Unofficial · DayZ 1.29
Field manual
Search → short answer → what to do. Pack v24 (Road to Badlands Update 2). 369 pages. Fan compilation for Misfitz — not Bohemia. Unverified numbers stay unverified.
I'm new
Stabilize first
I'm sick
Symptoms, not icons
I'm lost
Signs before vibes
Water
Pumps, not puddles
Five minutes
Cutting tool, then move
Maps
Livonia pumps · Sakhal springs
Chernarus, now
DayZ field wiki
Coast to military — water, medical, contact, duo. The live game the boys already play.
News book
DayZ 2 + Badlands
Sequel confirmed June 2026. Nasdara ships on the live game. Facts, not thumbnails.
SoD 3 pre-wiki
State of Decay
2026 gameplay, 2027 window, and homework from SoD 2 so you are ready when it lands.
1.29 pack
Field manual
Unofficial DayZ knowledge base — spawn, sick, lost, guns, maps. Facts gated. Empty boxes stay empty.
Start2
Your first five minutes
Stabilize your basic needs, obtain a cutting tool, learn where you are, and avoid spending your entire early game vacuuming up low-value loot.
What ammo and magazine does this weapon use?
Search the weapon name and the site should return its current compatible cartridge, magazines and relevant attachments from structured relationships, not duplicated prose.
Survive77
Fresh Spawn Priorities
Stabilize water, food, cutting ability, wound treatment and temperature before chasing high-tier gear.
First Hour Success State
A good first hour means your basic survival loop works, not that you already have military gear.
Can I Drink This Water?
Decide from the water source. Unknown found water should be emptied or purified before you trust it.
Found Bottle or Canteen
If you did not fill it yourself and cannot verify the source, empty it or purify it before drinking.
Bloody Hands
After butchering with bare hands, wash them before eating or drinking. Gloves prevent bare hands becoming bloody while worn.
Stomach Overfill
Vomiting does not always mean disease. Eating or drinking too much too quickly can overflow the stomach.
Health
Health is direct survivability. Serious damage, disease and environmental hazards can reduce it; zero health means death.
Blood
Blood loss is its own emergency. Stop bleeding first, then give the character safe conditions to recover.
Shock and Unconsciousness
Shock controls consciousness. A survivor can be unconscious without being dead.
Bleeding
Stop active bleeding promptly with a safe wound-treatment item.
Wound Infection
Pain/grunting and blur after a wound was allowed to close or treated with unsafe material strongly points toward wound infection.
Leg Fracture
Get safe, splint the leg, and stop trying to move normally until mobility is stabilized.
Blood Transfusion Safety
Do not transfuse blood unless the blood type is known to be compatible or you are following a verified compatibility tool.
Common Cold
Sneezing after cold exposure or contact with a sick survivor is the classic early respiratory route. Get warm and treat before it progresses.
Influenza
Sneezing plus coughing and fever suggests a progressed respiratory infection. Get warm and use the appropriate verified medicine route.
Pneumonia
Advanced respiratory illness with severe stamina and health effects is a medical emergency. Use the verified antibiotic treatment route and stabilize the survivor.
Cholera
Vomiting after drinking biologically unsafe water makes cholera a major suspect. Stop risky intake, take tiny sips/bites, and use the verified cholera treatment route.
Salmonellosis
Vomiting after raw/rotten animal products or bloody-hand eating points toward salmonellosis. Stop adding contaminated food and use the verified charcoal/immunity route.
Food Poisoning
Poisoning is associated with unsafe consumables such as burned/rotten food and some unusual items. Stop the source and use the symptom/medicine route.
Brain Prion Disease
Uncontrollable laughter and aiming tremors after cannibalism indicate brain prion disease. Normal medicine does not cure it.
Heavy Metal Poisoning
On Sakhal, unsafe snow/water can create a heavy-metal poisoning route that requires different logic from ordinary dirty water.
Gas Poisoning
Coughing, vomiting and bleeding after toxic-gas exposure is an emergency. Leave the gas immediately and use the dedicated antidote/blood-treatment route.
Vomiting
Vomiting is a symptom, not a diagnosis. Check what was consumed, the water source, toxic exposure and whether the stomach was simply overfilled.
