r/Bitcoin - What would happen to BTC network during a huge

12.7 PATCH NOTES

Dear Escapers!
We are glad to present you the preliminary patch notes for the 0.12.7 patch!
---
Added:
---
• Customs expansion (expansion of industrial area, construction site, added many new explorable buildings, stationary weapons, new location for Reshala spawn etc.)
• Added new scav boss - Sanitar.
A former doctor, he worked in the health resort "Lazurny bereg", and before that in the TerraGroup laboratory. After the events that happened in Tarkov, he gathered a gang with former colleagues and operates on the "Shoreline". Actively uses professional skills in combat, quickly healing himself and the gang members. He uses various stimulants and medications, including those of his own production. He can quickly perform surgery by pulling out a bullet or applying a tourniquet on the field. Sometimes he is loyal to the Scavs and can leave a couple of first-aid kits or other medical supplies for his own group members on location
• New quests on Shoreline
• System for reporting suspicious players, unacceptable nicknames and game bugs abusers (on the post-match screen)
Improved AI behavior:
• Bots can pick up items now
• Improved AI behavior when they see bodies
• Bots now can pick up a second firearm from bodies
• AI now can greet each other or player scavs, showing their peaceful intentions
• Bots will eat\drink while in peaceful mode
• AI will perform a mag check when in peaceful mode
• Bots can check someone for friend or foe by aiming at him for some time, if they’re not sure of one’s intentions
• Bots will sprint while patrolling if they consider the spot being dangerous
• AI will be able to storm the player as a group, if he’s holding position and attacking them
• AI will try to avoid dangerous places
---
New weapons:
---
• FN GL40 Grenade launcher
• Mossberg 590A1 Shotgun
---
New ammo:
---
• .366 AP-M
• .45 ACP Hydr-Shock
• 9x19 mm QuakeMaker
• 9x19 mm 7N31
• .45 ACP Lasermatch FMJ
• .45 ACP AP
• 7.62x51 mm M993
• 40x46 мм M381 HE
• 40x46 мм M386 HE
• 40x46 мм M406 HE
• 40x46 мм M433 HEDP
• 40x46 мм M441 HE
• 40x46 мм M576 buckshot
---
Added new stimulants:
---
• 3-(b-TG)
• L1 (Noradrenaline)
• P22 (Specimen 22)
• AHF1-M
• Meldonin
• "Obdolbos" cocktail
• M.U.L.E
• Added an additional icon for the network connection status in case of high packet loss
• In the container slots window, the container tag is now displayed in the header
---
Iteration of improving and reworking the skill system:
---
New skill "Surgery"
• Reduces HP penalty for surgery
• Improved surgery speed
• (Elite) No HP penalty for the restored body part
• (Elite) Maximum increase in the speed of surgery
New skill "Aim drills"
• Increase of the aiming speed
• Decrease the volume of aiming
• (Elite) No hand shaking at any stamina value, first 2 seconds after aiming
• (Elite) Reduced hands shaking during tremor and fracture, the first 2 seconds after aiming
Rework of the “Strength” skill
• Increase all weight limits
• Increase the speed of the sprint
• Increase the jump height
• Increase the strength of the grenade throw
• Increase the strength of a melee attack
• (Elite) The weight does not take into account the weapons on the sling and on the back
• (Elite) Melee attack can be stronger than usual
Rework of the "Endurance" skill
• Increased feet stamina
• Reduced stamina consumption for jumping
• Increased holding breath time when ads
• Increased the speed of breath recovery
• (Elite) Maximum increase in breathing recovery rate
• (Elite) Breathing is no longer dependent on energy
• (Elite) Increased stamina reserve
Various fixes in old skills
• Added 5 HP to the health of “Chest” zone (from 80 to 85)
---
Optimization:
---
• Optimized the rendering of decals
• Fixed freezes that happened when the sound of thunder or the sound of grenades exploding was played
• Optimized the performance of the game server
• Fixed an issue with killing the boss of a group of raiders who appeared on the scene after interacting with the trigger was leading to errors on the server
• Minor optimizations on the first shot or hit
• Optimization of hideout sounds
• Fixes of errors that could potentially lead to different freezes
---
Fixed:
---
• Iteration of fixes and corrections in UI
• Bug with the PostFX menu that remains on the screen after closing the settings
• Bug playing the sound of contusion if the sound is turned off in the settings
• Bug of jerky animation of shooting weapons in the Hideout shooting range
• The passage of raiders on the laboratory through the doors
• A bug that allowed you to quickly move when constantly tapping the "Run" button when overweight
• AS VAL with the handle adapter "Rotor 43" is now impossible to fold
• Inability to exit the location via the paid exit “Car”, if you reconnect at the start of the exfil timer
• Bug with throwing away the magazine when reloading the weapon via the context menu
• Error 228 when receiving items from an expired email
• Formulas for calculating prices for items with its resource and its commissions
• After the reconnect, the equipment that was not searched become searched
• The sound of the visor on/off remained at one point, and does not follow the character
• Bug that wouldn't block buttons on the bottom panel after reconnecting as a Scav
• Interface block if you go to the “Map” screen without a map
• Bug when the "Receive all" button opened only the first and last message with items
• Various bugs with switching the sound from “outdoor " to "indoor", and back, when reconnecting
• Bug of not blocking an item after it was added to the merchant's sales table
• Cartridges from packs of cartridges found in raid now have the status " found in the raid”
• Error when studying items from the scav box
• Fixes in the flea Market
• The search will be updated if you delete and add an item to the wish list
• Loss of a player's nickname and rating from the offer line after applying filters
• The “search by item" option now resets the selected filters
• Bug displaying the loading spinner on top of the list of offers
• The mount without the “Found in raid" label ceased to be semitransparent (blocked) in the selection of the item for the offer, if you put and remove the mod on it
• Bug when the merchant's avatar was flattened
• Incorrect tag behavior on marked items for a flea market offer if you select multiple items from the container, closing and opening the container
• Horizontal scrollbar on the product sales screen
• Bug when the player couldn't put 2 identical weapons on the flea market if one of them was included in the starter kit for pre-order
• Error 1508 - You send bad items- when putting an empty pack of cartridges on a flea Market
• Bug, when for buying through a flea market goods from npc merchants needed items found in raid
Fixed in weapon presets
• Displaying the indicator “you have mods to build” when there are no mods for the build in the stash
• Bug when the build could have been built with the wrong mod that was not in the preset
• Weapon disassembly bug if you build the same preset twice with the same weapon
• Ability to select items that are blocked for purchase, via the presets by clicking the button “Select all”
• Packs of items are no longer displayed in the purchase lists of preset mods
• The purchase lists of presets no longer display items the player's own offers
• Added an error about lack of space when purchasing preset mods
• Bug when opening presets through the lower panel that caused the game client to freeze
Fixed in the hideout
• Various fixes in the bitcoin farm
• White authorization screen if you improve the pre-order version while in the hideout
• Bug when it was possible to install a filter with zero resource in the “Water collector” and it could not be uninstalled
• Calculation of fuel consumption time in the “Generator " zone
• Bug duplicating the canister icon, when selecting a canister, in the “Generator" zone
• Various bugs in group chat
• Bugs with the discharge of weapons in the stash
• Incorrect position of the fire mod pin and the turn of the barrel of the PPSH
• Visual bug for displaying a zero bonus in the base level zones in the Hideout
• Visual bug with the availability of time selection before the raid on the Laboratory screen
• A bug where the player could spawn outside the location
• Spamming error NullReferenceException: MuzzleManager
• An error that occurs every time after treatment or getting a fracture
• "Failed to create device file" error that occurs during client downtime
• Errors when assigning voice commands
• Spamming error when a large number of bots are active in the offline mode
• Various errors while loading in raid
• Various bugs and issues with Customs location
• Various bugs and improvements related to AI
• Fixed a bug when bots didn't follow a grenade throw with a voiceline
• Fixed a handful of bugs related to bots getting stuck
• Fixed a bug where a Gluhar would not react to a killed in the head ally
• Fixed a bug when bots tried to heal a blacked out body part
• Bots are now able to treat debuffs on blacked out body parts again
• Fixed a handful of bugs with bots knocking out doors
• Other AI related bug fixes and improvements
• Various localization fixes and improvements
• Other minor bugs and issues
---
Changed:
---
• Now it is possible to examine items from the construction requirements screen in the Hideout
• Added displaying the time before the bleeding effect disappears in the stash
• Now if you are not matched to the raid within 45 minutes, the search will be canceled
• Updated SV-98 animation, hold, new animations when entering and exiting a sprint, new hold in the menu and on the loading screen
• Updated PPSH animation, hold, and new animations when entering and exiting a sprint
submitted by lordwerneo to EscapefromTarkov [link] [comments]

