2×1 (2)

Inventory size

×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
-
-
-
-
-
Variable Scope [5x] Where to find this Item
100%
Limestone map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Mili Lcbox Atch 17.9 %
Sights Gunshop 0.6 %
Gunshop Attachments 0 0.3 %
Airdrop Attachments 0 0.2 %
Airdrop Weaponry 0 0.1 %
Crate Drops Attachments 0.1 %
Sights 0.1 %
Cursed Eagle 00 0.1 %
Crate Drops Weaponry 0.0 %
Mili Pro ZD 0 0.0 %
Airdrop Supplies Sc 0 0.0 %
Airdrop Supplies 0 0.0 %
Crate Drops Mix 0.0 %
Stomach Misc 0.0 %
Stomach 1 0.0 %
Stomach 0 0.0 %
No spawns on map.
No zombie drops.
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 (16)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
22208 SB Mili Lcbox Atch 17.86 % 19
21857 SB Sights Gunshop 0.61 % 20
22040 SB Gunshop Attachments 0 0.28 % 41
22295 SB Airdrop Attachments 0 0.22 % 45
22296 SB Airdrop Weaponry 0 0.08 % 83
22159 SB Crate Drops Attachments 0.08 % 45
21853 SB Sights 0.08 % 45
21943 SB Cursed Eagle 00 0.07 % 122
22147 SB Crate Drops Weaponry 0.03 % 157
22120 SB Mili Pro ZD 0 0.02 % 90
22299 SB Airdrop Supplies Sc 0 0.02 % 90
22293 SB Airdrop Supplies 0 0.01 % 52
22149 SB Crate Drops Mix 0.01 % 179
22286 SB Stomach Misc 0.01 % 186
22269 SB Stomach 1 0.00 % 215
22268 SB Stomach 0 0.00 % 215
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_1.dat
GUID afc86d3f12854cb3a619776d7f0f171e
Type Sight
Rarity Legendary
ID 21620

Size_X 2
Size_Y 1
Size_Z 0.13
Use_Auto_Icon_Measurements False

Aiming_Movement_Speed_Multiplier 0.65

Zoom 5
ThirdPerson_Zoom 1
Spread 0.9

Shake 0.95

Calibers 1
Caliber_0 21508

Holographic
Zoom_Using_Eyes True

Blueprints
[
	{
		CategoryTag dd08e2e049314523af38704a3eaf8071
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems "a4ee4074f23043a292deb31597929ab5" // Variable Scope [1.5x]
		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 1.5x
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>.