demand nearly every negative on the board and leave you almost nothing else. The same negatives now buy Kappa and a full set of quality-of-life positives alongside it.

A 3x4 secure container from raid one compounds economically for the whole season, and nothing else on the board does that.

Against it: Kappa requirements are being eased this patch, quest kill objectives are now group shared so a duo or trio can rush it far faster than before, and Unheard and EOD owners already start with a Gamma. It still reads better for solo players than for anyone with a regular squad, but the case against it is now about whether you need it rather than about whether you can afford it.

Personal Negative

Hemophilia(+2)

Bleeding chance is increased by 25%
Note

Manageable. Bandages are cheap, and Third Leg pays for them through the Therapist discount.

Reasonable points for what it costs you in practice. It blocks only Thrombophilia, which you were unlikely to want at the same time.

Osteoporosis(+3)

Limb fracture chance is increased by 25%Falling from heights deals 20% more damage
Note

Harsher than the preview suggested: fracture chance went from 15% to 25% and fall damage from 15% to 20%, at the same 3 points.

Splints are cheap. The fall damage is the more annoying half, since it changes routes you would otherwise take without thinking.

It blocks Sturdy Bones, which was the one lockout BSG had shown before launch and is now one of seventeen. Nothing else is affected, so it stays easy to fit.

Exhaustion(+5)

Arm and leg stamina recovers 20% slowerArm and leg stamina is reduced by 10
Note

Felt in every fight and every rotation, and genuinely unpleasant to live with for a whole season. It went from 4 points to 5 and from 15% to 20% slower recovery, so it got worse in both directions at once.

It is also the most expensive negative to fit. It blocks Youth and Marathon Runner, so taking it rules out 8 points of stamina positives, and the only mobility left to you is Sprinter.

Well That Hurt!(+2)

All medkit uses consume 25% more resource
Note

A running cost rather than a raid-losing problem. Plan for roughly one extra medkit per raid.

Third Leg offsets a chunk of it through cheaper Therapist purchases, and the two do not block each other.

Incompetent(+10)

All character skills are leveled 25% slower (Excluding Bolt-action Rifles)All character skills can only be increased up to level 30 (Excluding Crafting)
Note

The biggest change on the whole board: 4 points before, 10 now. It went from a cheap annoyance to the second largest single point source in the game.

It depends entirely on how much you play. A level 30 cap costs almost nothing if you were never going to reach elite at 51 anyway, and at 10 points it is the single cheapest way to fund a large build for anyone in that position.

If you grind, it is one of the worst things here, and you cannot buy your way out of it. It blocks Prodigy, so the obvious offset is unavailable, and it blocks Average. What it does not block is The Tarkov Shooter, whose skill it explicitly exempts from the slowdown, which looks deliberate and is the one pairing the matrix left open.

Polydipsia(+2)

Hydration is consumed 15% faster
Note

Doubled to 2 points and left at 15% faster drain, while its opposite Hypodipsia moved to 20% slower.

The two block each other, so that mismatch never comes up in a real build. What matters is that Diet covers this comfortably for the same 2 points and blocks nothing, which makes this close to free income alongside it.

On its own, a 15% faster hydration drain mostly means carrying one more drink.

Chronic Fatigue Syndrome(+2)

Energy is consumed 20% faster
Note

Doubled to 2 points and now 20% faster rather than 15%, which makes it an exact mirror of both Youth and Polyphagia.

And the game blocks both of them, along with each other. The two modifiers that would cancel this precisely are the two you are not allowed to hold at the same time as it, which is the clearest sign the matrix was drawn deliberately rather than by accident.

Diet is what is left, and it is enough: it covers most of the drain for 2 points and blocks nothing, so this stays a cheap and easily absorbed point source for most builds.

Personality Vacuum(+2)

Charisma skill cannot be increasedAll trader items cost 20% more
Note

Contested, and 1.1.0.0 made it more so. Trader prices rose by an average of 25% for everybody this patch, so this modifier’s 20% markup now compounds on a higher base, over a whole season, for 2 points.

It also blocks Third Leg, which is the one modifier that would have softened it. The 5% Therapist discount and the 20% trader markup are the only two trader-price effects on the board, and the game will not let you hold both, so this is a straight bet on trading as little as possible.

Armor Shortage is thinning trader armour stock at the same time, which is the other half of why the traders are an expensive shop this season.

One thing that is confirmed: the Charisma lock does not stop you obtaining Kappa.

Dr. Jekyll(+1)

After gaining the Fresh Wound status, it cannot be removed until the end of the raid
Note

Worse than it reads, because of what Fresh Wound actually is. It is the status that replaces a heavy bleed after you bandage.

While it is active, a bullet to that limb reverts it to a heavy bleed, and sprinting or jumping can start a light bleed. Normally it decays on its own. With this modifier it never decays for the rest of the raid, so you keep re-bleeding while moving.

