5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
600 m
Range
120 RPM
Fire rate
0.6%
Durability loss per shot
Sight, Tactical, Grip
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 78 | 52 | 32.5 | 32.5 |
| Zombie | 240 | 96 | 48 | 48 |
| Animal | 71.5 | 52 | 39 | — |
Other damage
Standard caliber| Barricade | 40 |
|---|---|
| Structure | 40 |
| Vehicle | 25 |
| Resource | 200 |
| Object | 200 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 2 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 11.5°
- Side kick / shot
- ±3°
- Recovery
- 50% ↑ / -25% ↔
Mirage
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4488 | CA Mesadyne High Guns | 11.01 % | 9 |
| 4491 | CA Mesadyne High Zombie | 2.29 % | 50 |
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)
Mirage ×1
GUID 5eb7a9d4658244d1b18766ea13ae878d
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 6087
Instantiated_Item_Name_Override CA_Lapua_DMR
ReloadAudioClip Items/Weapons/Guns/DMRs/CA_Mirage/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Rifles/CA_Rebel/Hammer.ogg
InspectAudioDef Items/Weapons/Guns/Sniper_Rifles/CA_Tacit/Inspect.ogg
Size_X 5
Size_Y 2
Sight 6088
Magazine 6089
Hook_Sight
Hook_Tactical
Hook_Grip
Ammo_Min 5
Ammo_Max 10
Semi
Safety
Aim_In_Duration 0.5
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 6087
Range 600
Bullet_Gravity_Multiplier 1.25
Firerate 24
Action Trigger
Unplace 0.45
Replace 0.5
Player_Damage 65
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 160
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.5
Animal_Damage 65
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 40
Structure_Damage 40
Vehicle_Damage 25
Resource_Damage 200
Object_Damage 200
Durability 0.6
Spread_Angle_Degrees 12.407
Spread_Aim 0.003
Recoil_Min_X -3
Recoil_Min_Y 10
Recoil_Max_X 3
Recoil_Max_Y 13
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 -0.01
Muzzle 4102
Shell 4076
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 6
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 3
}
{
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
}
]