This is the sell pile I wish I’d had from day one. It covers every lootable item in ZERO Sievert as of version 1.4.13 — sorted into safe to sell and worth keeping — and it accounts for recipes, hideout modules, repairs, and quests so you don’t dump something you’ll need two raids later. If you’re staring at a full stash and can’t tell a Golden Necklace from a Bolt cutter, this is for you.
I put this together because the biggest headache in this game isn’t the shooting — it’s deciding what to throw on the market and what to drag back to the hideout. Once you know which items feed your modules and crafting bench, the clutter clears itself up fast. I’ll do my best to keep this current as patches roll in.
Overview
What you’re looking at is every lootable item in ZERO Sievert version 1.4.13, split cleanly into safe to sell and worth keeping. I built this off the actual game files rather than guesswork, and the sort accounts for recipes, hideout modules, repairs, and quests — so “safe” here means genuinely safe, not “I’ve never needed it in my runs.”
The headline numbers I’m working from: of the 640 items I catalogued, 542 are safe to sell, 72 are worth keeping, 23 exist only for quest pickups, and 3 are outright unsellable. The broad strokes are refreshingly simple once you get them — every weapon, piece of armor, attachment, and ammo type is safe to dump on the market. The lone exception on the keep side is the RDG-5, which you shouldn’t be offloading. On top of that, four common quest items are worth holding onto rather than selling. Entries marked with a ¹ are pulled daily by the daily task, so don’t clear those out blindly if you’re actively running those. I’ll do my best to keep all of this updated as patches roll in.

Safe: Loot
This is the pile I check first whenever my stash starts groaning — the high-value lootables you can sell without a second thought. Everything in the screenshot below is on the safe list, and the table beneath it lays the same items out by base value so you can see exactly what’s worth hauling back to a trader and what’s barely worth the inventory slot.

Everything in this sell pile is on the safe list. I’ve marked the ones tied to the daily tasks with the ¹ flag — those are still safe to sell, but if you’re grinding dailies you’ll want to hold one back rather than dump your only copy.
| Item | Value | Item | Value |
|---|---|---|---|
| Golden Necklace ¹ | 15,000 | Shampoo ¹ | 1,250 |
| Big’s tooth ¹ | 12,000 | Toilet paper ¹ | 1,000 |
| Fragrance ¹ | 10,000 | Hard disk ¹ | 850 |
| CPU ¹ | 8,000 | Hair dryer ¹ | 800 |
| Golden Bracelet ¹ | 7,500 | Power bank ¹ | 800 |
| Smartphone ¹ | 7,000 | Boar tusk ¹ | 750 |
| Gold Wristwatch ¹ | 6,800 | Boar pelt ¹ | 700 |
| SSD drive ¹ | 6,500 | Ghoul’s tentacle ¹ | 600 |
| Devourer meat | 6,000 | Rope ¹ | 600 |
| Phantom’s stash coordinate | 5,000 | DVD drive ¹ | 500 |
| RAM ¹ | 5,000 | Spark plug ¹ | 500 |
| Violet crystal | 5,000 | Wolf pelt ¹ | 500 |
| Golden zippo ¹ | 4,200 | Bug spray ¹ | 400 |
| Golden crucifix | 3,500 | Lighter ¹ | 400 |
| Wheel | 3,500 | White paint ¹ | 400 |
| Wristwatch ¹ | 3,500 | Alcohol ¹ | 350 |
| Silver Bracelet ¹ | 3,200 | Zippo lighter ¹ | 350 |
| Gm counter | 2,500 | AAA battery ¹ | 220 |
| Spider eye ¹ | 2,500 | Papers ¹ | 130 |
| Spider Web ¹ | 1,500 | Rabbit pelt ¹ | 120 |
| Engine Oil ¹ | 1,400 | Matches ¹ | 40 |
| Blink’s claw ¹ | 1,300 |
The spread here is wild — a Golden Necklace at 15,000 versus Matches at 40. If you’re short on space after a long run, work down from the top and let the cheap end go. Nothing on this list will break a hideout module or a recipe, so the only real decision is how much value you can physically carry out.
