Daily and Weekly Operational Tasks: Free XP You're Ignoring
Unlock levels, reward ranges, and reroll economics.

The decision first
Daily tasks unlock at level five.
- Daily tasks unlock at level five.
- Weekly tasks unlock at level fifteen.
- Read the eligible target type before deploying.
- Ordinary Scav kill tasks exclude bosses, Raiders, and Rogues.
- Compare reroll costs with the expected reward.
- Fence’s Scav tasks require Intelligence Center access.
The free progression most players never collect
If you only run story chapters and side quests, you are voluntarily skipping a second, parallel progression track that pays out every single day.
Escape from Tarkov hands out operational tasks on a timer: daily tasks from your traders and weekly tasks once you are further along. They ask for things you were probably going to do anyway, like eliminating scavs on Customs or extracting from a specific map, and they pay experience, cash, items, and trader reputation for the trouble. Players who ignore them level noticeably slower than players who check the task screen before picking a raid.
This guide covers when each system unlocks, what the rewards actually look like, which kills do and do not register, how the reroll mechanic works, and how the Fence-operated scav dailies feed your karma. Everything here reflects Patch 1.1.5.0 during Season 1 (KORD BREACH), verified in September 2026 against the current community wiki data and the 1.1.0.0 progression rework. Battlestate tunes reward tables and thresholds between patches, so treat every number below as a dated snapshot rather than a permanent constant.
One honesty note before the tables: the exact reward ranges come from the official wiki's Quests page and shift with balance passes. Where our research could not confirm a value for the current patch, this guide says so instead of guessing.
At a glance: the three operational task systems
Three separate timers feed you free progression. Here is the whole system on one screen.
Daily and weekly tasks appear on the trader task screen once your PMC hits the required level. Scav dailies are different: Fence issues them to your scav character, and only after your hideout has an Intelligence Center. All three systems let you replace a task you dislike, but replacement always has a price, and only Edge of Darkness owners get a limited number of free swaps.
Use the table as your morning checklist. If a row does not match what you see in game, your patch has drifted from this review date and you should trust the in-game text.
Action checklist
- Check the task screen before choosing your raid, not after.
- Stack dailies with side quests on the same map.
- Kill objectives only register normal, sniper, and player scavs.
- Reroll only when the task is impossible, not merely annoying.
- Build the Intelligence Center to open the scav daily income stream.
| System | Unlock condition | Issued by | Reroll cost |
|---|---|---|---|
| Daily tasks | PMC level 5 | Unlocked traders | Roubles plus a small rep loss |
| Weekly tasks | PMC level 15 | Unlocked traders | Roubles plus a small rep loss |
| Scav daily tasks | Intelligence Center built | Fence, to your scav | Euros or karma |
| Free rerolls | EoD edition owners only | Applies to daily tasks | 2 per day, no penalty |
Daily tasks: how they generate after level 5
The moment your PMC reaches level 5, traders start offering small randomized jobs that refresh every day.
Daily tasks are randomly generated rather than scripted. According to the current Quests documentation, the pool includes handing over specific items, eliminating scavs, eliminating PMCs, eliminating a boss, and extracting from a named location. Because the objectives are generic, most of them overlap with whatever you planned to run that evening anyway, which is exactly why skipping them wastes progression.
Each unlocked trader can offer these jobs, and the reward profile scales with the trader and your level. Peacekeeper versions can pay in euros, which matters if you are saving for his dollar-and-euro stock. A task you fail or ignore simply expires; there is no lasting penalty for letting a daily lapse, only the opportunity cost of the rewards you did not claim.
The practical habit is simple: open the task screen first, then pick your map. If a daily asks for scav kills on Woods and your Jaeger side quest also lives on Woods, one raid now feeds three reward tracks at once. Before loading in, decide which objective takes priority when those plans conflict. Carrying a difficult quest item toward extraction may be worth more than detouring for another scav. Write down the daily's remaining count, its location, and the time left so you can reassess after returning. Accept the relevant offer before attempting it, then check that it appears among your active tasks. A useful task stack shares a route and an exit; merely putting several objectives on the same map does not make their combined route sensible.
What daily tasks actually pay
The wiki documents reward bands for the current patch. Read them as ranges, not guarantees.
For characters between levels 5 and 45, the documented daily rewards run from roughly 3,782 to 10,532 experience, up to about 364,000 roubles in cash, or up to 2,815 euros on Peacekeeper-issued jobs, plus as many as five item rewards on generous rolls. Past level 46 the payouts step up sharply, which keeps dailies relevant deep into the endgame rather than fading out like starter quests.