Fever
Fever is a clue shared by several disease routes. Combine it with other symptoms and exposure history.
Tetracycline Pills
Tetracycline is an antibiotic used in specific infection routes. It is not a universal sickness cure.
Multivitamin Pills
Multivitamins support immunity-related disease routes but are not an antidote to every disease.
Charcoal Tablets
Charcoal is relevant to specific food-borne illness/poisoning routes, especially salmonellosis-related treatment.
Chlorine Tablets
Use chlorine to disinfect biologically questionable water. Do not treat it as a universal solution to Sakhal heavy-metal contamination.
Wound Disinfectants
Disinfectant spray, iodine and alcoholic tincture are used to sanitize wound-treatment materials and support early wound-infection treatment.
Chelating Tablets
Chelating tablets are the Sakhal heavy-metal treatment/purification tool, not just another version of chlorine.
PO-X Antidote
PO-X is the dedicated antidote route for toxic-gas poisoning.
Temperature and Heat Comfort
Temperature is an active survival system. Fix cold or overheating by changing environment, clothing, wetness and heat exposure.
Wetness
Wet clothing loses insulating value and wet gear can add carried weight. Shelter and dry what matters.
Hypothermia / Dangerous Cold
If the character is dangerously cold, stop resource-draining travel and create warmth quickly.
Overheating
If the character is overheating, reduce heat exposure and insulation rather than continuing to stack hot items.
Making a Fire
A fire needs valid kindling/fuel, ignition and placement. It gives heat and cooking but also broadcasts your position.
Cooking Food
Cook risky animal products before eating and remove food from heat when it reaches the intended state.
Human Meat and Fat
Do not eat human-derived meat or fat if you want to avoid brain prion disease. Cooking does not remove the prion risk.
Hunting
Hunt when the food return justifies the noise, travel and butchering risk.
Butchering Animals
Butchering converts an animal into usable food/materials but can contaminate bare hands.
Fishing
Fishing is a repeatable fallback food loop and can be built from improvised components.
Fishing Bait and Hooks
Use the appropriate hook/bait combination for the current fishing system; improvised hooks can keep a fresh spawn alive when proper gear is absent.
Farming / Horticulture
Farming is a repeatable but slower food system: prepare a plot, plant, water, optionally fertilize, then harvest.
Contaminated Zones
Do not enter toxic gas with partial protection. Full current-version protection and a working mask/filter plan are required.
Sakhal First Hour
On Sakhal, prioritize warmth, a fire route, map-specific water safety and repeatable food immediately.
The Sickness Icon
The sickness icon tells you that something is wrong, not what disease you have.
Safe Bandaging
Use disinfected wound-treatment material whenever possible. Dirty material can create wound infection.
Medicine Priority
Carry medicine that solves likely problems, not every medical item you see.
Fire Visibility and PvP
Every fire solves a survival problem while potentially advertising your position.
Which Food Method Should I Use?
Match the food method to urgency: loot for immediate need, fish/hunt for repeatability, farm for a stable position.
What's wrong with me?
Do not diagnose from the sickness icon alone. Use the symptoms, recent food/water, injuries, temperature exposure and contamination history to narrow the cause.
Can I safely drink this water?
Treat unknown water as a risk until its source and current mechanics are verified. The production guide should distinguish known-safe sources, questionable containers and environmental water instead of giving one blanket rule.
Fresh fruit
fresh produce. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Dried fruit
preserved produce. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Canned food
sealed packaged food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Unknown Food Can
mystery canned food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Powdered Milk
dry food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Cereal
dry packaged food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Rice
dry staple. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Pasta
dry staple. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Crackers
dry snack. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Chips
packaged snack. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Chocolate
energy-dense snack. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Honey
sweet food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Jam
sweet preserved food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Raw meat
uncooked animal food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Cooked meat
prepared animal food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Burned meat
overcooked animal food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Rotten food
spoiled food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Mushrooms
foraged food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Fish
caught food. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Water Bottle
portable water container. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Canteen
portable water container. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Cooking Pot
water/cooking container. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Soda
sealed drink. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Well water
known fresh water source. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Surface water
environmental water requiring safety consideration. Exact nutrition, hydration and contamination behavior should be stored per item only after current-version verification.
