2×1 (2)

Inventory size

Military

Vision mode

2 blueprints
Salvage
=
2 x
Repair
0%
+
2 x
=
100%
Spawn tables (29)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
1012 Greece Military Gear Special 50.00 % 2
2101 Special High France Gear 50.00 % 2
661 Special High Gear 50.00 % 2
488 Special Arctic Gear 33.33 % 3
356 Special America Gear 28.57 % 4
142 Special Canada Gear 28.57 % 4
6659 Vermillin Special 9.85 % 14
6635 Vermillin Mega Misc 5.93 % 26
6628 Vermillin Mega 4.32 % 44
481 Special Arctic 4.20 % 20
480 Yukon Special Arctic 4.20 % 20
2117 GIGN High France Special 3.70 % 6
347 Special America 2.88 % 34
346 Washington Special America 2.88 % 32
132 PEI Special Canada 2.86 % 29
133 Special Canada 2.86 % 31
698 Peaks Special High Peaks 1.50 % 42
556 Russia Special High 1.50 % 39
557 Special High 1.50 % 45
688 Special High Peaks 1.50 % 44
2105 France Special High France 1.47 % 49
2099 Special High France 1.47 % 49
1010 Greece Military Special 1.46 % 44
6600 Vermillin Low 0.74 % 31
6609 Vermillin High 0.49 % 40
4410 California Carepackage Supply 0.39 % 15
4409 California Carepackage 0.12 % 30
2119 France GIGN High France 0.09 % 38
2113 GIGN High France 0.09 % 38
How loot works in Unturned Sections that apply to this glasses 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.
Nightvision_Military.dat
GUID cca8301927e049149fcee2b157a59da1
Type Glasses
Rarity Epic
Useable Clothing
ID 334

Size_X 2
Size_Y 1
Size_Z 0.175

Hair
Beard

Vision Military
Nightvision_Allowed_In_ThirdPerson true
Priority_Over_Cosmetic false

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
		RequiresNearbyCraftingTags
		[
			"2ac5ddc545a848008c0308d21f5d2e6b" // Spinning Wheel
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]