Scavenging: Difference between revisions
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'''Scavenging''' is the game's gathering hub. It contains repeatable jobs for finding resources while training the skill connected to each job. The available jobs depend on your current location, owned access items and active game events. | |||
== The Scavenge page == | |||
Jobs are grouped into five gathering skills: | |||
* '''Scavenging''' – searching locations for general supplies and salvage. | |||
* '''Mining''' – extracting stone, ore and other mineral resources. | |||
* '''Woodcutting''' – gathering logs and related resources. | |||
* '''Hunting''' – gathering from non-combat hunting jobs. | |||
* '''Fishing''' – catching fish and other water-based loot. | |||
Select a skill heading to expand or collapse its jobs, then select a job to see its full action card. The game remembers which skill groups you leave open. | |||
== Reading a job == | |||
The location row shows the job's name, difficulty and its required resources or equipment. A job with a minimum skill requirement remains locked until the linked skill reaches that level. | |||
After opening a job, the page shows: | |||
* your total attempts, successes and failures for that job; | |||
* the possible loot discovered for the job; | |||
* progress in the job's linked skill; | |||
* the resources and items required for another attempt; and | |||
* loot found during the current visit to the page. | |||
Always use the in-game card for the exact cost and rewards. These values can differ between jobs and may change as the game is balanced. | |||
== Costs and success chance == | |||
A scavenging job can require '''Rad Immunity''' and may also require a tool or another item. Requirements marked as a cost are consumed when the attempt is made. Every attempt also reduces '''Morale'''. | |||
Success is based mainly on your level in the job's linked skill compared with the job's skill level. A higher relevant skill improves your chance, and current Morale provides an additional bonus. The skull rating on the location row is a quick difficulty guide; it is not itself your displayed success percentage. | |||
An attempt can succeed and award one or more rolls from the job's loot, or fail without finding an item. Either result counts toward the job's statistics. Scavenging attempts award player experience and experience in the linked gathering skill, so unsuccessful searches still contribute to progression. Some attempts can also trigger a random event. | |||
== Useful habits == | |||
* Keep enough Rad Immunity for the job you want to repeat. | |||
* Maintain Morale before a long scavenging session because it helps your success chance. | |||
* Train the skill named on the job instead of assuming every location uses Scavenging. | |||
* Check that required tools are present and that consumable requirements can cover every planned attempt. | |||
* When away from the City, watch your vehicle capacity: an overweight vehicle restricts travel. | |||
== Current City jobs == | |||
The table below comes from the current game definitions. Seasonal jobs and jobs available only at other locations may not appear here. | |||
{{#zed_list:job_scavenge|city}} | |||
See also [[Skills]], [[Inventory]], [[Explore]] and [[Outposts]]. | |||
Revision as of 16:06, 14 September 2026
Scavenging is the game's gathering hub. It contains repeatable jobs for finding resources while training the skill connected to each job. The available jobs depend on your current location, owned access items and active game events.
The Scavenge page
Jobs are grouped into five gathering skills:
- Scavenging – searching locations for general supplies and salvage.
- Mining – extracting stone, ore and other mineral resources.
- Woodcutting – gathering logs and related resources.
- Hunting – gathering from non-combat hunting jobs.
- Fishing – catching fish and other water-based loot.
Select a skill heading to expand or collapse its jobs, then select a job to see its full action card. The game remembers which skill groups you leave open.
Reading a job
The location row shows the job's name, difficulty and its required resources or equipment. A job with a minimum skill requirement remains locked until the linked skill reaches that level.
After opening a job, the page shows:
- your total attempts, successes and failures for that job;
- the possible loot discovered for the job;
- progress in the job's linked skill;
- the resources and items required for another attempt; and
- loot found during the current visit to the page.
Always use the in-game card for the exact cost and rewards. These values can differ between jobs and may change as the game is balanced.
Costs and success chance
A scavenging job can require Rad Immunity and may also require a tool or another item. Requirements marked as a cost are consumed when the attempt is made. Every attempt also reduces Morale.
Success is based mainly on your level in the job's linked skill compared with the job's skill level. A higher relevant skill improves your chance, and current Morale provides an additional bonus. The skull rating on the location row is a quick difficulty guide; it is not itself your displayed success percentage.
