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Escape From Tarkov Season 1 Kord Breach Guide

Welcome to the Escape From Tarkov Season 1 Kord Breach Guide, where I will explain how the first-ever seasonal wipe works. Learn about seasonal and personal modifiers, unique rewards, a free battle pass, and a bigger mechanics overhaul.

Eft Kord Breach Seasonal Character

Escape From Tarkov Season 1 Kord Breach Guide Quick Overview:

  1. Kord Breach is a season where you can create a separate seasonal character
  2. Your permanent character progression that started in 1.0 doesn’t wipe
  3. Seasonal and personal modifiers are only available to seasonal characters
  4. Rewards unlocked in Kord Breach become available for permanent and PvE characters forever.
  5. Battle Pass rewards can be unlocked on all characters, not just the Seasonal one.

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Kord Breach - The First Season in Escape From Tarkov

I’m one of the few people who remember the original concept for this game described by Nikita Buyanov. Of course, not everything from that original vision has been realized. Especially the one idea where all locations were supposed to be tied into one huge open world. One major thing that I was waiting on the most is the removal of wipes. As I’ve mentioned in my “when is the next wipe in EFT”, wipes were a necessity for releasing major content updates or system overhauls. But when every major mechanic was implemented in its final form, the wipes were supposed to go away, and they did! However, most, if not all, extraction shooters depend on this reset, giving players the choice to start over and gain a sort of prestige and recognition through some things that carry over.

Kor Breach is the first in the history of EFT to have an optional wipe. This is one of many in the system of seasons, each of which will include new rules, mechanics, rewards, and other changes that make these seasons unique. This is very similar to the Path of Exile leagues. There’s honestly no better comparison.

Seasonal Character

Seasonal characters can be created and selected separately from the permanent PvP and PvE characters. They also exist on different servers, so there’s never going to be a situation where a seasonal character and a permanent character meet in the raid.

Seasonal characters are PvP-only.

Progression-wise, seasonal characters work the same way as pre-1.0 characters. Meaning, every 4-6 months their progress will be wiped with the release of another major content update and the start of a new season.

 

But you can switch between seasonal and permanent characters easily on a new character selection screen.

Seasonal Modifiers

One of the stand-out things that makes playing as a seasonal character is the modifiers that change the rules of the game, giving you sort of a feeling that I can only describe as “I’ve done this dozens of times before, but it feels different now.” There are two types of modifiers:

  • 6 Global - enabled for all seasonal characters and cannot be changed or selected
  • 30 Personal - 13 negative and 17 positive modifiers that can be activated on top of global ones.

Global modifiers define the rules of the game for the seasonal characters:

Modifier

Effect

Personal Score

No Insurance

Can’t insure items, so if you lose something, it stays gone.

5/10

Black Division

Black Division operatives can appear at additional Tarkov locations.

7/10

Armor Shortage

Traders sell less armor

4/10

No FiR for Hideout

Items used to construct or upgrade Hideout modules do not require Found in Raid status.

11/10

Handyman

Crafting time is reduced by 50%. The seasonal PMC starts with Crafting skill at level 51.

8/10

Seasoned PMCs

The seasonal PMC earns 25% more experience from raids.

9/10

The biggest change here is the absence of insurance and no FiR requirement, which means it's going to be way easier to build your hideout. With the increased crafting speed from the start, we’ll find it much easier to use crafted stuff rather than getting it from somewhere else. This is nice.

Personal modifiers allow you to tune your experience even further. You don’t have to have them on, but if you do, they’ll stay with you throughout the entire wipe, so choose carefully. These personal modifiers can either make the game easier or more difficult for you. But you can’t just pick only positive modifiers. You have to balance the negative ones with the positive ones.

The way this works is that positive modifiers deduct points, while negative ones add points, and your goal is to keep the final result equal to zero. Here’s the entire list of all personal modifiers:

Type

Modifier

Points

Effect

Positive

Street Tax

-1

Once per week, some Scavs pay you protection money.

