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Wiki/Gear

All items

Catalog of all 219 items in the game: weapons, ammo, food, medicine, armor, backpacks, vehicle parts.

Showing 219 of 219Tap an item to see where to find it and how rare it is.

Primary weapons

M82A1Heavy sniper rifle. M82A1 rounds.5 kg · magazine 10very rarelyM107Heavy sniper rifle. M107 rounds.5 kg · magazine 10very rarelyMk 48Machine gun. Mk 48 belt.7 kg · magazine 100very rarelyPKMMachine gun. PKM belt.7 kg · magazine 200very rarelyM249Machine gun. M249 belt.7 kg · magazine 200rarelyM79Grenade launcher. 40 mm grenade.2 kg · magazine 1not in lootRPRSniper rifle. Sniper round.5 kg · magazine 5rarelyL96A1Sniper rifle. L96A1 rounds.5 kg · magazine 5rarelyM39 EMRSniper rifle. Sniper round.4 kg · magazine 20rarelyAK-12Assault rifle. 7.62 rounds.3 kg · magazine 30rarelyFALAssault rifle. 7.62 rounds.3 kg · magazine 30rarelyQBZ-97Assault rifle. 5.56 rounds.3 kg · magazine 30very rarelyAR-15Assault rifle. 5.56 rounds.3 kg · magazine 30rarelyM16A4Assault rifle. 5.56 rounds.3 kg · magazine 30rarelyAK-47Assault rifle. 7.62 rounds.3 kg · magazine 30rarelyTAR-21Assault rifle. 5.56 rounds.3 kg · magazine 30rarelySCAR-HAssault rifle. 7.62 rounds.3 kg · magazine 30rarelyAUG A3Assault rifle. 5.56 rounds.3 kg · magazine 42rarelyG36CAssault rifle. 5.56 rounds.3 kg · magazine 30rarelyM4A1Assault rifle. 5.56 rounds.3 kg · magazine 30sometimesAK-74Assault rifle. 7.62 rounds.3 kg · magazine 30sometimesBrown BessMusket. Musket balls.4 kg · magazine 1sometimesStriker-12Shotgun. Striker-12 shells.3 kg · magazine 18very rarelyAA-12Shotgun. AA-12 shells.3 kg · magazine 14very rarelySaiga-12Shotgun. Saiga-12 shells.3 kg · magazine 10rarelyDouble-barrel shotgunShotgun. 12 gauge shells.2 kg · magazine 2sometimesM590Shotgun. 12 gauge shells.3 kg · magazine 8rarelySawed-off M500Shotgun. 12 gauge shells.3 kg · magazine 8rarelyPDRSubmachine gun. 9 mm SMG rounds.3 kg · magazine 30rarelyThompson M1928Submachine gun. Thompson magazine.3 kg · magazine 50very rarelyMPXSubmachine gun. 9 mm SMG rounds.2 kg · magazine 30rarelyMP5Submachine gun. 9 mm SMG rounds.2 kg · magazine 30rarelyMP5KSubmachine gun. 9 mm SMG rounds.2 kg · magazine 30rarely

