Stalker Classic
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// Conduct

SERVER RULES

Read these before applying for whitelist. They are the social contract that makes hardcore RP possible here.

Rules last updated 5. Mai 2026

// Six pillars

SIX RULES TO NEVER FORGET

These aren't the full ruleset, but every Stalker on the server is expected to internalize them. Break these and a ticket is opened on you, not the other person.

RP FIRST

Treat every interaction as in-character. No metagaming, no stream-sniping, no out-of-character malice carried into the Zone.

VALUE YOUR LIFE

If a knife is at your throat, you comply. Your character's survival comes before your impulse to fight a doomed engagement.

NEW LIFE RULE (NLR)

When your Stalker dies, you spend the next hour with no memory of how you fell - including who killed you. Your character isn't gone, but the moment that ended that life is. No going back to settle scores.

CONFIRM KOID BEFORE YOU SHOOT

Identify the target's faction before you pull the trigger. If the relations table marks them Hostile to yours, KoID applies and you may engage on sight. Otherwise, initiate verbally first. The burden of identification is on the shooter; misfire and the ticket is on you.

STAY IN ERA

The server is set in 2011. No future tech, no canon you couldn't have plausibly experienced before entering the Zone.

RESPECT STAFF

Staff calls are final in the moment. Disagree? Open a ticket and we'll review calmly. Yelling at admins in chat ends the conversation.

01 General Rules

GENERAL RULES

Updated 5. Mai 2026


0. Don't be an asshole

The guiding principle for the whole of this document, dont be an asshole.


1. LANGUAGE REQUIREMENTS

Our community has players from all over the world. To ensure clear communications for everyone. All player interactions must be spoken using English.

  • You must have a working microphone and communicate with your voice while in-game.
  • We prohibit Text RP.

2. Advertisement

Advertisement of other servers, project or discords is not permitted.
(Reminder that you can change your discord profile PER SERVER)


3. CHARACTER'S NAME

Set your character's name in the launcher parameters to match your character’s name that you provided on your whitelist application.


4. PLAYER DISCRIMINATION / DEFAMATION

There is ZERO tolerance for racism, hate-speech, harassment, trolling, sexism, sexual content or discrimination of any kind. Roleplay containing any of the above will not be tolerated EVER! You will be removed promptly from all Stalker Classic services.

-Do NOT slander, attack or harass another member of the community for any reason on any Stalker Classic platform
-Absolutely NO Erotic Role Play is permitted on any Stalker Classic Platform
-Do not talk about politics. Including past/present wars or attacks
-Anyone making any type of threat(s) against Stalker Classic, its Staff or community members will be immediately removed from all Stalker Classic services without any chance to appeal.
-DO NOT trash talk another community. Even if they do it to us.
-Do not bring drama from another community to ours.


5. CHEATING / EXPLOITING

Any form of cheating, hacking or exploiting will not be tolerated and will result in harsh punishment or removal from the community. No metagaming or powergaming: This includes misconduct against streamers, which is prohibited.
Any sort of loot-cycle (knowingly abusing restarts or crashes to double loot locations) is prohibited.


6. SAFE ZONES

We have two "Safe Zones." The zones are within and 30m around Rookie Village and the top of the steps and the interior of the Rostok Bar.

-Safe zones are marked with Yellow "Buy Sell" signs (Купить Продать)
-While in a safe zone, people DO have the right to defend themselves.
-Military personnel are permitted to initiate hostile interactions within Rookie Village.
-Duty are permitted to initiate hostile interactions within Rostock Bar.

-A Safe Zone can be voided if you cause problems for yourself. If you do, you then give up the right to be safe and can be killed after receiving two warnings.
-Players must be given 2 "CLEAR" warnings from the same player.
-Action can be taken on the third with initiation
-Friend(s)/ Group(s) from either side can NOT get involved


7. Sportsmanship

While roleplaying, your actions affect the way others will perceive you both in and out of character. When on the server, you should RP in a realistic manner and use your common sense. We strive for an immersive experience for all players on the in-game server.


8. COMBAT LOGGING / CRASHES

Logging off to avoid RP or death is prohibited.
When the server crashes / restarts during any RP interaction, it is encouraged that all parties log back in to finish the encounter. For the sake of sportsmanship,try to wait till everyone has returned to continue the RP interaction.


9. IC-Recordings

All recordings IC require you to have your PDA in your hands, we do not have "Body-Cam" or "Go-Pro". If you do not have a PDA visible in your hands in the recording (UI or on screen) the recording automatically is considered "OOC".

02 Roleplay Rules

ROLEPLAY RULES

Updated 5. Mai 2026

1. ROLEPLAY CHARACTERS

Players must always remain in character (IC) during game play. Speaking out of character (OOC) is prohibited.

