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Think of it yourself... I'm too lazy to think... Please comment on this chat somehow, just words of support... I'll be very grateful...
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choose who you are in this shit
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Survive the furry-infested Chernobyl Exclusion Zone! (RPG)
3k
A video based on the Chernobyl Exclusion Zone series. Immerse yourself in the series and become its hero. Many adventures and unusual twists await you.
0
In the seventh episode of the second season of the series "Chernobyl. Exclusion Zone" (titled "Goodwin: The Great and Terrible"), Pasha attempts to rescue Gosha from the clutches of Sergei Kostenko, but fails—Gosha is taken by the head of an influential organization. To rescue his friends, Pasha must join forces with his sworn enemy. The events of the first half of the episode unfold as follows: Escape from the office: Anya tricks Igor into entering the office and locks him in, after which the guys reunite. Betrayal and attack: It is revealed that Pasha has a doppelganger—an entity from the original reality. It is under the influence of this evil entity that Pasha murders another Pasha in the past and then escapes the control of his friends. Search and abduction: The group searches for Igor and also tries to thwart the plans of Derrick Fletcher (real name Dmitry Kinyaev), the head of the Global Kintech corporation. In the seventh episode of the second season of the series "Chernobyl: Exclusion Zone," Pavel Vershinin (the main character) observes Dmitry Kinyaev.
768
Your old friend STALKER2
20
Want to dive into the world of mercenaries? Welcome!
59
Under development
181
Create your own story from your imagination.
176
Create your own story in the cubic Chernobyl Exclusion Zone
Location (Part 2)
The Northern Zone in the STALZONE wiki units high-level territories of the map designed to extract valuable northern barter resources, tough confrontation of groups and the passage of story missions. The main northern locations In the current structure of the northern lands, key interrelated zones and outposts are distinguished: Kuznya-11 is the central and most dangerous point of the North, where the interests of all factions collide. Black Detour and Reflection are key transit and combat zones. Barrier is an area with abandoned military bases, warehouses and radar stations. Other adjacent areas: Institute, Serpentine, Temple Gods, Tributaries, Labyrinth. Features of the northPharm Resources: Unique materials necessary to create top-end equipment and equipment are extracted here. Territory control: Some of the locations have basic infrastructure and outposts of groups for which there are constant wars. Dangerous environment: Increased radiation, strong anomalies and aggressive
Location
The southern zone (or simply the South) in the games of the series and the universe of Stalcraft / Stalzone is the initial stage of the game, where players are trained, develop characters from scratch, collect the first resources for barter and face the confrontation of groups of beginners. Main locations of the South Swamp: The very first starting location. There is a high level of radiation in the water, many mutants and anomalies. Bases: "Ataman's Bet" (for stalkers) and "Boat Station" (for bandits). Resources: Green mold, swamp stone. Roadside: The second zone after the swamps, serving for further development and the first clashes with enemies in the open area. Bases: "Garages" (stalkers) and "Photon-2" (bandits). Resources: Remains of copper wire, stink root. Equipment dump: Zone of radioactive scrap metal, abandoned equipment and constant skirmishes between factions. Agrocomplex "Kolos": A large industrial complex in the south, where the complexity of the farm and the complexity of skirmishes increase. Black Willows: Transitional location closer to the borders of the middle stages of the game. If you want to learn more, specify what exactly you are interested in: Points for the farm of a certain resource Passages and transitions between specific locations Tips for survival and leveling at the early stages
TERM
Thermals (thermal protection and temperature zones) in Stalzone (Stalcraft) are a metric for damage and protection against high ambient temperatures, hot zones, and anomalies, requiring the proper selection of armor, artifacts, and consumables. Thermals Levels and Mechanics. Damage Zones: High thermals (e.g., 3 or higher) are found in northern locations and dangerous zones, where without proper preparation, a character can quickly suffer critical burns to the larynx and lungs. Suit Protection: The thermal protection rating of your armor determines which zones you can comfortably enter. To overcome difficult locations, you need to boost your thermal protection through sharpening and combination sets. Survival and Damage Reduction Methods: Artifacts: To remove and compensate for thermal damage, use special artifact builds (for example, "Shards," "Crusts," and other low-budget or sharpened variations). Medications: Thermal Protection (Class 1 Thermal Barrier) is used: lasts 4 minutes, provides +25% thermal resistance, but adds 50 poisoning points and costs about 300 rubles each. It helps with burns, but does not protect against direct contact with open flame. Installations: In northern locations, the activity of thermal installations is visible to all players on the map, which often provokes large-scale PvP battles for control.
