5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
500 m
Range
231 RPM
Fire rate
0.6%
Durability loss per shot
Sight, Tactical
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 48 | 32 | 20 | 20 |
| Zombie | 148.5 | 59.4 | 29.7 | 29.7 |
| Animal | 120 | 48 | 36 | — |
Other damage
Standard caliber| Barricade | 30 |
|---|---|
| Structure | 30 |
| Vehicle | 70 |
| Resource | 70 |
| Object | 70 |
Range & ballistics
Recoil
- Control
- Hard
- Simulation
- Semi, 5 taps · 3.8 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 4°
- Side kick / shot
- ±1.5°
- Recovery
- 50% ↑ / -25% ↔
Razortooth
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4274 | CA Civilian Rifle | 16.67 % | 7 |
| 4457 | CA Ranger Guns | 13.79 % | 4 |
| 4273 | CA Civilian Rifles | 5.00 % | 13 |
| 4460 | CA Ranger Zombie | 1.72 % | 17 |
| 4454 | CA Ranger | 1.15 % | 21 |
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.).
Razortooth ×1
Razortooth ×1
GUID a853f6f99e704483b5fa360dce1d42fe
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 4817
Instantiated_Item_Name_Override CA_Sabertooth
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/DMRs/CA_Sabertooth/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/DMRs/CA_Sabertooth/Reload.ogg
HammerAudioClip Items/Weapons/Guns/DMRs/CA_Sabertooth/Hammer.ogg
Size_X 5
Size_Y 2
Use_Auto_Icon_Measurements true
Sight 4736
Magazine 4737
Hook_Sight
Hook_Tactical
Ammo_Min 6
Ammo_Max 20
Semi
Safety
Attachment_Calibers 4
// Military Barrel
Attachment_Caliber_0 4001
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010
Magazine_Calibers 1
Magazine_Caliber_0 4735
Range 500
Firerate 12
Action Trigger
Unplace 0
Replace 0
Player_Damage 40
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.5
Animal_Damage 60
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 2
Barricade_Damage 30
Structure_Damage 30
Vehicle_Damage 70
Resource_Damage 70
Object_Damage 70
Durability 0.6
Bullet_Gravity_Multiplier 1.5
Spread_Angle_Degrees 19.29
Spread_Aim 0.01
Recoil_Min_X -1.5
Recoil_Min_Y 3
Recoil_Max_X 1.5
Recoil_Max_Y 5
Recover_X -0.25
Recover_Y 0.5
Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.001
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.015
Muzzle 4050
Shell 4075
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 5
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 3
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 3" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]