1×1 (1)

Inventory size

+5%

Health

Stops bleeding Aid (works on others)
289 blueprints
Barricade
6 x
=
Furniture
+
6 x
+
=
Barricade
4 x
+
=
Utilities
Utilities
=
2 x
Furniture
5 x
+
=
Furniture
5 x
+
=
Furniture
Supply
Furniture
Craft lvl.1
+
+
=
Barricade
7 x
=
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Apparel
Apparel
Apparel
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
=
2 x
Apparel
=
3 x
Apparel
Apparel
Apparel
Supply
Supply
=
10 x
Supply
Gear
4 x
=
Gear
=
4 x
Apparel
Apparel
=
2 x
Supply
2 x
=
Apparel
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
Apparel
=
2 x
Apparel
=
2 x
Repair
0%
+
=
100%
Apparel
+
4 x
=
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Repair
0%
+
=
100%
Apparel
=
4 x
Apparel
=
5 x
Repair
0%
+
=
100%
Apparel
=
4 x
Apparel
=
5 x
Repair
0%
+
=
100%
Apparel
=
4 x
Apparel
=
5 x
Repair
0%
+
=
100%
Apparel
=
4 x
Apparel
=
5 x
Repair
0%
+
=
100%
Apparel
=
4 x
Apparel
=
5 x
Repair
0%
+
=
100%
Apparel
=
4 x
Apparel
=
5 x
Repair
0%
+
=
100%
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
=
4 x
Apparel
=
5 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
3 x
Apparel
=
4 x
Apparel
=
2 x
Apparel
=
3 x
Tool
Tool
=
2 x
Tool
Tool
=
2 x
Tool
Tool
=
2 x
Repair
0%
+
=
100%
Apparel
Apparel
=
2 x
Apparel
Apparel
=
2 x
Apparel
=
3 x
Apparel
=
4 x
Cloth Where to find this Item
100%
A6 Polaris map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Civilian Mats 50.0 %
Mine 28.8 %
Fishing Low 24.4 %
Edible Meds 17.9 %
Fishing Wood 12.2 %
Intel 8.3 %
Police 8.2 %
Fire 8.1 %
Civilian 7.9 %
Library 7.6 %
Hospital 6.4 %
Camp 6.2 %
Farm 6.2 %
Gas 5.0 %
HAZE 5.0 %
Fishing Baby 4.9 %
Military 2.6 %
No spawns on map.
No zombie drops.
NPC Guide #1 [Safezone]
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Other ways to get this medical Off-map sources rolled from a loot pool
Fishing rods (2)
Unturned Wooden Rod icon 12.20 %
Unturned Fishing Rod icon 4.88 %
Spawn tables (17)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
36052 Frost Civilian Mats 50.00 % 2
36122 Frost Mine 28.82 % 10
36087 Frost Fishing Low 24.39 % 6
36041 Frost Edible Meds 17.86 % 7
36090 Frost Fishing Wood 12.20 % 16
36105 Frost Intel 8.25 % 17
36023 Frost Police 8.19 % 35
36113 Frost Fire 8.06 % 35
36063 Frost Civilian 7.87 % 79
36116 Frost Library 7.63 % 80
36046 Frost Hospital 6.43 % 91
36082 Frost Camp 6.25 % 85
36034 Frost Farm 6.25 % 41
36084 Frost Gas 5.03 % 89
36109 Frost HAZE 5.00 % 38
36091 Frost Fishing Baby 4.88 % 16
36094 Frost Military 2.58 % 48
How loot works in Unturned Sections that apply to this medical are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot on a server-set timer (Items.Respawn_Time) up to a fraction of its points (Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column is the combined odds — 100% means the item is the sole candidate, not that the point will always be filled.
Zombie kill drops
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest. Forage bushes are single-use until the server resets them.
Object destruction & droppers
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets, or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's Item_Random reward rolls a configured number of items from a spawn table — your case shows its action name and roll count on its own page.
Horde beacons
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with rewards scaling roughly by √players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its Reward_ID spawn pool (Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
When a vehicle is destroyed (explosion, decay, water), its Drops_Table_ID spawn pool rolls Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla table 962 with 3-7 rolls; mods can override.
Airdrops
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on server-side timers and are independent of regular item spawn points.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Supply Shop
Run by Frost NPC Guide #1 [Safezone]
You give
Cloth ×1
You get
2 Exp
Frost_Cloth.dat
GUID bb5a335f089c453080c37d193df4cb80

Type Medical
Useable Consumeable
ID 36045

Aid
Bleeding
Health 5

Actions 3
Action_0_Type Blueprint
Action_0_Source 36361
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text ▲Craft Bandage
Action_0_Tooltip ▲Upgrade to Bandage

Action_1_Type Blueprint
Action_1_Source 36088
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Text ▲Compress
Action_1_Tooltip ▲Turn 4 cloth into rope

Action_2_Type Blueprint
Action_2_Source 36119
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 0
Action_2_Key Craft_Seed

ConsumeAudioClip core.masterbundle:Items/Medical/Dressing/Use.mp3