Medical19
Bandage
sterile wound dressing. Exact dosing, duration, stacking and cure conditions require current-version verification.
Rags
improvised wound dressing; disinfection state matters. Exact dosing, duration, stacking and cure conditions require current-version verification.
Disinfectant Spray
disinfection item. Exact dosing, duration, stacking and cure conditions require current-version verification.
Alcoholic Tincture
disinfection item. Exact dosing, duration, stacking and cure conditions require current-version verification.
Iodine Tincture
disinfection item. Exact dosing, duration, stacking and cure conditions require current-version verification.
Tetracycline Pills
antibiotic medicine. Exact dosing, duration, stacking and cure conditions require current-version verification.
Charcoal Tablets
medicine used for certain poisoning/ingestion problems. Exact dosing, duration, stacking and cure conditions require current-version verification.
Multivitamin Pills
immune-system support item. Exact dosing, duration, stacking and cure conditions require current-version verification.
Codeine Pills
pain-management medicine. Exact dosing, duration, stacking and cure conditions require current-version verification.
Morphine Auto-Injector
strong pain/injury support item. Exact dosing, duration, stacking and cure conditions require current-version verification.
Epinephrine Auto-Injector
stimulant/emergency medicine. Exact dosing, duration, stacking and cure conditions require current-version verification.
Saline Bag
IV hydration/blood-volume support when prepared correctly. Exact dosing, duration, stacking and cure conditions require current-version verification.
Blood Bag
blood collection/transfusion item. Exact dosing, duration, stacking and cure conditions require current-version verification.
Blood Test Kit
blood type identification. Exact dosing, duration, stacking and cure conditions require current-version verification.
IV Start Kit
prepares compatible fluid/blood bags for IV use. Exact dosing, duration, stacking and cure conditions require current-version verification.
PO-X Antidote
specific contaminated-zone poisoning treatment. Exact dosing, duration, stacking and cure conditions require current-version verification.
Medical Thermometer
temperature diagnostic tool. Exact dosing, duration, stacking and cure conditions require current-version verification.
Splint
fracture treatment/support. Exact dosing, duration, stacking and cure conditions require current-version verification.
Surgical Gloves
medical hand protection item. Exact dosing, duration, stacking and cure conditions require current-version verification.
Contact25
Civilian infected
common infected found around civilian areas. Exact health, damage, loot and spawn rules require verified current data.
Military infected
infected associated with military areas and equipment. Exact health, damage, loot and spawn rules require verified current data.
Police infected
infected associated with police locations. Exact health, damage, loot and spawn rules require verified current data.
Medical infected
infected associated with medical locations. Exact health, damage, loot and spawn rules require verified current data.
Firefighter infected
infected associated with fire-service locations. Exact health, damage, loot and spawn rules require verified current data.
Industrial/work infected
infected associated with work and industrial areas. Exact health, damage, loot and spawn rules require verified current data.
NBC infected
infected wearing NBC equipment in relevant areas/events. Exact health, damage, loot and spawn rules require verified current data.
Heavy/armored infected
more protected infected archetypes where present. Exact health, damage, loot and spawn rules require verified current data.
Female Soldier Infected
soldier infected variants added to the current 1.29 branch. Exact health, damage, loot and spawn rules require verified current data.
Event-specific infected
infected whose presence depends on location/event/server configuration. Exact health, damage, loot and spawn rules require verified current data.
Chicken
small domestic bird. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Rooster
small domestic bird. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Cow
large herbivore. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Bull
large herbivore. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Goat
herbivore. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Sheep
herbivore. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Pig
livestock. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Wild Boar
wild animal. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Deer
wild herbivore. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Reindeer
cold-region herbivore. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Fox
small wild animal. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Wolf
hostile predator. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Bear
high-threat predator. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Hare
small wild animal. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Fish species
catchable aquatic wildlife. Spawn geography, yield, threat and behavior must be version/map verified before exact values are published.
Navigate38
Nasdara - Badlands preview
Nasdara is the announced terrain for the DayZ Badlands expansion. In this build pack it is preview content, not live-map guidance.
Fresh Spawn vs Server Hop vs Cross-Map Travel
They are different spawn contexts. Official configuration can define separate rules for fresh characters, same-map hops and cross-map travel.
