3 x 3 (9)

Inventory Size

Secondary

Hand Slot

Semi

Firemodes

m

Range

41.67 RPS

Firerate

0.25%

Durability Loss per Shot

-

Hooks

0%

Movement Speed

-5 to 5 (60%)

Recoil X

10 to 15 (60%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0 -
Structure Damage
Low Caliber
Damage
Barricade 0
Structure 0
Vehicle 0
Resource 0
Object 0

Magazines (3)

Magazines that can be attached to this weapon

2 blueprints
Repair
0%
+
4 x
+
3 x
+
=
100%
Salvage
=
2 x
3 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.

Trident 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
Cache PMC Guns 7.9 %
BBunker Richmans Guns 7.6 %
Cache PMC Low 0.2 %
BBunker Richmans Low 0.2 %
Cache PMC High 0.1 %
BBunker Richmans High 0.1 %
No spawns on map.
No zombie drops.
Ernest #2 (With a gun)
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
4463 CA Cache PMC Guns 7.86 % 11
4468 CA BBunker Richmans Guns 7.60 % 12
4462 CA Cache PMC Low 0.19 % 54
4466 CA BBunker Richmans Low 0.18 % 57
4461 CA Cache PMC High 0.14 % 59
4467 CA BBunker Richmans High 0.14 % 61
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.).

Weapons III
Run by CA Ernest #2 (With a gun)
Locked behind progression in quest Zone Trekker. The shop opens at 3 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
Trident ×1
You get
300 Exp
CA_Trident.dat
GUID 27332701923f4732b4ee97cea1e23674
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 4177

Size_X 3
Size_Y 3

EjectAfterHammerDelay 0.1
RechamberAfterShotDelay 0.2
RechamberAfterShooting true
Stop_Aiming_After_Shooting true
RechamberAfterMagazineAttached Always
RechamberAfterMagazineDetached Always

Instantiated_Item_Name_Override CA_Trident
EquipableModelParent SpineHook

Magazine 4178

Aiming_Movement_Speed_Multiplier 0.75

Should_Delete_Empty_Magazines true

Ammo_Min 1
Ammo_Max 3

Semi

Attachment_Calibers 1
// Electronic Sights
Attachment_Caliber_0 4010

Magazine_Calibers 1
Magazine_Caliber_0 4177

Firerate 1
Unplace 0
Replace 0
Action Pump

Spread_Angle_Degrees 5.71
Spread_Aim 0.8

Durability 0.25

Recoil_Min_X -5
Recoil_Min_Y 10
Recoil_Max_X 5
Recoil_Max_Y 15

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Ballistic_Force 3000

Muzzle 4052
Shell 4048

Gunshot_Rolloff_Distance 250

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 4
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 3
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 2" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]