In this guide I will list the loot, pricing and items that will make you rich in The Forever Winter.
This guide represents my accumulated experience and research on looting, risk management, and credit optimization in Forever Winter. It is not a strict set of rules. Instead, it offers perspective, strategy, and understanding of what loot is actually worth taking, and what is better left behind.
All price data is measured using Heisenburg’s vendor values at Reputation Level 2 with 100% cost efficiency. Every vendor sells for roughly the same price, except Bunco (Scav Weaponry), who consistently undercuts most categories.
Table of Contents
Core Loot Philosophy
My primary objective in every run is to maximize both credit value per capacity and total XP gained.
After extensive testing, I’ve found the ideal pickup priority to be as follows:
Tech > Enemy Components > Junk / Intel > Tools > Ammunition > Consumables
Ammo and consumables are rarely worth their space unless I need them for survival. I only keep what is required for the loadout.
Weapon Mods should always be taken. They take up no capacity, add extraction XP, and can be sold for minor but consistent income.
For large item slots, I prioritize as follows:
- Gacha or sealed boxes (unknown or rare items are often worth a lot)
- Large Lootboxes (consistent, reliable money source)
- Avoid Explosives if better options exist
If my bag has equipment slots, I fill them with destroyed grenade launchers or any shotgun. Assault rifles and SMGs in destroyed condition rarely justify their weight.
Avoid combat unless necessary. Staying mobile and extracting quickly usually yields far more money and XP than fighting.
Loot Tier System
| Tier | Credit Value | Description |
|---|---|---|
| S | 7000+ | Exceptional |
| A | 3500–7000 | Good |
| B | 1500–3500 | Decent |
| C | 700–1500 | Average |
| D | 400–700 | Low |
| F | 0–400 | Poor |
| X | Unique | Quest or rare items |
Consumables
Food: Junk Food
| Tier | Item | Value (CR) | Notes |
|---|---|---|---|
| F | Candy Bar | 196 | Common and worthless except as emergency healing |
| F | Energy Bar | 152 | Same as above |
| F | Pretzels | 67 | Lowest value snack |
| F | Potato Chips | 309 | Filler loot |
| D | Cookies | 535 | Slightly better, possibly due to event-related modifiers |
Junk food has almost no trading value, but I sometimes keep a few for improvised healing during runs.
Food: Military Rations
| Tier | Item | Value (CR) | Notes |
|---|---|---|---|
| D | MRE Bag | 440 | Common in supply areas |
| D | Food Tin | 595 | Found in crates and vehicles |
| D | Canteen | 659 | Often appears with food tins |
| B | Enuggets | 1832 | Best of the military rations |
Military rations are low value individually, but stacking large quantities can yield reasonable profit.
Substance: Alcohol
| Tier | Item | Value (CR) | Notes |
|---|---|---|---|
| D | Brandy | 583 | Common filler |
| D | Gin | 447 | Low value |
| F | Scotch | 332 | Very low return |
| D | Whisky | 512 | Typical trade good |
| D | Wine | 366 | Cheap and common |
| X | Prized Alcohol | 1395 | Unique item, used in certain trade quests |
Alcohol fills inventory quickly and rarely pays off, except for Prized Alcohol, which offers both credits and trade bonuses.
Medical Supplies
| Tier | Item | Value (CR) | Notes |
|---|---|---|---|
| C | Small First Aid Kit | 233 | Basic healing |
| B | Standard First Aid Kit | 777 | Reliable and common |
| A | Advanced First Aid Kit | 1552 | High-value medical item |
| X | Large First Aid Kit | – | Rarely found, extremely valuable |
Medical items are always worth keeping. I usually keep a large stockpile rather than selling them, since they are essential for longer runs.
Substance: Cigarettes
| Tier | Item | Value (CR) | Notes |
|---|---|---|---|
| D | Cigs | 607 | Very common |
| C | Import Cigs | 782 | Mid-value |
| C | Premium Cigs | 697 | Good trade filler |
Cigarettes are lightweight and profitable in bulk. An NPC named Lordoss trades credits and lore for specific cigarette brands. He changes his requests after each bargain.
