Survivalist: Invisible Strain Guide

Everything you need to know in one Guide  (Last upated 9th july) for Survivalist: Invisible Strain

Everything you need to know in one Guide (Last upated 9th july)

Overview

This Guide is all about Tips and tricks on how to make your Gameplay easier, as well as showing you stuff you might not know yet. This Guide will be updated the more things we’re able to show.Please be sure to let us know what u would like to see and to like the content as well as Subscribe to know when the next videos will be up.Thank you to everyone who watches our videos and checks this Guide. Without you we wouldn’t enjoy what we do and wouldn’t be able to help make better content and this guide better.So please never be afraid to like our content and to let us know either here or in our videos what u would like to see next and weather or not the videos were helpful.Without feed back we can’t improve the content or this guide.https://www.lurkit.com/SoulTv

Base Building

Building Cost of Everything u can make with a toolbox.

Base Defence

currently being worked on by Soul Tv And sniperman1109

How Good are diagonal walls?

Solo Base Defence

Credit to sniperman1109

Combat tips and tricks by Soul Tv

This video contains what’s best to start with for a new player.

Combat

Credit of video/ tips to Sniperman 1109

Editing Recipes

Farming

Credit of video/ tips to Sniperman 1109

Hunting

all credit goes to sniperman1109

How to level up Construction

How to make Ammo

this video also talks about how to make gunpowder and saltpeter

Stealth

TerraForming

Traps – Spiked Traps

In this video i will be showing how good Spiked traps are using a trap kill box to clear a town.

Traps -I.E.D’s (pipe bomb traps)

The Video below shows how affect I.E.D traps are against npc’s/ raiders

Recuiting

Written/ text Version of the guide.

Crafting Guide written and made by Red riding hood the third.

Introduction to combining and crafting
Crafting recipes either use your construction skill or have no requirements.
Cooking recipes will be included. They will use your cooking skill.
I will only include the required level. Refer to above for which skill it uses.
Construction recipes wont be included because they dont use a crafting station.
Corpses, rivers, outhouse can be considered having recipes as a crafting station. They’re included.
All levels refer to construction skill level. Exception is the cooking recipes for cooking skill.
Different crafting types.
[Enviromental]
Refill
Refuel
Corpse
[Inventory]
Recipes
Recipes using tools
[Crafting Stations]
Workbench
Charcoal Kiln
Forge
Nitrary
[Cooking recipes]
Recipes without a cooking pot
Recipes with a cooking pot
Enviromental
[Fill Containers (Water Bottles, Buckets)]
Water (Well, River)
Food (Cooking Pot)
Urin (Outhouse)
[Extinguished Campfire]
Refuel (1 Wood)
[Refueled Campfire]
Fire (1 Match Consumable)
Fire (1 Survival Knife, 1 Flint reusable)
[I.E.D. Trap]
Refill (1 Pipebomb)
[Rabbit trap]
Refill (1 Carrot)
[Human/Zombie Corpse]
Human Meat (1 Survival Knife)
[Grave]
Bury (1 Corpse)
Inventory
[Without tools]
Rags (1 Shirt/Pants)
Bandage (1 Rag, 1 Vodka)
Molotov Cocktail (1 Vodka, 1 Glass Bottle, 1 Match, 1 Rag)
[Survival Knife]
Rabbit Meat (Rabbit Corpse)
Crafting Station
Workbench
[Level 0]
Spiked Bat (1 Baseball Bat)
Spiked Wooden Plank (1 Wood)
[Level 2]
5 Arrows (1 Wood, 1 Flint)
Gunpowder (10 Pistol Ammo / 4 Shotgun Ammo / 8 Assault Ammo / 6 Sniper Ammo)
[Level 3]
String (1 Rag)
Pipe Bomb (1 Pipe, 1 Gunpowder, 1 Match)
[Level 4]
Bow (1 Wood, 1 String)
Charcoal Kiln
[Level 1]
Steel (2 Chicken Wire)
[Level 3]
Steel (1 Coal, 1 Iron Ore)
Charcoal (1 Wood)
[Level 5]
Cement (1 Stone, Water)

