Scavland attachments

Scavland Attachments

Scavland attachments: 300+ stocks, magazines, optics, muzzles, and grips. Customize around playstyle before you raid — inspect, do not memorize a fake sheet.

Customize parts before the raid.

~9 min read

At A Glance

Scavland attachments are how a Vulture turns “a gun I found” into a kit that matches the raid. Steam’s Early Access pitch is explicit: collect firearms and 300+ attachments, change components, and experiment with configurations. Official slot families named in public copy are stocks, magazines, optics, muzzle devices, and grips. Verified September 6, 2026.

This page is a playstyle guide, not a fake 300-row compatibility spreadsheet. Grey parts stay grey until the live inspect screen says otherwise. Pair the gun with weapons, keep it firing on repair, and fund trader stock from loot. There is no class, no skill tree, and no attachment “tier list” we will invent.

FactDetail
CountOfficial: 300+ attachments in Early Access Act I
Named familiesStocks, magazines, optics, muzzle devices, grips
GoalCustomize around playstyle — stealth, suppression, close bunker, daylight surface
Where parts dropWorld loot + traders; best stock is reputation-gated
CompatibilityPer gun. Grey = wrong family. Full matrix TBA
When to swapSafehouse / stash — not mid-jam in a procedural bunker
Not a classNo skill tree. The gun plus parts is the build
RelatedWeapons · repair · factions · loot

Keep it firing

Matched by build plan, shared topics, and guide progression — not random related links.

What are Scavland attachments?

Official store copy treats Scavland attachments as the customization layer on top of 25+ weapons. Guns are not throwaway pickups you replace every raid; you collect firearms, collect parts, change components, and keep experimenting. The advertised catalog size is 300+. That number is a ceiling for the wiki, not a promise that this page will name every rail, brake, and dust cover. Until we capture a live inspect list, named families stay the five Steam lists: stocks, magazines, optics, muzzle devices, and grips. Anything beyond that is TBA.

Progression is the kit on your back. There are no classes and no skill tree that “unlocks SMG proficiency.” Standing at factions opens better vendor trays. Rubles from loot pay for those trays. Contracts send you into rooms that drop both guns and parts. If a community clip names a rail that is not in the official five, treat it as a live-UI label until we verify — do not treat this article as a complete catalog.

300+ is a count, not a homework list

Memorizing three hundred names before your first extract is how you stall in the stash. Learn the five families, then inspect the gun you actually carry. The inspect screen is the spec.

Attachments are not a second weapon

A part that does not mount is scrap with extra steps. Haul parts your current weapons accept, or stash them for a gun you already own. Do not spend a bunker slot on an optic for a rifle sitting at 12% condition.

Which slots can Scavland attachments change?

Public official language names five families. Stocks change how the gun sits in the shoulder and how it handles when you move — exact recoil numbers stay TBA. Magazines change how many rounds you can fire before a reload, which matters more than a pretty glass when ammo is scarce. Optics change what you can see; they do not magically add ammo. Muzzle devices sit on the business end: brakes, flash hiders, and suppressors live in this family when the live UI shows them. Grips change how you hold the gun under fire. We will not invent extra slot names (gas blocks, dust covers, lasers) until inspect confirms them.

Each Scavland attachments family is a question, not a fashion choice. Can I feed this mag with the ammo in the pack? Can I see through this optic at night when visibility collapses to a flashlight cone? Does this muzzle support the stealth plan on survival, or am I painting a 200m sound ripple for every shot? If you cannot answer those, leave the part in stash.

Scavland attachment slots on Mikhail 74 U with sidemounted 4x scope

Stock vs mag vs optic

A stock you like and a mag you cannot fill is a worse kit than a plain gun with two full mags. Optics lose to magazines on first loops. Night raids punish glass you cannot light.

Muzzle and grip are raid tools

Suppression is an official combat pillar (firearms, melee, stealth, weapon suppression). If the job is a settlement-adjacent contract, a loud muzzle is a diplomacy problem. Grips help when you actually shoot; they do not help if the gun is jammed.

Do not invent slot counts

Some guns will show fewer rails than a “complete” Tarkov-style fantasy. If the inspect UI has three sockets, you have three sockets. Community names for extra rails stay TBA.

How do I customize Scavland attachments around playstyle?

Official copy says to experiment with configurations around how you fight. That is the whole build system. Playstyle is not a class card. A stealth-leaning Vulture wants quiet muzzles, a mag they can actually load, and an optic that does not turn the gun into a telescope they cannot use in a bunker corridor. A daylight scavenger on the map can accept a louder muzzle if the extract is short. A bunker runner on bunkers wants a gun that still fires after scrapes, not a glass palace.

Write the raid first, then pick Scavland attachments. Journal jobs on contracts tell you the room: mutant bounty, human hunt, item retrieval. Item retrieval wants a light kit and space in the pack. Human hunts want a gun you can feed. Mutant rooms want a gun that will not jam at 40% because you skipped repair. Attachments do not cancel those rules.