BIO
The term "Bio" in the game STALZONE (formerly known as Stalcraft) means biological contamination - one of the key environmental hazards in the Chernobyl Exclusion Zone, along with radiation, thermal exposure and psi-radiation. What is bioinfection and how it works Threat to health: When entering areas with biological contamination, the character begins to accumulate damage, which quickly leads to death if the level of protection of the equipment is insufficient. Infection levels at dangerous points can reach several units. Protection: To safely move and farm resources in such areas, it is necessary to use specialized equipment, suits with increased bioprotection parameter or collect special assemblies/containers. Important detail In the search database there is no detailed technical table for each individual level of bioprotection of specific armor suits or a detailed list of all points on the map with a clean biophone. Sources mention only the presence of bio-threats in a number of transitions and the need to select equipment (eg protective bags/suits) before forays into infected tunnels.
PSI
Psy radiation in the world of Stalzone (in the game STALCRAFT) is a dangerous type of psychosedative infection that affects the mind and causes damage to the character. It visually paints dangerous areas in purple shades and is most often found near power line towers and antennas. Mechanics and impact Scale and debuffs: The level of infection is displayed in the interface. High psi radiation slows down the character, reduces endurance and reduces the effectiveness of treatment. Protection levels: Infection is divided into levels (from 1 to 4, less often up to 5). To protect against it, you need a special costume (for example, scientific armor) or competent assembly of artifacts. Endurance threshold: The character himself without protective modules is able to withstand background psi-radiation with a force of up to 1.5 units. How to protect and treat Equipment and artifacts: Use costumes with a sufficient psi-protection index or install artifacts in containers that give resistance and output of psi-radiation. Medicines: Use a special drug "ClearMind+", which temporarily increases the resistance and helps to bring out the accumulated radiation. Psi-features of the Psi-mutants Zone: Some creatures (for example, psi-hounds) can confuse the player and create mental illusions or phantom doubles. Bossess: In certain locations (for example, in the Cinema) you can meet dangerous bosses like a Psi-Gho
Radiation
Radiation in Stalzone is one of the five main types of contamination (along with thermal, bio, psi, and cold), representing background and localized ionizing radiation. It restricts player movement, deals damage at high doses, increases damage taken from other sources, and causes bleeding. Below is a detailed analysis of radiation mechanics and countermeasures. Mechanics and Levels. Where it occurs: Radiation foci are usually located near anomalies, archanomalies, radioactive faults, bodies of water, and metal objects. In some northern and dangerous locations (for example, Radar Station Outskirts, Quiet Backwater, or Dead City), elevated background radiation covers a significant portion of the territory. How protection works: The protection (resistance) value of your suit must exceed the contamination level of the location. If your protection value is below the required threshold for the zone, radiation begins to accumulate in your body. With sufficient defense points, the accumulation is slowed or blocked. Negative effects: Small doses are not critical, but a critical accumulation of radiation dramatically reduces your survivability: the character begins to take more damage from any attacks and begins bleeding. Methods of protection and radiation removal: Medicines, drinks, and special artifacts are used to overcome radioactive zones: Medicines (Anti-radiation and radioprotectors): Allow you to temporarily increase resistance or urgently remove radiation from the body (for example, drugs of classes that remove radiation or reduce its effects). Medication use may cause a side effect in the form of mild poisoning. Drinks: Regular vodka or its modifications (such as "Crooked Claw") provide a slight warming effect and very slowly remove radiation from the body. Artifacts: Some artifacts (such as "The Brush," generated by the "Fluff" anomaly) allow the body to be almost instantly cleansed of accumulated toxins and radiation, but due to pressure changes, they may increase the risk of spontaneous bleeding.
