2 x 2 (4)

Inventory Size

Wire

Build

70 HP

Health

No

Explosion

No

Requires Power

0s

Trap Cooldown

0s

Trap Setup Delay

Damage
Combat Damage
Damage
Player 40
Zombie 80
Animal 80
Vehicle 0
Structure Damage
Low Caliber
Damage
Barricade 0
Structure 0
Resource 0
Object 0
3 blueprints
Salvage
=
2 x
Furniture
3 x
+
2 x
=
Furniture
+
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.

Barbed Wire 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 Barricades 27.8 %
Military Low 0 3.8 %
Mercenaries Low 3.5 %
PMC Low 3.5 %
Military Low 1 3.5 %
Mesadyne Low 2.1 %
Military Reactor 2.0 %
Military Fort 2.0 %
Whitney Military Low 1.8 %
Research High 1.7 %
Military High 0 1.4 %
Cache PMC Low 1.3 %
BBunker Richmans Low 1.3 %
Military High 1 1.3 %
Mercenaries High 1.0 %
PMC High 1.0 %
No spawns on map.
No zombie drops.
Bikers Vendor
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
4296 CA Military Barricades 27.78 % 4
4376 CA Military Low 0 3.79 % 23
4352 CA Mercenaries Low 3.55 % 30
4304 CA PMC Low 3.55 % 30
4295 CA Military Low 1 3.47 % 23
4483 CA Mesadyne Low 2.05 % 64
4442 CA Military Reactor 1.98 % 42
4435 CA Military Fort 1.95 % 60
4471 CA Whitney Military Low 1.79 % 51
4284 CA Research High 1.66 % 57
4381 CA Military High 0 1.40 % 42
4462 CA Cache PMC Low 1.33 % 54
4466 CA BBunker Richmans Low 1.29 % 57
4294 CA Military High 1 1.29 % 43
4367 CA Mercenaries High 1.00 % 40
4308 CA PMC High 1.00 % 41
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.).

Daytime Bikers Armory
Run by CA Bikers Vendor
Locked behind progression in quest CA Bikers Vendor's dialogue. The shop opens at 2 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
150 Exp
You get
Barbed Wire ×1
Bikers Armory Tokens are a custom shop currency: earn them at Daytime Bikers Armory, spend at Nighttime Bikers Armory. Higher-tier offers may be hidden until you have enough.
CA_Barbed_Wire.dat
GUID 509234d0f8264df8a1dd395ef97314e5
Type Trap
Rarity Uncommon
Useable Barricade
Build Wire
ID 6039

Size_X 2
Size_Y 2


Health 70
Range 4
Radius 0.4
Offset 0.5

Player_Damage 40
Zombie_Damage 80
Animal_Damage 80

Explosion 19

Vulnerable

Allow_Placement_On_Vehicle False

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "72cc2bb386714968bde623f143e73aad x 2" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "b0c6cc0a8b4346be89aef697ecdb8e46" // Furniture
		InputItems
		[
			"212a7ebc25fb410f8429892b8681c7d1 x 3" // Steel Ingot
			"72cc2bb386714968bde623f143e73aad x 2" // Metal Scrap
		]
		OutputItems this
	}
]

Has_Clip_Prefab false