Positive

Diet

-1

All provisions consume 50% less resources.

Positive

Juice Time

-2

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

Positive

Sailor's Nostalgia

-2

Consuming canned fish grants Health Regeneration +2 for 10 seconds.

Positive

Sprinter

-2

Running speed is increased by 5%.

Positive

Hypodipsia

-2

Hydration is consumed 15% slower.

Positive

Polyphagia

-2

Energy is consumed 15% slower.

Positive

Thrombophilia

-2

Bleeding chance is decreased by 25%.

Positive

Marathon Runner

-3

Arm and leg stamina is consumed 15% slower.

Positive

Hercules

-3

Strength and Endurance skills start at level 15.

Positive

The Tarkov Shooter

-3

Bolt-Action Rifles skill leveling speed is increased by 100%. The skill starts at level 10.

Positive

Youth

-3

Energy is consumed 20% slower. Arm and leg stamina is increased by 10.

Positive

Sturdy Bones

-3

Limb fracture chance is decreased by 15%. Falling damage is reduced by 15%.

Positive

Bushborne

-5

Walking through vegetation generates 50% less noise and movement slowdown.

Positive

Safecracker

-6

Mechanical keys have a 20% chance not to lose durability when used.

Positive

Average

-10

All character skills start at level 25 but cannot be increased further. Crafting is excluded.

Positive

Kappa Protocol

-21

Immediately receive the Secure Container Kappa.

Negative

Chronic Fatigue Syndrome

+1

Energy is consumed 15% faster.

Negative

Third Leg

+1

Movement speed is decreased by 1%. Items bought from Therapist are 5% cheaper.

Negative

Polydipsia

+1

Hydration is consumed 15% faster.

Negative

Dr. Jekyll

+1

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

Negative

Hemophilia

+2

Bleeding chance is increased by 25%.

Negative

Well That Hurt!

+2

All medkit uses consume 25% more resources.

Negative

Personality Vacuum

+2

Charisma cannot be increased. All trader items cost 20% more.

Negative

Allergic

+3

Become allergic to two random items from the Provisions or Medication category.

Negative

Osteoporosis

+3

Limb fracture chance is increased by 15%. Falling damage is increased by 15%.

Negative

Incompetent

+4

Character skills level 25% slower, excluding Bolt-Action Rifles. Skills cannot exceed level 30, excluding Crafting.

Negative

Broken Secure Container

+4

The secure container is restricted to cash, keys, dog tags, special equipment, and certain containers.

Negative

Exhaustion

+4

Arm and leg stamina recovers 15% slower. Maximum arm and leg stamina is reduced by 10.

Negative

No Flea Market

+6

Trading with other players through the Flea Market is disabled.

 

I’m not going to rate these ones, but I can tell you right now that everyone is going to have “Allergic” to get 3 free points to spend on any of the available positive modifiers, because I promise you, you get away with not being able to use 2 out of dozens of foods or med items. The No Flea Market one sounds a lot like the Self-Found mode in ARPGs, and I know a lot of players who will be totally fine playing without it, which gives them another 6 points to spend on the positive modifiers. I really doubt anyone would go for the Kappa Protocol. You’d have to put up with a bunch of nasty negative ones, for example:

No Flea Market (+6) + Incompetent (+4) + Exhaustion (+4) + Broken Secure Container (+4) + Allergic (+3) = +21.

So, it’s just not worth it in my opinion.