Mutant
In the Stalzone project (in particular, on the FGM Stalzone platform), mutants are dangerous creatures that appeared due to radiation, mutagens and anomalous fields. They live on special points (spots), serve as the main threat to beginners and are the main source of primary income in the game. Features of mutant mechanics Threat: Attack anyone who comes to their territory. They pose a danger to inexperienced players, but with leveling they become an easy target. Earnings: Hunting for monsters is a great way to save start-up money (for example, for a detector). After killing from the carcass, you can remove valuable parts and sell them to a special merchant. Location: Points of appearance (spots) of monsters are marked on interactive community maps.
Military (SSOP)
Fandom) are NPC representatives of regular armies and special forces, which are found in most game locations. They are always armed better than other non-playing characters. Types and features Varieties: Divided into two types - ordinary Military and Military NATO. Differences: Differ only in voice and type of equipment, but not in its quality. Attitude to the player: Always aggressive and hostile. Diplomacy: Completely hostile to other factions and have no allies among them. Where soldiers and army checkpoints can be found in various territories, for example, at the Black Willows location, where they tightly control approaches and erect fortifications. Do you want to learn more about military equipment (such as armor or exoskeletons) or are you interested in specific locations and tasks related to them?
Zombie
Zombies (or zombies) are hostile NPC people who have lost their minds due to the long-term exposure to unprotected psi-radiation. They are aggressive, roar at the sight of the player, are armed with different weapons and are found in most locations, except for the southern zones. Features of the zombified Origin: Ordinary people or stalkers who have fallen under strong psi-radiation without protective equipment. Behavior: Attack all living creatures except mutants and other zombified. Appearance: Their faces are disfigured or in blood. Where they live: In medium and complex locations (they are not at the southern and at the Pervomaysky plant). Ranks: There are "Stalker", "Veteran" and higher ranks, use different weapons, including close combat
Whisper
Whisper is an independent religious group-faction in the realities of the STALCRAFT Wiki() universe. It consists of fanatics who did not renounce their faith after turning off the "Drumuchka" of STALCRAFT Wiki(). Historically, the roots go back to Soviet times, and in the 2000s, members of this community under the name "Monolith" held the Center of the Zone. The main features of the group Internal way of life: Fanatics pursue their goals and believe that Whisper is the protective will of the Zone itself against external threats (for example, military). Territory control: Have excellent weapons, technologies and free access to Pripyat, where other forces, including ZIVCAS Corporation, cannot break through. Skirmishes and raids: Armed detachments and agents of the Black Market are constantly making sorties on the territory of Whisper (the so-called "Black Raid" on Boral Island, where valuable bribes were mined). Game experience: During events (for example, "Black Market"), players in the "Marathon of the Dead" mode could temporarily find themselves in the ranks of the turned fighters of Whisper. Equipment: The faction has unique samples of equipment and weapons (for example, the famous "Sig Whisper" or KIM-X "Atlas").
Scientists
Scientists are the only completely friendly and neutral to all factions group that is engaged in scientific research of the anomalous Zone. General information and features of the faction Status: Allies for the absolute majority of other factions (including free stalkers, "Dawn", "Rubezh" and even "Covenant"). Where they meet: Presented in various locations as NPC characters, and also involved in open events such as "Call for Help" or distribution of supplies/first aid kits. Weapons: Have an average level of combat training and weapons, as in the field they rely more on protective suits and security than on open aggressive warfare. Role in the world and events Scientists constantly track anomalous activity, study new phenomena (for example, spatial bubbles, properties of artifacts and specific bribes such as anomalous "needles" during seasonal storms) and develop unique experimental elements of equipment, such as thermal plates or limboplasma-based drugs.
