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.).
Military Magazine ×1
Military Magazine ×1
Locked behind a quest flag condition.
Military Magazine ×1
Military Magazine ×1
Locked behind progression in quest Armory Supply Kyle's dialogue. Show exact unlock rules (1 path)
Military Magazine ×20
Locked behind a quest flag condition.
Military Magazine ×20
Military Magazine ×20
Military Magazine ×20
GUID dbfb1d0d11ca438e9dffb95f76e61274
Type Magazine
Rarity Rare
ID 6
Size_X 1
Size_Y 2
Size_Z 0.3
Amount 30
Count_Min 5
Count_Max 25
Calibers 1
Caliber_0 1
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
}
{
CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
Operation FillTargetItem
InputItems "87247d4bb3c548a1b34424bafa11e74a" // Military Drum
Effect "03caec479dd2475c92e1c326e1720140" // Casing
}
{
CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
Operation FillTargetItem
InputItems "41bd2b68446e497caed8954aba3b8f9c" // Swissgewehr Magazine
Effect "03caec479dd2475c92e1c326e1720140" // Casing
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems
[
{
ID this
Prioritization LowestAmount
CountEmptyAsOne true
}
]
OutputItems "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]
Paintable