Why Did I Spawn Here?
DayZ evaluates configured candidate spawn points rather than choosing any arbitrary world position. Exact behavior depends on the current map/server configuration.
How Spawn Groups Work
Some map configs can group spawn areas and rotate/select groups using configured lifetime/counter behavior. Do not assume every map enables groups the same way.
Finding Safe Water Without Guessing
Use verified well/facility data when available; never drink unknown environmental water simply because a map marker looks convenient.
Where to Look for Medical Supplies
Prioritize verified medical facilities when you can reach them safely, but treat a medical building as an opportunity, not a guaranteed inventory list.
Police Stations as Early-Game Stops
Police buildings can be useful early weapon/ammunition stops, but they also attract other players.
When Not to Route Straight to Military
If food, water, warmth or medical stability is poor, solve survival first. High-value military routing is not automatically the best next move.
I Am Lost: Fast Orientation Workflow
Identify the map, collect two or more independent landmarks/sign clues, then narrow candidates before committing to a route.
Nearest Is Not Always Best
The closest destination can be strategically worse if it lacks the facility you need, exposes you to high traffic, or requires equipment you do not have.
A Facility Is Not a Guaranteed Spawn
Buildings and locations define opportunities and loot categories; current Central Economy and server settings decide actual availability.
Route Confidence: Exact, Approximate, Unknown
The site should visibly distinguish verified coordinate routing from approximate destination advice and from unresolved location guesses.
Map-Specific Progression Matters
Chernarus, Livonia and Sakhal do not share identical spawn geography or progression pressures, so routing must be map-scoped.
Why Community Server Spawns Differ
Community servers can replace or modify player-spawn configuration, so official spawn geography is not universal.
Spawn Safety Scoring
Current official spawn configuration can score candidates using distances to infected, players, static objects and map-specific constraints.
Sakhal Spawn Configuration Is Different
Current Sakhal defaults use different generator and group settings than Chernarus/Livonia. Reuse the system, not the assumptions.
Where Next for Water?
When dehydration is urgent, verified safe-water access outranks loot-upgrade value.
Where Next for Medicine?
Rank verified medical opportunities by survival urgency and route confidence, then show alternatives if the first site is unsafe or stripped.
Where Next for an Early Weapon?
Police, civilian and hunting opportunities may beat a military sprint depending on your map, condition and current kit.
Where Next for Hunting Gear?
Use verified hunting/camp facility links once enriched; do not infer them from town size or forest proximity.
Where Next for Vehicle Parts?
Route toward verified industrial/vehicle-support facilities only after checking the exact part/fluid problem.
What If the Destination Is Looted or Camped?
Every recommendation should include a fallback destination class and a disengage option rather than assuming the first stop works.
Reading Settlement Signs and Aliases
Search should support verified English/transliterated aliases so a sign can resolve to the canonical location without creating duplicate places.
Why We Do Not Guess Coordinates
A wrong coordinate is worse than no coordinate. Exact spatial claims stay hidden until sourced and version-checked.
Why Spawn Probability Is Harder Than Counting Points
Current spawn selection is scored and can use group behavior; raw point counts alone do not safely prove player spawn probability.
How to get un-lost without pretending you know where you are
Collect strong clues in order: exact coordinate, readable sign, map/compass/GPS context, distinctive landmark, then infrastructure/terrain.
Using the Biela River and railway to orient in Livonia
Treat river/rail relationship as a directional clue, not an exact position fix.
How complete is the Livonia pump index?
The pack currently carries 35 exact yellow-pump records and finds no blue-pump class in the current official placement file.
Finding clean water on Sakhal
Use potable spring anchors and settlement-relative guidance. Do not confuse hot springs with drinking springs.
Recognising Petropavlovsk-Sakhalskiy
Its broad bay, port/cranes and distinctive urban landmarks provide strong orientation clues.
Recognising Severomorsk
The waterfront split and central industrial smokestack are useful clues when corroborated with settlement/facility context.
A town has a clinic. Which exact building is it?
Facility presence is not the same fact as an exact object coordinate. The wiki keeps them separate.
Why straight-line distance is not walking distance
Terrain, obstacles and route topology can make the actual journey longer or riskier.
