Nothing here came off a workshop page
Most DayZ servers differentiate with loot multipliers and a longer mod list. This one differentiates by writing the systems. Thirty-odd of them, built for this server specifically. Every number below is the value the server is actually running.
- Map
- Chernarus
- Region
- US
- Slots
- 100
- Camera
- 1PP
- Group cap
- 4 man
- Raiding
- Fri – Sun
- Cash items
- None
- Restarts
- Every 4h
The short version
There is no cash on this server
Not "cash is rare": no currency item exists at all. Your money lives on a watch that can't be removed, dropped, stored or looted, and you keep it when you die.
That watch is every key in the game
No car keys, no combination locks, no codes to leak. Your cars lock to your wrist, base doors open for your group and nobody else, and your gate opens as you drive at it.
But your money can still be robbed
Thirty motionless seconds over a corpse with a scanner takes a quarter of their wallet, up to $50,000. The victim is told the moment it starts.
You can put a price on someone's head
Fund a bounty from your group vault and the whole server sees a 500 m circle around the target for an hour of their play time. Kill them, or survive it and keep half.
You choose if you can be raided
Base on the south coast and nobody can ever breach you, but you give up breaching anyone else. It's a trade, not a safe zone: PvP is live there like everywhere else.
First person, with two exceptions
No third-person peeking over walls. Third person stays available inside vehicles and inside the trader safe zones, and nowhere else.
The watch
Every player spawns wearing one and cannot take it off. It is the bank, the trader terminal, the group vault and the car key, and it is the single reason firefights here feel different: you are never carrying your money, so you can never lose it in a gunfight. Only a scanner takes it, and only from a body.
Banking without a bank
Traders bill the watch directly. There are no cash items to stash, drop, duplicate or wheelbarrow to a trader, which quietly removes the entire category of currency exploits along with the inventory clutter.
You draw a paycheck while you play, so a bad night doesn't put you back to zero and a new player isn't priced out of the market on day one. It only counts active minutes: stand still for ten and it pauses until you move again.
Money moves between players from the map menu, for a small fee, and you can type amounts like `120k` or `1.5m`.
Live values
- Starting balance
- $75,000
- Paycheck
- $6,250
- Paid every
- 30 min active
- AFK pause after
- 10 min idle
- Wallet cap
- $12,500,000
- Transfer fee
- $50 + 2.5%
- Cash items in world
- none
The group vault
The group leader opens a shared vault once, and from then on it is where the group's money lives: contracts, King of the Hill and Exchange sales all pay into it, and the contract laptop won't run without one.
Everyone can deposit. Everyone except recruits still on their four-hour trial can withdraw. And the vault can't be hacked, only the personal wallet, so a big balance is safest parked there.
Live values
- Open fee (once)
- $50,000
- Vault cap
- $25,000,000
- Recruit trial
- 4 h, no withdraw
- Hackable
- no
The scanner does two different jobs
A dead player's watch encrypts itself instantly, so a corpse tells you nothing on its own. The SHD Scanner reads it, and it works on a body two ways.
Scan and in two seconds you learn who you just killed, which group they ran with and exactly what's in their wallet. It costs the scanner a quarter of its condition, so one scanner is four scans. Knowing whether you just shot a lone spawn or the third man of a four-stack changes what you do in the next five minutes.
Hack and it becomes something else entirely. Thirty seconds, crouched over the body, in the open, and the victim's screen tells them the moment you start, even if they've already respawned. They never learn who you are, but they know where they died. It takes a quarter of their wallet up to a hard cap and destroys the scanner outright.
Live values
- Scan time
- 2 s
- Scans per scanner
- 4
- Hack time
- 30 s
- Hack takes
- 25% of wallet
- Hard cap
- $50,000
- Per-victim cooldown
- 10 min
- Hacks per scanner
- 1, then destroyed
- Victim notified
- on hack
- Scanner price
- $25,000 or mil loot
Groups, locks and cars
Almost everything on this server runs through your group: the base, the vault, contracts, the garage. Groups are capped at four, and group membership is the only key there is, so there is no four-digit number circulating in a Discord DM six weeks after someone left the clan.
Locks that know who you are
An SHD Lock is a scanner lock tied to your group. Your people scan in; everyone else gets *Access Denied*. Add a member and they're in, remove them and they're out. Anyone can knock.
With your watch on, it's also a gate remote: one key opens the gate you're facing, and auto-open swings it as you drive at it, which sounds like a small convenience until the first time you're being chased home. Remote-opened gates close behind you after five seconds.