Pistols

Melee weapons

Grenades

Attachments

Ammo

Mines and traps

Food and water

Canned pastaFilling: hunger to full and 220 blood.0.5 kgrarelyCanned beansFilling: hunger to full and 200 blood.0.5 kgoftenBurgerHunger to full and 280 blood.0.5 kgrarelyCrackersHunger +50 and 200 blood, dry: thirst −10.0.5 kgrarelyCooked meatHunger to full, 300 blood and a little warmth.0.5 kgrarelyPizzaHunger to full and 300 blood.0.5 kgsometimesRaw meatCook it on a campfire. Can be eaten raw: 25 hunger, minus 500 blood and a risk of infection.0.5 kgrarelyCanned stewVery filling: hunger to full and 300 blood.0.5 kgrarelyChipsSnack: hunger +30 and 150 blood, but it makes you thirsty.0.5 kgoftenChocolate barSnack: hunger +30 and 150 blood.0.5 kgrarelyAppleHunger +25, 150 blood and a little thirst.0.5 kgrarelyBrothThirst +40, hunger +30, 130 blood, warms you by 1°.0.5 kgrarelyBottle of waterThirst to full and 100 blood. Refill the empty bottle at a pond, fountain, hydrant or sink.0.5 kgsometimesSodaThirst +70 and 120 blood.0.5 kgsometimesCanned coffeeThirst +50, 130 blood and warms you by 1°.0.5 kgrarelyMineral waterThirst to full and 120 blood.0.5 kgsometimesMilkThirst +80, hunger +10 and 130 blood.0.5 kgsometimesEmpty bottleRefill it at a pond, fountain, hydrant or sink.0.5 kgsometimesEmpty flaskRefill it at a pond, fountain, hydrant or sink.0.5 kgsometimesJuiceThirst +80 and 150 blood.0.5 kgsometimesThermos of teaThirst +70, 200 blood and warms you by 2°.0.5 kgrarelyWater flaskThirst to full and 150 blood. Keep the flask: refill it at a pond, fountain, hydrant or sink.0.5 kgsometimesEnergy drinkThirst +50 and 150 blood.0.5 kgrarely

Medical

Armor

Lightweight vestConcealed soft vest, grey. Body damage a quarter lower, but bleeding remains. Doesn't hinder running. Take off: /takeoff.3 kgsometimesPRESS vestBlue journalist vest marked PRESS. Body damage a quarter lower, takes a few more hits than the lightweight vest, but bleeding remains. Doesn't hinder running. Take off: /takeoff.3 kgvery rarelyLightweight vest with pouches+2 slots. Light grey plate carrier with pouches. Body damage 30% lower, but bleeding remains. Doesn't hinder running. Take off: /takeoff.3 kg+2 slotsrarelyPolice vestBlack patrol vest. Body damage 40% lower and no bleeding. Doesn't hinder running. Take off: /takeoff.4 kgsometimesMilitary body armor+4 slots. White plate carrier with pouches. Halves body damage and stops bleeding. Breaks from hits. Take off: /takeoff.5 kg+4 slotsrarelyMilitary medic vest+4 slots. White medic plate carrier with a first aid kit. Halves body damage and stops bleeding. Breaks from hits. Take off: /takeoff.5 kg+4 slotsvery rarelyMilitary chest rig+8 slots. Rig with plates in winter camouflage: halves body damage and takes more hits than body armor. Slightly slower running. Take off: /takeoff.5 kg+8 slotsrarelyReinforced police vest+2 slots. Black police tactical plate carrier. Body damage 60% lower and no bleeding. Heavy: slower running, louder steps. Take off: /takeoff.5 kg+2 slotsrarelyHeavy plate carrierBody damage 70% lower, the heavy sniper rifle doesn't kill. No running bonus, loud steps. Take off: /takeoff.7 kgrarelyAnti-tank reinforced suitBest against explosions, shrapnel and bites, body damage 70% lower. No sprinting and very loud. Take off: /takeoff.10 kgvery rarelyAnti-tank reinforced suit (white)Best against explosions, shrapnel and bites, body damage 70% lower. No sprinting and very loud. Take off: /takeoff.10 kgvery rarelyConstruction helmetConstruction hard hat: a shot to the head won't kill, but part of the damage gets through. Holds 8 pistol rounds, 2 rifle rounds. Take off: /takeoff helmet.1 kgrarelyJournalist helmetBlue journalist helmet with PRESS markings. While intact, a shot to the head won't kill. Holds 10 pistol rounds, 2 rifle rounds. Take off: /takeoff helmet.1.5 kgvery rarelyGas mask helmetSteel helmet with a gas mask and a headlamp. While intact, a shot to the head won't kill. Holds 12 pistol rounds, 3 rifle rounds, 1 sniper round. Take off: /takeoff helmet.2 kgvery rarelyTactical helmet (black)While intact, a shot to the head won't kill. Holds 20 pistol rounds, 5 rifle rounds, 1 sniper round. Take off: /takeoff helmet.2 kgrarelyTactical helmet (white)While intact, a shot to the head won't kill. Holds 20 pistol rounds, 5 rifle rounds, 1 sniper round. Take off: /takeoff helmet.2 kgrarelyOwl helmetBlack special forces helmet with a mask. While intact, a shot to the head won't kill. Holds 24 pistol rounds, 6 rifle rounds, 1 sniper round. Take off: /takeoff helmet.2 kgrarelyBlizzard helmetClosed white helmet with a visor and a fur collar. While intact, a shot to the head won't kill. Holds 30 pistol rounds, 7 rifle rounds, 1 sniper round. Take off: /takeoff helmet.3 kgrarelyHeavy helmet (black)While intact, a shot to the head won't kill. Holds 40 pistol rounds, 10 rifle rounds, 2 sniper rounds. Slightly slower running. Take off: /takeoff helmet.3 kgrarelyHeavy helmet (white)While intact, a shot to the head won't kill. Holds 40 pistol rounds, 10 rifle rounds, 2 sniper rounds. Slightly slower running. Take off: /takeoff helmet.3 kgrarely

