5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
550 m
Range
231 RPM
Fire rate
0.55%
Durability loss per shot
Grip, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 60 | 40 | 25 | 25 |
| Zombie | 148.5 | 59.4 | 29.7 | 29.7 |
| Animal | 100 | 40 | 30 | — |
Other damage
Standard caliber| Barricade | 30 |
|---|---|
| Structure | 30 |
| Vehicle | 100 |
| Resource | 100 |
| Object | 100 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 3.8 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 10.5°
- Side kick / shot
- ±3°
- Recovery
- 60% ↑ / 25% ↔
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 32198 | Rio Ranger High Weapons | 13.29 % | 13 |
| 32375 | Rio Zombie Ranger High | 3.14 % | 94 |
| 32197 | Brazil Ranger High Rio | 2.11 % | 94 |
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.).
Mauserka ×1
Mauserka ×1
GUID 699dcf4cdfbf4bfe93df6101eff33d1f
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 34873
Instantiated_Item_Name_Override Rio_Zubeknakov
EquipAudioClip Items/Weapons/Guns/Assault_Rifle/Rio_Zubeknakov_0/Equip.ogg
InspectAudioDef Items/Weapons/Guns/Assault_Rifle/Rio_Zubeknakov_0/Inspect.ogg
HammerAudioClip Items/Weapons/Guns/Assault_Rifle/Rio_Zubeknakov_0/Hammer.ogg
ReloadAudioClip Items/Weapons/Guns/Assault_Rifle/Rio_Insurgent_0/Reload.ogg
EquipableModelParent SpineHook
Size_X 5
Size_Y 2
Sight 34875
Magazine 34006
Hook_Grip
Hook_Barrel
Ammo_Min 10
Ammo_Max 20
Safety
Semi
Requires_NonZero_Attachment_Caliber true
Attachment_Calibers 7
// bayo, lights
Attachment_Caliber_1 36226
// barrel
Attachment_Caliber_4 36229
// bipod, vert grip
Attachment_Caliber_5 36227
// hori grip
Attachment_Caliber_6 36228
// Bipod
Attachment_Caliber_0 36222
Magazine_Calibers 1
Magazine_Caliber_0 36209
Range 550
Bullet_Gravity_Multiplier 1.25
Firerate 12
Action Trigger
Unplace 0
Replace 0
Player_Damage 50
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.5
Animal_Damage 50
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 2
Barricade_Damage 30
Structure_Damage 30
Vehicle_Damage 100
Resource_Damage 100
Object_Damage 100
Durability 0.55
Aim_In_Duration 0.275
Spread_Angle_Degrees 19.29
Spread_Aim 0.004
Recoil_Min_X -3
Recoil_Min_Y 9
Recoil_Max_X 3
Recoil_Max_Y 12
Recover_X 0.25
Recover_Y 0.6
Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.001
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.005
Muzzle 36170
Shell 36181
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
Amount 4
}
{
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 6" // Metal Scraps
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]