1×1 (1)

Inventory size

Muzzle brake

Type

-1%

Durability loss / shot

Stat modifiers when attached
Stacks multiplicatively with the gun's base stats
Vertical recoil
-40%
Horizontal recoil
-20%
Bullet drop
-10%
Sound profile
Muzzle brake
Yes
Fits 10 guns
2 blueprints
Repair
Repair lvl.1
0%
+
3 x
+
=
100%
Salvage
=
2 x
Spawn tables (21)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
235 Militia Barrels 33.33 % 3
656 Special Low Barrels 33.33 % 3
779 Special Low Peaks Barrels 16.67 % 6
10072 Cliffs IFR High Utility 10.00 % 8
10093 Cliffs Airdrop Weapons Ranger 6.52 % 17
554 Russia Special Low 4.17 % 29
555 Special Low 4.17 % 30
6635 Vermillin Mega Misc 3.95 % 26
556 Russia Special High 3.75 % 39
557 Special High 3.75 % 45
710 Peaks Syndicate 3.41 % 37
690 Syndicate 3.41 % 37
10020 Cliffs IFR High 3.33 % 41
228 Militia 2.51 % 49
227 PEI Militia 2.51 % 47
380 Washington Militia 2.51 % 47
697 Peaks Special Low Peaks 2.08 % 30
689 Special Low Peaks 2.08 % 36
698 Peaks Special High Peaks 1.88 % 42
688 Special High Peaks 1.88 % 44
6628 Vermillin Mega 1.32 % 44
How loot works in Unturned Sections that apply to this barrel 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.
Ranger_Muzzle.dat
GUID 14aaa30ea7d840d084ed6af14c9edad7
Type Barrel
Rarity Rare
ID 1190

Size_X 1
Size_Y 1
Size_Z 0.15

Calibers 7
Caliber_0 9
Caliber_1 10
Caliber_2 11
Caliber_3 26
Caliber_4 27
Caliber_5 31
Caliber_6 34

Braked
Durability 1

Recoil_X 0.8
Recoil_Y 0.6
Ballistic_Drop 0.9

Paintable

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
				Amount 3
			}
			{
				ID "5830b84bf8074caa91cf3f4dde0dd19e" // Blowtorch
				Delete false
			}
		]
		Skill Repair
		Skill_Level 1
		RequiresNearbyCraftingTags
		[
			"7b82c125a5a54984b8bb26576b59e977" // Workbench
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]