Seasonal Rewards

Modifiers aren’t the only thing that’s meant to lure you into creating a separate wipeable character. It’s also the seasonal rewards. These come in the form of Trader-sold items, which unlock by playing as a Seasonal character. The requirements for unlocking these rewards include the following:

  1. Reaching a certain PMC level
  2. Completing specific side tasks
  3. Completing certain task chains

Once a reward is unlocked, it becomes available on all characters and all game modes: PvP, PvE, and seasonal. The seasonal rewards come mostly in the form of Black Division gear:

  • Gatorz Specter MILSPEC ballistic glasses
  • Avon Protection M53A1 gas mask
  • Spiritus Systems LV-119 plate carrier
  • FirstSpear Siege-R armor
  • Mystery Ranch 2 Day Assault backpack

For example, the glasses can be obtained for completing the [KORD BREACH] Reverse Gear task. More unlock requirements will be revealed when the season is live. Completing more [KORD BREACH] tasks will lead to you unlocking unique achievements and trade offers for new weapons and valuable items. If you don’t manage to unlock certain Seasonal rewards this way, they will remain locked in future seasons, which makes them pretty unique.

 

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Kord Breach Battle Pass

Along with the season, Escape from Tarkov gets its very first Battle Pass with the same name as the season itself. The best thing is - it’s completely free, and you can progress in any game mode. So, you don’t have to only play as a seasonal character to unlock its rewards.

Battle Pass also works a little differently from what you may have seen in other games. Rewards on it are unlocked by turning in special TerraGroup Documents. These docs can be obtained in a few ways:

  • Found in raids on all maps - different doc types available on different maps!
  • Received as a reward for completing [KORD BREACH] tasks (seasonal character only)
  • Found as loot on some dead Black Division agents

Each instance of documentation found in a raid is individual for every player and works the same way as quest items. Meaning it’s assigned to each player individually, so other players can’t loot it even if it's in your pockets when you died.

The number of docs you can find in a day is limited. That limit depends on the chosen game mode, but the amount of docs required to unlock a reward is the same no matter where you play.

There’s another type of doc called Classified Documents, which are basically not tied to any specific Battle Pass. These can be purchased in the Expansion Hub for TarCoins and spent to unlock rewards in any Battle Pass. So, in other words, you can buy those now and wait for the next Battle Pass to use them to unlock rewards there.

Patch 1.1.0.0 Changes

Kord Breach season already looks pretty content-heavy, but it is only a part of a bigger content patch, 1.1. And it has some changes that apply to the entire game, not just the season. The update also introduces major changes to progression, traders, the Hideout, insurance, squad play, customization, and the general economy. Most of these changes affect the regular PvP and PvE modes as well as seasonal progression.

Task Progression Has Been Reworked

Side-task progression is now less linear. Most side tasks are tied to a specific Trader Loyalty Level and appear in groups of two to four tasks. Players can unlock the next group by completing several current tasks or reaching the trader’s next Loyalty Level.

This should reduce situations where one difficult or inconvenient task blocks a large part of progression.

Money, experience, and trader reputation are now the primary rewards for regular side tasks. Longer task chains still unlock rare trade offers and Hideout crafting recipes. Important chain rewards are also displayed when accepting the first task, so players can see what they are working toward.

Task objectives, rewards, locations, and completion zones have received a wider rebalance. Scav elimination tasks have also become more specific. Only regular Scavs, Sniper Scavs, and Player Scavs count unless the task states otherwise. Bosses, Raiders, and Rogues no longer count as normal Scav kills.

Squad Members Can Help With Tasks

Patch 1.1 introduces shared progression for selected task objectives. Eligible objectives have a special icon in the task interface.

A squadmate can contribute even when they do not have the same task active. They still need to meet every objective condition, including distance, equipment, location, and required status effects.

Shared progression can appear in Story, Side, and Operational Tasks. However, skill-focused chains such as The Tarkov Shooter and The Punisher remain solo challenges.

This is one of the biggest quality-of-life changes in the update. Squads can now progress together without every member needing an identical set of active tasks.

Economy and Trader Changes

The general economy has become more expensive:

Change

New value

Average trader purchase-price increase

25%

Average reduction to trader sale values

20%

Flea Market fee

Increased from 3% to 5%

Players will pay more when buying from traders and receive less when selling items back. Flea Market listings will also cost more, particularly on expensive or heavily marked-up items.

Trader Loyalty Levels no longer require a specific sales volume. Players only need the required character level and trader reputation.

