1×2 (2)
Inventory size
Any
Hand slot
2 m
Range
0.05%
Durability Loss per Hit
8m
Alert Radius
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 27.5 | 20 | 15 | 15 |
| Zombie | 27.5 | 15 | 7.5 | 7.5 |
| Animal | 27.5 | 15 | 7.5 | — |
Other damage
Standard caliber| Barricade | 15 |
|---|---|
| Structure | 10 |
| Vehicle | 25 |
| Resource | 25 |
| Object | 25 |
Flashlight
Where to find this Item
NPC Guide #1 [Safezone]
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 36053 | Frost Civilian Melee | 14.29 % | 7 |
| 36122 | Frost Mine | 7.20 % | 10 |
| 36063 | Frost Civilian | 3.60 % | 79 |
| 36116 | Frost Library | 3.49 % | 80 |
| 36084 | Frost Gas | 2.30 % | 89 |
| 36046 | Frost Hospital | 0.90 % | 91 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
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.).
Flashlight ×1
GUID d43f66ac91594094aceab4c58a5ca464
Type Melee
Useable Melee
Slot Any
ID 36367
Size_Y 2
Range 2
Strength 1.5
Weak 0.37
Strong 0.37
Stamina 0
Player_Damage 25
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 25
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1
Animal_Damage 25
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.6
Animal_Skull_Multiplier 1.1
Barricade_Damage 15
Structure_Damage 10
Vehicle_Damage 25
Resource_Damage 25
Object_Damage 25
Light
Durability 0.05
Blueprints 4
Blueprint_2_Type Repair
Blueprint_2_Supply_0_ID 36011
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Build 27
Blueprint_0_Type Tool
Blueprint_0_Supply_0_ID 36367
Blueprint_0_Build 27
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 36011
Blueprint_0_Output_0_Amount 1
Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Flag_Short
Blueprint_0_Condition_0_ID 36013
Blueprint_0_Condition_0_Value 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset
Blueprint_1_Type Tool
Blueprint_1_Supply_0_ID 36367
Blueprint_1_Build 27
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 36011
Blueprint_1_Output_0_Amount 2
Blueprint_1_Conditions 1
Blueprint_1_Condition_0_Type Flag_Short
Blueprint_1_Condition_0_ID 36013
Blueprint_1_Condition_0_Value 1
Blueprint_1_Condition_0_Logic Equal
Blueprint_3_Type Gear
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 36011
Blueprint_3_Supply_0_Amount 2
Blueprint_3_Supply_1_ID 36024
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Outputs 1
Blueprint_3_Output_0_ID 36367
Blueprint_3_Output_0_Amount 1
Blueprint_3_Build 27
AttackAudioClip core.masterbundle:Sounds/MeleeAttack_02.mp3