Scavland Crafting, Repair and Trading
The economy that keeps you alive between deaths.
Scavland’s economy runs on scavenging, crafting, and trading. A new crafting system, dedicated repair and weapon maintenance, and hundreds of items and equipment pieces were confirmed in the official pre-launch overhaul. This page covers the workbench, the stall, and the relationship between them.
The crafting system
Crafting in Scavland is tied to workbenches in safe areas and rest areas. Practical uses:
- Keep weapons firing — cleaning kits work anywhere, workbenches are faster
- Turn junk into trade goods the stall will not replace cheaper
- Feed jobs that want a specific object
- Stretch a small backpack. A bigger pack is often a mission carrot, not a default
NoShadow has not published a public recipe book with every component. Early Access will add more recipes during the 12–24 month window. Treat this as a method, not a spreadsheet.
Repair is the first craft
Before you dream about attachments, keep the gun you have:
- Cleaning kits are multi-purpose. Creators call them a must for any Vulture. Use them anywhere. They go faster at a workbench or a rest area.
- Condition is a combat stat. A pristine AK-pattern rifle is not the same gun as a dirty copy.
- Jams happen mid-fight. Worst case, the weapon becomes scrap.
The weapon tier list explains why condition affects rank. The combat page covers jams and cook-offs.
Workbenches and rest areas
Town workbenches exist so you stop paying the field repair tax. If a settlement dislikes you, the bench gets more expensive in the only way that matters: you have to walk farther. Reputation is access to tools, not only unique barrels.
Rest areas support both sleeping (Update 0.6.0) and faster repairs. A bunker safe room can be a repair stop mid-run if you packed the kit.
Do not strip a working S-tier rifle in a doorway to install a sight you do not understand. Builds starts with a magazine you can feed, then a sight you can read, then vanity.
Settlement traders
Five Scavland traders are confirmed so far: Grigory, Alexei, Anatoly, Nadja, and Petar. Each has a role and a stock that changes with reputation rank. Patch 0.5.169 adjusted trader stock; Update 0.6.0 rebalanced loot tables significantly, with Sasha’s weapon tiers becoming more predictable at each reputation level.
General trading rules:
- Turn in journal objects first. Money is easier to replace than a quest item
- Compare prices if two shops exist
- Buy calories first, ammo second, attachments third
- Rank adds limited item rows — check shops after jobs
What to sell and to whom
The trading economy rewards knowing which vendor buys what:
- Meat and food items — typically to food-focused traders
- Bullets and weapon parts — typically to weapons-focused traders like Grigory
- Mechanical salvage — spark plugs, wire coils, and mechanical parts have consistent demand
- Junk and cloth — low value individually, but积累 quickly
Items with high trade value for legitimate ruble farming:
- Spark plugs
- Lighters
- Wire coils
- Mechanical parts
Barter and prices
The scavland.wiki resources page documents confirmed barter prices and valuable junk values. Prices in the live Early Access build may differ from pre-launch estimates. Check the actual vendor window before assuming a value.
The key discipline: sell junk in town, not in the field. Hauling trash to a trader wastes carrying capacity you need for medkits and ammo.
Rank-gated trading
Raising reputation rank with a faction unlocks limited shop items. After Update 0.6.0, Sasha’s weapon tier progression is more consistent at each rank level. The practical implication: come back after jobs, not before.
If only one shop likes you, that shop is now part of survival. Food gated behind standing is a harder check than a mutant.
Loot that is actually a material
Demo footage treated mutant parts, cloth, and scrap as vendor weight. Some of that will be a recipe input after launch. Until a patch names the list, follow this order:
- Keep cleaning kits, meds, food, matching ammo
- Keep one extra magazine that fits the primary
- Keep quest objects
- Sell duplicate broken pistols and decorative rags
- Park rare parts in town before a hatch
Jobs are shops that pay you
Contracts and jobs pay in money, standing, and sometimes gear. Distance raises reward. Distance also raises the chance you never collect. Turn work in before you go shopping so rank and coin arrive together. The journal on J is part of the stall.
See the jobs page for contract types and the traders page for the counter discipline.
Frequently Asked Questions
Quick answers to the most common questions.
What can I craft in Scavland?
Crafting covers weapon repairs, cleaning, and material conversion. Full recipe lists are not publicly published. Keep kits and matching parts; do not hoard every rag.
Who are the traders in Scavland?
Five confirmed traders: Grigory, Alexei, Anatoly, Nadja, and Petar. Each has a role and stock that changes with reputation rank.
How do I make money legitimately in Scavland?
Trade high-demand salvage with settlement traders. Spark plugs, lighters, wire coils, and mechanical parts have consistent demand. See the traders page for which vendors buy what.
Does reputation affect trading?
Yes. Higher rank unlocks limited shop items. After Update 0.6.0, Sasha's weapon tiers are more predictable at each rank. Come back after jobs.
Should I repair or replace a damaged weapon?
Repair first. A cleaning kit costs less than a new rifle. Workbench repairs are faster than field kits. Only replace if the weapon is at critical durability.