Powers & Artifacts
34 entries in the DayZ compendium.
Military KeycardThe only key that opens the doors to survival's most dangerous treasures.Flare GunA beacon of hope or a target for the desperate, lighting up the darkness with burning intensity.Muzzle BrakeA firearm attachment that reduces recoil by redirecting muzzle gases, improving weapon control.UAZ-469A rugged Soviet lifeline across the infected wasteland.Medical SyringeA single dose of salvation in a world overrun by sickness.Magnetic CompassA simple needle pointing north when the world has lost its way.5.45x39mm MagazineReliable Soviet firepower for the desperate struggle of Chernarus.M16A4Twenty rounds of quiet, overgrown war—enough to end most arguments in Chernarus.Mosin-NagantFive rounds, one bolt throw, and the silence after is the loudest sound on Chernarus.SVDTen rounds, four magnifications, and the quiet confidence of a survivor who never has to blink twice.AK-74Lighter than the AKM, louder than silence, and just enough to keep you alive.MP5Fifteen rounds of quiet authority in a world that stopped being quiet.Desert EagleA heavy, hard-hitting sidearm for when the rifle is empty and the threat is at your throat.RPKSeventy-five rounds of 5.45 thunder, and the horde learns what a wall of lead feels like.AKMSThirty rounds of 7.62 that will silence a whole camp, if you can find the ammo to feed it.M1911Seven rounds of quiet certainty in a world that offers none.M1014Eight rounds of military-grade thunder in a world where every shell is a coin you can't afford to waste.M110Twenty rounds of controlled thunder for those who pick their shots in the grey wasteland of Chernarus.M24One breath, one bolt, one bullet—Chernarus goes quiet.M9Fifteen rounds of 9 mm and a prayer—Chernarus's most honest sidearm.HammerTwo hands, one swing, and the door is gone—no second chances in Chernarus.ScrewdriverThe smallest tool that keeps a survivor's engine turning and their world from falling apart.CrowbarNo bullets, no batteries, no mercy—just a steel bar and the will to pry open what death locked shut.WrenchOne small steel tool that keeps the wheels of survival turning.Firefighter AxeOne swing, one door down, one problem solved.MorphineOne small vial that buys you the minutes you need to survive the wound.PliersWhen the fuse blows and the dark closes in, a pair of pliers is the only friend you can trust.EpinephrineOne click, one shot of adrenaline, one more chance to keep breathing.IV BagYou don't get a second chance to stop the bleeding—use it or lose yourself.Antiseptic SprayOne quick spray between you and a festering, fatal infection.Blood PackA small packet of hope when your veins are the only thing keeping you alive.SledgehammerOne swing. One problem solved. No second chances needed.MedkitIn a world without doctors, a well-stocked Medkit is the closest thing to a second chance.First Aid PackOn Chernarus, the gun gets you through the fight, but the First Aid Pack gets you through the night.
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