Patch Notes Thread

Dear Escapers!
We are glad to present you the preliminary patch notes for the 0.12.7 patch!
Added:
• Customs expansion (expansion of industrial area, construction site, added many new explorable buildings, stationary weapons, new location for Reshala spawn etc.)
• Added new scav boss - Sanitar.
A former doctor, he worked in the health resort "Lazurny bereg", and before that in the TerraGroup laboratory. After the events that happened in Tarkov, he gathered a gang with former colleagues and operates on the "Shoreline". Actively uses professional skills in combat, quickly healing himself and the gang members. He uses various stimulants and medications, including those of his own production. He can quickly perform surgery by pulling out a bullet or applying a tourniquet on the field. Sometimes he is loyal to the Scavs and can leave a couple of first-aid kits or other medical supplies for his own group members on location
• New quests on Shoreline
• System for reporting suspicious players, unacceptable nicknames and game bugs abusers (on the post-match screen)
Improved AI behavior:
• Bots can pick up items now
• Improved AI behavior when they see bodies
• Bots now can pick up a second firearm from bodies
• AI now can greet each other or player scavs, showing their peaceful intentions
• Bots will eat\drink while in peaceful mode
• AI will perform a mag check when in peaceful mode
• Bots can check someone for friend or foe by aiming at him for some time, if they’re not sure of one’s intentions
• Bots will sprint while patrolling if they consider the spot being dangerous
• AI will be able to storm the player as a group, if he’s holding position and attacking them
• AI will try to avoid dangerous places
New weapons:
• FN GL40 Grenade launcher
• Mossberg 590A1 Shotgun
New ammo:
• .366 AP-M
• .45 ACP Hydr-Shock
• 9x19 mm QuakeMaker
• 9x19 mm 7N31
• .45 ACP Lasermatch FMJ
• .45 ACP AP
• 7.62x51 mm M993
• 40x46 мм M381 HE
• 40x46 мм M386 HE
• 40x46 мм M406 HE
• 40x46 мм M433 HEDP
• 40x46 мм M441 HE
• 40x46 мм M576 buckshot
Added new stimulants:
• 3-(b-TG)
• L1 (Noradrenaline)
• P22 (Specimen 22)
• AHF1-M
• Meldonin
• "Obdolbos" cocktail
• M.U.L.E
• Added an additional icon for the network connection status in case of high packet loss
• In the container slots window, the container tag is now displayed in the header
Iteration of improving and reworking the skill system:
New skill "Surgery"
• Reduces HP penalty for surgery
• Improved surgery speed
• (Elite) No HP penalty for the restored body part
• (Elite) Maximum increase in the speed of surgery
New skill "Aim drills"
• Increase of the aiming speed
• Decrease the volume of aiming
• (Elite) No hand shaking at any stamina value, first 2 seconds after aiming
• (Elite) Reduced hands shaking during tremor and fracture, the first 2 seconds after aiming
Rework of the “Strength” skill
• Increase all weight limits
• Increase the speed of the sprint
• Increase the jump height
• Increase the strength of the grenade throw
• Increase the strength of a melee attack
• (Elite) The weight does not take into account the weapons on the sling and on the back
• (Elite) Melee attack can be stronger than usual
Rework of the "Endurance" skill
• Increased feet stamina
• Reduced stamina consumption for jumping
• Increased holding breath time when ads
• Increased the speed of breath recovery
• (Elite) Maximum increase in breathing recovery rate
• (Elite) Breathing is no longer dependent on energy
• (Elite) Increased stamina reserve
Various fixes in old skills
• Added 5 HP to the health of “Chest” zone (from 80 to 85)
Optimization:
• Optimized the rendering of decals
• Fixed freezes that happened when the sound of thunder or the sound of grenades exploding was played
• Optimized the performance of the game server
• Fixed an issue with killing the boss of a group of raiders who appeared on the scene after interacting with the trigger was leading to errors on the server
• Minor optimizations on the first shot or hit
• Optimization of hideout sounds
• Fixes of errors that could potentially lead to different freezes
Fixed:
• Iteration of fixes and corrections in UI
• Bug with the PostFX menu that remains on the screen after closing the settings
• Bug playing the sound of contusion if the sound is turned off in the settings
• Bug of jerky animation of shooting weapons in the Hideout shooting range
• The passage of raiders on the laboratory through the doors
• A bug that allowed you to quickly move when constantly tapping the "Run" button when overweight
• AS VAL with the handle adapter "Rotor 43" is now impossible to fold
• Inability to exit the location via the paid exit “Car”, if you reconnect at the start of the exfil timer
• Bug with throwing away the magazine when reloading the weapon via the context menu
• Error 228 when receiving items from an expired email
• Formulas for calculating prices for items with its resource and its commissions
• After the reconnect, the equipment that was not searched become searched
• The sound of the visor on/off remained at one point, and does not follow the character
• Bug that wouldn't block buttons on the bottom panel after reconnecting as a Scav
• Interface block if you go to the “Map” screen without a map
• Bug when the "Receive all" button opened only the first and last message with items
• Various bugs with switching the sound from “outdoor " to "indoor", and back, when reconnecting
• Bug of not blocking an item after it was added to the merchant's sales table
• Cartridges from packs of cartridges found in raid now have the status " found in the raid”
• Error when studying items from the scav box
• Fixes in the flea Market
• The search will be updated if you delete and add an item to the wish list
• Loss of a player's nickname and rating from the offer line after applying filters
• The “search by item" option now resets the selected filters
• Bug displaying the loading spinner on top of the list of offers
• The mount without the “Found in raid" label ceased to be semitransparent (blocked) in the selection of the item for the offer, if you put and remove the mod on it
• Bug when the merchant's avatar was flattened
• Incorrect tag behavior on marked items for a flea market offer if you select multiple items from the container, closing and opening the container
• Horizontal scrollbar on the product sales screen
• Bug when the player couldn't put 2 identical weapons on the flea market if one of them was included in the starter kit for pre-order
• Error 1508 - You send bad items- when putting an empty pack of cartridges on a flea Market
• Bug, when for buying through a flea market goods from npc merchants needed items found in raid
Fixed in weapon presets
• Displaying the indicator “you have mods to build” when there are no mods for the build in the stash
• Bug when the build could have been built with the wrong mod that was not in the preset
• Weapon disassembly bug if you build the same preset twice with the same weapon
• Ability to select items that are blocked for purchase, via the presets by clicking the button “Select all”
• Packs of items are no longer displayed in the purchase lists of preset mods
• The purchase lists of presets no longer display items the player's own offers
• Added an error about lack of space when purchasing preset mods
• Bug when opening presets through the lower panel that caused the game client to freeze
Fixed in the hideout
• Various fixes in the bitcoin farm
• White authorization screen if you improve the pre-order version while in the hideout
• Bug when it was possible to install a filter with zero resource in the “Water collector” and it could not be uninstalled
• Calculation of fuel consumption time in the “Generator " zone
• Bug duplicating the canister icon, when selecting a canister, in the “Generator" zone
• Various bugs in group chat
• Bugs with the discharge of weapons in the stash
• Incorrect position of the fire mod pin and the turn of the barrel of the PPSH
• Visual bug for displaying a zero bonus in the base level zones in the Hideout
• Visual bug with the availability of time selection before the raid on the Laboratory screen
• A bug where the player could spawn outside the location
• Spamming error NullReferenceException: MuzzleManager
• An error that occurs every time after treatment or getting a fracture
• "Failed to create device file" error that occurs during client downtime
• Errors when assigning voice commands
• Spamming error when a large number of bots are active in the offline mode
• Various errors while loading in raid
• Various bugs and issues with Customs location
• Various bugs and improvements related to AI
• Fixed a bug when bots didn't follow a grenade throw with a voiceline
• Fixed a handful of bugs related to bots getting stuck
• Fixed a bug where a Gluhar would not react to a killed in the head ally
• Fixed a bug when bots tried to heal a blacked out body part
• Bots are now able to treat debuffs on blacked out body parts again
• Fixed a handful of bugs with bots knocking out doors
• Other AI related bug fixes and improvements
• Various localization fixes and improvements
• Other minor bugs and issues
Changed:
• Now it is possible to examine items from the construction requirements screen in the Hideout
• Added displaying the time before the bleeding effect disappears in the stash
• Now if you are not matched to the raid within 45 minutes, the search will be canceled
• Updated SV-98 animation, hold, new animations when entering and exiting a sprint, new hold in the menu and on the loading screen
• Updated PPSH animation, hold, and new animations when entering and exiting a sprint
submitted by MiNNOCENTWORKACCOUNT to TheScavLands [link] [comments]

Escape from Tarkov New Player Guide 2.0: 75 Pages and packed with all the information you could ever need for success!

Introduction

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.

Changelog

3/9/20:
  • [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 Maps
  • Tarkov's Health System
  • Tarkov's Hideout System
  • Tarkov's Quest System and Progression
  • Tarkov's Hotkeys to Know
  • Getting Started
  • Player Scavs
  • 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?
  • What now?

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.

Quick-Reference Ammo Chart

An updated ammo chart can be found on the wiki.

Tarkov Wiki

Absolutely fantastic resource. You can visit them here.
It is a massive collection of everything that we players have been able to find.
They contain trades, user-created maps, lists of ammo, parts, weapons, loot, etc. If it's in the game, it's on the Wiki, somewhere.
I highly recommend opening the wiki page for the Map that you plan on raiding in.
Factory
Customs
Woods
Shoreline
Interchange
Reserve
The Lab ('Labs')

Map Keys and You

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.

Tarkov's Weapon Compatibility Guide

Pretty self explanatory. Also includes a Key guide and a Mod guide.
Check it out here.

HUGE Reference Bible by Veritas

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's Maps

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.

Factory

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.

Customs

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

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

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.

Interchange

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.

Reserve

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.

The Lab ('Labs')

Here's a map.
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

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.
Health Items
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.

Health Restoration

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.

Pain Management

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.

Continued below in a series of comments, due to character limit.

submitted by dumnem to EscapefromTarkov [link] [comments]

[Part - 39] Large college ebooks/eTextbooks thread for cheap rates [$4 to $25]

