- Tarkov Seasons
- Kord Breach
- Planner
Tarkov Season 1
Kord Breach
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.
Patch 1.1.0.0 · Season start August 3, 2026 · Values from Battlestate Games' Season 1 preview, updated 2026-08-01
Global ModifiersApplied automatically, no point cost
No Insurance
Cannot insure items before raidBlack Division
Black Division operatives can be encountered on specific locationsNo FIR for Hideout
Hideout zones don't require the Found in Raid statusArmor Shortage
Traders across Tarkov are experiencing an armor shortageHandyman
Item crafting time is reduced by 50%Crafting skill starts at level 51Seasoned PMCs
Your character gains 25% more raid experiencePersonal Positive
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Always on, and it applies to every raid you play, which is worth more than it looks on paper.
Worth knowing before you compare guides: several fan planners translated from Russian list this at 50%. BSG's own preview image says 15%. Some creators rated this perk highly on the strength of the wrong number.
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Six points is a large slice of a 34 point ceiling for key durability. Keys are purchasable, and running one dry rarely decides a raid.
The comparison that hurts it: two or three points buys movement or stamina that you feel in every single raid.
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Strong on Woods, Shoreline, Lighthouse and Ground Zero. Close to dead weight on Factory, Labs or Interchange.
Five points is roughly a seventh of the entire budget for something that only pays out on the maps your quests happen to send you to.
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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.
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Compare it against what already exists in the game. Propital gives Health Regeneration +1 for 300 seconds. This gives +2 for 10 seconds.
Regeneration also spreads across body parts over time rather than healing them all at once, so a 10 second window moves very little health. Some guides list this as a top pick, which is hard to square with those numbers.
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Two effects for 3 points, both permanent. For scale, +10 stamina is roughly 10% of the leg bar and 20% of the arm bar. SJ6 is around +30.
It also more than covers Chronic Fatigue Syndrome, which makes that negative close to a free point if you take both.
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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.
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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.
Note that Incompetent explicitly excludes Bolt-action Rifles from its slowdown. That exclusion looks deliberate, and the two are cheap to run together.
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The best points per effect on the board. One point roughly doubles the mileage of everything you eat and drink.
It also stacks cleanly with Polydipsia and Chronic Fatigue Syndrome, turning two cheap negatives into a net gain.
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Fixes the worst part of a fresh start, which is panting ten seconds into any movement, for 3 points.
It is the main reason people struggle to justify Average at 10 points.
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Applies to every rotation, every extract run and every disengage, for 2 points.
Easy to skip when scanning a list, and hard to regret taking.
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Fine, and unexciting. Bleeds are cheap to treat, and 2 points buys more elsewhere.
It also takes Hemophilia off the table in practice, which is 2 points you were probably going to bank.
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Weak on its own. Diet does more for half the price and covers hydration and energy at once.
Mostly relevant if you also want the matching negative off the board.
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Same shape as Hypodipsia. Diet is the cheaper and broader answer to drain.
Youth also handles energy, and gives you stamina on top.
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Middling in general, and genuinely useful if you play maps where you drop from height a lot, such as the Shoreline resort.
It is also the one modifier BSG has shown being hard blocked, by Osteoporosis.
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Divisive, and worth thinking about carefully because 10 points is nearly a third of the ceiling.
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.
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The headline pick, and more contested than it first looks. 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.
The structural cost is the real argument. At 21 points you have to take nearly every negative on the board to afford it. It reads much better for solo players than for anyone with a regular squad.
Personal Negative
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Manageable. Bandages are cheap, and Third Leg pays for them through the Therapist discount.
Reasonable points for what it costs you in practice.
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Splints are cheap. The fall damage is the more annoying half, since it changes routes you would otherwise take without thinking.
Good point efficiency, with the caveat that it is the one modifier confirmed to lock something out.
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Felt in every fight and every rotation. Fairly priced at 4, and genuinely unpleasant to live with for a whole season.
It also puts Youth out of reach in practice, since the two stamina halves simply cancel.
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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.
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Divisive, and 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.
If you grind, it is one of the worst things on the board. It excludes Bolt-action Rifles from the slowdown and Crafting from the cap, both of which look intentional.
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Close to a free point if you take Diet, and fully covered if you take Hypodipsia, though taking both is pointless.
On its own, a 15% faster hydration drain mostly means carrying one more drink.
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Close to a free point alongside Diet or Youth, either of which more than covers it.
Cheap enough that most balanced builds end up taking it.
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Contested. A 20% markup on every trader purchase compounds across a whole season into far more than 2 points of value, and Armor Shortage is already pushing trader prices up this season.
One thing that is confirmed: the Charisma lock does not stop you obtaining Kappa.
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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.
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Milder than the wording suggests. 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 two allergens by trial, and there are plenty of substitutes for whatever you draw.
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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.
Four points is a real chunk of budget, and most balanced builds still turn it down.
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The biggest single point source and the most punishing thing on the board. 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. Whether 6 points covers that is the whole argument.
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Effectively a free point with a bonus attached. Minus 1% movement speed is imperceptible.
A permanent 5% Therapist discount is real money, and it lands exactly on the bandages and medkits the other negatives make you buy. Hard to argue against taking it.
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 34 points. Taking every positive would cost 71. At absolute best you can afford roughly half the positive list.
- Modifiers apply to your PMC only. Scav raids run unmodified, which softens the harsher negatives more than the wording suggests.
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
This planner is built from a pre-launch preview. 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 how often.
- The full incompatibility matrix. Sturdy Bones and Osteoporosis is the only pair BSG has shown.
- Whether these point values survive to launch unchanged.
Accuracy and sources
Modifier values and effect text come from Battlestate Games' Season 1 preview, and BSG has said values may change for balancing reasons. Only the Sturdy Bones and Osteoporosis incompatibility has been shown by BSG. Every other interaction flagged on this page is inference, and is labelled as such. Sourcing for the season as a whole is on the Kord Breach page.