5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
250 m
Range
143 RPM
Fire rate
1%
Durability loss per shot
Sight, Tactical, Grip
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 97.8 | 76.5 | 68 | 68 |
| Zombie | 165 | 135 | 60 | 75 |
| Animal | 165 | 120 | 90 | — |
Other damage
Standard caliber| Barricade | 55 |
|---|---|
| Structure | 45 |
| Vehicle | 130 |
| Resource | 120 |
| Object | 70 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 2.4 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 37.5°
- Side kick / shot
- ±20°
- Recovery
- 60% ↑ / 60% ↔
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 10061 | Cliffs Military High Guns | 12.50 % | 7 |
| 10074 | Cliffs Special Low Guns | 6.25 % | 8 |
| 10092 | Cliffs Airdrop Weapons Military | 3.28 % | 23 |
| 10006 | Cliffs Military High Cliffs | 1.92 % | 45 |
| 10035 | Cliffs Special Low Cliffs | 0.89 % | 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)
Dagger ×1
GUID e744182465bd4c7d825f18c436e1750f
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 15044
Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.8
Sight 15045
Magazine 15046
Hook_Sight
Hook_Tactical
Hook_Grip
Ammo_Min 1
Ammo_Max 7
Safety
Semi
Caliber 227
Range 250
Firerate 20
Action Bolt
Player_Damage 85
Player_Leg_Multiplier 0.8
Player_Arm_Multiplier 0.8
Player_Spine_Multiplier 0.9
Player_Skull_Multiplier 1.15
Attachment_Calibers 1
Attachment_Caliber_0 1
Magazine_Calibers 1
Magazine_Caliber_0 227
Zombie_Damage 150
Zombie_Leg_Multiplier 0.4
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 0.9
Zombie_Skull_Multiplier 1.1
Animal_Damage 150
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 55
Structure_Damage 45
Vehicle_Damage 130
Resource_Damage 120
Object_Damage 70
Durability 1
Wear 3
Spread_Aim 0.0036
Spread_Hip 0.3
Recoil_Aim 0.25
Recoil_Min_X -20
Recoil_Min_Y 35
Recoil_Max_X 20
Recoil_Max_Y 40
Recover_X 0.6
Recover_Y 0.6
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.06
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.07
Muzzle 4
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 8
Blueprint_0_Tool 76
Blueprint_0_Level 2
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 15044
Blueprint_1_Product 67
Blueprint_1_Products 5
Blueprint_1_Build 27