  1. Spanish Decorative Ironwork by Luis Labarta
  2. Decorative Iron and Metalwork by R. Goodwin-Smith
  3. 1920s Fashions from B. Altman & Company by Altman & Co.
  4. "Precious Stones by Vol. 1" by Max Bauer
  5. Old-Time Men and Women Vignettes in Full Color by Carol Belanger Grafton
  6. The Book of Diamonds by Joan Y. Dickinson
  7. Decorative Antique Ironwork by Henry R. d’Allemagne
  8. Those Were the Days: Weird and Wacky Ads of Yesteryear by Floyd Clymer
  9. A Short History of Costume & Armour by Francis M. Kelly
  10. The History of Underclothes by C. Willett Cunnington
  11. Iron Horses by E. P. Alexander
  12. Early American Decorating Techniques by Mariette Paine Slayton
  13. "Ancient Egyptian by Mesopotamian & Persian Costume" by Mary G. Houston
  14. Men's Fashion Illustrations from the Turn of the Century by Mitchell Co.
  15. American Silversmiths and Their Marks by Stephen G. C. Ensko
  16. Ornamental Ironwork by A. Durenne
  17. The Corset and the Crinoline by W. B. Lord
  18. Ancient Carpenters' Tools by Henry C. Mercer
  19. Victorian Fashion in America by Kristina Harris
  20. Full-Color Sourcebook of French Fashion by Pauquet Frères
  21. Rings for the Finger by George Frederick Kunz
  22. Whitman Encyclopedia of U.S. Paper Money by Q. David Bowers
  23. Making Costume Jewelry: An Easy & Complete Step by Step Guide by Janet Evans
  24. Old Car Detective by Bill Sherk
  25. Bicycles by Archibald Sharp
  26. Early Motorcycles by Victor W. Page
  27. 80 Godey's Full-Color Fashion Plates by JoAnne Olian
  28. The Art Nouveau Style by Stephan Tschudi Madsen
  29. Western World Costume by Carolyn G. Bradley
  30. Everyday Fashions of the Twenties by Stella Blum
  31. "Victorian Fashions and Costumes from Harper's Bazar by 1867-1898" by Stella Blum
  32. "Victorian and Edwardian Fashions from ""La Mode Illustrée""" by JoAnne Olian
  33. Chinese Domestic Furniture in Photographs and Measured Drawings by Gustav Ecke
  34. Art Deco Decorative Ironwork by Henri Clouzot
  35. Pictorial Encyclopedia of Historic Costume by Albert Kretschmer
  36. Children's Fashions 1900-1950 As Pictured in Sears Catalogs by JoAnne Olian
  37. Chinese Snuff Bottles by Lilla S. Perry
  38. 305 Authentic Art Nouveau Jewelry Designs by Maurice Dufrène
  39. The Young Sea Officer's Sheet Anchor by Darcy Lever
  40. Art Nouveau Decorative Ironwork by Theodore Menten
  41. Aviation Firsts by Joshua Stoff
  42. Victorian Fashions by Carol Belanger Grafton
  43. Authentic Art Deco Jewelry Designs by Franco Deboni
  44. Picture History of World War II American Aircraft Production by Joshua Stoff
  45. Barn Quilts and the American Quilt Trail Movement by Suzi Parron; Donna Sue Groves
  46. Japanese Things by Basil Hall Chamberlain
  47. Collecting Toy Soldiers in the 21st Century by James Opie
  48. "The Watch Jobber's Handybook - A Practical Manual on Cleaning by Repairing and Adjusting: Embracing Information on the Tools by Materials Appliances and Processes Employed in Watchwork" by Paul N. Hasluck
  49. Japanese Costume & Makers by Helen Minnich
  50. Sword Beach by Tim Kilvert-Jones
  51. Watchmakers and Clockmakers of the World by G. H. Baillie
  52. Japanese & Oriental Ceramic by Hazel H. Gorham
  53. The Inner Workings of a Watch - A Simple Guide for Enthusiasts of Clockwork Mechanisms by Anon
  54. Batik Art & Craft by Ila Keller
  55. Arts of Japan by Hugo Munsterberg
  56. Smoke Rings and Roundelays - Pipes and Tobacco by Wilfred Partington
  57. Secrets of an Art Dealer by James Henry Duveen
  58. The Bells of Russia by Edward V. Williams
  59. "Watch Repairing by Cleaning and Adjusting - A Practical Handbook" by F. J. Garrard
  60. Ningyo by Alan Scott Pate
  61. Illustrated Handbook of Western European Costume by Iris Brooke
  62. The Arts of the Sailor by Hervey Garrett Smith
  63. The Cabinet-Maker and Upholsterer's Guide by George Hepplewhite
  64. Antiques on the Cheap by James W. McKenzie
  65. Everyday Fashions of the Fifties As Pictured in Sears Catalogs by JoAnne Olian
  66. How We Invented the Airplane by Orville Wright
  67. A History of Costume by Carl Köhler
  68. Abraham Lincoln: Beyond the Icon by Fred Reed
  69. Guns on the Early Frontiers by Carl P. Russell
  70. Classic Wicker Furniture by Heywood Brothers
  71. Victorian Architectural Sheet-Metal Ornaments by Bakewell
  72. Badges and Uniforms of the Royal Air Force by Malcolm Hobart
  73. Trades and Crafts of Old Japan by Eric A. Kaemmerer
  74. "Armoured Warfare in Northwest Europe by 1944–45" by Anthony Tucker-Jones
  75. "Blood by Bilge and Iron Balls" by Alan Abbey
  76. "British Army by 2008–2009" by Charles Heyman
  77. Boesinghe by Stephen McGreal
  78. Painted Fans of Japan by Reiko Chiba
  79. "Illustrated Mission Furniture Catalog by 1912-13" by Come-Packt Furniture Co.
  80. Costume Through the Ages by Erhard Klepper
  81. Decorative French Ironwork Designs by Louis Blanc
  82. The Book of the Pearl by George Frederick Kunz
  83. Transatlantic Flight by Joshua Stoff
  84. Turn-of-the-Century Farm Tools and Implements by Henderson & Co.
  85. The Mode in Hats and Headdress by R. Turner Wilcox
  86. Victorian and Edwardian Fashion by Alison Gernsheim
  87. Treasury of Ironwork Designs by Carol Belanger Grafton
  88. Old-Time Children Vignettes in Full Color by Carol Belanger Grafton
  89. English Children's Costume 1775-1920 by Iris Brooke
  90. Illustrated Encyclopedia of World Railway Locomotives by P. Ransome-Wallis
  91. Making Authentic Pennsylvania Dutch Furniture by John G. Shea
  92. A Guide Book of United States Coins 2015 by R.S. Yeoman
  93. Corrosion and Conservation of Cultural Heritage Metallic Artefacts by "Dillmann by P; Watkinson by D; Angelini by E; Adriaens by A"
  94. Balinese Masks by Judy Slattum
  95. Collecting: An Unruly Passion by Werner Muensterberger
  96. Nyonya Kebaya by Datin Seri
  97. China Home by Michael Freeman
  98. Things Chinese by Ronald G. Knapp
  99. African Pottery Roulettes Past and Present by Anne Haour
  100. Collecting Japanese Antiques by Alistair Seton
  101. An Introduction to Tudor and Elizabethan Styles of Furniture by Arthur De Bles
  102. Encyclopedia of U.S. Gold Coins 1795-1934 by Jeff Garrett
  103. Surviving Examples of Early Plate Armour (1300-1430) by Douglas Strong
  104. 100 Greatest American Currency Notes by Q. David Bowers
  105. Obsolete Paper Money Issued by Banks in the United States 1782-1866 by Q. David Bowers
  106. Numismatic Art in America by Cornelius Vermeule
  107. A Guide Book of United States Paper Money by Arthur L. Friedberg
  108. American Gold and Platinum Eagles by Edmund C. Moy
  109. Suggestions For The Cleaning And Management Of Percussion Arms by George Lovell
  110. The Pocket Watch - The History and Stories Surrounding the First Pocket Watches by Anon
  111. "French Provincial Furniture And Accessories - For Interiors And Gardens - Lamps by Clocks by Faience by Porcelain by Tole And Other Metalwork by Garden Fountains by Sculptures And Other Ornaments" by Renee Guibal
  112. Treasures Of Canada by Alan Samuel
  113. Practical Watch Repairing by Donald De Carle
  114. A Guide Book of Lincoln Cents by Q David Bowers
  115. A Guide Book of Double Eagle Gold Coins by Q. David Bowers
  116. History of the United States Mint and Its Coinage by David W. Lange
  117. Grading Coins by Photographs by Q. David Bowers
  118. Coin Collecting: A Beginners Guide to the World of Coins by Kenneth Bressett
  119. "America's Money by America's Story" by Richard Doty
  120. Money and Exchange in Canada to 1900 by A.B. McCullough
  121. Toons in Toyland by Tim Hollis
  122. Victorian Jewellery by Margaret Flower
  123. Art Glass Nouveau by Ray Grover; Lee Grover
  124. British Clocks And Clockmakers by Kenneth Ullyett
  125. The Coronation Chair and Stone of Scone by Warwick Rodwell
  126. Guns of the Old West by Charles Edward Chapel
  127. Arts of China by "Hugo Munsterberg by Ph.D."
  128. A Guide Book of United States Coins 2014 by R.S.Yeoman
  129. "The Furniture of John Shearer by 1790-1820" by Elizabeth A. Davison
  130. Gallery of Late-Seventeenth-Century Costume by Caspar Luyken
  131. Ancient European Costume and Fashion by Herbert Norris
  132. A Guide Book of United States Paper Money by Arthur L. Friedberg
  133. A Guide Book of Flying Eagle and Indian Head Cents by Richard Snow
  134. A Guide Book of the Official Red Book of United States Coin by Frank J. Colletti
  135. American Gold and Platinum Eagles by Edmund C. Moy
  136. 100 Greatest U.S. Modern Coins by Scott Schechter
  137. Suggestions For The Cleaning And Management Of Percussion Arms by George Lovell
  138. Encyclopedia of U.S. Gold Coins 1795-1934 by Jeff Garrett
  139. Surviving Examples of Early Plate Armour (1300-1430) by Douglas Strong
  140. "Interesting Details on Antique American Furniture - Notes on Carving by Legs by Fittings and Upholstery" by Edgar G. Miller
  141. Art Work In Gold In Silver by Henry B. Wheatley
  142. Curiosities of the Mechanical Details in Watches by Anon
  143. Pictures From a Distant Country by Richard Doty
  144. Money and Exchange in Canada to 1900 by A.B. McCullough
  145. Snuff - Yesterday And Today by C. W. Shepherd
  146. Furniture of the Renaissance to the Baroque - A Treatise on the Furniture from Around Europe in this Period by Peter Philp
  147. Amulets by Flinders Petrie
  148. The Preservation of Leather Bookbindings by H. J. Plenderleith
  149. Automotive Milestones by Robert L. Norton
  150. Preserving History by Julie Hendricksen
