Wiki

Server systems & mechanics

01

Our gameplay changes

Some places where we deliberately reshape vanilla DayZ. Several of the items below are self-coded by us and live only on the server; you won't find them as a downloadable extra anywhere. Read these first if you want to understand how Northbound actually feels different in play.

Combat

Drive-by shooting enabled

Pistols can be fired from inside a moving or stationary vehicle. The mechanic works from every seat except the driver's seat, so escorts, ambush responses and convoy defence become real options instead of "pull over and step out".

Long guns still stay slung in the cabin. Keep a sidearm holstered when you ride: it's the only barrel that will swing out a car window.

Pistols only Not from driver seat All other seats OK

Base defence

Fixed raiding

We rewrote how base parts take damage. The vanilla rules let stray bullets and even melee chip away at fortifications over time; on Northbound, a custom filter sits in front of every building part and only lets specific damage types through.

The result is bases that defend properly until someone arrives with the right tool and the right intent. Raids are events, not accidents.

Explosives Damage and break parts
Hacksaws Defeat code locks
Bullets No effect on parts
Melee No effect on parts
Conduct Having a tool does not authorise a raid. The Rules still cap raids: motive required, no spite-demolition, no repeated purposeless hits.

Communication

Adjustable radio range

Hold a radio in your hand and you can change both its frequency and its transmission range. Higher range means farther reach, but it eats battery faster: scale your output to the conversation, not the dramatic potential of yelling into the void at full power.

We also run a Discord radio bridge. Anonymous text-mirrored chatter from a designated in-game frequency appears in a Discord channel, so survivors who are offline can still hear the airwaves. For your transmissions to be relayed, your in-game radio must be on and tuned to that channel's frequency.

Frequency + range Battery scales with power Discord bridge

Identity

Self-service custom flags

Group identity should not be locked behind an admin queue. Anyone can submit a flag for their crew, faction or settlement; once approved it is stitched into the world as a real, raisable flag texture and matching armband.

Bring a logo, a colour palette, a survivor-radio call-sign. We turn it into something other survivors will recognise on a watchtower at 400 metres.

Communication

In-character radio bot

Our own Discord bot, written in-house by one of our staff team members, bridges Discord and the in-game airwaves. Hit Transmit in the dedicated IC Radio channel and your message is posted anonymously into the channel. At the same moment, a line appears at the bottom-left of every survivor's screen in-game: a survivor is speaking on 87.8 MHz.

Anyone can switch on their radio, tune to the frequency, and talk back directly. Combined with the adjustable radio range further up this page, it is the cleanest channel of contact this game has for organic roleplay: no third-party VOIP, no out-of-character workarounds, just a frequency in the dark.

World traversal

Navigation & maps

By default M opens nothing. The in-game map UI is locked behind a physical item: until you find a Deer Isle map in the world, your character genuinely doesn't know where they are.

Maps live in the kinds of places people who needed maps used to work: ranger stations, surveyor's huts, shipping offices. Until you have one, you navigate by landmarks, the sun, road signs and whatever your group can stitch together over the radio. The island's geography is meant to be earned, not handed out.

There's also a rare custom map out there, extremely hard to come by, that marks important locations across the island. If one ever ends up in your hands, hold onto it.

M requires item Find a Deer Isle map Discovery first

Ownership

Vehicles & keys

Every drivable vehicle on Northbound uses a key. Keys are not handed out by admins. They are crafted through in-game interactions that you will have to discover for yourself; how and where is part of the world and the lore.

A key does not make a vehicle untouchable. With the right tools, a car can still be entered, hot-wired and stripped. Owning the key just makes it the path of least resistance. Watch where you park.

Keys must be crafted Tools can bypass Park smart

Economy & risk

High-risk, high-reward cannabis chain

Rare cannabis seed packs now spawn across Deer Isle in different strains. But unlike standard cannabis systems, you can't simply dry and package your harvest at home. There is a single dedicated location somewhere on the island where raw cannabis can be processed into bags and bricks.

Processing valuable goods in one fixed spot comes with obvious danger: other survivors may be hunting the same opportunity, and everyone who wants in has to pass through the same door. Once your cannabis is packaged into bricks, it can be traded at a separate hidden location for rare and unique items. Reaching that point takes time, effort and a willingness to put yourself in harm's way, but the payoff can be significant.

Seed packs Spawn island-wide in different strains
Processing site One fixed location turns harvest into bags & bricks
Hidden trader Bricks buy rare and unique items

Discovery

Jim Lahey's custom map

An extremely rare Custom Map hides somewhere out there, carrying clues to several of the island's hidden mechanics and locations. It points toward the underground trade route behind the cannabis chain above, but also toward other discoveries, such as where car keys can be crafted.

Finding one of these could give you a major advantage. Some of Deer Isle's best-kept secrets are still waiting to be uncovered, and this scuffed, water-stained booklet is the closest thing to a head start anyone is going to get. If one ever ends up in your hands, hold onto it.

