2×2 (4)

Inventory size

60 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (0)
22 blueprints
Tool
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Gear
=
2 x
Tool
2 x
+
2 x
=
Spawn tables (25)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
59155 PS Radio Towers Ammo 87.50 % 2
59170 PS Caches Ammo 44.44 % 3
59019 PS Weapons Cache Ammo 37.04 % 3
59145 PS PMC Ammo 0 29.41 % 2
59148 PS Soviet Ammo 0 29.41 % 2
59447 PS Weapons Cache LOCKED 12.35 % 31
59173 PS Caches Proper 11.11 % 45
59238 PS Fishing Rod Goodies Ammo 11.11 % 7
59175 PS Caches BB 5.05 % 45
59086 PS PMC Zombo Drops 0 4.21 % 51
59087 PS Soviet Zombo Drops 0 3.88 % 61
59116 PS Radio Towers Proper 3.40 % 78
59022 PS Weapons Cache Proper 3.40 % 78
59060 PS PMC Low Tier 2.48 % 39
59054 PS Soviet Low Tier 2.33 % 43
59111 PS Soviet Bunker 0 2.10 % 56
59089 PS PMC Zombo Drops Proper 0 2.07 % 50
59088 PS Soviet Zombo Drops Proper 0 1.91 % 60
59077 PS Military Supplies Soviet 1.73 % 49
59078 PS Military Supplies PMC 1.73 % 40
59260 PS Airfield Lockers 1 1.16 % 51
59326 PS Warehouse 0 1.06 % 95
59177 PS Bunker 1 Zombo Drops 1.05 % 57
59458 PS PMC NVG Zombo Drops 0 0.45 % 53
59330 PS Soviet NVG Zombo Drops 0 0.42 % 63
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.
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.).

Ammunition
Run by PS Trader #1 [Gunsmith]
You give
150 Exp
You get
Intermediate Ammo Box ×1
Dogtag Barters
Run by PS Trader #8 [Dogtag]
You give
10 Exp
You get
Intermediate Ammo Box ×1
PS_Intermediate_Ammo_Box.dat
GUID 93704fa81c8249f6ad7f781b1de9b79b
Type Magazine
Rarity Rare
ID 59263

Size_X 2
Size_Y 2
Size_Z 0.382

Amount 60
Count_Min 15
Count_Max 33

Calibers 1
Caliber_0 58999

Tracer 48

Blueprints 10

Blueprint_0_Type Tool
Blueprint_0_Searchable False
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 58999
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Tool 58999
Blueprint_0_Tool_Critical
Blueprint_0_Build 27
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 59263
Blueprint_1_Build 30
Blueprint_2_Type Ammo
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 59260
Blueprint_2_Build 30
Blueprint_3_Type Ammo
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 59315
Blueprint_3_Build 30
Blueprint_4_Type Ammo
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 59424
Blueprint_4_Build 30
Blueprint_5_Type Ammo
Blueprint_5_Supplies 1
Blueprint_5_Supply_0_ID 59800
Blueprint_5_Build 30

Blueprint_6_Type Ammo
Blueprint_6_Supplies 1
Blueprint_6_Supply_0_ID 59858
Blueprint_6_Build 30
Blueprint_7_Type Ammo
Blueprint_7_Supplies 1
Blueprint_7_Supply_0_ID 59859
Blueprint_7_Build 30

Blueprint_8_Type Ammo
Blueprint_8_Supplies 1
Blueprint_8_Supply_0_ID 59860
Blueprint_8_Build 30

Blueprint_9_Type Ammo
Blueprint_9_Supplies 1
Blueprint_9_Supply_0_ID 59990
Blueprint_9_Build 30

Blueprint_10_Type Ammo
Blueprint_10_Supplies 1
Blueprint_10_Supply_0_ID 60047
Blueprint_10_Build 30