Forge
[Level 1]
Shovel (1 Coal, 1 Steel)
Pipe (1 Ccoal, 2 Lead Ore)
[Level 2]
Pickaxe (1 Wood, 1 Coal, 1 Steel)
[Level 3]
Axe (1 Wood, 1 Coal, 1 Steel
[Level 4]
Machete (1 Wood, 1 Coal,1 Steel)
Chicken Wire (1 Coal, 1 Steel)
[Level 5]
Katana (1 Wood, 1 Coal, 1 Steel)
10 Pistol Ammo (1 Coal, 1 Lead Ore, 1 Gunpowder)
4 Shotgun Shells (1 Coal, 1 Lead Ore, 1 Gundpowder)
8 Assault Rifle Ammo (1 Coal, 1 Lead Ore, 1 Gundpowder)
6 Sniper Rifle Ammo (1 Coal, 1 Lead Ore, 1 Gunpowder)

Nitrary
[Level 4]
Saltpeter (Urin)
Introduction to Cooking
The majority of the cooking recipes require a cooking pot and a lit campfire.
Some recipes dont use a campfire like a salad.
You can store your food with a sealed container or a catering bucket.
If you use infected human meat instead of normal meat the food can infect your survivor.
Skinning humans surprisingly doesnt need cooking skills.
Cooking Recipes
Inventory
[Level 0]
Salad (1 Cucumber, 1 Cabbage, 1 Carrot)
[Level 2]
Skin Rabbit (1 Dead Rabbit, 1 Hunting Knife)
Campfire Without Cookpot
[Level 0]
4 Cooked Rabbit Piece (1 Skinned Rabbit)
Campfire Cookpot
[Level 0]
Corn on the Cob (1 Ear of Corn, Water)
Water (Snow)
[Level 1]
Veggie Stew (2 Carrot, 1 Cabbage, Water)
Meaty Stew (2 Carrot, 1 Cabbage, 1 Skinned Rabbit, Water)
Suspiciously Meaty Stew (2 Carrot, 1 Cabbage, 1 Human Meat, Water)
[Level 2]
Veggie Curry (2 Carrot, 1 Cabbage, 1 Chilli, Water)
Meaty Curry (2 Carrot, 1 Cabbage, 1 Chilli, 1 Skinned Rabbit, Water)
Suspiciously Meaty Curry (2 Carrot, 1 Cabbage, 1 Chilli, 1 Human Meat, Water)
[Level 3]
Beet Sugar (5 Beet, Water)
[Level 4]
Vegetable Oil (4 Sunflower Seeds)
[Level 5]
Gunpowder (1 Saltpeter, 1 Coal, 1 Sugar, Water)
Still
[Level 5]
Cheap Vodka (1 Sugar, 4 Boiled Corn, Water)
Author Notes
It has been trial and error on what you can do with what you have.
This list makes the process more bearable.
Will update in the future

