1×1 (1)

Inventory size

Tool

Useable: Tool

How to use this tool

Hold the use key while equipped to perform this tool's action.

1 blueprints
Salvage
Spawn tables (24)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4319 California Equipment Special 33.33 % 3
7249 Kuwait Camp Supplies 22.22 % 5
448 Camp Arctic Tools 20.00 % 5
182 Camp Tools 20.00 % 5
1033 Greece Carepackage Survivalist 14.16 % 16
4320 California Equipment 11.11 % 16
0 Lighthouse Tools 9.52 % 11
10068 Cliffs IFR Low Utility 7.14 % 8
7250 Kuwait Camp 5.23 % 44
4373 California Sawmill Supply 4.72 % 11
4374 California Sawmill 3.07 % 15
180 Camp 2.39 % 40
705 Peaks Camp 2.39 % 39
179 PEI Camp 2.39 % 39
564 Russia Camp 2.39 % 39
367 Washington Camp 2.39 % 39
10018 Cliffs IFR Low 2.14 % 35
60618 平民 2.08 % 27
10090 Cliffs Airdrop Survival 1.96 % 38
4399 California Militia Sawmill 1.84 % 32
446 Camp Arctic 1.54 % 48
445 Yukon Camp Arctic 1.54 % 40
905 Asset 0.95 % 50
904 PEI Lighthouse 0.95 % 50
How loot works in Unturned Sections that apply to this map 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.).

Sam's Snazzy Survivalists
Run by IDF Survivor Sam
You give
100 Exp
You get
Chart ×1
You give
100 Exp
You get
Chart ×1
Omega Armory
Run by Greek Omega Armory Owen
You give
100 Exp
You get
Chart ×1
Trading with Annihilation
Run by 覆灭 玩家NPC
You give
50 Exp
You get
Chart ×1
Enlapis's Shop
Run by (辅助作者)Enlapis
You give
200 Exp
You get
Chart ×1
Trading with Feng Min
Run by 【中国】辽宁号-凤敏
You give
50 Exp
You get
Chart ×1
Chart.dat
GUID ae907de0d5c14c1086a22c2b95c58a47
Type Map
Rarity Uncommon
ID 1175

Size_X 1
Size_Y 1
Size_Z 0.475

Enables_Chart

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "14901f32cd3240179fd6124324cc27e5" // Cloth
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]