Wiki
The wiki at wiki.dzbot.de is a free DayZ wiki: player guides, a doctor that tells you
which disease you have, an overview of how a map or server plays, and an item database with every vanilla item with
its picture, in-game name and description, class name (with a copy button), weight, size, slots, protection,
warmth, the magazines, ammo and attachments that fit โ and how rare it is and where to find it. On top of that come
the game's own values for combat, protection, food and base building, a page for every kind of infected, and a
compare page for up to four items. It was at
dzbot.de/dayz-items before; old links lead to the same page in the wiki, the item list itself is at
wiki.dzbot.de/items.
What makes it different from other item lists: it can show a server instead of vanilla. Then every item says how it spawns on that server and where that differs from vanilla.
Vanilla or a serverโ
One switch at the top chooses what you see โ the same switch as on the map at map.dzbot.de:
- Vanilla โ Nasdara, Chernarus, Livonia or Sakhal.
- My servers โ dzbot servers you play on that share their loot settings with their players. You have to be signed in with Discord to see them.
- Public servers โ servers that share their loot settings with everyone.
Each server shows its map next to its name. The choice is remembered for your next visit and shared with map.dzbot.de: pick a server in the wiki and the map opens on it too, and the other way round.
Which servers show up is up to their owners, see Share loot settings. A server that does not share with you is not listed; a link to it shows vanilla on its map instead, with a short note.
The start pageโ
The wiki opens on the chosen map or server. At the top, Tools: the doctor (What do I have?), the outfit page and the compare page โ on Nasdara also the Radio bunker decoder. Below come how the map or server plays (see the server overview below) and Out on <map>: which infected roam that vanilla map, with their health, hit and the zones they spawn in, and where the loot is โ the buildings that stand there most often and the ones that hold the most loot at once. Each row opens its page, See all the full list. A server on a map the wiki does not cover gets no such section. Then the guides, and the way into the items with search and categories.
Guides and the doctorโ
The guides explain DayZ's mechanics in three groups โ Survival (health and status, diseases, injuries, food and water, temperature and clothing), Outdoors (fire and cooking, animals and hunting, infected, staying hidden, navigation) and Gear and progress (the first hour, crafting, weapons and ammo, base building, vehicles, loot and tiers, radio bunkers on Nasdara). Their numbers come from DayZ 1.30's game files. Wherever a guide names an item, a card shows it with its rarity on the chosen map or server. The loot and tiers guide has a map of the tier zones โ the chosen map's, or the server's own when it shares its loot settings with you (see Loot tiers).
Sick? Find out what you have on the diseases guide, or What do I have? under the start page's tools, opens the doctor: pick what you notice on your character, answer what you know about what happened before, and it names the disease โ or several at once โ with its stage, what cures it and how to avoid it.
Every disease also has a page of its own (linked from the doctor and the diseases guide): its stages on a timeline with when each starts, what it does, whether it still heals by itself, only with medicine or no longer, how fast it kills, and which items treat which stage and how quickly.
A server's owner can add guides of their own (see Wiki guides). They show first in the server's wiki under From <server>, and on wiki.dzbot.de when that server is chosen โ opening in the server's web app.
Radio bunker decoderโ
On Nasdara a transmitter on 80.0 MHz sends morse code at night: for each of the three bunkers that are open that
night, its map grid (six digits) and its door code (four digits). The Radio bunkers on Nasdara guide explains
it and carries the decoder at the top. Tap along with two big keys, Short and Long (on a keyboard the
. and - keys, Backspace takes the last one back). Every five beeps make a digit; after six the decoder names
the bunker and shows it on the map, after ten the code is done and the next bunker starts by itself. If one
digit of the grid matches no bunker, it suggests the bunker that differs in only that digit; a grid no bunker
answers to shows its 100-metre square.
The bunkers heard stay in the browser with their code until they expire: the night's length on that server plus a fifth (on a server's wiki from its time settings, otherwise two hours). Full map opens the large map โ the server's own map on a Nasdara server, otherwise map.dzbot.de โ with the radio bunker layer on and every heard code at its bunker.
Under What's inside, the guide lists what the bunker crate holds, with each item's chance and what a gun case
holds in turn. It comes from the mission files (cfgspawnabletypes.xml): a Nasdara server's own when it shares its
loot settings with you, Nasdara's vanilla files otherwise. The server's files are re-read with its other mission
files (see Events, spawns and loot from your server).
On a server's web appโ
A server's web app has a Wiki page in the navigation โ the same wiki, fixed to that server. Signed-in players
see it when their group holds the right wiki.access (Access Wiki); guests see it when the server turns on
Wiki under Guest pages. What it shows is a separate question: the server's
own loot where it shares its loot settings with you (see
Share loot settings), the vanilla values of its map otherwise. A
server's own guides each have their own visibility.
The wiki there opens on an overview of how the server plays, followed by the guides; the item list and the item pages sit below it.
The server overviewโ
- World โ how long a game day and a night last in real time, the temperature over the year next to vanilla's, the weather (the map's own, or the server's limits for rain, fog, snow and wind) and how dark the nights are.
