Hi all, It's no secret that the meta is rather stale with most people going for Vayne, Jinx, and Riven comps. In almost every game I play, I don't have a lot of success playing meta and usually prefer to find weird anti-meta/off-meta picks. I got really tired of playing one of the big three so started playing Mech to limited success. Then I started 6 Battlecast and climbed from ~70 LP Masters to now 320 LP (though I played other comps too in this climb). Here are my Battlecast stats below from about 11 games played. https://imgur.com/a/nMYgpBt https://lolchess.gg/profile/na/sakuchan39 Match History This is my first guide written so let me know if there is anything I can improve on. Why play 6 Battlecast I think its a decently strong comp for climbing purposes only. As you can see, I have a really high top rate but really low win rate with this comp. To be honest, it is a bit player diff since this set I have had a low win rate in general. I think the comp is rather fun to play to see all of the battlecast procs, and is also easy due to how straightforward 6 trait comps are in general. Pros
Strong for climbing. This is because of people usually contesting one of the Big 3. Battlecast spikes early at level 6 and you will winstreak hard and do big damage to low rollers. In non high elo (GM+) lobbies, there is usually a skill gap in lobbies and people will not know how to play from behind, allowing you to at least top 6 almost any lobby through developing a large health and gold lead.
Generally uncontested. It is very easy to upgrade the units you need. Kogmaw can be contested early from Jinx players, but otherwise, Illaoi, Nocturne, Cass, are all uncontested and can be upgraded easily.
Strong matchups into Big 3 before their endgame. Nocturne jumping and getting fear on Vayne/Jinx is really good. Urgot eating Riven can quickly turn fights in late game against sorcs.
Really bad scaling. Once you do go to end game, you will probably go on a large lose streak. The purpose of this game is to win through attrition; from the large health lead you've gained through winstreaking in the mid-game, hopefully you will top 4 from everyone's end game comp beating up on each other.
Reliance on a legendary unit/spat. 6 battlecast is absolutely necessary to survive the terrible endgame. If you can't hit, you will suffer large losses and lose your win condition of barely scraping into the top 4.
Weak in stronger lobbies. I end up occasionally in GM/Chally lobbies but I cannot conclude the strength of this comp in these lobbies. I believe that it is weaker in general due to the lobby being closer in strength making it difficult to generate a high health lead (even if you win they will probably get good losses) and people knowing how to play better from behind.
Early Game The general indicators to play 6 battlecast are early upgrades to Illaoi, Nocturne, and components for Kogmaw. Kogmaw absolute core item is Red Buff and needs one of Shiv or Runaan's Hurricane. I prio Bow on first carousel because it can be either RH or Shiv, but I've seen ideas of Vest prio for Red Buff. If you get good items, but no upgrades, it may be worth it to lose streak early for carousel priority, and to stay lower level to complete Illaoi and Nocturne upgrades. Here are some early game boards. Early Kog Infil Open In Early Kog opener, Lucian is replaceable to hold Kog items, or if early Ezreal then Graves can hold Kog items. Blitz can replace Malphite. Play what makes sense in the context of your game. Mid Game The biggest spike is at level 6 and getting 4 battlecast, 2 chrono, 2 blaster with one core item on Kogmaw. Until you get there, just play whatever you have that is strongest. Again, the purpose of this comp is to win streak. As soon as I can put in 4 battlecast, I level to 6. I avoid aggressively leveling to 7 as I like to stay at 6 for increased chances of upgrading Kogmaw. Stage 4-1 is always a level 7 and then roll an appropriate amount of gold to maintain econ while upgrading your board. Since this board is pretty self-explanatory, look to snipe carries with Blitz/Noc to cheese out wins. If you can't hit these units, or have bad items at this stage, look to pivot out. I pivot to Bang Bros (shares Runaans as core item), Jinx (if high roll early Jinx), or even once Mech (had really bad items). In the mid-game, you should also look to start building Urgot items (GA and mana items) as well has hopefully completing an Ionic Spark for Illaoi. GA is really good on Urgot to trade 1 for 1 in the endgame (saving health) as well as stalling for tie breakers. Mid-game Board End-game Ideally, by the time it is time to level to 8 (between stage 4-3 to 5-1), you'll have generated a 50 health lead over the 7th and 8th place people. Now, the goal is to complete the trait with Viktor and Urgot to try and survive to 9. Until you hit these units, splashing traits like Mystic (Karma/Soraka/Lulu) or Infil (Fizz/Ekko) or front line (Gnar) are great to help you survive and can hold Urgot items. Similar to mid-game, you are looking to cheese out wins with Blitz/Infil/Urgot. Urgot targets the furthest unit in his range which is 3 hexes. Once you have hit 6 Battlecast, look to go 9 to add in Mystic/Asol/Ekko/any other broken unit. Battlecast matches up really bad against Sorcs so Mystic is usually my go to since it helps against Mech and Jinx. End-game Board Other Notes
Urgot targeting is getting changed to the farthest unit but can be blocked. This makes it difficult to snipe back row carries. He also doesn't eat through GA anymore making it difficult to fight Riven Sorcs.
Requires flexible gaming. If you don't hit early and spike too late, you will die very quickly. Think about how the items you make can be flexed into other comps. I flex RH into Bang Bros for Yi and Spark flexes into every comp. When you play 6 Battlecast, try to have an out in mind if you can't make Red Buff, can't hit Kog, or are contested by someone high-rolling Battlecast units.
Extra AP items go on Cass/Viktor. I put them on I feel is stronger at the time. Viktor 1 is also stronger than Noc 1, but I prefer Noc 2 over Viktor 1 as my 4th battlecast in the mid-game. Use whatever is appropriate (Viktor can be strong against Sorc backlines and Jinx clumps, Noc strong against solo back line Vayne).
Who does Spat go on. I haven't really had a large enough sample to tell. I really like Asol not because it is strong but because Asol is just broken. He helps you beat Sorc comps. I've seen people say Gnar which is good as added front line in a very weak front line comp, but you end up stuck with 3/4 brawler since you may need Mystic/Asol in at 9. If you hit Gnar 2 though then obviously it is better. Spat Item generally is an Urgot replacement, then Urgot replaces Nocturne.
Galaxies. Battlecast is super strong in Littler and Binary Star. It is good in Treasure Trove (access to Spat, easy to high roll items), Reroll (can high roll upgrades early, potential 3 star though I don't usually go for Kog 3), and Star Cluster (same as reroll).
I haven't played that many games with Battlecast, but the results have been very positive so far. Hopefully, this will increase the flavor of your games in the last few days of this flavorless meta. Let me know if there's anything I can improve in my guide; I realize I don't go over general Econ strategies or flex options. I think there's lots of good information in high-elo streamers on economy vs aggressive leveling. I find my playstyle to try and balance both but leaning more towards econ is king. I'll answer as many questions as I can below.
Sympathy for the Drow - De-Vilifying the Dark Elves
The "Evil" races in DnD have always rubbed me kinda the wrong way. Partly once I learned that a lot of them come from racist stereotypes (Orcs, Drow, and Goblins in particular) and also just because it doesn't make sense to me. Even Nazi Germany had variation and dissenters and it only lasted for 12 years. Why would a clearly evil society never change over hundreds of years? In my opinion, a story is only as good as it's villains. So, I've set out to try and make the traditionally evil races slightly more believable and even sympathetic in places. Now, I've not been a DM very long, only like three years. But the first campaign I ever ran was through Curse of Strahd which paints the Vistani (an itinerant society heavily based on the real world Romani) as a conniving group of thieves, murders, and vampire-worshipers. Thankfully, I found through reddit and other sites how to steer away from the racists depictions of the Vistani and making them seem like, at worst, opportunists. So, I hope to be able to do that with some other of the classic DnD antagonist races. I've read some other phenomenal post on here about evil races that totally inspired me as well. There's a great twopart post about Decolonizing D&D which I adore. The post about alignment is easily my favorite. There's a couple great ones on Orcs and Yuan-Ti too so if some of my ideas are lifted from them, I hope y'all consider it flattery instead of theft. So, here are some primer notes before I get into it. For creating the Dark Elves, I tried to keep as much as I could from the books. Obviously some stuff has to get thrown out the window though. I also tried to standardize calling them Dark Elves instead of Drow partly because I feel like Drow has a much nastier sound to it and calling them Dark Elves follows the naming convention with the High and Wood Elves. I tried to model them after real-life matriarchal societies like the Mosuo people of China and their pantheon after real deities like the Greeks, Romans, and Norse. I also quickly realized that building a society is inseparable from geography. Where a people are from effects their language, values, mythology, history, and family structure. I've tried to outline details I think are necessary to making this society realistic while leaving it open ended enough to be place-able in different worlds with relative ease. All that aside, lets get into the meat of it.
The Dark Elves: Elven Outcasts
The Elves are a varied and magical people that come from many planes and many environments within them. But none are met with more distrust and fear than the Dark Elves. Easily set apart from their cousins by their charcoal or pitch-black skin, pink-red eyes, hair of grays and whites, and shorter stature, these people have earned a reputation as killers, thieves, demon worshipers, and liars. But history is a cruel mistress, something the Dark Elves know better than most.
The Divine Divide
As the legends go, when the world was still young, Corellon Larethian lived on the Plane of Arvandor with his fellow Primal Elves. They were wild and mutable, emotional and free in all things. They changed shapes at will, gave and took freely to and from the world, and never stayed in any location too long. They wandered to and fro, scattering their peoples across almost every plane. However, this unbridled freedom was not without a price. Arguments, feuds, and small scale wars were incredibly common between them. Some elves would find themselves stranded on far off planes after most of their companions impulsively decided to leave. Their self serving impulses drove them to often completely disregard the needs or wants of others if they went against their own desires. And their reckless revelry was wreaking havoc on the natural world with Elven parties decimating whole planes of edible plants, wild game, and drinkable water. One such Primal Elf began to see the destruction of their ways and talked to other elves about their actions. Slowly, this Elf by the name of Lolth amassed a small following of devotees that saw the negative ramifications of their inconsiderate freedom. Lolth and her followers agreed to take on fixed forms to show recognition of the dangers that impulsivity could bring. Lolth led this small group of devotees to Corellon to ask for his support. Now, Corellon did not lead these Primal Elves: he was just as wild as the best of them and did not take kindly to others telling him what to do. But he was the First Elf ever born and was universally respected amongst the Primal Elves and if Lolth could convince him, others would surely follow. Corellon listened to her proposition and agreed that they should change to prevent more destruction and conflict, but refused to order his kinsfolk into any action. He was an Elf, same as all of them, and he wouldn’t dare order around his family. He balked when Lolth asked him to take a concrete form as a show of solidarity and brushed her off as a killjoy. Lolth was unsatisfied with this outcome and her following set out to convince each Elf to change their ways to preserve the beauty of the worlds. However, without the support of Corellon, many elves refused her offer. Her anger grew with each failure and her opinion of Corellon turned sour, something she made no attempt to hide from her Elven siblings. Now, Corellon is a proud god and once he caught wind that Lolth was bad mouthing him in an attempt to win over others, he became enraged. He railed against Lolth calling her a snake-tongued thief and Lolth called him incompetent and cruel. Their tempers flared and all the elves chose sides between Corellon’s freedom and Lolth’s stability. During this great debate, the Primal Elves turned to violence. The Dark Elves maintain that Corellon’s side threw the first blow, while the High Elves claim that it came from Lolth’s side. No matter the source, this violent outburst soured relations between Lolth and Corellon forever after. He cast her and her followers out of Arvandor and barred her from ever returning. He also cast all but his most trusted kin from Arvandor, forcing them all to live lives on other worlds out of fear of another perceived insurrection. Thus, the Seldarine remain in Arvandor to judge the souls of Corellon’s faithful when they die and Lolth takes refuge in Arcadia with her pantheon where she minds the souls of the Drow. Corellon’s faithful call her pantheon the Dark Seldarine, while her faithful call it the Myrkalfar.
