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 rarely
M107Heavy sniper rifle. M107 rounds.5 kg · magazine 10very rarely
Mk 48Machine gun. Mk 48 belt.7 kg · magazine 100very rarely
PKMMachine gun. PKM belt.7 kg · magazine 200very rarely
M249Machine gun. M249 belt.7 kg · magazine 200rarely
M79Grenade launcher. 40 mm grenade.2 kg · magazine 1not in loot
RPRSniper rifle. Sniper round.5 kg · magazine 5rarely
L96A1Sniper rifle. L96A1 rounds.5 kg · magazine 5rarely
M39 EMRSniper rifle. Sniper round.4 kg · magazine 20rarely
AK-12Assault rifle. 7.62 rounds.3 kg · magazine 30rarely
FALAssault rifle. 7.62 rounds.3 kg · magazine 30rarely
QBZ-97Assault rifle. 5.56 rounds.3 kg · magazine 30very rarely
AR-15Assault rifle. 5.56 rounds.3 kg · magazine 30rarely
M16A4Assault rifle. 5.56 rounds.3 kg · magazine 30rarely
AK-47Assault rifle. 7.62 rounds.3 kg · magazine 30rarely
TAR-21Assault rifle. 5.56 rounds.3 kg · magazine 30rarely
SCAR-HAssault rifle. 7.62 rounds.3 kg · magazine 30rarely
AUG A3Assault rifle. 5.56 rounds.3 kg · magazine 42rarely
G36CAssault rifle. 5.56 rounds.3 kg · magazine 30rarely
M4A1Assault rifle. 5.56 rounds.3 kg · magazine 30sometimes
AK-74Assault rifle. 7.62 rounds.3 kg · magazine 30sometimes
Brown BessMusket. Musket balls.4 kg · magazine 1sometimes
Striker-12Shotgun. Striker-12 shells.3 kg · magazine 18very rarely
AA-12Shotgun. AA-12 shells.3 kg · magazine 14very rarely
Saiga-12Shotgun. Saiga-12 shells.3 kg · magazine 10rarely
Double-barrel shotgunShotgun. 12 gauge shells.2 kg · magazine 2sometimes
M590Shotgun. 12 gauge shells.3 kg · magazine 8rarely
Sawed-off M500Shotgun. 12 gauge shells.3 kg · magazine 8rarely
PDRSubmachine gun. 9 mm SMG rounds.3 kg · magazine 30rarely
Thompson M1928Submachine gun. Thompson magazine.3 kg · magazine 50very rarely
MPXSubmachine gun. 9 mm SMG rounds.2 kg · magazine 30rarely
MP5Submachine gun. 9 mm SMG rounds.2 kg · magazine 30rarely
MP5KSubmachine gun. 9 mm SMG rounds.2 kg · magazine 30rarelyPistols
Micro UziSubmachine gun. 9 mm SMG rounds.2 kg · magazine 30rarely
Skorpion vz. 61Submachine gun. 9 mm SMG rounds.2 kg · magazine 30rarely
TEC-9Submachine gun. 9 mm SMG rounds.2 kg · magazine 30rarely
Raging BullPistol. .44 Magnum rounds.2 kg · magazine 6rarely
M1911Pistol. 9 mm rounds.2 kg · magazine 7sometimes
PT92Pistol. 9 mm rounds.2 kg · magazine 15sometimes
M1922Pistol. 9 mm rounds.2 kg · magazine 7sometimes
P2000Pistol. 9 mm rounds.2 kg · magazine 17sometimes
M1892Pistol. .44 Magnum rounds.2 kg · magazine 6rarely
P7M10Pistol. 9 mm rounds.2 kg · magazine 8sometimes
X26 stun gunStun gun. Taser cartridges. Knocks down for 10 s, takes no blood.1 kg · magazine 1rarelyMelee weapons
Grenades
C4 chargeSticky charge: sticks to walls and vehicles, detonates on signal.3 kgrarely
Road flareRoad flare: burns with a bright red flame and smoke, lights up the area and signals. No damage.1 kgsometimes
M67 grenadeHand grenade. Explodes a few seconds after the throw.1 kgrarely
Molotov cocktailBottle of fire mix: shatters and sets everything around on fire.1 kgrarely
Tear gas grenadeTear gas grenade: the gas cloud lasts over a minute, causing tears, coughing and pain and slowly draining blood. A gas mask protects.1 kgrarelyAttachments
Red dot sightRed dot sight: more accurate shots, on guns with a sight mount also a little more damage. Take the weapon in your hands and use it.0.5 kgrarely
Pistol suppressorFor the PT92 and M1911: quieter shot, zombies hear it worse, not heard from afar, slightly less damage. Take the weapon in your hands and use it.0.2 kgvery rarely