Cooking Guide written and made by Red riding hood the third

Usage for this guide
This guide describes all food items that can be processed into food or nourish your survivor.
I’ll use ,,food per day / 1 Survivor” to show how much an item can feed you.
The purpose of this guide is to assist in managing possible food shortages.
For an overview on all cooking recipes either interact with your campfire or check the crafting guide.
I wont include the financial value of the items.
Stat and description tablet
[Food Item]
Food per day for 1 Survivor
Weight
How to acquire the item
Related items
Which recipes it is used in
Seeds
[Carrot Seeds]
Not consumable
Weight: 0.1lbs
Merchants, Carrot Farm
Related: Carrot
Recipes: None
[Cabbage Seeds]
Not consumable
Weight: 0.1lbs
Merchants, Cabbage Farm
Related: Cabbage
Recipes: None
[Beetroot Seeds]
Not consumable
Weight: 0.1lbs
Merchants, Beetroot Farm
Related: Beetroot
Recipes: None
[Sunflower Seeds]
1 = 0.1 Days / 10 = 1 Days / 100 = 10 Days
Weight: 0.1lbs
Merchants, Sunflower Farm
Related: None
Recipes: Cheap Vodka at the Still
Vegetable
[Carrot]
1 = 0.2 Days / 10 = 2 Days / 100 = 20 Days
Weight: 0.15lbs
Merchants, Carrot Farms
Related: Carrot Seeds, Reloading Rabbit Traps.
Recipes: Cooking Salad, Stew, Curry, Rabbit Trap.
[Cabbage]
1 = 0.4 Days / 10 = 4 Days / 100 = 40 Days
Weight: 2lbs
Merchants, Cabbage Farms
Related: Cabbage Seeds,
Recipes: Cooking Salad, Stew, Curry
[Beet]
1 = 0.2 Days / 10 = 2 Days / 100 = 20 Days
Weight: 0.45lbs
Merchants, Beetroot Farms
Related: Beetroot Seeds
Recipes: Cooking Salad, Stew, Curry, Sugar.
[Ear of Corn (Raw)]
1 = 0.3 Days / 10 = 2.5 Days / 100 = 25 Days
Weight: 1lbs
Merchants, Corn Farms
Related: None
Recipes: Cooking Boiled Corn, Stew, Curry, Cheap Vodka.
[Cucumber]
1 = 0.3 Days / 10 = 3 Days / 100 = 30 Days
Weight: 1lbs
Merchants, Cucumber Farms
Related: None
Recipes: Cooking Salad,
[Pumpkin]
1 = 1 Days / 10 = 10 Days / 100 = 100 Days
Weight: 5lbs
Merchants, Pumpkin Farms
Related: None
Recipes: Cooking Stew, Curry
[Chilli Pepper]
1 = 0.1 Days / 10 = 1 Days / 100 = 10 Days
Weight: 0.13lbs
Merchants, Chilli Farms
Related: None
Recipes: Curry
Meat
[Rabbit Corpse]
Not consumable
Weight: 2lbs
Rabbit Traps, Hunting
Related: Skinned Rabbit, Rabbit pieces
Recipes: Cooking Skinning Rabbit, Stew, Curry.
[Rabbit Skinned]
1 = 1.5 Days / 10 = 15 Days / 100 = 150 Days
Weight: 2lbs
Skinning Rabbits (2 Cooking Skill)
Related: Dead Rabbit
Recipes: Cooked Rabbit Pieces
[Human Meat]
1 = 1.5 Days / 10 = 15 Days / 100 = 150 Days
Weight: 2lbs
Skinning Human Corpse (0 Cooking Skill)
Related: Human Corpse
Recipes: Questionable Stew
[Rancid Human Meat]
1 = 0.5 Days / 10 = 5 Days / 100 = 50 Days
Weight: 2lbs
Skinning Zombie Corpse (0 Cooking Skill)
Related: Zombie Corpse
Recipes: None
Unknown Substance
[Canned Food]
1 = 0.8 Days / 10 = 7.5 Days / 100 = 75 Days
Weight: 1lbs
Scavenging, Merchants
Related: None
Recipes: None
Description on Dishes
Dishes include items prepared into a dish or cooked on the campfire.
To store dishes in a cookpot you need either 1 catering bucket or 1 sealed container.
I’ll include the nourishment from one completed meal and one full catering bucket
I wont be includng full sealed containers but they serve the same purpose with storing food.
1 Sealed Container can store 50 FlOz units / 1 Catering Bucket can store 350 FlOz units
Stat and description tablet for dishes
[Dish Item]
1 meal -> food per day for 1 Survivor / 1 catering bucket -> food per day for 1 Survivor
Total quantity per meal
Ingredients and requirements
Total nourishment from all ingredients
Nourishment comparison from the dish to the ingredients
Dishes
Without Campfire
[Salad]
1 Meal = 1.1 Days / 10 Meals = 11 Days / 1 Catering Bucket = 7 Days
1 Meal = 56.3 FlOz
Ingredients: 1 Cabbage, 1 Cucumber, 1 Carrot. Cooking skill 0. (Can all be farmed)
Cabbage 0.4 Days + Cucumber 0.3 Days + Carrot 0.2 Days = 0.9 Days
Ingredients total 0.9 Days / Meal total 1.1 Days (22.2% more food)
At the Campfire
[Cooked Rabbit Piece]
1 Piece = 0.5 Days / 4 Pieces = 2 Days / 10 Pieces = 5 Days / 40 Pieces = 20 Days
1 Rabbit = 4 Pieces
Ingredients: 1 Skinned Rabbit. 0 Cooking Skill (2 Cooking skill and 1 knife to skin the rabbit)
Skinned Rabbit 1.5 Days
Ingredients total 1.5 Days / Meal total 2 Days (33.3% more food)
Campfire with a Cookpot (Need Water)
[Boiled Corn]
1 Piece = 0.5 Days / 10 Pieces = 5 Days / 100 Pieces = 50 Days
1 Meal = 1 Corn
Ingredients: 1 Raw Corn
Raw Corn 0.3 Days
Ingredients total 0.3 Days / Meal total 0.5 Days (100% more food)
[Sugar]
1 Meal = 0 Days / 1 Catering Bucket = 0.8 Days
1 Meal = 6 FlOz
Ingredients: 5 Beets
5 Beets 1 Days
Ingredients total 1 Days / Meal total 0 Days (over 100% less food)
Dishes (Stew and Curry)
Stew and curry can be cooked veggie, meaty, cannibalism and infected style.
Veggie: Only has the vegetables in it.
Meaty: Has 1 Skinned Rabbit mixed in it. Identical amount of food as Cannibalism style.
Cannibalism: Has 1 Human Meat mixed in. Identical amount of food as Meaty style.
Infected: Identical to Cannibalism except the Meat is infected. Dish can infect people.
Its main ingredients are the vegetables, there exist 3 possible vegetable combinations.
Variant 1: 1 Cabbage 2 Carrots
Variant 2: 1 Cabbage 2 Boiled Corn
Variant 3: 1 Pumpkin 2 Beets
The recipes with Carrots produce less food then the other two recipes.
Recipes with Variant 2 and Variant 3 produce equal amount of food.
I will only include the carrots combination in the recipes to reduce text.
The total amount of food gained from the corn and beet combination will be included.
The Curry recipe is identical to Stew with Chilli Pepper mixed in.

