1×1 (1)

Inventory size

13 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (1)
3 blueprints
Ammunition
Ammunition
Salvage
Spawn tables (33)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
792 Coalition Low Peaks Magazines 100.00 % 1
10059 Cliffs Military Low Magazine 66.67 % 2
4378 California Military Low Mags 50.00 % 2
121 Military Canada Magazine 50.00 % 2
807 Coastguard America Magazines 48.53 % 3
2083 Military Low France Magazines 33.33 % 3
10076 Cliffs Special Low Magazine 25.00 % 6
341 Military America Magazines 25.00 % 4
775 Military Low Peaks Magazines 25.00 % 4
10004 Cliffs Military Low Cliffs 11.70 % 40
682 Coalition Low Peaks 10.85 % 24
722 Peaks Coalition Low Peaks 10.85 % 24
681 Coalition High Peaks 9.76 % 32
723 Peaks Coalition High Peaks 9.76 % 32
4376 California Military Low 9.09 % 12
4381 California Military High 7.27 % 31
2084 France Military Low France 6.29 % 15
2079 Military Low France 6.29 % 15
2089 France Military High France 5.66 % 34
2085 Military High France 5.66 % 34
10035 Cliffs Special Low Cliffs 5.36 % 43
615 Carepackage Russia 3.90 % 33
614 Russia Carepackage Russia 3.90 % 33
800 Coastguard America 3.58 % 10
114 Military Canada 3.29 % 24
113 PEI Military Canada 3.29 % 21
685 Military Low Peaks 2.71 % 28
695 Peaks Military Low Peaks 2.71 % 28
684 Military High Peaks 2.44 % 36
696 Peaks Military High Peaks 2.44 % 36
334 Military America 1.52 % 28
333 Washington Military America 1.52 % 25
961 Xmas Presents 1.26 % 58
How loot works in Unturned Sections that apply to this magazine 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 Coalition Armory Adney
You give
550 Exp
You get
Avenger Magazine ×1
You give
550 Exp
You get
Avenger Magazine ×1
Avenger_13.dat
GUID b5814c8f02c5419a8f4a7434efee72df
Type Magazine
Rarity Rare
ID 1022

Size_X 1
Size_Y 1
Size_Z 0.2

Amount 13
Count_Min 3
Count_Max 10

Calibers 1
Caliber_0 23

Tracer 48

Blueprints
[
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "906623dc8e664dba854e18e812a30e12" // Low Caliber Military Ammunition Crate
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems this
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems
		[
			{
				ID this
				Prioritization LowestAmount
				CountEmptyAsOne true
			}
		]
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]