  151. The Masterpieces of Thomas Chippendale - A Short Biography and His Famous Catalogue by Arthur Hayden
  152. "Catalogue of Rare Old Violins by Violas And Violoncellos - Also Bows of Rare Makes" by Anon
  153. "Antique Clock Dials by Hands by and Corner Pieces from Long Case and Lantern Clocks" by Anon
  154. Fabulous Finds by J. Lee Drexler; James R. Cohen
  155. Popular Gemology by Richard M. Pearl
  156. Manuscript Miscellanies in Early Modern England by Joshua Eckhardt; Daniel Starza Smith
  157. "Beautiful Examples of American Antique Sideboards and Kitchen Furniture - Including Sideboards from Hepplewhite by Sheraton and in the Empire Style" by Edgar J. Miller
  158. "American Military Shoulder Arms by Volume III" by George D. Moller
  159. Clock Cleaning and Repairing - With a Chapter on Adding Quarter-Chimes to a Grandfather Clock by Bernard E. Jones
  160. Whitman Encyclopedia of Obsolete Paper Money by Q. David Bowers
  161. "The Official Red Book: A Guide Book of United States Coins by Professional Edition" by R.S. Yeoman
  162. United States Gold Counterfeit Detection Guide by Bill Favaz
  163. A Guide Book of Buffalo and Jefferson Nickels by Q. David Bowers
  164. The Art of Duelling by A Traveller
  165. History of the United States Mint and Its Coinage by David W. Lange
  166. Grading Coins by Photographs by Q. David Bowers
  167. The Tools and Materials of the Watchmaker - A Guide to the Amateur Watchmaker's Toolkit - Including How to make your own Tools by Anon
  168. A Guide Book of Franklin and Kennedy Half Dollars by Rick Tomaska
  169. A Guide Book of United States Commemorative Coins by Q. David Bowers
  170. A Guide Book of Shield and Liberty Head Nickels by Q. David Bowers
  171. Abraham Lincoln: The Image of His Greatness by Fred Reed
  172. A Guide Book of United States Type Coins by Q. David Bowers
  173. United States Currency by Kenneth Bressett
  174. "Conserving by Preserving by and Restoring Your Heritage" by Kennis Kim
  175. The History of Quilts and Patchwork Worldwide with Photographic Reproductions by Shiela Betterton
  176. A Guide Book of Morgan Silver Dollars by Q. David Bowers
  177. A Guide Book of Peace Dollars by Roger W. Burdette
  178. 100 Greatest American Currency Notes by Q. David Bowers
  179. Obsolete Paper Money Issued by Banks in the United States 1782-1866 by Q. David Bowers
  180. Duesenberg by Dennis Adler
  181. Vintage Wristwatches by Reyne Haines
  182. The Cartiers by Francesca Cartier Brickell
  183. American & British 410 Shotguns by Ronald Gabriel
  184. Art Glass Identification & Price Guide by "John Shuman by III"
  185. Warman's Lalique by Mark Moran
  186. Gun Digest Book of Modern Gun Values by Richard Allen Mann; Jerry Lee
  187. Hot Wheels Variations by Michael Zarnock
  188. 50 Famous Firearms You've Got to Own by Rick Hacker
  189. Antique Trader Book Collector's Price Guide by Richard Russell
  190. Summer at Tiffany by Marjorie Hart
  191. Coin of the Year by Donald Scarinci
  192. Warman's World War II Collectibles by Michael E. Haskew
  193. Standard Catalog of U.S. Military Vehicles - 2nd Edition by David Doyle
  194. The Ultimate Guide to G.I. Joe 1982-1994 by Mark Bellomo
  195. Fantastic Finds by Eric Bradley
  196. Warman's Tools Field Guide by Clarence Blanchard
  197. The Ultimate Guide to G.I. Joe 1982-1994 by Mark Bellomo
  198. Gun Digest Browning Semi-Auto 22 Assembly/Disassembly Instructions by Kevin Muramatsu
  199. Just 30s by Angelo Van Boggart
  200. The Gun Digest Book of Guns for Personal Defense by Kevin Michalowski
  201. Grind a Blade the R.J. Martin Way: Knife Sharpening Techniques & Tips by Joe Kertzman
  202. Warman's Antiques & Collectibles 2016 Price Guide by Noah Fleisher
  203. Warman's G.I. Joe Field Guide by Kp Books
  204. Carriages and Sleighs by "Lawrence by Bradley"
  205. Warman's Clocks Field Guide by KP Staff
  206. 2012 U.S. Coin Digest: Commemoratives 1892-1954 by David C. Harper
  207. "Standard Catalog of World Coins by 1601-1700" by George S. Cuhaj
  208. 2012 U.S. Coin Digest: U.S. Territorial Gold by David C. Harper
  209. Warman's Jewelry Field Guide by Kathy Flood
  210. Warman's Civil War Collectibles Identification and Price Guide by Russell E. Lewis
  211. 2012 U.S. Coin Digest: Quarters by David C. Harper
  212. Standard Catalog of Civil War Firearms by John F. Graf
  213. The Gun Digest Book of Firearms Assembly/Disassembly Part II - Revolvers by J B Wood
  214. Antique Trader Cameras and Photographica Price Guide by Kyle Husfloen
  215. 2013 U.S. Coin Digest by David C. Harper
  216. Warman's Tobacco Collectibles by Mark Moran
  217. "Things That Were by Things That Are by and Things That May Become" by Baby Professor
  218. Purrrfect Toys: Kids Love to Cuddle by Baby Professor
  219. 2012 U.S. Coin Digest: Gold Coins by David C. Harper
  220. Standard Catalog of Vintage Baseball Cards by Sports Collectors Digest
  221. Warman's Watches Field Guide by Reyne Haines
  222. "Collecting World Coins by 1901-Present" by George S. Cuhaj
  223. Warman's Americana & Collectibles by Ellen Schroy
  224. Public Enemy #1 - the Infamous History of John Dillinger by Hotz Mark
  225. Warman's Kitschy Kitchen Collectibles Field Guide by Brian Alexander
  226. The Instant Coin Collector by Arlyn Sieber
  227. Fishing Collectibles by Russell Lewis
  228. Standard Catalog of United States Paper Money by George S. Cuhaj
  229. Game Inventor's Guidebook by Brian Tinsman
  230. Warman's Beatles Field Guide by Tim Neely
  231. 2012 U.S. Coin Digest: Half Dollars by David C. Harper
  232. 2011 Standard Catalog of World Coins 1901-2000 by George S. Cuhaj
  233. 2016 Standard Catalog of World Coins 2001-Date by George S. Cuhaj
  234. Warman's Hot Wheels Field Guide by Michael Zarnock
  235. "Texas Furniture by Volume One" by Lonn Taylor
  236. Warman's Modern US Coins Field Guide by Arlyn Sieber
  237. Warman's U.S. Coins & Currency Field Guide by Arlyn G. Sieber
  238. Manuscript Miscellanies in Early Modern England by "Starza Smith by Daniel by Dr"
  239. Warman's World Coins Field Guide by Arlyn G. Sieber
  240. Shooter's Bible Guide to Combat Handguns by Robert A. Sadowski
  241. Shooter's Bible Guide to Knives by Roger Eckstine
  242. Extreme Bricks by Sarah Herman
  243. 1001 Hunting Tips by Lamar Underwood; Nate Matthews
  244. The Ultimate Guide to Butchering Deer by John Weiss
  245. Taking Your First Shot by Lynne Finch
  246. "The Watch & Clock Makers' Handbook by Dictionary by and Guide" by F. J. Britten
  247. Do-It-Yourself Gun Repair by Edward A. Matunas
  248. "William Spratling by His Life and Art" by Taylor D. Littleton
  249. The Little Red Book of Hunter's Wisdom by Jay Cassell; Peter J. Fiduccia
  250. Practical Watch Repairing by Donald de Carle
  251. The Cigarette Book by Chris Harrald; Fletcher Watkins
  252. Guide to Taxidermy by Charles K. Reed; Chester A. Reed
  253. Hunting Bears by Kathy Etling
  254. "Gun Trader's Guide by Thirty-Fifth Edition" by Stephen D. Carpenteri
  255. The Pocket Deer Hunting Guide by Stephen D. Carpenteri
  256. The Future of the Gun by Frank Miniter
  257. Whitetail Tactics by Peter Fiduccia
  258. Mission Furniture by H. H. Windsor
  259. The Bowhunter's Field Manual by Judd Cooney
  260. Bowhunting's Superbucks by Kathy Etling
  261. Elementary Gunsmithing by Perry D. Frazer
  262. Shoot by Julie Golob
  263. Turning for Home by Mike Gaddis
  264. The Best Hunting Stories Ever Told by Jay Cassell
  265. Kitchen Things by Richard Snodgrass
  266. Model Engine-Making by J. Pocock
  267. The 21st Century Sniper by Brandon Webb
  268. Larousse Wine by David Cobbold; Sebastian Durand-Viel
  269. Gun Trader's Guide to Handguns by Robert A. Sadowski
  270. The Little Guide to Vintage Shopping by Melody Fortier
  271. Viva la Pizza! by Scott Wiener
  272. The GH Kaestlin Collection of Imperial Russian and Zemstvo Stamps by Thomas Lera; Leon Finik
  273. Carriage Terminology by Don H. Berkebile
  274. Every Stamp Tells a Story by Cheryl Ganz
  275. The Ultimate Cigar Book by Richard Carleton Hacker
  276. Black Ops Bricks by Nick Grant
  277. Deer Hunter's & Land Manager's Pocket Reference by J. Wayne Fears
  278. Frocking Life by BillyBoy*
  279. Welsh Yeomanry at War by Steven John
  280. Tactical Gun Digest by Corey Graff
  281. "Shooter's Bible by 109th Edition" by Jay Cassell
  282. United States Martial Pistols and Revolvers by Arcadi Gluckman
  283. Guns of the New West by David Chicoine
  284. Hugh Johnson's Pocket Wine Book 2018 by Hugh Johnson
  285. "Adventure (July by 1916)" by J. Allan Dunn
  286. Great Hunting Rifles by Terry Wieland
  287. "Let's Go Camping! From cabins to caravans by crochet your own camping Scenes" by Kate Bruning
  288. From the Oven to the Table by Diana Henry
  289. Jaguar by Zef Enault; Nicolas Heidet
  290. Hugh Johnson's Pocket Wine 2020 by Hugh Johnson
  291. The Truth About Firearms and Concealed Carry by Daniel R. Engel DE
  292. Hugh Johnson's Pocket Wine Book 2019 by Hugh Johnson
  293. Hugh Johnson on Wine by Hugh Johnson
  294. The 34-Ton Bat by Steve Rushin
  295. Toast & Marmalade by Emma Bridgewater
  296. Books by Larry McMurtry
  297. Andrea Immer's Wine Buying Guide for Everyone by Andrea Immer
  298. Light of India by Warren Dotz
  299. Postcards by Jason Rodriguez
  300. "The Watch Adjuster's Manual - A Practical Guide for the Watch and Chronometer Adjuster in Making by Springing by Timing and Adjusting for Isochronism by Positions and Temperatures" by Charles Edgar Fritts
submitted by TailExpert to CollegeTextbook [link] [comments]