Safe: Supplies
Supplies are where the sell decision gets more interesting than the loot pile — most of this stuff is genuinely disposable, but a few categories hide a trap. The tables below are my own working lists, split by category so you can scan while your stash window is open. The ¹ marks anything tied to daily tasks; if you’re actively running those, think twice before you dump the flagged items.
Food & Drink
| Item | Value | Item | Value |
|---|---|---|---|
| Wilfon Cigarette ¹ | 5,000 | Sandwich with salami | 400 |
| Red Wine | 2,000 | Sandwich with meat | 350 |
| Hamburger | 1,600 | Sandwich with wurstel | 320 |
| MRE ¹ | 1,500 | Cup of coffee | 300 |
| Whisky | 1,200 | Cup of Tea | 300 |
| Canned fish ¹ | 800 | Fruit Juice ¹ | 240 |
| Milk ¹ | 800 | Chips ¹ | 230 |
| Generic chocolate ¹ | 700 | Rotten Milk | 100 |
| Molbaro Cigarette ¹ | 600 | Crackers ¹ | 80 |
| Energy drink ¹ | 500 | Rotten Cheese | 40 |
| Boiled egg | 450 | Rotten Egg | 35 |
| Cheese ¹ | 450 | Rotten Salami | 28 |
| Sandwich with Butter | 400 |
Notice how much of this shelf carries that daily-task flag — cigarettes, MREs, chocolate, coffee-adjacent snacks. If you’re grinding dailies, those are the ones I’d hold back until the task list clears. Everything unmarked, including all the rotten variants at the bottom, goes straight to the market without a second glance.
Medical
| Item | Value |
|---|---|
| Professional medikit ¹ | 6,000 |
| First aid medikit ¹ | 4,000 |
| Military bandage | 3,500 |
| Anti bleed gel ¹ | 2,500 |
Injectors
| Item | Value |
|---|---|
| Burden Injector ¹ | 15,000 |
| Chow-Down Injector ¹ | 11,000 |
| Rad Shield Injector ¹ | 8,000 |
| Endurance Booster Injector ¹ | 8,000 |
| Healing Stimulant Injector ¹ | 8,000 |
| Bloodsucker Injector ¹ | 5,000 |
| Body Fortifying Injector ¹ | 5,000 |
Every injector on this list is flagged for daily tasks, which is worth remembering before you liquidate a stack of them. The Burden Injector alone at 15,000 is the single most valuable supply item here, so it stings to sell one and then get asked for it the same day.
Grenades
| Item | Value |
|---|---|
| SGN Grenade | 20,000 |
| T-1 Grenade | 8,000 |
| Flashbang grenade | 7,000 |
| PMN land mine | 4,000 |
| Chemical Grenade | 2,500 |
| Christmas Grenade | 0 |
Grenades are all safe to sell — the one exception to a clean sweep in this whole guide is the RDG-5, and it isn’t in this table because it’s a keep, not a sell. The SGN Grenade at 20,000 is a fine payday if you aren’t using throwables yourself.
Repair Kits
| Item | Value |
|---|---|
| Armor repair kit | 3,000–30,000 |
| Weapon repair kit | 7,000–18,000 |
The wide value ranges tell you these vary with condition, so a well-kept kit is worth dragging home rather than dumping at the first trader you meet.
Skill Books
| Item | Value |
|---|---|
| Book cardio | 0 |
| Book medicine | 0 |
| Book charisma | 0 |
| Book shooting | 0 |
| Book cooking | 0 |
| Book style | 0 |
| Book gunsmith | 0 |
Zero value across the board — but that doesn’t mean trash them. These feed your own skill progression, so read them before you consider the vendor.
Module Kits
| Item | Value |
|---|---|
| Building kit: ammo | 110 |
| Building kit: Bedroom | 110 |
| Building kit: forge | 110 |
| Building kit: garden | 110 |
| Building kit: gym | 110 |
| Building kit: Infirmary | 110 |
| Building kit: kitchen | 110 |
| Building kit: Radio station | 110 |
| Building kit: recycling | 110 |
| Building kit: scavenger | 110 |
| Building kit: shooting range | 110 |
| Building kit: storage | 110 |
| Building kit: workshop | 110 |
Each kit builds a hideout module, so the rule is simple: only sell spares for modules you’ve already built. Drafting a kit you still need is the kind of mistake that sets your hideout back a full raid cycle.
