Money in Scavland does not come from picking up every rag and bolt you trip over. It comes from a small number of high-value items — guns, armor, and mutant parts — sold to the right faction merchant at Sontse Station. A single silenced rifle can be worth more than an entire backpack of scrap, and a Vulture who understands that gap climbs from a few thousand P to tens of thousands in a couple of night runs.
Quick answer: Loot weapons and armor from guard-post gun crates, duffle bags, and dead bandits, strip spare attachments at the modding station, then sell the leftover firearms in bulk to Anatoly at Sontse Station — one clean-out run in this loop pushed a wallet from 5,533P to 34,000P.
What pays in Scavland: weapon and gear values
Firearms and outerwear are the currency. Junk is filler. The values below are the numbers shown in trade windows in the v0.5.140 build, and they explain why a full pack of cloth and bolts is a worse haul than two rifles.
| Item | Value | Notes |
|---|---|---|
| Svarsh Miracle (Short) | 65,000P | Rank 2, Shotgun Ammo 12Z |
| 3-Line Nagant (Obrez) | 30,000P | Cut-down rifle |
| Bortovka Tinker (Long / Mag) | 25,000P | Rank 1, High Caliber Rifle Ammo |
| PM 12-70 | 22,000P | Shotgun Ammo |
| Medved Monster (Silenced) | 20,000P | Rank 2 |
| Medved Monster | 15,000P | Rank 2, Pistol Ammo |
| Dusty Overcoat | 15,000P | Rank 2 armor |
| AI-2 Mechanist Medkit | 10,000P | Rank 3, Health +50, Bleed -30, Radiation -50 |
| PM Nikolay | 10,000P | Rank 1, Pistol Ammo |
| Tattered Armor Repair Kit | 9,000P | Rank 1 |
| Scrap Gun Repair Kit | 7,500P | Rank 1 |
| Antique Pocket Compass | 2,000P | Pure vendor trash |
The lesson sitting in that table is the whole economy. The compass you dug out of a hospital drawer is worth 2,000P. The silenced Medved Monster sitting in a guard-post crate is worth ten times that, and it weighs about the same in your pack.
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Add to Google Preferences →Where to find high-value loot around Sontse Station
Sontse Station itself is a looting site, not just a shop. The fortified settlement is full of containers that refill your pack before you have walked a single meter into the wastes, and searching it costs you nothing but time.
The interaction prompt is E on any container. Sweep the tents, the hospital drawers, the toolboxes near the workbenches, and — the important one — the gun crate at the guard post, which is where a silenced Medved Monster and a Dusty Overcoat can turn up in a single open. Outside the walls, dirt mounds in muddy fields and campsite drawers hold scrap and small parts, which is fine filler but never the payday.

Duffle bags are the other quiet source of income. One of them holds a Medved Monster rifle you can equip immediately, which means your first real weapon upgrade costs you nothing and frees your starting gun for the vendor.
Sontse Station traders: who buys what
Every merchant belongs to a faction and carries a reputation rank with you. Selling the right category to the right person keeps the run tidy and keeps your standing moving in the direction you want.
| Trader | Faction | Sell them |
|---|---|---|
| Anatoly | Mechanists | Scavenged junk, spare gear, bulk firearms |
| Nadja | Mechanist | Medical supplies, cigarettes |
| Bogdan | Rada | Mutant parts; “Crops and Robbers” turn-in |
| Grigory | Gunners | Weapons, including modded pistols |
| Vesna | Rada | Seamstress work |
| Raisa | Vultures | Faction dialogue |
| Gavron | Modlark | Found in a dark shelter |
Anatoly is the workhorse. Selling him scavenged junk and worn gear early is enough to reach 3,708P, and a later bulk sale of the unsilenced Medved Monster plus surplus equipment is what pushes funds to 34,000P. Nadja handles the medical and comfort goods you would otherwise hoard, taking a wallet to 5,533P in one visit.
Traders also hand out work. Open the dialogue menu and pick Ask for Jobs to see what a merchant needs before you commit to a walk.

Night runs: mutant parts and bandit weapons
Leaving Sontse Station at night is where the income multiplies, and where it can end. Hellhounds attack in packs — three at once is normal — and they will take health off you fast enough that medkits become a running cost, not a precaution.
Kill them and harvest the bodies. Teeth, hides, and meat all come off dead Hellhounds and rats, and Bogdan buys the lot. One sale of mutant parts to him accounted for a jump to 15,174P.

Bandits are the better target. Their corpses carry high-tier firearms, and a good skirmish will fill your inventory to capacity before you have cleared the field. Expect to be ambushed while you are mid-loot with your guard down.
Note: Weapons jam during sustained firefights. When yours stops firing, press R to clear it manually. The gun will not fire again until you do, so build the reflex before you meet a bandit at night.
Save before you leave and save again when you get back. The manual save slots are the only thing standing between a 34,000P haul and a very expensive lesson.

Weapon modding station: strip parts before you sell
Never hand a looted gun to a merchant while it still has good parts bolted to it. The Gun Modding station lets you pull grips, stocks, and handguards off spare firearms and fit them to the weapon you actually carry.
Repair kits and inventory space
Repair kits are used straight from the inventory — no bench required. A Tattered Armor Repair Kit restores worn armor such as Green Rags or a Dusty Overcoat, and gun tools do the same job for a jammed and battered firearm. Both are worth real money at a stall, which is exactly why players sell them and then regret it three fights later.

Space runs out faster than health. When the pack fills mid-run, the fix is unglamorous — drop the cheap items on the ground and eat or drink the food and water you are carrying, which frees slots and clears your hunger at the same time. Do that before the walk home, not after you have already left a 25,000P rifle in a field.
Quests as income: “Crops and Robbers”
Faction quests pay in three currencies at once — cash, reputation, and gear. “Crops and Robbers” is a good example of the loop: Anatoly updates the objective in dialogue, and Bogdan of the Rada takes the completed turn-in. Do the turn-in before you start selling, so the money and the rank arrive together and any stock gated behind reputation is already unlocked when you open the trade window.
You will know a quest has advanced because the journal entry updates the moment the dialogue closes. If nothing changes, you spoke to the wrong person or you are missing the objective item — and quest objects should never be sold, because a merchant will happily take one off your hands.
Scavland entered Early Access on September 4th, 2026 from developer NoShadow, and the values and systems here reflect a v0.5.140 build, so numbers can shift as patches land. An introductory 10 percent discount on the Scavland Steam page runs until September 11th. Whatever the build, the rhythm holds: loot guns, strip them, sell them in bulk, and come back before the night decides for you.






