2×2 (4)
Inventory size
Secondary
Hand slot
Semi, Safety
Firemodes
150 m
Range
1,000 RPM
Fire rate
0.15%
Durability loss per shot
Tactical, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 36.3 | 26.4 | 19.8 | 19.8 |
| Zombie | 108.9 | 59.4 | 29.7 | 29.7 |
| Animal | 35.2 | 25.6 | 19.2 | — |
Other damage
Standard caliber| Barricade | 12 |
|---|---|
| Structure | 12 |
| Vehicle | 25 |
| Resource | 15 |
| Object | 20 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 16.7 rps
- Side bias
- Kicks right
- Up kick / shot
- 12°
- Side kick / shot
- ±0.45°
- Recovery
- 100% ↑ / 40% ↔
Avenger
Where to find this Item
KuwaitNPCLiberatorLieutenantGaston
…
KuwaitNPCPosCynthia
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 7254 | Kuwait Police Weapons | 16.67 % | 5 |
| 61002 | HighClass Civilian Inline | 12.50 % | 8 |
| 7276 | 7276 Kuwait Police Schatzi | 5.56 % | 13 |
| 7253 | Kuwait Police | 5.36 % | 13 |
Map spawn points
Items.Respawn_Time) up to a fraction of its points
(Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier
(Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier.
The Drop Chance column is the combined odds — 100% means the item
is the sole candidate, not that the point will always be filled.
Zombie kill drops
Resource harvesting
Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest.
Forage bushes are single-use until the server resets them.
Object destruction & droppers
NPC vendors
Cases (Unbox / Open)
Item_Random reward rolls a configured number of items from a spawn table — your case shows
its action name and roll count on its own page.
Horde beacons
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
Reward_ID spawn pool
(Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops
a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
Drops_Table_ID spawn pool rolls
Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla
table 962 with 3-7 rolls; mods can override.
Airdrops
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.).
Avenger ×1
Avenger ×1
GUID df840e0998bf423e8270aa270dc2921c
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 5008
Size_X 2
Size_Y 2
Size_Z 0.3
Magazine 5120
Hook_Tactical
Hook_Barrel
Ammo_Min 3
Ammo_Max 15
Safety
Semi
Caliber 23
Range 150
Firerate 2
Action Trigger
Player_Damage 33
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1
Animal_Damage 32
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 20
Durability 0.15
Spread_Aim 0.05
Spread_Hip 0.15
Recoil_Min_X 0.4
Recoil_Min_Y 6
Recoil_Max_X 0.5
Recoil_Max_Y 18
Recover_X 0.4
Recover_Y 1
Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.075
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.125
Muzzle 3
Gunshot_Rolloff_Distance 400
Can_Aim_During_Sprint True
Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Build 27
Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 5112
Blueprint_0_Condition_0_Amount 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 5008
Blueprint_1_Product 67
Blueprint_1_Products 2
Blueprint_1_Build 27
Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 67
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Tool 5112
Blueprint_2_Tool_Critical
Blueprint_2_Build 27
Actions 2
Action_0_Type Blueprint
Action_0_Source 5008
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Torch Repair
Action_0_Tooltip Repair to 100% using a Blowtorch.
Action_1_Type Blueprint
Action_1_Source 5008
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 2
Action_1_Text Arc Repair
Action_1_Tooltip Repair to 100% using an Arc Welder.