Keys
| Item | Value |
|---|---|
| Key to 2nd storage room of oil factory | 15,000 |
| Key to 1st storage room of oil factory | 10,000 |
| Key to the gun store in the mall | 10,000 |
| Key to the Svaruski shop in the mall | 10,000 |
| Oil factory personnel key card | 10,000 |
| Key to the extraction point in the mall basement | 7,000 |
| Key to the Tech store in the mall | 6,000 |
| Laboratory entrance key | 5,000 |
| Laboratory supply key | 5,000 |
| Police station key | 5,000 |
| Sewer shortcut key | 5,000 |
| Key to the office room in the mall basement | 4,000 |
| Key to the turbine room in the mall basement | 3,500 |
| Zakov’s police station armory key | 0 |
Selling a key locks you out of its door — that’s the part that catches people. Some keys are single-use and get consumed the moment you open the door, so the decision is even more final than it looks. I wouldn’t sell any of these until I’d mapped out exactly which doors I still need.
Cassettes
| Item | Value |
|---|---|
| Cassette – My Home, The Zone | 2,000 |
A single cassette in this category and it’s a clean sell unless you’re collecting the soundtrack. Simple one — wish the rest of the supply list were this easy to call.
Keep: Hideout
The hideout materials are where most stashes get into trouble, because these numbers are larger than anything the crafting bench asks for and they creep up on you one raid at a time. If a module isn’t finished yet, the item on this list stays in your stash — full stop. Only when every module that uses it is maxed does the “Other uses” column decide its fate.

That screenshot is the readout I check constantly. Take the Workshop Lvl 1 kit: the top number is what you’re holding, the bottom is the requirement, and if it’s showing red, you’re short — don’t sell that material until the gap closes. The “Total” column below covers every module at max level plus the Lights and Weather station kits, and an “L1×6” style entry means six units for the level 1 kit specifically. Where “Other uses” reads “None,” you’re free to sell it the moment those builds are done.
| Item | Modules | Total | Other uses |
|---|---|---|---|
| Bolt cutter ¹ | Ammo L2×1 L3×2 L4×2, Forge L2×2, Storage L3×2 L4×4 | 13 | Repair kits, Scrap containers |
| Bottle of water ¹ | Scavenger L1×8 L2×8 | 16 | Sterilised bandage, Boiled egg, Pasta, Cooked pasta, Stew with meat and beans, Cup of coffee, Cup of Tea |
| Bread ¹ | Scavenger L1×10 | 10 | Sandwich with meat, Sandwich with Butter, Sandwich with salami, Sandwich with wurstel |
| Bulb ¹ | Bedroom L1×2 L2×6, Kitchen L1×2 L2×5, Infirmary L1×4 L2×6 L3×6, Workshop L1×2 L2×5, Gym L1×6 L2×8, Garden L2×5, Shooting Range L2×6, Storage L3×10 L4×10, Lights kit ×2 | 4107 | None |