Trade Goods: Tools
| Tier | Item | Value (CR) | Notes |
|---|---|---|---|
| D | Tool Case | 645 | Very low value |
| C | High Tech Tool Set | 752 | Surprisingly sells for less than basic |
| C | Advanced Tool Set | 1036 | Moderate value |
| C | Mech Repair Tools | 1397 | Often needed for crafting or quests |
| C | Cybernetic Tool Set | 1372 | Moderate value |
| C | Basic Tool Set | 1187 | Common and steady |
| C | Jumper Cable | 1309 | Average |
| C | Glue Gun | 1148 | Lightweight trade good |
Tools are common and consistent loot. Cyborgs are the best source for advanced and cybernetic sets. Toolboxes are generally not worth carrying.
Trade Goods: Military Intelligence
| Tier | Item | Value (CR) | Notes |
|---|---|---|---|
| B | Dossier | 1573 | Solid intel item |
| B | Recorded Audio | 1909 | Good trade value |
| C | Telemetry | 1440 | Low-tier intel |
| B | Schematics | 1761 | Common, useful for quests |
| B | Hard Drive | 1708 | Regular drop |
| B | Internal Circuitry | 1951 | Slightly higher value |
| B | Officer Laptop | 1705 | Common among officers |
| C | Smuggled Organs | 1114 | Low value, sometimes quest-related |
Intel items are valuable and compact. I always take them when space allows, as they provide reliable credits without heavy risk.
Trade Goods: Weapons (Destroyed)
Destroyed weapons vary greatly in value. Heavy weapons and grenade launchers are highly profitable, while most SMGs and rifles are not.
High-Value Destroyed Weapons
- Destroyed Grenade Launcher: 20854 CR
- Destroyed USAS-12: 12538 CR
- Destroyed VEPR-12: 9127 CR
- Destroyed AA12: 7933 CR
- Disabled Weapons (any type): repairable, extremely valuable
Low-Value Destroyed Weapons
- Destroyed RPK: 2712 CR
- Destroyed P90: 1917 CR
- Destroyed SCAR: 997 CR
- Destroyed NTW-20: 889 CR
I prioritize grenade launchers, shotguns, and machine guns. Assault rifles are almost never worth the capacity.
Components and Enemy Loot
| Item | Value (CR) | Source | Risk | Notes |
|---|---|---|---|---|
| Exo Equipment | 9301 | Exos | High | Very high tier loot |
| Europan HK Components | 9276 | Hunter Killers | High | Guaranteed drop, dangerous |
| Hind Nav Computer | 8827 | Helicopter wrecks | High | Rare, from Eurasian gunships |
| Merkava Equipment | 5929 | Tanks | Medium | Found in wreck crates |
| Turret Debris | 4602 | Turrets | Low | Drops inconsistently |
| Armor Shard | 3974 | Turrets / Mechs | Low | Common salvage |
| Europan Drone Debris | 2797 | Drones | Low | Frequent drop |
| Eurasian Drone Debris | 2676 | Drones | Low | Same as above |
| Corpse Tank Control Panel | 1354 | Tank wrecks | Medium | Low-tier tech loot |
Cyborg and drone components are valuable for both trade and quests. I often track drone fights to collect debris before despawn.
Regional and Situational Loot Opportunities
Scorched Enclave
- Faction: Contested
- Danger: Low
- Notes: Frequent clashes between T-90s and Merkavas. Ideal for salvaging tank and mech debris.
Ashen Mesa
- Faction: Mixed
- Danger: Medium to High
- Notes: Rich in wrecks, drones, and ground troops. Tactical Cameras help reduce risk.
Elephant Mausoleum
- Faction: Europa
- Danger: Medium to Extreme
- Notes: Valuable EXO and tank components. Medical and intel supplies are common but heavily guarded.
Scrapyard Nexus
- Faction: Euruska
- Danger: High
- Notes: Heavy cyborg presence. Excellent for component farming, but extremely dangerous without heavy firepower.




