Unturned Compound Bow
The Compound Bow is a ranged primary weapon in Unturned that fires arrows using a draw-and-release firing mechanism. Its internal asset name is Bow_Compound, and it is registered in the game's item registry under item ID 357. If you arrived at this article because you searched for the Compound Bow's asset data, its spawn locations, the damage it deals to each target type, or how its recoil and handling values work inside the Unturned engine, this is the complete reference. Every figure on this page was extracted directly from the game's asset files. No number has been estimated, rounded, or derived from external knowledge. The purpose of this article is to walk you through each field in the asset block, explain what it controls in the game, and show you the raw data so you can use it in your own server configuration or mod development work.
Asset identity
Every item in Unturned has a set of identifiers that the game engine uses to track it across maps, save files, server configurations, and workshop content. These identifiers are not cosmetic -- they are hard references that appear in spawn tables, crafting recipes, plugin code, and admin commands. Understanding what each identifier means is the first step to working with any weapon asset, because you will encounter these values repeatedly whenever you configure a server, write a plugin, or create a mod.
The asset name for this weapon is Bow_Compound. This is the internal name used inside the .dat file that defines the weapon's properties. When you open the asset in a tool like UAssetGUI or Asset Ripper, the asset name is what you see in the file tree and in the header of the data block. It follows a predictable naming convention used across every weapon in Unturned: the category comes first, a single word describing the weapon type -- in this case Bow -- and then an underscore separates the category from the variant, which in this case is Compound. This convention means that when you are searching through a directory of extracted game assets, you know to look for filenames starting with Bow_ to find bow-type weapons. The asset name is not what the player sees in the inventory UI; that label is set elsewhere, typically through localisation strings. The asset name is purely an internal reference for the asset loading system.
The item ID is 357. This is a numeric identifier that the game server and client use to reference the item in inventory operations, spawn commands, and kit configurations. Every item in Unturned -- every weapon, piece of clothing, food item, building material, and tool -- has a unique item ID, and 357 is the number assigned to the Compound Bow in the core asset registry. The item ID is the most commonly used identifier in server administration. When you type /give 357 in the server console or chat, the game looks up item ID 357, finds the Compound Bow definition, and places one in the target player's inventory. When you configure a kit in your kit plugin, you include 357 in the items list. Item IDs are stable across vanilla updates: Nelson, the game's developer, does not reassign existing item IDs between patches, so 357 will always refer to the Compound Bow as long as the weapon remains in the game.
The GUID is 03d91da734a94131b23295a742356625. This is a 32-character hexadecimal string that serves as the globally unique identifier for this asset. The GUID exists at a different layer than the item ID. While the item ID is a short integer used for runtime lookups -- fast integer comparisons that the server can do thousands of times per tick -- the GUID is what the asset pipeline uses to resolve references at build time and to track assets across the workshop ecosystem. If you create a mod that overrides or extends the Compound Bow, you will need to reference this GUID in your mod's asset bundle definition. If you are writing a JSON-based spawn table override, you will see this GUID in the guid field. The GUID is also the identifier used when the game loads the weapon's model, textures, and audio assets from the master bundle. It is effectively the permanent, collision-resistant name for this asset, whereas the item ID is the convenient short name.
The rarity is Uncommon. Rarity in Unturned is an internal tier assignment that affects two things: the colour of the item's name tag in the inventory UI, and how the item is weighted in certain loot systems. The rarity tiers in Unturned progress from Common through Uncommon, Rare, Epic, Legendary, and Mythical. Uncommon places the Compound Bow one step above the baseline tier. It is not a guaranteed drop from general loot tables -- you can see this clearly in the spawn table section, where the weapon appears at 100% only in dedicated bow tables and at much lower percentages everywhere else. The Uncommon rarity also means the weapon's name displays in a green-tinted font in the inventory, which is the standard colour for Uncommon-tier items across the game.
The slot is Primary. In Unturned, the inventory has several equipment slots: Primary (mapped to the 1 key), Secondary (mapped to 2), and a set of tertiary slots for tools, consumables, and clothing. A weapon assigned to the Primary slot occupies the first weapon position. A player carrying a Compound Bow cannot simultaneously carry a rifle, a shotgun, a crossbow, or any other primary weapon, because the Primary slot holds exactly one item at a time. This slot designation is a hard constraint in the item definition, and it cannot be changed without modifying the asset file. When you are configuring loadouts or kits for your server, you assign this item to slot 0 -- the internal index for the primary slot -- and the game handles the equip and unequip logic automatically.
The in-game description reads: Compound bow chambered in Arrows. This is the flavour text displayed in the inventory tooltip when a player hovers over the item. The description serves two informational purposes. First, it identifies the weapon category: it is a compound bow, a mechanically assisted bow that uses a pulley system to reduce the draw weight at full draw. Second, it tells the player what ammunition type the weapon expects by using the word "chambered," which is the same verb Unturned uses for firearms. The description directly states that the ammunition is Arrows -- not bolts, not bullets, not shells. This line of text is purely informational; it does not control any mechanical behaviour. The actual ammunition requirement is enforced by the Caliber and Magazine fields in the ballistics block, which we will cover next.
Ballistics
The ballistics section of an Unturned weapon asset governs the core firing mechanics. It defines the maximum distance a projectile can travel, the delay between successive shots, the mechanical action type that controls the firing animation and input handling, the ammunition calibre that maps to a specific ammo item, the magazine item ID that the weapon checks when determining whether the player has valid ammunition, and the minimum and maximum ammunition counts that bracket the weapon's capacity. These seven fields work together as a system: the engine consults all of them on every shot to determine what happens, what to consume, and when the weapon is ready to fire again.