| Car battery ¹ | Infirmary L3×2, Lights kit ×1, Weather station kit ×1 | 4 | None |
| Charcoal ¹ | Ammo L1×10 L2×20 L3×40, Forge L1×30 L2×50 L3×100 | 250 | Bottle of water, Boiled egg, Pasta, Cooked pasta, Cooked meat, Stew with meat and beans, Cup of coffee, Cup of Tea, Meatballs, Cooked egg |
| Coffee ¹ | Scavenger L1×2 L2×2 | 4 | Cup of coffee |
| Cooking pot ¹ | Kitchen L1×1 L2×4 | 5 | None |
| Drill ¹ | Workshop L1×2 L2×3, Forge L1×1 L2×3, Storage L2×1 L3×4 L4×6, Bedroom L2×1, Infirmary L2×1 L3×2, Garden L2×3, Ammo L2×1 L3×4 L4×4 | 36 | Repair kits, Scrap containers |
| Duct tape ¹ | Storage L1×1 L2×2, Bedroom L1×1 L2×3, Garden L1×2, Shooting Range L1×1, Ammo L1×1, Kitchen L2×2 | 13 | Repair kits |
| Dumbell ¹ | Gym L1×3 L2×8 | 11 | None |
| Electric motor ¹ | Ammo L3×1 L4×2 | 3 | None |
| Fan ¹ | Gym L1×3 L2×5 | 8 | None |
| Fork ¹ | Kitchen L1×6 L2×10 | 16 | None |
| Gamestation ¹ | Scavenger L2×2 | 2 | None |
| Generic cola ¹ | Scavenger L1×2 L2×2 | 4 | None |
| Hammer ¹ | Storage L1×1 L2×2 L3×2, Bedroom L1×1 L2×2, Kitchen L1×1 L2×2, Garden L1×1, Workshop L1×2 L2×3, Shooting Range L1×1 L2×2, Ammo L1×1, Forge L1×2 | 23 | Repair kits |
| Hose ¹ | Garden L1×2 L2×4 | 6 | None |
| Hydrogen peroxide | Infirmary L1×1 L2×2 L3×2 | 5 | None |
| Knife ¹ | Kitchen L1×6 L2×10 | 16 | None |
| Medikit T-000 ¹ | Infirmary L2×10 L3×2, Scavenger L2×10 | 45 | First aid medikit; quest: Supplies for Igor ×2 |
| Metal pipe ¹ | Storage L1×2 L2×4 L3×10 L4×15, Bedroom L1×2 L2×4, Kitchen L1×2 L2×4, Infirmary L1×4 L2×4 L3×6, Garden L1×4 L2×4, Gym L1×4 L2×6, Shooting Range L1×6 L2×6, Ammo L1×2 L2×6 L3×6 L4×10, Weather station kit ×4 | 115 | None |
| Military circuit ¹ | Ammo L4×6 | 6 | None |
| Modern medikit ¹ | Infirmary L3×4 | 4 | None |
| Multi-plug ¹ | Lights kit ×2, Weather station kit ×1 | 3 | None |
| Nail ¹ | Storage L1×10 L2×40 L3×70 L4×100, Bedroom L1×30 L2×80, Kitchen L1×15 L2×30, Garden L1×20 L2×40, Workshop L1×20 L2×50, Shooting Range L1×30 L2×60, Ammo L1×20 L2×40 L3×40 L4×100, Forge L1×30 L2×50 L3×200 | 1,075 | Scrap containers |
| Pasta ¹ | Scavenger L1×3 L2×3 | 6 | Cooked pasta |
| Pillow ¹ | Bedroom L1×1 L2×4, Infirmary L1×1 L2×2 L3×2 | 10 | None |
| Portable console | Scavenger L1×1 L2×2 | 3 | None |
| Power outlet ¹ | Lights kit ×5, Weather station kit ×4 | 9 | None |
| Premium chocolate ¹ | Scavenger L2×5 | 5 | None |
| Propane tank ¹ | Forge L1×2 L2×4 L3×8 | 14 | None |
| Relay ¹ | Lights kit ×5, Weather station kit ×3 | 8 | None |
| Scrap ammo ¹ | Shooting Range L1×150 L2×300, Ammo L1×120 L2×250 L3×400 L4×1000, Recycling L1×200 L2×750 | 3,170 | Ammo, Ammo containers |
| Scrap armor ¹ | Workshop L1×80 L2×150, Recycling L1×50 L2×150 | 430 | Repair kits, Gear repairs |