Town signs are stronger than vibes
A readable named sign outranks visual resemblance when identifying your location.
Tourist Map + Compass + GPS: what each adds
The map gives context, compass gives heading, and GPS can provide exact coordinate information when available.
Navigation in fog, rain and darkness
Reduce reliance on distant silhouettes; favor signs, infrastructure, GPS and short confirmed legs.
What the wiki does when road routing is unavailable
It falls back to exact straight-line bearings, named corridors, landmark legs and category guidance, with explicit confidence.
Dynamic events
Dynamic events create temporary or conditional world activity and loot opportunities.
Gear76
Loot progression without fake tiers
Loot progression is a decision problem: stabilize first, then pursue the capability you actually need.
How the Central Economy affects loot
DayZ loot is driven by Central Economy data and can be changed by map/version/server configuration.
What civilian loot is for
Civilian areas are the broad survival backbone, especially for food, clothing, containers and basic tools.
When police loot is worth checking
Police contexts can bridge basic survival and armed progression.
Why hunting loot matters
Hunting gear can support navigation, food acquisition and ranged combat without forcing a military route.
How to route for medical supplies
Medical routing is about the symptom and missing treatment, not blindly looting hospitals.
What industrial loot is for
Industrial/utility areas matter for repair, vehicle, base and tool progression.
Military loot and risk
Military areas may advance combat capability but usually increase exposure to infected and players.
How dynamic event loot works
Dynamic events are opportunistic and map/version dependent.
Should I chase a helicopter crash?
A helicopter crash can be valuable, but it is also an obvious contested objective.
Should I loot a military convoy?
Convoys provide military-event opportunities away from fixed bases, but are not safe free loot.
Sakhal dynamic-event progression
Sakhal has map-specific event families, including maritime and wreck events.
Static vs dynamic contaminated areas
Permanent contamination and temporary gas events are different systems and should not share one loot assumption.
Where should I go for food?
The best food route is the nearest low-risk sustainable source, not necessarily a shop.
Where should I go for ammunition?
Ammo routing begins with the weapon you actually have.
Where should I go for a magazine?
A magazine is useful only if it exactly matches the weapon.
Where should I go for vehicle parts?
Diagnose the vehicle before searching.
Where should I go for NBC gear?
NBC progression is a checklist, not one lucky pickup.
Where should I go for a better gun?
Better depends on ammunition, magazines, range, risk and your current role.
How to judge a loot route
A loot route is good when expected utility beats travel and PvP risk.
Why community-server loot can differ
Community servers can override Central Economy files and gameplay settings.
What to do after a DayZ patch changes loot
A patch can alter CE behavior or individual spawn rules without changing the item itself.
Why the wiki does not promise loot
A valid spawn context does not guarantee the item will be there when you arrive.
How the Where Next engine decides
The engine chooses the safest useful next objective from your map, state, goal and risk tolerance.
SVAL / AS VAL
SVAL / AS VAL is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
AUR A1
AUR A1 is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
AUR AX
AUR AX is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
KA-101
KA-101 is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
KA-74
KA-74 is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
KA-M
KA-M is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
KAS-74U
KAS-74U is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
LE-MAS
LE-MAS is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
M16-A2
M16-A2 is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
M4-A1
M4-A1 is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Vikhr
Vikhr is a assault rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
LAR
LAR is a battle rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
SCR 17
SCR 17 is a battle rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
CR-75
CR-75 is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Deagle
Deagle is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Derringer
Derringer is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
FX-45
FX-45 is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
IJ-70
IJ-70 is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Kolt 1911
Kolt 1911 is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Longhorn
Longhorn is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Revolver
Revolver is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
MK II
MK II is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Mlock-91
Mlock-91 is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
P1
P1 is a pistol in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Crossbow
Crossbow is a projectile in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Flare Gun
Flare Gun is a projectile in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
M79
M79 is a projectile in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
BK-18
BK-18 is a rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Repeater Carbine
Repeater Carbine is a rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
SK 59/66
SK 59/66 is a rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Sporter 22
Sporter 22 is a rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
BK-12
BK-12 is a shotgun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
BK-133
BK-133 is a shotgun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
BK-43
BK-43 is a shotgun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
R12
R12 is a shotgun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Vaiga
Vaiga is a shotgun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Blaze
Blaze is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
CR-527
CR-527 is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
CR-550 Savanna
CR-550 Savanna is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
DMR
DMR is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
M70 Tundra
M70 Tundra is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Mosin 91/30
Mosin 91/30 is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Pioneer
Pioneer is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
SSG 82
SSG 82 is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
VS-89
VS-89 is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
VSD
VSD is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
VSS
VSS is a sniper rifle in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Bizon
Bizon is a submachine gun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
CR-61 Skorpion
CR-61 Skorpion is a submachine gun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
RAK-37
RAK-37 is a submachine gun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
SG5-K
SG5-K is a submachine gun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
USG-45
USG-45 is a submachine gun in the current DayZ equipment roster. Open compatibility for ammo, magazines and verified attachments.