Only one character can be played at a time.

Use of a 2nd account is prohibited.


2. NEW LIFE RULE

When you die, you can not remember the events that led to your death. Where, when, who or why you died are forgotten. You must wait at least 30 minutes before you can return to the area of your death. If the encounter is ongoing in which you died, you can not return until concluded.
Players may never return to loot anything, even if your death was caused by a bug or rule violation.


3. VALUE of LIFE(NVL)

NVL means that you must treat your RP life like it is real life. Ensure that you do everything possible to keep yourself alive.

  • Monolith NEVER need to value their lives.
  • Factions have NVL rights in and around a 50m radius of their base.

4. MAX GROUP SIZE

Groups are limited up to a max of (SIX)6 people.

The group cap can be adjusted for events and per special request but an increased group will only have defensive rights.

Ecologists does not count towards the maximum group cap for any group.


5. FACTION/PLAYER PATCHES

A Faction patch is exclusive to its members. You are not allowed to wear a patch from any Faction other than your own. Additionally, you are not permitted to take Faction patches from living Faction members.

  • Loners are not required to wear their patches if they so choose

6. PLAYER ALIAS

Players often assume different identities while role playing (E.G. Due to permanent death, while undercover or for other valid RP reasons). Recognizing a character by voice alone is not permitted when they're dressed differently and using a different name.

Although people can assume an alias when there is a valid RP reason to do so, alias abuse is prohibited. Alias abuse consists of using one or multiple different names to avoid RP interactions or scenarios, more specifically in particular hostile interactions, or using aliases without a valid RP reason documented with video evidence. You can only be known by your character name and one allias at any point in time [You can only have 2 names total]

All name changes must have valid RP reasoning behind them.
All permanent name changes need to be documented via the ticket system with reason(s) for that change.

  • You are not allowed to impersonate a faction member as a STALKER .

7.COMMUNICATION

Any and all IC ( In character) communication has to be conducted inside the game itself using the VOIP function.
Discord is allowed to replace radios as a stand-in for a “Secure frequency” but ONLY when on an OFFICIAL STALKER CLASSIC Discord, it can be public or private channel see #radio-info for set up.
When in such a channel IC talks must be double mic’d. Double mic is the act of speaking both in the discord channel and in game at the same time.

When you are handcuffed or have your hands raised, you can no longer access your radio button. As a result, you are not permitted to use radio communication through any external programs (e.g., TeamSpeak, Discord). Any communication on those platforms is considered out-of-character (OOC) for everyone in the channel and may not be used in-character (IC).

The “Radio Freq.” are IC channels, but OOC talks are permitted should the need arise. This is to stop the phenomenon of group “telepathy” and enhance everyone's experience on the server.

Being in a “Radio Freq” channel requires you to have a radio on your person and with an operable battery in it. A frequency chip is also required if you are a faction member.

The Ingame PDA communications are ALL IC.

All Faction members are required to be in their respective faction-IC channels while in the game.

03 Hostile Roleplay

HOSTILE ROLEPLAY

Updated 5. Mai 2026

1. KILL on SIGHT(KoS) / RANDOM DEATH MATCH(RDM)

Players are NEVER allowed to KOS/RDM other players.
Monolith are an exception to the rule, as they can KOS and be KOS’d.

  • Running the "Smugglers" route is dangerous and the Military can shoot you without initiation while you are using it.

1.1 Kill on Identification (KoID)

  1. Identification Requirement
    Players must clearly identify their target before initiating combat. Random killing or kill-on-sight (KOS) behavior is strictly prohibited. The burden of identification lies with the party that initiates combat.
  2. Faction Hostility Exception
    When faction relations justify hostility (for example, Duty vs Freedom), players may engage opposing faction members without prior verbal initiation. KoID applies to all factions that are marked as hostile toward one another on the relations chart. Factions or players marked as Neutral may not use KoID, and must follow standard initiation rules.
  3. Fair Play Requirement
    All players are expected to act with good sportsmanship. Combat should allow the other party a fair chance to react. Repeatedly killing unaware players, such as attacking from behind without giving any opportunity to respond, is not allowed.
  4. Ambush and Tactical Play
    KoID permits the use of tactical advantages, including ambushes and concealing the size of your group.
  5. Faction Representation (Armbands)
    Any stalker wearing a faction armband (special armband handed out by the faction FLAG ARMBANDS DO NOT COUNT!) is considered a member of that factions group for as long as it is worn. By doing so, they accept all related risks and hostilities. Stalkers not wearing a associated armband are not part of any engagements and need to initate seperately.
    Armbands can only be worn when traveling with a faction otherwise they are invalid.
    Any stalker that is not wearing an armband (Stalker Patch) is considered UNKNOWN. This can lead to people not being able to identify you properly and may result in misidentification, which can lead to an uncompensatable death. Not wearing one does not allow you to ignore the rules.
  6. Stalkers
    Stalkers may engage factions that are marked as hostile. Any faction fired upon by stalkers is permitted to return fire. Hostile intent is not limited to gunfire and also includes actions such as threats, aggressive behavior, or clearly hostile remarks.

