2×1 (2)

Inventory size

×1.5

Zoom (ADS) 3rd-person: ×1

Holographic

Reticle stays put

Stat modifiers when attached
Stacks multiplicatively with the gun's base stats
Spread
-10%
Shake
-5%
ADS movement speed
-35%
Fits 43 guns
5 blueprints
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How loot works in Unturned Sections that apply to this sight 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.
SB_Scope_Variable_0.dat
GUID a4ee4074f23043a292deb31597929ab5
Type Sight
Rarity Legendary
ID 21619

Size_X 2
Size_Y 1
Size_Z 0.13
Use_Auto_Icon_Measurements False

Aiming_Movement_Speed_Multiplier 0.65

Zoom 1.5
ThirdPerson_Zoom 1
Spread 0.9

Shake 0.95

Holographic
Zoom_Using_Eyes True

Calibers 1
Caliber_0 21508

Blueprints
[
	{
		CategoryTag dd08e2e049314523af38704a3eaf8071
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems "afc86d3f12854cb3a619776d7f0f171e" // Variable Scope [5x]
		Searchable false
		Effect "c9f17387119045f0876df5c113b2cbe1" // SB_Sight_Switch_00
		Map Limestone
	}
	{
		CategoryTag dd08e2e049314523af38704a3eaf8071
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems "2828c6ed3dfb48018114ef3153a77af0" // Variable Scope [9x]
		Searchable false
		Effect "c9f17387119045f0876df5c113b2cbe1" // SB_Sight_Switch_00
		Map Limestone
	}
	{
		CategoryTag "7b52621f8eaa43ee8b3c0acf712013fa" // Gear Scrapping
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems "3bc475f095014f3cb548ae9dc003cbe8" // Electronics
		Searchable false
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Map Limestone
	}
]

Actions 3

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Switch to 5x
Action_0_Tooltip Change the magnification.

Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 1
Action_1_Text Switch to 9x
Action_1_Tooltip Change the magnification.

Action_2_Type Blueprint
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 2
Action_2_Blueprint_0_Link 0
Action_2_Text Scrap
Action_2_Tooltip Turn into <color=#4b64fa>Electronics</color>.