1 x 1 (1)

Inventory Size

-30%

Spread

0%

Bullet Drop

-15%

Recoil X

-8%

Recoil Y

0%

Volume

-20%

Sway

-30%

Shake

0 RPM

Firerate Offset

1 blueprints
Tool
=
2 x
How item spawns work

Each dot is a fixed loot point. The map is split into a grid of regions, and every region has its own respawn timer (Items.Respawn_Time, configured by the server). When the timer fires, the region tops up its loot up to a fraction of its points (Items.Spawn_Chance, usually 10–50%), so most points stay empty between refreshes.

Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.

Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.

Skeleton Forward Grip Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Tap to open full map
CA Grips High 33.3 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn Tables
Spawn Id Spawn Name Drop Chance Map Points Pool Size
4516 CA Grips High 33.33 % 3
CA_Skeleton_Forward_Grip.dat
GUID 7a5348aa15854a2aa5deb338e4698d70
Type Grip
Rarity Epic
ID 6094

Size_X 1
Size_Y 1

Recoil_X 0.85
Recoil_Y 0.925

Spread 0.7
Sway 0.8
Shake 0.7

Aim_Duration_Multiplier 1.1

Calibers 1
Caliber_0 4003

Blueprints
[
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems this
		OutputItems "72cc2bb386714968bde623f143e73aad x 2" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Key Salvage