5×3 (15)
Inventory size
Primary
Hand slot
Semi
Firemodes
6 m
Range
1,500 RPM
Fire rate
1%
Durability loss per shot
-20%
Move speed while equipped
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 0 | 0 | 0 | 0 |
| Zombie | 0 | 0 | 0 | 0 |
| Animal | 0 | 0 | 0 | — |
Other damage
High caliber| Barricade | 1800 |
|---|---|
| Structure | 1800 |
| Vehicle | 2500 |
| Resource | 1100 |
| Object | 9000 |
Range & ballistics
Recoil
- Control
- Hard
- Simulation
- Semi, 5 taps · 25 rps
- Side bias
- Kicks left
- Up kick / shot
- 5°
- Side kick / shot
- ±5°
- Recovery
- 0% ↑ / 30% ↔
Carolus
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4526 | CA Mesadyne Mega | 6.36 % | 27 |
| 4527 | CA Whitney Military Mega | 6.36 % | 27 |
| 4479 | CA Whitney Military High Guns | 1.06 % | 9 |
| 4488 | CA Mesadyne High Guns | 0.88 % | 9 |
| 4478 | CA Whitney Military High Zombie | 0.22 % | 43 |
| 4491 | CA Mesadyne High Zombie | 0.18 % | 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)
Carolus ×1
GUID 7dd69f0d547d4493a94db3b581560a0e
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 6253
Size_X 5
Size_Y 3
Instantiated_Item_Name_Override CA_Carolus
Magazine 6254
Sight 6255
Equipable_Movement_Speed_Multiplier 0.8
Aiming_Movement_Speed_Multiplier 0.3
Unplace 0
Replace 0
Should_Delete_Empty_Magazines true
Should_Delete_At_Zero_Quality true
Deleted_At_Zero_Quality_Effect 43b5eac3f37d4435a3e9e5449e3f390c
Ammo_Min 0
Ammo_Max 0
Semi
Caliber 6253
Firerate 1
Action Bolt
Range 6
Player_Damage 120
Zombie_Damage 3000
Animal_Damage 3000
Barricade_Damage 1800
Structure_Damage 1800
Vehicle_Damage 2500
Resource_Damage 1100
Object_Damage 9000
Explosion 4099
Explosion_Launch_Speed 40
Explosive
Invulnerable
Durability 1
Wear 6
Spread_Angle_Degrees 11.31
Spread_Aim 0.01
// Aim speed
Aim_In_Duration 0.5
Recoil_Min_X -5
Recoil_Min_Y 5
Recoil_Max_X -5
Recoil_Max_Y 5
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 4000
Muzzle 0
Shell 0
Gunshot_Rolloff_Distance 700
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 4" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]