[Part - 40] Large college ebooks/eTextbooks thread for cheap rates [$4 to $25]

  1. The Story of Edward Howard and the First American Watch by George Lewis Dyer
  2. "The Tower Clock and How to Make it - A Practical and Theoretical Treatise on the Construction of a Chiming Tower Clock by with Full Working Drawings Photographed to Scale" by E. B. Ferson
  3. A Practical Course in Horology by Harold C. Kelly
  4. Watch and Clock Escapements by Anon
  5. Clocks and Watches by George L. Overton
  6. "The Watchmakers' Lathe - Its use and Abuse - A Study of the Lathe in its Various Forms by Past and Present by its construction and Proper Uses. For the Student and Apprentice" by Ward L. Goodrich
  7. The Art Of Shell Cameo Cutting by J. B. Marsh
  8. Vintage Toy Making and Toy Games for Children by Various
  9. Good Sport seen with some Famous Packs 1885-1910 by Cuthbert Bradley
  10. Fox-Hunting as Recorded by Raed by C. A. Stephens
  11. "Jeweled Bearings for Watches - A Full and Complete Description of the Manufacture by Gauging and Setting of Jeweled Bearings in Timekeeping Instruments" by Charles T. Higginbotham
  12. Time Telling Through the Ages by Harry C. Brearley
  13. Cross Country Reminiscences by Fox Russell
  14. The American Watchmaker and Jeweler - A Full and Comprehensive Exposition of all the Latest and most Approved Secrets of the Trade Embracing Watch and Clock Cleaning and Repairing by J. Parish Stelle
  15. The Ladies' Book of Etiquette by Florence Hartley
  16. Eva Zeisel by Pat Kirkham
  17. Spider Speculations by Jo Carson
  18. Colt by James L. Mitchell
  19. A Book of Marionettes by Helen Haiman Joseph
  20. 50 Famous Firearms You've Got to Own by Rick Hacker
  21. Picker's Pocket Guide - Comic Books by David Tosh
  22. Duesenberg by Dennis Adler
  23. Vintage Wristwatches by Reyne Haines
  24. Watches by Dean Judy
  25. Winchester Pocket Guide by Ned Schwing
  26. Merlin's Mistake by Robert Newman
  27. Hunting Rutting Bucks by John Trout
  28. Magic - The Gathering Cards by Ben Bleiweiss
  29. Miller's Arts & Crafts by Judith Miller
  30. Gun Digest Book of Modern Gun Values by Richard Allen Mann; Jerry Lee
  31. Hot Wheels Variations by Michael Zarnock
  32. The Cartiers by Francesca Cartier Brickell
  33. The Ultimate Guide to G.I. Joe 1982-1994 by Mark Bellomo
  34. Just 30s by Angelo Van Boggart
  35. Warman's U.S. Stamps Field Guide by Maurice D. Wozniak
  36. Hunting Whitetails East & West by J. Wayne Fears; Larry Weishuhn
  37. Revolutionary Weapons | Children's Military & War History Books by Baby Professor
  38. The Tracker's Handbook by Len McDougall
  39. Good Hunting by Theodore Roosevelt
  40. Conservation of Marine Archaeological Objects by Colin Pearson
  41. A Picture Book of Bookbindings - Part I: Before 1550 - Victoria & Albert Museum by Anon
  42. "Goulash by Garage Sales and God" by Bernadette McCarver Snyder
  43. The History of Money - Money Book for Children | Children's Growing Up & Facts of Life Books by Baby Professor
  44. The Gold Rush: The Uses and Importance of Gold - Chemistry Book for Kids 9-12 | Children's Chemistry Books by Baby Professor
  45. "HTML5 and CSS3 by Illustrated Complete" by Sasha Vodnik
  46. "Alaska and Yukon Tokens: Private Coins of the Territories by 3d ed." by Ronald J. Benice
  47. The Metal Bible for Kids : Chemistry Book for Kids | Children's Chemistry Books by Baby Professor
  48. Wristwatch Annual 2017 by Peter Braun
  49. Money Lessons and Practicums -Children's Money & Saving Reference by Baby Professor
  50. The Woodcut Artist's Handbook by George A. Walker
  51. "The Phoenician Origin of Britons Scots and Anglo-Saxons - Discovered by Phoenician and Sumerian Inscriptions in Britain by by Preroman Briton Coins and" by L. A. Waddell
  52. The Stamp Finder - Tells at a Glance the Country to Which Any Stamp Belongs and Where to Place It in Your Album - The Collector's Dictionary by Anon
  53. The Gentlemen's Book of Etiquette by Cecil B. Hartley
  54. The Book of Luck by Whitman Publishing Co.
  55. Family Photographs and How to Date Them by Jayne Shrimpton
  56. The Monetary Imagination of Edgar Allan Poe by Heinz Tschachler
  57. 2012 U.S. Coin Digest by David C. Harper
  58. Manuscript Miscellanies in Early Modern England by "Starza Smith by Daniel by Dr"
  59. Vroom! How Does A Car Engine Work for Kids by Baby Professor
  60. Gun Digest 2016 by Jerry Lee
  61. Gun Digest Book of Classic American Combat Rifles by Terry Wieland
  62. 2011 North American Coins and Prices by David C. Harper
  63. 2012 U.S. Coin Digest: Dollars by David C. Harper
  64. Building Art Knife Bolsters by Joe Kertzman
  65. Inventing a Better Mousetrap by Alan Rothschild; Ann Rothschild
  66. 2016 Standard Catalog of World Coins 1901-2000 by George S. Cuhaj
  67. Standard Catalog of Vintage Baseball Cards by Sports Collector's Digest
  68. 2012 U.S. Coin Digest: Colonial America by David C. Harper
  69. Warman's 101 Greatest Baby Boomer Toys by Mark Rich
  70. Roaring Back by Curt Sampson
  71. Midget Ninja and Tactical Laxatives by Philip Sidnell
  72. Napoleon's Imperial Guard Uniforms and Equipment. Volume 2 by Paul L Dawson
  73. The Battle of the Berezina by Alexander Mikaberidze
  74. Montbrug by Gitte Tarnow Ingvardson
  75. The Coca-Cola Art of Jim Harrison by Jim Harrison
  76. Fancy Dresses Described by Ardern Holt
  77. Shooter's Bible Guide to Deer Hunting by Peter J. Fiduccia
  78. Deer Rifles and Cartridges by Wayne van Zwoll
  79. "Shooter's Bible by 108th Edition" by Jay Cassell
  80. "Standard Catalog of World Coins by 1801-1900" by George S. Cuhaj
  81. Spiffy Kitchen Collectibles by Brian Alexander
  82. Warman's Dolls Field Guide by Dawn Herlocher
  83. Warman's Comic Book Field Guide by KP Staff
  84. Standard Catalog of United States Paper Money by George S. Cuhaj
  85. 2012 Standard Catalog of World Coins - 1901-2000 by George S. Cuhaj
  86. Antique Trader Guide To Fakes & Reproductions by Mark Chervenka
  87. Encyclopedia of World Political Systems by Derbyshire
  88. European Civil and Military Clothing by Sir Frederic Stibbert
  89. "A Decade of French Fashion by 1929-1938" by Mary Carolyn Waldrep
  90. Shaker Furniture by Edward D. and Faith Andrews
  91. "Medieval Costume by Armour and Weapons" by Eduard Wagner
  92. Driving Horse-Drawn Carriages for Pleasure by Francis T. Underhill
  93. The Story Without an End by Sarah Austin
  94. Neo-Classical Furniture Designs by Thomas King
  95. The Adhesive Postage Stamp by Patrick Chalmers
  96. "American Military Shoulder Arms by Volume II" by George D. Moller
  97. Masterpieces of Women's Costume of the 18th and 19th Centuries by Aline Bernstein
  98. The Gun Digest Book of Sig-Sauer by Massad Ayoob
  99. Lost Arts of the Sportsman by Francis Henry Buzzacott
  100. Handgun Buyer's Guide by Brad Fitzpatrick
  101. Game Birds and Gun Dogs by Vin T. Sparano
  102. Smith & Wesson Hand Guns by Roy C. McHenry; Walter F. Roper
  103. The Ultimate Guide to Black Bear Hunting by Douglas Boze
  104. Classic Hunting Tales by Vin T. Sparano
  105. Guns of the Old West by Charles Edward Chapel
  106. The Greatest Hunting Stories Ever Told by Vin T. Sparano
  107. The Pipe Book by Alfred Dunhill
  108. Whitetail Tactics by Peter J. Fiduccia
  109. Sure-Fire Whitetail Tactics by John Weiss
  110. The Escape From Elba by Norman MacKenzie
  111. Successful Turkey Hunting by John Higley
  112. The Care of Fine Books by Jane Greenfield
  113. Brick Fairy Tales by John McCann; Monica Sweeney; Becky Thomas
  114. German Fighter Aircraft in World War I by Mark Wilkins
  115. Antiques Roadshow Behind the Scenes by Marsha Bemko
  116. Time Tamed by Nicholas Foulkes
  117. Civil War Legacies IV by Carol Hopkins
  118. Standard Catalog of Ferrari 1947-2003 by Mike Covelllo; Mike Covello
  119. Warman's Vintage Jewelry by Leigh Lesher
  120. Essential Winetasting by Michael Schuster
  121. Crazy Quilts by Betty Fikes Pillsbury
  122. Artifacts of a '90s Kid by Alana Hitchell
  123. Etiquette by Emily Post
  124. Mickey Mantle - Memories and Memorabilia by Larry Canale
  125. Warman's Roseville Pottery by Mark Moran
  126. A Man & His Watch by Matt Hranek
  127. Profitable Coin Collecting by David L Ganz
  128. Modern Commemorative Coins by Eric Jordan
  129. Collecting Art Plastic Jewelry by Leigh Leshner
  130. Warman's Coca-Cola Collectibles by Allen Petretti
  131. Third Reich Collectibles by Chris William
  132. Classic Hunting Collectibles by Hal Boggess
  133. Warman's U.S. Stamps Field Guide by Maurice Wozniak
  134. Baby Boomer Comics by Craig Shutt
  135. Creepy-Ass Dolls by Stacey Brooks
  136. Comic Book Price Guide by Brent Frankenhoff
  137. Standard Catalog of Handguns by Jerry Lee
  138. "Collecting Rocks by Gems and Minerals" by Patti Polk
  139. Duesenberg by Dennis Adler
  140. Vintage Wristwatches by Reyne Haines
  141. The Cartiers by Francesca Cartier Brickell
  142. Miller's Arts & Crafts by Judith Miller
  143. Magic - The Gathering Cards by Ben Bleiweiss
  144. Merlin's Mistake by Robert Newman
  145. Warman's Tools Field Guide by Clarence Blanchard
  146. The Ultimate Guide to G.I. Joe 1982-1994 by Mark Bellomo
  147. Hugh Johnson on Wine by Hugh Johnson
  148. Pakistan: In-Between Extremism and Peace by Mohammad Ali Babakhel
  149. Hunting Rutting Bucks by John Trout
  150. Standard Catalog of U.S. Military Vehicles - 2nd Edition by David Doyle
  151. Fantastic Finds by Eric Bradley
  152. Viva la Pizza! by Scott Wiener
  153. Finding Wounded Deer by John Trout
  154. Stacked Decks by The Rotenberg Collection
  155. Hunting Rutting Bucks by John Trout
  156. Pokemon Cards by Ryan Majeske
  157. Carriage Terminology by Don H. Berkebile
  158. Every Stamp Tells a Story by Cheryl Ganz
  159. The Ultimate Cigar Book by Richard Carleton Hacker
  160. The Little Guide to Vintage Shopping by Melody Fortier
  161. The GH Kaestlin Collection of Imperial Russian and Zemstvo Stamps by Thomas Lera; Leon Finik
  162. Finders Keepers by Craig Childs
  163. Vintage Fashion Accessories by Stacy Loalbo
  164. Harry Potter Collector's Handbook by William Silvester
  165. Standard Catalog of World Paper Money - Modern Issues by George S. Cuhaj
  166. To Have and to Hold by Philipp Blom
  167. Coin Clinic 2 by Alan Herbert
  168. Collecting Victorian Jewelry by Jeanenne Bell
  169. Totally Tubular '80s Toys by Mark Bellomo
  170. Standard Guide to Small-Size U.S. Paper Money by John Schwartz; Scott Lindquist
  171. Warman's John Deere Collectibles by David Doyle
  172. One Coin is Never Enough by Michael S. Shutty
  173. Antique Trader Antiques & Collectibles 2012 Price Guide by Eric Bradley
  174. Antique Trader Oriental Antiques & Art by Mark Moran
  175. Warman's Fiesta Ware by Mark Moran
  176. French Tanks of the Great War by Tim Gale
  177. Funny Face! by Rich
  178. Vintage House Book: 100 Years of Classic American Homes 1880-1980 by Tad Burness
  179. The Gun Digest Book of the Tactical Shotgun by Scott W. Wagner
  180. Just Chevys by Brian Earnest
  181. A Parent's Guide to the Best Kids' Comics by Scott Robins; Snow Wildsmith
  182. Warman's PEZ Field Guide by Shawn Peterson
  183. Only Originals by Brian Earnest
  184. Route 66 Lost & Found by Russell A Olsen
  185. Answers To Questions About Old Jewelry by C. Jeanenne Bell
  186. Standard Catalog of United States Paper Money by George S. Cuhaj
  187. The Essential Guide to Investing in Precious Metals by David L Ganz
  188. Paul Martin: My World Of Antiques by Paul Martin
  189. "Shooter's Bible by 110th Edition" by Jay Cassell
  190. Warman's Depression Glass by Ellen Schroy
  191. "U.S. Coins & Currency by Warman's Companion" by Allen G. Berman
  192. Picker's Pocket Guide - Signs by Eric Bradley
  193. CO2 Pistols & Rifles by James House
  194. The Instant Coin Collector by Arlyn Sieber
  195. Picker's Pocket Guide - Star Wars Toys by Mark Bellomo
