Game version · 1.1.0.0
KORD BREACH: permanent and negative season modifiers
The season introduces permanent global rules and personal modifiers. Red cards are debuffs; green cards are buffs. This page currently covers the global pool and confirmed negative effects.
- Date
- Source
- KORD BREACH season in-game interface
How modifiers work
Global modifiers affect every seasonal player and cannot be selected or changed. Personal modifiers use green cards for buffs and red cards for debuffs.
The complete positive pool will be added after verification.
- Global rules remain active for the season.
- Red cards are debuffs.
- Green cards are buffs; their full list is coming later.
Permanent global modifiers
The six global rules disable insurance, halve crafting time, set Crafting to level 51, grant 25% more experience, create an armor shortage, add Black Division combatants and remove Found in Raid requirements from Hideout construction.
- Disabled insurance.
- Jack of all trades.
- Experienced PMCs.
- Armor shortage.
- Black Division.
- Off-spec construction.
Negative modifiers
The confirmed red-card pool contains 14 modifiers affecting health, stamina, skills, secure-container rules, the Flea Market, movement, metabolism, Charisma and trader prices.
- Hemophilia (+2), Osteoporosis (+3), Ouch, it hurts! (+2), Untrainable (+10).
- Unlucky (+1), Exhaustion (+5), Allergic (+3), Broken secure container (+6).
- Flea Market unavailable (+10), Third leg (+1), Polydipsia (+2), Chronic fatigue syndrome (+2), Dwarf Nose (+2), Doctor Jekyll (+1).
Positive modifiers
Buffs are shown as green cards. The complete verified positive-modifier list will be added later without speculative names or values.