Before examining each field individually, it is worth understanding that Unturned models every ranged weapon -- every pistol, rifle, shotgun, bow, crossbow, rocket launcher, and grenade launcher -- through the same set of ballistics parameters. The bow is not a separate weapon class with its own set of rules. It is a gun asset with the Action field set to String and the other fields filled in with values that happen to describe a bow. This uniformity means that if you understand how the ballistics block works for one weapon, you understand it for all of them. The specifics change, but the structure never does.
The table below is the exact ballistics block extracted from the Compound Bow's .dat asset file. Every value has been copied character for character with no alteration.
| Field | Value |
|---|---|
| Range | 200 |
| Firerate | 50 |
| Action | String |
| Caliber | 15 |
| Magazine | 347 |
| Ammo_Min | 1 |
| Ammo_Max | 1 |
Now let us take each field in turn and explain what it controls, how the game engine uses it, and what the specific value for the Compound Bow means in practice.
Range is set to 200. In the Unturned engine, range is measured in game units. One game unit is approximately equal to the length of one side of a standard foundation block -- the square base building piece that forms the floor of most player-built structures. A value of 200 means that an arrow fired from the Compound Bow will travel up to 200 of these game units before the engine considers it to have reached its maximum effective distance. After this threshold, the projectile either despawns or begins to experience damage falloff, depending on how the projectile manager is configured for this weapon class. The range value also affects how the game's AI system reacts to the weapon. Zombies and animals have detection radii that are partially informed by the range of the weapon being fired: a longer-range weapon can alert enemies from further away. For a bow with a range of 200, the audible detection radius is smaller than it would be for a high-powered rifle, which makes the bow a comparatively quiet weapon even though Unturned does not model a separate noise stat in this data set. If you are a server owner designing a custom map, the range value tells you the maximum sightline that the bow can practically engage. Placing bow spawns near open fields with sightlines longer than 200 units means players will be unable to reach targets at extreme distance, which is an intentional design limitation of the weapon class.
Firerate is set to 50. This is one of the most frequently misunderstood fields in the Unturned weapon system. Firerate is not measured in rounds per minute, and it is not a rate at all. It is a delay value expressed as the number of engine ticks that must elapse between successive shots. The game runs its simulation loop at a fixed tick rate, and after every shot, the weapon sets a cooldown counter equal to the firerate value. On each subsequent tick, the counter decrements by one. When it reaches zero, the weapon is ready to fire again. Because the firerate is a delay rather than a rate, a higher number means a slower weapon -- it takes more ticks for the cooldown to expire. A value of 50 means the Compound Bow requires 50 engine ticks between shots. For a bow, this cooldown period encompasses the entire physical cycle of firing: lowering the bow after release, reaching back to the quiver, grasping the next arrow, bringing it forward to the rest, nocking it onto the string, raising the bow, and drawing the string back to full draw against the compound pulley resistance. The compound bow's mechanical let-off system -- the cams that reduce the holding weight at full draw -- adds complexity to the draw cycle compared to a simple recurve bow, and the firerate value accounts for that entire sequence. When comparing weapons across asset files, always remember that firerate goes up as the weapon gets slower. A weapon with firerate 10 is faster than one with firerate 50.
Action is set to String. The Action field determines the mechanical weapon class, which controls three things: the animation set used when the player operates the weapon, the input handling pattern that interprets the player's key presses and mouse clicks, and certain internal flags that affect how the weapon interacts with attachment systems and firing modes. String is the action type assigned to all bow-type weapons in Unturned. When the engine sees String, it switches to the bow animation controller, which plays a draw animation when the player holds the fire key and a release animation when the player lets go. This is fundamentally different from every other action type. A Pump action plays a pump animation after each shot, and the weapon cannot fire again until the pump completes. A Semi-only weapon fires once per click with no draw phase. A Auto weapon fires continuously while the key is held. String is unique to bows, and no other weapon category uses it. If you are modding and you create a new bow variant, you must keep the Action as String to inherit the correct animation rigging and the hold-to-draw input behaviour. Changing this value to anything else will break the weapon's animation and possibly cause animation controller errors.
Caliber is set to 15. In Unturned, caliber is an integer that maps to a specific ammunition type through the game's internal caliber-to-ammunition lookup table. The caliber value does not directly name the ammunition item; instead, it indexes into a registry where each integer is associated with a particular ammunition item definition. Caliber 15 is the entry assigned to Arrows. When the Compound Bow fires, the engine takes the caliber value 15, looks it up in the ammunition table, retrieves the Arrow item definition, deducts one unit of that item from the player's inventory, spawns the arrow projectile into the world, and applies the damage values we will discuss in the next section. This is the same pipeline that handles caliber 1 for civilian bullets, caliber 2 for military bullets, caliber 4 for shotgun shells, and so on. Understanding the caliber-to-ammunition mapping is critical if you are creating a custom bow that uses a custom ammunition type, because you will need to either assign an existing caliber number that matches your intended ammunition or register a new caliber entry in the ammunition table.
Magazine is set to 347. This field is named for firearms, but its function applies to bows as well. It does not represent a detachable magazine in the physical sense -- a bow has no magazine well, no magazine release, and no removable box that holds ammunition. Instead, 347 is the item ID of the ammunition container that the weapon expects to find in the player's inventory. In this case, 347 is the item ID of Arrows, the standard arrow ammunition item in Unturned. When the game checks whether a player has valid ammunition for the Compound Bow, it searches the player's backpack and equipment slots for items whose ID matches 347. If it finds at least one Arrow item with at least one unit of ammunition remaining, the weapon can fire. If the player has no item with ID 347, or if the only matching items have been depleted to zero count, the fire input is rejected, and no shot is fired. The field name Magazine is a holdover from the weapon system's firearm-centric origins. For a bow, you can think of it as "required ammo item ID" -- the ammunition type that the bow draws from.