On top of the visible loot, every completed daily also pays a small slice of trader reputation, documented as plus 0.01 with the issuing trader. That number looks trivial until you remember the loyalty rework discussed later in this guide: reputation is now one of only two currencies that open higher trader stock, and it drips in slowly. Daily tasks are one of the few renewable sources of it.
Treat these figures as a September 2026 snapshot from the wiki's Quests page. Battlestate has adjusted operational task rewards in past patches, and the ranges can move without much fanfare. If your in-game offer looks different, the game is right and the table is stale. Evaluate the actual reward bundle against what completing it consumes. A hand-in removes items you could sell or reserve for another objective, while a dedicated combat run spends ammunition, medical supplies, and potentially another kit. For an item reward, distinguish something you will use from something you would immediately sell. Its practical value to your account can differ considerably. Reputation deserves its own decision: identify the trader whose next loyalty threshold you need before treating every reputation reward as equally urgent.
| Reward type | Documented range (levels 5 to 45) | Notes |
|---|---|---|
| Experience | About 3,782 to 10,532 EXP | Scales with character level |
| Roubles | Up to about 364,000 | Varies by task and trader |
| Euros | Up to 2,815 | Peacekeeper-issued tasks |
| Items | Up to 5 per task | Random rolls |
| Trader reputation | +0.01 per task | Compounds toward loyalty levels |
| Level 46 and up | Sharply higher | Exact values not pinned in research |
Weekly tasks: the level 15 step up
Weekly operational tasks unlock at PMC level 15 and trade convenience for much larger payouts.
Where dailies ask for a handful of kills or a single extraction, weeklies demand sustained effort across several raids: bigger kill counts, harder hand-in lists, and objectives that push you onto maps you might otherwise avoid. In exchange, the experience, cash, and item rewards sit well above the daily bands, which is the documented design intent rather than a community rumor. Convert that large objective into a session budget before committing. As a planning example, six remaining extractions with three evenings available means averaging two successful extractions per evening, with additional attempts needed for deaths. Those are illustrative numbers, not a fixed weekly requirement. Include loading, inventory sorting, and kit replacement in the time estimate. If the plan already assumes every raid succeeds, the offer is more demanding than its counter suggests.
Level 15 is a meaningful threshold in general, because it is also where the flea market opens for listing and buying. Many players hit 15, get distracted by the market, and never notice the weekly tab. That is a mistake during the early and mid levels, when a single weekly can replace several raids' worth of quest experience.
Our research confirms the unlock level and the higher difficulty and reward profile, but it does not pin down the exact weekly reputation payout or reward table for Patch 1.1.5.0. Check the offer text in game and expect the numbers to drift between patches just like the daily bands. Recalculate your plan after the first session using progress actually recorded. A kill objective that looked manageable can become a poor fit if you rarely encounter eligible targets along your preferred route. Keep a final session available for missed attempts and the trader hand-in instead of scheduling the last required raid immediately before expiry. Half a weekly completed is a reason to assess the remaining workload, not a reason to sacrifice every other progression goal.
Kill objectives: what actually counts as a scav
This is the single most common way players waste a raid on a kill task.
Per the current Quests documentation, scav-kill objectives register only three categories: normal scavs, sniper scavs, and player-controlled scavs. Everything else wearing scav-like clothes does not move the counter. Bosses and their guards, raiders, and rogues generally do not count toward these objectives, even though they fight like scavs and die like scavs.
The practical consequences matter. Farming Reshala at the dorms will not tick a kill-ten-scavs daily, even though his guards look the part. Reserve raiders and Lighthouse rogues are also dead ends for this objective type. If your daily wants scav kills, you want high-density normal scav spawns, which is why experienced players route these tasks through Customs, Woods, Ground Zero, or Interchange rather than boss territory.
A separate daily type does exist that asks you to eliminate a boss outright; that is its own objective and pays accordingly. The exclusion rule applies to the generic scav-count tasks. When in doubt, read the objective text literally and assume nothing extra counts beyond what it names. If a counter stays unchanged, compare the full offer with what happened before repeating the raid. Check the character you used, the named location, the enemy category, and any additional condition actually displayed. Record the counter before departure and after returning. A squadmate eliminating a target is not evidence that your own objective advanced; inspect your own progress. If an apparently qualifying attempt still fails, retain the objective text and raid details for troubleshooting rather than spending several more kits testing the same assumption.