Live values
- Lock binding
- group, not code
- SHD Lock
- loot, or $50k at L3
- Locks per base
- 15
- Remote range
- 12 m foot / 30 m car
- Drive-up open
- yes
- Auto-close
- 5 s
Territory, and one base per group
Your base is a flag pole, and the 40 m around it is your group's territory: only your group can build, dismantle or destroy anything inside it. One base per group, at least 200 m from anyone else's pole.
The flag has to be raised to keep the base alive. Let it run out and the base starts to decay, and once a flag is fully down, enemies can destroy the pole.
Live values
- Group cap
- 4
- Territory radius
- 40 m
- Bases per group
- 1
- Flag timer
- 6 days (7 at L3)
- Recruit trial
- 4 h
Cars you own, and cars you take
There are no cars lying around the map. Every vehicle on the server was bought by a player or taken from one. Bought cars go straight into your garage, and there are no car keys: your watch locks and unlocks anything you own, and your group can use it too.
Lockpicking still works, and a successful pick makes the thief the new owner outright, so a stolen car is genuinely the thief's car now. The garage is the only truly safe place to keep one.
Live values
- Vehicle keys
- removed
- World cars
- none
- Cheapest vehicle
- $150,000
- Lockpick
- 2 min, ~40%
- Lockpick result
- owner transfer
- Garage slots
- 5 mine + 5 group
Raiding, and the choice
Raiding runs Friday 18:00 to Sunday 20:00 Central, and outside that window a charge can't be planted anywhere. Even then only doors, gates, hatches and windows can be breached. Walls are not a way in. So a raid isn't a demolition job, it's a doorway somebody is already aiming at. The bigger decision is where you put the flag in the first place.
The no-raid zone is a trade, not a sanctuary
The south coast, up to roughly the latitude of Zelenogorsk, is drawn on your map and minimap at all times, so there is nothing to guess at. Base inside it and nobody can breach your base, and you can't breach anyone else's while you're based there.
If any part of your flag's 40 m territory touches the zone, the base counts as inside: you can't sit on the line and get both. The zone blocks charges and the breaching hammer. It does not block bullets, it doesn't protect the cars parked outside your walls, and safe-cracking tablets and watch hacks still work in it.
Live values
- Raid window
- Fri 18:00 – Sun 20:00 CT
- Breachable
- doors, gates, hatches, windows
- Walls breachable
- no
- No-raid zone
- south coast, ~1/3 of map
- Touching the line
- counts as inside
- PvP in no-raid zone
- still live
What a door actually costs
There are two charges. A Light charge breaks wood and metal doors; a Heavy charge does twice the damage and breaks anything, concrete included. Neither can be bought: Light charges come out of high-tier crates, Heavies are rare rewards and never world loot.
A door is only as strong as its weakest part, and it gets tougher when nobody in the owning group has been online for 15 minutes, decided when the raid starts, so logging off mid-raid doesn't help. Up to four charges can sit on one door. The blast hits that door and any other door within 2 m. Walls, storage, loot and vehicles aren't damaged; players are.
Live values
- Wood door
- 1 Light (2 offline)
- Metal door
- 2 Light / 1 Heavy
- — offline
- 3 Light / 2 Heavy
- Concrete door
- 2 Heavy (3 offline)
- Light on concrete
- won't work
- Time to plant
- 30 s
- Fuse
- 3 min
- Charges per door
- up to 4
If you're home, you get to do something about it
Every online member gets an alert the second a charge goes on the base, with the grid and the fuse, and again when it goes off. Defenders can even hear which kind was planted.
Anyone holding pliers can defuse an armed charge in twenty seconds, and the defused charge is theirs to keep. That three-minute fuse is the whole design: raiding a base is not a silent operation. Between raids, damaged doors repair with a hammer or hatchet and the right material, but not while a raid is hot.
There's one quieter way in. The rare breaching hammer works on wood doors only: five minutes of holding for one hit, and the owners are warned when it starts.
Live values
- Defuse
- 20 s with pliers
- Defused charge
- kept
- Repair
- 15 s per hit
- Repair cost
- 3 planks / 2 plates / 1 mortar
- Repairs reopen
- 30 min after last hit
- Breaching hammer
- wood only, 5 min
And then you're still outside the box
Soft-siding is allowed, so a wall's unprotected face is still a way through for anyone who gets themselves into a position to use it. Build like someone will.