Battlestate Games also rebalanced reputation and level requirements for Prapor, Therapist, Fence, Skier, Peacekeeper, Mechanic, Ragman, and Jaeger. Existing character reputation has been recalculated according to the new thresholds.

Several useful ammunition types and magazines have moved down by one Loyalty Level. This makes them available earlier in progression. The following basic ammunition types are also cheaper:

  • 5.45x39mm FMJ
  • 5.56x45mm FMJ
  • 7.62x39mm FMJ
  • 9x19mm Green Tracer
  • .45 ACP Lasermatch FMJ

Several traders now sell additional weapon presets at Loyalty Level 1. Weapon-mod offers have also received a broad rebalance covering traders, prices, purchase limits, and Loyalty Level requirements.

Many offers previously locked behind tasks are now unlocked automatically after reaching the required Loyalty Level. However, other task-locked offers have been assigned to different tasks. Players who unlocked those offers before Patch 1.1 may temporarily lose access until they complete the new requirement.

Ref’s inventory now focuses more heavily on armor vests and plate carriers without installed plates. Their prices have been lowered to account for the missing protection.

Hideout Progression Is Easier Early On

Construction requirements for several Level 1 to Level 3 Hideout zones have been simplified. Some construction materials no longer require Found in Raid status in regular PvP and PvE progression.

Several construction timers have also been reduced. However, many Hideout zones now require additional money alongside their material costs.

The Workbench is no longer required to use the Weapon Build system. Players can access saved weapon builds from the beginning of progression.

Some crafting recipes have moved to different task rewards. Previously unlocked recipes may become unavailable until the newly assigned task is completed.

Insurance Has Been Rebalanced

Insurance remains disabled for seasonal characters, but PvP Zone and PvE Zone players receive several changes.

Jaeger now offers an additional insurance option. His service provides the fastest return time, but it is also the most expensive. Jaeger’s insurance messages expire sooner, so returned equipment must be claimed quickly.

Prapor and Therapist now return insured equipment faster. Their services cost slightly more, but their return messages remain available for longer.

Higher Trader Loyalty Levels also provide small insurance discounts.

Healing and Repair Discounts

Therapist’s post-raid healing service is now cheaper. Higher Loyalty Levels provide an additional discount.

Weapon repairs work in the opposite direction early on. Repairing weapons is slightly more expensive at low Loyalty Levels, while higher levels provide a small discount.

These changes give trader progression more value beyond unlocking items.

 

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Tactical Clothing Is Now Permanent

Tactical clothing purchased from Ragman is permanently unlocked on the player’s account.

Players no longer need to repurchase owned clothing after:

  • Resetting their profile
  • Reaching Prestige
  • Creating another character

The Predator Upper and Adik Tracksuit are now unlocked immediately after earning their related achievements. They no longer require an additional purchase from Ragman.

Basic tactical clothing has become more expensive, but every purchase is now a permanent account unlock.

Patch 1.1 also adds two new clothing sets:

  • USEC Corsair
  • BEAR Airborne Infantry

Players can now change their PMC’s face and voice through the new Customization tab. Changes are saved automatically.

Spectating Squadmates

Players can now spectate surviving squadmates after their PMC dies.

Spectator mode begins automatically and continues until the squad is eliminated or the raid ends. Players can leave it at any time and proceed to the post-raid screen.

Automatic spectating can be disabled in the settings.

This feature does not allow dead players to rejoin the raid, but it makes squad sessions less frustrating after an early death.

Improved Beginner Support

The beginner-support system can now identify players experiencing severe financial and equipment difficulties.

An eligible player who dies during a raid may receive a special container with enough equipment for one complete loadout. The support package can appear no more than once every 18 hours.

The message must also be claimed within 18 hours. Missing the claim window means losing the package.

Experience and Container Changes

Experience modifiers for moving between locations have been rebalanced. Story chapters now provide experience rewards when completed.