  196. Antique Trader Perfume Bottles Price Guide by Kyle Husfloen; Penny Dolnick
  197. Marilyn Monroe: Cover to Cover by Kidder
  198. Gunsmithing: Shotguns by Patrick Sweeney
  199. Lost and Found by the Publisher of Old Cars Weekly
  200. Collectible '70s by Goldberg
  201. Warman's Vintage Jewelry by Leigh Lesher
  202. Horror Movie Freak by Don Sumner
  203. Warman's Red Wing Pottery by Mark Moran
  204. Comics Shop by Maggie Thompson
  205. "Hitlers Heavy Panzers by 1943–1945" by Ian Baxter
  206. Redlegs by John P. Langellier
  207. What We Keep by Bill Shapiro; Naomi Wax
  208. Through the Brazilian Wilderness by Theodore Roosevelt
  209. Book of Glock by Robert A. Sadowski
  210. Modern Commemorative Coins by Eric Jordan
  211. Collecting Art Plastic Jewelry by Leigh Leshner
  212. "Standard Catalog of Ford by 1903-2002" by John Gunnell
  213. Warman's Coca-Cola Collectibles by Allen Petretti
  214. Petersen's Hunting Guide to Big Game by Petersen's Hunting
  215. "Panic Scrip of 1893 by 1907 and 1914" by Neil Shafer; Tom Sheehan
  216. "Standard Catalog of Chevrolet by 1912-2003" by John Gunnell
  217. Warman's Buttons Field Guide by Jill Gorski
  218. The Ultimate Guide to Collectible LEGO Sets by Ed Maciorowski; Jeff Maciorowski
  219. Warman's Vintage Quilts by Maggi Mccormick Gordon
  220. Warman's Barbie Doll Field Guide by Sharon Verbeten
  221. Classic Hunting Collectibles by Hal Boggess
  222. Standard Catalog of Handguns by Jerry Lee
  223. "Collecting Rocks by Gems and Minerals" by Patti Polk
  224. Creepy-Ass Dolls by Stacey Brooks
  225. Comic Book Price Guide by Brent Frankenhoff
  226. Picker's Pocket Guide - Toys by Eric Bradley
  227. A Prepper's Guide to Shotguns by Robert K. Campbell
  228. The Edgemaster's Handbook by Len McDougall
  229. U.S. Coins Close Up by Robert R. VanRyzin
  230. Warman's Coins & Paper Money by Arlyn G. Sieber
  231. Just '50s by Brian Earnest
  232. Hot Wheels Spectraflame by Edward Wershbale
  233. Transformers by Mark Bellomo
  234. Gun Digest Winchester 69 Assembly/Disassembly Instructions by Kevin Muramatsu
  235. "1 by 000 Comic Books You Must Read" by Tony Isabella
  236. Gun Digest’s Double Action Trigger Concealed Carry eShort by Grant Cunningham
  237. Gun Digest 2014 by Jerry Lee
  238. Cars We Love by Brian Earnest
  239. Unlocking the Prehistory of America by Frank Joseph
  240. Creepy-Ass Dolls by Stacey Brooks
  241. Jewels on Queen by Anne Schofield
  242. Crime and the Art Market by Riah Pryor
  243. Collecting China: The Memoirs of a Hong Kong Art Addict by Brian McElney
  244. "Using Natural Finishes: Lime and Earth Based Plasters by Renders & Paints" by Adam Weismann
  245. Crime and the Art Market by Riah Pryor
  246. Art Crime and its Prevention by Arthur Tompkins; Noah Charney
  247. Warman's Vintage Guitars Field Guide by Dave Rogers
  248. Universe of Star Wars Collectibles by Stuart W. Wells III
  249. Warman's Farm Toys Field Guide by Karen O'Brien
  250. Warman's Majolica by Mark F. Moran
  251. 2012 U.S. Coin Digest: Dimes by David C. Harper
  252. Warman's Depression Glass Field Guide by Ellen T. Schroy
  253. Warman's Cookie Jars Identification and Price Guide by Mark Moran
  254. Warman's Companion Collectible Dolls by Dawn Herlocher
  255. 2016 Standard Catalog of Firearms by Jerry Lee
  256. 2012 North American Coins & Prices by David C. Harper
  257. Warman's Collectible Dolls: Antique to Modern by Mark Moran
  258. Bolt Action Rifles by Wayne Zwoll
  259. Liquidating an Estate by Martin Codina
  260. Warman's World War II Collectibles by John Adams-Graf
  261. "Dames by Dolls and Delinquents" by Gary Lovisi
  262. Postcard Collector by Barbara Andrews
  263. Answers To Questions About Old Jewelry by C. Jeanenne Bell
  264. Gunsmithing: Shotguns by Patrick Sweeney
  265. The Business of Antiques by Wayne Jordan
  266. Old Car Auction Bible by Brian Earnest
  267. Modern Commemorative Coins by Eric Jordan
  268. Collecting Art Plastic Jewelry by Leigh Leshner
  269. "Standard Catalog of Ford by 1903-2002" by John Gunnell
  270. Profitable Coin Collecting by David L Ganz
  271. Uncovered by Ian Birch
  272. Unusual World Coins by George S. Cuhaj
  273. Picker's Bible by Joe Willard
  274. Dangerous Curves by Brent Frankenhoff
  275. The Gun Digest Book of the Tactical Shotgun by Scott W. Wagner
  276. Warman's PEZ Field Guide by Shawn Peterson
  277. "Answers to Questions About Old Jewelry by 1840-1950" by C. Jeanenne Bell
  278. Picker's Pocket Guide - Baseball Memorabilia by Jeff Figler
  279. Vino Italiano by Joseph Bastianich; David Lynch
  280. On Paper by Nicholas A. Basbanes
  281. Vino Italiano Buying Guide - Revised and Updated by Joseph Bastianich; David Lynch
  282. How to Love Wine by Eric Asimov
  283. Within Overlooked by Al Amin
  284. Global Clay by John A. Burrison
  285. Modern Cast Iron by Ashley L. Jones
  286. Toy Time! by Christopher Byrne
  287. A Slepyng Hound to Wake by Vincent McCaffrey
  288. Hound by Vincent McCaffrey
  289. Shooter's Bible Guide to Deer Hunting by Peter J. Fiduccia
  290. Deer Rifles and Cartridges by Wayne van Zwoll
  291. "Shooter's Bible by 108th Edition" by Jay Cassell
  292. Long May She Wave by Kit Hinrichs; Delphine Hirasuna
  293. Thinking Small by Andrea Hiott
  294. "Old Books by Rare Friends" by Madeline B. Stern; Leona Rostenberg
  295. "The Insider's Guide to U.S. Coin Values by 21st Edition" by Scott A. Travers
  296. Spiffy Kitchen Collectibles by Brian Alexander
  297. Warman's Arts & Crafts Furniture Price Guide by Mark Moran; Mark Moran
  298. Standard Catalog of Vintage Baseball Cards by Bob Lemke
  299. Collecting Antique Marbles by Paul Baumann
  300. Third Reich Collectibles by Chris William
  301. Baby Boomer Comics by Craig Shutt
  302. The Everything Coin Collecting Book by Richard Giedroyc
  303. An Illustrated Guide To Gas Pumps by Jack Sim
  304. Warman's U.S. Stamps Field Guide by Maurice Wozniak
  305. The Everything Wine Book by Barbara Nowak; Beverly Wichman
  306. The Essential Guide to Investing in Precious Metals by David L Ganz
  307. "The Ultimate Guide to Bowhunting Skills by Tactics by and Techniques" by Jay Cassell
  308. Through the Brazilian Wilderness by Theodore Roosevelt
  309. Baxter the Retriever by John Troy
  310. Hope Diamond by Richard Kurin
  311. "Hitlers Heavy Panzers by 1943–1945" by Ian Baxter
  312. 19th-Century Patchwork Divas' Treasury of Quilts by Betsy Chutchian; Carol Staehle
  313. Hunting Dangerous Game by Vin T. Sparano
  314. Petersen's Hunting Guide to Big Game by Petersen's Hunting
  315. "Collecting Rocks by Gems & Minerals" by Patti Polk
  316. The Man-Eaters of Tsavo by John Henry Patterson
  317. Baseball Hall of Fame Autographs by Ron Keurajian
  318. Just Fords by Brian Earnest
  319. Italian Renaissance Frames at the V&A by Christine Powell; Zoe Allen
  320. Conservation of Ruins by John Ashurst
  321. Risk Assessment for Object Conservation by Jonathan Ashley-Smith
  322. The History of Gauged Brickwork by Gerard Lynch
  323. Architectural Tiles: Conservation and Restoration by Lesley Durbin; Lesley Durbin
  324. "X-Radiography of Textiles by Dress and Related Objects" by Sonia O'Connor; Mary Brooks
  325. Upholstery Conservation: Principles and Practice by Dinah Eastop; Kathryn Gill
  326. "Semi-Precious Stones - A Historical Article on Agate by Amber by Amethyst and Many Other Varieties of Gemstones" by Edwin W. Streeter
  327. Radiography of Cultural Material by Julia Tum; Andrew Middleton
  328. CO2 Pistols & Rifles by James House
  329. Chicago Flashback by N/A
  330. Antique Firearms Assembly/Disassembly by David Chicoine
  331. Famous Firearms of the Old West by Hal Herring
  332. A Guide Book of United States Coins 2016 by R.S. Yeoman
  333. The Old Outboard Book by Peter Hunn
  334. The NES Encyclopedia by Chris Scullion
  335. Have Yourself a Very Vintage Christmas by Susan Waggoner
  336. Blitzkrieg Russia by Jon Sutherland; Diane Canwell
  337. Forbidden Rites by Richard Kieckhefer
  338. Hidden Treasures by Harriet Baskas
  339. Forbidden Rites by Richard Kieckhefer
  340. The Adhesive Postage Stamp by Patrick Chalmers
  341. Wellington's Spies by Mary McGrigor
  342. British Concentration Camps by Simon Webb
  343. Standard Catalog of Ruger Firearms by Jerry Lee
  344. Have Yourself a Very Vintage Christmas by Susan Waggoner
  345. Roadkill Abc by Adair McPherson
  346. Gun Digest 2013 by Jerry Lee
  347. Forty Years of Airfix Toys by Jeremy Brook
  348. Gun Digest's Revolver Maintenance Concealed Carry eShort by Grant Cunningham
  349. Gun Digest Book of Exploded Gun Drawings by Kevin Muramatsu
  350. Winchester Repeating Arms Company by Herb Houze
  351. Gun Digest Browning T-Bolt Assembly/Disassembly Instructions by Kevin Muramatsu
  352. Gunsmithing - Rifles by Patrick Sweeney
  353. Standard Catalog of Colt Firearms by James Tarr
  354. Gun Digest’s Why Revolvers for Concealed Carry? eShort by Grant Cunningham
  355. Custom Rifles - Mastery of Wood & Metal by Tom Turpin
  356. Gun Digest’s Choosing Concealed Carry Revolvers eShort by Grant Cunningham
  357. Gun Digest Book of Modern Gun Values by Phillip Peterson
  358. The Year's Work in the Oddball Archive by Charles M. Tung; Aaron Jaffe; Grant Farred; Seth Morton; Joseph Campana; Theodore Bale; Atia Sattar;
  359. Inventing a Better Mousetrap by Alan Rothschild; Ann Rothschild
  360. Ghost Towns of Montana by Shari Miller
  361. Clock Cases by Nigel Barnes; Karoliina Ilmonen
  362. Advertising Management by Donald W Jugenheimer; Larry D Kelley; Fogarty Klein Monroe
  363. Fragments of the World: Uses of Museum Collections by Suzanne Keene
  364. "HTML5 and CSS3 by Illustrated Introductory" by Sasha Vodnik
  365. Rag Darlings: Dolls From the Feedsack Era by Gloria Nixon
  366. "How To Make Doll Clothes - A Book For Daughters by Mothers And Grandmothers" by Emily Dow
  367. How Do They Do It? Paper Bills Edition - Money Learning for Kids | Children's Growing Up & Facts of Life Books by Baby Professor
  368. Dynastic Rule by Geraldine Norman
  369. I'd Rather Be Reading by Guinevere De La Mare
  370. Celebrating Canada by Peter E. Baker
  371. Millionaire Legacy by Thomas P. Curran
  372. "Standard Catalog of World Paper Money by General Issues by 1368-1960" by George S. Cuhaj
  373. Antique Trader Black American Price Guide by Kyle Husfloen
  374. Collecting Lladro by Peggy Whiteneck
  375. Old English Chintzes - Chintz in Relation to Antique Furniture by Hugh Phillipe
  376. An Introduction to American Antique Glassware by Alice Van Leer Carrick
  377. Building Art Knife Bolsters by Joe Kertzman
  378. The Brick Bible by Brendan Powell Smith
  379. "Gun Trader's Guide by Thirty-Fourth Edition" by Stephen D. Carpenteri
  380. Abbott's American Watchmaker by Henry G. Abbott
  381. Hunting Whitetails East & West by J. Wayne Fears; Larry Weishuhn
  382. The Tracker's Handbook by Len McDougall
  383. Good Hunting by Theodore Roosevelt
  384. Emily Gets Her Gun by Emily Miller
  385. Tales of Woods and Waters by Vin T. Sparano
  386. Wellington's Worst Scrape by Carole Divall
  387. 36 Bottles of Wine by Paul Zitarelli
  388. Shotgunning by Bob Brister
  389. Brick Fairy Tales by John McCann; Monica Sweeney; Becky Thomas
  390. Successful Turkey Hunting by John Higley
  391. The Care of Fine Books by Jane Greenfield
  392. The Ultimate Hunting Dog Reference Book by Vickie Lamb
  393. Christmas Remembered by Ben Logan
  394. Gun Trader's Guide to Shotguns by Robert A. Sadowski
  395. Watch Repair for Beginners by Harold C. Kelly
  396. The NRA Step-by-Step Guide to Gun Safety by Rick Sapp; National Rifle Association
  397. Time Tamed by Nicholas Foulkes
  398. Geometric Dimensioning and Tolerancing by David A. Madsen
  399. World Architecture by Richard Ingersoll
  400. Fundamentals of Building Construction by Edward Allen; Joseph Iano 1.
submitted by TailExpert to CollegeTextbook [link] [comments]