Campfire with a Cookpot (Need Water)
[Stew (Veggie style)]
1 Meal Variant 1 = 1.6 Days / 1 Meal Variant 2/3 = 2.3 Days / 1 Catering Bucket = 11 Days
1 Meal = 40 FlOz (Variant 1) / 1 Meal = 70 FlOz (Variant 2/3)
Ingredients: 1 Cabbage, 2 Carrots. 1 Cooking Skill
Cabbage 0.4 Days + 2 Carrots 0.4 Days
Ingredient total: 0.8 Days / Meal total 1.6 Days (100% More Food)
[Stew (Meaty style)]
1 Meal Variant 1 = 3.7 Days / 1 Meal Variant 2/3 = 4.6 Days / 1 Catering Bucket = 14.4 Days
1 Meal = 86.3 FlOz (Variant 1) / 1 Meal = 108.8 FlOz (Variant 2/3)
Ingredients: 1 Cabbage, 2 Carrots, 1 Skinned Rabbit. 1 Cooking Skill
Cabbage 0.4 Days + 2 Carrots 0.4 Days + 1 Rabbit 1.5 Days
Ingredient total: 2.3 Days / Meal total 3.7 Days (60%% More Food)
[Stew (Cannibalism style)]
1 Meal Variant 1 = 3.7 Days / 1 Meal Variant 2/3 = 4.6 Days / 1 Catering Bucket = 14.4 Days
1 Meal = 86.3 FlOz (Variant 1) / 1 Meal = 108.8 FlOz (Variant 2/3)
Ingredients: 1 Cabbage, 2 Carrots, 1 Human Meat. 1 Cooking Skill
Cabbage 0.4 Days + 2 Carrots 0.4 Days + 1 Human Meat 1.5 Days
Ingredient total: 2.3 Days / Meal total 3.7 Days (60% More Food)
[Curry (Veggie style)]
1 Meal Variant 1 = 1.6 Days / 1 Meal Variant 2/3 = 2.5 Days / 1 Catering Bucket = 11 Days
1 Meal = 45 FlOz (Variant 1) / 1 Meal = 75 FlOz (Variant 2/3)
Ingredients: 1 Cabbage, 2 Carrots, 1 Chilli Pepper. 2 Cooking Skill
Cabbage 0.4 Days + 2 Carrots 0.4 Days + 1 Chilli Pepper 0.1
Ingredient total: 0.9 Days / Meal total 1.6 Days (78% More Food)
[Curry (Meaty style)]
1 Meal Variant 1 = 3.8 Days / 1 Meal Variant 2/3 = 4.7 Days / 1 Catering Bucket = 14.4 Days
1 Meal = 90 FlOz (Variant 1) / 1 Meal = 112.5 FlOz (Variant 2/3)
Ingredients: 1 Cabbage, 2 Carrots, 1 Chilli Pepper, 1 Skinned Rabbit. 2 Cooking Skill
Variant 1 Cabbage 0.4 Days + 2 Carrots 0.4 Days + Chilli Pepper 0.1 Days + 1 Rabbit 1.5 Days
Ingredient total: 2.4 Days / Meal total 3.8 Days (58% More Food)
[Curry (Cannibalism style)]
1 Meal Variant 1 = 3.8 Days / 1 Meal Variant 2/3 = 4.7 Days / 1 Catering Bucket = 14.4 Days
1 Meal = 90 FlOz (Variant 1) / 1 Meal = 112.5 FlOz (Variant 2/3)
Ingredients: 1 Cabbage, 2 Carrots, 1 Chilli Pepper, 1 Human Meat. 2 Cooking Skill
Variant 1 Cabbage 0.4 Days + 2 Carrots 0.4 Days + Chilli Pepper 0.1 Days + 1 Human 1.5 Days
Ingredient total: 2.4 Days / Meal total 3.8 Days (58% More Food)
Tools needed for cooking
1 Survival knife to butcher and