Bandit's
Bandits are one of the two main base groups in the world of STALZONE wiki - Fandom, which the player chooses after completing the training. This choice determines the starting locations, storylines, available bases and enemies on the map. Features of the faction Choice of the side: Bandits are selected on an equal par with the stalkers after passing the initial stage at the Chernobyl nuclear power plant STALZONE wiki - Fandom. Territory control: Bases and the location of points at the initial locations provide convenient and quick access to key passages to the Dump and other territories. Atmosphere: The grouping is built on the classics of the genre - a strict internal hierarchical order, slang and constant struggle for survival with "whites" (stalkers) and mutants. Plot and tasks Starting quests: Include assignments from authoritative characters (such as Komar, Varg, Bortnik, Borov, etc.) VK Play, revealing the criminal underside of the Zone. Side activities: Searching for caches (for example, Shishak's cache), clearing camps, showdowns with apostates and carrying out the instructions of local traders
Loner's
Stalkers are adventurers, explorers of the Zone, and the main characters who complete story quests, search for artifacts, and interact with local characters like the Bartender and the Foreman. Role and Gameplay Features: Exploration and Quests: Players of the Stalkers faction progress through storylines, interact with mechanics, climb cisterns, and collect caches. Tasks: An example is the quest "What Stalkers Talk About," where characters investigate strange mental phenomena or dig "trenches." Confrontation: Stalkers in such worlds typically confront bandits and other hostile groups, sharing a common game map and resource base.
Zavet
"Covenant" in STALCRAFT is the official pseudo-religious northern faction. Its fighters believe that the Zone was created by God himself to punish people for their sins. The main base of the group is located in the location of the Temple Bog, and the sect is headed by a leader nicknamed the Metropolitan. Ideology and Lor Holy Campaign: Members of the "Covenant" consider all other inhabitants of the Zone to be godless and sinners, subject to waste or suffering. Temple swamp: The abode of the faction is a swamp with many temples, which was considered a cursed place before the appearance of the Zone. Diplomacy and Relations Allies: Bandits and Scientists. Enemies: Stalkers, "Darks", "Robezh", "Whisper", Military, Orderlies and Zombified. Base and Transitions Location: The base is located in the Temple (southeastern part of the Northern zone). Connection with other places: From there there are transitions to the locations of Pritok, Lyubech-3 and Labyrinth. Transition to the faction You can join the "Covenant" after the completion of the main plot. The cost of the transition is 100,000 rubles
The mercenaries
Mercenaries in Stalzone (Stalcraft) are one of the main gangster and northern game factions, which specializes in the execution of various armed orders. General information about the group Essence: A faction of professionals dealing with orders and contracts in the Zone. Enemies: Groups such as "Zaryarya", Loners (Stalkers) and "Covenant" are hostile to mercenaries. Base and locations: The northern representation of the faction is based in the mercenary camp at the Serpentine location. Entry and passage Conditions: You can join after the completion of the main plot, receiving a notification in the PDA and contacting the recruiter Gray on the ground floor at the transition to the base in the bar. The cost of the transition: Estimated at about 15,000,000 rubles (the conditions and cost of recruitment can be updated). Plot features: Includes unique quest chains and tasks (for example, specific night surveys of characters like Roma Loza and Johnny Snoop).