Myrkalfar: The Spider Mother’s House
Lolth the Spider Queen is the unquestioned head of the Myrkalfar, with all other deities seen as her divine family. Lolth is considered at times to be fickle or even cruel, but her ire is never gained without good reason. A very involved deity, her followers constantly search for signs of her favor or scorn in everyday life. When a Dark Elf contemplates a risky or controversial decision, they consult priestesses or perform their own rites which often gives them direct and succinct answers. She serves as an example to matriarchs of Drow families as demanding yet understanding, punishing yet guiding. She asks for a lot of her priestesses, demanding they be an unflinching example of everything a strong leader should be. The Myrkalfar is often presented as a divine household, with Lolth as the matron. Keptolo is the consort of Lolth and considered to be the ideal of what a male should be. Beautiful and kind, strong and hard working, he helps Lolth in everything she does. Sometimes he serves as a messenger, other times as an agent of redemption, sometimes as a divine healer. When a Dark Elf is tasked with a divine charge, he is usually the one to deliver the message and guide them through their charge. He serves also as a fertility deity and is often worshiped by women or men seeking a child. Outsiders see him as a weak and subservient husband to Lolth, but his faithfulness to his matron is considered a virtue and his status as a “husband” is relatively alien to the Dark Elves as they have no binding marriage in their society. If Keptolo is the agent of Lolth’s mercy, Kiaransalee is the agent of her vengeance. She is the eldest daughter of Lolth and Keptolo and one that Dark Elves pray to when they feel wronged. Only the most binding and serious contracts are signed under her name. To break an oath made under her name is sure to bring destruction. She is also the governor of the dead, judging the souls of those passed in the afterlife. She opposes the mindless undead created by mortals, but spirits and revenants that return to finish unresolved business amongst the living are considered under her protection. Should a Dark Elf encounter a returned spirit that is seeking vengeance, it’s their duty to leave them on their way and pray that the spirit isn’t there for them. This reverence of certain undead is something many outsiders consider downright evil. Selvetarm is the Dark Elven warrior goddess and youngest daughter of Lolth. Often depicted with eight arms, she represents the pinnacle of hand to hand martial prowess, but often is without restraint. She serves as both an inspiration for warriors, and a warning. Vhaeraun is the eldest son of Lolth and governs ambition and stealth. Both of these traits are not necessarily vilified, but worship of him is highly scrutinized. Haughty and rash, tales of him often include deceiving his fellow gods for good and ill and more often than not are cautionary ones. He’s depicted as wearing a mask, either as some punishment for endangering Lolth and her family or to hide his identity for various schemes, possibly both. Malyk is Lolth’s youngest son and a youthful deity of change and growth. He’s often seen as a bouncing young boy that Lolth and her family have to reign in from wild misadventures. His freedom and curiosity is often seen as a double edged sword, both gaining him great riches but also putting him in tremendous peril. He has strong ties to sorcerers and when a child is born with innate magical talent, he is often the one thanked for it. He serves as an outlet for a Dark Elves youthful chaotic nature, but also warns them of the ramifications of their actions. Ghaunadur is a strange figure in the pantheon. Their place in the family is a bit of a mystery, sometimes called the sibling of Lolth, or her child, or even as Lolth’s parent. What makes them truly unique is that they are a formless deity, something that Lolth once warred with Corellon over. The legends go that when Ghaunadur joined Lolth, they refused to give up their changeable nature. When questioned, Ghaunadur pointed to the slimes, oozes, and formless creatures of the world and said that they wished to protect them from the Elves and the Elves from them. Lolth agreed, cementing their position as the deity of the changing forms of nature. Their favored creature is the ooze, but they govern all natural creatures. Dark Elves often pray to Ghaunadur to protect them from the creatures that lurk in the depths of the forest. Zinzerena is Lolth’s sister and is the goddess of poisons, illusions, and magic. Viewed as an elderly and patient figure, she often serves as council to Lolth in desperate times. She’s said to be the mother of all poisons and venoms and her teachings are all about finding the wisest solution to a problem. Zinzerena teaches that even though the spider is small, it’s bite can still fell a panther. Despite her perceived age, she’s considered the younger sister of Lolth and is thought to be incredibly quick and nimble: a reminder that not everything is as it seems. Eilistraee is Lolth’s niece and daughter of Zinzerena. Considered the black sheep of the pantheon, she serves as a goddess of redemption and moonlight. Dark Elves that turn their back on their family or scorn traditions will sometimes find themselves turned to Driders, half-spider half-Dark Elf creatures shunned by all. Eilistraee is said to watch over these creatures and if they are repentant, offer them challenges that they could complete to redeem themselves. Lolth often views her with contempt or mistrust, but never hates her and maintains her place in the pantheon. Dark Elven faithful rarely worship her as the others. She’s also one of the only deities of the Myrkalfar to claim no animosity toward the Seldarine and their faithful. Spiders are the sacred animal of Lolth and are often used as an example of social order and the importance of family bonds. Each strand of silk serves the web as whole. More literally, the giant spiders of the Underdark are multifaceted and incredibly useful creatures. Serving as beasts of burden, war steeds, meat producers, household guardians, and silk producers, they are present in almost every facet of society. Their silks are used in everything from wound dressings to armor to architecture. To kill or steal another family's spider is considered akin to stealing a member of the family. Smaller and more poisonous spiders are often kept in temples and their webs are used as divining tools for priestesses.
The recorded history of the Dark Elves is full of contradictions from High Elf and Dark Elf sources. What historians can agree on is when the Elves of the Prime Material arrived, the followers of Lolth secluded from their Wood and High cousins and retreated into the Azelarien, also known as the Green Sea in Common. A massive forest, nearly 1 million square miles of dense and vibrant trees, that grows denser and darker the farther in one ventures. For countless eons, the High, Wood, and Dark Elves lived in relative harmony in their own corner of the world. High Elves lived near the forests in towns and villages, the Wood Elves lived in the lightly forested outlands of the Green Sea, and the Dark Elves lived deep in the central forests which was so dense that very little light reached the forest floor. As time passed and their villages turned to cities, the High Elves began expanding into the forest, chopping some down to build homes and heat their furnaces. This began pushing into the territory of the Wood Elves and eventually the Dark Elves as well. These two peoples formed a shaky alliance to push back the expansive tide of the far larger High Elven armies. This alliance proved successful however and the High Elven forces began losing ground. What happened next is a matter of some debate. High Elven historians attest that the Dark Elven armies used Wood Elven soldiers as unwitting bait to lure the High Elven armies into a trap, thus causing a schism between them. Dark Elven historians state that the Wood Elven armies turned on them after the Wood Elves met in secret with High Elven leaders and bargained for their independence. Some Wood Elven historians claim that after a brutal defeat on the field, they were met by High Elven dignitaries that offered them clemency if they turned on their allies. They initially refused, but after the dignitaries threatened to make the same offer to the Dark Elves, they had no choice but to accept. No matter the cause, the histories agree that the Wood Elves turned on their erstwhile allies and helped push the Dark Elves into a rapid loss of ground. Facing the might of the two armies with their own relatively small one, the Dark Elves were beaten into a hasty retreat into their own territory. Losing every open encounter, the Dark Elf matrons developed a new strategy of combat. The armies switched from training as many as quickly as they could, to training only a select few in multiple different forms of combat and magic. As the High and Wood Elves advanced into their territory, they quickly found their supply lines cut out from under them, their soldiers ambushed while sleeping, their scouts captured, and their leaders assassinated. And even if they would make it to a Dark Elf settlement, they would find it abandoned and booby-trapped, warned by their fast and silent scouts. If the Dark Elves couldn’t face their enemies head-on, they would weaken them with quick and decisive strikes. Eventually, the war ground to a stalemate. The High Elves couldn’t push into the Dark Elf territory far enough to capture any cities of note without taking severe casualties and the Dark Elves were only managing to hold the invading armies back and couldn’t muster a force strong enough to push back to the enemy capital. Thus, the war cooled into a tense peace. The leaders came together to draw borders, but neither side fully forgave nor forgot one another’s actions. High and Wood Elves viewed the change in tactics by the Dark Elves as an unethical violation of the standards of war. The Dark Elves felt a particular animosity toward the Wood Elves, considering them backstabbers in their darkest hour.
Dark Elf Families: Matrons of Order
The Dark Elf society, to an outsider, looks like an oppressive and cruel society of slave traders and backstabbers. But the truth is more subtle. The Dark Elves value tradition and filial piety above almost all else. To a Dark Elven citizen, their family name is their most valuable possession and they are taught from a very young age that to look after their parents and their younger siblings is the highest virtue. Ancestors that have achieved great things often have shrines in a household alongside the gods themselves. A Dark Elf going against the will of their family is considered one of the highest taboos and often causes them to be outcast from Dark Elven society as a whole. Dark Elf society is matrilineal meaning that the eldest woman in each family is revered as the household leader and receives great respect from her family and society. This also means that the males of the society don’t inherit wealth as frequently as the females. Dark Elven families are quite large, often with multiple generations along with aunts, uncles, and cousins living in the same household. New children almost always reside with their mother. Males of the society are expected to care not for their own biological children, but for the children born to their sisters, aunts, or nieces. This results in a striking amount of sexual freedom for both men and women, but is often viewed from the outside as promiscuity. The Dark Elves do not marry in the traditional sense, instead favoring long term partners with one another that can end at any time with no concerns to material wealth or ownership. However, to become a member of a Dark Elf family is not entirely a matter of heritage. When a family that cannot support another child has one, they are often adopted by more well to do families and raised as one of their own. These adopted children are considered just as legitimate as if they were born into the family. Also, should a family lose all their heirs or become destitute, they often ask to become assimilated into other families for their own safety. The latter is considered a morose ceremony as the members of the smaller family forsake their surnames. To take in such a family is both an extreme honor and grim burden, as it means ending another family's line. The borders of Dark Elven civilization only goes so far as there are trees so many newer up and coming families have expanded underground, a difficult and slow endeavor. This has put multiple houses at odds with one another for territory. However, Dark Elves do not tolerate open hostility between families as they have a very strong sense of collective identity. Dark Elves do not war against fellow Dark Elves, same as a spider does not fight its own web. This leads to many tensions and conflicts needing to be resolved in other ways. Most families will attempt a diplomatic solution, but when that isn’t an option, sabotage and coercion is the favored outlet. Murder is considered a bridge too far by most houses, but subterfuge in almost every other facet is, while not accepted, tolerated. Legends of Lolth’s rebellion and the tension of their enclosed territory have imbued the Dark Elves with a strong sense of symbiosis with nature and conservancy. Sustainable living is the cornerstone of Dark Elf society. In the wild, no creature is killed or plant destroyed unless it’s a matter of self defense or necessary to survival.
Dark Elven Sex and Gender
As with many Elven peoples, sexuality is seen as a fluid and non-binary matter. Same sex relationships are usually seen as just as acceptable as male-female relationships. Since Dark Elves have no marriage structure, same sex life partners are common and widely accepted. Inheritance is passed along by the family as a whole, not linearly, meaning some houses may have matrons with no direct biological descendants while still serving at the elder matron. Power dynamics in relationships are still a factor, with the elder female in a gay relationship considered slightly above their partner socially and is seen as the inheritor in cases of property or genealogy. Male same sex relationships are accepted with little controversy. Since children are passed down their mothers line, the males have no social obligation to sire an heir as with other societies. Transgender and transexual Dark Elves are met with slightly more controversy. Lolth’s rejection of the Primal Elves mutable forms is sometimes cited against transgender and transexual Dark Elves. Ghaunadur, however, is considered the patron god of these people and teaches that just as they are part of nature, they can change their forms. Many of these people join the religious order of Ghaunadur, serving in various roles both in religious ceremonies and as forest guides. Some even consider them to be blessed by Ghaunadur and are highly sought after in forays into the forests for protection. Children born to transgender Dark Elves are still expected to be a part of their eldest mother’s family or eldest father if no woman is part of the union.
Slavery Amongst the Dark Elves
While the Dark Elves do take slaves, their slavery doesn’t look the same as many other societies. When a family becomes indebted to another and they cannot pay off the debt, a member of their family, usually male, will be sent to work for the owed family. They give him room and board and are expected to care for him as if he were one of their own. He’ll work for them for an agreed upon amount of time before returning to his native family. Injury or misuse of this person is often grounds for them to leave and the debt to be nullified. Children born to servant fathers needn’t worry about inheriting their father’s status since they’re considered to be their mother’s child. On the rare occasion that a female servant has a child while in servitude, the child is returned to the mother’s family to be raised by her family while she works off the remaining debt. Some trade of servants does occur between houses, with indentured servants being traded for goods or services or even other servants of special skills, but the family of the servant reserves the right to veto such a trade for any reason. During their frequent clashes with external armies, the Dark Elves do sometimes take prisoners of war, though very rarely are they used for slave labor. They never bring them back to major settlements, often keeping them on the outskirts of their territory to prevent them from learning critical knowledge of their territory. Most prisoners are held as bargaining chips to be traded for passage, supplies, or captured Dark Elves. Captured military leaders are sometimes brought to Dark Elven cities to be tried for their crimes against their people.
Dark Elven Government: Independent Houses
Unlike many other cultures, the Dark Elves lack a centralized government. Societal etiquette govern the standard for how certain crimes and disagreements should be handled, but each family unit acts as its own governing body. Disagreements within families are thus resolved internally. Inter-family disputes are resolved in multiple different ways. Most often, the two matrons of the family will meet and agree on terms to fairly compensate both sides. In cases when these talks deteriorate, the High Priestess of Lolth is often called to serve as the mediator and serves as the ruling body between disputes. Her rulings are final and indisputable, as she is considered the mouthpiece of Lolth’s will. In times of crisis, historically the many houses of the Dark Elves have convened to discuss threats to all of Dark Elven society. This is uncommon as it’s difficult logistically to gather all the matrons in the same place at the same time, so often houses are represented by either the second eldest woman of the family or the eldest daughter of the matron. The High Priestess of Lolth often resides over these meetings as an arbiter in the event of split decisions or in delivering guidance from Lolth herself. There's my take on the Dark Elves. Any comments, suggestions, questions, outrages, and critiques are welcomed. This is my first comprehensive look at a whole race so if I've missed things, I'll try and patch them up. I'd like to do similar things for Orcs, Goblinoids, Kobolds, and others so those might be seen soon. Thanks!
EDIT: Of course not everyone wants non-combat to be crunchy. This post is about why games who attempt to do so don’t often have much luck, not whether they should or shouldn’t. For the past six months or so, I've been thinking a lot about how to design crunchy mechanics for non-combat that is still engaging, fun, and balanced. Many games have tried, and some have had some success, but those are usually the ones that designed bottom-up for a specific kind of encounter. Generic or adventuring rpg's rarely are able to do it well. "Social combat" is widely regarded as a cop-out, and traps and hazards seem to be second choice for GMs. So here's a little essay I wrote: Combat has several elements which contribute to good game design. Combat has 5 factors which improve its designability for games:
Group participation. Everyone can have a role. This is not inherent in combat, but it's versatile enough that you can have encounters where no one feels left out or has nothing to dö. Compare that with, for example, social encounters.