Construction Guide written and made by Red riding hood the third

How to start building your own base
Get construction level 2

Acquire a backpack, one toolbox and 1 wood.

Equip the toolbox and build the wooden chest.

Place materials in your storage. Your builder will automatically use them for construction.

Build a shack for sleeping, campfire for warmth and outhouse for hygiene.

Build a wall. This is the difficult and long part. Zombies and raiders will occasionally drop by towards your base and attack your builders.

Once you have construction level 3 get a shovel and build a well for infinite water.

Now you have a complete base with all essential buildings.
Advanced construction
Cement
Get construction level 5 and build a charcoal kiln.

To craft cement you need stone and water. Have a well nearby and stone supply.

Building with cement needs water too. Either have a well nearby or use a bucket to reduce walking.

Consider using wooden fences as temporary safety. Cement takes the longest to construct with.

Chicken wire
Get construction level 4 and build a forge.

To craft wire you need charcoal and steel. Have steel or coal sources nearby for less walking.

You can setup wire fences relatively fast and it doesn’t burn.
Tent Bag
[Level 0]
Tent 2×2 (1 Tent Bag)
Wood
[Level 0]
Campire 1×1 (1 Wood)
[Level 1]
Rabbit Trap 1×1 (1 Wood, 1 Catering Bucket, 1 String, 1 Carrot)
[Level 2]
Tripwire I.E.D. 3×1 (1 Wood, 1 String, 1 Pipe Bomb)
Shovel
[Level 0]
Grave 1×3 (1 Wood)
[Level 1]
Pit trap 1×1 (1 Wood)
[Level 3]
Well 1×1 (4 Wood, 20 Stone)
Toolbox
[Level 0]
Wooden Chest 1×1 (1 Wood)
Wire Fence 1×1 (1 Wire)
Wood Fence 1×1 (1 Wood)
[Level 1]
Wire Gate 3×1 (3 Wire)
Wood Gate 3×1 (3 Wood)
[Level 2]
Trap Warning Sign 1×1 (1 Wood)
Concrete Wall 1×1 (1 Cement)
Outhouse 1×1 (6 Wood)
Shack 3×2 (12 Wood)
[Level 3]
Charcoal Kiln 2×2 (12 Stone)
Watchtower 1×1 (16 Wood)
Workbench 3×1 (16 Wood, 1 Toolbox)
Wood Cabin 3×4 (22 Wood)
[Level 4]
Still 3×1 (8 Wood, 8 Steel, 2 Empty Glass Bottles)
Pillbox 3×3 (8 Cement)
Wooden Barn 7×4 (30 Wood)
Forge 3×1 (8 Wood, 4 Stone, 2 Steel)
[Level 5]
Nitrary 3×3 (24 Wood)
Concrete Watchtower 2×2 (12 Cement)
Mine 3×8 (36 Wood, 8 Steel)

