5×2 (10)
Inventory size
Primary
Hand slot
Semi, Auto, Safety
Firemodes
160 m
Range
600 RPM
Fire rate
0.15%
Durability loss per shot
Sight, Tactical, Grip
Attachment hooks
-25%
Move speed while equipped
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 33 | 24 | 18 | 18 |
| Zombie | 108.9 | 59.4 | 29.7 | 29.7 |
| Animal | 33 | 24 | 18 | — |
Other damage
Standard caliber| Barricade | 7 |
|---|---|
| Structure | 10 |
| Vehicle | 30 |
| Resource | 30 |
| Object | 30 |
Range & ballistics
Recoil
- Control
- Hard
- Simulation
- Auto, 12 rounds · 10 rps
- Side bias
- Kicks right
- Up kick / shot
- 4.5°
- Side kick / shot
- ±2°
- Recovery
- 20% ↑ / 95% ↔
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 32254 | Rio Special High Guns | 14.74 % | 12 |
| 32152 | Brazil Carepackage HighMil | 7.08 % | 46 |
| 32328 | Rio Boss Navy | 5.00 % | 39 |
| 32330 | Rio Boss Mili High | 4.68 % | 39 |
| 32262 | Rio Navy Weapons | 4.26 % | 6 |
| 32253 | Rio Special High | 3.23 % | 69 |
| 32373 | Rio Zombie Navy | 1.11 % | 37 |
| 32259 | Brazil Navy Rio | 0.67 % | 37 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
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.).
Dragonmaw ×1
Dragonmaw ×1
Locked behind progression in quest Out With a Bang!. Show exact unlock rules (1 path)
Dragonmaw ×1
GUID ca3b6b05e6934e6ba60827827c9e0652
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 33994
Instantiated_Item_Name_Override Rio_Negev
Fire_Delay_Seconds 0.1
EquipAudioClip Items/Weapons/Guns/Assault_Rifle/Rio_Zubeknakov_0/Equip.ogg
Shared_Skin_Lookup_ID 132
Shared_Skin_Apply_Visuals False
Size_X 5
Size_Y 2
Sight 33995
Magazine 34013
Hook_Sight
Hook_Tactical
Hook_Grip
Ammo_Min 40
Ammo_Max 60
Unplace 0
Replace 0
Safety
Auto
Semi
Requires_NonZero_Attachment_Caliber true
Attachment_Calibers 6
// iron sight
Attachment_Caliber_0 36234
// bayo, lights
Attachment_Caliber_1 36226
// sights
Attachment_Caliber_2 36231
// barrel
Attachment_Caliber_3 36229
// vert grip
Attachment_Caliber_4 36227
// Bipod
Attachment_Caliber_5 36222
Magazine_Calibers 1
Magazine_Caliber_0 36218
Aim_In_Duration 0.6
Aiming_Movement_Speed_Multiplier 0.65
Equipable_Movement_Speed_Multiplier 0.75
Range 160
Firerate 4
Action Trigger
Player_Damage 30
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1
Animal_Damage 30
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 7
Structure_Damage 10
Vehicle_Damage 30
Resource_Damage 30
Object_Damage 30
Durability 0.15
Spread_Aim 0.03
Spread_Hip 0.25
Recoil_Min_X 1
Recoil_Min_Y 4
Recoil_Max_X 3
Recoil_Max_Y 5
Recover_X 0.95
Recover_Y 0.2
Shake_Min_X -0.003
Shake_Min_Y 0.003
Shake_Min_Z -0.01
Shake_Max_X 0.003
Shake_Max_Y -0.003
Shake_Max_Z -0.02
Muzzle 36171
Shell 36181
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
Amount 7
}
{
ID "8eb400d5952e4c14bde472dfeccef93d" // Blowtorch
Delete false
}
]
Skill Repair
Skill_Level 2
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
InputItems
[
{
ID this
}
{
ID "1a7d3ccce9e1499e877bab13638bdfcc" // Hammer
Delete false
}
]
OutputItems "0dbfa634dd0d4f78a45f0999b37edef7 x 5" // Metal Scraps
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]