6×3 (18)
Inventory size
Primary
Hand slot
Auto
Firemodes
100 m
Range
231 RPM
Fire rate
0%
Durability loss per shot
Tactical
Attachment hooks
-10%
Move speed while equipped
Damage
Shotgun · 16 pellets/shotCombat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 24 × 16 384 |
16 × 16 256 |
14 × 16 224 |
14 × 16 224 |
| Zombie | 48 × 16 768 |
40 × 16 640 |
32 × 16 512 |
32 × 16 512 |
| Animal | 41.6 × 16 665.6 |
25.6 × 16 409.6 |
19.2 × 16 307.2 |
— |
Other damage
Standard caliber| Barricade | 40 × 16 = 640 |
|---|---|
| Structure | 48 × 16 = 768 |
| Vehicle | 1 × 16 = 16 |
| Resource | 33 × 16 = 528 |
| Object | 88 × 16 = 1408 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Auto, 12 rounds · 3.8 rps
- Side bias
- No horizontal kick
- Up kick / shot
- 5.5°
- Side kick / shot
- ±0°
- Recovery
- 0% ↑ / 0% ↔
EternalDawn
Where to find this Item
【中国】老练生存狂-永恒
…
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.).
EternalDawn ×1
GUID a420566c14104e0c95b584326be0ba7a
Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 54017
Allow_Manual_Drop bool
Exclude_From_Master_Bundle
Size_X 6
Size_Y 3
Size_Z 0.475
Size2_Z 0.725
Magazine 54019
Barrel 54018
Hook_Tactical
Ammo_Min 100
Ammo_Max 100
Auto
Caliber 54017
Equipable_Movement_Speed_Multiplier 0.9
Allow_Magazine_Change false
Infinite_Ammo true
Bullet_Gravity_Multiplier 0
shell 0
Range 100
Firerate 12
Replace 0.625
Action Minigun
Must_Aim_To_Shoot False
Damage_Falloff_Range 0.5
Damage_Falloff_Multiplier 0.75
Player_Damage 20
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 32
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1.25
Zombie_Skull_Multiplier 1.5
Animal_Damage 32
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.3
Barricade_Damage 40
Structure_Damage 48
Vehicle_Damage 1
Resource_Damage 33
Object_Damage 88
Durability 0
Aim_In_Duration 0.5
Spread_Aim 0.4
Spread_Hip 0.25
Recoil_Min_Y 4
Recoil_Max_Y 7
Shake_Min_X 0
Shake_Min_Y 0
Shake_Min_Z -0.125
Shake_Max_X 0
Shake_Max_Y 0
Shake_Max_Z -0.2
Muzzle 4
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 8
Blueprint_0_Tool 61619
Blueprint_0_Level 3
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 1364
Blueprint_1_Product 67
Blueprint_1_Products 6
Blueprint_1_Build 27