Extraction and hand-in objectives
The other two daily archetypes reward planning more than aim.
Extraction dailies ask you to leave a specific map alive. They pair naturally with any quest already sending you there, so fold the extraction into a raid you wanted to do and treat the daily as a bonus for surviving. Read the exact completion conditions rather than assuming that any exit will qualify. Plan both a preferred extraction and an alternative suitable for your character and equipment. Once your main objective is secured, avoid adding a contested loot stop solely because the raid has been quiet. After leaving, inspect the recorded exit status and the daily counter before queuing again. If progress did not register, investigate the displayed conditions first; repeating the fastest possible route without checking the result can waste an entire session.
Hand-in dailies ask you to turn over items. Whether every operational hand-in demands found-in-raid status is something our research does not verify for the current patch, so do not assume flea market purchases will satisfy the requirement; read the task text before spending. Found-in-raid rules for classic side quests are strict, and operational tasks follow their own wording. Inspect the exact item name and any eligibility conditions shown, then check which copies the hand-in interface accepts. Similar appearance is a poor substitute for matching the requested item. Before surrendering a scarce copy, check whether you have reserved it for a permanent quest or hideout upgrade. For a multi-item request, assess the missing pieces before committing valuable items you already own. A nearly complete list can still be a bad bargain when its last item has no reliable source within the remaining time.
For classic quest items specifically, remember that they only spawn while the task is active and live in a dedicated quest item slot. You can park them in the special quest storage tab between raids so a failed extraction does not lose them. That habit saves real grief on multi-raid hand-in chains.
Reroll economics: when to pay for a new task
Every operational task can be replaced, but replacement is a transaction, not a courtesy.
Swapping a daily or weekly costs roubles and shaves a small amount of reputation with the trader involved. That second cost is the one players undervalue: after the 1.1.0.0 loyalty rework, reputation is a gate on trader stock, so you are literally paying future shop access to dodge a chore. Rerolling a task you could have finished in one raid is almost always a losing trade.
An inaccessible map or an item you cannot realistically obtain makes an offer a candidate for replacement, but leaving it unfinished is also an option. Compare the displayed replacement cost with the time and resources you are willing to spend tonight. A new random offer is not guaranteed to solve the problem. Set your spending limit before replacing anything, and inspect each confirmation screen rather than assuming successive swaps have identical terms. In particular, check your current trader reputation against the next loyalty requirement: a small deduction matters more when you are close to that threshold. Money already spent rerolling does not make another replacement more valuable. Stop when the remaining session cannot support a fresh objective, even if the previous offer was disappointing.
Edge of Darkness owners get two free daily-task replacements per day with no cost or reputation penalty. Note that Edge of Darkness was delisted in January 2024, so this perk only matters to legacy owners; it is not something you can buy today. The two-free-rerolls figure itself comes from the wiki's Quests page and is worth confirming in game, since edition perks have been adjusted historically.
How daily tasks compound into trader loyalty
The 1.1.0.0 update quietly made operational tasks more valuable than they look.
Since Patch 1.1.0.0, trader loyalty levels require only two things: your character level and your reputation with that trader. The old sales-volume requirement, where you had to spend or earn a fortune with each trader, was removed entirely. At the same time, side tasks now batch-unlock by loyalty level, so each new tier opens both better stock and a fresh wave of quests.
In that system, the plus 0.01 reputation attached to every daily is a renewable drip of the scarcest progression currency. Side quests are finite; operational tasks are not. A player who clears even two or three dailies a day accumulates reputation that a quest-only player simply never sees, and the gap compounds over a season. Keep the arithmetic trader-specific. Progress earned with one issuer does not fill another trader's reputation gap. Check both level and reputation before choosing which offer deserves a dedicated raid: if character level is the remaining barrier, an efficient experience reward may serve you better than an awkward job for additional reputation you do not yet need. After completing a task, revisit the loyalty screen instead of assuming the reward opened the next tier automatically.
The rework also raised trader sell prices by roughly 25 percent on average and cut what traders pay you by about 20 percent, while the flea market fee moved from 3 to 5 percent. Higher loyalty levels soften all of that by opening better stock and better lines. Reputation is money now, and dailies print it.
Scav daily tasks: Fence, karma, and the Intelligence Center
Your scav character has its own daily income stream, and most players unlock it months late.
