4 x 2 (8)

Inventory Size

Primary

Hand Slot

Semi, Auto, Safety

Firemodes

250m

Range

10.42 RPS

Firerate

0.18%

Durability Loss per Shot

Sight, Tactical, Grip, Barrel

Hooks

0%

Movement Speed

-1.1 to 1.1 (50%)

Recoil X

1.5 to 2 (50%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 27 20 15 15
Zombie 82 45 22 22
Animal 27 20 15 -
Structure Damage
Low Caliber
Damage
Barricade 10
Structure 10
Vehicle 23
Resource 12
Object 15

Magazines (3)

Magazines that can be attached to this weapon

Barrels (6)

Barrels that can be attached to this weapon

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

Quicksilver 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
Research Guns 7.6 %
Research Special Guns 2.7 %
Research High Guns 1.9 %
Research 1.4 %
Research Special Low 0.9 %
Research High Stash 0.5 %
Research Special High 0.3 %
Research High 0.2 %
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
4347 CA Research Guns 7.58 % 6
4406 CA Research Special Guns 2.71 % 8
4285 CA Research High Guns 1.94 % 11
4315 CA Research 1.36 % 31
4346 CA Research Special Low 0.93 % 47
4563 CA Research High Stash 0.48 % 38
4316 CA Research Special High 0.29 % 25
4284 CA Research High 0.23 % 57
CA_Quicksilver_1.dat
GUID cc0be4b9711740509c86b2b4147c350b
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 4725

Instantiated_Item_Name_Override CA_Quicksilver
EquipableModelParent SpineHook
ReloadAudioClip Items/Weapons/Guns/SMGs/CA_Quicksilver_0/Reload.ogg
HammerAudioClip Items/Weapons/Guns/SMGs/CA_Quicksilver_0/Hammer.ogg
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Lionfish/Inspect.ogg

Size_X 4
Size_Y 2

Magazine 4182
Barrel 4736

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 15
Ammo_Max 30


Semi
Auto
Safety

Attachment_Calibers 4
// SMG Barrel
Attachment_Caliber_0 4011
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010

Magazine_Calibers 1
Magazine_Caliber_0 4119

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.4
Damage_Falloff_Max_Range 0.6

Range 250
Firerate 4
Action Trigger

Unplace 0
Replace 0

Player_Damage 25
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 75
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 25
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 23
Resource_Damage 12
Object_Damage 15

Durability 0.18

Spread_Angle_Degrees 8.531
Spread_Aim 0.07

Recoil_Min_X -1.1
Recoil_Min_Y 1.5
Recoil_Max_X 1.1
Recoil_Max_Y 2

Recover_X 0.5
Recover_Y 0.5

Shake_Min_X -0.001
Shake_Min_Y 0.001
Shake_Min_Z -0.005
Shake_Max_X 0.001
Shake_Max_Y -0.001
Shake_Max_Z -0.005

Muzzle 4050
Shell 4047

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