Fight80
How infected detect you
Infected use sight and sound. Movement, line of sight, noise and bright light at night can all matter.
Search mode vs chase mode
A first detection can become an investigation before full pursuit. Breaking line of sight and reducing new stimuli can stop escalation.
How to lose infected
Break line of sight, reduce noise and use terrain/buildings/doors to prevent repeated confirmation.
Using thrown items as distractions
Thrown-object impacts can pull infected attention toward the impact sound.
Bullet impacts and infected attention
A projectile impact can attract infected even when the muzzle report is relatively quiet.
Light discipline at night
A light solves your visibility problem by potentially creating one for everyone else. Use it deliberately.
Avoiding silhouettes
Skyline, doorway and window silhouettes are easy for human opponents to read. Prefer hard cover and broken outlines.
Movement and noise discipline
Slower/lower movement generally reduces stealth risk, but exact noise values depend on mechanics not yet fully verified here.
Cover vs concealment
Concealment can hide you; hard cover can stop or materially obstruct incoming fire. Do not confuse the two.
Suppressors are not silence
Suppressors reduce the acoustic signature but should never be treated as a guarantee that players or infected cannot detect the event.
Shoot, then move
A shot can disclose your position. Re-peeking or remaining fixed gives opponents and third parties time to solve your location.
Third-party risk after gunfire
Gunfire can create a new fight with people who were not part of the original engagement.
Shock explained
Shock is a fast-changing trauma stat that controls unconsciousness separately from ordinary health.
Unconscious is not dead
A black screen with muffled audio can be unconsciousness. A downed survivor may recover if not killed and if underlying conditions permit.
Why did I black out?
Rapid shock loss from injury can make you unconscious even when you are not yet dead.
Waking after unconsciousness
Shock recovers over time under normal conditions; official defaults differ when conscious versus unconscious and can be server-configured.
Why did the infected find me?
Check line of sight, movement, sound, light and whether you kept feeding their search state new information.
Why did that player see me?
Check silhouette, movement, light, recent gunfire, repeated peeks, clothing contrast and whether they had optics/NVG/prior information.
Why did I die so fast?
Separate health damage, blood loss and shock. Fast incapacitation is not automatically the same event as instant death.
Post-shot positioning
After firing, assume your approximate location may be known. Reposition when tactically possible instead of treating concealment as reset magic.
Ammunition families
Calibre tells you compatibility context, not the whole combat outcome.
Tracer ammunition
Tracer variants can reveal trajectory and position; treat exact ballistic differences as versioned data.
Buckshot vs slug vs rubber slug
These 12 gauge loads serve different purposes and must not be compared as one projectile.
Weapon roles
Choose for the fight you expect, the ammunition you can support, and the attachments you actually have.
There is no universal best gun
The best weapon depends on range, ammo access, magazines, optics, suppression, carry burden and the current server/map.
Useful range bands
Use verified ballistics and optic capability to describe practical range; never invent a magic effective-range number.
Choosing an optic
Match optic/ranging behavior to the engagement rather than assuming more magnification is always better.
Reticles and ranging
Reticle marks only become ranging tools when their current implementation is understood and verified.
Choosing armour
Compare protected region, verified mitigation, durability and carry cost rather than using fictional armour levels.
Grenades and explosive payloads
Different explosive and utility payloads have different effects; there is no single grenade radius.
