6×2 (12)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
900 m
Range
56 RPM
Fire rate
0.5%
Durability loss per shot
Sight, Tactical
Attachment hooks
-15%
Move speed while equipped
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 114.8 | 63 | 58.5 | 58.5 |
| Zombie | 450 | 225 | 180 | 180 |
| Animal | 300 | 140 | 100 | — |
Other damage
Standard caliber| Barricade | 151 |
|---|---|
| Structure | 151 |
| Vehicle | 200 |
| Resource | 250 |
| Object | 200 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 0.9 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 17°
- Side kick / shot
- ±5°
- Recovery
- 80% ↑ / 80% ↔
- Prone
- -75%
Monarch
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4479 | CA Whitney Military High Guns | 6.38 % | 9 |
| 4478 | CA Whitney Military High Zombie | 1.33 % | 43 |
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)
Monarch ×1
GUID a4ecfd78298441b19300ca6159580f94
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 4738
Instantiated_Item_Name_Override CA_Monarch
Gunshot_Rolloff_Distance 1024
Size_X 6
Size_Y 2
Sight 4739
Magazine 4740
Hook_Sight
Hook_Tactical
Ammo_Min 1
Ammo_Max 10
Unplace 0.5
Replace 0.5
Semi
Safety
Attachment_Calibers 3
// Grip
Attachment_Caliber_0 4003
// Scopes
Attachment_Caliber_1 4009
// Electronic Sights
Attachment_Caliber_2 4010
Caliber 4738
Magazine_Calibers 1
Magazine_Caliber_0 4738
Range 900
Bullet_Gravity_Multiplier 3.5
Ballistic_Travel 17
Firerate 53
Action Trigger
Equipable_Movement_Speed_Multiplier 0.85
Aim_In_Duration 0.55
Player_Damage 90
Player_Leg_Multiplier 0.65
Player_Arm_Multiplier 0.65
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.275
Zombie_Damage 300
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.5
Animal_Damage 200
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.5
Barricade_Damage 151
Structure_Damage 151
Vehicle_Damage 200
Resource_Damage 250
Object_Damage 200
Durability 0.5
Spread_Angle_Degrees 21.8
Spread_Aim 0.001
Recoil_Aim 0.25
Recoil_Min_X -5
Recoil_Min_Y 12
Recoil_Max_X 5
Recoil_Max_Y 22
Recoil_Prone 0.25
Recover_X 0.8
Recover_Y 0.8
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.01
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.05
Muzzle 4102
Shell 4077
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 6
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 3
}
{
ID "212a7ebc25fb410f8429892b8681c7d1" // Steel Ingot
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 4" // Metal Dust
"212a7ebc25fb410f8429892b8681c7d1" // Steel Ingot
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]