Clothing

ClimberGrey ski suit with a climbing harness and carabiners: the warmest after the parka.1 kgrarelyBikerLeather jacket of a biker club.1 kgrarelyMilitary drifterWorn army clothes of a veteran who has long lived on the street.1 kgrarelyCivilian clothesStretched knit cardigan, turtleneck, grey trousers and a scarf. Nothing stands out.1 kgrarelyPrisonerPrison uniform.1 kgrarelyWinter armyArmy field jacket, trousers and combat helmet. Warm.1 kgrarelyRich kidExpensive clothes from a past life: not much warmth, but stylish.1 kgrarelyMarauderSleeveless hoodie, bandana and fingerless gloves.1 kgrarelySnow ghillieWhite ghillie suit of burlap strips over a smock. Warmer than ordinary clothes.1 kgrarelyMedicParamedic uniform.1 kgrarelySurvivor clothesHooded leather jacket, cargo trousers and a knit scarf: what you started in. Not very warm.1 kgnot in lootHunterBelted leather field jacket, cargo trousers, felt hat and a plaid scarf. Warm.1 kgrarelyParkaWarm: in the cold you lose heat 2.5 times slower.1 kgrarelyPilotFlight coverall with a parachute harness, sooty.1 kgrarelyFirefighterFirefighter turnout gear.1 kgrarelyPolice uniformBlue uniform jacket, turtleneck, dark trousers and a peaked cap. Keeps you warmer than ordinary clothes.1 kgrarelyCultistGreasy grey robe tied with a rope and rag wraps on the legs.1 kgrarelySpecial forcesTactical special forces uniform. Rare: only from the train and crashes.1 kgrarelyStalkerHeavy jacket, hood and mask. For trips where it is dangerous.1 kgvery rarelyScientistTorn lab coat and a scarf.1 kgrarelyHazmat suitLong rubberized hooded parka and heavy trousers with shin guards, seams taped. Lets no radiation through while durability is above 0. Wears out: −3 % per any hit (bullet, melee, zombie, blast), −2 % per minute in a radiation zone. A hazmat repair kit restores +90 %; at 0 % it does not protect and cannot be repaired.2.5 kgrarely

