Scavenging: Difference between revisions
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'''Scavenging''' is a set of repeatable gathering jobs used to collect resources and train '''Scavenging''', '''Mining''', '''Woodcutting''', '''Hunting''' and '''Fishing'''. Each job is linked to one of these [[Skills|skills]]. | '''Scavenging''' is a set of repeatable gathering jobs used to collect resources and train '''Scavenging''', '''Mining''', '''Woodcutting''', '''Hunting''' and '''Fishing'''. Each job is linked to one of these [[Skills|skills]]. | ||
A job's success chance | == Success chance == | ||
A job's success chance compares your level in its linked Skill with the job's required Skill level. Skill up to the requirement contributes the base chance, while every level above the requirement increases it further: | |||
<code>chance = 30 × min(Skill / Required Skill, 1) + 20 × max(Skill - Required Skill, 0)</code> | |||
When current [[Morale]] is above 0, the result is multiplied by <code>Morale<sup>0.01</sup></code>. Morale is evaluated before the attempt's Morale cost is deducted. The final chance is capped at '''99%'''. A job configured without a chance check always succeeds. | |||
Chances are resolved to two decimal places: 0% cannot succeed, 50% succeeds half the time, and 99% succeeds 99% of the time. For example, Skill 8 against Required Skill 10 gives a 24% base chance. At 100 Morale, this becomes approximately '''25.13%'''. | |||
Some jobs have a minimum Skill level and remain locked until it is reached. | |||
Attempts usually cost [[Rad Immunity]], reduce Morale and may require a tool or another item. A successful attempt awards loot from the job's reward pool; a failed attempt finds nothing. Every attempt still awards player XP and skill XP in the linked gathering skill, and may also trigger a random event. | Attempts usually cost [[Rad Immunity]], reduce Morale and may require a tool or another item. A successful attempt awards loot from the job's reward pool; a failed attempt finds nothing. Every attempt still awards player XP and skill XP in the linked gathering skill, and may also trigger a random event. | ||
Revision as of 23:59, 20 September 2026
Scavenging is a set of repeatable gathering jobs used to collect resources and train Scavenging, Mining, Woodcutting, Hunting and Fishing. Each job is linked to one of these skills.
Success chance
A job's success chance compares your level in its linked Skill with the job's required Skill level. Skill up to the requirement contributes the base chance, while every level above the requirement increases it further:
chance = 30 × min(Skill / Required Skill, 1) + 20 × max(Skill - Required Skill, 0)
When current Morale is above 0, the result is multiplied by Morale0.01. Morale is evaluated before the attempt's Morale cost is deducted. The final chance is capped at 99%. A job configured without a chance check always succeeds.
Chances are resolved to two decimal places: 0% cannot succeed, 50% succeeds half the time, and 99% succeeds 99% of the time. For example, Skill 8 against Required Skill 10 gives a 24% base chance. At 100 Morale, this becomes approximately 25.13%.
Some jobs have a minimum Skill level and remain locked until it is reached.
Attempts usually cost Rad Immunity, reduce Morale and may require a tool or another item. A successful attempt awards loot from the job's reward pool; a failed attempt finds nothing. Every attempt still awards player XP and skill XP in the linked gathering skill, and may also trigger a random event.
Available jobs depend on your current location, access items and active game events. Exact costs and rewards are shown on each job in-game.
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%) |