1×1 (1)

Inventory size

+20%

Health

Stops bleeding Aid (works on others)
3 blueprints
Supply
3 x
=
Salvage
=
2 x
2 x
2 x
Supply
2 x
+
=
Bandage Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Medic Medkit 33.3 %
Medic Common 20.0 %
Medic 10.9 %
Fishing Crate 0 10.3 %
Dumpster 4.8 %
No spawns on map.
Military Zombie Meds 74.3 %
No zombie drops.
Bikers Vendor
Shady Merchant
Andy
No vendors trade this.
No airdrops on this map drop this.
Medkit #1 33%
Dumpster #1 4.8%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Other ways to get this medical Off-map sources rolled from a loot pool
Cases (1)
Unturned Wooden Fishing Crate icon 10.29 %
Spawn tables (6)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4415 CA Military Zombie Meds 74.29 % 3
4509 CA Medic Medkit 33.33 % 3
4264 CA Medic Common 20.00 % 5
4243 CA Medic 10.85 % 19
4565 CA Fishing Crate 0 10.29 % 17
4513 CA Dumpster 4.76 % 45
How loot works in Unturned Sections that apply to this medical are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot on a server-set timer (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
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield 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
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets, or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's 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
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with rewards scaling roughly by √players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its 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
When a vehicle is destroyed (explosion, decay, water), its 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
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on server-side timers and are independent of regular item spawn points.
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.).

Daytime Bikers Armory
Run by CA Bikers Vendor
Locked behind progression in quest CA Bikers Vendor's dialogue. The shop opens at 2 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
150 Exp
You get
Bandage ×1
Bikers Armory Tokens are a custom shop currency: earn them at Daytime Bikers Armory, spend at Nighttime Bikers Armory. Higher-tier offers may be hidden until you have enough.
The Shady Pharmacy
Run by CA Shady Merchant
Locked behind progression in quest CA Shady Merchant's dialogue. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: CA Shady Merchant's dialogue — at stage 1+
You give
150 Exp
You get
Bandage ×1
The Shady Pharmacy
Run by CA Andy
You give
150 Exp
You get
Bandage ×1
CA_Bandage.dat
GUID c92d848205bd468c9bac3e039ac54cef
Type Medical
Rarity Uncommon
Useable Consumeable
ID 4407

Size_X 1
Size_Y 1

Aid
Bleeding
Health 20

Blueprints
[
	{
		CategoryTag "d089feb7e43f40c5a7dfcefc36998cfb" // Supplies
		InputItems "3f57cb4458a142c7b41a22bd4ed7cba9 x 3" // Rag
		OutputItems this
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]

Actions 1
Action_0_Type Blueprint
Action_0_Source 4408
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Key Craft_Dressing

InventoryAudio core.masterbundle:Sounds/Inventory/LightCloth.asset