3×1 (3)

Inventory size

0

Possible catches

3

XP per catch

How fishing works
  1. Equip the rod and aim at any water surface (vanilla maps) or designated fishing volume (some custom maps).
  2. Cast the line. Wait for a bite - average wait time is multiplied by 1.
  3. When a fish bites, reel it in to land the catch.
  4. You receive 1 random item from the pool below and 3 skill XP.
We couldn't resolve this rod's loot pool from its Reward_ID.
3 blueprints
Tool
4 x
+
+
2 x
=
Tool
=
2 x
Tool
2 x
+
=
Wooden Fishing Rod Where to find this Item
100%
Escalation map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
PBS T0Stuff 35.0 %
PBS T2Stuff 20.0 %
PBS T4Stuff 16.0 %
Fishing 13.9 %
PBS FiberglassRod 2.1 %
PBS CarbonFiber 2.1 %
PBS WoodenRod 1.9 %
PBS T0 1.4 %
PBS T1 1.2 %
PBS T2 1.0 %
PBS T3 1.0 %
PBS T4 1.0 %
Mattress 0.8 %
No spawns on map.
No zombie drops.
PBS NPC Caster
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (13)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
51404 PBS T0Stuff 35.00 % 5
51411 PBS T2Stuff 20.00 % 6
51418 PBS T4Stuff 16.00 % 7
51076 Fishing 13.89 % 27
51191 PBS FiberglassRod 2.14 % 22
51192 PBS CarbonFiber 2.06 % 25
51190 PBS WoodenRod 1.92 % 16
51400 PBS T0 1.40 % 19
51406 PBS T1 1.20 % 26
51407 PBS T2 1.00 % 25
51413 PBS T3 0.98 % 36
51414 PBS T4 0.96 % 29
51109 Mattress 0.83 % 236
How loot works in Unturned Sections that apply to this fisher 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.).

Fishing Shop
Run by PBS NPC Caster
You give
50 Exp
You get
Wooden Fishing Rod ×1
You give
Wooden Fishing Rod ×1
You get
25 Exp
Rod_Wood.dat
GUID 29a959567bd0476ba9e60d17331e23b7
Type Fisher
Rarity Common
Useable Fisher
ID 51927

Size_X 3
Size_Y 1
Size_Z 0.25

Backward

Reward_ID 51454

Blueprints 2
Blueprint_0_Type Tool
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 51023
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Supply_1_ID 51021
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_2_ID 51017
Blueprint_0_Supply_2_Amount 2
Blueprint_0_Build 27

Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51927
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 51023
Blueprint_1_Output_0_Amount 2
Blueprint_1_Build 27

Quest_Rewards 2
Quest_Reward_0_Type Flag_Short
Quest_Reward_0_ID 53000
Quest_Reward_0_Value 0
Quest_Reward_0_Modification Assign
Quest_Reward_1_Type Rewards_List_Asset
Quest_Reward_1_GUID a43ee9e9d0644ab2b858057c6a99b146