1×1 (1)

Inventory size

+50%

Health

+20%

Virus

Stops bleeding Aid (works on others)
5 blueprints
Supply
3 x
+
=
3 x
Supply
2 x
+
+
=
Supply
2 x
+
+
=
Supply
2 x
+
+
=
Supply
2 x
+
=
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
4 Exp
You get
Dressing ×1
You give
Dressing ×1
You get
3 Exp
Rio_Dressing_Sterile.dat
GUID 4fd09935d0754a0cb8c38d0c26bac66a
Type Medical
Rarity Rare
Useable Consumeable
ID 34246

Size_X 1
Size_Y 1

Aid
Bleeding
Health 50
Disinfectant 20

Blueprints 5
Blueprint_0_Type Supply
Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 34245
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Supply_1_ID 33256
Blueprint_0_Products 3
Blueprint_0_Build 32



// Medical
Blueprint_1_Type Supply
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 34244
Blueprint_1_Supply_0_Amount 2
Blueprint_1_Supply_1_ID 33255
Blueprint_1_Supply_2_ID 33974
Blueprint_1_Supply_2_Critical
Blueprint_1_Build 32

Blueprint_1_Conditions 3
// Does not have Field Manual
Blueprint_1_Condition_0_Type Item
Blueprint_1_Condition_0_ID 33975
Blueprint_1_Condition_0_Amount 1
Blueprint_1_Condition_0_Logic Less_Than
// Does not have encyclopedia
Blueprint_1_Condition_1_Type Item
Blueprint_1_Condition_1_ID 33976
Blueprint_1_Condition_1_Amount 1
Blueprint_1_Condition_1_Logic Less_Than
// Has not memorized
Blueprint_1_Condition_2_Type Flag_Bool
Blueprint_1_Condition_2_ID 39649
Blueprint_1_Condition_2_Value False
Blueprint_1_Condition_2_Logic Equal
Blueprint_1_Condition_2_Allow_Unset

Blueprint_1_Rewards 2
// Memorizer Flag + Book
Blueprint_1_Reward_0_Type Rewards_List_Asset
Blueprint_1_Reward_0_GUID 460387fb5878470285134d0bb5355006
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID 3bcadb7a10cf41ddbc6297915130213f



// Field
Blueprint_2_Type Supply
Blueprint_2_Supplies 3
Blueprint_2_Supply_0_ID 34244
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Supply_1_ID 33255
Blueprint_2_Supply_2_ID 33975
Blueprint_2_Supply_2_Critical
Blueprint_2_Build 32

Blueprint_2_Conditions 2
// Does not have encyclopedia
Blueprint_2_Condition_0_Type Item
Blueprint_2_Condition_0_ID 33976
Blueprint_2_Condition_0_Amount 1
Blueprint_2_Condition_0_Logic Less_Than
// Has not memorized
Blueprint_2_Condition_1_Type Flag_Bool
Blueprint_2_Condition_1_ID 39649
Blueprint_2_Condition_1_Value False
Blueprint_2_Condition_1_Logic Equal
Blueprint_2_Condition_1_Allow_Unset

Blueprint_2_Rewards 2
// Memorizer Flag + Book
Blueprint_2_Reward_0_Type Rewards_List_Asset
Blueprint_2_Reward_0_GUID 68b5d1986d1442528994eabd8a954e9d
// Memorizer Warning
Blueprint_2_Reward_1_Type Rewards_List_Asset
Blueprint_2_Reward_1_GUID 3bcadb7a10cf41ddbc6297915130213f



// Encyclopedia
Blueprint_3_Type Supply
Blueprint_3_Supplies 3
Blueprint_3_Supply_0_ID 34244
Blueprint_3_Supply_0_Amount 2
Blueprint_3_Supply_1_ID 33255
Blueprint_3_Supply_2_ID 33976
Blueprint_3_Supply_2_Critical
Blueprint_3_Build 32

Blueprint_3_Conditions 1
// Has not memorized
Blueprint_3_Condition_0_Type Flag_Bool
Blueprint_3_Condition_0_ID 39649
Blueprint_3_Condition_0_Value False
Blueprint_3_Condition_0_Logic Equal
Blueprint_3_Condition_0_Allow_Unset

Blueprint_3_Rewards 2
// Memorizer Flag + Book
Blueprint_3_Reward_0_Type Rewards_List_Asset
Blueprint_3_Reward_0_GUID 4703e23dd9e343dc960a96daaa23cf1e
// Memorizer Warning
Blueprint_3_Reward_1_Type Rewards_List_Asset
Blueprint_3_Reward_1_GUID 3bcadb7a10cf41ddbc6297915130213f



// Memorized
Blueprint_4_Type Supply
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 34244
Blueprint_4_Supply_0_Amount 2
Blueprint_4_Supply_1_ID 33255
Blueprint_4_Build 32

Blueprint_4_Conditions 1
// Memorized
Blueprint_4_Condition_0_Type Flag_Bool
Blueprint_4_Condition_0_ID 39649
Blueprint_4_Condition_0_Value True
Blueprint_4_Condition_0_Logic Equal

Quest_Rewards 2
Quest_Reward_0_Type Rewards_List_Asset
Quest_Reward_0_GUID 7266fbdb512240e885b02e478cbbc2c8
Quest_Reward_1_Type Rewards_List_Asset
Quest_Reward_1_GUID e3b1e849c3624712aa0bfa5f497024cd

InventoryAudio core.masterbundle:Sounds/Inventory/LightCloth.asset