Flashbangs
Flashbangs are sensory/stamina disruption tools, not fragmentation grenades.
40mm launcher ammunition
Explosive, gas and smoke 40mm payloads are different tactical tools.
Choosing a melee weapon
Combat value and utility value are separate; verify health, shock, stamina and reach before ranking.
Shock vs health damage
A weapon can incapacitate through shock without the same immediate health outcome.
Ammo economy
A theoretically strong firearm is a poor loadout if you cannot sustain its ammunition and magazines.
Magazine burden
Magazine availability, compatibility and reload logistics can matter as much as the firearm itself.
Suppression as a loadout trade-off
Suppressor compatibility and acoustic disclosure are loadout dimensions, not a promise of silence.
How weapon comparisons work
Only verified dimensions enter the comparison; missing values stay missing.
Why this loadout?
Recommendations should expose the scenario and trade-offs that produced them.
Why some combat numbers are blank
Blank current-build values are safer than polished numbers copied from an old patch.
How DayZ ballistics work
Bullets are projectiles, not laser beams: gravity, drag, distance and the object they hit all matter.
Bullet drop
Longer flight time means more vertical drop. Range and projectile velocity therefore matter.
Velocity and drag
Projectiles slow as they travel; do not treat muzzle performance as identical at every range.
Bullet penetration
Some surfaces can be shot through, usually with a cost to the projectile’s remaining effectiveness.
Ballistic cover vs concealment
Something that hides you is not automatically something that stops bullets.
Ricochet and deflection
Projectile direction can change after some impacts, but exact angles/material rules need current-build evidence.
Weapon zeroing
Zeroing changes the sighting solution for distance; it does not make the projectile travel flat.
Range estimation
Bad range estimation can make a correctly aimed shot miss vertically even with a good rifle.
Using a rangefinder
Use a powered rangefinder to remove guesswork from distance when one is available.
Optics and magnification
Optics change what and how you can see/aim; compatibility, zoom and zeroing are optic-specific.
Body hit zones
Where a projectile lands matters. Do not model every body hit as the same event.
How armour works
Armour modifies incoming effects when the protected region is hit; it is not universal immunity.
Helmet expectations
A helmet improves protection for the region it covers, but no generic “helmet = survives calibre X” rule is safe.
Ballistic vests
Vest choice is a trade between protection, weight, storage ecosystem and condition.
Armour condition
Protective gear can be damaged by impacts. Treat its condition as part of the protection question.
Recoil control
Recoil changes follow-up shot placement; practical control matters alongside raw cartridge performance.
Weapon sway
Aim movement can make a theoretically accurate weapon practically harder to place under pressure.
Breath control
Aim stabilisation/breath control is a handling tool, not a substitute for correct range/zeroing.
Why didn’t my shot kill?
Hit location, armour, range, penetration path, target state and hit certainty all matter.
Why did I die so fast?
A rapid death can come from hit location, armour state, multiple hits, prior condition or another unseen angle.
Cover vs concealment
Treat these as different resources. Concealment hides you; cover is intended to stop or meaningfully interrupt incoming fire.
Breaking line of sight
If the enemy has the information advantage, deny information before trying to win the aim duel.
Reposition after firing
Repeatedly firing from one exposed point teaches the enemy exactly where to aim.
Third-party risk
Every loud fight can attract players you have not seen.
Unknown enemy count
One visible player does not prove one enemy.
Information before aim
Seeing first is often more valuable than shooting first.
Disengaging from PvP
Leaving is a valid win condition when the fight is bad for your objective.
Post-fight security
Do not turn a win into a death by looting instantly.
Squad callouts
Useful callouts are short, relative and actionable.
Friendly-fire control
Know where teammates are before shooting through visual clutter.
Stamina before contact
Arriving exhausted can remove movement and weapon-handling options exactly when you need them.
Doorway discipline
Doorways compress movement and make predictable sightlines.
Window discipline
A window is an information tool and a shooting lane, but repeated exposure becomes predictable.
Choosing fighting range
Fight where your weapon, optics, terrain and health state give you options.
Suppressed fire is not silent
Treat suppressors as signature reduction, not invisibility.
Light discipline at night
Light solves your vision problem by potentially creating an information problem.