Character options. The design of most RPGs is to optimize for combat, and to provide characters with the most combat options. Now, you could design for other kinds of encounters as well, but combat has a whole field of technology and strategy that doesn't exist for other things. Weapons are different from each other, armor works differently depending on type, and there are so many styles of fighting. It's easy to come up with ways to differentiate players and for players to have things to choose from. But how many different ways to disable a trap are there?
Challenge variety. Every monster and NPC has different strengths and weaknesses, and vulnerabilities and immunities. It makes every combat feel different (unless badly designed). Fighting 5 goblins, fighting 1 evil necromancer, and fighting a swarm of rats are three different strategies and three different experiences.
Fail state dynamicity. Combat has a built-in fail state. If you reach the fail state, combat is over. That's generally your character dying or something. The factors that affect when you reach a fail state varies along several axes: your defending power, their attacking power, luck of the dice, and special effects. But if you're trying to navigate difficult terrain, what's the risk? You fall maybe? Or perhaps you just walk around? It's barely one or two axes, and sometimes you have to include external circumstances to make it risky at all. (You may not have to persuade the guard to help you get into the castle, but you won't finish the mission if you don't.)
Ablative win state. You're not usually just making one roll and done. Some games have this, but you can easily design combat to require a couple rounds or more of combat. But if, let's say, social mechanics or searching for clues is a simple succeed/fail single roll, it takes away from the engagement.
So how do we design for these factors?
Group participation. You can do this easily with chases and heists. But unless you have a lot of several-man cons rolled up your sleeve, persuasion is often a one- or two-person activity. You'll have to either design for several-man cons or have persuasion as one part of a greater heist. Many other challenges are similarly limited in this way. At the end of the day, you'll have a hard time with this unless you artificially create group participation for these activities.
Character options. This requires serious intentional design. You are going to have to plumb the depths of the internet to find different strategies in communication, different methods of parkour, and different ways of going about solving a mystery. But yuo're stuck when it comes to disabling traps or chases. If you're being chased, your only options are run, turn invisible, or distract. And those get boring after a while. Since there isn'ta dedicated technology for these, you might have to increase the resolution. For social, try manipulating specific emotions.
Challenge variety. This is the hardest. Even if you come up with 300 traps and have chases in infinitely varied landscapes, you won't be able to translate that variety to persuasion or navigating when you're lost. You'll have to come up with dedicated stat blocks for every NPC's hopes and dreams if you want to make persuasion a significant pillar of the crunchy part of the game.
Fail state dynamicity. Time limits are the simplest fail state to introduce, and you can introduce variability by having it connected to an external force. You have to escape the castle before the king notices there were any intruders. Okay, so now it depends on the guards' vigilance and the castle's defenses. You can also try playing around with real risks, like hostile NPCs or ambient environmental effects.
Ablative win states. This is also easy to design for. Since ablative binary hp is already artificial, you can just translate this to anything. But you're going to want to restrict this to time-consuming activities. It's one thing to require several rolls to persuade or disable a trap. But rolling for 5 rounds to jump over a chasm? Uh uh.
So we see that there are significant obstacles in the way of making crunch serve non-combat situations. But wait, there's a bonus factor which separates combat: BONUS. Game history. Since games as far back as ancient times (Royal Game of Ur, Chess) have been combat- or battle-focused, and modern-day rpg's evolved from 19th-century war games, there's a long history and tradition of crunchy battle rules. There's already a lot of ground of what works and what doesn't. That simply doesn't exist for other kinds of encounters. There aren't ways to mathematically calculate a lot of these things, because there was never a need--there's no dedicated line of technology around many of these things. So what do you think? Agree? Disagree? Have anything to add? Any ideas to address these things?
UPDATE: The Game is over. Unfortunately, this particular game has ended up being something of a failed experiment. Thank you to everyone for playing, and my apologies that I didn't do a better job structuring it. WHAT IS NOMIC? Nomic is a game about making up the rules of the game as you go. Like Calvinball, but a little more structured. WHAT ARE THE RULES? The game starts with a very basic set of rules, all about how to create or amend new rules, as follows: RULE 1: To propose a new rule, post it as a top level comment in this thread. Once it has 15 more upvotes than downvotes, it is a rule of the game that everyone must comply with. Rules that were proposed before this comes into effect shall be judged by the previous system. RULE 2 To amend or repeal an existing or proposed rule, reply to the top level comment with your modification. Once it has 15 more upvotes than downvotes the top-level comment will be read as if your modification applies. RULE 3 a vacuously satisfied rule (so to be compatible with its uselessness), instead of the current contradiction. Additional rules have been added to the game, as follows: Always sort by controversial: Everyday, the proposed rule with the highest "controversial" score gets accepted, regardless of its absolute score. Lynch mcjunker: The user mcjunker shall be lynched at dawn on Thursday, August 28th 2025 Rules Have Names: Any post proposing a rule or amendment must include a bolded title for the rule. The Basic Interpretation Rule: Where there are disagreements about how to interpret a rule, a person may post a "Proposed Interpretations for [Rule Name]:" comment. Any person may reply to this comment with their preferred interpretation of the rule as a separate comment. After the proposed interpretations comment is 24 hours old, the reply that has the highest score becomes the binding interpretation. Universal Starting Income Rule: Each player has an in-game wallet which begins containing 100 coins. Conflict Of Rules: In the event that two or more rules (of the same classification, if separate classifications exist) conflict, then the latter adopted rule automatically controls. Gem Acquisition Rule: When a rule proposal is implemented, the player who proposed it gets one gem. Physical Locality Rule: The game map is an infinite binary tree. Players can choose their initial location on this map once by replying to this rule proposal with a string made up of a sequence of "L" and "R". The Anti-Sneakiness Rule: The text of a rule must not have been edited to get accepted. Adjudication Of Disputes: In the event of a dispute or interpretation that requires adjudication, a panel of three members of TheMotte shall sit as adjudicators. The adjudicators shall be selected from the following list, which may be amended by later rules: crc128, AshLael, revengeclaus The process by which the adjudication proceeds shall be determined by the three adjudicators, and need not include community input. By a majority (>51%) vote of the sitting adjudicators, the adjudication becomes final and unappealable. Adjudications do not set precedent, and are not mutually binding, unless this is changed by a later rule. Rule List: All rules must be written down in the main post of the game once they are added. Sequential Evaluation Of New Rules: When new rules are added, they must meet all currently existing rules, prior to the application of the new rule's text, unless the new rule explicitly states that it is overriding prior rules. Rules which do not meet this bar are not adopted, regardless of the disposition of votes, and shall have no effect. No Ex Post Facto: Rules do not apply to themselves nor rules older than themselves. Amendment - Self-Referential Ex Facto(r): Rules containing any form of self-reference (however indirect), such as this rule, must abide by themselves. Rule 1 Clarification: In "After the post is 24 hours old, if it has more upvotes than downvotes, it is a rule of the game that everyone must comply with", the post and it refers to the proposal comment itself, not the top-level thread. A Rule to Deter Rule Proposal Spam (1) Anyone for whom the number of his rejected new rule proposals is more than three times the number of his accepted new rule proposals, loses immediately, unless he has made fewer than five new rule proposals. (2) For the purposes of subsection (1), any new rule proposal deleted by its author more than one hour after its posting shall be considered rejected. If one's rule proposal is rejected, one shall drink one shot. Individuals consuming shots of alcoholic beverages because of this game shall consume no more than 40g of pure alcohol on each day of the game.Those who avoid alcohol for reasons of faith, addiction, or other moral reasons may substitute a shot of a non-alcoholic beverage of their choice. Contradiction resolution: Rule 3 should be replaced with a vacuously satisfied rule (so to be compatible with its uselessness), instead of the current contradiction. No Pay-To-Win Rule: No rule other than this one can make reference to real-world money or any resource (such as reddit gold or cryptocurrency) typically acquired with real-world money. RULE 0: Have fun! SKIN IN THE GAME: The user that proposes a rule must follow that rule prior to the rule being accepted. If they do not follow the rule then the rule will be automatically rejected. RULE BY POPULAR VOTE: Rules proposed within the previous 24 hours are considered all at once but implemented in order of popularity (rather than chronologically).If RULE BY POPULAR VOTE is enacted, then the newly proposed rules will be considered at a specific time each day, called the "Evaluation Time". The initial value of the evaluation time will be determined by the Motte Nomic President, if there is one, or by AshLael if no Mott Nomic President has been selected. Sort By New Rule: The reddit thread for game conversation is to be sorted by "New". Parentheses Rule: Only rule text not inside parentheses is binding. Text inside of parenthesis is still recorded on the list, and may be used for interpretation or asides. (So far this seems to go without saying but it's nice to have it in writing.) Book Review Meta Win Condition: The presumptive winner must submit a book review effort post to TheMotte subsequent to meeting all other win conditions besides this one to officially win the game. The book to be reviewed will be "Twilight", or something equally horrible as agreed on by other TheMotte users. The winner will have to actually read this book, and give it a glowing review. Said book review must be strive to be apophenic and make substantial defensible references to Meditations on Moloch, The Pentateuch, and prominent culture war issues at the time of posting. The Archipelipatchwork Rule: Should the US Federal government be legally dissolved during this game, due to circumstances including but not limited to the election of Scott Alexander or Curtis Yarvin as President in November 2020, the existing Rules shall form the founding Constitution of at least one (1) successor microstate. Prosecution System: A player may publicly accuse another player of rule breaking. In making such an accusation, the accused player and the allegedly broken rule must be named. The accused player must choose how they shall be tried in 24 hours counted from the making of the accusation and start their chosen option during this interval. If they fail to do this, they are convicted. He may choose from the following options: Trial by Voices - The accused player must state that he is innocent. If his post stating innocence has more upvotes than downvotes after 24 hours, he is acquitted. Otherwise, he is convicted. Trial by Combat - The accused player may face his accuser in a 1 on 1 contest. If the accuser and the accused can agree on a contest, that will be the contest for the trial by combat. If the accused player wins, he is acquitted. If he loses, he is convicted. The precise nature of the contest is to be determined by amendment to this rule. Trial by Ordeal - The accused player must complete a challenging task. If the accuser and the accused can agree on a task, that will be the task for the trial by ordeal. If he succeeds, he is acquitted. If he fails, he is convicted. The precise nature of the ordeal is to be determined by amendment to this rule. A successfully convicted player becomes a thrall of his accuser. A thrall may only win the game if his master also wins. If a player is accused of rule breaking by another player, no player can accuse the accused player of the same rule-breaking case later (not even the original accuser). However players can accuse the accused player of breaking the same rule later provided that the alleged breaking of the same rule constitutes a different case. PUBLIC SPIRITED: Rule proposals must apply to everyone equally. No singling out specific users. Amendments to rules can still single out specific users. The Hemlock Rule: No player shall corrupt the youth of Athens. Amendments may be Amended: Amendments may themselves be amended by further amendments. Amendments and amendments to amendments don't have to be direct responses to the rule they're amending. (For example, this ought to be valid as an amendment despite the objection by Taleuntum: https://www.reddit.com/TheMotte/comments/fxlufo/the_motte_plays_nomic/fmymmm9/?context=10000 ) Ke2!: All chess matches relating to this game, whether they be a means to settle a dispute or related for some other reason, are to be played on lichess.org, and are especially not to be played on chess.com. The Game End Rule: A single player winning or losing does not cause the game to end. The game ends when all players have won, lost, or both. Not Actually A Rule:cjet79 asked us to take off the time-based vote hiding system. I assume this is either an attempt to make the game more interesting, part of a clever strategy, or simply sowing chaos, and in all cases I'm all for it. I've taken off the score filter for now; it'll be put back up when a moderator decides to put it back up. It is not a coincidence that this is formatted as a rule and I encourage you to upvote/downvote accordingly. Slavery Players may transfer ownership of thralls between each other in exchange for in-game currency (such as Gems and Coins, as currently proposed in other rules). A thrall is a player who has gained a win condition requiring his master to also win the game. A thrall may purchase his own freedom using this method. If a situation arises where there is exactly one player who, for every other player, is at the end of a chain of Thrall->Master connections starting from that other player, then that one player wins the game. A "player" for this purpose is defined as "anyone who has posted in the Nomic thread and has not lost the game". If a closed loop of Thrall -> Master connections arises, then all connections in that loop shall be extinguished. The General Store Rule: There is a general store that sells items, including three potions: a green potion (10 coins), a red potion (20 coins), and a blue potion (50 coins). A player may obtain an item from this store by spending a number of coins equal to the label price. Gems can be sold at the general store for 25 coins. Robbers' Cove Rule: Locations on the map (of the Physical Locality Rule) with more "L"s than "R"s belong to the blue team. Locations with more "R"s than "L"s belong to the red team. Locations with an equal number of "L"s and "R"s belong to the purple team. Coin Gifts Rule: Players may give coins as a gift to other players by publicly invoking this rule and naming a number of coins and a target player. Only positive numbers of coins may be given via the Coin Gift Rule. When coins are given to a target player via the Coin Gift Rule, the same number of coins is subtracted from the invoking player's number of coins. If a player who does not have a positive number of coins invokes the Coin Gift Rule, the invocation of the coin gift rule is invalid. If a gift via the Coin Gift Rule would cause the invoking player to have less than 0 coins, an amount equal to the invoking player's number of coins is given instead. The Bleen/Grue Rule: The word "wins", if used in rules enacted before the beginning of April 13th 2019 A.D. (in UCT), is defined to mean something different from the standard meaning of wins and people who "win" are to be thought of as lower status. The Fair Voting Proposition for Democracy: If a rule involves a vote with a single winner, and the voting system is not mentioned, then use approval voting by default. The Anti-Paradox Rule: No rule may directly or indirectly cause a paradox or infinite logical loop. Lost in Space Rule: If your location on the map (of the Physical Locality Rule) is longer than 16 characters in length, you can invoke this rule. Other players will propose new locations of no more than 16 characters in length in the replies to your invokation. The proposed location with the most upvotes, if this upvote count is positive, becomes your new location. The Reddit Rule: Only reddit accounts may win.
