2×2 (4)

Inventory size

15 (5×3)

Storage slots

+10%

Bullet armor

+10%

Explosion armor

Yes

Fire proof

Similar Clothing (2)

There might be more than those listed here.

3 blueprints
Apparel
=
2 x
Repair
0%
+
3 x
=
100%
Apparel
+
2 x
+
2 x
+
=
Firefighter Bottom 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.
Fire 20.0 %
Mattress 1.2 %
No spawns on map.
No zombie drops.
PBS NPC Edward
PBS NPC EdwardHair
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 (2)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
51045 Fire 20.00 % 5
51109 Mattress 1.19 % 236
How loot works in Unturned Sections that apply to this pants 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.).

Edward's Firefighting Kit
Run by PBS NPC Edward
Locked behind progression in quest Hair Loss. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Hair Loss
You give
Firefighter Bottom ×1
You get
50 Exp
Edward's Firefighting Kit
Run by PBS NPC EdwardHair
Locked behind progression in quest Hair Loss. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Hair Loss
You give
Firefighter Bottom ×1
You get
50 Exp
Firefighter_Bottoms.dat
GUID b51c7ec18a004fe898ffae452b1c95f3
Type Pants
Rarity Uncommon
Useable Clothing
ID 51182

Size_X 2
Size_Y 2
Size_Z 0.65

Width 5
Height 3

Armor 0.9

Blueprints 2
Blueprint_0_Type Apparel
Blueprint_0_Supply_0_ID 51182
Blueprint_0_Product 51017
Blueprint_0_Products 2
Blueprint_0_Build 32
Blueprint_1_Type Repair
Blueprint_1_Searchable False
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51017
Blueprint_1_Supply_0_Amount 3
Blueprint_1_Build 32

Proof_Fire