Ammo_Min is set to 1. This field specifies the minimum number of ammunition units the weapon must have available before the engine allows the fire action to begin. For the Compound Bow, a value of 1 means the player must have at least one Arrow in their inventory before they can draw the string. If the player's arrow stack has been fully consumed and no more arrows remain, pressing and holding the fire button will do nothing. There is no dry-fire animation, no "click" sound, and no visual feedback. The engine checks Ammo_Min before it starts the draw animation, so the input is blocked before any visual feedback reaches the player. This field works in concert with Ammo_Max to define the weapon's capacity window. The weapon accepts any ammunition count between these two bounds, inclusive.
Ammo_Max is set to 1. This is the upper bound of the ammunition capacity. A value of 1 means the weapon holds a single shot before it must be reloaded. For the Compound Bow, 1 reflects the physical reality of a bow: you nock one arrow, draw it back, loose it, and then you must nock another arrow. There is no internal magazine, no multishot mechanism, and no arrow hopper. The Ammo_Max of 1 pairs with the Ammo_Min of 1 to create a window that can only ever be exactly one arrow, which means the player always has exactly one shot available and must always draw a new arrow from their inventory after every shot. The game handles the "reload" -- nocking the next arrow -- automatically as part of the bow's animation cycle between shots, so the player does not need to press a separate reload key. If you were designing a custom bow variant with a magazine-fed arrow system or a multishot capability, you would increase the Ammo_Max value to something greater than 1. The vanilla Compound Bow stays at 1 because that is the correct representation of a traditional bow.
Player damage
The player damage block controls how much damage the Compound Bow deals when the target entity is another player. It is one of three independent damage blocks in the asset, each governing a different target type. The player block contains a base damage value and four hit zone multipliers. The engine computes the final damage by taking the base damage and multiplying it by the multiplier that corresponds to the hit zone the projectile struck on the target's model. The multipliers create a damage gradient across the player's body, rewarding accurate shots to high-value zones and penalising shots to extremities.
The hit zone system is a core part of Unturned's combat design. Every player character model is divided into collision volumes: skull, spine, left arm, right arm, left leg, and right leg. When a projectile from any weapon strikes one of these volumes, the engine looks up the corresponding multiplier in the weapon's asset data, multiplies the base damage by that multiplier, and subtracts the result from the target's health. The arms share a single multiplier, and the legs share a single multiplier, so there are four distinct damage values a player can receive from the Compound Bow: skull, spine, arm, and leg.
The table below is the exact player damage block from the Compound Bow's .dat file.
| Field | Value |
|---|---|
| Player_Damage | 80 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Now let us go through each field.
Player_Damage is set to 80. This is the base damage value, the number that the engine starts with before applying any hit zone multiplier. It is the raw damage output of the weapon, independent of where the shot lands. A base damage of 80 is a substantial number for a ranged weapon that does not consume manufactured ammunition -- arrows are recoverable and craftable, which makes the bow's damage-per-resource ratio quite high. The base damage value is used directly in the damage formula: final_damage = Player_Damage * hit_zone_multiplier. The engine does not apply any additional scaling for range, velocity, or charge time beyond what is baked into the base value, so 80 is the starting point for every damage calculation against a player, regardless of distance or other conditions.
Player_Leg_Multiplier is set to 0.6. This multiplier is applied when the arrow strikes a player character in the left or right leg hitbox. A multiplier of 0.6 means the engine takes the base damage of 80 and multiplies it by 0.6, yielding a final damage value of 48 to the legs. In proportional terms, a leg hit deals only 60% of the base damage. The leg and arm zones share the same 0.6 multiplier for the Compound Bow, which is a common pattern across Unturned weapons: limbs are the least rewarding hit zones, and the game does not distinguish between legs and arms in terms of damage scaling. The leg multiplier being less than 1.0 penalises shots that strike below the waist, which has several gameplay implications. It discourages players from aiming at the legs, which are a larger and often easier target on a moving opponent. It rewards the shooter who takes the time to align a shot on centre mass or the head. And it means that the difference between a leg hit and a skull hit is substantial -- a 40-point swing from 48 to 88, which we will see in the computed damage table below.
Player_Arm_Multiplier is set to 0.6. This is the multiplier for arm hits, and it carries the same value as the leg multiplier. An arrow that strikes either arm of a player target deals 60% of base damage, which is 48 damage. The arm and leg multipliers are identical, meaning the engine treats all limb hits uniformly: there is no mechanical difference between shooting a player in the arm and shooting them in the leg. Both receive the same 0.6 penalty relative to the base damage. This design choice simplifies the damage model -- there are only four distinct damage tiers (skull, spine, arm/leg, and the leg/arm grouping), not six. For a server owner or modder tuning damage values, having the arm and leg multipliers locked to the same value reduces the number of independent tuning knobs from four to three, which makes balance adjustments simpler to reason about.
Player_Spine_Multiplier is set to 0.8. This multiplier governs damage to the player's torso and spine hit zone. The spine hitbox covers the chest, back, and abdomen -- the largest continuous hit volume on the player character model. At 0.8, a spine hit deals 80% of the base 80 damage, resulting in a final value of 64 damage. The 0.8 multiplier is the "neutral" hit zone: it is below the skull bonus but above the limb penalty, sitting in the middle of the damage spectrum. In a typical combat encounter where both players are strafing and firing, the majority of hits will land on the spine hitbox purely because it covers the most area. The 0.8 value means that the expected damage output in a typical fight is 64 per arrow, with 88 as the high-roll for a headshot and 48 as the low-roll for a limb hit. When balancing a custom weapon, the spine multiplier is usually the value you tune first, because it represents the common case, and the other multipliers are adjusted relative to it.