Sometimes, pulling is as simple as saying, "Let's get out of here." If a girl already knows she wants to have sex with you, you don't need any special tactics to bring her home. However, women rarely decide they want to have sex with a man before they're in a bed with him. One girl told me, "We're not having sex tonight," three times before she went back to my place. Then, on my couch, she sighed and said, "Are you going to fuck me already?" For men, sexual interest is binary. If we find a woman attractive, we'd probably agree to have sex with her. For girls, sex is more complicated. In terms of being interested in sleeping with you, women will sometimes categorize you as a "yes" or "no," but most often, you'll be classified as a "maybe." Even if a girl is so attracted to you that she's turned on in your presence, she still may decide against having sex with you. As a woman, sex comes with a lot of risks—physically and socially. A woman needs to know she can trust a man before she goes home with him. The average man is more than twice as strong as the average woman. There's a real risk of being harmed. Furthermore, many women encounter men who are too pushy and aggressive. Even if a girl likes you, she may be subconsciously concerned that you're going to be one of those overly aggressive guys. Then, there's the risk of being slut-shamed. Although some women encourage their friends to hook up with random guys, other women mercilessly judge their friends when they do something 'slutty.' Even if a girl thinks you're extremely attractive, she would probably reject you if you were to try to pull her five minutes after meeting her. She needs to go through a process to be ready to go home with you and have sex. Generally, women need to see that you are assertive, but not pushy. You must take the lead, but at a pace she can relate to. There are no universal rules to this; every girl is different. As an experiment, I once approached 20 women with the line, "Hey, you're cute, would you like to come back to my place?" Nineteen of them said no, but one girl said yes. Of course, that's not the best strategy. But don't limit yourself by thinking thoughts like, "I think she's into me, but I can't pull a girl on the first date." Or, "It's the beginning of the night; there's no way she's going to leave with me now." As a rule-of-thumb, pulling a girl usually takes 45 minutes to 1 hour and 30 minutes, but there are plenty of exceptions.
The Process of Pulling
Pulling has momentum to it. You're leading the girl—both physically and emotionally—towards having sex with you. This starts small with intense eye contact or a spark of sexual energy; then, you gradually escalate as the tension increases. If you rush this, the girl will feel that you're pushing her towards something you want, without regard to what she wants. The pacing is what matters most; you're not fixated on the 'finish line.' Instead, you are slowly escalating. Think of an entire interaction with a woman like foreplay. If you were to fuck a girl the second she got on your bed without any foreplay, it would be a dull experience for her—there was no time for her to arousal to grow. Similarly, if you try to pull a girl as quickly as possible, there's no time for her to build a desire to go home with you. She wants to know who you are, she wants to know she can trust you, and she wants to experience a growing excitement for hooking up with you. In the following sections, I lay out a comprehensive guide to pulling based on how women want to be pulled. It's a process that takes place over an extended period and gradually builds in intensity.
Deciding To Pull
Whenever you're talking to a girl you're attracted to, it's crucial to determine the ideal outcome for the interaction. For instance, if a girl has an interview in 30 minutes, you probably don't have time to pull her. In this case, your ideal outcome for the interaction would be to set up a date with her. You must find out if pulling a girl home is a realistic possibility. Otherwise, you could easily spend over an hour with a woman only to get a pat on the back and a hearty, "It was nice meeting you!" In the men's dating advice community, this is referred to as screening for logistics. You're determining how likely it is that you will be able to pull a particular girl later that night. Whenever you have an interaction with a woman that lasts more than 30 seconds, you should ask a few logistical questions. For example, you might ask:
What are you doing later?
Who are you here with?
How did you get here (Driving/Ubeetc.)?
What area of town do you live in?
What are you doing tomorrow?
Asking the above questions will give you useful information. If, for instance, you learn that a girl drove her five friends to the club, she lives an hour away, and she's flying across the country tomorrow morning, chances are, you're not going to pull her. Conversely, if a girl lives across the street, she came to the club alone, and she's not doing anything later, the likelihood that she'll go home with you is much higher. Of course, asking too many logistical questions can quickly become obnoxious. To avoid coming across as inquisitional, sprinkle these questions throughout the interaction rather than asking them back-to-back. Below, you'll find a general guideline for the best and worst answers to logistical questions:
What are you doing later?
Good logistics: Nothing, what are you doing later? Bad logistics: I'm going back to my parent's house.
Who are you here with?
Good logistics: I'm here with my roommate, Sarah. Bad logistics: I'm here with my dad.
How did you get here?
Good logistics: I drove here. Bad logistics: My friend Dave drove me.
What area of town do you live in?
Good logistics: 5 minutes away from here. Bad logistics: About an hour away.
What are you doing tomorrow?
Good logistics: Not sure yet. Bad logistics: I have to wake up at 4 a.m. to go to work. To be clear, if a girl really wants to hook up with you, you may be able to find a way to overcome a bad logistical situation. Once in Vegas, my wingman and I pulled two girls from the club. My girl was excited to hang out more and get a drink back at our hotel. However, the other girl wasn't so enthusiastic: during the car ride, she repeatedly complained that she just wanted to go home and sleep. But it didn't matter because the girl I was with was determined to spend more time with me. My girl told her friend that she could sleep in the car while we had shots in the hotel room. And that's exactly what happened. Ultimately, it's useful to know a girl's logistics, but you can often make something happen regardless of the situation. Memorizing all these logistical questions can seem overwhelming. Fortunately, there's a simple way you can get an idea of whether a girl might be interested in going home with you later that night. Say either, "What are you doing later?" Or, "There's an after-party later tonight; you should come." More often than not, women will respond to this question based on how they feel about you. If they want to keep hanging out with you, they will make themselves available:
"I'm not doing much, how about you?"
Or, "I'd be down to go to a party later."
Conversely, if a girl knows she isn't going home with you later, she might say something like,
"I'm going back home with my roommates to sleep."
Or, "I can't go to a party tonight; I have other plans."
To be clear, a girl might make herself unavailable when you ask this question only to change her mind later. But generally, her response to, "What are you doing later?" will give you a good idea as to whether she would like to go home with you.
When She Makes Herself Unavailable
What should you do when a girl says she's busy later or can't go to an after-party? If you don't have much experience approaching women, your best option in this situation is to exchange numbers with the girl and start meeting other women. Maybe she likes you; maybe she doesn't, but you know she's probably not going home with you that night. Remember, your most valuable resource when you go out is time. Besides, you have her number, so if she is interested in you, she will likely agree to go on a date with you. As you gain experience meeting women, you will develop an intuitive ability to sense whether you'll be able to pull a girl later. And in many cases, even if a girl initially seems uninterested in going home with you, you'll be able to change her mind. But when you're new to cold approach, taking this kind of risk isn't likely to pay off. I strongly recommend you ask this question to every girl you approach. It's the first step to pulling a girl. When a girl says she's busy later, ask for her number. When a girl makes herself available, move on to the next step.
When She Has Good Logistics
If you get the sense that you might be able to pull a girl (I.E.she says she's not busy later), you should find out if she will leave her friends to hang out with you in a different area. Make a suggestion like:
"Hey, let's go to the outside area where we can actually hear each other."
"Let's go to the dance floor for a minute."
During the day, you might say, "There's a Starbucks right down the street; let's get a quick coffee."
When She Won't Go With You
If a girl is unwilling to move to a different area with you, it's unlikely she'll go home with you later. You will have to decide whether you think the girl won't move to another area because she isn't interested in you or because she has a tight-knit group of friends that she doesn't want to leave. If you think she is attracted to you, you may still be able to go home with her at the end of the night. Instead of pulling her, you can let her pull you (see the section, "Go With Her.") Conversely, if you think she might not be interested in you, it's best to exchange numbers with her before leaving her to approach other women. When a girl refuses to leave her friends, you'll have to weigh your options. It isn't likely you'll be able to make something happen with this girl on that same night, but that doesn't mean it's impossible. Again, as a rule-of-thumb, it's better to play it safe (get the number and move on to another girl) when you're new to approaching women, and it's better to take risks when you're more experienced. Trying to push an interaction when the girl is giving signs she isn't interested is like doubling down on a bad hand of poker - it's better just to play another hand. So, if you're new to cold approach, you will get the best results by: Setting up as many dates as possible (on a date, the logistics are very much in your favor). By finding girls who have a good logistical situation in clubs. Basically, find the "yes" girls who are actively interested in going home with you that night and exchange numbers with the "maybe" girls who are less enthusiastic and less available. As you accumulate experience, you will develop a fine-tuned sense of how interested a particular girl is. You'll know whether you can overcome a bad logistical situation or if it's best to move on to someone else.
If She Agrees To Go With You
If a girl says yes to your request to go to another area, this is a strong sign that you may be able to pull her. Women will rarely say they want to go home with you: instead, they show interest through their actions. A girl's willingness to follow you from one area to another is a significant green light that she might be open to going home with you later.
Taking Her Home
At this point, the girl is following your lead from one area to another. After you've been talking for roughly 45 minutes to an hour and a half, the next step of leading is to bring her home with you. Fortunately, pulling isn't rocket science. So long as the emotions are right, many women will want to go home with you. Often, all you have to do is ask. More than a few times, I've pulled girls simply by saying something to the effect of, "Want to get out of here?" That said, there are ways to pull a girl more smoothly. If you mentioned the idea of going to an after-party earlier in the interaction, you can pull by saying, "Hey, let's go to that after-party I mentioned." Now, inviting a girl to an 'after-party' when it's really just you and her might sound creepy. Here's the truth, if you use lines like the above when there's no mutual sexual attraction, then yeah, it will be a little awkward. I once brought two girls back to my place to go to an "after-party," but when we arrived, they realized there was no real after-party, and they said they had to get an Uber. But this has only happened once in my entire life, and it was my own fault—I was focusing on the pull without considering whether there was enough sexual desire and trust. Ultimately, if a girl is interested in you and she agrees to go home with you, it's unlikely she'll be surprised if it turns out the after-party is just you and her. If you're unsure whether a girl is attracted to you, you can make a point to physically escalate before bringing her home. When you've been making out with a girl or grinding with her on the dance floor, you can be fairly confident she's interested. Afterward, you can pull her without worrying about whether she's attracted to you or not. You don't need a great reason to bring a girl to your place, you just need an excuse that isn't "let's fuck," or, "Would you like to have sex?" (saying that puts way too much pressure on the girl). If a woman is interested in hooking up with you, she will agree to go to your place for whatever silly reason you come up with. A friend of mine once pulled by saying, "I have an amazing book collection at my place; you have to see it." Here are a few more examples of simple excuses you can use to bring a girl home with you:
"It's way too loud here, let's go somewhere quiet where we can have a real conversation."
"Let's get a drink back at my place."
"I'm hungry; we should get some food." (If she agrees, you can suggest cooking something back at your place—if nothing else, you can make a frozen pizza.)
Or you can pull by inviting a girl to watch a show or movie with you:
You: "Have you seen the show, Californication?"
You: "You'll love it; we should watch an episode later."
Then, later in the conversation, you can bring the show back up again when you're ready to pull, "Hey, let's go watch that episode of Californication."
What if you don't have a place to pull girls to? Let's say you still live with your parents, and you can't bring girls back to your place. Is it still possible to pull? Yes, of course, the only difference is that you must pull to the girl's house. Here's how: when you bring up an excuse to hang out in private with a girl (watching a T.V. show, getting a. drink, etc.), and she agrees, follow up by saying something to the effect of, "Okay, how far is your place from here?" Whether she replies with, "I'm 5 minutes away." Or, "I'm 20 minutes away," you can say, Okay, cool, that's much closer than my place; let's go." Sometimes, a girl will not be able to bring you back to her place (I.E., she lives with her parents); in this case, you can either get a hotel or move on to the next girl. However, many of the women you meet will have a place you can go back to. I've pulled girls back to their place many times, and despite what many guys think, it doesn't need to be much more complicated or difficult than pulling to your place.