Rifle suppressorFor the M4A1, AR-15, AK-47, AK-12, QBZ-97, TAR-21, SCAR-H: quieter shot, zombies hear it worse, not heard from afar, slightly less damage. Take the weapon in your hands and use it.0.5 kgrarely
Tactical gripForegrip: less spread and recoil. Take the weapon in your hands and use it.0.5 kgrarely
Tactical flashlightTactical flashlight: lights the way in the dark, turns on with F. Take the weapon in your hands and use it.0.5 kgrarely
Laser sightRed beam and dot while you aim, other players see them too. Goes in the flashlight spot. Take the weapon in your hands and use it.0.5 kgrarely
Extended magazineMore rounds in the magazine. Take the weapon in your hands and use it.0.5 kgrarely
Underbarrel grenade launcherFor: AK-47, AK-12, M4A1, AR-15, M16A4, FAL, G36C, SCAR-H. Fires 40 mm grenades, like the M79. Goes in the grip spot. Take the weapon in your hands and use it.2 kgrarelyAmmo
9 mm SMG roundsFor: MP5, MP5K, MPX, PDR, TEC-9, Micro Uzi, Skorpion vz. 61.0.03 kgrarely
40 mm grenadeFor: M79.0.5 kgrarely
Taser cartridgesFor: X26 stun gun.0.2 kgrarely
M249 beltFor: M249.0.01 kgrarely
Mk 48 beltFor: Mk 48.0.01 kgvery rarely
PKM beltFor: PKM.0.01 kgvery rarely
Thompson magazineFor: Thompson M1928.0.01 kgrarely
.44 Magnum roundsFor: M1892, Raging Bull.0.08 kgsometimes
12 gauge shellsFor: M590, Double-barrel shotgun, Sawed-off M500.0.07 kgrarely
5.56 roundsFor: AR-15, AUG A3, G36C, M16A4, M4A1, QBZ-97, TAR-21.0.03 kgsometimes
7.62 roundsFor: FAL, SCAR-H, AK-12, AK-47, AK-74.0.03 kgsometimes
9 mm roundsFor: M1911, M1922, P2000, P7M10, PT92.0.05 kgsometimes
AA-12 shellsFor: AA-12.0.03 kgrarely
L96A1 roundsFor: L96A1.0.1 kgrarely
M107 roundsFor: M107.0.1 kgvery rarely
M82A1 roundsFor: M82A1.0.1 kgvery rarely
Striker-12 shellsFor: Striker-12.0.03 kgrarely
Saiga-12 shellsFor: Saiga-12.0.07 kgrarely
Musket ballsFor: Brown Bess.0.1 kgrarely
Sniper roundFor: M39 EMR, RPR.0.03 kgrarelyMines and traps
Barbed wireStretch it in front of you. Cuts anyone walking through it and punctures tires. Removed with a toolbox.3 kgsometimes
LandminePlaced at your feet, arms in 10 s. Goes off from a person, a zombie, a vehicle or a gunshot.2 kgrarely
Zombie lureTake it in hand and throw it like a grenade: RMB to aim (you see where it lands), LMB to throw (up to 40 m), Backspace to put it away. The jar breaks and the smelly green goo draws every zombie around for 30 seconds. Don't walk into the crowd at the jar.1 kgrarely
TripwireA grenade on a stake and a thin wire up to 4 m right above the ground. Whoever snags it, a person, a zombie or a vehicle, gets a blast a second or two later. It spares no one. To disarm: crouch at the grenade and hold E, you can get it wrong.1 kgrarelyFood and water
Canned pastaFilling: hunger to full and 220 blood.0.5 kgrarely
Canned beansFilling: hunger to full and 200 blood.0.5 kgoften
BurgerHunger to full and 280 blood.0.5 kgrarely
CrackersHunger +50 and 200 blood, dry: thirst −10.0.5 kgrarely
Cooked meatHunger to full, 300 blood and a little warmth.0.5 kgrarely
PizzaHunger to full and 300 blood.0.5 kgsometimes
Raw meatCook it on a campfire. Can be eaten raw: 25 hunger, minus 500 blood and a risk of infection.0.5 kgrarely
Canned stewVery filling: hunger to full and 300 blood.0.5 kgrarely
ChipsSnack: hunger +30 and 150 blood, but it makes you thirsty.0.5 kgoften
Chocolate barSnack: hunger +30 and 150 blood.0.5 kgrarely