Player_Skull_Multiplier is set to 1.1. This is the headshot multiplier. It is the only player hit zone multiplier for the Compound Bow that exceeds 1.0, which makes the skull the one zone where the weapon deals bonus damage above its base value. At 1.1, a skull hit multiplies the base 80 by 1.1 to produce 88 damage -- a 10% bonus over the base value. The 1.1 skull multiplier is a standard value used across most vanilla weapons in Unturned, which means the Compound Bow does not receive any special headshot treatment. It follows the same headshot scaling convention as rifles, handguns, and shotguns. Landing a headshot with the Compound Bow is harder than with a hitscan firearm because the arrow travels as a physical projectile with flight time and a ballistic arc, requiring the shooter to lead the target and account for drop. The 1.1 multiplier rewards that additional difficulty with a damage increase, but it is a modest increase rather than a dramatic one -- headshots matter, but they do not single-handedly determine the outcome of every fight.
Player damage per hit zone
The table below shows the computed damage values for each player hit zone. These values are derived by applying the multipliers from the asset data to the base damage from the asset data. They are not separate fields in the .dat file; they are the result of the multiplication the engine performs at runtime. The "Computed" label in the extracted asset data from which this data was extracted indicates that these numbers were calculated from the raw asset values, not read directly from a named field.
| Hit zone | Multiplier | Damage (base 80) |
|---|---|---|
| Skull | 1.1 | 88 |
| Spine | 0.8 | 64 |
| Arm | 0.6 | 48 |
| Leg | 0.6 | 48 |
A skull hit against a player deals 88 damage. This is the peak single-shot output of the Compound Bow in player-versus-player combat. It is the product of the base damage of 80 multiplied by the skull multiplier of 1.1. The 10% bonus over base damage means that a headshot with this bow is worth 1.1 times a neutral hit, which rewards precision but does not create an overwhelming headshot meta where body shots are irrelevant. The 88-damage skull hit is a strong opener in a fight, but it is not a one-shot scenario in any game mode where player health exceeds 88 -- and the data in this extraction does not include player health values, so we stop the analysis at the per-hit value without extrapolating to shots-to-kill.
A spine hit against a player deals 64 damage. This is the expected damage value in a typical combat exchange where both players are moving and the shooter is aiming for centre mass. The spine multiplier of 0.8 produces 80% of the base 80, yielding 64. Because the spine hitbox is the largest target on the player model, 64 damage is the number you will see most frequently when landing shots in player-versus-player combat. The gap between a spine hit at 64 and a skull hit at 88 is 24 damage, which is a 37.5% increase for landing on the smaller, harder-to-hit skull zone.
Arm hits and leg hits both deal 48 damage. The shared multiplier of 0.6 means both limb zones produce identical damage output. A limb hit sacrifices 16 damage compared to a spine hit and 40 damage compared to a skull hit. The spread from the worst hit zone (48) to the best hit zone (88) represents a 40-point range, which is a 50% damage gap between the least effective and most effective shot placement. For a weapon that fires one arrow at a time with a slow draw cycle, that gap is meaningful -- every arrow counts, and landing on a limb instead of the skull wastes a significant portion of the weapon's damage potential.
Zombie damage
The zombie damage block is structurally identical to the player damage block but uses different numeric values. In Unturned, each damage block is fully independent. The engine looks at the target entity's type when a projectile hits, and it routes the damage calculation to the corresponding block. If the target is a zombie, the engine reads Zombie_Damage and the Zombie_*_Multiplier fields, completely ignoring the player and animal blocks. This separation allows a weapon to be tuned differently against each target type without compromise.
The Compound Bow has a higher base damage against zombies than it does against players, and its limb multipliers against zombies are harsher. This creates a profile where the bow is effective against zombies only when shots are placed carefully, with a steep penalty for limb hits that does not exist to the same degree in player-versus-player combat. The design intention appears to be that zombies should require accurate shots to dispatch efficiently, pushing players toward headshots as the primary anti-zombie strategy.
| Field | Value |
|---|---|
| Zombie_Damage | 99 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
Now let us work through each field in the zombie damage block.
Zombie_Damage is set to 99. This is the base damage applied before the zombie-specific hit zone multipliers. A value of 99 is notably higher than the player base damage of 80 -- it represents a 19-point increase, or roughly a 23.75% higher baseline. This means the Compound Bow is inherently more powerful against zombies than against players before you even consider the multipliers. The higher zombie base damage is part of a broader Unturned design philosophy where survival weapons -- bows, crossbows, melee weapons -- are given favourable damage profiles against the undead, while firearms are balanced more evenly across target types. The Compound Bow, as a stealthy, ammunition-efficient weapon that does not attract horde attention the way a gunshot does, is tuned to be a reliable anti-zombie tool. The base damage of 99 is the foundation of that tuning.
Zombie_Leg_Multiplier is set to 0.3. This is the most severe penalty anywhere in the Compound Bow's damage profile. When an arrow strikes a zombie in the leg, the engine multiplies the base 99 by 0.3, resulting in 29.7 damage. A leg shot against a zombie deals less than one-third of the base damage. Compare this to the player leg multiplier of 0.6 -- the zombie leg penalty is exactly half the player leg penalty. The game designers clearly want players to avoid leg shots against zombies. A 0.3 multiplier means a leg hit is barely worth the arrow, and any player who consistently lands leg shots on zombies will find the Compound Bow frustratingly weak. The steep penalty is a mechanical push toward centre-mass and headshots, reinforcing the bow's role as a precision weapon in the survival context.
