5 x 2 (10)
Inventory Size
Primary
Hand Slot
Semi, Safety
Firemodes
35m
Range
1.74 RPS
Firerate
0.25%
Durability Loss per Shot
Sight, Barrel
Hooks
0%
Movement Speed
-25 to 25 (60%)
Recoil X
25 to 30 (60%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 19 | 14 | 12 | 12 |
| Zombie | 44 | 32 | 28 | 28 |
| Animal | 48 | 32 | 28 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 10 |
| Structure | 7 |
| Vehicle | 10 |
| Resource | 10 |
| Object | 30 |
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.
Vonya
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4463 | CA Cache PMC Guns | 7.86 % | — | 11 |
| 4468 | CA BBunker Richmans Guns | 6.99 % | — | 12 |
| 4462 | CA Cache PMC Low | 0.19 % | — | 54 |
| 4466 | CA BBunker Richmans Low | 0.16 % | — | 57 |
| 4461 | CA Cache PMC High | 0.14 % | — | 59 |
| 4467 | CA BBunker Richmans High | 0.13 % | — | 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.).
Vonya ×1
GUID 126305c0ee03456989cb5cf5a123fda1
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 6411
Size_X 5
Size_Y 2
Instantiated_Item_Name_Override CA_Palmov
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Lionfish/Inspect.ogg
HammerAudioClip Items/Weapons/Guns/Rifles/CA_Akula/Hammer.ogg
Magazine 6402
Hook_Sight
Hook_Barrel
Ammo_Min 5
Ammo_Max 7
Semi
Safety
Attachment_Calibers 2
// Grip
Attachment_Caliber_0 4003
// Electronic Sight
Attachment_Caliber_1 4010
Magazine_Calibers 1
Magazine_Caliber_0 6400
Range 35
Firerate 24
Action Trigger
Damage_Falloff_Multiplier 0.45
Damage_Falloff_Range 0.25
Unplace 0.4
Replace 0.45
Player_Damage 18
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 40
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1
Animal_Damage 40
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2
Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 30
Durability 0.25
Aim_In_Duration 0.3
Spread_Angle_Degrees 5.85
Spread_Aim 0.8
Ballistic_Steps 1
Recoil_Min_X -25
Recoil_Min_Y 25
Recoil_Max_X 25
Recoil_Max_Y 30
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
Muzzle 4056
Shell 4049
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 5
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 2
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 4" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]