4×2 (8)
Inventory size
Primary
Hand slot
Auto, Safety
Firemodes
200 m
Range
300 RPM
Fire rate
0.2%
Durability loss per shot
Sight, Tactical, Grip
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 22 | 17.6 | 13.2 | 13.2 |
| Zombie | 60.5 | 33 | 16.5 | 16.5 |
| Animal | 26.4 | 19.2 | 14.4 | — |
Other damage
Standard caliber| Barricade | 15 |
|---|---|
| Structure | 15 |
| Vehicle | 25 |
| Resource | 15 |
| Object | 15 |
Range & ballistics
Recoil
- Control
- Moderate
- Simulation
- Auto, 12 rounds · 5 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 1.75°
- Side kick / shot
- ±0.75°
- Recovery
- 50% ↑ / 50% ↔
Arachnid SD
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4274 | CA Civilian Rifle | 11.11 % | 7 |
| 4273 | CA Civilian Rifles | 3.33 % | 13 |
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.).
Arachnid SD ×1
GUID a0833d0643a3489da0996fa3592f3026
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 6258
Instantiated_Item_Name_Override CA_Quicksilver
EquipableModelParent SpineHook
ReloadAudioClip Items/Weapons/Guns/SMGs/CA_Arachnid_0/Reload.ogg
HammerAudioClip Items/Weapons/Guns/SMGs/CA_Arachnid_0/Hammer.ogg
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Lionfish/Inspect.ogg
Size_X 4
Size_Y 2
Magazine 4525
Barrel 4729
Hook_Sight
Hook_Tactical
Hook_Grip
Ammo_Min 10
Ammo_Max 30
Auto
Bursts 2
Safety
Attachment_Calibers 4
// SMG Barrel
Attachment_Caliber_0 4011
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010
Magazine_Calibers 1
Magazine_Caliber_0 4523
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 0.7
Range 200
Firerate 9
Action Trigger
Unplace 0
Replace 0
Player_Damage 22
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1
Zombie_Damage 55
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1
Animal_Damage 24
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15
Durability 0.2
Spread_Angle_Degrees 11.31
Spread_Aim 0.05
Recoil_Min_X -0.75
Recoil_Min_Y 1.5
Recoil_Max_X 0.75
Recoil_Max_Y 2
Recover_X 0.5
Recover_Y 0.5
Shake_Min_X -0.001
Shake_Min_Y 0.001
Shake_Min_Z -0.005
Shake_Max_X 0.001
Shake_Max_Y -0.001
Shake_Max_Z -0.005
Muzzle 0
Shell 4047
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 4
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 2
}
{
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
}
]