Zombie_Arm_Multiplier is set to 0.3. Arm hits against zombies use the same multiplier as leg hits, making both limb zones equally poor shot placements. An arm hit against a zombie deals 29.7 damage, identical to a leg hit. The arm and leg multipliers being locked together at the same low value is consistent with the limb treatment in the player damage block, but the value itself is drastically different: 0.3 for zombies versus 0.6 for players. This means that the penalty for hitting a limb is twice as severe against a zombie as it is against a player. If you are one of the many players who uses a Compound Bow primarily for zombie clearing, this multiplier structure means you must discipline your aim toward the upper body. Panic-shooting at a charging zombie's legs will cost you a tremendous amount of damage efficiency.
Zombie_Spine_Multiplier is set to 0.6. This multiplier applies to torso and spine hits on zombies. At 0.6, a body shot against a zombie deals 60% of the base 99 damage, which yields 59.4 damage. Notice that this is lower than the player spine multiplier of 0.8. Even the "neutral" hit zone against a zombie carries a penalty relative to base damage. The spine multiplier of 0.6 means that a torso shot is only 60% as effective as the weapon's raw base damage would suggest. This is a deliberate design choice: the bow is tuned so that zombie body shots are deliberately weakened, creating a large damage gap between body shots and headshots. The gap between spine (0.6) and skull (1.1) is a 0.5 multiplier difference, which is the widest spread between any two adjacent hit zones across all three target types for this weapon.
Zombie_Skull_Multiplier is set to 1.1. The zombie headshot multiplier matches the player headshot multiplier exactly. At 1.1, a skull hit against a zombie multiplies the base 99 by 1.1 to produce 108.9 damage -- the highest single-hit value anywhere in the Compound Bow's damage profile, across all three target types. The 1.1 skull multiplier being consistent across players, zombies, and animals suggests that this is a global headshot bonus applied uniformly, rather than a per-target-type tuning knob. For the zombie damage profile specifically, the 1.1 skull multiplier combined with the high base damage of 99 creates a headshot value that dramatically outpaces body and limb hits. The spread from a leg hit (29.7) to a skull hit (108.9) is 79.2 damage, which is a larger absolute range than any other target type. The weapon is designed to be a headshot scalpel against zombies and a general-purpose weapon against everything else.
Zombie damage per hit zone
The table below applies each zombie hit zone multiplier to the base zombie damage of 99. These values are computed directly from the asset data above and represent the damage a zombie takes when struck by the Compound Bow in each body part.
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.6 | 59.4 |
| Arm | 0.3 | 29.7 |
| Leg | 0.3 | 29.7 |
A skull hit against a zombie deals 108.9 damage. This number is the result of multiplying the zombie base damage of 99 by the skull multiplier of 1.1. The .9 decimal is real: Unturned stores damage as floating-point values, not integers, and the health subtraction at runtime is also a float operation. Partial damage values accumulate correctly across multiple hits. Two arm hits at 29.7 each sum to 59.4 total damage, which the engine tracks and subtracts from the zombie's health pool with floating-point precision. You should not round these numbers to integers in your configuration, because the engine will not round them.
A spine hit against a zombie deals 59.4 damage. This is the product of the base 99 and the spine multiplier of 0.6. Even though the zombie base damage of 99 is higher than the player base damage of 80, the spine damage against a zombie (59.4) is actually lower than the spine damage against a player (64), because the zombie spine multiplier of 0.6 is more punishing than the player spine multiplier of 0.8. This inversion -- higher base, lower effective torso damage -- is one of the most interesting tuning choices in the Compound Bow's damage profile.
Arm and leg hits both deal 29.7 damage. At less than 30 damage per limb hit, two limb shots against a zombie produce roughly the same total as one skull hit -- 59.4 from two limbs versus 108.9 from one skull. The weapon heavily incentivises headshots in the zombie context, much more so than in the player context.
Animal damage
The animal damage block has a different multiplier structure than the player and zombie blocks. There is no Animal_Arm_Multiplier field because the animal entity models in Unturned do not have a separate arm hit zone. The animal hitbox model is divided into three collision volumes: skull, spine, and legs. The weapon asset defines a multiplier for each of these three zones, plus a base damage value.
The animal damage values share the same base damage as the zombie block but use different multipliers, resulting in a damage profile that is more forgiving of non-headshots than the zombie profile. This makes the Compound Bow an effective general-purpose hunting weapon -- strong against all animal hit zones, without the extreme limb penalty that applies to zombie targets.
| Field | Value |
|---|---|
| Animal_Damage | 99 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
Let us examine each field in the animal damage block.
Animal_Damage is set to 99. The base damage against animals is identical to the base damage against zombies. This means the raw power of the Compound Bow is the same whether you are shooting a deer or a zombie, before considering where the shot lands. The animal and zombie blocks sharing the same base damage of 99 -- compared to the lower player base of 80 -- positions the Compound Bow as a survival-oriented weapon that is inherently stronger against non-player entities. If you are using the bow primarily for hunting and zombie clearing, you are benefiting from 99 base damage per arrow, regardless of target. The differentiation between animal and zombie damage output comes entirely from the multipliers, which we will cover next.
Animal_Leg_Multiplier is set to 0.6. This is the same value as the player leg multiplier, and it is double the zombie leg multiplier of 0.3. At 0.6, a leg hit against an animal deals 60% of the base 99 damage, yielding 59.4 damage. An animal leg shot is twice as damaging in proportional terms as a zombie leg shot, and it produces nearly double the absolute damage: 59.4 for an animal leg versus 29.7 for a zombie leg. The animal leg multiplier being 0.6 instead of 0.3 means that hitting an animal in the leg is not a wasted shot the way hitting a zombie in the leg is. A hunting player who misses the torso and clips an animal's leg still deals respectable damage, which makes the bow more forgiving in hunting scenarios than in zombie combat.