| Scrap food ¹ | Kitchen L1×20 L2×50, Garden L1×25 L2×50, Recycling L1×30 L2×80 | 255 | Chow-Down Injector, Pasta |
| Scrap material ¹ | Storage L1×35 L2×80 L3×250 L4×600, Bedroom L1×30 L2×100, Kitchen L1×30 L2×50, Infirmary L1×30 L2×50 L3×100, Garden L1×70 L2×120, Workshop L1×120 L2×200, Gym L1×80 L2×130, Shooting Range L1×60 L2×100, Ammo L1×30 L2×60 L3×100 L4×300, Recycling L1×120 L2×400, Forge L1×120 L2×120 L3×400, Weather station kit ×100 | 3,985 | Ammo, Repair kits, Ammo containers, Scrap containers, Gear repairs |
| Scrap medicine ¹ | Infirmary L1×30 L2×50 L3×80, Recycling L1×30 L2×100 | 290 | Bandage, Anti-rad pills, Medikit T-000, Improvised medikit, Standard medikit, Modern medikit, Anti bleed gel, First aid medikit, Bloodsucker Injector, Chow-Down Injector, Rad Shield Injector, Endurance Booster Injector, Body Fortifying Injector, Burden Injector |
| Scrap weapon ¹ | Workshop L1×80 L2×150, Recycling L1×75 L2×250 | 555 | Repair kits, Gear repairs |
| Screw nut ¹ | Storage L1×10 L2×40 L3×70 L4×100, Bedroom L1×30 L2×80, Kitchen L1×15 L2×30, Garden L1×20 L2×40, Workshop L1×20 L2×50, Shooting Range L1×30 L2×60, Ammo L1×20 L2×40 L3×40 L4×100, Forge L1×30 L2×50 L3×200 | 1,075 | Scrap containers |
| Screwdriver ¹ | Storage L1×1 L2×1, Bedroom L1×1 L2×2, Kitchen L1×1 L2×2, Infirmary L1×1, Garden L1×1, Workshop L1×2 L2×3, Shooting Range L1×1, Ammo L1×1 | 17 | Repair kits |
| Soap ¹ | Infirmary L1×2 L2×4 L3×4 | 10 | None |
| Spoon ¹ | Kitchen L1×6 L2×10 | 16 | None |
| Tape measure ¹ | Gym L1×2 L2×3, Storage L3×2 L4×3 | 10 | None |
| Tea bag ¹ | Scavenger L1×2 L2×2 | 4 | Cup of Tea |
| Tushonka ¹ | Scavenger L1×5 | 5 | None |
| Vodka ¹ | Scavenger L1×5 L2×5 | 10 | None |
| Wires ¹ | Workshop L1×5 L2×10, Bedroom L2×10, Shooting Range L2×10, Lights kit ×10, Weather station kit ×12 | 57 | None |
| Wrench ¹ | Storage L1×1 L2×1, Workshop L1×2 L2×3 | 7 | Repair kits |
Three materials deserve a hard rule in your head: Nails, Screw nuts, and Scrap material. They’re the ones climbing into the four-digit totals, and you will burn through a whole stash building out one module. Never dump them early, even when your storage feels jammed. The safe-to-sell trigger only fires once every module below has hit max and the “Other uses” column no longer needs a tops-off.
Keep: Crafting
This is the list I actually keep open while looting — the recipe ingredients that feed your bench over and over. The ×N number next to each entry is how many one craft consumes, so you can eyeball at a glance whether a single pickup is worth dragging home. I lean on the medikit chain and the injectors the most, and those are exactly where materials vanish fastest.
