2 x 2 (4)

Inventory Size

Secondary

Hand Slot

Semi, Safety

Firemodes

195m

Range

6.95 RPS

Firerate

0.2%

Durability Loss per Shot

Sight, Tactical, Barrel

Hooks

0%

Movement Speed

0 to 4 (20%)

Recoil X

1 to 2 (40%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 36 24 18 18
Zombie 110 85 68 68
Animal 33 24 18 -
Structure Damage
Low Caliber
Damage
Barricade 12
Structure 12
Vehicle 25
Resource 15
Object 15

Magazines (3)

Magazines that can be attached to this weapon

Barrels (3)

Barrels that can be attached to this weapon

2 blueprints
Repair
0%
+
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.

Veneta 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
Military Low Guns 100.0 %
Military High Guns 54.5 %
Special High Guns 34.1 %
Research Guns 30.3 %
Research Special Guns 10.8 %
Research High Guns 7.8 %
Military High 0 7.6 %
Military Low 0 6.8 %
Military High 1 6.4 %
Military Low 1 6.3 %
Research 5.4 %
Special High 4.6 %
Research Special Low 3.7 %
Research High Stash 1.9 %
Military Fort 1.4 %
Research Special High 1.2 %
Research High 0.9 %
No spawns on map.
Military Zombie Weapons 100.0 %
Military Zombie Elite 0 15.2 %
Military Zombie Elite 1 12.8 %
Military Zombie 0 10.7 %
Military Zombie 1 10.7 %
Military Fort Zombie 3.0 %
Military Reactor Zombie 0.8 %
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
4380 CA Military Low Guns 100.00 % 1
4416 CA Military Zombie Weapons 100.00 % 1
4384 CA Military High Guns 54.55 % 4
4393 CA Special High Guns 34.09 % 5
4347 CA Research Guns 30.30 % 6
4413 CA Military Zombie Elite 0 15.19 % 30
4419 CA Military Zombie Elite 1 12.75 % 31
4406 CA Research Special Guns 10.82 % 8
4411 CA Military Zombie 0 10.71 % 16
4418 CA Military Zombie 1 10.71 % 16
4285 CA Research High Guns 7.77 % 11
4381 CA Military High 0 7.58 % 42
4376 CA Military Low 0 6.82 % 23
4294 CA Military High 1 6.36 % 43
4295 CA Military Low 1 6.25 % 23
4315 CA Research 5.44 % 31
4390 CA Special High 4.59 % 43
4346 CA Research Special Low 3.73 % 47
4434 CA Military Fort Zombie 3.04 % 48
4563 CA Research High Stash 1.91 % 38
4435 CA Military Fort 1.39 % 60
4316 CA Research Special High 1.17 % 25
4284 CA Research High 0.93 % 57
4441 CA Military Reactor Zombie 0.80 % 53
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 I
Run by CA Ernest #2 (With a gun)
You give
Veneta ×1
You get
90 Exp
CA_Veneta.dat
GUID 098663a17da84ca8a9472fb16caab0fc
Type Gun
Rarity Uncommon
Useable Gun
Slot Secondary
ID 4189

Instantiated_Item_Name_Override CA_Pistol
InspectAudioDef Items/Weapons/Guns/Handguns/Semi_Automatic/CA_Emperor/Inspect.ogg

Size_X 2
Size_Y 2

Magazine 4118

Hook_Barrel
Hook_Tactical
Hook_Sight

Ammo_Min 5
Ammo_Max 17

Semi
Safety

Attachment_Calibers 4
Attachment_Caliber_0 4002
Attachment_Caliber_1 4003
Attachment_Caliber_2 4004
Attachment_Caliber_3 4005

Magazine_Calibers 1
Magazine_Caliber_0 4119

Damage_Falloff_Multiplier 0.85 
Damage_Falloff_Range 0.0571 
Damage_Falloff_Max_Range 0

Range 195
Firerate 6
Action Trigger

Unplace 0
Replace 0

Player_Damage 30
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 85
Zombie_Leg_Multiplier 0.8
Zombie_Arm_Multiplier 0.8
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.3

Animal_Damage 30
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15

Durability 0.2

Spread_Angle_Degrees 15.11
Spread_Aim 0.018

Recoil_Min_X 4
Recoil_Min_Y 1
Recoil_Max_X 0
Recoil_Max_Y 2

Recover_X 0.2
Recover_Y 0.4

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 -0.075

Muzzle 4050
Shell 4047

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				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
	}
]