Dawn
Dawn" in Stalzone (formerly known as Stalcraft) is one of the two main official groups of northern stalkers, representing a free anarchist movement (analogue of "Freedom" from the original "Stalker"). The leader of the faction is Chatsky. Ideology and relations The essence of the movement: Anarchists believe that the Zone is free and cannot have a master. They oppose any attempts to impose strict rules and laws within the CHZO. The main enemy: Group "Rubezh" (analogous to "Debt"), which is trying to establish its own orders and laws. Allies: Ordinary free stalkers and scientists. Entry and cost Conditions: Access to the entry opens after the completion of the main storyline. How to apply: You need to find a recruiter named Sozonka, who is located in a bar on the ground floor near the transition to the faction base The price of the question: The cost of transition to "Zarya" is. 15,000,000 rubles (relevant according to the change in the terms of recruitment). The set can also be temporarily closed due to a strong advantage of forces at your distribution level
Rubez
"Rubezh" is an official session/global stalker group in STALZONE (formerly known as Stalcraft), consisting of experienced fighters and former military personnel. The goal of the faction is to completely destroy the mutants and cleanse the Zone. The leader of the association is Davydov. Basic information about the group. Goals: Eradication of threats to the Zone, constant struggle against mutants, bandits and hostile forces. Leader: Davydov. Base: Located at the location of the Barrier (Northern Zone), which are abandoned military bases, warehouses and radars. Internal atmosphere: Due to constant heavy fighting, the faction has a large turnover of personnel. Relations with other factions Allies: Stalkers (in the south/base stages), Scientists. Enemies: "Zarya", Bandits, Mercenaries, "Covenant", "Whisper", Military, Zombified (in the north they can also conflict with some free stalkers). Database and opportunities Available exclusively to members of the group. Trade, auction and local NPC functions are available on the territory of the base. The development of the reputation system opens up the best offers from local traders
Groupings.
Groups are associations, clans and alliances created by the players themselves. They allow you to join forces to play together, control territories and obtain mutual benefits. Essence and opportunities of groups Association: User communities are created for joint passage of complex sections and team struggle. Mutual benefit: Help coordinate actions, trade and survive in a dangerous open world. Control and activity: Participate in conflicts for resources, resist other forces and fight for influence in the territories of the Exclusion Zone.
Guns
Melee weapons - knives, axes, bats (for example, Product 6X4, Hunting Knife, Bat with Nails, Combat Ax of Rusov). Pistols are an auxiliary (and main) slot with more than 35 models (PM, TT, APS, Glock 18C, Desert Eagle Mark XIX, PSH-12, etc.). Submachine guns (PP) are rapid-fire melee weapons (Kedr, Uzi, Walther MPK, etc.). Assault rifles are the main class of automatic weapons for medium distances (M4A1, SIG 516, AKS-74U and their modifications). Machine guns are heavy weapons with a large magazine for fire suppression. Sniper rifles are weapons for accurate shooting at long distances. Shotguns are powerful melee weapons (BM-16, various trimmings and guns like TOZ-84). Other weapons - rare and situational samples that are not included in the standard categories. Devices - special equipment and devices
Think of it yourself... I'm too lazy to think... Please comment on this chat somehow, just words of support... I'll be very grateful...
2
choose who you are in this shit
0
Survive the furry-infested Chernobyl Exclusion Zone! (RPG)
3k
A video based on the Chernobyl Exclusion Zone series. Immerse yourself in the series and become its hero. Many adventures and unusual twists await you.
0
In the seventh episode of the second season of the series "Chernobyl. Exclusion Zone" (titled "Goodwin: The Great and Terrible"), Pasha attempts to rescue Gosha from the clutches of Sergei Kostenko, but fails—Gosha is taken by the head of an influential organization. To rescue his friends, Pasha must join forces with his sworn enemy. The events of the first half of the episode unfold as follows: Escape from the office: Anya tricks Igor into entering the office and locks him in, after which the guys reunite. Betrayal and attack: It is revealed that Pasha has a doppelganger—an entity from the original reality. It is under the influence of this evil entity that Pasha murders another Pasha in the past and then escapes the control of his friends. Search and abduction: The group searches for Igor and also tries to thwart the plans of Derrick Fletcher (real name Dmitry Kinyaev), the head of the Global Kintech corporation. In the seventh episode of the second season of the series "Chernobyl: Exclusion Zone," Pavel Vershinin (the main character) observes Dmitry Kinyaev.
768
Your old friend STALKER2
20
Want to dive into the world of mercenaries? Welcome!
59
Under development
181
Create your own story from your imagination.
176