- Gameplay โ 1st or 3rd person, crosshair, voice chat, stamina, map and compass rules, the spawn choice after death, how long logging out takes and how long bodies stay.
- Base building โ whether bases and storage take damage, whether placing and building checks are switched off, and how long a flag protects a base.
- Economy โ loot overall, zombies, animals, vehicles, heli crashes and loot by kind, each as a level from far fewer to far more than vanilla.
- Items โ the search, every category, and the items this server made most clearly more common or rarer.
Wherever the server set something other than vanilla, the vanilla value is shown under it.
The item pageโ
Valuesโ
Under the class name, the few numbers that matter most for the item sit in tiles โ for a weapon its damage, fire rate, bullet velocity and recoil โ and everything else in tabs by topic. Which tabs an item has depends on what it is:
- Use โ for medicine and medical gear what using it does, how long it lasts and takes, what one use costs, which diseases it treats and what a second use while it still works does.
- Combat โ damage to health, blood and shock, fire rate per fire mode, muzzle velocity, spread, recoil, zeroing, penetration, magazine capacity and how loud a shot is to infected.
- Ballistics โ how fast the bullet still flies over the distance, how far it drops and how long it takes, and from which distance it is slower than sound (from there, no supersonic crack gives the shooter away). Up to three other guns or rounds can be drawn next to it.
- Reliability โ the chance of a jam per shot in every condition, from pristine to ruined, and how long clearing a jam takes.
- Melee โ the light, heavy and sprint attack with their damage and reach; for guns the buttstock and bayonet.
- Effect โ for attachments what they change on the weapon: recoil, sway, spread and shot loudness, plus magnification and night vision for optics; for lights and electronics the runtime on a fresh battery; for explosives the damage and the radius of full and fading damage.
- Protection โ how much of each kind of damage clothing absorbs: bullets, melee, infected and explosions, each for health, bleeding and shock, plus gas and dust protection.
- Warmth & wet โ insulation, how wet it gets at most and how much water it soaks up.
- Nutrition โ energy, water and how fast it fills the stomach, for food with several stages (raw, baked, boiled, dried, burned, rotten) per stage, and which stages can make you sick. Bottles and canteens that start filled show what their liquid gives: water and energy per 100 ml, per sip (one second of drinking, 65 ml) and for the full container.
- Vehicle โ fuel tank, consumption, fluids and seats.
- Inventory โ weight, size, cargo, slot and durability.
The tab you open is kept in the link. All values come from DayZ 1.30's game files; ballistics and raid counts are calculated from them.
Weapons with a loadout: the values follow the parts mounted on the weapon above โ recoil, sway, spread, loudness, weight and magazine capacity change the way the game combines attachments, and the value without attachments stays next to it. What the loadout changes lists every changed value before and after, and what each mounted part does on its own; many sights and handguards only add weight.
Spread is given in MOA (minute of angle): 1 MOA is about 2.9 cm at 100 m. The page also says how far from the aim point a bullet can land at 100 and 300 m.
Base buildingโ
The pages of a fence, a watchtower, a shelter or a flag โ and of the kits that place them โ have two more tabs:
- Build โ every part with the materials it takes, the tools that build it and take it down, the part it needs first, and its health.
- Raid โ pick a part and see how many shots, hits or blasts each common weapon and explosive needs until it breaks. On a server that switched base damage off, a note says so.
Craftingโ
How to craft it lists the recipes that make the item โ the two ingredients, what gets used up, how long it takes. Used for crafting lists the recipes it goes into. Some things are made without a recipe, straight from the hands or on a rock in the world โ a bone or stone knife, an armband or wrappings from rags, bolts, a rope belt; they show nothing else or a rock in the world as the second part, and each after the time when holding the action makes one after another.
Rarityโ
How rare an item is comes in five levels โ not rare, slightly rare, rare, very rare and extremely rare โ plus does not spawn for items the map never spawns on their own (they only come with other items, from crafting or from admin spawns). Events count: vehicles and boats at their spawn spots, the loot of helicopter crashes and convoys, wooden planks, and mushrooms, fruit and stones that appear around players.
The level weighs two things: how many copies the map puts out, and how many loot spots you have to search to find one. It is a ranking within the map โ on each map, every level holds about a fifth of the items. Vanilla items are ranked against the other vanilla items of the same map; a server's items are measured on that same vanilla scale, so a server that hands out more loot also shows more items as less rare. What events place themselves โ vehicles, boats, planks โ is put on the same scale without changing the levels of the loot.
The head of every item page shows its rarity on all four vanilla maps. Tap a map to switch the wiki to it.
Where to find itโ
Below, the page lists for the chosen map or server:
- Where you find it โ the kinds of places: military, police, medical, farms, towns, hunting and so on, or at events only for vehicles and for the loot of helicopter crashes and convoys.
- Spread โ in a few places (fewer than 10), in some places (10 to 50) or scattered across the whole map (more than 50). Buildings close to each other count as one place.