At 1 point, and blocking nothing, it is the easiest negative on the board to fit into a build.

Allergic(+3)

Become allergic to 3 random items from the Provisions or Medication category
Note

It rolls three items now rather than two, at the same 3 points.

Milder than the wording suggests all the same. Per BSG, the allergy covers meds, stimulants, drinks and food only. It cannot roll medkits or surgical kits, so Salewa, IFAK, Grizzly and CMS are all safe.

The trigger is hand tremor first, then poisoning damage, curable with the usual anti-poison items. You have to find your allergens by trial, and there are plenty of substitutes for whatever you draw.

It is also the most-picked modifier of Season 1, per Nikita on the 12 August Tarkov TV. Cheap points for a cost most players route around, which is the case the notes above make.

Broken Secure Container(+6)

Secure container can only be filled with cash, keys, dogtags, special equipment, certain containers and Battle Pass documents
Note

Removes the most reliable loot securing tool in the game. You cannot pocket a LEDX or a Bitcoin, which changes how you play every high value spawn.

The shipped wording is slightly kinder than the preview: Battle Pass documents are on the allowed list alongside cash, keys, dogtags, special equipment and certain containers, so seasonal progression items are not at risk.

It rose from 4 points to 6 and blocks nothing, including Kappa Protocol, so the two are legal together if you genuinely want a large container you are barred from filling.

No Flea Market(+10)

Trading with players on the Flea Market is disabled
Note

The biggest single point source on the board and the most punishing thing on it. It pays 10 of the 50 points available. No ammo, no mods, no selling loot to players.

Flea unlocks around level 15 anyway, so the early game barely notices it and the mid and late game notice constantly. At 6 points that trade was arguable. At 10 it is a real offer, and since it blocks nothing, it is the only single pick that funds Kappa Protocol on its own.

Third Leg(+1)

Movement speed is decreased by 1%Buying items at Therapist is 5% cheaper
Note

Effectively a free point with a bonus attached. Minus 1% movement speed is imperceptible, and a permanent 5% Therapist discount lands exactly on the bandages and medkits the other negatives make you buy.

It stopped being an automatic pick all the same, because of what it blocks. Sprinter and Personality Vacuum are both off the table while this is selected, so a build that wants raw run speed has to give up the cheapest point on the board to get it.

1.1.0.0 raised trader prices by an average of 25%, so the discount is worth more this season than the same discount was last patch, and the choice against Sprinter is closer than it looks.

Unlucky(+1)

Your bad luck can sometimes have dire consequences
Note

New on the live board, and stated without a number: "your bad luck can sometimes have dire consequences" is the whole effect text. BSG has not said what it rolls, how often, or how bad.

That makes it the one pick here you cannot price. It pays 1 point, the same as Third Leg and Dr. Jekyll, both of which tell you exactly what they do to you.

It blocks Lucky and nothing else. With neither effect stated, it is impossible to say whether the pair would have offset, but the game clearly treats them as two sides of one thing.

Balance0
Valid build

How the points work

  • You start on 0 points. Every negative modifier you take adds points, every positive one spends them.
  • The balance has to stay at 0 or above. It can never go negative.
  • Taking every negative on the board pays out 50 points. Taking every positive would cost 74. At absolute best you can afford roughly two thirds of the positive list.
  • Points are not the only limit. Some perks lock others out entirely, and the board greys those out as you pick. Marathon Runner and Sprinter cannot be taken together, and Youth, Polyphagia and Chronic Fatigue Syndrome are a choose-one. There are 17 such pairs in total.
  • Modifiers apply to your PMC only. Scav raids run unmodified, which softens the harsher negatives more than the wording suggests.
  • Taking no modifiers at all is allowed. An empty build is a legal seasonal character, so nothing here is compulsory.
  • Once the character exists, your picks are shown on the Character screen under the Skills tab, and on your player profile. You cannot change them, only read them back.

New to seasons? Read how Tarkov seasons work, or read up on what is in Kord Breach itself before you commit to a build.

What we do not know about the modifiers

These are the parts of the modifier pool nobody can answer yet, listed rather than guessed at. Season-level unknowns, including the end date and the reward list, are tracked on the Kord Breach page.

  • How much Street Tax pays out, and whether protecting the Scavs is a condition of it or just flavour.
  • What Lucky and Unlucky actually do. Both ship with flavour text instead of an effect, so neither one states a mechanic, a chance or a magnitude.
  • Whether these values hold for the whole season. They are the shipped 1.1.0.0 numbers, not a promise about 1.1.1.

Accuracy and sources

Every incompatibility on this page was observed in game, by selecting each modifier on the creation screen and recording which others it locked out. There are 17 such pairs and none of them are guesses. Sourcing for the season as a whole is on the Kord Breach page.