6×2 (12)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
750 m
Range
59 RPM
Fire rate
0.35%
Durability loss per shot
Sight, Tactical
Attachment hooks
-8%
Move speed while equipped
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 115.7 | 71.2 | 53.4 | 53.4 |
| Zombie | 375 | 187.5 | 150 | 150 |
| Animal | 133.5 | 62.3 | 44.5 | — |
Other damage
Standard caliber| Barricade | 60 |
|---|---|
| Structure | 60 |
| Vehicle | 100 |
| Resource | 200 |
| Object | 200 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 1 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 5.5°
- Side kick / shot
- ±1°
- Recovery
- 100% ↑ / 100% ↔
Esfalka
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4463 | CA Cache PMC Guns | 4.09 % | 11 |
| 4462 | CA Cache PMC Low | 0.19 % | 47 |
| 4461 | CA Cache PMC High | 0.15 % | 52 |
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.).
Locked behind progression in Victor: Mesadyne / Zone Trekker. Show exact unlock rules (3 paths)
Esfalka ×1
Esfalka ×1
GUID 88b398e6ed234f2eb8ccc4d936e5ebb4
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4097
EjectAfterHammerDelay 1
RechamberAfterShotDelay 0.01
// Rig
Instantiated_Item_Name_Override CA_Sniper_0
EquipableModelParent SpineHook
// Audio
EquipAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Raven/Equip.ogg
InspectAudioDef Items/Weapons/Guns/Sniper_Rifles/CA_Raven/Inspect.ogg
HammerAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Snowfox/Hammer.ogg
ReloadAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Snowfox/Reload.ogg
Size_X 6
Size_Y 2
Sight 4099
Magazine 4096
Hook_Sight
Hook_Tactical
Ammo_Min 3
Ammo_Max 10
Semi
Safety
Range 750
Bullet_Gravity_Multiplier 3
Ballistic_Travel 15
Firerate 50
Action Bolt
Unplace 0
Replace 0
Equipable_Movement_Speed_Multiplier 0.92
Aim_In_Duration 0.35
Attachment_Calibers 3
// Grip
Attachment_Caliber_0 4003
// Scopes
Attachment_Caliber_1 4009
// Electronic Sights
Attachment_Caliber_2 4010
Magazine_Calibers 1
Magazine_Caliber_0 4097
Player_Damage 89
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.3
Zombie_Damage 250
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.5
Animal_Damage 89
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.5
Barricade_Damage 60
Structure_Damage 60
Vehicle_Damage 100
Resource_Damage 200
Object_Damage 200
Durability 0.35
Spread_Angle_Degrees 19.29005
Spread_Aim 0.001
Recoil_Min_X -1
Recoil_Min_Y 5
Recoil_Max_X 1
Recoil_Max_Y 6
Recover_X 1
Recover_Y 1
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.07
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1
Muzzle 4052
Shell 4076
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 7
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 4
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]