Merchant Guide written and made by Red riding hood the third

Trading in general
Exchanging items with other survivors from other factions can only be done with gold.
Every survivor has between 0-50 gold available from the start.
If either of the parties dont have enough inventory space they wont be able to trade heavy items.
Neither will they be able to trade without sufficient gold.
The purchase and sell values of items depend on the likeability to your trader.
I will only take the financial values on neutral likeability. For the different factors i’ll add +% -%.
Likeability factors
There exist 2 values for likeability. Both of them run in parralel to each other and have diverse effects.
The neutral middle point will be the standart.
The Two Factors are as followed: Like and Respect which can go into the negative.
Like: Hate – Like
Respect: Contempt – Respect

Likeability directly affects trading. It can positively and negatively change the purchase and sell value.
Purchasing information
[Positive scale (Discount)]
Like 100 Respect 100 (Admire) = -33%
Like 100 Respect 0 (Like) = -33%
Like 0 Respect 100 (Respect) = -33%
Like 100 Contempt 100 (Pity) = -0%
[Negative scale (Price increase)]
Hate 100 Contempt 100 (Despise) = +33%
Hate 100 Contempt 0 (Hate) = +33%
Hate 0 Contempt 100 (Contempt) = +33%
Hate 100 Respect 100 (Fear) = +0%

Each point of like and respect adds a 0.33% discount up to a max of 33% discount.
In retrospect each hate or contempt adds a 0.33% price increase up to a max of 33%.
By subtracting each negative and adding each positive points you get your final price in trading.

Selling information
[Positive scale (Better sell value)]
Like 100 Respect 100 (Admire) = +100%
Like 100 Respect 0 (Like) = +100%
Like 0 Respect 100 (Respect) = +100%
Like 100 Contempt 100 (Pity) = +0%
[Negative scale (Lower sell value)]
Hate 100 Contempt 100 (Despise) = -100%
Hate 100 Contempt 0 (Hate) = -100%
Hate 0 Contempt 100 (Contempt) = -100%
Hate 100 Respect 100 (Fear) = -0%