Go With Her
Even if a girl is unwilling to leave her group of friends and move to another area with you, you still may be able to go home with her. To do this, you should find out what the girl is doing after the bar closes. If she says something that makes her seem uninterested (I.E., she's going to her brother's place to get some sleep), it's unlikely you'll be able to leave with her at the end of the night. Conversely, if she makes herself available, you may be able to make something happen (I.E., "My friends and I are just going to hang out." Or, "I'm not sure yet, just going home.") Before deciding to go back to a girl's place, ask yourself, "What would happen if she and I were alone in a room together?" If the answer is, "We'd tear each other's clothes off," then going with her has a good chance of leading to sex. If you're not sure, the safer option is to mention that there's an after-party later and invite her (before moving on to meet other people). You don't want to spend your entire night with a girl who is only interested in you as a friend. However, if you think she is attracted to you, but she doesn't want her friends to see her leaving with some random guy, you may be able to go home with her at the end of the night. Once you've decided that you're going to stick with a girl and go with her at the end of the night, just stay with her while making a point of winning over her friends. If the friend-group doesn't like you, it will be exceedingly difficult to go back with them at the end of the night. I've seen so many men ignore a girl's friends until they got upset and dragged the girl away from him. Offer value to the friend group the same way you offer value to the girl you're interested in (just without the sexual elements). Once the bar or club closes (or the girl says she's about to head home), you can go with her. To do this, ask, "What area of town are you headed to?" Reply to whatever her answer is with, "Oh, I'm near there; we should split an Uber." If she's unenthusiastic about the idea, she's probably not interested in going with you, but if she says something along the lines of, "Yeah, that sounds good." Then you can leave with her at the end of the night. When you're in the Uber with the girl, you need to create an excuse to enter her house. The easiest way to do this is to simply ask if you can use her restroom while you wait for another Uber to your place. When you're in the girl's house, one thing should lead to another. You'll both forget that you were "waiting for your Uber". Now, if you're thinking, "This sounds creepy," it is creepy if she's not into you. However, if she wants to have sex with you, you're simply creating a logical excuse to do what you both want to do. You can't tell a girl, "Oh, you have to go home with your friends? Can I come along so we can fuck when you get home?" That wouldn't be relatable. If you want to go home with a girl, it helps to create a situation where it makes sense for you to end up in her house. Again, you should only do this if you believe that it's on between the two of you. However, even if it turns out she isn't interested in hooking up with you, it's not the end of the world. Just politely excuse yourself--so long as you don't get bitter or aggressive, she's unlikely to be upset. With that said, you can often go home with a girl by being direct. When you ask, "What area of town are you headed to?" you can reply to her answer by saying, "I'm going with you." So long as you come across as confident and your interaction up to that point was strong, she will likely agree to your proposition. It can be useful to create a logical excuse to go home with a girl because she will be less likely to feel judged for acting 'slutty.' But you can be upfront with your intentions successfully so long as you've built enough trust and sexual tension in the interaction.
When She Refuses To Go Home With You
If a girl declines your invitation to go home with you, it might mean she's just not interested. However, sometimes a girl will refuse to go home with you even when she likes you. Maybe the girl has a boyfriend she didn't mention. Maybe she just doesn't do one-night stands. Sometimes, a girl won't go home with you because she doesn't want to get judged by her friends. Once again, if a girl won't go home with you, your best option is to make plans to go on a date with her later before going to meet other people. Say something like, "It's been cool talking to you; we should get coffee sometime." When a girl rejects your invitation to go home with you, it's often not that she's rejecting you, she just can't go home with you at that particular moment. That's why you should make plans to hang out with the girl later. If you want to see more of my content, check out my YouTube channel: https://www.youtube.com/channel/UC4kTcVi-b_9qQnMCRG9WggA
[Balance Theory] Air Units: The problem with Binary Cards, and available options to help keep them in check
Minion Hordes, Balloons, Bats, you name it, every single air unit has pissed you off at some point. (Except maybe Skeleton Barrel since it can be countered with purely-ground responses, but you get the point.) Maybe it still does if you're one of those players stuck at 4/5K with shitty card levels. That darn Balloon getting a free fly to take your tower because you have nothing in hand for it, so you push opposite lane hard to tower trade, only to have Bats or a Minion Horde stop everything for 2/5 elixir... Binary Cards are the most drastic form of potentially unfair mechanics in Clash Royale. No matter the level, no matter the DPS (unless it targets buildings), no matter how much HP they have, a Binary Card will kill any troop that doesn't hit them in return, period. Now, I say "potentially." If your deck has 3 or 4 DPS counters to Binary Cards, you'll stand a normal fighting chance against them, and even if you have less than that, you always have your Crown Towers to pick them off in a pinch. Having Binary Card counters in your deck has become commonplace and the meta has adapted smoothly and with little trouble to deal with these Binary Cards. It always has. However, things become a problem when the cards that counter Binary Cards... don't. Or at least, not nearly as effectively as they should. There are certain situations where having the right counters still doesn't result in any meaningful success, effortlessly putting you in a situation where you just can't do anything to stop it no matter how many times it comes at you, such as Binary Cards under the effects of Rage/being Healed, or Binary Cards with a distraction unit in front of it (Elixir Golem Double Dragons Rage, anyone? No? Then how about half of 4K/5K Ladder decks?). In these situations, Binary Cards become immensely powerful and abuse the fact that they are Binary, which for the most part is never good for the game considering how one-sided these interactions are and how much it makes Clash Royale a game of "who can boost their Binary Cards the most in a match". You ever wonder why so many people run max Wizard on Ladder? He stops all these Binary cards cold in their tracks in a split-second regardless of what effects they are influenced by, what tanks for them, what is behind them, or what damage spell is used on him! And he is the only one that can do it out of all 99 cards in the game! Hog Riders and Royal Giants can't kill him either, unlike Buildings, meaning you cannot bait him out as a response to let your Binary cards take the tower for free. You just can't. He is the only reliable counter to boosted Binary Cards. Combo the status effect boosting of your Binary Cards with card level boosting of your Binary Cards and boom, you're going straight to 5K, no questions asked, leaving a trail of salty players in the process and tormenting others at 5K with a Binary strategy. Binary Card boosting is a problem similar to Freeze Spell where it will carry you up ladder just because it breaks past most if not all and any defense. If boosting Binary Cards wasn't a thing, the game as a whole as well as the Binary Cards themselves would be in a much, much better position of balance, especially mid-ladder and beyond. "Yes or No" cards shouldn't have tools that can make it a "Yes or Yes" card.
So what can we do?
Some situations are already being handled, such as the one where there is a tank in front of their air units. Spells slam everything all at once, leaving no chance for them to do much. Killing the tank is another option if you have a tank killer in your deck. Others can't be handled, such as card level BS. Some situations, however, can be handled and should be handled. Here are a few options that can be done to handle the rest of the situations: (1) Nerf friendly status effect cards by making them unable to buff air units. You heard me. Make cards like Balloon, Minion Horde, Baby Dragon, etc. unable to be Raged, Healed, or Cloned. Make Rage, Lumberjack, Clone, Battle Healer, and Heal Spirit completely unable to influence their own air units. PROS:
All current issues with Binary Cards will be completely resolved, making most attempts to boost Binary Cards impossible.
Overall beneficial in the long term as you won't need to worry about how another card will affect these Binary Cards.
Some cards are nerfed even though they can't afford it.
--- FIX: Turn Rage Spell into a Rage Spirit already!
--- FIX: Buff Lumbi-boi
--- FIX: Clone Spell could be cheaper or bigger.
--- FIX: Battle Healer could do more damage or have more HP.
--- Heal Spirit would probably be fine
Players would probably be very upset that their main strategy got nuked, and their trophies will probably dip a lot as well (like, a LOT of players).
--- Given time, they will adjust. Their decks don't exactly need a Rage Spell to work.
////// (2) Nerf friendly status effect cards by making them give reduced buffs to air units. A softer version of the first option. Instead of removing the ability to buff air units, it would simply buff them much less than ground units. PROS:
All current issues with Binary Cards will be partially resolved, effectively limiting how much that boosts will affect them.
Same Cons as Option 1, only players won't be as upset as they can still use Binary strategies, just not nearly as effectively as before.
-- Since the issue is allowed to exist partially, it will likely still be a bit problematic.
////// (3) Introduce a Hard Counter to Binary Cards: Legendary Building Air Sweeper. 3 elixir building that does low Damage to Ground Units, Bonus Damage to Air Units, and has a special Bowler-like splash attack that knocks back all Air Units, but not any Ground Units. PROS:
First Legendary Building.
Nope card to Binary strats, similar to the Wizard (yet weak against Ground strats, unlike Wizard)
Helps keep air cards from accidentally being too powerful
It's... one card. And a vulnerable one at that. And hard to level up. And Baitable. I don't know if you can depend on one card to solve all Binary issues.
////// That's all I got so far. Any questions? (Will also answer tomorrow)
[first] [prev] [next] Captain's Personal Log - Stardate 8532.299 Arrived at Starbase-4973 with the Dakota and our crew. Turned over information to the local Starfleet representative as well as SUDS data for the other ship's crews. Spoke to Commodore Dunsten of Starfleet who requested a template for what changes the Dakota has undergone. Was counseled that my point totals will not count toward any ladder rankings due to 'extreme non-canon changes' to the Dakota as well as my crew personal armaments and shuttle modifications. In shocking news, the Battlestar Fleet and the Cylon Collection have arrived. Talk about the big guns. Those guys carry the big Creation Engines that can pump out a Viper or Cylon fighters in roughly 10 seconds with only a 30 second cooldown/slushdown feature. Met with the Space Force representative and turned over my battle logs. He, in particular, wanted the in-depth scans we performed on the various Precursor ships. Our practice of boarding the ships is, at this time, the most common strategy. We discussed the fact that Space Force considers forcing the Precursor vessels out of the system to by a phyrric victory and that the system will require a heavy metal posting. Was also informed that the fact that the Precursor fleet retreated from the planets and then from the system was a 'statistical oddity' and he wanted more scans. He also inquired as to whether or not I ran an in-depth scan on the gas giants, which is where the Goliaths were spawning from. I regret I had not, merely a scan for a Goliath. He appears quite concerned with the actions undertaken but did congratulate me on defending the system. Transphasic Photon Torpedoes are considered standard armaments for all Starfleet vessels from here on out. There is talk of smaller planet-crackers being put in use among the crew, but planet crackers rely on the mantle to core interaction. Quantum torpedoes are nothing option that I am seriously considering. Phased plasma torpedoes are largely considered in the OP-Class of weaponry but I am seriously considering just loading everything up and going for broke. Tricobalt missiles might be another option but the last time anyone used that was during the Fifth Dominion War. The Dakota is so far out of specifications that mounting such weapons is not as far fetched as it may have sounded a month ago. It isn't like anything we're going to do is going to count for the leaderboads. On a personal note, some of the crew members have reported headaches from their SUDS interfaces. McCoy is working on it, but he also warned that the transporter may have to be reconfigured after the discovery that the Precursors can hijack the signal and capture crew members that way. Starfleet transporters are much more carefully aligned than the earlier 'mat-trans' and 'teleporter' systems used by the 40K LARPers. Safety interlocks prevent our transporters from being used in many cases that a teleporter could be used, require more power, and have a triple-feedback redunancy check. An amusing point: Teleporter systems seem to go straight through the shields. McCoy and Spock both believe that lengthened amount of time for buffer checking allows the Precursor shielding to be adjusted for the algorythm used by Starfleet vessels. Another amusing point: During my LFG call, the Wesleys were lined up around the station core. Nobody is taking them on these, despite the class advantages because, outside of structured missions for Starfleet Games, nobody is going to suddenly have Wesley Weaknesses just because. On a personal note: My Riker has grown out his beard and has been socializing with his Space Force peers in order to get us more information on this threat.' --Picard 8873 Captain's Personal Log - Stardate 8532.304 One thing they don't mention in the sheer amount of time you spend moving from place to place. Warp drive is highly efficient and safe compared to stringdrive, slipstream, gates, and jumpspace. Unlike hyperspace, AI's are able to remain conscious in warp. Still, I feel the urge to yell "GO FASTER" at the warp nacelles. My Spock took me to the side and warned me that Starfleet vessels may be making a serious mistake. Often, the Precursors take damage and flee the system, using Hellspace to jump out. He has noticed that after roughly 8% of their structure is damaged they then flee. He also had checked Starfleet records. I'm the only vessel, at this time, running transphasic photon torpedoes. He has suggested an experiment. Utilize transphasic torpedoes, phased plasma torpedoes, but leave one out of every barrage of 10, with the phased plasma torpedoes, with a subspace beacon. In that manner, we can discover where they are running off to. My Spock has put forward the theory, and my Scotty and LaForge, as well as my Riker, all agree. They have refitting, repair, and construction bases somewhere. Perhaps our plan to put a phased subspace beacon aboard one of the larger vessels will pan out. I do feel concern about what my crew and I might find in a Precursor shipyward. --Picard 8873 Captain's Personal Log - Stardate 8532.306 We have returned to the system that myself and the others had cleared. In particular, we are running long range sensor scans of the gas giants. My Chekov has suggested, and I concur, that getting in close and running more detailed but shorter range scans might put us too close. I would really like to avoid a barrage of nCv shells. Our Uhura (She's extremely qualified and did not object to me doublechecking her bonafides) is keeping a careful ear out for any Precursor transmissions. I have left orders that at the faintest whisper of Precursor code the Dakota is to move to red alert. The system looks empty, but there is something that makes me think that there are only four lights. --Picard 8873 ADDENDUM: There is apparently no structures or other masses in the gas giant at the depths our long range passive scanners can reach. Captain's Personal Log - Stardate 8532.307 Our Uhura spotted it first. Subspace whispers. Complex and shifting binary, barely audible. While others suggested we move in, trying to get a lock in on what was whispering