Gear

Vehicle parts

Avgas 100LLJerrycan, 10 L. Planes and helicopters only: in a car or a boat the engine stalls and breaks within minutes.3 kgrarelyBatteryWithout it the vehicle will not start. It does not run down. To remove: vehicle menu, "Remove battery" (needs a toolbox).3 kgsometimesPetrol AI-100Jerrycan, 10 L. For sports cars and supercars; a regular car takes it too. Won't go into a plane or a helicopter.3 kgvery rarelyPetrol AI-92Jerrycan, 10 L. Cars, motorcycles and boats. A sports car takes it, but gets slower and wears out; won't go into a plane or a helicopter.3 kgsometimesBoat propellerFor a boat or jet ski. Without a propeller the boat will not move. Installed with a toolbox.4 kgrarelyEngineSpare part for a car or a helicopter.7 kgrarelyMixed fuel jerrycan (old)Old jerrycan: these no longer exist. It turns into a jerrycan of the fuel it holds the most of.2 kgnot in lootWheelSpare part for a car. Motorcycles need a moto wheel.2 kgsometimesSteel sheetVehicle armor: while it lasts, the vehicle takes 30% less damage; hits wear it down. A motorcycle takes 1 sheet, a car 4, an SUV 6, a truck or a helicopter 8. Fitted with a toolbox. Smelted from metal in a smelter.4 kgsometimesCar radioInstall in a car, motorcycle, helicopter or plane (not a bicycle): you need a toolbox. With it the radio plays and you can switch stations.1 kgsometimesMoto wheelSpare part for a motorcycle. Does not fit a car.1 kgsometimesMain rotorThe big helicopter rotor. Without it the helicopter won't take off, even with the tail rotor.7 kgvery rarelyPropellerFor a plane. Without a propeller the plane won't take off.5 kgvery rarelyEmpty jerrycanFill it at a gas station pump: walk up, «Fill the jerry can» appears on the left. Gas station pumps give AI-92, the airfield fuel tanker gives avgas. A hose siphons fuel from a tank into it.2 kgsometimesS-5 rocketUnguided rocket for the Savage helicopter. To load: vehicle menu, "Load a rocket", or "Use" next to the helicopter. The pod holds 8.7 kgrarelyRepair kitFully repairs any vehicle: car, motorcycle, boat, helicopter, plane. Brings a dead engine back. Single use. No toolbox needed.2.5 kgsometimesBoat rudderFor a boat or jet ski. Without a rudder the boat will not start. Installed with a toolbox.3 kgrarelyFuel tankSpare part for any motor vehicle. Fits in place of a removed one or replaces a damaged one: a damaged tank uses half as much fuel again, a broken one twice as much.4 kgsometimesTail rotorWithout it the helicopter won't take off.5 kgvery rarelySnow chainsKeep a car on the snow, but no faster than 80 km/h.2 kgsometimesLanding gearWheels and struts of a plane: without them it can't pick up speed on the runway.5 kgvery rarelyHoseSiphon fuel from a vehicle tank into an empty jerrycan: walk up to the vehicle and use it or pick it in the vehicle menu. Noisy. Not used up.1 kgsometimes

Other

Army tentStorage for 900 slots. Placed where you look, flush against other tents. Disappears if nobody opens it for 7 days.7 kgvery rarelyLarge tentStorage for 200 slots. Placed where you look, even into a wall. Disappears if nobody opens it for 7 days.5 kgvery rarelyFirewoodLight a campfire with matches.2 kgrarelyHandcuff keyFits only its own pair of handcuffs, who wears them is shown below. Take them off: G menu, the key is used up, the handcuffs are yours. Removed without the key (lockpick, death): the key is useless.0 kgnot in lootRed keycardOpens a door with a red card reader for 3 minutes, then the door locks again. Swipe: the loot key at the reader. One card lasts two openings, it breaks on the second.0.5 kgrarelyHandcuffsPut them on a player nearby: G menu, you get their key. Only whoever holds the key can take them off. They stay on after leaving the game.1 kgrarelyGlass shardTakes no space. Don't like your spawn point? Die and spawn again. Your items stay in the corpse.0 kgnot in lootLockpickPick handcuffs: your own with the G menu key while handcuffed, someone else's in the G menu. 50% chance, a failed try breaks the lockpick.0.5 kgrarelyTentStorage for 100 slots. Placed where you look, even into a wall. Disappears if nobody opens it for 7 days.3 kgrarelyHazmat repair kitPatches and sealant: +90 % durability to a hazmat suit (worn or in the inventory), up to 100 %. A suit at 0 % cannot be repaired. Used up.1 kgvery rarelyBreaker switchGoes into the panel of a breaker door: the door stays open for 5 minutes for everyone, then locks again. Insert: the loot key at the panel. One breaker, one opening.2 kgsometimesSleeping bagLay it out on the ground and after death you can wake up in it, once every 2 hours. No more than 5 bags, at least 3 km apart, not on military bases or in downtown. Anyone can roll up someone else's bag.2 kgvery rarelyMaster handcuff keyOpens any handcuffs and is never used up. Take them off: G menu.0 kgnot in loot

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