Scavland gunsmith: Mikhail 74 U attachment slots and sight menu

Stealth and suppression

Unsuppressed fire is a community-quoted long sound ripple at night. Officially, stealth and suppression exist. Mount a quiet muzzle when the route hugs settlements. Do not assume every muzzle is a suppressor — inspect the part.

Bunker close work

Procedural bunkers are tight. A huge optic that eats the inspect screen is a liability if you cannot see around a corner. Magazines and a working muzzle beat fashion glass underground.

Surface daylight loops

First-loop beginner guide logic still wins: feed the gun, oil the gun, extract. Attachments that add weight without adding shots you can fire are junk. Treat them as loot until a later gun needs them.

Where do Scavland attachments come from?

Official loop: scavenge the wastes and forgotten bunkers, take jobs, build reputation, customize the arsenal. Parts therefore come from the world and from traders. Traders sell weapons, equipment, attachments, and supplies; the best stock is earned by jobs, requests, and standing — not by a skill tree. We will not publish vendor prices. If a clip shows a ruble tag, believe the live trader, not this paragraph.

World Scavland attachments compete with junk for pack space. A grip for a gun you do not own is a maybe. A mag for the rifle on your sling is a keep. Contract retrieval items beat random rails when the journal says so. See loot for density rules and death recovery for why the stash — not the backpack — is the parts library.

Vendor trays follow standing

Raise factions before you assume the shop is empty. A grey buy button is often a tier gate. Do not invent which faction sells which rail.

Stash is the workshop

Park extra parts in the safehouse. The backpack dies with you. The stash does not. A recovered pack full of incompatible optics is a sad death recovery run.

When should I swap Scavland attachments?

Swap Scavland attachments in the safehouse, with the gun on the bench and oil in reach. Mid-raid “just one more rail” is how you donate the pack. A jam under 50% condition is a repair problem first. Installing a muzzle while mutants occupy the doorway is not customization — it is a death marker. If the raid plan changed (night fell, Mist rolled, bunker hatch appeared), extract and rebuild. Do not rebuild in the hatch.

Between raids, rebuild around the next journal line. Yesterday’s suppressed SMG kit is wrong for a long daylight scavenger loop if you have no ammo for it. Yesterday’s optic is wrong if you are going underground. The 300+ catalog exists so you can change your mind. Use that. Do not treat one loadout as a personality.

Safehouse checklist before extract planning

Condition above the jam-prone band, mag you can fill, muzzle that matches the route, optic you can actually use, grip if the gun accepts it. Then pack oil and a filter. Then leave.

Do not dual-wield fantasies

You can stash a second gun. You should not carry two incomplete builds into mist. One fed gun plus a stripped backup beats two half-dressed rifles.

Why is a Scavland attachment greyed out?

Compatibility is per gun. If a part is grey, it is the wrong family or the wrong receiver — not a bug, not a missing skill tree node, and not a reason to alt-tab into a fake wiki matrix. Official materials do not publish a complete pairing table. This site will not invent one. Inspect the live weapon. If the socket does not light up, leave the part in stash or sell it as junk density on loot.

Trader grey can also mean standing. That is a factions problem. World-drop grey on a gun you are holding is a compatibility problem. Do not mix those two greys in your head.

Grey is data

Every grey click is a note: this rifle does not take this mag. Keep the note. Do not keep the mag in the raid pack “just in case.”

Named community guns

Community chat names (Mikhail 47, Dragoon, and friends) are not an official roster on weapons. Parts that “always fit the Mikhail” in a clip are still TBA until your inspect agrees.

Do Scavland attachments replace repair?

No. A suppressor does not oil the chamber. Community and official notes agree weapons jam; condition under 50% is the widely quoted jam band. Scavland attachments change how the gun shoots when it shoots. Repair is why it still shoots. Field Gun Cleaning Oil is a patch; the workbench spends scrap and weapon springs. Mounting a new stock on a 12% relic is theater.

If the plan is a bunkers drop, bench the gun first, then dress it. If the plan is a short daylight loop, still oil. Attachments that add complexity to a gun you cannot maintain are loot, not loadout.

Oil in the bag, parts in the stash

Raid consumables: ammo, oil, filter. Raid optional: one extra mag that actually fits. Stash: the rest of the 300+.

Springs are not attachments

Weapon springs are repair fuel and high-value junk. Do not confuse them with a grip. Keep springs for the bench; see loot.

What next

Next: keep the kitted gun firing on repair, then spend dense junk on loot.

Lookup: weapons · factions · wiki hub.

FAQ

How many Scavland attachments exist?

Steam Early Access: 300+. This page will not publish a fake complete sheet. Inspect in-game.

What slots are officially named?

Stocks, magazines, optics, muzzle devices, and grips. Extra rail names stay TBA until inspect.

Do attachments replace classes or a skill tree?

No. Playstyle is the gun plus parts plus standing. There are no classes.

Can I buy every part on day one?

Best trader stock is earned with jobs and reputation. Prices stay TBA — check the live vendor.

Should I swap parts during a bunker fight?

No. Customize at stash. A jam is a repair problem. See death recovery if the pack already dropped.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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