1×1 (1)

Inventory size

Gasmask filter

Useable: Filter

How to use this tool

Equip with a radiation-proof mask worn (e.g. Gasmask) and hold use to refresh that mask back to 100% quality. Doesn't work on hats or non-gasmask headwear.

1 blueprints
Salvage
Other ways to get this filter Off-map sources rolled from a loot pool
Horde beacons (1)
Unturned Horde Beacon icon 26.04 %
Spawn tables (21)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
671 Gasmask 75.00 % 2
4405 California Horde 26.04 % 14
4370 California Research Cloths 25.00 % 4
6620 Easter Research Clothes 20.00 % 4
846 Aegis Science Clothes 15.00 % 4
373 Research Clothes 15.00 % 4
10008 Cliffs Fire 7.41 % 11
6617 Easter Research 6.32 % 10
4315 California Research 4.69 % 8
4346 California Research Special Low 3.75 % 14
699 Peaks Fire 3.00 % 12
558 Russia Fire 3.00 % 12
370 Research 1.46 % 11
369 Washington Research 1.46 % 11
461 Yukon Research 1.46 % 11
4410 California Carepackage Supply 0.39 % 15
44002 Sky Mystery Low 0.29 % 45
4409 California Carepackage 0.12 % 30
44000 Sky Mystery 0.07 % 60
44003 Sky Mystery XMAS 0.02 % 66
44009 Sky Mystery HW 0.02 % 66
How loot works in Unturned Sections that apply to this filter 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.).

Coalition Stockpile
Run by Ensign "Nitro" Powell
Locked behind a quest flag condition.
Requires flag 45734
You give
800 Exp
You get
Filter ×1
Omega Armory
Run by Greek Omega Armory Owen
You give
2,000 Exp
You get
Filter ×1
Hellenic Armory
Run by Greek Military Armory Hektor
You give
2,000 Exp
You get
Filter ×1
Filter.dat
GUID eab00b33df75416b8ff60c21b48e1111
Type Filter
Rarity Rare
Useable Filter
ID 1271

Size_X 1
Size_Y 1
Size_Z 0.225

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]