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.).
Explosive Arrow ×1
GUID c4ddc94171524da294cd5c4daea98ddd
Type Magazine
Rarity Epic
ID 1209
Size_X 2
Size_Y 1
Size_Z 0.2
Amount 1
Calibers 1
Caliber_0 15
Tracer 55
Stuck 100
Should_Delete_At_Zero_Amount true
Range 8
Player_Damage 15
Zombie_Damage 125
Animal_Damage 125
Barricade_Damage 50
Structure_Damage 50
Vehicle_Damage 200
Resource_Damage 2000
Object_Damage 200
Explosion 34
Explosive
Blueprints
[
{
CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
InputItems
[
"b5c948f84f7e44ba882fc8cecf8ae731" // Arrow
"8c25cf28c76a4634855f404c8972c0ae" // Tape
"8ce5c560166545499432d6e01ce399cc x 2" // Raw Explosives
]
OutputItems this
Skill Craft
Skill_Level 2
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems
[
{
ID this
Prioritization LowestAmount
CountEmptyAsOne true
}
]
OutputItems "8ce5c560166545499432d6e01ce399cc" // Raw Explosives
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]