The Medicine Case and Magazine Case have both received additional storage space. Their prices and barter requirements have been adjusted to reflect the increased capacity.

Revolver Improvements

Revolvers and revolver shotguns now receive a much smaller accuracy penalty when fired in Double Action mode.

Double Action allows faster follow-up shots without manually cocking the hammer. Before Patch 1.1, the accuracy penalty made this firing mode unreliable at anything beyond very short distances.

New Weapons and Ammunition

Patch 1.1 adds three firearms:

The QBZ-191 introduces the new 5.8x42mm caliber with four ammunition types:

Ammunition

Type

DBP191

General-purpose cartridge

DBX95

Tracer cartridge

DVC12

Armor-piercing cartridge

DBX12

Armor-piercing tracer cartridge

New attachments have also been added for the PKM and PKP, AKS-74U, FN SCAR, AR-15 platform, and several other weapon families.

The patch additionally includes four new streamer items.

Interactive Environment Changes

Several locations now contain new interactive objects:

  • Padlocks on doors
  • Padlocks on containers
  • Openable elevator doors
  • Breakable bottles
  • Exploding fire extinguishers
  • Vehicles that emit smoke after taking damage

Exploding gas cylinders have been added to more locations, and their explosion effects have been reworked.

These mechanics create more opportunities for environmental interaction, although the patch notes do not specify every affected location.

Interface and Technical Improvements

A new game-mode selection screen appears when launching the client. This makes it easier to choose between available progression profiles before entering the main menu.

New loading-screen banners explain Scav faction rules and Fence reputation.

Streets of Tarkov now uses a different method for calculating the playable area. The game processes less unnecessary location data and can devote more resources to rendering the environment visible to the player.

Customs has received additional optimization work.

Achievement Changes

The old The Kappa Path achievement can no longer be earned after the introduction of Seasons. Players who complete Collector now receive Dawn of a New Era instead.

Players who already earned The Kappa Path keep it on their profile. However, it is no longer displayed on Steam, allowing new players to maintain 100% achievement completion without earning a discontinued achievement.

The rarity of Chris’s Heir has also changed from Common to Rare.

Important Fixes

Patch 1.1 corrects several long-standing gameplay and technical issues, including:

  • Missing weapon sway while aiming
  • Missing bot reload animations
  • Incorrect trader reputation after Prestige
  • Incorrect ricochet settings on armor equipment
  • Hall of Fame skill bonuses not applying correctly
  • A possible UI freeze during BTR Driver dialogue
  • Multiple location-culling problems
  • Incorrect USEC Rob voice lines
  • Errors that could occur while loading into raids

Overall, Patch 1.1 is much more than the launch of Kord Breach. It changes how players unlock tasks, build trader reputation, manage the Hideout, insure equipment, play in squads, and retain cosmetic rewards. Even players who ignore seasonal progression will notice significant differences across regular PvP and PvE.

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F.A.Q.

When Does Kord Breach Season Start in Escape From Tarkov?

 

The first season in EFT starts on August 3rd, 2026, right after the maintenance update that installs the 1.1 update to the servers.

When Does Kord Breach Season End in Escape From Tarkov?

 

Kord Breach season is expected to run for about six months, until the next major content update.

Are TerraGroup Documents Seasonal Items in EFT?

 

No, TerraGroup Documents required to unlock rewards in the battle pass are available to all players in the game - PvE, PvP, and seasonal PvP.

What are the new weapons in Escape From Tarkov 1.1?

 

There are 3 new weapons in EFT in patch 1.1.0.0:

  1. Norinco QBZ-191 5.8x42 assault rifle
  2. Howa Type 20 5.56x45 assault rifle
  3. HK 416A5 5.56x45 assault rifle in RAL 8000

Is Escape From Tarkov Battle Pass Free?

 

Yes, the Battle Pass in Escape from Tarkov is completely free; all of its rewards can be unlocked by turning in TerraGroup Documents, items that can be found randomly in-raid, or by completing the seasonal Kord Breach quest chain.

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