| Item | Used in |
|---|---|
| Anti-rad pills ¹ | Rad Shield Injector ×1 |
| Bandage ¹ | Sterilised bandage ×3, Medikit T-000 ×1, Improvised medikit ×2, Anti bleed gel ×2, First aid medikit ×2; quest: Supplies for Igor ×4 |
| Bottle of rotten water | Bottle of water ×1–2 |
| Butter ¹ | Sandwich with Butter ×1 |
| Canned beans ¹ | Stew with meat and beans ×1 |
| Chemical crystal ¹ | Endurance Booster Injector ×2, Body Fortifying Injector ×2, Burden Injector ×2, Chemical Grenade ×2 (after the Chemical activity quest), 7.62x25mm Chemical ×2 (after the Chemical activity quest) |
| Egg | Boiled egg ×1, Cooked egg ×3 |
| Electric crystal ¹ | Burden Injector ×1 |
| Fire crystal ¹ | Bloodsucker Injector ×3, Chow-Down Injector ×3, Rad Shield Injector ×3, Body Fortifying Injector ×2 |
| Improvised medikit ¹ | Standard medikit ×1 |
| Pepper ¹ | Meatballs ×1, Cooked egg ×1 |
| Pliers ¹ | Weapon repair kit ×1, Armor repair kit ×1 |
| Raw meat ¹ | Cooked meat ×1, Stew with meat and beans ×2, Meatballs ×2; quest: Supplies for Igor ×10 |
| RDG-5 Grenade | Chemical Grenade ×1 (after the Chemical activity quest) |
| Rotten Bread | Bread ×2 |
| Salami ¹ | Sandwich with salami ×1 |
| Salt ¹ | Meatballs ×3, Cooked egg ×2 |
| Standard medikit ¹ | Modern medikit ×1 |
| Sterilised bandage ¹ | Medikit T-000 ×1 |
| Surgical scissors ¹ | Medikit T-000 ×1, Improvised medikit ×1, Standard medikit ×1, Modern medikit ×1 |
| Syringe ¹ | Improvised medikit ×1, Standard medikit ×1, Modern medikit ×1, Anti bleed gel ×1, Bloodsucker Injector ×1, Chow-Down Injector ×1, Rad Shield Injector ×1, Endurance Booster Injector ×1, Body Fortifying Injector ×1, Burden Injector ×1 |
| USB ¹ | quest: Oh no… Not again! ×2 |
| Wurstel ¹ | Sandwich with wurstel ×1 |
If you’re ever unsure whether a pickup is worth the carry weight, the Syringe is the clearest answer on this whole table — it feeds ten different crafts, from every medikit tier to all six injector types, so I never leave one behind. Surgical scissors and Bandage pull similar duty, threading through the medikit chain, and the medikit recipes then eat each other upward: Improvised medikit into Standard medikit into Modern medikit, each craft building on the last. Once I saw that ladder laid out, the reason my stock kept draining became obvious.
The quest chains are the other thing worth flagging. Raw meat and Bandage both get pulled into Supplies for Igor — ten raw meat and four bandage — so those aren’t just crafting stock while that quest is live. USB only matters for Oh no… Not again!, so once that’s done you can judge it purely on sale value. And two ingredients don’t open up until you clear the Chemical activity quest: Chemical crystal and RDG-5 Grenade both unlock Chemical Grenade at that point, with Chemical crystal also feeding 7.62x25mm Chemical ammunition. That’s the one exception where an RDG-5 is worth holding instead of selling — before the quest it’s just market fodder, after it’s a crafting input.
Notes
Quest items are the one category where the list stops being a simple yes-or-no. Most quest pickups only spawn while their quest is active, and until you finish that quest they can’t be sold at all — so there’s no point trying to clear them out of your stash early. Once the quest is done, they behave like any other item on the safe list.
Three keys are permanently unsellable, no matter what: the Key to a locked door in the sewer, the Laboratory elevator key, and Mr Junk’s key. Don’t waste time hauling these to a trader — they’re going nowhere. I learned that the hard way by dragging Mr Junk’s key back and forth more than once.
And a small one worth knowing: Roubles sell at face value. There’s no markup, no trick, no reason to sit on them — sell any you find. Whouda thunk it?
Wiki Corrections
A few of these entries contradict what the wiki currently tells you, and I’d rather flag that than have you second-guess the tables. The first is Scavenger Lvl 2: it wants 10 Medikit T-000, not the First aid medikits the wiki lists. Grab the T-000s specifically or you’ll be short on the hand-in.
Second, the Lights kit doesn’t take milk. The wiki’s Christmas lights kit page is simply out of date on that point, so ignore the milk line and follow the ingredient count in the keep table above instead.
Third, some items on those older lists don’t exist anymore — Smoking kills, Movies, and Cutlery are gone from the game entirely, so cross them off if you see them quoted anywhere. And a set of things that do still drop aren’t used by anything: cigarettes, lighters, matches, and DVD drives aren’t part of any recipe, module, or quest. Treat them as pure vendor trash and don’t hoard them hoping for a use.
Cheeki breeki, Hunter. Happy looting.