Extremely rare Marks hidden locations Underground trade route
02

Building

A base on Northbound is supposed to feel like a place someone built with their hands. We extend vanilla construction with serious fortification options, combination padlocks and a separate lockable chest, then let the damage filter (see section 01) protect what you put up.

The kit you'll work with

Start vanilla: rope and sticks combine into a frame, then progress through the standard tiers of fence, gate, watchtower and shelter. On top of that, an extended fortification set unlocks sandbag walls, reinforced gates, plate-armoured panels and decorative props that turn a generic compound into something defensible and personal.

Storage scales the same way. Beyond vanilla containers, a lockable chest gives you a single, hard-walled safe slot that pairs with combination padlocks.

Rope & sticks frame Sandbag walls Reinforced gates Plate panels Code lock Lockable chest Watchtowers Decorative props
Building Fortifications example 1 Building Fortifications example 2 Building Fortifications example 3
Placement Bases must fit the survival aesthetic, can't block roads, hospitals or water wells, must sit at least 600 m from large military areas, and may carry a maximum of 10 locks on the path to loot. Vehicle and base limits are spelled out in the Rules.
03

Beyond vanilla

A long list of small additions sits underneath everything above. You'll never see them advertised on the launcher; you'll just notice the world is denser than vanilla DayZ. The pages below are grouped by what they do for you, not by where they came from.

On the road

Auto-run toggle

Bind it in Controls. Hold sprint, tap the bind, release; you keep running until a movement key snaps it off. Deer Isle's roads are long.

Bicycle

Silent, fuel-free, parkable indoors. Spawns are rare; once you have one, hide it and look after it. Worth as much as a working car.

Custom road vehicles

A heavy four-wheel-drive workhorse for hauling a group and gear across rough country; and, at the other end of the spectrum, a fast classic muscle saloon that's only happy on tarmac and announces itself to everyone within two kilometres.

Flip a rolled vehicle

Misjudged a hill? Walk up to your upside-down car and the action prompt offers to flip it back over. No more wrecking a working V3S because of a bad camera angle.

Ear-plugs

Tap N to toggle them in and out. Cuts most environmental volume in half: the civilised way to ride in a loud vehicle, sit next to a generator, or sleep through a thunderstorm without ruining your evening.

Survival & the kitchen

Recipe-based cooking

Vanilla cooking still works as you remember it; on top of that, a recipe system lets you assemble multi-ingredient meals on a stove or in a pot. A real cooked meal returns far more calories than the same ingredients eaten separately, and a kitchen at home becomes one of the most reliable things a base can offer.

Combinable stackables

Half-eaten food, partial drinks, half-stack ammo, medical kits. Hover one over another in inventory and they merge. Saves slot space and makes long expeditions actually manageable.

Lockable storage chest

A dedicated, hard-walled chest with combination-lock support. Smaller than a tent, harder to crack, and good for the single most important thing in your base, whatever that turns out to be.

Combat additions

Expanded firearm catalogue

An extra layer of curated firearms sits on top of vanilla DayZ; different calibres, different roles, ammo-sharing where it makes sense. Loot remains Vanilla+, not arcade. Rare guns stay rare.

Extra emotes & idle animations

The radial gesture wheel carries more options: wave, sit, lean, stretch. Small things, but they matter when an encounter is teetering and you'd rather not raise a weapon.

Social & trade

Writable notes & journals

Paper, notebooks and pens become real items: write on them, leave them in a stash, pin one to a doorframe, post a contract on a corkboard. Anything you write stays with the item; whoever picks it up reads exactly what you left.

Hand-to-hand trade

Stand next to another survivor, point at them, and press O to hand the item in your hands straight to them. No dropping it on the ground, no rummaging through a corpse-pile of inventory. Cleaner deals, fewer "it vanished in the grass" moments.

Wardrobe & world dressing

Wider wardrobe

The vanilla wardrobe doubles in size with civilian, work and field outfits. More silhouettes mean more group identity at distance, which pairs naturally with your custom armband and flag.

Base props & furniture

A deep catalogue of placeable props, signage and furniture. Use it to make a generic compound look lived-in; bookshelves, lamps, tables, planters, signage. Organic RP lives or dies on these details.

Portable & placed lighting

Extra lanterns, work-lights, stand-mount torches and placeable lamps. Useful for compound work that has to outlast a wind-up flashlight and doesn't justify firing up a generator.

04

Restricted locations

Aerial view of Deer Isle from the north

A small number of locations on Deer Isle are intentionally locked or inaccessible at first. Getting in requires preparation, the right items, the right knowledge; sometimes all three at once.

The K-MUC bunker, the observation tower above Barringer Crater, the Temple in the southern swamp, the Ice Crypt of the north: none of them are walk-in. None of them are pointless either.

The Lore hints at where the keys are buried. The rest is exploration, conversation and trial-and-error. Everything you can't reach today is reachable by someone, eventually. That someone could be you.

"The quarantine line is a lie. The island never stopped being a laboratory."