Escape from Tarkov - New Player Guide!

Introduction

NEW VERSION: https://www.reddit.com/EscapefromTarkov/comments/ffyynf/escape_from_tarkov_new_player_guide_20_75_pages/

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)
Disclaimer: I haven't played Tarkov regularly in a couple months. It's possible there has been extensive changes that I have not kept up with. If there is anything I have gotten wrong or may have omitted, please let me know.
This is Primarily directed towards Tarkov Novices. 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.

Changelog

WORKING ON UPDATING FOR .12, HANG TIGHT.
6/2:
  • Added Veritas chart
  • Fixed Vaseline/Star Balm stats, lab key card.
  • Adjusted formatting slightly, spelling adjustments.
  • Added additional resource, updated old ones.

Table of Contents

  • Tarkov Overview - What is Escape from Tarkov?
  • Tarkov Resources - Useful links
  • Tarkov's Maps
  • Tarkov's Health System
  • Tarkov's Quest System and Progression
  • Tarkov's Hotkeys to Know
  • Getting Started
  • Player Scavs
  • New Player's loadouts - LL1 Traders
  • What to Loot - How to get the most money per slot
  • Stash Management - How to combat Gear Fear
  • What now?

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 'Scavs' (Scavengers) 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.
It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, attention to detail with loot placement, and options for combat. 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 to 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.

Quick-Reference Ammo Chart

Created by SirKilljoy, you can find it here. Note: As of 6/2/19, Outdated. Searching for updated file. Send if you have one!
An updated ammo chart can be found here. It's not fancy or quick reference though. Sorry!

Tarkov Wiki

Absolutely fantastic resource. You can visit them here.
It is a massive collection of everything that we players have been able to find.
They contain trades, user-created maps, lists of ammo, parts, weapons, loot, etc. If it's in the game, it's on the Wiki, somewhere.
I highly recommend opening the wiki page for the Map that you plan on raiding in.
Factory
Customs
Woods
Shoreline
Interchange
The Lab ('Labs')

Map Keys and You

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.

Tarkov's Weapon Compatibility Guide

Pretty self explanatory. Also includes a Key guide and a Mod guide.
Check it out here.

HUGE Reference Bible by Veritas

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.

Tarkov's Maps

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 exfils 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.
You can load Raids in an OFFLINE status, which allows you to explore the map or practice against AI without losing gear.
You do not keep any EXP or gear you find in the OFFLINE Raid, though.
To access OFFLINE Raids, head into a Raid normally until you see this screen.
Simply check 'Enable OFFLINE mode for this 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.)

Factory

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 recommend NOT to bring in a lot of gear to Factory until you are experienced.

Customs

Extract map
A fairly large map that was recently expanded. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side.
The location for most quests in the game. Finding geared players here is very easy, so if you are low level attempting to complete early quests (like The Bronze Pocketwatch) it's recommend to AFK in the raid for 20 mins or so, as most players will have moved out of spawns and hit the 'hot' areas already, so it's less likely to be contested, so you may grab your quest item(s) and proceed immediately to Exfil.
Contains a Scav Boss, which is a group of scavs with above-average to high-tier gear that has a chance to spawn in Dorms or Gas Station.

Woods

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 is the only known location to find the Arsenal Key, which is the rarest and most valuable key in the game at the moment.
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.

Shoreline

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.
Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline.

Interchange

Detailed map
Great, great loot area, but very complex map. Doesn't run very well on old computers. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map. 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. 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 before 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.

The Lab ('Labs')

Here's a map.
This is a very complex map, so I highly recommend you read the Wiki article and look at all the maps to get an idea of what it's like.

INSURANCE DOES NOT WORK ON THIS MAP.

If you purchase insurance and lose your items on this map, doesn't matter from whom, you will not get them back.

LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.

Labs is by far the most lucrative map to play at the moment. You can easily earn several million roubles per hour by killing Raiders (Juiced-up scavs that are ONLY on Labs), looting their equipment, then running to one of the many, many extracts. Extract camping is hard to pull off and pretty much not viable on Labs.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!

Raiders

Raiders are the avatars of Death in Tarkov, clad in USEC and BEAR hats, high-end armor, and plenty of firepower to boot. Do not fight Raiders directly. They WILL kill you. Raiders are absolutely broken this patch, and are getting fixed next patch to help fix their exploits of both poor AI and how they're a little.. insane. At the moment, the only way to kill raiders is to camp a hallway, room, or door, and attract the scavs to you, headshotting them the moment they enter before they have a chance to lock onto you.
Raiders can see you through and shoot you through surfaces you cannot.
This means you have to be very careful when engaging them. They are also often equipped with very high-end ammo, meaning that most faceshields (even Killa helmets) can be useless vs a Scav who spawned with 'big boy' ammo, 7N39. They can shoot your head if it's even slightly visible. They can prone instantly, as they have no ping. If they drop without slumping over, get to cover immediately.
Typically, strategies to farm Labs (barring rushing certain rooms for static loot) involve rushing a camp-spot and baiting raiders to your location and taking them out quickly, efficiently, and with no mercy. There are many locations to camp, and since there's so many exfiltrations, it's ultimately up to personal preference.
Raiders often spawn with armor (often Troopers and Gen4s) a rig (Sniper or Ana Alpha rig, usually) and a variety helmets and weapons. Always check the ammo the raiders spawn with. If they spawn with ANYTHING other than PS (and 12 gauge) LOOT IT! You can right click their magazine and hit 'unload ammo' to get the ammo without having to grab the mags, which saves space.
BS, BT, BP, 7N39, etc can be worth several hundred roubles a round on the market. They're extremely valuable.
Additionally, Raiders spawn IFAKS, Morphine, and grenades (F-1 & Flashbangs (Zarya)) with regularity. They can also spawn with random consumables and large clumps of cash in their pockets as well. They can spawn several backpacks, most of them being rather large, if relatively uncommon.
Additionally, Raiders can have American names, breach doors, and mumble as if they are a USEC PMC because some of the Raiders are actually USECs. You will learn with experience what the Scavs will or will not say.
Experience Farming on Labs
Labs is perhaps the best place to farm experience on the current patch.
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 currently undergoing an overhaul. At the moment, you require consumable Keycards to enter Labs, which may be purchased from Therapist or bartered Mechanic in exchange for 1 Bitcoin starting at Loyalty Level II. They can also be found in drawers and jackets. Scavs can drop permanent keycards that replace most keys used in the previous iteration of labs.
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.
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!
Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.)
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.
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.
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.
Health Items
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.

