1×1 (1)

Inventory size

1 rounds

Magazine capacity

-50%

Damage

0%

Spread

Guns (4)
7 blueprints
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6 x
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16 x
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2 x
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USGL Toxic Nade Where to find this Item
100%
Arid Reborn map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Group USGL Nades Deadzone 33.3 %
Spawn High Kneel 0.4 %
Spawn Locker Kneel 0.0 %
No spawns on map.
Zombie Spawn High Kneel 0.2 %
ZombieMega Spawn Kneel 0.1 %
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (5)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
0 PS Group USGL Nades Deadzone 33.33 % 3
19027 PS Spawn High Kneel 0.35 % 71
19104 PS Zombie Spawn High Kneel 0.18 % 89
19106 PS ZombieMega Spawn Kneel 0.07 % 67
19218 PS Spawn Locker Kneel 0.04 % 92
How loot works in Unturned Sections that apply to this magazine 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.
PS_USGL_Toxic.dat
GUID 0cbcdf23228148408ca05bf2dd71de51
Type Magazine
InventoryAudio Effects/Inventory_Sounds/Magazines_Pickup/Magazines_Pickup.asset
Rarity Epic
ID 10537

Size_X 1
Size_Y 1
Size_Z 0.15

Amount 1
Count_Min 1
Count_Max 1

Calibers 1
Caliber_0 18850

Tracer 19030

Blueprints
[
	{
		CategoryTag "e1b8d81c8d5a43e99468170db4a9d385" // Ammunition
		Operation FillTargetItem
		InputItems "dcf127bcb14e477eacbcfb1f2aabaef0" // USGL Toxic 6x
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		CategoryTag "e1b8d81c8d5a43e99468170db4a9d385" // Ammunition
		Operation FillTargetItem
		InputItems "0cbcdf23228148408ca05bf2dd71de51" // USGL Toxic 1x
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		CategoryTag "e1b8d81c8d5a43e99468170db4a9d385" // Ammunition
		Operation FillTargetItem
		InputItems "500b057189e4472c91f47937363e6277" // USGL Toxic Box
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		CategoryTag "e1b8d81c8d5a43e99468170db4a9d385" // Ammunition
		InputItems
		[
			{
				ID this
				Amount 6
			}
		]
		OutputItems
		[
			"dcf127bcb14e477eacbcfb1f2aabaef0 x 1" // USGL Toxic Nades
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "e1b8d81c8d5a43e99468170db4a9d385" // Ammunition
		InputItems
		[
			{
				ID this
				Amount 16
			}
			{
				ID "22223e9f418d49f2b4b4aab261c51bc8" // Metal Bar
				Amount 2
			}
		]
		OutputItems
		[
			"500b057189e4472c91f47937363e6277 x 1" // USGL Toxic Nades Box
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
		RequiresNearbyCraftingTags
        [
            "dd0d847a75784e3b861be03cfefa91d7" // Reloading Tools
            "cc14961fe1324afc9292725ce5fa850c" // Working Tools
        ]
	}
]

Actions 2

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 3
Action_0_Text Craft USGL Toxic Nades

Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 4
Action_1_Text Craft USGL Toxic Nades Box

Delete_Empty

Range 5
Explosion 19111
Explosive
Ballistic_Damage_Multiplier 0.5

Speed 1.5