Storage is a separate problem from the building. An SHD-locked safe, locker or crate doesn't open for a crowbar and some patience: you need a charged Hacking Tablet, which comes out of the same high-tier crates as the charges. So blowing someone's gate is the start of the raid, not the end of it. The loot behind it is still locked, and you're still standing in their base while you work on it.
And charges can't be logged out with. Log off carrying one and the server drops it at your feet, so nobody parks a raid crew next to your walls overnight.
Live values
- Soft-siding
- allowed
- Military crate
- 15 s
- Rifle safe
- 45 s
- Big safe
- 60 s
- Vault
- 120 s
- Log out with charges
- dropped
Contracts, bounties and the hill
Your group runs jobs from a contract laptop at its own base. Finished contracts pay straight into the group vault, give group XP and drop a loot crate, and the best groups of the week get paid on top. Some of the jobs put you on everyone's map while you do them.
A laptop at your base
The laptop goes inside your territory, one per base, and needs an open group vault. New offers land every day at 06:00 Central. Accepting one takes a 10% deposit from the vault, which you get back when you finish and lose if you fail, time out or walk away.
Upgrading the laptop unlocks harder jobs, the weekly job and bounties. And it's part of your base like everything else: during the raid window enemies can smash it in twenty seconds, and it drops back to tier 1 with the upgrades gone.
Live values
- Laptop
- $100,000, group L2
- Tier 2 upgrade
- $100,000
- Tier 3 upgrade
- $250,000, group L4
- Offers per day
- 3 (4 at tier 3)
- Deposit
- 10%, refunded
- Reroll
- $1,000 / all $2,500
- Smash time
- 20 s, raid window
Six kinds of job
Recover a cache before another group opens it. Clear waves of infected. Hold an area while the clock runs, and it stops the moment anyone else steps in. Salvage and supply runs send you out for parts or medical supplies to hand in at the laptop.
The Courier is the loud one: carry a case at least 1.5 km and upload it, and while you carry it you're on everyone's map. If someone else uploads it, they take half the pay. About a third of offers also roll a twist, like a bigger horde, a tighter clock or night only, for more money.
Live values
- Job types
- 6
- Courier distance
- 1.5 km+
- Courier on the map
- every minute
- Twist chance
- 30% of offers
- Twist bonus
- +20% to +30%
Bounties
A tier 2 laptop can put a price on any player's head, paid from the vault. Other groups can top the pot up, and everyone who pays stays anonymous.
For the next sixty minutes of the target's online time, the whole server sees a 500 m circle around them, refreshed every five minutes, never their exact spot. Kill them and the pot is yours. Survive the hour and the target keeps half.
Live values
- Pot
- $10k / $25k / $50k
- Fee
- 10%
- Top-up
- $5,000 min
- Runs for
- 60 min of their play
- Reveal
- 500 m circle, every 5 min
- Target survives
- keeps 50%
- Protected
- under 2 h played
King of the Hill
One military zone opens at a time, announced five minutes ahead. Stand in the 30 m circle and your group builds a capture bar, faster with more of you on it. Two groups on the hill and everything freezes until one side is gone; another group alone on it drains your bar at four times the speed before it starts its own.
The winners' vault gets paid, and a fully kitted loot crate appears at the flag that anyone can loot. Winning the hill doesn't lock it to you.
Live values
- T2 hill
- $10,000 · 250 XP
- T3 hill
- $20,000 · 400 XP
- T4 hill
- $35,000 · 600 XP
- Solo capture
- 12 – 16 min
- Contested
- frozen
- Next hill
- ~45 min later
| Difficulty | Vault pay | Group XP | Ranking pts | Where it comes from |
|---|---|---|---|---|
| Easy | $8,000 | 100 | 50 | Tier 1 and 2 laptops. |
| Medium | $15,000 | 150 | 100 | Every laptop tier. |
| Hard | $30,000 | 200 | 200 | Tier 2 laptop and up. |
| Elite | $45,000 | 300 | 350 | Tier 3 laptop only. |
| Weekly | $60,000 | 300 | 500 | One per week from tier 2, resets Monday 00:00 CT, can't be rerolled. |
Every contract also ends in a loot crate your group gets first dibs on. Each week the top three groups by ranking points win $100,000 / $50,000 / $25,000 to the vault and 500 / 300 / 150 group XP; claiming a bounty is worth 150 points, surviving one 100.
One bounty puts a 500 m circle around you on every map for an hour of your play time. Nobody tells you who paid.
Things to actually do
The loot economy was rebuilt from the ground up rather than tuned: ground spawns, crate tables and trader prices all come from one item ledger, so a rifle's price, its rarity color and where it spawns agree with each other. Crate guns come fully kitted, and the top end (T4 armor, .338s, suppressors) is loot only.
