The Best Items In Zero Sievert

The Best Items In Zero Sievert



Key Takeaways

  • Craft Sterilised Bandages for quick bleeding stops whilst retaining additional mobility.
  • Anti-Rad Pills are essential for combat in hazardous maps.
  • Focus on crucial Modules for accessing beneficial crafting items in Zero Sievert.

Greetings survivors of Zakov, it’s a rough time out there in the wilds of Zero Sievert and death is always waiting just around the corner. Going in unprepared will only send you home in a pine box that much faster, so it helps to pack your pockets with a few helpful items.

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Don’t trust what you see out in these wastelands.

There’s a fair number of craftable items to put together in the Bunker and more you can find out in the wild. They all take up valuable space and having to throw stuff by the wayside to make room always stings. So to help you pack what you need the most, here’s a list of the best items to craft in Zero Sievert.

10

Sterilised Bandages

Keep Those Wounds Clean

Zero Sievert: The various status effects of the sterilised bandages.

The first basic item that you’re definitely going to need, sterilized bandages are simple to make and fast to use. They don’t heal a lot, but what they excel in is stopping bleeding. Whilst it may not remove an entire stack of Bleed debuffs, they can still whittle it down effectively.

To craft a bandage you just need water and a bandage, that’s it. The animation for wrapping it on is also around four seconds or so. Plus, unlike big medkits which pin you in place, bandages let you walk around. So you can wrap up your wounds whilst advancing, or making a tactical retreat. Which is great when your position is being pushed by Bandits.

9

Anti-Rad Pills

Itchy Skin And Nosebleeds Are Just The Start

Another must-have when wandering around Zakov, Anti-Rad Pills will keep the nasty radiation at bay. Like bandages, they are super cheap and easy to make since all you need is just five Scrap Medicine. They’re also quick to use as you’re running around.

Normally you’re not out long enough for Radiation to cause too much of an issue, but in certain maps it’s a much bigger problem. For example, there could be constant irradiated rain, wandering anomalies, or lots of parked cars creating radiation pockets. In general, having a nice stock of these just in case you need them is always helpful.

You’ll know when you need to take anti-radiation meds when your hunter complains about their nose suddenly bleeding.

8

Standard Medkit

Cheap Big Heals Quick

Zero Sievert: The status effects of the standard medkit.

The bigger brother of the basic Improvised Medkit. This bad boy heals you for 60 instead of 40, plus it helps deal with bleeding in one big stack instead of individual levels. However, its a little pricey to make as it requires eight Scrap Medicine, two syringes, an improvised Medkit and Surgical Scissors.

Worth noting is that when you use a Medkit, regardless of the tier, you’re locked in place. Your character sits still for a few seconds and it’s just a little bit too long as you heal. Unless you’re in a safe spot, this is a bit of a liability. Still, it’s the cheapest source of a big heal when you need it for most of the early game.

Don’t worry about not finding the materials for Medkits. You’ll often discover them on Bandit corpses, or in boxes. So they’re not too hard to come by.

7

Anti Bleed Gel

Glue Yourself Back Together

Zero Sievert: The effects of the anti bleed gel.

If you’ve not got bandages, then Anti Bleed Gel will work quite well. Even though you won’t really find it in the early game, once you get a few maps in you’ll regularly stumble onto it. It’s quick to put together as well since it only requires two bandages, five Scrap Medicine and a syringe.

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Considering how regularly you’ll find yourself suddenly bleeding after being attacked, especially by mutants, this is a must-have for short notice fixes. Otherwise you’ll have to hunt for something you can shred into bandages, or turn into a medkit. It’s not a proper healing item, but it’ll do the job in a pinch.

Crafting Anti Bleed Gel and Standard Medkits require and Infirmary Level of two.

6

Water Bottle

Stay Hydrated Above All Else

Zero Sievert: The effects of the water bottle.

Whilst you could spend an entire survival session in Zero Sievert balancing your thirst and fatigue levels with coffee and alcohol, water is an easier solution. Like the others, it’s extremely easy to put together. You just need a bottle of rotten water and some charcoal.

Each bottle takes up a chunky amount of space, but considering how much they quench your thirst, it’s worth the sacrifice. Plus, they’re very cheap to buy if you don’t have the materials. In general, having at least two bottles in your inventory should last you for each venture into the wilds.

5

Modules

Don’t Forget To Upgrade The Bunker

Zero Sievert: The crafting items for each module in the craft bench.

Whilst not strictly an item you can use outside, they are something you need to craft within the bunker as they are extremely helpful. Instead of listing off every module as a few are redundant, here’s a couple you should zero in on first.

They are;

  • Infirmary.
  • Garden.
  • Workshop.
  • Recycling.
  • Forge.

Each module requires a hefty crafting requirement, but if you head to the crafting bench in the Bunker you can find what you need for each one. In general, it can be anything from scrap materials to water. There’s three tiers of modules, and the requirements get larger the higher you go.

Each crafting material is either a little rare, or it asks for an extremely large amount. So if you plan on going for modules make sure your inventory is nice and empty first. It’ll fill up fast.

4

Repair Kits

Weapon Jams Are The Worst

Over time, your weapons and gear are going to wear a little thin. Your armor will stop blocking as much damage, whilst your guns will start to jam with increasing regularity. To solve that we have Repair Kits. They come in two flavors, armor and weapons. Both are very useful, but in general you’re going to be relying more on the weapon kits than the armor ones.

The kits themselves range from minimal repairs to a full refurbishment plus benefits like extendeding duration of the weapons durability. Of course, the higher up the chain you go for repairs, the more expensive the requirements get. For kits, it’s mostly scrap and tools that you’ll be collecting. Plus, like the other craftable items there’s a dedicated list of requirements for each one inside the crafting bench.

3

Injectors

Doing Fancy Drugs For Big Buffs

Zero Sievert: Different injectors and their buffs.

Not something to worry about for the early game, Injectors are consumable buffs that will temporarily improve certain stats of your character. As your adventures go on they can substantially help. There’s six and they range in usefulness from improving your bleed recovery, hunger, radiation, endurance, stamina and carry limit.

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The ones we recommend are the Rad Shield, Endurance Booster and Burden Injectors as they boost your radiation defense, stamina recovery and carry limit. Which will get you through most situations fairly easily. Plus, a lot of Bandits tend to carry one or two, so you’ll scoop up at least one at some point.

Injectors require Scrap Medicine, Syringes and Crystals from anomalies. So they’re not too hard to put together.

2

Ammunition

Become The Bullet Farmer

Zero Sievert: The different ammunition variations available to craft for each weapon.

Cheap to buy, but better to craft. There’s no specific ammunition we would point to, but in general you should be crafting your own ammo regardless. It’s extremely easy to do as the majority of rounds require scrap ammo and scrap material, which is everywhere.

Plus, if you want to go for some of the more exotic rounds like subsonics and armor penetrating, then the requirements are the same as well. So you can pump out whatever you need for whichever gun in no time at all. This saves you cash at the merchants, or hours of hunting through bandits pockets for ammo.

1

Coffee

A Classic Cup Of Kindness

Stick with us because it’s more useful than it seems. Now, not only are the cups relatively light, but each one reduces your thirst, fatigue and radiation. The amount is fairly minimal, but it’s pretty useful in a pinch when you have a moment between fights, or during them since it’s a fast animation to use it.

The crafting requirements are also very basic. You just need one bottle of clean water, charcoal and coffee. An odd mix, but in an irradiated hellscape you can’t exactly be picky about the blend. You do also need a kitchen of at least level one to craft it, but it’s a solid and useful module to work toward unlocking from the beginning anyway.

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