AppleHunger +25, 150 blood and a little thirst.0.5 kgrarely
BrothThirst +40, hunger +30, 130 blood, warms you by 1°.0.5 kgrarely
Bottle of waterThirst to full and 100 blood. Refill the empty bottle at a pond, fountain, hydrant or sink.0.5 kgsometimes
SodaThirst +70 and 120 blood.0.5 kgsometimes
Canned coffeeThirst +50, 130 blood and warms you by 1°.0.5 kgrarely
Mineral waterThirst to full and 120 blood.0.5 kgsometimes
MilkThirst +80, hunger +10 and 130 blood.0.5 kgsometimes
Empty bottleRefill it at a pond, fountain, hydrant or sink.0.5 kgsometimes
Empty flaskRefill it at a pond, fountain, hydrant or sink.0.5 kgsometimes
JuiceThirst +80 and 150 blood.0.5 kgsometimes
Thermos of teaThirst +70, 200 blood and warms you by 2°.0.5 kgrarely
Water flaskThirst to full and 150 blood. Keep the flask: refill it at a pond, fountain, hydrant or sink.0.5 kgsometimes
Energy drinkThirst +50 and 150 blood.0.5 kgrarelyMedical
AntibioticsCure the infection from a zombie bite. Without them an infected survivor dies in an hour and a half.0.5 kgoften
Anti-radRadiation pill: almost all radiation goes away in 10 seconds. The next one no sooner than in 2 minutes. Does nothing without radiation.0.5 kgsometimes
MedkitGives 8,000 blood and stops bleeding.2 kgoften
Army medkitRestores all blood, heals a broken bone and infection, relieves pain and stops bleeding.3 kgvery rarely
BandageStops bleeding.0.2 kgoften
Heat packWarms you up at once and cures a cold.0.5 kgoften
MorphineHeals a broken bone.0.5 kgoften
PainkillersRelieves pain.0.5 kgoften
Blood bagOnly for another player: stand next to them and press Use (or G → Give blood). Blood to full.1 kgoften
RadioprotectorTake before entering radiation: for 20 minutes the dose builds up half as fast. A second dose extends it up to 40 minutes.0.5 kgsometimesArmor
Lightweight vestConcealed soft vest, grey. Body damage a quarter lower, but bleeding remains. Doesn't hinder running. Take off: /takeoff.3 kgsometimes
PRESS 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 rarely
Lightweight 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 slotsrarely
Police vestBlack patrol vest. Body damage 40% lower and no bleeding. Doesn't hinder running. Take off: /takeoff.4 kgsometimes
Military body armor+4 slots. White plate carrier with pouches. Halves body damage and stops bleeding. Breaks from hits. Take off: /takeoff.5 kg+4 slotsrarely
Military 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 rarely
Military 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 slotsrarely
Reinforced 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 slotsrarely
Heavy plate carrierBody damage 70% lower, the heavy sniper rifle doesn't kill. No running bonus, loud steps. Take off: /takeoff.7 kgrarely
Anti-tank reinforced suitBest against explosions, shrapnel and bites, body damage 70% lower. No sprinting and very loud. Take off: /takeoff.10 kgvery rarely
Anti-tank reinforced suit (white)Best against explosions, shrapnel and bites, body damage 70% lower. No sprinting and very loud. Take off: /takeoff.10 kgvery rarely
Construction 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 kgrarely
Journalist 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 rarely
Gas 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 rarely
Tactical 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 kgrarely
Tactical 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 kgrarely
Owl 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 kgrarely
