1×1 (1)

Inventory size

10 m

Blast radius

Explosive

Detonates on fuse / impact

2.5 s

Fuse length

Sticky

Sticks to surfaces it hits

1 N

Strong throw force

1 N

Weak throw force

Damage
Combat damage
Player 200
Zombie 200
Animal 200
Other damage
Barricade 100
Structure 100
Vehicle 200
Resource 1500
Object 750
4 blueprints
Tool
2 x
=
Tool
Craft lvl.2
3 x
+
+
+
+
=
Tool
Craft lvl.2
3 x
+
+
+
+
=
Tool
Craft lvl.2
3 x
+
+
+
=
How loot works in Unturned Sections that apply to this throwable 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.).

Jeff's Unsorted Crates
Run by Rio Coalition Jeff
Locked behind progression in quest Out With a Bang!. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Out With a Bang! — milestone 3 of 5 at stage 2+
You give
Sticky Grenade ×1
You get
8 Exp
Rio_Grenade_Sticky.dat
GUID 9ce12fb7178e4faba017c04fa227e03d
Type Throwable
Rarity Legendary
Useable Throwable
ID 33174

Size_X 1
Size_Y 1

Player_Damage 200
Zombie_Damage 200
Animal_Damage 200
Barricade_Damage 100
Structure_Damage 100
Vehicle_Damage 200
Resource_Damage 1500
Object_Damage 750

Range 10
Explosion 34

Explosive
Sticky

Blueprints 4

// Salvage 
Blueprint_0_Type Tool
Blueprint_0_Supply_0_ID 33174
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 33031
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Output_1_ID 33039
Blueprint_0_Build 27

// E. Cookbook
Blueprint_1_Type Tool
Blueprint_1_Supplies 5
Blueprint_1_Supply_0_ID 33031
Blueprint_1_Supply_0_Amount 3
Blueprint_1_Supply_1_ID 33039
Blueprint_1_Supply_2_ID 33035
Blueprint_1_Supply_3_ID 33013
Blueprint_1_Supply_4_ID 34599
Blueprint_1_Supply_4_Critical
Blueprint_1_Level 2
Blueprint_1_Skill Craft
Blueprint_1_Build 27

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 39582
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 54a1ce07bc5846f4aef9b501a29b9b67
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID 3c456123c8a79bfb83a1356a55124a8e



// Using Encyclopedia
Blueprint_2_Type Tool
Blueprint_2_Supplies 5
Blueprint_2_Supply_0_ID 33031
Blueprint_2_Supply_0_Amount 3
Blueprint_2_Supply_1_ID 33039
Blueprint_2_Supply_2_ID 33035
Blueprint_2_Supply_3_ID 33013
Blueprint_2_Supply_4_ID 34599
Blueprint_2_Supply_4_Critical
Blueprint_2_Level 2
Blueprint_2_Skill Craft
Blueprint_2_Build 27

Blueprint_2_Conditions 1
// Has not memorized
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 39582
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 a9bafc5869064335a83c3eddfff7f751
// Memorizer Warning
Blueprint_2_Reward_1_Type Rewards_List_Asset
Blueprint_2_Reward_1_GUID 3c456123c8a79bfb83a1356a55124a8e



// Memorized crafting
Blueprint_3_Type Tool
Blueprint_3_Supplies 4
Blueprint_3_Supply_0_ID 33031
Blueprint_3_Supply_0_Amount 3
Blueprint_3_Supply_1_ID 33039
Blueprint_3_Supply_2_ID 33035
Blueprint_3_Supply_3_ID 33013
Blueprint_3_Level 2
Blueprint_3_Skill Craft
Blueprint_3_Build 27

Blueprint_3_Conditions 1
// Memorized
Blueprint_3_Condition_0_Type Flag_Bool
Blueprint_3_Condition_0_ID 39582
Blueprint_3_Condition_0_Value True
Blueprint_3_Condition_0_Logic Equal