1×1 (1)
Inventory size
8 m
Blast radius
1 HP
Health (placed)
No
Repairable
Damage
Combat damage
| Player | 200 |
|---|---|
| Zombie | 200 |
| Animal | 200 |
Other damage
| Barricade | 1000 |
|---|---|
| Structure | 1000 |
| Vehicle | 500 |
| Resource | 2000 |
| Object | 1000 |
2 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
How loot works in Unturned
Sections that apply to this charge 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.
Rio_Charge_Concentrated.dat
GUID 1c4dae7e24be4060afa3a003bb70bfd2
Type Charge
Rarity Epic
Useable Barricade
Build Charge
ID 34662
Size_X 1
Size_Y 1
Health 1
Range 4
Offset 0.05
Player_Damage 200
Zombie_Damage 200
Animal_Damage 200
Barricade_Damage 1000
Structure_Damage 1000
Vehicle_Damage 500
Resource_Damage 2000
Object_Damage 1000
Range2 8
Explosion2 36109
Explosion 36
Vulnerable
Unrepairable
Proof_Explosion
Blueprints 2
// Using Encyclopedia
Blueprint_0_Type Tool
Blueprint_0_Supplies 5
Blueprint_0_Supply_0_ID 34278
Blueprint_0_Supply_1_ID 33039
Blueprint_0_Supply_1_Amount 4
Blueprint_0_Supply_2_ID 33015
Blueprint_0_Supply_2_Amount 2
Blueprint_0_Supply_3_ID 33029
Blueprint_0_Supply_4_ID 33976
Blueprint_0_Supply_4_Critical
Blueprint_0_Level 3
Blueprint_0_Skill Craft
Blueprint_0_Build 32
Blueprint_0_Conditions 1
// Has not memorized
Blueprint_0_Condition_0_Type Flag_Bool
Blueprint_0_Condition_0_ID 39684
Blueprint_0_Condition_0_Value False
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset
Blueprint_0_Rewards 2
// Memorizer Flag + Book
Blueprint_0_Reward_0_Type Rewards_List_Asset
Blueprint_0_Reward_0_GUID a9bafc5869064335a83c3eddfff7f751
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID 907cb2bbff394dda9beeeb556c273859
// Memorized
Blueprint_1_Type Barricade
Blueprint_1_Supplies 4
Blueprint_1_Supply_0_ID 34278
Blueprint_1_Supply_1_ID 33039
Blueprint_1_Supply_1_Amount 4
Blueprint_1_Supply_2_ID 33015
Blueprint_1_Supply_2_Amount 2
Blueprint_1_Supply_3_ID 33029
Blueprint_1_Level 3
Blueprint_1_Skill Craft
Blueprint_1_Build 32
Blueprint_1_Conditions 1
// Has memorized
Blueprint_1_Condition_0_Type Flag_Bool
Blueprint_1_Condition_0_ID 39684
Blueprint_1_Condition_0_Value True
Blueprint_1_Condition_0_Logic Equal
Item_Dropped_On_Destroy df98f33ffdb04a9db0618f62fce1538f
Min_Items_Dropped_On_Destroy 1
Max_Items_Dropped_On_Destroy 2
SalvageItem b878aa22f7474bae97b194d5ebaf8267
Has_Clip_Prefab false