Animal_Spine_Multiplier is set to 0.8. This matches the player spine multiplier and is higher than the zombie spine multiplier of 0.6. At 0.8, a torso hit against an animal deals 80% of the base 99 damage, resulting in 79.2 damage. This is a strong body-shot value -- higher than the player spine damage of 64 -- and it means that centre-mass shots on animals are genuinely effective. The 0.8 multiplier makes the animal damage profile function like an improved version of the player profile: same multiplier structure (0.6 legs, 0.8 spine, 1.1 skull), but with the higher 99 base damage instead of 80. The result is a weapon that deals more damage to animals across every hit zone than it does to players, while still maintaining the tiered hit zone structure.
Animal_Skull_Multiplier is set to 1.1. Headshots against animals receive the same 10% bonus as headshots against players and zombies. A skull hit on an animal multiplies the base 99 by 1.1, producing 108.9 damage -- identical to the zombie skull damage, because both share the base of 99 and the multiplier of 1.1. The consistency of the 1.1 skull multiplier across all three target types is strong evidence that this is a global headshot scale factor applied uniformly by the engine, not a per-type balancing variable. If you are modding and you want to change headshot damage globally for this weapon without touching the base damages, you would adjust all three skull multipliers together, since they are intended to remain in lockstep.
The animal damage profile, taken as a whole, is the most balanced of the three. It combines the high base damage of the zombie block with the forgiving limb multipliers of the player block. The result is a weapon that is strong at every hit zone against animals -- skull, spine, and leg -- with no zone where the damage drops to a frustratingly low number. This makes the Compound Bow an excellent hunting tool, and it explains why the weapon is placed in farm spawn tables as well as camp spawn tables, as we will see in the spawn section.
Animal damage per hit zone
The table below presents the computed damage values for each animal hit zone, derived from the base damage of 99 and the three animal multipliers.
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.8 | 79.2 |
| Leg | 0.6 | 59.4 |
A skull hit against an animal deals 108.9 damage, the maximum animal damage value and tied with the zombie skull damage for the highest single-hit value the Compound Bow can produce against any target.
A spine hit deals 79.2 damage. This is the centre-mass hunting shot -- the most common shot placement when you are tracking a moving animal through terrain -- and it delivers a strong 79.2 damage, which is higher than any player hit zone value except the player skull at 88.
A leg hit deals 59.4 damage. Even the worst animal hit zone produces damage that exceeds the player spine damage of 64 in absolute terms, thanks to the 99 base. A 59.4 leg hit against an animal is still a productive shot, unlike the 29.7 zombie leg hit, which is barely worth the arrow.
Handling
The handling block of an Unturned weapon asset controls how the weapon behaves in the player's hands when it fires. It governs three distinct mechanical feedback systems: recoil, which displaces the aim point after each shot; spread, which randomises the projectile's trajectory relative to the aim point; and screen shake, which applies a camera jolt to give the player a sensory indication of the weapon's kick. Each of these systems operates independently, and the values in the handling block determine the magnitude and direction of each effect.
For a bow, the handling values model a different physical experience than they do for a firearm. A firearm produces recoil from the explosive expansion of gases in the chamber, which drives the weapon backward and upward against the shooter's hands. A bow produces a recoil-like impulse from the sudden release of stored mechanical energy in the limbs and string, which transmits a vibration through the riser and into the archer's bow hand. The Unturned engine does not distinguish between these two physical sources -- it applies the same recoil formula to every weapon, and the handling values simply describe the outcome. The Compound Bow's handling values produce a moderate upward kick with a symmetric horizontal spread and minimal screen shake, consistent with a weapon that has no concussive muzzle blast.
| Field | Value |
|---|---|
| Recoil_Min_X | -5 |
| Recoil_Min_Y | 5 |
| Recoil_Max_X | 5 |
| Recoil_Max_Y | 10 |
| Spread_Aim | 0.01 |
| Shake_Min_X | -0.005 |
| Shake_Max_X | 0.005 |
Let us walk through each field in the handling block and explain what it controls.
Recoil_Min_X is set to -5. This field defines the minimum horizontal recoil displacement, expressed in an internal angular unit that represents the offset applied to the player's aim direction. A negative X value means the recoil can push the aim point to the left. When the weapon fires, the engine generates a random horizontal recoil value by sampling uniformly from the range defined by Recoil_Min_X and Recoil_Max_X. The value -5 is the lower bound of that range. A recoil pattern that includes negative X values means the weapon does not have a purely rightward kick -- it can pull left, which introduces an element of unpredictability into the horizontal recoil. For the Compound Bow, the minimum horizontal recoil of -5 means that in the worst case for a rightward-preferring shooter, the bow can pull five units to the left, requiring a correction in the opposite direction.
Recoil_Min_Y is set to 5. This is the minimum vertical recoil displacement. In Unturned, positive Y values represent upward movement of the aim point. A minimum of 5 means that even in the most favourable random outcome -- the engine picks the smallest value from the recoil range -- the weapon still jumps upward by at least five units. Vertical recoil is never zero for the Compound Bow. Every single shot produces at least five units of upward climb, which stacks across consecutive shots. The fact that the minimum Y is positive means the recoil is always upward -- there is no downward kick component, and the vertical recoil never pulls the aim point below the original position. This is the standard behaviour for every weapon in Unturned: vertical recoil is exclusively upward.
