2×1 (2)

Inventory size

4

Stack size

1

Blueprints

1 blueprints
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+
4 x
+
3 x
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Uncharged Tactical NVGs 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.
NVG Duo 71.4 %
Airdrop NVGs 17.9 %
Gunshop Clothing Extra 11.9 %
Military Apparel Rare Black 2.6 %
Military Apparel Rare Green 2.6 %
Military Apparel Rare Tan 2.6 %
Airdrop Supplies 0 0.7 %
Airdrop Supplies Sc 0 0.6 %
Gunshop Clothing 00 0.4 %
Agency Clothes 0.2 %
Military ZD 0 0.1 %
Military Apparel All 0.1 %
Military Apparel Black 0.1 %
Military Apparel Green 0.1 %
Military Apparel Tan 0.1 %
Mili Pro ZD 0 0.1 %
Surplus Store Clothes 0 0.0 %
Agency Proper 0.0 %
Militia Clothes 0 0.0 %
Overseer Locker 0.0 %
Surplus Store 0 0.0 %
Overseer Proper 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 (22)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
21775 SB NVG Duo 71.43 % 2
22298 SB Airdrop NVGs 17.86 % 6
22053 SB Gunshop Clothing Extra 11.90 % 4
21819 SB Military Apparel Rare Black 2.65 % 4
21820 SB Military Apparel Rare Green 2.65 % 4
21821 SB Military Apparel Rare Tan 2.65 % 4
22293 SB Airdrop Supplies 0 0.68 % 52
22299 SB Airdrop Supplies Sc 0 0.65 % 90
21946 SB Gunshop Clothing 00 0.44 % 62
22125 SB Agency Clothes 0.21 % 34
21832 SB Military ZD 0 0.14 % 25
22033 SB Military Apparel All 0.05 % 60
21804 SB Military Apparel Black 0.05 % 22
21812 SB Military Apparel Green 0.05 % 23
21813 SB Military Apparel Tan 0.05 % 23
22120 SB Mili Pro ZD 0 0.05 % 90
22059 SB Surplus Store Clothes 0 0.04 % 62
22124 SB Agency Proper 0.03 % 50
22134 SB Militia Clothes 0 0.03 % 110
22181 SB Overseer Locker 0.02 % 79
22056 SB Surplus Store 0 0.02 % 85
22180 SB Overseer Proper 0 0.01 % 63
How loot works in Unturned Sections that apply to this supply 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_NVGs_2U.dat
GUID ea00ee9aafaf4768b457890af32de233
Type Supply
Rarity Legendary
ID 22953

Size_X 2
Size_Y 1
Size_Z 0.175

Use_Auto_Icon_Measurements False

Blueprints
[
	{
		CategoryTag "badc0cef9d374ee49aa640a672c46671" // Cloth Manufacturing
		InputItems
		[
			{
				ID this
				Critical true
			}
			{
				ID "e5442dd474c84923b35c921500388023" // Batteries
				Amount 4
			}
			{
				ID "3bc475f095014f3cb548ae9dc003cbe8" // Electronics
				Amount 3
			}
		]
		OutputItems "785b34f5f112434db3ccc80652385ced"
		Searchable false
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Map Limestone
	}
]

Actions 1

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Repair
Action_0_Tooltip Fix up.