2. HOSTILE INITIATION

To initiate a hostile interaction, you must make verbal commands with consequences (e.g. put your hands up, stop or I will shoot..., etc). All initiators must be visible and not hiding at the time of initiation.

  • Victims must be given 10 seconds to comply in order to evaluate their 360° surroundings.
  • The victim is allowed to defend themselves if their attacker(s) drop their guard. Observe the NVL rule and good sportsmanship while doing so.

Vehicle Initiation

  • Initiating on vehicles must be conducted in the same manner as a standard initiation.
  • Players inside a moving vehicle are not required to value their lives when an initiation occurs.

3. HOSTAGES / ROBBERIES

Players are officially considered a hostage as soon as their hands have been restrained.

  • You may not hold someone hostage for an excessive amount of time.
  • If you are the victim and you have to disconnect for any reason before the conclusion, please open a ticket within 24 hours to convey the reason for the disconnect otherwise it will be treated as a “Combat-Log”.

You may kill a compliant hostage if RP allows it.

  • Negotiations break down
  • They show no fear, they are overly rude/disrespectful or no value for their life.

Make sure the victim can survive once released. Ensure they are left with the following:

  • Half of the ammo they had for their weapon (If you replace their weapon, make sure they have ammunition for the replacement weapon with the equivalent amount.)
  • Food and drink.
  • Medical supplies such as bandages and anti-radiation treatment
  • A working gas mask with at least one working filter.

If the player did not have any of these items beforehand, you are not required to reimburse them.

A hostage is allowed to fight back and escape if the roleplay allows it, within the NVL rules.


4. HOSTAGE NEGOTIATIONS

When a player is taken hostage, both sides groups, factions or players must value the hostage's life.

  • If a ceasefire is agreed on to do negotiations, Good sportsmanship is required to be upheld for the duration and at the end of the negotiations.

5. DURATION OF A HOSTILE INITIATION.

Players retain hostile rights for 30 minutes after the initial initiation has ended. The interaction ends when the parties separate from each other.

After 30 minutes and contact has not reengaged, players must reinitiate.

Any player entering an area where an active gunfight is taking place assumes the risk of being killed.


6. TORTURE/MUTILATION ROLEPLAY

Torture / mutilation roleplay should be used as a roleplay enhancement tool not as the focal point of the roleplay.
Power gaming mutilation is not permitted.

  • Examples of such include but are not limited to; Removing hands, feet, vital organs etc.

If mutilation does occur please try to provide the victim with RP items to help play out the injuries, as an example: An eyepatch for a wounded / lost eye. There are a number of crafts from rags that can be used.


7. PERMANENT KILL(PK)

Factions may gain PK rights on another player if enough valid proof shows that the player has hindered them in a major way. If a faction wishes to PK someone they must open a ticket and present all evidence to be reviewed by Staff. A PK is a full character wipe; and a new whitelist is required.

  • Only Factions can PK a player
  • Self PK's can be requested with a ticket. Players must explain their reasoning behind the self PK.

8. AMNESIAC

Amnesiac is an in-game injectable that can be given to a player. Players may administer amnesiac as part of RP, if so they must make it clear they are doing so (i.e. stating "You are being injected with amnesiac"). At which point the victim is unable to recall anything that happened to them for the past 1 hour.
Anything leading up to, and including, the administration of the amnesiac is forgotten. All players must RP accordingly.

04 Faction Rules

FACTION RULES

Updated 5. Mai 2026

1. ROLEPLAY QUALITY

Faction members are expected to play with a higher quality of role-play(RP) than others.
Faction Members are expected to comply with the server rules at all times. In general three rule violations will result in removal from the faction.
Staff reserve the right to remove players when necessary.
Staff will issue faction strikes as needed.

A Faction member must always be easily identified by others, As such all faction members must wear a jacket / shirt and pants from their faction Vendor.


2. JOINING FACTIONS

Joining most Factions is by invitation only. Some factions openly recruit while others do not. Some Open Faction application may post in Announcement by Staff.
There is also no guarantee that the faction you are interested in will extend an invitation. Each Faction has a CAP they must observe.


3. SPECIAL FACTION GROUP LIMITATIONS

Factions can travel with as many members as they want within the 50m radius of their base of operations.