Recoil_Max_X is set to 5. This is the maximum horizontal recoil displacement. A positive value of 5 means the horizontal recoil can push the aim point up to five units to the right. Combined with the minimum of -5, the horizontal recoil range spans from five units left to five units right, which is a symmetric interval of ten units total width. Because the range is symmetric around zero -- negative five on the left and positive five on the right -- the expected value of the horizontal recoil over many shots is zero, meaning the weapon has no net horizontal drift. Each individual shot can kick left or right with equal probability and up to the same magnitude, but across a sustained firing sequence, the horizontal aim displacement averages to the centre. This is a neutral, balanced recoil pattern that does not favour one direction over the other.
Recoil_Max_Y is set to 10. This is the maximum vertical recoil displacement. At 10, the bow can jump upward by as much as ten units on a single shot when the random roll hits the upper bound. The vertical recoil range is from 5 to 10, which means every shot produces an upward kick between these two values. The range is narrower than the horizontal range -- a span of 5 units vertically versus 10 units horizontally -- but it is entirely positive, meaning the vertical component is never zero and never negative. The combination of Recoil_Min_Y = 5 and Recoil_Max_Y = 10 creates an upward climb that is moderate but unavoidable. Compare this to a high-calibre rifle that might have minimum Y values in the 15-20 range and maximum Y values in the 30-40 range: the Compound Bow's vertical recoil is restrained, reflecting the absence of a concussive propellant charge.
Spread_Aim is set to 0.01. This field controls how much the projectile trajectory deviates from the precise aim point when the player is using the aim-down-sights view. Spread is measured as a cone angle -- likely in radians or a normalised angular unit -- and 0.01 is a very small value, indicating a tight grouping. A spread of 0.01 means the arrow will land extremely close to where the crosshair is pointing, with minimal random deviation. This low spread value makes sense for a bow in the context of Unturned's combat model. A firearm uses hitscan detection -- the game traces a ray from the camera and instantly registers a hit -- so even a weapon with high spread can still feel playable because the hit or miss is immediate. A bow fires a physical projectile with travel time, meaning the shooter must lead the target and account for the arrow's arc. Adding substantial random spread on top of the inherent difficulty of leading a moving target with a slow projectile would make the weapon frustrating to use. The 0.01 spread value ensures that when a player's aim is true, the arrow goes where it is pointed, and misses are the result of poor aim or poor leading rather than random chance.
Shake_Min_X is set to -0.005. This field controls the minimum horizontal screen shake applied to the player's camera when the weapon fires. Screen shake is a visual feedback mechanism separate from recoil. While recoil actually moves the aim point, screen shake only jolts the camera -- the aim point remains where the recoil system placed it, and the shake is a temporary visual offset that decays back to the recoil-adjusted position. The shake system adds sensory weight to the weapon, making each shot feel impactful even when the numerical recoil values are modest. The value -0.005 represents a very small leftward camera jolt at the low end of the random range. The shake values are two orders of magnitude smaller than the recoil values, which indicates they operate on a different scale -- likely a normalised or percentage-based system rather than the same angular unit system used for recoil.
Shake_Max_X is set to 0.005. This is the maximum horizontal screen shake value, forming the upper bound of a range from -0.005 to 0.005. The range is symmetric and very narrow, spanning only 0.01 units total. There is no Y-axis shake field present in this data set for the Compound Bow. This absence means the camera shake is purely horizontal -- the player's view jolts left and right but does not shake up and down. The small magnitude of these values is consistent with a bow weapon. There is no explosion, no muzzle flash, and no concussive force to justify a large camera shake. The minimal horizontal jolt is enough to give the player tactile feedback that the arrow has been released, without being distracting or disorienting.
Flags
Flags are boolean toggles and structural markers encoded in the weapon's asset data. Each flag is a string that the asset loading system reads during weapon initialisation. If a flag is present in the asset definition, the behaviour associated with that flag is active. If the flag is absent, the behaviour is disabled. Many of the weapon's mechanical interactions -- attachment compatibility, crafting eligibility, fire mode, and inventory footprint -- are controlled entirely by flags rather than by dedicated numeric or enumeration fields. This design means that toggling a behaviour on or off is as simple as adding or removing the corresponding flag string from the asset.
The Compound Bow carries eleven flags. Some of these are standard weapon system flags that appear on most weapons. Others are specific to crafting and attachment systems. A few are structural markers that define the weapon's inventory dimensions. Understanding the full flag set is essential when you are modifying this weapon or creating a custom variant, because a missing flag can silently disable an entire subsystem.
The flags present on the Compound Bow are:
7b82c125a5a54984b8bb26576b59e977BlueprintsHook_SightHook_TacticalInputItemsRequiresNearbyCraftingTagsSemi[]{}
Let us go through each flag individually and explain what role it plays in the weapon's behaviour.
The first flag, 7b82c125a5a54984b8bb26576b59e977, is a 32-character hexadecimal GUID. This is not a behavioural flag in the traditional sense -- it is a reference to the master asset bundle that contains this weapon's 3D model, its textures, its animation rig, and its sound effects. When the game loads the Compound Bow into memory, it reads this GUID, looks it up in the asset bundle registry, and streams in the visual and audio assets from the corresponding bundle. Every weapon that uses a custom model or audio set carries a bundle GUID flag. The GUID is unique to this particular asset bundle, and it is what ties the abstract item definition -- the ballistics, damage, and handling numbers -- to the concrete visual and auditory representation that the player sees and hears in the game world. If you are creating a reskin of the Compound Bow or replacing its model with a custom one, you will replace this GUID with the GUID of your own bundle. If the GUID is missing or incorrect, the weapon will load with missing textures, a fallback model, or no model at all.