Once your hideout has an Intelligence Center, Fence starts issuing daily tasks to your scav character. The Intelligence Center itself requires the Security module as a prerequisite, so plan the build order rather than discovering the dependency at the workbench. The completed tasks pay Fence reputation, which in Tarkov means one thing: scav karma.
Each completed scav daily pays a documented plus 0.01 to plus 0.05 karma. Rerolling a scav daily costs euros or a slice of karma, so weigh replacement against leaving an unsuitable offer unfinished. Scav dailies supplement other repeatable karma gains, including successful scav extractions. Judge the net result of pursuing the objective: a task reward can be undermined by reputation losses incurred along the way. Keep Fence's offer separate from your PMC task notes so you do not spend a scav run attempting an objective assigned to the other character. If the offer sends you toward unfamiliar combat, consider whether you can identify the required target reliably before building your route around it.
Karma is not a cosmetic number. It shapes your scav cooldown timer, the quality of gear your scav spawns with, how fast the scav case returns, vehicle extraction prices, BTR courier capacity, and what Fence pays for your loot. A karma-positive scav is an economic engine; a karma-negative scav is a liability that other scavs shoot on sight.
Karma thresholds worth grinding toward
Fence reputation has documented breakpoints. Know which ones you are actually chasing.
The documented thresholds below explain why scav dailies matter beyond pocket change. The quest gates are the ones with deadlines: several story and side threads simply will not open until your karma crosses a specific line, and the only fast, repeatable lever you control is the scav daily plus disciplined scav behavior in raid.
Remember the signs work both ways. Killing AI scavs costs roughly 0.03 to 0.05 karma, killing a player scav costs about 0.1, killing a boss costs 0.2, and killing a boss guard costs 0.05. Raiders, rogues, and cultists are exempt from penalties. Positive sources include extracting as a scav, vehicle and cooperative extractions on your PMC, and killing traitor scavs or the PMCs who murdered scavs.
Fence's own loyalty ladder is pure karma: his only documented loyalty level, LL4, sits at 6.00, and crossing plus 6 opens an extra discount tab priced at 30 percent off. At the other extreme, minus 5 turns AI scavs permanently hostile and gets you refused by the BTR driver.
| Karma level | What it opens or changes |
|---|---|
| +1.00 | Unlocks Fence quest Is This a Reference? |
| +2.00 | Unlocks Network Provider - Part 1 |
| +4.00 | Unlocks Establish Contact and the Savior ending route |
| +6.00 | Fence LL4 plus a 30 percent discount tab; AI scavs assist you |
| -5.00 | AI scavs hostile on sight; BTR driver refuses service |
Operational tasks across seasons and modes
Season 1 changed who keeps their progress, and that changes how you should value these tasks.
Seasonal characters in the KORD BREACH season start fresh and reset with each season, which arrives on a roughly four-to-six-month cadence. That means every seasonal character re-earns the operational task unlocks from scratch: dailies at level 5, weeklies at 15, scav dailies once the hideout's Intelligence Center exists again. Early levels on a seasonal character are precisely where daily experience has the most leverage, so checking the task screen from your first day is one of the cheapest edges available.
Your permanent PvP and PvE profiles never reset under the season system, so dailies on those characters are pure accumulation: reputation and karma you bank stays banked. If you split time between a seasonal and a permanent profile, do the seasonal dailies first, because that progression has an expiry date.
Whichever profile you play, the habit loop is identical: check tasks, pick the map that stacks the most objectives, reroll only the impossible, and extract alive. The system rewards consistency far more than intensity.
Common mistakes that burn time and reputation
Most operational task losses come from five repeatable errors.
The first is rerolling out of irritation. Every swap costs roubles and reputation, and reputation is the currency you are farming in the first place. The second is farming kills in the wrong place: bosses, raiders, and rogues do not feed scav-kill counters, so boss hunting and daily grinding are separate activities you schedule, not combine.
The third mistake is overlooking Fence's offers when your Intelligence Center is ready. Scav dailies are another way to build karma alongside safe extractions, although an unsuitable objective can reasonably be skipped. The fourth is buying hand-in items before reading whether the task demands found-in-raid status; our research cannot confirm that rule for operational tasks this patch, so verify in the task text before spending roubles.
The fifth is ignoring weeklies after the flea market opens at 15. A weekly's payout can justify sustained effort, but it needs a realistic place in your schedule. End each session with a short task review: inspect the counters, finish eligible hand-ins, complete ready objectives through the issuing trader, and check the remaining timers. Then decide which unfinished offer is worth carrying into the next session. Do not confuse possessing the requested items with having delivered them, or reaching a counter with having collected the reward. Keeping this closing routine separate from raid preparation makes it less likely that inventory sorting or an immediate squad invitation distracts you from the final turn-in.