Skyline silhouette
A moving figure on a ridge is easier to distinguish than the same player against cluttered terrain.
Listening halts
Movement creates your own noise and consumes attention.
Infected as imperfect sensors
Infected behavior can suggest recent or nearby player activity, but it is not proof.
Loot greed
The longer you stay exposed after gaining value, the more opportunities you give the map to take it back.
Mechanics18
Central Economy overview
Central Economy is the server-side system that helps control spawning, cleanup, events and persistence-related world population.
types.xml concept
types.xml defines economy properties for item types; treat every edit as a system change, not a loot-cheat textbox.
cfgspawnabletypes.xml concept
Spawnable-types configuration controls attachments/cargo and related spawn behavior for applicable types.
events.xml concept
events.xml configures dynamic-event definitions; event position data is handled separately where applicable.
globals.xml concept
globals.xml contains global Central Economy variables including cleanup-related controls.
Custom CE files
Use cfgeconomycore.xml to append or override supported Central Economy files instead of needlessly editing every vanilla file.
Persistence overview
Persistence means the world and character state can survive server runtime boundaries according to game and server rules.
Cleanup vs restart
A restart is not synonymous with deleting every world item.
Interaction basics
Explain interact, inventory, hands, quickbar and contextual actions separately by input method.
Movement and stance
Cover walk/run/sprint, crouch, prone, lean, vault and stance changes with platform-specific binding panels.
Aiming and firing
Separate hip/shoulder aim, ADS, hold breath, fire mode, zeroing and optic interactions.
Inventory management
Teach hands, containers, combining, splitting, rotating and quick-access workflows.
Voice chat
Explain proximity voice and platform/server differences without assuming one universal configuration.
Vehicle controls
Provide input-specific driving and seat interaction reference.
Controller vs mouse/keyboard
Keep bindings and supported behavior scoped by platform and current client settings.
Accessibility and interface settings
Document UI and control options without promising settings not present on every platform.
Server browser
Explain official/community/favorites/history/filter workflows and platform differences.
Emotes and gestures
Explain gesture access and practical communication use.
Build28
What a base is for
A base is storage, organization and a location commitment, not guaranteed safety.
Base location trade-offs
Every base trades concealment, convenience, resources and defendability.
Base maintenance and persistence
Treat persistence as a system that can depend on item type, configured lifetime and server settings.
Gates and locks
A gate controls access; the lock adds an access-control problem, not invulnerability.
Raid risk
Assume a discovered base may eventually be attacked.
Distributed storage
One giant stash creates one giant failure point.
Base activity signatures
Construction, vehicles, fires, lights and repeated travel can reveal a base even when the walls are hidden.
Server rules override base assumptions
Community servers can change building, raiding, damage, territory and storage behavior.
Hand Drill Kit
improvised fire-lighting tool. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Fireplace
basic fire construction. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Torch
portable light/heat item. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Craft a splint
fracture-treatment craft. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Improvised hand wraps/gloves
basic hand protection craft. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Improvised face covering
basic wearable craft. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Improvised backpack
early storage craft. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Improvised rope
craftable rope from suitable materials. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Improvised fishing rod
fishing tool craft. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Improvised fishing hook
fishing component craft. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Stone knife
improvised cutting tool. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Bone knife
improvised cutting tool. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Bone fishing hook
improvised fishing component. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Wooden crate
persistent storage craft. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Fence kit
base-building placement kit. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Watchtower kit
base-building placement kit. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Flagpole kit
base/persistence structure kit. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Gate conversion
base fence converted into a gate. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Improvised shelter
basic shelter/storage construction. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Leather processing
animal-material processing path. Ingredient quantities, tool wear and recipe availability must be current-version verified before publishing exact recipe cards.
Servers6
Persistence backups
Bohemia documents automated persistence backup controls in cfgEconomyCore.
DayZ server configuration layers
Different problems belong in different configuration surfaces.
Graceful server shutdown
Use graceful shutdown procedures rather than simply killing the process when possible.
cfggameplay.json
cfggameplay.json exposes supported gameplay customization when enabled by the server configuration.
Base damage server setting
Community server owners can configure base-building damage behavior through supported gameplay settings.
Map/navigation server settings
Community servers can alter some map/navigation helper behavior.
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