6 x 2 (12)
Inventory Size
Primary
Hand Slot
Semi, Safety
Firemodes
900m
Range
0.79 RPS
Firerate
0.5%
Durability Loss per Shot
Sight, Tactical
Hooks
-15%
Movement Speed
-5 to 5 (80%)
Recoil X
12 to 22 (80%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 112 | 63 | 58 | 58 |
| Zombie | 450 | 225 | 180 | 180 |
| Animal | 300 | 140 | 100 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 151 |
| Structure | 151 |
| Vehicle | 100 |
| Resource | 250 |
| 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.
Monarch
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4479 | CA Whitney Military High Guns | 6.28 % | — | 9 |
| 4478 | CA Whitney Military High Zombie | 0.75 % | — | 51 |
| 4472 | CA Whitney Military High | 0.35 % | — | 55 |
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.).
Locked behind progression in Victor: Mesadyne / Zone Trekker. Show exact unlock rules (3 paths)
Monarch ×1
GUID a4ecfd78298441b19300ca6159580f94
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 4738
Instantiated_Item_Name_Override CA_Monarch
Gunshot_Rolloff_Distance 1024
Size_X 6
Size_Y 2
Sight 4739
Magazine 4740
Hook_Sight
Hook_Tactical
Ammo_Min 1
Ammo_Max 10
Unplace 0.5
Replace 0.5
Semi
Safety
Attachment_Calibers 3
// Grip
Attachment_Caliber_0 4003
// Scopes
Attachment_Caliber_1 4009
// Electronic Sights
Attachment_Caliber_2 4010
Caliber 4738
Magazine_Calibers 1
Magazine_Caliber_0 4738
Range 900
Bullet_Gravity_Multiplier 3.5
Ballistic_Travel 17
Firerate 53
Action Trigger
Equipable_Movement_Speed_Multiplier 0.85
Aim_In_Duration 0.55
Player_Damage 90
Player_Leg_Multiplier 0.65
Player_Arm_Multiplier 0.65
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.25
Zombie_Damage 300
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.5
Animal_Damage 200
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.5
Barricade_Damage 151
Structure_Damage 151
Vehicle_Damage 100
Resource_Damage 250
Object_Damage 200
Durability 0.5
Spread_Angle_Degrees 21.8
Spread_Aim 0.001
Recoil_Aim 0.25
Recoil_Min_X -5
Recoil_Min_Y 12
Recoil_Max_X 5
Recoil_Max_Y 22
Recoil_Prone 0.25
Recover_X 0.8
Recover_Y 0.8
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.01
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.05
Muzzle 4102
Shell 4077
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 6
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 3
}
{
ID "212a7ebc25fb410f8429892b8681c7d1" // Steel Ingot
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 4" // Metal Dust
"212a7ebc25fb410f8429892b8681c7d1" // Steel Ingot
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]