2 x 2 (4)

Inventory Size

+55%

Armor

+55%

Explosion Armor

-15%

Movement Speed

Similar Clothing (7)

There might be more than those listed here.

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

Heavy Helmet 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
No spawns on map.
No zombie drops.
CA 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
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.).

Armor I
Run by CA Ernest #2 (With a gun)
You give
Heavy Helmet ×1
You get
300 Exp
CA_Heavy_Helmet_1.dat
GUID 25e203f425cb449f91199eb72fce1284
Type Hat
Rarity Legendary
Useable Clothing
ID 6084

Size_X 2
Size_Y 2

Beard

Armor 0.45
Armor_Explosion 0.7
Movement_Speed_Multiplier 0.85

Priority_Over_Cosmetic true

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 2" // Metal Scrap
			"1d033cfaf3be4da79dbb172d6d112424 x 3" // Ballistic Fiber
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			"212a7ebc25fb410f8429892b8681c7d1" // Steel Ingot
			"1d033cfaf3be4da79dbb172d6d112424 x 2" // Ballistic Fiber
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems
		[
			{
				ID this
				Critical true
			}
			{
				ID "f1034659a8db4f78a59b422884f316e2" // Chemicals
				Critical true
			}
		]
		OutputItems "3655a3c8ee134306968046e558378097" // Heavy Helmet
		StateTransfer true
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]