6 x 2 (12)
Inventory Size
Primary
Hand Slot
Semi, Safety
Firemodes
825m
Range
0.83 RPS
Firerate
0.35%
Durability Loss per Shot
Sight, Tactical
Hooks
-5%
Movement Speed
-1 to 1 (100%)
Recoil X
5 to 6 (100%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 104 | 56 | 48 | 48 |
| Zombie | 300 | 150 | 120 | 120 |
| Animal | 105 | 49 | 35 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 60 |
| Structure | 60 |
| Vehicle | 100 |
| Resource | 200 |
| Object | 200 |
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.
Raven
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4389 | CA Special Low Guns | 50.00 % | — | 2 |
| 4439 | CA Military Fort Guns | 12.50 % | — | 7 |
| 4393 | CA Special High Guns | 12.50 % | — | 5 |
| 4446 | CA Military Reactor Guns | 11.36 % | — | 7 |
| 4387 | CA Special Low | 5.65 % | — | 13 |
| 4485 | CA Mesadyne Low Guns | 3.75 % | — | 12 |
| 4390 | CA Special High | 2.99 % | — | 43 |
| 4448 | CA Military Fort Mega | 1.56 % | — | 21 |
| 4434 | CA Military Fort Zombie | 1.56 % | — | 48 |
| 4435 | CA Military Fort | 1.14 % | — | 60 |
| 4488 | CA Mesadyne High Guns | 0.82 % | — | 16 |
| 4497 | CA SWAT Mega | 0.60 % | — | 36 |
| 4441 | CA Military Reactor Zombie | 0.41 % | — | 53 |
| 4483 | CA Mesadyne Low | 0.28 % | — | 64 |
| 4490 | CA Mesadyne Low Zombie | 0.23 % | — | 57 |
| 4491 | CA Mesadyne High Zombie | 0.08 % | — | 65 |
| 4486 | CA Mesadyne High | 0.05 % | — | 69 |
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.).
Raven ×1
Locked behind progression in quest Zone Trekker. Show exact unlock rules (1 path)
Raven ×1
GUID 559808a689534181b76039fa0f1db6e3
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4009
EjectAfterHammerDelay 0.5
RechamberAfterShotDelay 0.01
// Rig
Instantiated_Item_Name_Override CA_Sniper_0
EquipableModelParent SpineHook
RechamberAfterLastShot False
// Audio
InspectAudioDef Items/Weapons/Guns/Sniper_Rifles/CA_Raven/Inspect.ogg
HammerAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Raven/Hammer.ogg
ReloadAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Raven/Reload.ogg
Size_X 6
Size_Y 2
Magazine 4010
Sight 4099
Hook_Sight
ook_Barrel
Hook_Tactical
Ammo_Min 3
Ammo_Max 5
Semi
Safety
Range 825
Bullet_Gravity_Multiplier 3
Ballistic_Travel 15
Firerate 50
Action Bolt
Unplace 0
Replace 0
Equipable_Movement_Speed_Multiplier 0.95
Aim_In_Duration 0.35
Attachment_Calibers 3
// Grip
Attachment_Caliber_0 4003
// Scopes
Attachment_Caliber_1 4009
// Electronic Sights
Attachment_Caliber_2 4010
Magazine_Calibers 1
Magazine_Caliber_0 4101
Player_Damage 80
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.3
Zombie_Damage 200
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.5
Animal_Damage 70
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.5
Barricade_Damage 60
Structure_Damage 60
Vehicle_Damage 100
Resource_Damage 200
Object_Damage 200
Durability 0.35
Spread_Angle_Degrees 19.29005
Spread_Aim 0.001
Recoil_Min_X -1
Recoil_Min_Y 5
Recoil_Max_X 1
Recoil_Max_Y 6
Recover_X 1
Recover_Y 1
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.07
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1
// Effects
Muzzle 4052
Shell 4076
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 7
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 4
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]