4×2 (8)
Inventory size
Primary
Hand slot
Semi, Auto, Safety
Firemodes
200 m
Range
429 RPM
Fire rate
0.15%
Durability loss per shot
Sight, Tactical, Grip, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 55 | 40 | 30 | 30 |
| Zombie | 113.8 | 59.4 | 29.7 | 29.7 |
| Animal | 60 | 40 | 30 | — |
Other damage
Standard caliber| Barricade | 20 |
|---|---|
| Structure | 15 |
| Vehicle | 35 |
| Resource | 15 |
| Object | 25 |
Range & ballistics
Recoil
- Control
- Hard
- Simulation
- Auto, 12 rounds · 7.1 rps
- Side bias
- Kicks right
- Up kick / shot
- 3.1°
- Side kick / shot
- ±1.5°
- Recovery
- 50% ↑ / 70% ↔
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 10579 | Cliffs Special High Guns | 23.26 % | 8 |
| 10061 | Cliffs Military High Guns | 6.25 % | 7 |
| 10037 | Cliffs Special High Cliffs | 3.58 % | 36 |
| 10092 | Cliffs Airdrop Weapons Military | 3.28 % | 23 |
| 10074 | Cliffs Special Low Guns | 3.13 % | 8 |
| 10006 | Cliffs Military High Cliffs | 0.96 % | 45 |
| 10035 | Cliffs Special Low Cliffs | 0.45 % | 43 |
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.).
Locked behind progression in quest Supply Run. Show exact unlock rules (1 path)
Wezel ×1
GUID ab0f6b2d3a594f9b9e0e380217e48355
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 15036
Size_X 4
Size_Y 2
Size_Z 0.378
Size2_Z 0.6
Sight 15037
Magazine 15038
Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel
Ammo_Min 4
Ammo_Max 20
Attachment_Calibers 1
Attachment_Caliber_0 1
Magazine_Calibers 1
Magazine_Caliber_0 126
Safety
Semi
Auto
Bursts 3
Range 200
Firerate 6
Action Trigger
Player_Damage 50
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.15
Animal_Damage 50
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2
Barricade_Damage 20
Structure_Damage 15
Vehicle_Damage 35
Resource_Damage 15
Object_Damage 25
Durability 0.15
Spread_Aim 0.033
Spread_Hip 0.3
Recoil_Min_X 1
Recoil_Min_Y 2.6
Recoil_Max_X 2
Recoil_Max_Y 3.6
Recover_X 0.7
Recover_Y 0.5
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
Muzzle 3
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Level 1
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 15036
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 2
Blueprint_1_Output_1_ID 61
Blueprint_1_Output_1_Amount 1
Blueprint_1_Build 27