Items can be sold at 1/3 of their original price to merchants.
Each point of like and respect adds 1% to sell value up to a max of 100%.
In retrospect each hate or contempt puts a -1% to sell value to a max -100%. (Gives an error)
The sell value of an item at 100 like is the same as the purchase price of the item at 100 like.
Description overview
Mini Category
[Merchandise]
Purchase Value : Gold
Sell Value : Gold
Weight :
Stackable :
Weapons
Any equipable item that can deal damage in one way or another unless it’s a tool.
Ranged
[Pistol]
Purchase Value : 38 Gold
Sell Value : 12 Gold
Weight : 2.5 lbs
Stackable : No
[Shotgun]
Purchase Value : 75 Gold
Sell Value : 25 Gold
Weight : 7 lbs
Stackable : No
[Assault rifle]
Purchase Value : 113 Gold
Sell Value : 37 Gold
Weight : 8 lbs
Stackable : No
[Sniper Rifle]
Purchase Value : 150 Gold
Sell Value : 50 Gold
Weight : 12 lbs
Stackable : No
[Bow]
Purchase Value : 23 Gold
Sell Value : 8 Gold
Weight : 4 lbs
Stackable : No
Melee
[Wrench]
Purchase Value : 15 Gold
Sell Value : 5 Gold
Weight : 20 lbs
Stackable : No
[Tire Iron]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 3 lbs
Stackable : No
[Pipe]
Purchase Value : 6 Gold
Sell Value : 2 Gold
Weight : 16 lbs
Stackable : No
[Golf Club]
Purchase Value : 23 Gold
Sell Value : 7 Gold
Weight : 1 lbs
Stackable : No
[Frying Pan]
Purchase Value : 5 Gold
Sell Value : 1 Gold
Weight : 4 lbs
Stackable : No
[Meat Cleaver]
Purchase Value : 12 Gold
Sell Value : 4 Gold
Weight : 1 lbs
Stackable : No
[Crowbar]
Purchase Value : 12 Gold
Sell Value : 4 Gold
Weight : 5 lbs
Stackable : No
[Baton]
Purchase Value : 6 Gold
Sell Value : 2 Gold
Weight : 1 lbs
Stackable : No
[Machete]
Purchase Value : 23 Gold
Sell Value : 7 Gold
Weight : 2.5 lbs
Stackable : No
[Katana]
Purchase Value : 75 Gold
Sell Value : 25 Gold
Weight : 3 lbs
Stackable : No
[Baseball Bat]
Purchase Value : 8 Gold
Sell Value : 2 Gold
Weight : 2 lbs
Stackable : No
[Spiked Bat]
Purchase Value : 15 Gold
Sell Value : 5 Gold
Weight : 2 lbs
Stackable : No
[Spiked Wooden Plank]
Purchase Value : Not Available
Sell Value : Not Available
Weight : 6 lbs
Stackable : No
Throwable
[Pipebomb]
Purchase Value : 30 Gold
Sell Value : 10 Gold
Weight : 4 lbs
Stackable : No
[Molotov Cocktail]
Purchase Value : Not Available
Sell Value : 2 Gold
Weight : 2 lbs
Stackable : No
Ammo
Ammunition for the guns and bow.
[Pistol Ammo]
Purchase Value : 2 Gold
Sell Value : 1 Gold
Weight : 0.04 lbs
Stackable : Yes
[Shotgun Ammo]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 0.1 lbs
Stackable : Yes
[Assault Rifle Ammo]
Purchase Value : 2 Gold
Sell Value : 1 Gold
Weight : 0.05 lbs
Stackable : Yes
[Sniper Rifle Ammo]
Purchase Value : 5 Gold
Sell Value : 1 Gold
Weight : 0.06 lbs
Stackable : Yes
Armour
Clothing equipment that is specifically made to defend damage.
Helmet
[Light Combat Helmet]
Purchase Value : 45 Gold
Sell Value : 15 Gold
Weight : 3 lbs
Stackable : No
[Combat Helmet]
Purchase Value : 53 Gold
Sell Value : 17 Gold
Weight : 3.5 lbs
Stackable : No
[Camo Combat Helmet]
Purchase Value : 75 Gold
Sell Value : 25 Gold
Weight : 4 lbs
Stackable : No
[Heavy Combat Helmet]
Purchase Value : 60 Gold
Sell Value : 20 Gold
Weight : 4 lbs
Stackable : No
[Riot Helmet]
Purchase Value : 60 Gold
Sell Value : 20 Gold
Weight : 5 lbs
Stackable : No
Chestpiece
[Bulletproof Vest]
Purchase Value : 45 Gold
Sell Value : 15 Gold
Weight : 5 lbs
Stackable : No
Clothes
Anything wearable that doesnt count as armour is considered clothing.
Hats
[Baseball Cap]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 0.5 lbs
Stackable : No
[Camo Baseball Cap]
Purchase Value : 45 Gold
Sell Value : 15 Gold
Weight : 0.5 lbs
Stackable : No
[Beanie]
Purchase Value : 5 Gold
Sell Value : 1 Gold
Weight : 0.5 lbs
Stackable : No
[Camo Beanie]