across subspace in such a manner I ordered the ship to immediately go to silent running, no emissions. We observed a Goliath exit Hellspace near the larger gas giant, streaming vapor and metal, its attendant vessels exiting with it. As we watched it allowed the attendant vessels to board through the massive docking ports. Sidenote: Some of those docking bays are the size of the real San Francisco Ultraplex. The 'whispers' picked up and the massive Goliath sank into the gas giant. My crew's estimation that the three initially engaged Goliaths of our last action had repaired themselves was confirmation bias. For a bare moment the whisper got louder and the Goliath that had sunk into the gas giant was in plain view on our passive long range scanners then it simply vanished. The belief of my Spock and Scotty is that the Precursors have some kind of shielded refit structure inside the gas giant beyond the scanner horizon. LaForge has stated that the pressures at such depth would make any construction or repairs inordinately difficult. My Riker reminded LaForge that the Precursors were engaged in a war when they vanished and these bases are not only war-time bases, but that there are no living crews to worry about. I ordered my crew to remain on silent running. There is enough debris on that planet to cover a probe approach. My LaForge has suggested putting a probe data relay in the Oort Cloud to give the signals a few 'bounces' and to use only phased tachyon streams with reversed polarity. Sometimes I wish we didn't have all our own names for technology. Why could he have just said paired quark communications? --Picard 8873 Captain's Personal Log - Stardate 8532.309 The probe was moved into place carefully, following a piece of debris from the previous battle. During this time our Uhura caught another scrap of what she has come to call "Precursor Whispers" from the other gas giant. My Spock reminded me that the intense pressures inside a massive gas giant could make foundry work easier, allowing the creation of hyperalloys that we need massive foundries for to utilize the inherent pressures of a massive gas giant to create 'alloy farms' inside the gas giant. A disturbing thought indeed. Another ship type has arrived, which I have labeled the Enki class Precursor, has arrived and taken to carefully going over the debris fields of the Starfleet battle. Thankfully the Klingon and Romulan officers routinely utilize anti-matter charges to clear any debris from the destruction of our ships. It moved to the wreckage of the mining ship and has been spending time there. It is at extreme range and I am becoming nervous about what it is doing. The Precursor attitudes within this star system are concerning. Have you ever looked at an inanimate machine, with no living characterization like a Data possesses, and thought to yourself "What are you up to?" as you watched it? I have that unique experience. They are up to something. --Picard 8873 Captain's Personal Log - Stardate 8532.310 The probe provided us with valuable information that is critical to disseminate. We are now, to use my Riker's phrase: running like a bat out of hell. Passive scans can only penetrate to a certain depth within a gas giant. Starfleet has been largely worried about planetary scans as well as deep space and intrasystem scans. Combine it with the fact we use a lot of gamification in our systems, gas giants were largely used as "spawn points" for crafts. This meant that, naturally, our scanners largely could not penetrate deeply into gas giants. My Scotty and LaForge re-calibrated the sensor arrays to get a good look inside the gas giant. My Spock was right. The Precursor was 'growing' large alloy fields down there. There was a repair and manufacturing base the size a continent down inside the gas giant with massive 'alloy farms' around it. Before the scale would have shocked me until my Spock pointed out that the Great Eye of Jupiter is twice the size of Terra itself. Nearly two dozen Precursor vessels were 'docked' at the facility. Discussions on how to 'deal with' this massive repair and refit base were discussed at a closed meeting of my command crew. It ranged from using a Genesis Device on the gas giant (Not recommended. My LaForge stated that the Precursor ships we are facing here are more adept at 'learning' than previously encountered Precursor types and the last thing we should do is provide them with planet killers that create more resources) to attempting to use a modified planet cracker on the gas giant (Again, tabled due to concerns the Precursors would imitate it). We settled on phasic trans-phasic photon torpedoes mixed with tricobat missiles. Out attack was dual: Destroy the debris field of the Romulus class mining vessel, which was being thoroughly combed over by Enki class Precursor vessels, damage or perhaps even destroy the facility and the 'alloy farms' inside the gas giants. We came in from above the stellar plane, at a high velocity angle. When facing Precursor vessels your speed and maneuverability are key to staying alive. We fired probes while still 25 million miles above the stellar plane. We came in with only debris shields at full power. The probes reported back that while there were life signs on the planets in the Green and Amber zones the Precursor vessels around those planets and upon the surface were not engaged in wholesale slaughter or destruction. We practically turned the sensors inside out getting deep scans of everything. Once in range (Starfleet weaponry is somewhat, to use my Riker's term: short legged compared to Space Force line weaponry) I ordered a full scan at maximum power and resolution. Normally this is avoided to prevent damage to sentient beings and xeno-species but the Precursors aren't a foe that one should concern themselves with scanner-burn. Percursor vessels were not rising from the gas giants. While some immediately launched or moved to engage us from various points in the system, sheer distance and geometry prevented any attacks. At 30 million miles even nCv weapons or phaser beams move too slowly to engage a ship the size of the Dakota. We launched weapons and immediately began accelerating to be able to put enough distance between any Precursor vehicles and our own vessel. We got our scan data back and immediately realized that engaging the Precursor vessels was now a secondary, if not tertiary, mission. All four of the gas giants contained refit facilities of a size that is best described as 'geological'. That was not the key data. Our Uhura was able to isolate the 'Precursor Whisper' and while unable to decode it, was able to confirm what it is. FTL data-streams. Their battle, strategic, and tactical network. The planets, while full of life and possessing several species known to be "Unified Civilized Races", were all at Stone Age technology. Precursor vessels were moving to protect the planets and their inhabitants for an unknown reason. This information is vital to Starfleet, Space Force, and all other Confederacy organizations. --Picard 8873 Captain's Personal Log - Stardate 8532.311 The Dakota has now had its very own AbramsKhan moment. We were fired on in warp drive. The Precursor vessel mounted one of the Galaxy class Starfleet vessel's engines and pursued us. With a lighter frame, higher energy output, and not having to concern itself with warp drive effects upon living beings, it was not only able to catch up to us, but fire upon us. My Riker has stated that anyone who mocks up for having such thick armor after this will be starting a brawl. We are alive only because of my insistence on heavy armor, structural integrity fields running the same type of shield frequency algorithms as our main deflector shields, with dual structural fields layered between armor and structural layers. Immediately upon being fired upon we dropped out of warp drive to engage the small Precursor vessel. Chekov stated it would be between stellar bodies and it should have been a bare battlefield with not even gas wisps. Instead, we dropped into a half dozen Jotun class vessels waiting for us. We are currently undergoing evasive warp maneuvering as estimated by my Spock and my LaForge. --Picard 8873 Captain's Personal Log - Stardate 8532.313 They're attempting to "drive" us deeper into the Dead Zone. This gives us a fairly unusual opportunity. We can see what they are attempting to push us into or we can attempt to escape. Spock and Scotty believe that it is imperative we discover what it is that the Precursors believe can take us out compared to the Jotuns following us. Riker and LaForge maintain our goal should be reaching Federation/Confederate Space. I believe I have a better idea. --Picard 8873 Captain's Log - Stardate 8532.315 Rather than allow us to be pushed further into the Dead Zone I ordered the ship to move at a right angle to the galactic plane at full warp 9.3. While this can interfere with SUDS uploads and storage I have decided that the risk is necessary. Captain's Log - Stardate 8532.317 The Precursor machines are still in close pursuit. They are arranging for attempted ambushes. LaForge has theorized that the one following us, which is a warp capable photon-torpedo launcher welded to the the Galaxy class engine and wrapped in neutronium armor, sends out a "whisper" as soon as it sees the 'warp flare' from our engines. That enables the Precursor vessels to Helljump to where we will be exiting. Scotty has a plan. Luckily, I did not dump my old class data, so I have a Kirk knowledge database. Spock is overriding the interlocks to allow me to access that knowledge. It is risky, but acceptable. Captain's Log - Stardate 8532.317 - Supplmental By utilizing the holodeck, a blank SUDS, and carefully aligned emitters, Spock believes I will be able to load the data from the Kirk character class into my memories despite being a Picard. He will attempt to use his Mind Meld ability to keep me from collapsing under a dual class. The Precursor Pursuer will be in range inside of 30 minutes. I have no choice. Captain's Personal Log - Stardate 8532.317.7 The melding was somewhat successful. I have conflicting emotions and desires regarding many subjects but thankfully both my knowledge and personality templates are Starfleet officers. By use of the Mind Meld my Spock was able to use an older exploit involving class rank and player knowledge. Contrary to popular opinion, Kirk classes are not womanizing hot-heads (Despite AbramsEra semi-canon) but rather highly innovative early Starfleet officers. It is just that the mission files force Kirk to use half-experimental technology in innovative ways in order to overcome unknown experiences and foes. One of the things often overlooked is Kirk made the rank of Admiral and was quite cautious in many ways. Still, the dissonance between a Picard and a Kirk class is quite intense. I am suffering nosebleeds. McCoy says it is from intercranial pressure as my brain attempts to sort through the information. I have not informed him of the fact I have a severe SUDS hangover. --Picark 8873 Captain's Log - Stardate 8532.318 After examining old scans of the Galaxy class ship that was defeated I was able to ascertain its hull number. Using that number, and knowledge possessed by an Admiral Level Kirk Class, when the Precursor Pursuer came close enough to fire I was able to drop its warp-shields. The Precursor Pursuer was exposed to raw warp energy at that time, inhibiting its ability to see the Dakota, specifically causing us to appear much further ahead in the warp conduit. The Precursor Pursuer fell back and I ordered the Dakota to move to Emergency Warp Speed. 9.998 Okuda Scale The Precursor Pursuer immediately went to maximum speed of the Galaxy class engine attached to little more than armor, bare shields, and a torpedo launcher. Warp 10. Without Transwarp shielding or any other technology, the Precursor Pursuer achieved infinite velocity and infinite mass. The explosion damaged the Dakota and left us drifting in normal space. Scotty and LaForce estimate repair times of 3 weeks. --Picark 8873 Captain's Log - Stardate 8532.325 We are again underway after our successful destruction of the Precursor Pursuit vessel. Maximum warp is limited to Warp 5.4. Estimated time of arrival at Starbase 4973 is 11 days. --Picark 8873 Captain's Personal Log - Stardate 8532.332 My SUDS has been scrambled and bad. I'm no longer Jeffery van Leedle, born on Rigel, but instead and curious combination of the character neural templates and my old personality. Scotty, McCoy, and LaForge are examining me. Not in any hopes of untwining the personalities, but rather to forward the information to SoulNet in hopes that it can be prevented for occurring to others, no matter how unusual the circumstances. The 'Gamed' memories no longer have the distinguishable overlay that Starfleet uses for safety measures. Instead, all of my memories feel the same. Which is... confusing. I remember racing a motorcycle in the wheat fields of Oklahoma, outside of Paris, under a Rigellian red sky. My gestalt personality agrees that it is worth it for the information we have and to save my ship and my crew. --Jeff Picark 8873 Captain's Log - Stardate 8532.334 Pro-term Acting Captain Riker-2173 commanding. Previous Captain suffering the effects of the SUDS/Template merger needed to access information to allow the destruction of the Precursor Pursuer. Captain Jeff Picark was relieved of command, with acceptance and willingly, two hours ago. Bridge and Command Officers are in agreement with this action. We are two days out of Starbase 4973. --Riker 2173 Captain's Personal Log - Stardate 8532.335 Would I have done it, knowing what I do now? Yes. My SUDS cannot update. The neural template recordings fragment and unravel. I am no longer immortal. But there is no such thing as only human. Humans, without the SUDS, accomplished incredible feats with just grit and determination. However, I can no longer participate in active combat Starfleet games. Two hundred years of LARP down the tubes. I made a good choice with my Riker. The hardest thing to do is relieve your Captain for cause. He had good cause. --Jeff Picark 8873 Captain's Log - Stardate 8532.336 I have docked the Dakota and am granting shore leave to crew. Captain Picark was taken to the Space Force infirmary via stretcher with McCoy in attendance. Our mission is complete. Space Force has our data in their possession. For some reason, the Precursors keep entire worlds of roughly half the xeno-sapients of the Unified Civilized Races. Gas Giants must now be treated as Precursor base risks. I am hoping "Jeff" recovers. The fact that he remembered an ancient piece of lore from OldTrekKhan is, honestly, impressive. Undergoing an in-mission partial respec was risky. Will report to Starfleet and see what happens. --Riker 2173 --------------------------- STARFLEET GAMING CENTRAL NOTICE Jeffery van Leedle, player number 7c345a7e1-8873, is hereby promoted to Starfleet Admiral and is hereby recalled to Earth-42 to Starfleet Headquarters in New-SanFran. In accordance to his wishes the Dakota a non-canon America class ship, is hereby given to Riker 56a817c38f2-2173, including all templates and player rewards. -----NOTHING FOLLOWS------- SPACE FORCE MEMO ALL CAPTAINS Initial estimations of 30-50 Goliath class total forces in is error. New ship types encountered, new facilities discovered (See Attached File). -----NOTHING FOLLOWS--------- CONFED MEMO Mantid, any idea what this is about? ----NOTHING FOLLOWS------- MANTID FREE WORLDS Beyond "cattle worlds" we cannot estimate why Precursors, of all things, would have the older races, reduced to primitive, on worlds just being observed. -----NOTHING FOLLOWS-------- BLACK CRUSADE Experimentation, idiots. That Balor Hellship should have made you think of that. They're trying to figure out a way to counter us. ------NOTHING FOLLOWS------
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Escape from Tarkov New Player Guide 2.0: 75 Pages and packed with all the information you could ever need for success!
Greetings, this is dumnem, also known as Theorchero, but you can call me Theo. I'm an experienced Tarkov player and I'm writing this guide to try and assist new Tarkov players learn the game, because it has one hell of a learning curve. We'll be going over a lot of different aspects of this guide, and it is going to be huge. Feel free to digest this in parts. Additionally, this is a work in progress. I will write as much as I can in one Reddit post, but subsequent parts will be in additional comments. Google Docs Version (Note: Link is placeholder atm, but here is a sneak preview!) Disclaimer: Tarkov recently updated to .12! That's a HUGE amount of information that I need to update. Please be patient! If there is anything I have gotten wrong or may have omitted, please let me know. This is Primarily directed towards Tarkov Novices, but should be useful for even Tarkov Veterans. It hopefully includes everything you need to know to be able to go into a Raid equipped for success and to successfully extract with gear. Want to play with friends? Want to have fun and learn Tarkov? Check out my discord here.
