5×2 (10)
Inventory size
Primary
Hand slot
Semi
Firemodes
10 m
Range
59 RPM
Fire rate
0%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 0 | 0 | 0 | 0 |
| Zombie | 0 | 0 | 0 | 0 |
| Animal | 0 | 0 | 0 | — |
Other damage
Standard caliber| Barricade | 0 |
|---|---|
| Structure | 0 |
| Vehicle | 0 |
| Resource | 0 |
| Object | 0 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 1 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 27.5°
- Side kick / shot
- ±15°
- Recovery
- 70% ↑ / 70% ↔
Trident
Where to find this Item
PBS NPC Chuck Gunstore
…
PBS NPC Jennifer
…
PBS NPC Visitor Fedorov
…
PBS NPC DD Dumpster
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 51123 | Militia rare guns | 50.00 % | 2 |
| 51122 | Militia rare | 25.00 % | 4 |
| 51340 | Storch destroy | 5.00 % | 9 |
| 51115 | Militia | 1.75 % | 130 |
| 51310 | Den | 0.92 % | 140 |
| 51080 | Prisoner | 0.11 % | 132 |
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.).
Trident ×1
Trident ×1
Trident ×1
Trident ×1
GUID 67f3bf50b90a46339dbbcc62b0c41526
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 52313
Instantiated_Item_Name_Override 51348
Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.7
Magazine 52315
Ammo_Min 1
Ammo_Max 1
Semi
Caliber 52313
Firerate 50
Remove 0
Replace 0
Action Rocket
Player_Damage 100
Zombie_Damage 500
Animal_Damage 500
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 0
Resource_Damage 0
Object_Damage 0
Range 10
Explosion 51044
Durability 0
Quality_Min 100
Quality_Max 100
Spread_Aim 0.05
Spread_Hip 0.1
Ballistic_Force 3000
Recoil_Min_X -15
Recoil_Min_Y 25
Recoil_Max_X 15
Recoil_Max_Y 30
Recover_X 0.7
Recover_Y 0.7
Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02
Blueprints 2
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 52313
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Outputs 3
// Manual Parts
Blueprint_0_Output_0_ID 51034
Blueprint_0_Output_0_Amount 2
// Metal Scrap
Blueprint_0_Output_1_ID 51017
Blueprint_0_Output_1_Amount 3
// Wood
Blueprint_0_Output_2_ID 51023
Blueprint_0_Output_2_Amount 3
Blueprint_0_Build 27
Blueprint_1_Type Repair
Blueprint_1_Searchable False
Blueprint_1_Supply_0_ID 51034
Blueprint_1_Supply_0_Amount 4
Blueprint_1_Build 27
Shoot_Quest_Rewards 1
Shoot_Quest_Reward_0_Type Rewards_List_Asset
Shoot_Quest_Reward_0_GUID ae7724167039492fb3bd8aeef222fcfa