Health Restoration

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.
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. 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. Not generally recommended to take because fractures effects can be greatly mitigated with the use of Painkillers. Available from Therapist at Level I, no quest needed.
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.
Salewa
Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. Relatively expensive at 13k roubles per kit, though. 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.
Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II.
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.
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.

Pain Management

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.
Analgin Painkillers
The holy grail of pain medication. With the recent changes, "Painkillers" now have 4 total uses, not 1. The total duration is now 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.
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. 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, 260s. 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 to sell to Therapist when found.
Ibuprofen
Powerful painkiller. Lasts 600 seconds and has 12 uses. However, it is not recommended to use it as a Painkiller. It is very valuable because it cannot be purchased from Dealers, it must be found, and it is a barter component to late-game containers, the Keytool and THICC Items Case.
Vaseline
Powerful medical item. Cannot be purchased from dealers. Has 10 uses. Removes Pain.
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. However, because Hydration is usually easy to restore (Liquids are easy to find as 'common' or 'trash' tier loot), and Energy at the moment can't run to 0 within current Raid timers, it is Recommended to just to sell to Therapist as a Loot item.
Medical Injectors are not covered here. Essentially, they are powerful but niche items with strong side effects. Most recommended use is to store them in your Secure Container and sell them either on the Flea Market or to Therapist for roubles.
To be able to Hotkey a medicine item, they must be in a tactical rig or your pockets.

Tarkov's Quest, Progression, and Experience Systems

Tarkov features a very immersive progression system where your main character (PMC) is going into raids to acquire loot - goods that can be sold for a profit to other players, to Dealers (NPC Merchants), or used to fulfill quest requirements in order to complete them and receive your rewards. Additionally, your main character will increase their prowess in a number of skills, which increases everything from how much they can run, increases the ease of which recoil can be controlled, and even how far you can throw grenades. These are referred to 'soft skills.'
Additionally, your PMC is assigned a Level. You can increase your Level by earning Experience - which is rewarded by performing numerous tasks throughout the Raid, completing quests, examining new items, killing other players and Scavs, etc. Successfully extracting from a raid will increase the experience you earn from the raid via a multiplier.
Increasing your PMC's level will allow you to complete additional quests, which increases your Reputation with certain Dealers (and may reduce your Reputation with others) allowing you access to better equipment to purchase. Additionally, completing quests will often reward you with large sums of currency and sometimes equipment, and certain quests unlock items for purchase from that dealer.
A Dealer's arsenal of available weapons, ammo, mods, medication, containers, and etc to purchase by you is determined by their Loyalty Level - or LL, for short. Certain Dealers specialize in different kinds of equipment, and they will pay different rates or straight up not buy particular items. In a future release, eventually Dealers will offer discounts to the player based off their Loyalty Level.
Article on Dealers

Increasing Loyalty Level

Increasing your Trader's loyalty level is extremely important to your progression and overall success in Tarkov. Being able to purchase better Ammo and Equipment is essential to being able to fight other players and secure their loot for your own. Owning Prepare for Escape and Edge of Darkness (EoD) editions of Escape from Tarkov will increase your starting Reputations with Traders. It is unclear if this change will stay after the game's full release.
Typically though, you need three things to increase your Trader's level.
  • Reputation
This is accomplished via quests. Completing a quest will reward you with an increase in the quest givers' reputation, sometimes an increase in another trader's reputation, and sometimes will reduce the Reputation of another trader. Not all Traders need a certain level of Reputation to increase their loyalty Level to II. Peacekeeper and Ragman, for example, just need you to spend a certain amount of money with them.
  • Character Level and Experience Gain
The primary gate behind your trade level (and thus your overall economy and gear leverage) is your Character Level. You increase this by gaining Experience. The easiest way to gain experience is to Loot high value areas, fight players, and kill scavs while completing quests. Generally speaking, your level will advance as you play the game at a moderate pace. One way to farm experience though is to avoid looting all-together and just focus on killing a large number of scavs from a safe distance, after learning where they tend to spawn on any given map. This patch however, labs is fantastic for experience gain. (See above.) Another strategy (albeit one that takes longer) is to loot everything, then drop what you don't want. You gain experience for finding items and picking them up, so picking them up to drop them is technically the best way to gain the most exp per kill.
You can receive additional bonuses to Experience earned. Successfully extracting will increase your experience by a multiplier, typically 1.5x the experience gained during the raid, escaping also rewards a 300 exp Escape bonus which is added to your total before the multiplier is applied.
You can also receive experience bonuses for Exploration, so visiting different parts of the map will reward you with sums of experience, usually 100 to 300 or so. Killing multiple enemies in a row will reward you with Streaks, whose rewards increase as you get more kills. Getting a kill with a Headshot also significantly improves experience gain from kills. You also receive a (very small) bonus when you survive consecutive raids.
Note: Completing a Raid too early (via extraction) will cause you to receive a Run-Through status, which reduces experience earned in that raid by 50%.
Most Quests require you to be a certain level to unlock, and upon completion rewards you with a lot of exp and usually the ability to purchase specific equipment.
  • Money Spent
This is pretty self-explanatory. As mentioned above, Peacekeeper and Ragman can be increased easily just be selling and buying from them. If you need to artifically inflate the amount spent, a good idea is to purchase a large amount of cheap items from them and sell them back to the Trader. You still take a significant loss, usually around 50-60% per purchase, but since the money spent counts both items sold to the vendor and purchases, you get about 140-150% credit per item at about half the cost.

Selling Efficiency

Not all dealers pay the same for certain items. It is important to note that a lot of this is my personal experience, and prices can fluctuate as the Developers may change them for any reason. Use your own common sense and check various dealers before selling particularly lucrative items.

Prapor

Sells AKs, Magazines, many different Ammo types, Grenades, and weapon modifications. I don't tend to sell to him very often, as he doesn't pay the highest for any items that I have personally seen and because you tend to buy most Ammo and mags from him it's not a particular issue to level him up with money spent.

Therapist

Sells medical supplies, food and drink, and storage cases, which are items that effectively increase the size of your stash because they have more space inside than they take up. Most storage items are restricted to certain item types. Pays most for items like Keys, Statues, Rolers, Bitcoin, etc. Many of these items should be sold on the market instead of to her, but often times it's not worth the hassle.

Fence

Pays least for items, sells items for more than other Dealers. Items other players have sold will appear here. Only sell items to Fence that other dealers will not take! Basically a placeholder for an expanded Market.

Skier

Sells various weapons, mods, ammo, Euros, and containers. Pays most for items like Armor, backpacks, headgear, facemasks, flashlights, sights, etc. It is important to note, that Skier will not buy Weapons or most Mods. That means for things like flashlights, you have to take the flashlights/sights off the mount or rail in order for him to buy them, but he pays the best.

Peacekeeper

Deals entirely in Western equipment, UN armor, helmets, etc. Will buy most items, but will pay USD for them. Deals entirely in USD. One good way to get his money spent requirement is just to buy USD, which is used for a later quest from Skier, which unlocks his quest chain. He has a lot of good deals, experiment for yourself. At the moment his MP5 for 10 'bars' knives (scav knives) is an exceptionally good deal and easy to accomplish for new players.

Mechanic

Sells mostly completed weapons with various modifications and unique names, and mods. Sells magazines and some ammo. Offers containers as you progress. His quests are easy to complete, but often are money dumps in exchange for large sums of EXP more than anything else. Pays the most for modifications (except for sights and suppressors) and stripped guns.

Ragman

Sells backpacks, armor, tactical vests, and helmets mostly. Offers aesthetic clothing. Can obtain LL2 by just purchasing from him, does not require reputation. In fact, his first quest tasks you with that very objective. As far as I can see, he does not pay the most for any items in particular. But he is a very useful merchant once you have him at level 2. He will sell Scav Backpacks, which are an extremely efficient backpack to use as it's fairly large but very cheap.
Rule of Thumb for selling items at most value
Weapons: Strip the weapon! Take apart ALL pieces of it (including gas tubes, separating flashlights from ring mounts, etc), sell what you can to Skier. For the rest, sell to Mechanic.
Keys, Food, Medical Items, Statues, Bitcoin, Rolers, etc: Therapist or the Market. For items like this, ALWAYS check the Market first! A lot of these kinds of items are in valuable trades or are required for quests; this means that other players are often willing to pay more for them, above trader prices.

Continued below in a comment, due to character limit.

submitted by dumnem to EscapefromTarkov [link] [comments]

Insights from a new player

I've played ~20 hours and these are my thoughts for the game:
The game needs to help indoctrinate new players into the actual rhythm of the game. It has become clear to me that this game is actually a lot like Payday 2 insofar as it's about looting and surviving, and if you can't do both then either is pointless.
Gear fear could be made less of a thing if players were guaranteed at least a pistol with a full mag at the start of every game. In my new player experience, my first three successful raids were all as a Scav. I chalk a lot of that up to always being able to spawn with a primary weapon. My PMC loaded into a lot of games with only the knife, just because I had died and lost the only weapons I'd had.
Here is why this change would be both meaningful to new players while being meaningless to veteran players. As a knife-spawning PMC, I would still die better than half the time from an unseen attacker. As new players learn how to move and sneak and develop that situational awareness, even having a firearm wouldn't have mattered, because the attacker was never seen in the first place. Providing a minimum pistol would both give comfort and teeth to new players to always be able to threaten AI Scavs, but wouldn't impact veteran players in the least.
Second, the looting aspect. It's frustrating there are duffel bags to search throughout the game, but I can't pick one up and take it with me if I happened to not spawn with one already. That being said, it would be great if "loot deposit" points existed in the game, where there was another "merchant" you could pay, like insurance, to provide a spot on the map you could empty your loot into and be promised to get it whether you lived or died after depositing it.
Third, given you're a professional military veteran with survival skills, there are items a 21st century guerrilla would probably develop, if a bitcoin farm is any indicator of what is possible:
Fourth, skill perks. I'm actually disappointed that it seems the whole benefit of experience are small passive improvements to your abilities. I'm not saying they aren't impactful, just anti-climactic. Again, I have Payday 2 in mind here, on how players might build their PMC for certain playstyles. As the game advances and becomes more complex, it is conceivable that certain PMC builds may be required to even access specific loot areas on a map.
Fifth, a pocket compass would help. I'm learning the map, but I feel like my PMC would already know what I'm trying to get at, if they've been stuck in this city for long enough to build a bunker in it.
Sixth, both a more developed random-player PUG system and an option for "Lone Wolfs only", to avoid player groups.
Seventh, a PvE option, where all players are on an informal team against the AI Scavs. The only difference to this option versus the base game is PMCs would not be able to shoot at other PMCs.
submitted by etra_kurdaj to EscapefromTarkov [link] [comments]

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