[Updated for .12]
Money making strategies completed.
Minor grammar adjustments, adding additional medical items.
Added additional resources, updated old ones.
Hideout section complete
Table of Contents
Tarkov Overview - What is Escape from Tarkov?
Tarkov Resources - Useful links
Tarkov's Health System
Tarkov's Hideout System
Tarkov's Quest System and Progression
Tarkov's Hotkeys to Know
New Player's loadouts - LL1 Traders
What to Loot - How to get the most money per slot
Stash Management - How to combat Gear Fear
Tarkov Economy - How do I make money?
Tarkov Overview - What is Escape from Tarkov?
Escape from Tarkov is a tactical, realistic, FPS with MMO elements developed by Battlestate Games. It is currently in closed Beta. The game features several maps in which your primary character, your PMC, goes into Raids in order to find and salvage loot and useful equipment to survive and thrive in Tarkov. Death is very punishing in Tarkov. If you die you lose everything you had on you when you die (with the exception of what's inside your Container and your melee weapon) including any equipment you brought with you or what you found inside the Raid. Enemies can be players (PMCs) or Scavengers ('Scavs') that are either controlled by AI or by players. Unlike many shooters, AI enemies in Tarkov are deadly - they can and will kill you on sight. They have recently been upgraded to act more intelligently, shoot more accurately, and react to situations on the map, such as investigating noise of gunfire or searching. It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, dynamic and specific loot placement, and multiple options for engagement. Do you want to play slow and stealthy, to avoid fights, or set up a deadly ambush on an unwary foe? Or do you prefer raw combat, where only your quick wit, placements of shots, and tenaciousness determines who gets out alive? It's your Tarkov. You make the rules.
Tarkov Resources - Useful links
I take no credit or responsibility for any of the content in these links. To the best of my knowledge, these are updated consistently and are accurate, but user beware.
Huge collection of all the keys in the game. These are also on the wiki, but this page has them all on one page, and tries to inform the user if the key is worth keeping or using. Check it out here. This section is open to revision. Mention me in a thread (or in the comments below) about a resource and I'll see about adding it here.
Courtesy of Veritas (Send me his reddit username?), It's located here. (Open in new tab.) Contains: Detailed information about: Ammunition, Health, Firearms, Body Armor, Helmets, Rigs & Backpacks, Labs & Quest keys. Outdated! Needs to be updated for .12
Offline Raids - Player Practice
Offline raids is a feature added for testing and learning purposes for both new and veteran players alike. It is an incredibly useful tool. In an offline raid, your progress is not saved. This means you don't keep anything you find, keep any experience 'earned' if you successfully extract, or lose any gear when/if you die. To access OFFLINE Raids, head into a Raid normally until you see this screen. Then Check the box indicating that you want to do an OFFLINE raid and you're good to go! You even have a choice on whether or not to add AI. You can also control how many AI enemies spawn, fewer than normal or a great deal more! You can even make Scavs fight each other. (Framerates beware.) You can control how many scavs spawn (if any) as well as a number of other paramaters. New players should use offline raids as a tool to practice shooting, controls, movement, etc.
Tarkov features several maps - ranging from wide, beautiful vistas to ruined factory districts, to an abandoned laboratory where illegal experiments were being conducted. It is important to learn the maps you intend to play. In order to keep your gear, you must 'extract' at one of your designated exfiltration points. Not all extracts will be active every game, and some are conditional.
To see what extracts are available to you, double tap 'O' to show raid time and your exfils. If it has a ???? it might not be open.
Gate 3 Extract A small, fast-paced map that was primarily created for PvP. Scavs spawn in all the time. Very close quarters, shotguns and SMGs tend to dominate here. PMCs can only access one Exit (Gate 3) without the Factory Exit Key. Good place to go if you need PMC kills as action is pretty much guaranteed. It is recommended NOT to bring in a lot of gear to Factory until you are experienced. Factory Map in PvP is best played in Duos - due to the layout of the map, a Maximum of 6 PMCs may be present in the game. Due to the split spawn points, you effectively have 'sides' that have up to 3 spawn locations that are close together. This is why it is recommended to secure/scout enemy spawn locations. If you go in with a Duo, you at max have 2 players on your side for an even 2v2, and if played smartly you can eliminate them and know your 'side' is secure from aggression for the time being. Upon loading in, scavs usually take a couple minutes to spawn, though this depends on the server in question and isn't super reliable. For new players, the best loadout in Factory is going to be a MP-153 Loadout - using just an MBSS (or similar bag) and ammo in your pocket to fight other players and Scavs. Scavs will often spawn with AKs and other 'vendorable' weapons, so is a good source of income. Factory is also one of the best maps to Scav into, as Scavs can typically avoid the Exit camping strategy employed by a lot of weaker or newer players in order to secure gear, because they typically have extra exfiltrations whereas PMCs without the Factory Exit Key are stuck using Gate 3. If you go in with a modicum of gear, it is recommended to keep at least a flashbang (Zarya) in your container. This will allow you to quickly slot it into an empty chest rig or pocket so you can throw it into the exit door, this will flash enemies and is cheap to do - the one time you survive because you flashed the 3 exit campers using shotguns will make this strategy extremely valuable.
Extract map A fairly large map that was recently expanded and is expected to receive an overhaul within a patch or two, due to the choke point design of the map. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse ('big red') near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side. Players can also spawn in several places in the woods North of boilers. This map has the most quests in the game. Geared players often come to customs to challenge other squads over Dorm loot and to fight a Scav boss. New players are usually trying to do one of several early quests, such as ‘Debut’ which tasks them with killing 5 scavs on Customs and acquiring 2 MR-133 shotguns (pump shotties) from their corpses. Construction is also a popular hotspot as it has a lot of scav spawns as well as the location for the Bronze Pocketwatch, which is Prapor’s second quest. Customs itself does not offer very much loot on average. There are several spots which can contain decent, but the vast majority is located in a couple different locations. Dorms is the best loot location for Customs. It has two sets, 2 story and 3 story dorms. They each have their own sections of good loot, but the best is considered to be 3 story dorms, due to the presence of the Marked Room. The marked room requires a marked key to open, and has a good chance to spawn rare loot, such as keytools, documents cases, weapons cases, and high-end weapons. Due to the nature of the high value of this room, it’s almost always contested and it’s one of the best rooms in the game to farm, albeit with difficulty to successfully extract with the loot found. Note, though the key required has a maximum amount of uses, it is a fairly cheap key, and worth buying if you like to run customs and go to Dorms. Dorms also has a ton of early quests (Operation Aquarius, for one) with some keys being valuable to use, but most dorms keys aren’t worth that much on the market. There’s too many to list here, but make sure to check the Map Keys and You at the top of the guide to determine what the value of a particular key is. Checkpoint (Military Checkpoint) is also a decent loot spot, though not nearly as good as Dorms. If you have the key, it has a grenade box and 2 ammo boxes which can spawn good ammo. The jacket in the blue car also can spawn good medical keys as well as medical items. It is very close to the gas station, so I’ll include that here as well. The Gas Station is one of the possible spawn locations for the scav boss. It has loose food items, a weapon box in the side room, with two keyed rooms leading to a safe and a med bag and box. Also contains a couple registers and food spawns on the floor. The emercom key can spawn on the seat in the ambulance out front. North of the gas station is the Antenna, which contains 3 weapon boxes, a tool box, and a med bag. Possible location for scav boss spawn, albeit rarely, and also spawns regular scavs, like checkpoint and gas station. Beyond that, there’s scattered loot around the map in different places, but usually not enough to warrant going out of your way for. There’s also scav caches, mostly around the middle road outside construction and around the boiler area. The scav boss for customs is 'Reshala.’ He has 5 guards that have above-average gear and can be tough to deal with solo. The guards tend to be more aggressive than normal scavs, so they can be a lot to handle but are vulnerable to fragmentation grenades or flashbangs due to their close proximity to one another. Reshala himself has a good chance to have one or more bitcoin in his pockets, as well as his unique Golden TT, which is required for a Jaegar quest and used in conjunction with other Golden TT's to purchase a Tactec, good plate carrier. Reshala may spawn either Dorms (either bldg), New Gas Station, or rarely the tower north of the gas station. Scav bosses are dangerous enemies with escorts that have above-average loot (sometimes great loot) and are hostile to everyone, Including player scavs. Scav guards will approach a player scav and basically tell them to leave the area, and if they walk closer towards the scav boss they turn hostile. The ‘official’ spawn rate for Reshala is 35%.
Woods Map with Exfil A very large map that is mostly just a large forest, with the occasional bunker, and the Lumber Mill in the center. The Lumber Mill is the primary point of interest, as it contains a couple quest locations and is the primary location to farm Scavs, as Scavs killed on woods are a good source of end-game keys that are hard to find. Since the map is so large and open, sniper rifles with scopes usually reign king here. You will see a lot of players with Mosin rifles as they are a cheap way to train the Sniper skill (for a quest later on) and are capable of killing geared players and scavs alike. Overall, not usually very populated. An early quest from Prapor sends you here to kill a number of Scavs. A good map to learn the game, as although the loot is not fantastic, you can get experience with how the game runs and operates while fighting AI and possibly getting lucky with a key find off a scav. As of .12, Woods now houses a Scav boss that acts as a Sniper scav. He is incredibly dangerous and usually carries a tricked-out SVDS. The 7.62x54 caliber is not to be underestimated. That caliber can and will wreck your shit through what most players are capable of wearing, especially early on in a wipe. He may also carry an AK-105, so he's going to be dangerous at both short and long ranges. He has two guards, and he typically patrols the area around the Sawmill, and carries a key to a cache nearby full of goodies. His key is part of a quest for Jaegar. Woods also has two bunkers, one of them being an extract and requiring a key. Both bunkers have some moderate loot in them, thus worth visiting, though not necessarily worth going out of your way for them. Several quests occur around the sawmill area, which contains a good couple keys that can spawn.
Shoreline Map, with Loot, Exfil, etc A very large map, notorious for its FPS hit. Generally speaking, one of the better maps for loot. The primary point of interest is the Resort, but scavs spawn there, and is primarily occupied by hatchlings (players only with hatchet, ie melee weapon) and geared players. Resort has great loot, but requires keys to access most of it. A great map to learn though from new players as the outskirts still contains plenty of loot and combat opportunities with AI scavs. You can hit Villa, Scav Island, Weather station, Docks, etc and come out with a backpack full of valuable gear fairly easily. The Village (Not to be confused with villa) contains a lot of toolboxes which can contain lots of parts used to upgrade your Hideout. Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline. For this and other reasons, probably the best map for new players to learn the game with. A good loot route is to hit the village (caches in it), scav island (2 med bags, 2 toolboxes, 2 weapon boxes, 1 cache), burning gas station (weapon boxes and a safe), pier (potential extract, 2 pcs 2 safes and lots of filing cabinets), and weather station. Scavs may spawn around these areas, but most players just head straight for resort anyway, so you are much less likely to encounter them, especially if you avoid Mylta power (most players hit it on the way to or leaving from the resort). Excellent route as a player scav as well.
Detailed map Great, great loot area, but very complex map. Old computers might face unique struggles with this map. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map, but usually avoidable. Huge map with multiple floors and many many different stores. Communication with teammates is a challenge on this map, but the map is also fantastically detailed. This map features a lot of loot that depends on the kind of store you're in. It's a great place to farm rare barter materials which are valuable to sell on the Flea market or to use for quests or for hideout upgrades. An early quest (from Ragman) sends you here to kill a large amount of Scavs. I'd recommend getting Ragman to level 2 and accepting his quest asap when going to Interchange, as getting this quest done can take a while as it is and you want all scav kills to count towards progress. Both the tech stores (Techlight, Techxo, Rasmussen) and department stores (Groshan, Idea, OLI) are the primary places to hit. There’s also Kiba (weapons store) as well as Emercom and Mantis. Players have different strategies, but this map is unique in the sense that it really rewards exploring. Most stores will have things you can grab that are worth quite a bit but are often overlooked. Very popular place to go in as a Player Scav.
Brand new map, chock full of loot. Has more complex extracts than other maps, save for Labs. Excellent place to farm rare barter items, computer parts, and especially military hardware. PMCs have limited extracts, most being conditional, and the ones that aren’t require activation of ‘power’ to turn on the extract, which alerts the map the extract has been opened and can spawn Raiders (more on them below.) Additionally, has a scav boss by the name of Glukhar, who has multiple heavily armed guards. He has multiple spawn locations and can arrive with the train.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!
Labs is a very complex map compared to the rest of Tarkov. There is a great deal more exfiltrations but many of them have requirements or a sequence of events needed to be able to extract from them. It is recommended to read the Tarkov Wiki on Labs before raiding there.
LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.
Labs is a lucrative end-game raid location, comparable to 'dungeons' in other games. They are populated by tougher enemies that give greater rewards. In order to go to labs, you need to acquire a keycard, this functions like mechanical keys but instead of opening a door, they unlock your ability to select Labs for a raid. They may be found in-raid in various locations, most notably in scavs backpacks, pockets, and in filing cabinets. They may be purchased from Therapist at LL4 for 189K Roubles. Labs are populated by a unique kind of AI enemy, Raiders.