Blizzard 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 kgrarely
Heavy 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 kgrarely
Heavy 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 kgrarelyClothing
ClimberGrey ski suit with a climbing harness and carabiners: the warmest after the parka.1 kgrarely
BikerLeather jacket of a biker club.1 kgrarely
Military drifterWorn army clothes of a veteran who has long lived on the street.1 kgrarely
Civilian clothesStretched knit cardigan, turtleneck, grey trousers and a scarf. Nothing stands out.1 kgrarely
PrisonerPrison uniform.1 kgrarely
Winter armyArmy field jacket, trousers and combat helmet. Warm.1 kgrarely
Rich kidExpensive clothes from a past life: not much warmth, but stylish.1 kgrarely
MarauderSleeveless hoodie, bandana and fingerless gloves.1 kgrarely
Snow ghillieWhite ghillie suit of burlap strips over a smock. Warmer than ordinary clothes.1 kgrarely
MedicParamedic uniform.1 kgrarely
Survivor clothesHooded leather jacket, cargo trousers and a knit scarf: what you started in. Not very warm.1 kgnot in loot
HunterBelted leather field jacket, cargo trousers, felt hat and a plaid scarf. Warm.1 kgrarely
ParkaWarm: in the cold you lose heat 2.5 times slower.1 kgrarely
PilotFlight coverall with a parachute harness, sooty.1 kgrarely
FirefighterFirefighter turnout gear.1 kgrarely
Police uniformBlue uniform jacket, turtleneck, dark trousers and a peaked cap. Keeps you warmer than ordinary clothes.1 kgrarely
CultistGreasy grey robe tied with a rope and rag wraps on the legs.1 kgrarely
Special forcesTactical special forces uniform. Rare: only from the train and crashes.1 kgrarely
StalkerHeavy jacket, hood and mask. For trips where it is dangerous.1 kgvery rarely
ScientistTorn lab coat and a scarf.1 kgrarely
Hazmat 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 kgrarelyGear
Knapsack+12 slots: 24 in total.2 kg+12 slotssometimes
Tourist backpack+16 slots: 28 in total.2 kg+16 slotsrarely
Sports bag+20 slots: 32 in total.2 kg+20 slotsrarely
Coyote backpack+24 slots: 36 in total.2 kg+24 slotsrarely
Climbing backpack+28 slots: 40 in total.2 kg+28 slotsrarely
Large city backpack+32 slots: 44 in total.2 kg+32 slotsrarely
Tundra backpack+36 slots: 48 in total.2 kg+36 slotsrarely
Tactical backpack+40 slots: 52 in total.2 kg+40 slotsrarely
Icebreaker backpack+46 slots: 58 in total.2 kg+46 slotsrarely
FSB backpack+48 slots: 60 in total.2 kg+48 slotsvery rarely
Elephant backpack+54 slots: 66 in total.2 kg+54 slotsvery rarely
Mammoth backpack+58 slots: 70 in total. Only from the train, helicopter crashes and gifts.3 kg+58 slotsvery rarely
ParachuteWear it on your back and jump from a height. Open it mid-jump: F. It stays on the ground after landing.2 kgvery rarely
Scuba gearLets you breathe underwater for about 30 minutes: wears out only underwater. It's cold underwater, better together with a wetsuit. Put on and take off: «Use».5 kgrarely
WetsuitProtects from the cold in the water: you freeze half as fast. Together with scuba gear you won't freeze underwater. Worn instead of clothes: they drop into your inventory. To take it off, put on other clothes.1 kgrarely
Fins+25% speed underwater. Put on and take off: «Use».1 kgrarelyVehicle parts
Avgas 100LLJerrycan, 10 L. Planes and helicopters only: in a car or a boat the engine stalls and breaks within minutes.3 kgrarely
BatteryWithout it the vehicle will not start. It does not run down. To remove: vehicle menu, "Remove battery" (needs a toolbox).3 kgsometimes