- Stays set up โ only for tents, storage and base building parts: roughly how long it stays before it disappears, for example "about 3 months".
- A small map below shows every spot the item can spawn at โ the buildings, the event wrecks for helicopter and convoy loot, the spawn spots for vehicles. Open the full-screen map (or Show on the map) opens the full map on the same map or server.
- Where you are most likely to find it โ the building types with the best odds and how many of them stand on the map. On vanilla the bar reads as copies per building with the economy full; on a server, whose exact values stay private, as the types' share of the item's spots. Each building links to its page.
On vanilla, a fold-out types.xml values (for server admins) lists the item's raw vanilla values per map โ
nominal, min, lifetime, restock, quantity, usage, value, tags and flags. These are public game files; handy for editing your own types.xml.
Clothingโ
Clothing shows its warmth as a level (poor to very high) with the game's value, and how it ranks among items for the same slot, in the Warmth & wet tab. Gets at most says how wet it can get โ from stays dry to drenched. On a server that is colder or warmer than vanilla, a note says so. Put it into an outfit opens the outfit page with the piece worn.
What a server's page showsโ
With a server selected, a banner names the server and its map, and when its files were last read ("as of 3 days ago"). Show vanilla switches back.
On each item, a chip marks what differs from vanilla:
| Chip | Meaning |
|---|---|
| โฒโฒ heavily boosted / โฒ boosted | easier to find than on vanilla |
| โผ reduced / โผโผ heavily reduced | harder to find than on vanilla |
| โ switched off | spawns on vanilla, but not on this server |
| โ only on this server | does not spawn on vanilla, this server added it |
Next to a changed rarity you also see what it is on vanilla, for example "Slightly rare ยท โฒโฒ heavily boosted ยท Vanilla: extremely rare". New or removed places show as ๏ผ Police or โ Military; a different spread or how long something stays set up show their vanilla value too.
When the server sells the item, a line under its description shows the price and leads to the shop. If several shop sets contain it, the line shows the set with the fewest other things in it โ ideally the item on its own โ and the other sets fold out below. Only sets every player can see and buy are listed.
A server's page never shows exact numbers from its types.xml โ only these levels. Nobody can copy a server's
loot setup from the wiki. The same goes for the economy on the overview. What players notice in the game anyway โ
day length, temperatures, perspective, logout time and the like โ is shown as it is.
The item listโ
The categories and the filters sit in a column next to the list; on a phone the categories scroll in one row and the other filters open from Filters. With a map or server chosen, filters narrow the list down:
- Rarity โ one of the five levels.
- Found at โ a kind of place, such as military or police.
- Vs. vanilla (servers only) โ more common than vanilla, rarer than vanilla, switched off, and in the shop for items the server sells.
Cards in the list carry the rarity and, on a server, an arrow when it differs from vanilla. Items that do not spawn on the server are greyed out.
With a category picked that has values โ weapons, attachments, magazines, ammo, melee, explosives, clothing, backpacks, storage, food, vehicles โ the list turns into a table of them. Click a column header to sort by it, click it again to reverse; the sorting stays in the link.
Compare itemsโ
Compare with others on an item page opens the compare page with that item. Add up to three more items of the same category; their values stand side by side and the best value of each row is marked โ the highest, or the lowest where less is better (weight, recoil, spread). Copy link shares the comparison.
Outfitโ
Put an outfit together on the start page puts a full set together, one piece per slot (head, face, eyes, vest, body, back, belt, hands, legs, feet):
- Warmth โ the game's own sum: each piece's insulation times how much its slot counts (body and legs most, back least, eyes not at all), for new and dry clothes, against the highest possible value.
- Weight and Inventory โ all pieces together, empty, and their inventory slots.
- Protection per hit zone โ which pieces protect the head, torso, arms, hands, legs and feet, each with what it absorbs from bullets and melee. The page does not add pieces on the same zone up: how the game combines a vest and a jacket happens inside the engine and is not in the game files.
The chosen pieces stay in the link; Copy link shares the outfit.
Buildingsโ
See all under Where the loot is on the start page lists every building the vanilla maps spawn loot in, with how often it stands on each map. Its page shows, per map:
- how often it stands there, how much loot it holds at once, its loot points and the tiers of its spots;
- a small map with all its spots, over the map's tier zones;
- its containers โ floor, shelves, weapons โ with their loot points, how much each holds, and the categories and tags an item needs to spawn there;
- its usage and tiers, and the usages some spots get from the area they lie in;
- What lies here most โ our estimate of the items one such building holds on average with the economy full.
Infectedโ
See all under Who roams here on the start page lists every kind of infected โ civilian, runner, soldier, heavy soldier, officer, police officer, paramedic, firefighter, hunter, priest and mummy โ and each has its own page:
- health, the head's health and how much more damage it takes from bullets, damage per hit and sprint speed;
- every attack with its damage, reach and cooldown, and the damage multiplier of each body zone;
- per vanilla map, the kinds of infected zones it spawns in and how many such zones the map has, a small map with those zones, and what it carries โ worn and in the pockets, with chances;
- every class name of that kind, with its health.