4 x 2 (8)
Inventory Size
Primary
Hand Slot
Semi, Auto, Safety
Firemodes
200m
Range
5.95 RPS
Firerate
0.2%
Durability Loss per Shot
Sight, Tactical, Grip, Barrel
Hooks
0%
Movement Speed
3.9 to 4.9 (-50%)
Recoil X
3 to 5 (-70%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 36 | 19 | 16 | 16 |
| Zombie | 104 | 47 | 28 | 28 |
| Animal | 52 | 38 | 33 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 20 |
| Structure | 15 |
| Vehicle | 35 |
| Resource | 15 |
| Object | 25 |
How item spawns work
Each dot is a fixed loot point. The map is split into a grid of regions,
and every region has its own respawn timer (Items.Respawn_Time,
configured by the server). When the timer fires, the region tops up its
loot up to a fraction of its points (Items.Spawn_Chance,
usually 10–50%), so most points stay empty between refreshes.
Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.
Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.
| Spawn Id | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 7027 | Militia Kuwait High Guns | 66.67 % | 2 |
| 7148 | Kuwait Horde Weapons | 11.76 % | 10 |
| 7030 | High Militia Kuwait | 3.17 % | 18 |
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.).
Duststorm ×1
Locked behind progression in quest KuwaitSurvivorKyra's dialogue. Show exact unlock rules (1 path)
Duststorm ×1
Locked behind progression in quest KuwaitSurvivorKyra's dialogue. Show exact unlock rules (1 path)
Duststorm ×1
GUID bfb4289787ca45b5bde9d94b8fbef607
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 5012
Size_X 4
Size_Y 2
Size_Z 0.35
Sight 5014
Magazine 5013
Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel
Ammo_Min 13
Ammo_Max 30
Safety
Semi
Auto
Attachment_Calibers 1
Attachment_Caliber_0 9
Magazine_Calibers 1
Magazine_Caliber_0 5001
Range 200
Firerate 7
Action Trigger
Player_Damage 33
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.6
Player_Skull_Multiplier 1.1
Zombie_Damage 95
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.5
Zombie_Skull_Multiplier 1.1
Animal_Damage 48
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 20
Structure_Damage 15
Vehicle_Damage 35
Resource_Damage 15
Object_Damage 25
Durability .2
Spread_Aim 0.05
Spread_Hip 0.25
Recoil_Min_X 3.9
Recoil_Min_Y 3
Recoil_Max_X 4.9
Recoil_Max_Y 5
Recoil_Crouch 0.9
Recoil_Prone .85
Spread_Prone 0.85
Spread_Crouch 0.9
Recover_X -0.5
Recover_Y -0.7
Shake_Min_X -0.0035
Shake_Min_Y 0.005
Shake_Min_Z -0.015
Shake_Max_X 0.0070
Shake_Max_Y -0.01
Shake_Max_Z -0.05
Muzzle 3
Gunshot_Rolloff_Distance 1250
Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Tool 76
Blueprint_0_Level 1
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 5112
Blueprint_0_Condition_0_Amount 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 5012
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27
Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 67
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Tool 5112
Blueprint_2_Tool_Critical
Blueprint_2_Level 1
Blueprint_2_Skill Repair
Blueprint_2_Build 27
Actions 3
Action_0_Type Blueprint
Action_0_Source 5012
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Torch Repair
Action_0_Tooltip Repair to 100% using a Blowtorch.
Action_1_Type Blueprint
Action_1_Source 5012
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 2
Action_1_Text Arc Repair
Action_1_Tooltip Repair to 100% using an Arc Welder.
Action_2_Type Blueprint
Action_2_Source 5012
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 1
Action_2_Text Salvage
Action_2_Tooltip Scrap into base components.