Raiders are the Labs form of Scavs, or AI enemies. However, unlike other maps, they cannot contain player Scavs. Raiders have a much tougher than your average scav, they are capable of advanced tactics (such as flanking) and throw grenades and use other consumables as a player would. Once 'locked' onto you, they are typically capable of killing you very quickly, even if you are wearing high-end armor. In Tarkov, Raiders act like the avatars of Death. They are clad in USEC and BEAR equipment, as they are effectively AI PMCs. Many changes have been made to labs and specifically how Raider AI works and to prevent exploits to easily farm them as well as bugs where they could be deadlier than intended. A general rule of thumb is not to fight Raiders directly. They can and WILL kill you. Raiders can spawn with 7N9, or 'big boy' ammo. This ammunition type is incredibly lethal to players, even those wearing the toughest armor. If you get shot in the head, doesn't matter what kind of helmet, face shield, killa helmet, etc you are wearing, you will almost certainly die. Because Raiders are controlled by AI, they have zero ping. They may also end to immediately respond as if you were aggressive even if they did not originally know you were there - ESP Raiders effectively will prone and return fire even as you ADS and put them in your sights. This is why engaging a Raider must be done very, very carefully. There are a few strategies that you may employ, most commonly some form of baiting them towards an area and then killing them when they arrive. Players may accomplish this by generating noise - gunfire, melee weapon hitting walls, crates, etc, player deaths, players Mumbling (F1 by default) can all attract Raiders to investigate your area. Due to the high power of Raiders, players often go in with minimal loadouts and seek to avoid conflict with other players, especially geared ones. Most players avoid PvP in Labs, though a good portion of the playerbase thoroughly enjoys hunting down poorly-geared players after they kill a few Raiders for them. As such, players will lay prone in a hallway, or crouch in a room, and attract Raiders to enter their domicile by opening the door, and immediately headshotting them. Few Raiders actually wear helmets (though some do) so most players specialize in 'flesh ammo' or, ammunition that foregoes armor penetration in favor of raw damage in order to kill Raiders more reliably, because Raiders have slightly higher head health than PMCs do. Raiders spawn with a great variety of equipment, weapons, armor, and materials such as medication or hideout parts. They tend to have chest armor and may have different helmets. Their pockets can contain Labs keycards, morphine, Ifaks, cash, and other items. They're always worth checking. Raiders are a good source of grenades, they will often have F-1's and Zarya's in their rig or pockets that you can use to fight off players and Raiders alike. Recently, changes have been made to Labs to make them less profitable so that other maps are more appealing. The cost and rarity of keycards increased, as well as reducing the frequency that raiders spawn, so that they come in more infrequent groups but also tighter in formation, while also lowering the overall output of individual Raiders, so that they are less likely to have a bunch of extra materials, such as grenades and other items.
Experience Farming on Labs
Labs is one of the best places to farm experience in the entire game. Killing a Raider with a headshot awards 1100 Experience. This does not include any looting, inspection (searching bodies), examine, streak, or other experience. Killing a large sequence of Raiders gives additional bonus experience in the form of Streak rewards, usually 100 bonus exp per additional kill. Surviving the raid multiplies all of these sources of experience by 1.5x
Changes coming to Labs
Disclaimer: I am not a BSG developer or employee. This is what I have seen on this subreddit and heard elsewhere. Some might be purely rumor, but other points are confirmed by Nikita Labs is undergoing constant changes. Nikita and BSG take feedback seriously, and always consider what the players are telling them. It known that Labs will eventually be accessed via the Streets of Tarkov map, and will require you to enter that map, make it to the labs entrance, and then extract from Labs to return to Streets of Tarkov and exfil from there as well. This will likely add an additional layer of risk to being ambushed for your goodies along your way out, as well as punishing damage taken in labs more severely. Additionally, keycards will have a limited number of uses, and may open more than one room. The full extent of the changes coming is not known. Remember, you can load a map in OFFLINE mode to practice against bots or to learn the map without fear of losing gear.
Tarkov's Health System
Tarkov Wiki Article Tarkov has a very advanced health system, and while it might seem overwhelming at first, you'll get the hang of it rather quickly. It features a very wide variety of effects and injury, including hydration, energy, blood pressure, blood loss, fractures, contusion, intoxication, exhaustion, tremors and more. Not all of the Health System is implemented yet. Expect changes! Your character (PMC, or otherwise) has a combined Health of 435. Each of his limbs have separate health. Taking damage to a limb that reduces it to 0 'blacks' that limb. Blacked limbs are a problem. They greatly impair the activities your PMC performs, and taking damage in a blacked limb amplifies the damage by a multiplier and spreads that damage among your other non-black limbs equally. You cannot heal a blacked limb without the use of a Surgical Kit. Notes:Bloodloss applies damage to the affected limb and can be spread like other damage to a blacked limb. Treat immediately. Also causes significant dehydration! Bloodloss also helps level your Vitality skill, which in turn gives you experience towards your Health skill, which is necessary to reach level 2 of in order to improve your hideout. Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.) Fractures require specialized medical kits to heal. Dehydration is what happens when your Hydration level reaches 0. You can view your Hydration level in your gear page, at the bottom left. Becoming dehydrated is extremely bad. You take constant damage. Taking dehydration damage can kill you if you have a black chest or head. Restoring hydration helps train Metabolism, which improves positive effects from food and drink. Head/Chest: Bullet damage resulting in losing your head or chest is instant death. Note: Bloodloss resulting in your Head/Chest being black does not result in death, but any damage to them beyond that point will! A back chest will causes you to cough (much like your stomach!) Painkillers: Prevents coughing that comes from your chest. Doesn't help otherwise. Stomach: Massively increased rate of dehydration and energy loss. You must find liquids or exit the Raid soon. Additionally, your PMC will cough sputter loudly, attracting attention. A black stomach multiplies damage taken by 1.5 and redistributes that damage across your entire health pool. Painkillers: Significantly reduces the frequency and volume of the coughs. Arms: Makes activities like searching, reloading, etc, take additional time, as well as adding a sway, reducing accuracy. Arms have a .7x damage multiplier. Painkillers: Reduces sway, removes debuff Pain. Legs: Blacked legs cause your PMC to stumble and be unable to run. Blacked legs have a 1x damage multiplier. Painkillers: Allows you to walk at full speed and to run. WARNING: Running while your legs are blacked or fractured WILL DAMAGE YOU.
Tarkov features many health items - 'Aid' items, which can be used to restore your characters health and to fix ailments or injuries he receives as the result of combat or mishaps. The two most important health conditions to consider are bloodloss and fractures, which have both been covered above. Some food items may have ancillary effects, such as losing hydration. Since in the current patch the only ailments to worry about are bleeding and fractures, it changes which health items are most necessary. We'll go over them below.
Medical Items on Wiki AI-2 medkit The newb's medical kit. You receive several of these when you start Tarkov - they'll already be in your stash. Available from Level I Therapist, they are cheap and effective way of healing early in the game. They will not stop bloodloss. Because of this, you also need to bring bandages or a higher-grade medical kit. Affectionately called 'little cheeses' by the Tarkov community. Using it takes 2 seconds, and because of how cheap it is, it's often brought in by higher level players to supplement their healing without draining their main kit (which is capable of healing bloodloss or sometimes fractures). Due to its short use time, it's often very useful during combat as you can take cover and quickly recover damage taken to a vital limb. They're also useful as you can buy them from Therapist to heal yourself if you died in a raid. Bandages The newb's bloodloss solution. Available from Therapist at Level I. A better version, the Army Bandage is available at Level II, after a quest. Mostly obsolete after unlocking the Car Medical kit, but some players value them due to the Car's overall low health pool. Activating takes 4 seconds, and removes bloodloss to one limb. Splint The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Fractures are much more common this patch, due to them being added back in the game from standard bullet wounds, not just drops. Available from Therapist at Level I, no quest needed. Can be used to craft a Salewa. Alu Splint More advanced form of the normal split. Works the same, but has up to 5 uses. Recommended to carry in your container if possible, due to frequency of fractures from gunfire. CMS (Compact Medical Surgery) Kit New medical item added in .12, fantastic item. Allows you to perform field surgery, removing the black limb state and allowing you to heal it beyond 0 hp. Takes 16 seconds to use, and cannot be cancelled so make sure you are safe if you are using it! Will reduce the maximum health of the limb it's used on by 40-55%, but will effectively remove all negative effects incurred by having a black limb. Highly recommended to carry in your container for emergencies. Can be bartered from Jaeger LL1, and purchased for roubles LL2. Surv12 field surgical kit Same as the compact surgical kit, but takes 4 seconds longer, and the health penalty is reduces to 10-20% max health of the limb. Considering this kit is 1x3, taking up a huge amount of space, it's probably not worth using. It's just too large. Better this than nothing, though. Car Medical Kit The newb's first real medical solution. Available LL1 as a barter (2 Duct Tape) and available for Roubles after completing Therapist's second quest. Has a larger health pool than AI-2's (220, vs AI-2's 100), and removes bloodloss. Takes up a 1x2 slot, so requires to be placed in a tactical rig in order to be used effectively. Cheap and fairly efficient, takes a standard 4 seconds to use. Rendered effectively obsolete when the Salewa is unlocked. Often kept in a player's secure container as a backup health pool, before IFAKs are unlocked. Salewa Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. More rouble efficient form of a healing due to its high health pool, costs 13k roubles. Same size as the Car medical kit, so requires a tactical rig to use effectively. Because Tarkov does not currently have effects like Toxication in the game at the moment, this kit is favored by most players who go into a raid with at least a moderate level of gear. With a high health pool and relatively low cost, it's also a more efficient way of healing damage sustained while in raids. Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II. Required as part of Therapist's first quest, Shortage. This makes Salewas very valuable early on in a wipe as it gatekeeps the rest of Therapist's quests, most of which occur on Customs early on. Can be crafted in your meds station with a painkiller, splint, and bandage. IFAK Fantastic medical kit, and is the one preferred by most players. Features 300 health and the ability to remove bloodloss and a host of other negative effects that are not yet implemented into the game. It does not, however, remove fractures. Taking up only a single slot, it is favored by players in all stages of gear, and it is recommend to carry one in your Secure Container in case of emergencies. Is available at Therapist Level II for a barter (Sugar + Sodium), and may be purchased for Roubles at Level III after completing Healthcare Privacy, Part I. It is a fairly expensive kit, but due to its durability, its small size, and ability to remove bloodloss, it is a very common medical item used by players of all levels. Can be crafted in Lvl 2 medstation. Grizzly The 'big daddy' medical kit, boasting an impressive total health resource of 1800. It is also a very large kit, taking up 4 slots (2x2) - in order to be able to use this quickly, it would require specialized tactical rigs that feature a 2x2 slot. It removes all negative effects (some costing HP resource), including fractures. Used by highly-geared players who intend on staying in raids for an extended period of time, or by players with additional Secure Container space available in case of emergencies. It is available for barter at Therapist Level II, and purchase at Therapist Level 4. Due to its price point from Therapist at just under 23k Roubles and its healthpool of 1800, it is by far the most efficient method of healing from raid damage, at a 1.3 roubles per health, dramatically lower than other options available. Can be crafted in Lvl 3 medstation.
Using any of these items results in your character being 'On Painkillers' which allows you to sprint on fractured and blacked legs, as well as reducing effects of fractures and blacked limbs, and removing the debuff Pain. Essentially, the only difference between most of these items are the speed of use, price, availability, and duration of the effect. Note that the Hideout has changed how some of these items are used, and because Tarkov is under constant development, it is very likely that these materials may be used to create higher-grade medkits or to upgrade your medstation. That being the case, it's best to hoard the unknown items for now as efficiently as possible until you know you don't need them. Analgin Painkillers The holy grail of pain medication. "Painkillers" have 4 total uses. The total duration is greater than Morphine and less risk of waste. Takes a short time to use, and is available from Therapist Level 1 for both barter and Roubles. Makes a loud, distinctive gulping noise. Can be used to craft Salewa kits. Morphine Quick application of painkillers. Favored by some highly geared players as it has greater usability in combat then it's typical counterpart, Painkillers. Has a longer duration, but only one use. It is required for a fairly early Therapist (and a late Peacekeeper) Quest, so it is recommend to hoard 10 of them, then sell the rest unless you intend on using them. They are worth a good amount to Therapist and take up little space so they are a valuable loot item. Available from Therapist for Roubles at Level 4, after completing Healthcare Privacy, Part 3. Augmentin Basically a cheaper Morphine. One use, 205s. Not recommended over Painkillers due to its cost. No current barter for this item, so usually it's just a fairly expensive, small loot item. Most likely a component of a medstation manufacturing process or upgrade. Keep it. Ibuprofen Powerful painkiller. Lasts 500 seconds and has 12 uses. This item is recommended as your long-term solution for painkillers. While it is valuable because it's used to trade for THICC items case, it's the cheapest component and is very useful as a painkiller. It has a long duration and a large amount of uses, so keep it in your container for use as a painkiller if your primary painkillers wear off. Don't use it completely up, though. Keep the 1/12 bottles for the trade. Vaseline Powerful medical item. Cannot be purchased from dealers. Has a maximum of 10 uses. Removes Pain, applies Painkillers for 500 seconds (8.3 minutes). Useful to keep in your container as an alternative to Painkillers, though it takes 6 seconds to use, which is longer than other painkillers. Used as part of a barter trade for the Medcase. Golden Star Balm Fairly useful medical item. It can remove Pain and Contusion (not a big deal of a debuff, goes away on its own shortly) and provides a small bonus to hydration and energy. It also removes toxication and Radiation exposure, both of which are not yet implemented into the game. Like Vaseline, has a maximum of 10 uses. Painkiller effect lasts for 10 minutes, and takes 7 seconds to apply. Recommended to take only if you are going on large maps and you have extra room in your container. Can be used with Ibuprofen and 5x Med parts to craft 7 Propital.
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