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Items

Items are classified as objects that can be picked up into The Player Inventory or their hands. Most items have a functionally used from being used to harm players, or to heal players, to fulfill the bottle needs of the player, to craft and ext. Items are usually obtainable by looting, trading, stealing, buying, and using commands. Items also refers to cosmetic clothing that is worn aesthetically on the player.

Items are split into 5 main categories. This includes Clothing, Equipment, Survival, Building, and Weaponry.

Rarity:

Rarity is a game mechanic to indicate the value of all cosmetics, items, vehicles, and animals. All items come with a preset rarity and cannot be changed. Rarity doesn't have any major effect on game play but only to tell what's the value of an item to the The Player. There are six different rarities in game that any item can have.

  • Common Rarity
  • Uncommon Rarity
  • Rare Rarity
  • Epic Rarity
  • Legendary Rarity
  • Mythical Rarity

Cosmetics:

With Cosmetics there is an extra nine special rarities primary used for certain cosmetics

  • BattlEye Rarity
  • Debugger Rarity
  • Experienced Rarity
  • Gold Rarity
  • Mod Rarity
  • Premium Rarity
  • Twitch Rarity
  • White Rarity
  • Key Rarity

Quality:

Quality is a Game Mechanic that effects the efficeny of an Item. The amount of quality on an item can effect the item in a variety of ways. The range is from 0 to 100%. The only items that can be effected by quality is all clothing, food, water, weaponry, certain tools and hook attachments.

Quality on clothing will effect the armor and protection. Quality on food and water will effect the amount Food and/or Water given back and Immunity removed. Weaponry quality effect the damage output, possibility of it breaking and possibility of a jam (If its enabled in the files for both jamming and breaking). Tools like the battery quality correlate with the amount of electricity left that is usable in a Vehicle. Hook Attachments quality effects the attachment working like it intends, it breaking, and/or its damage.

Clothing:

Clothing refers to anything that can be worn by The Player. It provides storage, armor, protection from elements, sustain heat, and can also be salvaged. Some clothing have special abilities which including but is not limited to Fire Protection, Radiation Protection, Provides Oxygen, Clears Underwater View, and/or Modifies the players speed. Quality have an effected on the armor and protection it gives The Player.

Clothing

Survival:

Survival refers to items that can be consumed by the player. When consumed they will restore, give, or removed hunger, thirst, stamina, immunity, health, oxygen, experience, and/or items. Food and Drinks will spawn with random condition, anything below 47% will reduce the player Immunity. The amount lost depends on the percentage and how much it replenishes hunger and/or thirst. Condition can be improved by either repairing it, turning it into a seed and growing it, and/or using it in a cooking recipe. Some consumables can give back items when consumed or even teleport The Player.

Survival

Gear:

Crafting Supply:

Crafting Supplies refers to gear that have no special use and is used for a variety of things. Many include crafting, bartering, trading, using as currency, and/or as junk. In base vanilla game there is a limited amount of crafting supplies. Which includes common core crafting supplies needed for every day crafting. Currency needed for trading and buying stuff. Ammunition to refill magazines. Last special Christmas supplies used to craft stuff during Christmas Event.

Equipment:

Equipment refers to all gear that have a special use. This includes but is not limited to Water Canisters, Catcher, Releaser, Optics, Remote Trigger, Radiation Filter, Gas Canisters, Growth Supplement, Compass, Maps, Fishing Poles, Parachute, Projectiles, and Tools.

  • Tools refers to equipment that have extremely special uses for the core gameplay. Most of them are tools to help upkeep the maintnence of a vehicle releated exluding Walkie Talkie a long distance portable radio and Housing Planner which helps build bases faster.
  • Projectiles are throwable equipment that can make light, emit particle effect, and explode causing splash damage.
Equipment
Tool
Projectile

Buildings:

Buildings refers to all place-able items placed by The Player. They can be used for building bases, placing storage, placing barricades, and other special items.

Structure:

Structures refers to buildings that is used for base constructions.

Barricade:

Barricade refers to every single place-able buildings that isn't storage. This includes but is not limited to storages, base claims, generators, vehicles, mannequin, light sources, radios, beds, oil pumps, farms, and etc.

Storage:

Storage refers to barricades that is used for storage of items and liquids. It can store items, water, and fuel. Certain storage can be used to display items.

Weaponry:

Melee Weapon:

Melee Weapons refers to close ranged handheld weapon used by The Player. It can be used to damage players, zombies, and animals. Some weapons can also be used to harvest resources or repair Vehicles and Buildings. When used most weapons have a regular attack LMB (Default Keybind), a heavy attack RMB (Default Keybind), and only few some weapons are automatic.

Ranged Weapon:

Ranged Weapons refers to firearms which can fire off a variety of armaments and damage players, zombies, and animals. This includes Bullets, Shotgun Shells, Flare Shells, Nails, Paintballs, Arrows, Bolts, Darts, Harpoons, Grenades, Acid, Armored Vehicle Shells, Rocket Propelled Grenades, BBs, Barrels, Explosive Fish, Rails, Plasma, Napalm Fire, and Electricity. Most weapons are able to be able to hook attachments and almost all can have there ammunition reloaded.

Hook Attachments:

  • More About Hook Attachment

Hook attachments refers to weaponry that can be attached to ranged weapons. They are used to either refill weapon ammunition, increase weapon stability, increase round stability, decrease weapon sound, and much more. These attachments includes barrel, grip, magazines, sight, and tactical attachments. Most weaponry will at least have one and more attachments.

  • Barrel Attachments refers to attachments attached on the barrel of ranged weapons to either suppress the sound, remove the flash, and/or increase or decrease bullet stability. This includes but is not limited to suppressors, silencers, muzzle, muzzle breaks, flash hiders, and barrels.
  • Grip Attachments refers to handles attached on to ranged weapons to increased the accuracy of weapon when used, this includes but is not limited it to grips and bipods.
  • Magazine Attachments refers to ammunition used by the weapon which includes magazines, boxes, clips, drums, rails, arrows, harpoon, darts, arrows, bolts, rockets, grenades, tanks, shotgun shells, shells, cells, bullets, cartridges, and batteries
  • Sight Attachments refers to optics that can be or is attached on ranged weapons to enhanced the optical view when using weapon, this includes iron sights, sights, and scopes.
  • Tactical Attachments refers to a tactical weapon accessories used on weapons to improve the weapon. Tactical attachments are also used as Stocks for the curated maps of Elver and A6 Polaris.
Hook Attachments

Cosmetics:

Cosmetics refers to unintractable items that can is worn by The Player aesthetically. It provides zero in-game status to The Player. They can be bought, unboxed, and/or traded to obtain them.

Cosmetics

Other Links:

  • ID List - Every single item in all of unturned.
  • Items - Every item with a current page
Unturned Features

UnturnedGame Mechanics

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