Action checklist
- Never reroll a task you can finish tonight.
- Scav-kill dailies go to Customs, Woods, Ground Zero, or Interchange.
- Read hand-in task text before buying anything.
- Run Fence's scav dailies every day the Intelligence Center is up.
- Clear weeklies before they expire; they are worth several raids.
Expected outcome and what to do next
Folding operational tasks into your routine changes the shape of a whole season.
If you run dailies from level 5, weeklies from 15, and scav dailies once the Intelligence Center is built, you should expect a steady drip of experience, cash, and items plus a reputation lead that opens trader loyalty levels earlier than questing alone allows, and a karma balance that keeps quest gates and Fence's discount tab within reach. None of that requires better aim; it requires checking one screen before every raid.
Next steps depend on where you are. New to the progression curve? Read /guides/early-quest-order to pair your dailies with the fastest route to the flea market, then /guides/trader-loyalty-guide for the exact level and reputation thresholds your daily rep is feeding. Building toward scav dailies? /guides/hideout-upgrade-priority shows where the Intelligence Center sits in the build order, and /guides/scav-karma-guide plus /guides/scav-run-guide cover every karma gain and loss in detail.
For data pages, /traders/fence tracks the karma system, /traders/peacekeeper is where those euro-paying dailies come from, and /maps/customs is the natural home for your scav-kill grinding. When a task sends you somewhere unfamiliar, the map pages carry extraction tables so the extraction daily never becomes a death sentence.
Avoid these mistakes
- Rerolling without checking reputation costs.
- Counting every AI enemy toward a Scav objective.
- Accepting a task that conflicts with your progression route.
Source ledger
- Escape from Tarkov Wiki - Quests (Operational Tasks)Reference
Daily unlock at level 5, weekly at 15, reward ranges, +0.01 rep per task, reroll costs, EoD free rerolls, scav-kill counting rules
- Escape from Tarkov Wiki - ScavsReference
Karma gains and losses, karma effects on cooldowns, gear, extracts, and AI behavior, hostility threshold at -5
- Escape from Tarkov Wiki - FenceReference
Fence loyalty equals scav karma, LL4 at 6.00, the 30 percent discount tab, and scav daily tasks tied to the Intelligence Center
- Official Forum - Patch 1.1.0.0 and Season 1 KORD BREACHDeveloper
Trader loyalty rework (level plus reputation only), side tasks batch-unlocking by loyalty level, and the season system context
- Escape from Tarkov - Official SiteOfficial
Current edition lineup and the discontinued status of Edge of Darkness, which frames who still holds the free reroll perk
Frequently asked questions
When do daily and weekly tasks unlock in Escape from Tarkov?
Daily tasks unlock at PMC level 5 and weekly tasks at level 15, per the current wiki documentation. Scav daily tasks are separate: Fence offers them to your scav character only after you build the Intelligence Center in your hideout, which itself needs the Security module first.
Does killing a boss count toward a kill-scavs daily task?
No. Scav-kill objectives register only normal scavs, sniper scavs, and player-controlled scavs. Bosses, their guards, raiders, and rogues generally do not move the counter. Boss-kill dailies exist as their own separate objective type, so read the task text and farm normal scav spawns for the generic version.
Is it worth paying to reroll a daily task?
Consider a reroll when the offer is impractical and you still have time to complete a replacement. Compare the displayed cash and reputation cost with your progression goals; letting an unsuitable offer expire is also reasonable. Edge of Darkness owners get two free daily rerolls per day, though that edition has been delisted since January 2024.
Do I need the Intelligence Center for scav daily tasks?
Yes. Fence's daily tasks for your scav character only appear after the hideout's Intelligence Center is built, and that module requires the Security module as a prerequisite. Each completed scav daily pays between +0.01 and +0.05 karma, supplementing repeatable gains such as successful scav extractions.
Are the daily and weekly reward numbers fixed?
No. The documented ranges for levels 5 to 45 (roughly 3,782 to 10,532 EXP, up to about 364,000 roubles, up to 2,815 euros from Peacekeeper, and up to five items) come from the wiki's Quests page as a Patch 1.1.5.0-era snapshot. Battlestate adjusts these tables between patches, so always trust the offer text in game over any guide, this one included.