An attempt can succeed and award one or more rolls from the job's loot, or fail without finding an item. Either result counts toward the job's statistics. Scavenging attempts award player experience and experience in the linked gathering skill, so unsuccessful searches still contribute to progression. Some attempts can also trigger a random event.
Useful habits
- Keep enough Rad Immunity for the job you want to repeat.
- Maintain Morale before a long scavenging session because it helps your success chance.
- Train the skill named on the job instead of assuming every location uses Scavenging.
- Check that required tools are present and that consumable requirements can cover every planned attempt.
- When away from the City, watch your vehicle capacity: an overweight vehicle restricts travel.
Current City jobs
The table below comes from the current game definitions. Seasonal jobs and jobs available only at other locations may not appear here.
Woodcutting
| Job | Cost per attempt | Required equipment | Possible loot |
|---|---|---|---|
| Forest | 2 × Rad Immunity | 1 × Hatchet | Logs × 5-10 (100%); Dirty Water × 1 (1.25%); Scrap × 2-13 (4.94%); Nails × 1-2 (1.25%); Barley Seeds × 1 (1.25%); Fuel × 1 (1.25%); Arrows × 1-2 (4.94%); Lumberjack Gloves × 1 (0.01%) |
Mining
| Job | Cost per attempt | Required equipment | Possible loot |
|---|---|---|---|
| Coal Mine | 1 × Rad Immunity | 1 × Pickaxe | Rock × 1 (100%); Coal × 1-3 (100%); Miners Lamp × 1 (0.01%) |
| Iron Mine | 2 × Rad Immunity | 1 × Pickaxe | Rock × 1 (50%); Iron Ore × 3-6 (100%); Hip Flask × 1 (0.01%) |
Hunting
| Job | Cost per attempt | Required equipment | Possible loot |
|---|---|---|---|
| Marshlands | 1 × Rad Immunity; 1 × Arrows | 1 × Bow | Hide × 1-3 (100%) |
Fishing
| Job | Cost per attempt | Required equipment | Possible loot |
|---|---|---|---|
| Lake | 1 × Rad Immunity | 1 × Wooden Fishing Rod | Bass × 1 (50%); Carp × 1 (50%); Lighter × 1 (1%) |
Scavenging
| Job | Cost per attempt | Possible loot |
|---|---|---|
| Abandoned Cabin | 1 × Rad Immunity | Logs × 2-4 (100%); Dirty Water × 1 (1.25%); Scrap × 2-13 (4.94%); Nails × 1-2 (1.25%); Barley Seeds × 1 (1.25%); Fuel × 1 (1.25%); Arrows × 1-2 (4.94%); Preserved Coffee × 1 (0.04%) |
| Scrapyard | 1 × Rad Immunity | Nails × 1-3 (50.63%); Scrap × 1-21 (100%); Dirty Water × 1 (1.25%); Barley Seeds × 1 (1.25%); Fuel × 1-2 (11.13%); Arrows × 1-2 (4.94%); Silver Spoon × 1 (0.02%) |
| Hunters Shack | 2 × Rad Immunity; 1 × Lockpick | Cloth × 1 (100%); Dirty Water × 1 (1.25%); Scrap × 1-14 (16.82%); Nails × 1-3 (13.59%); Barley Seeds × 1 (1.25%); Fuel × 1 (1.25%); Arrows × 1-2 (4.94%); Beer × 1 (1%); Flux × 1 (12.5%); Gears × 1 (12.5%); Mixed Vegetables × 1 (2%); Broken Remote × 1 (10%); Pocket Watch × 1 (0.01%) |
| Gas Station | 3 × Rad Immunity; 1 × Lockpick | Fuel × 1 (75%); Scrap × 10 (100%); Mixed Vegetables × 1 (5%); Broken Remote × 1 (25%); Handy Pliers × 1 (0.01%) |
| Car Factory | 3 × Rad Immunity; 1 × Mechanics Wrench | Fuel × 5 (100%); Car Parts × 25-75 (100%); Flux × 2-5 (7.84%); Nails × 50 (2%); Gears × 1 (2%); Plastic × 1 (2%); M249 × 1 (1%); Revolver × 1 (1%); LR-300 × 1 (1%); Broken Remote × 1 (10%); Turbo × 1 (10%); High Capacity Turbo × 1 (0.5%) |