Purchase Value : 60 Gold
Sell Value : 20 Gold
Weight : 0.5 lbs
Stackable : No
[Cowboy Hat]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 2 lbs
Stackable : No
[Camo Cowboy Hat]
Purchase Value : 45 Gold
Sell Value : 15 Gold
Weight : 2 lbs
Stackable : No
[Military Cap]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 1 lbs
Stackable : No
[Camo Military Cap]
Purchase Value : 45 Gold
Sell Value : 15 Gold
Weight : 1 lbs
Stackable : No
Glasses
[Shades]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 0.5 lbs
Stackable : No
[Sunglasses]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 0.5 lbs
Stackable : No
Headmasks
[Balaklava]
Purchase Value : 6 Gold
Sell Value : 2 Gold
Weight : 1 lbs
Stackable : No
[Camo Balaklava]
Purchase Value : 75Gold
Sell Value : 15 Gold
Weight : 1 lbs
Stackable : No
Chestpiece
[Hoodie]
Purchase Value : 6 Gold
Sell Value : 2 Gold
Weight : 1.75 lbs
Stackable : No
[Jacket]
Purchase Value : 12 Gold
Sell Value : 4 Gold
Weight : 4 lbs
Stackable : No
[Camo Jacket]
Purchase Value : 150 Gold
Sell Value : 50 Gold
Weight : 4 lbs
Stackable : No
[Long-Sleeved T-Shirt]
Purchase Value : 6 Gold
Sell Value : 2 Gold
Weight : 1.5 lbs
Stackable : No
[Shirt]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 1.5 lbs
Stackable : No
[Sleeveless Jacket]
Purchase Value : 9 Gold
Sell Value : 3 Gold
Weight : 4 lbs
Stackable : No
[Tracksuit Top]
Purchase Value : 6 Gold
Sell Value : 2 Gold
Weight : 1.75 lbs
Stackable : No
[Trench Coat]
Purchase Value : 12 Gold
Sell Value : 4 Gold
Weight : 10 lbs
Stackable : No
[Vest]
Purchase Value : 6 Gold
Sell Value : 2 Gold
Weight : 2 lbs
Stackable : No
[Camo Vest]
Purchase Value : 75 Gold
Sell Value : 25 Gold
Weight : 2 lbs
Stackable : No
[Lab Coat]
Purchase Value : 225 Gold
Sell Value : 75 Gold
Weight : 10 lbs
Stackable : No
[Lucky Camo Jacket]
Purchase Value : 225 Gold
Sell Value : 75 Gold
Weight : 4 lbs
Stackable : No
Pants
[Combat Pants]
Purchase Value : 6 Gold
Sell Value : 2 Gold
Weight : 2 lbs
Stackable : No
[Camo Combat Pants]
Purchase Value : 90 Gold
Sell Value : 30 Gold
Weight : 2 lbs
Stackable : No
[Slacks]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 2 lbs
Stackable : No
Shoes
[Buckled Boots]
Purchase Value : 3 Gold
Sell Value : 1 Gold
Weight : 2 lbs
Stackable : No
[Combat Boots]

Personality

From what i’ve learned so far Personality comes into to play with large groups . Each different Personality type reacts different with others, for expamble they will be annoyed by each other and sooner or later fight each other. It also comes into play when people have low morale for expamble if u don’t have a certain personailty type for that person you need to cheer up, you will just make things worse. If u have a personailty that goes well with theirs ( more of a leaders personality) u can cheer them up. Different personilty combo’s come into play on how long their moral keeps high again.

Weather

The Weather effects both crops and stamina.

Clothing is important for each season as if you wear too much or too little clothing during the wrong season you will faint and after awhile die.

To Avoid this make sure you have stocked both light and winter clothes. Camp fires also help during rain and snow.

Your Character’s will auto change clothing during each season as long as you have them stored.

Weather also effects your thirst and hunger.

How to know if you Character is wearing the right amount? there is clothing icons that show the amount you have and the amount you need.

Special Thanks to all who helped with the guide.

I’d like to say a big thank you to sniperman1109 who helped me create some of the content for this guide .And Red Riding hood the third who gave permission to have their guides incorporated into this one.

SteamSolo.com