3×3 (9)
Inventory size
Secondary
Hand slot
Semi
Firemodes
12 m
Range
1,500 RPM
Fire rate
1%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 0 | 0 | 0 | 0 |
| Zombie | 0 | 0 | 0 | 0 |
| Animal | 0 | 0 | 0 | — |
Other damage
Standard caliber| Barricade | 0 |
|---|---|
| Structure | 0 |
| Vehicle | 0 |
| Resource | 0 |
| Object | 0 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 25 rps
- Side bias
- No horizontal kick
- Up kick / shot
- 18°
- Side kick / shot
- ±9°
- Recovery
- 0% ↑ / 30% ↔
Highveld
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4406 | CA Research Special Guns | 28.57 % | 8 |
| 4439 | CA Military Fort Guns | 11.25 % | 7 |
| 4446 | CA Military Reactor Guns | 10.23 % | 7 |
| 4448 | CA Military Fort Mega | 7.06 % | 21 |
| 4497 | CA SWAT Mega | 4.63 % | 36 |
| 4357 | CA SWAT Special High | 4.44 % | 10 |
| 4316 | CA Research Special High | 3.08 % | 25 |
| 4434 | CA Military Fort Zombie | 1.41 % | 47 |
| 4346 | CA Research Special Low | 1.23 % | 47 |
| 4435 | CA Military Fort | 1.03 % | 59 |
| 4335 | CA SWAT High | 0.63 % | 31 |
| 4441 | CA Military Reactor Zombie | 0.37 % | 51 |
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.).
Highveld ×1
GUID 2df106f94da942b48199b4a7eb807f50
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 4720
Size_X 3
Size_Y 3
Instantiated_Item_Name_Override Item_Highveld
Magazine 6262
Aiming_Movement_Speed_Multiplier 0.9
Should_Delete_Empty_Magazines true
Ammo_Min 1
Ammo_Max 3
Semi
Caliber 4177
Firerate 1
Action Bolt
Range 12
Explosion 45
Durability 1
Spread_Angle_Degrees 5.710593
Spread_Aim 0.8
Recoil_Min_X 9
Recoil_Min_Y 16
Recoil_Max_X -9
Recoil_Max_Y 20
Recover_X 0.3
Recover_Y 0
Shake_Min_X -0.002
Shake_Min_Y -0.0225
Shake_Min_Z -0.06
Shake_Max_X 0.002
Shake_Max_Y -0.035
Shake_Max_Z -0.08
Ballistic_Force 2000
Muzzle 4052
Shell 4048
Gunshot_Rolloff_Distance 250
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 6
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 5
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 4" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]