Extract to trade, deploy to fight
The traders aren't on the map: you extract to them from green smoke at Altar or Green Mountain (safe, 10 s) or Staroye, Severograd and Rostoki (hot, 20 s). Coming back, pick a town, a random lottery spot, your sleeping bag, or $25,000 to land next to a squadmate.
Key rooms, the rig and the bunker
Tier 1–4 rooms all over Chernarus, each key naming the one room it opens, with the best T4 rooms out on the Berezino oil rig. A punched card opens the north-east bunker for 60 minutes, and while a room is open anyone can walk in.
150 buried stashes
Half-buried barrels hidden 10–60 m from buildings, no marker and no shovel. What's inside depends on where it sits, from hunting rifles to military armor, and any of them can hold a room key. Every restart lays out a fresh 150.
Airdrops and supply flares
A C-17 crosses the map and drops a guarded crate for whoever gets there first; the Special drop over the airfields needs six players online. Find a supply flare and you can call a crate in on your own position, with only your group told.
King of the Hill
One military zone at a time, from tier 2 towns up to Tisy and NWAF at tier 4. Hold it as a group, freeze it when it's contested, and walk away with vault money, group XP and a kitted crate anyone can steal.
Three people worth talking to
Vera Sokolova runs Black Static, a 15-quest story with a choice of who to sell out. The Quartermaster runs dailies and weeklies, Elias the dirtier side jobs, and each one tracks how much they trust you. New players get a Field Manual that pays them to learn the server.
A Service Record that outlives the wipe
41 achievements that pay money and unlock titles you wear in chat. Server firsts (first breach, first T4 room, first crown, first million) are claimed once per wipe and kept forever, and so is Founder for whoever played four hours of the first day.
Contaminated zones
Toxic gas over the oil rig and around the bunker, with armed AI in gas gear. A gas mask with a working filter is full protection, no NBC suit needed, and a Detox Stim clears what you breathed in.
Weather that actually moves
A script director owns rain, wind and fog, so fronts move in gradually instead of flickering on a timer. Morning fog rolls in around dawn, and overcast nights are properly dark.
The hundred small ones
These are the systems nobody advertises because none of them make a stranger click — and they’re the ones you’d miss within a week of playing anywhere else.
Rarity you can see
Item tiles glow by rarity, from Uncommon up to Mythic, with marks for raiding gear, collectibles and medical. The tiers come from the same item ledger that sets prices and spawns, so the colors never drift out of date.
A gunsmith at the counter
Build a gun part by part before you buy it and watch the stats change live, or upgrade the one you're carrying and pay only for the new parts. Everything a trader buys is highlighted, so selling is one click.
A player-to-player Exchange
List gear at your own price, anonymously, from your group's laptop. Buyers collect from a locker at the Trader or pay to have it delivered to their base, into a crate that can be raided if they leave it full.
One Building Plan
A single item builds every floor, wall, roof and stair. Pick a piece, see what it costs and what you have, place it, and the materials come straight out of your pockets. No nails attached to frames.
A map your squad shares
Group markers, routes you can follow with distance and ETA, pings on T, a minimap, and a squad HUD you can restyle and drag anywhere on screen. Your base's raid log and build log live there too.
Four stims
Health, blood, detox and nutrition, each on its own cooldown, found in medical stashes and high-tier crates and never sold.
Vanilla's worst habits, gone
Sprinting never drains stamina. Clothes don't wear out, only helmets and vests do. Vehicle crashes don't hurt the people inside, and guns wear at a quarter of vanilla's rate.
The friction taken out
HoverLoot (hold H and sweep), ammo dragged onto a mag loads it and moves on to the next one, and earplugs on N. None of it is a feature you'd pick a server for, and all of it is a thing you'd swear at on a server that didn't have it.
An FOV slider that goes further
The stock slider is capped by the engine, so it's replaced with one that isn't: raised to 1.4, with the ceiling compiled into the mod rather than trusted to the client.
Come break something
Read all of that or none of it — the fastest way to find out whether this is your kind of server is to spawn in with $75,000 and see how long you keep it.
- Connect
- 204.13.234.102:2302
- Discord
- discord.gg/Q23kDYz3Vv
- In the browser
- Project SHD | US | 4 Man | Weekend Raiding
New here? How to join walks you through the mods, and the rules are worth five minutes before you spawn.
Every value on this page read from the live server config · October 17, 2026