Petrol 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 rarely
Petrol 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 kgsometimes
Boat propellerFor a boat or jet ski. Without a propeller the boat will not move. Installed with a toolbox.4 kgrarely
EngineSpare part for a car or a helicopter.7 kgrarely
Mixed 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 loot
WheelSpare part for a car. Motorcycles need a moto wheel.2 kgsometimes
Steel 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 kgsometimes
Car 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 kgsometimes
Moto wheelSpare part for a motorcycle. Does not fit a car.1 kgsometimes
Main rotorThe big helicopter rotor. Without it the helicopter won't take off, even with the tail rotor.7 kgvery rarely
PropellerFor a plane. Without a propeller the plane won't take off.5 kgvery rarely
Empty 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 kgsometimes
S-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 kgrarely
Repair kitFully repairs any vehicle: car, motorcycle, boat, helicopter, plane. Brings a dead engine back. Single use. No toolbox needed.2.5 kgsometimes
Boat rudderFor a boat or jet ski. Without a rudder the boat will not start. Installed with a toolbox.3 kgrarely
Fuel 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 kgsometimes
Tail rotorWithout it the helicopter won't take off.5 kgvery rarely
Snow chainsKeep a car on the snow, but no faster than 80 km/h.2 kgsometimes
Landing gearWheels and struts of a plane: without them it can't pick up speed on the runway.5 kgvery rarely
HoseSiphon 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 kgsometimesOther
Army tentStorage for 900 slots. Placed where you look, flush against other tents. Disappears if nobody opens it for 7 days.7 kgvery rarely
Large tentStorage for 200 slots. Placed where you look, even into a wall. Disappears if nobody opens it for 7 days.5 kgvery rarely
FirewoodLight a campfire with matches.2 kgrarely
Handcuff 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 loot
Red 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 kgrarely
HandcuffsPut 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 kgrarely
Glass shardTakes no space. Don't like your spawn point? Die and spawn again. Your items stay in the corpse.0 kgnot in loot
LockpickPick 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 kgrarely
TentStorage for 100 slots. Placed where you look, even into a wall. Disappears if nobody opens it for 7 days.3 kgrarely
Hazmat 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 rarely
Breaker 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 kgsometimes
Sleeping 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 rarely
Master handcuff keyOpens any handcuffs and is never used up. Take them off: G menu.0 kgnot in lootBelt
MapOpens the big map.0 kgrarely
GPSShows the minimap. Set frequency: the network frequency. On the map and GPS you see everyone with the same frequency and vehicles with a GPS on it.0 kgvery rarely
CompassShows the cardinal directions.0 kgrarely
WatchShows the time.0 kgrarely
Night vision gogglesTurn on or off: [H] (or Use).0 kgrarely
MatchesLight a campfire with firewood.0 kgsometimes
ToolboxFits parts and radios on vehicles and removes barbed wire. Not used up. It does not repair: that takes a repair kit.0 kgsometimesNothing found.
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