3×2 (6)

Inventory size

+20%

Health

+30%

Virus

Stops bleeding Mends bones Aid (works on others)
5 blueprints
Supply
3 x
+
+
+
=
Supply
3 x
+
+
+
=
Supply
3 x
+
+
+
=
Supply
3 x
+
+
=
Supply
=
3 x
Spawn tables (6)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32137 Rio Military High Supplies 3.49 % 25
32153 Brazil Carepackage LowMil 2.48 % 26
32370 Rio Zombie Military High 0.97 % 72
32152 Brazil Carepackage HighMil 0.94 % 46
32253 Rio Special High 0.77 % 69
32134 Brazil Military High Rio 0.76 % 72
How loot works in Unturned Sections that apply to this medical 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.
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.).

Ramos' Medicine Cabinet
Run by Rio Doctor Ramos
You give
Fieldkit ×1
You get
8 Exp
Rio_Fieldkit.dat
GUID 73ac6cb03e6444c6a4009f1edf9bbb46
Type Medical
Rarity Legendary
Useable Consumeable
ID 34229

Size_X 3
Size_Y 2
Size_Z 0.24

Instantiated_Item_Name_Override RioFieldkit
Use_Auto_Icon_Measurements False

Aid
Bleeding
Broken
Health 20
Disinfectant 30

Blueprints 5
// Medical
Blueprint_0_Type Supply
Blueprint_0_Supplies 4
Blueprint_0_Supply_0_ID 34244
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Supply_1_ID 34236
Blueprint_0_Supply_2_ID 34232
Blueprint_0_Supply_3_ID 33974
Blueprint_0_Supply_3_Critical
Blueprint_0_Build 32

Blueprint_0_Conditions 3
// Does not have Field Manual
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 33975
Blueprint_0_Condition_0_Amount 1
Blueprint_0_Condition_0_Logic Less_Than
// Does not have encyclopedia
Blueprint_0_Condition_1_Type Item
Blueprint_0_Condition_1_ID 33976
Blueprint_0_Condition_1_Amount 1
Blueprint_0_Condition_1_Logic Less_Than
// Has not memorized
Blueprint_0_Condition_2_Type Flag_Bool
Blueprint_0_Condition_2_ID 39650
Blueprint_0_Condition_2_Value False
Blueprint_0_Condition_2_Logic Equal
Blueprint_0_Condition_2_Allow_Unset

Blueprint_0_Rewards 2
// Memorizer Flag + Book
Blueprint_0_Reward_0_Type Rewards_List_Asset
Blueprint_0_Reward_0_GUID 460387fb5878470285134d0bb5355006
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID 22a11f2dd97d4f4cb2d2db73acfd5897



// Field
Blueprint_1_Type Supply
Blueprint_1_Supplies 4
Blueprint_1_Supply_0_ID 34244
Blueprint_1_Supply_0_Amount 3
Blueprint_1_Supply_1_ID 34236
Blueprint_1_Supply_2_ID 34232
Blueprint_1_Supply_3_ID 33975
Blueprint_1_Supply_3_Critical
Blueprint_1_Build 32

Blueprint_1_Conditions 2
// Does not have encyclopedia
Blueprint_1_Condition_0_Type Item
Blueprint_1_Condition_0_ID 33976
Blueprint_1_Condition_0_Amount 1
Blueprint_1_Condition_0_Logic Less_Than
// Has not memorized
Blueprint_1_Condition_1_Type Flag_Bool
Blueprint_1_Condition_1_ID 39650
Blueprint_1_Condition_1_Value False
Blueprint_1_Condition_1_Logic Equal
Blueprint_1_Condition_1_Allow_Unset

Blueprint_1_Rewards 2
// Memorizer Flag + Book
Blueprint_1_Reward_0_Type Rewards_List_Asset
Blueprint_1_Reward_0_GUID 68b5d1986d1442528994eabd8a954e9d
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID 22a11f2dd97d4f4cb2d2db73acfd5897



// Encyclopedia
Blueprint_2_Type Supply
Blueprint_2_Supplies 4
Blueprint_2_Supply_0_ID 34244
Blueprint_2_Supply_0_Amount 3
Blueprint_2_Supply_1_ID 34236
Blueprint_2_Supply_2_ID 34232
Blueprint_2_Supply_3_ID 33976
Blueprint_2_Supply_3_Critical
Blueprint_2_Build 32

Blueprint_2_Conditions 1
// Has not memorized
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 39650
Blueprint_2_Condition_0_Value False
Blueprint_2_Condition_0_Logic Equal
Blueprint_2_Condition_0_Allow_Unset

Blueprint_2_Rewards 2
// Memorizer Flag + Book
Blueprint_2_Reward_0_Type Rewards_List_Asset
Blueprint_2_Reward_0_GUID 4703e23dd9e343dc960a96daaa23cf1e
// Memorizer Warning
Blueprint_2_Reward_1_Type Rewards_List_Asset
Blueprint_2_Reward_1_GUID 22a11f2dd97d4f4cb2d2db73acfd5897



// Memorized
Blueprint_3_Type Supply
Blueprint_3_Supplies 3
Blueprint_3_Supply_0_ID 34244
Blueprint_3_Supply_0_Amount 3
Blueprint_3_Supply_1_ID 34236
Blueprint_3_Supply_2_ID 34232
Blueprint_3_Build 32

Blueprint_3_Conditions 1
// Memorized
Blueprint_3_Condition_0_Type Flag_Bool
Blueprint_3_Condition_0_ID 39650
Blueprint_3_Condition_0_Value True
Blueprint_3_Condition_0_Logic Equal



// Salvage 
Blueprint_4_Type Supply
Blueprint_4_Supply_0_ID 34229
Blueprint_4_Outputs 3
Blueprint_4_Output_0_ID 34244
Blueprint_4_Output_0_Amount 3
Blueprint_4_Output_1_ID 34236
Blueprint_4_Output_2_ID 34232
Blueprint_4_Build 27

Quest_Rewards 10
Quest_Reward_0_Type Rewards_List_Asset
Quest_Reward_0_GUID 66de5283670840f5971cb74166f1ba70
Quest_Reward_1_Type Rewards_List_Asset
Quest_Reward_1_GUID 6e1329cc884f4c34b02c67199ca211f3
Quest_Reward_2_Type Player_Life_Health
Quest_Reward_2_Value 20
Quest_Reward_2_GrantDelaySeconds 5
Quest_Reward_3_Type Player_Life_Health
Quest_Reward_3_Value 20
Quest_Reward_3_GrantDelaySeconds 10
Quest_Reward_4_Type Player_Life_Health
Quest_Reward_4_Value 20
Quest_Reward_4_GrantDelaySeconds 15
Quest_Reward_5_Type Player_Life_Health
Quest_Reward_5_Value 20
Quest_Reward_5_GrantDelaySeconds 20
Quest_Reward_6_Type Player_Life_Health
Quest_Reward_6_Value 20
Quest_Reward_6_GrantDelaySeconds 25
Quest_Reward_7_Type Player_Life_Health
Quest_Reward_7_Value 20
Quest_Reward_7_GrantDelaySeconds 30
Quest_Reward_8_Type Player_Life_Health
Quest_Reward_8_Value 20
Quest_Reward_8_GrantDelaySeconds 35
Quest_Reward_9_Type Player_Life_Virus
Quest_Reward_9_Value 15
Quest_Reward_9_GrantDelaySeconds 10

Use_Auto_Stat_Descriptions false