1×2 (2)
Inventory size
+100%
Energy
+25%
Health
+50%
Virus
Stops bleeding
Aid (works on others)
Stim
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
Medic items
…
2.5 %
Table Medical
…
2.3 %
Airdrop small
…
1.7 %
Medic
…
1.6 %
Den Items
…
1.5 %
Den
…
0.7 %
Mattress
…
0.1 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Drops from objects
PBS Medical Cabinet
…
2.3%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(7)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 51052 | Medic items | 2.50 % | 15 |
| 51103 | Table Medical | 2.27 % | 10 |
| 51150 | Airdrop small | 1.72 % | 46 |
| 51050 | Medic | 1.63 % | 18 |
| 51311 | Den Items | 1.52 % | 10 |
| 51310 | Den | 0.72 % | 140 |
| 51109 | Mattress | 0.10 % | 236 |
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.
Stim.dat
GUID 249fe1c36cfa4714862b0fc0aabfc6b1
Type Medical
Rarity Epic
Useable Consumeable
ID 51408
Size_X 1
Size_Y 2
Size_Z .3
Aid
Bleeding_Modifier Heal
Health 25
Disinfectant 50
Energy 100
Use_Auto_Icon_Measurements false
Blueprints 1
Blueprint_0_Type Supply
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 51409
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 51410
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_2_ID 51411
Blueprint_0_Supply_2_Amount 1
Blueprint_0_Build 32
Quest_Rewards 7
Quest_Reward_0_Type Rewards_List_Asset
Quest_Reward_0_GUID e9c4dbee7e2e4c78b82341bdacdd6638
Quest_Reward_1_Type Rewards_List_Asset
Quest_Reward_1_GUID 9032ded9e20d4ae78921fda11a049b91
// Med Book?
Quest_Reward_2_Type Rewards_List_Asset
Quest_Reward_2_GUID 44a4553ef6164c9c9bd92bfedee999ac
Quest_Reward_2_GrantDelaySeconds 60
Quest_Reward_3_Type Rewards_List_Asset
Quest_Reward_3_GUID 10f16a26be744636bd91c24299516c96
Quest_Reward_3_GrantDelaySeconds 6
Quest_Reward_4_Type Rewards_List_Asset
Quest_Reward_4_GUID d8b1c98d03c24ef79955cfc9432333c9
Quest_Reward_5_Type Rewards_List_Asset
Quest_Reward_5_GUID 08b3b1ca77e6466295048cf41dd9e540
Quest_Reward_6_Type Rewards_List_Asset
Quest_Reward_6_GUID 0159ead5441b46a78a8bb2f4e8773253