4. FACTION CONFLICTS

Conflicts always come before a war. Factions will need to have at least one conflict before starting a war with that Faction. Factions starting a conflict must make a demand(s) of the opposing Faction, They will have up to 36 hrs to respond.
If the demands are met, the slate is clean and will not count as a conflict.
If demands are not met, open a ticket explaining all aspects of the conflict.

The territory the fight occurs in does not become the property of the winning Faction..
Factions may make OoC agreements (e.g. no PK etc.), but Staff must be informed of these agreements.
Conflicts can last up to 5 days, with the winning Faction receiving the agreed upon terms set beforehand. If there is no clear winner that can be determined out from the agreed terms, staff will declare one.

BATTLE ANNOUNCEMENTS

  • A Discord PDA post must be made 12 hrs prior to each battle's start.
  • Post must include the time and place of the battle to warn others
  • Outsiders entering the area at own risk of being killed on sight
  • KoS is only allowed in the area the battles occur and only by the Conflicting factions.

5. FACTION WARS

The Faction initiating the War must open a ticket and contact with the opposing Faction declaring they wish to go to War with the reasons and demands. To start a war a strong RP reason is needed and at least one Conflict must have occurred within the last 2 months. A war can last up to a maximum of 10 days.

OoC agreements can be made (e.g. no PK etc.), these must be clearly stated in the ticket.
The Factions leaders will determine a point system for the war.

  • Warring faction leaders must open up a ticket for staff communications
  • KoS against opposing Faction allowed anywhere except Rookie Village

The Winner is declared by one of the following:

  • Faction leader executed.
  • Faction with more points/days.
  • Surrender
  • By Staff if needed at the end of the 10th day.

6. BASE RAIDS

Base raids can only occur when at war and Staff approval is required first.
During the raid, the raid leader will need to arrange a time for an Admin to oversee the raid and check the requirements are met. If the requirements are not met, the Admin must inform the raid leader in the ticket

The requirements are as follows:

  • Must be 2 defenders at base to proceed
  • Raids can last up to 2 hours.
  • Attackers can loot gear from anywhere inside(Sportsmanship)
  • An opposing Faction member can be taken hostage during an Raid.
  • Opposing faction vendors are strictly off limits and under no circumstances should they be used or interacted with.

A war hostage may be held for a maximum of 24 hours unless an OOC agreement is made and posted in the war ticket. Regular hostage rules otherwise apply.


7. FACTION MEMBERS PERMANENT KILL(PK)

Factions may request a PK on an opposing Faction member's player if enough valid proof of IC grievance
If a Faction wishes to PK someone they MUST open a ticket, present all evidence to be reviewed by Staff.
A PK is not a forced faction removal.

  • ALL storage/inventories for players are wiped for any PK
  • PDA account will be reset on a PK

8. FACTION STRIKES

If a Faction breaks too many rules, it will be subject to receiving a Strike.
If there is a severe rulebreak made by Faction member(s) that can result in a Faction Strike and removal of the player(s) that were involved.

  • Two(2) Faction Strikes can equal a Leadership change,
  • Reaching three (3) is a Faction Wipe.

Strikes are removed after 2 months if no recurrences. An additional strike will double time to 4 months before one is dropped.


9. LEAVING / CHANGING FACTIONS

When leaving a faction, the player must open a ticket to inform staff. Failure to inform staff will result in extended time before you can join a new faction, no matter the departure status.
Players who leave a faction voluntarily must wait two days (48 hours in-game play time) before joining another faction.

The waiting time to join a new faction can be extended by staff based on the nature of the departure from the faction.
Under special circumstances a faction member may be eligible to join another faction immediately. A strong RP reasoning and evidence must be provided by members seeking transfer, and leadership of the faction accepting this in a separate ticket.

When leaving a faction, you may ONLY take a limited amount with you, the total value of what may take may not exceed a worth of 50.000 for members and 75.000 for Faction leaders.

You are NOT allowed to take raw cash with a value greater then 10.000 with you when you leave a faction.

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10. FACTION PROSPECTS

Each Faction (Except Military) are allowed TWO(2) Prospects
Player can only prospect for one Faction at a time
Prospects are Loners that are in consideration of joining that Faction.
Faction leadership must open a ticket to state who is prospecting for them.
Prospects count towards the overall group size while traveling with the Faction.
They share OFFENSIVE / DEFENSIVE RIGHTS
Prospects must wear the appropriate armband of the Faction.


11. Base Raiding outside of wartime

Base raids outside wartime are limited to once per faction base per day.


READ. UNDERSTOOD. READY?

If the rules sit right with you, the next step is the whitelist application. Questions before you apply? Ask in Discord.