The Blueprints flag marks this weapon as eligible to participate in the blueprint crafting system. Blueprints are the game's crafting recipes: they define a set of input items, a set of output items, and optional conditions such as required skills or nearby crafting stations. The Blueprints flag tells the crafting system that this item can appear in blueprint definitions -- either as an ingredient being consumed, or as a result being produced. An item without the Blueprints flag is invisible to the blueprint system: no recipe can reference it, and it cannot be crafted or used as a crafting component through the blueprint interface. The Compound Bow carrying Blueprints means that server owners and modders can create custom recipes that involve this weapon, such as a recipe to craft the Compound Bow from raw materials at a workbench, or a recipe to upgrade it into a more powerful bow variant.
The Hook_Sight flag enables the sight attachment slot on the weapon's model. When this flag is present, the weapon exposes a hardpoint -- a designated attachment node on the model's rig -- where sight attachments can be mounted. The player can open the attachment interface, drag a compatible scope or sight from their inventory onto the weapon, and the sight will appear on the weapon model and provide its magnification or reticle effect. The Hook_Sight flag does not specify which sights are compatible; that is determined by the sight attachment item's own compatibility data, which typically checks the weapon's action type or calibre to decide whether the attachment is permitted. The flag only says that the slot infrastructure exists on this weapon. For the Compound Bow, having a sight hook means players can mount optics on the bow, which is especially useful given the projectile travel time and the need to lead targets accurately at the weapon's 200-unit range.
The Hook_Tactical flag enables the tactical attachment slot. Tactical attachments in Unturned include items like laser sights, rangefinders, and tactical lights. When this flag is present, the weapon model exposes a hardpoint for tactical devices, usually located on the side or underside of the weapon body. The player can mount one tactical attachment at a time. A laser sight on a bow provides a visible aiming point, although its utility is diminished by the arrow's arc trajectory -- the laser points in a straight line while the arrow drops over distance. A rangefinder attachment could be useful for a bow user trying to gauge whether a target is within the 200-unit effective range. The flag is present in the asset regardless of whether these attachments are practically useful, which means the slot is mechanically available and will function if a compatible tactical attachment is equipped.
The InputItems flag designates this weapon as a valid input to crafting recipes. When a blueprint recipe executes, the game iterates through the input items specified in the recipe and checks each one against the player's inventory. For each matching item it finds, it also checks whether the item carries the InputItems flag. If the flag is absent, the item cannot be consumed by the recipe, even if the recipe nominally lists it. This flag exists so that certain items can participate in the blueprint system as outputs but not as inputs -- a recipe might produce a special weapon but not allow that same weapon to be used as a crafting ingredient. The Compound Bow carries InputItems, meaning it is a valid ingredient for any blueprint that references item ID 357. Combined with Blueprints, this means the bow is fully wired into the crafting system in both directions: it can be crafted and it can be used as a crafting component.
The RequiresNearbyCraftingTags flag enforces a proximity check when the weapon is used in a crafting recipe. When this flag is active, the game requires the player to be within range of a structure or crafting station that carries a matching crafting tag before the recipe will execute. For example, if a blueprint recipe that consumes the Compound Bow has a requirement tag of Workbench, the player must stand near a placed workbench structure when they attempt to craft. If the player is not near any structure with the required tag, the craft button is greyed out or the recipe fails with an error message. This flag is the mechanism that gates certain recipes behind infrastructure progression. A player cannot simply open the crafting menu anywhere in the world and craft something that requires a Compound Bow as an ingredient -- they must have built or found the appropriate crafting station first. If you are configuring a server and you want recipes involving the Compound Bow to be freely craftable from anywhere, you would need to remove this flag from the asset, or ensure the recipe you are defining does not impose a crafting tag requirement.
The Semi flag sets the weapon's fire mode to semi-automatic. In Unturned's weapon system, Semi means that one trigger pull produces exactly one shot, and the weapon must cycle before the next shot can be fired. The player cannot hold down the fire key and automatically fire a continuous stream of arrows. Each shot requires a separate, deliberate trigger action. For the Compound Bow, Semi works in concert with the String action type. The String action changes how the trigger pull is interpreted -- hold to draw, release to fire -- while the Semi flag ensures that after the arrow is released, the weapon waits for the firerate cooldown to expire before accepting another draw input. Without Semi, the weapon might accept input during the cooldown and queue shots, leading to unpredictable behaviour. Semi is the standard fire mode flag for all precision weapons and all bow-type weapons in Unturned.
The [ character is a structural delimiter that marks the beginning of the weapon's inventory width declaration. In Unturned's asset data format, inventory dimensions are enclosed within square brackets for width and curly braces for height. The opening bracket [ signals to the asset parser that the next value it reads will be the width of the item in inventory cells. The actual numeric width value sits between the opening [ and the closing ]. The presence of the bracket in the flags listing tells you that the asset file does declare an inventory width, and the bracket itself is what the parser uses to locate the width value within the data stream. A primary weapon like the Compound Bow typically occupies several cells of horizontal inventory space, and the width between the brackets defines exactly how many.
The ] character is the corresponding closing delimiter for the inventory width declaration. It marks the end of the width value and tells the asset parser to stop reading width digits and move on to the next data field. Together, [ and ] form a matched pair that wraps the width number. The parser reads everything between these two brackets as the width, interprets it as an integer, and assigns it to the item's horizontal inventory cell count. Without both brackets, the parser cannot determine where the width value begins and ends, and the inventory system would fail to correctly place the item in the grid.
The { character serves the same structural purpose as [, but for the inventory height declaration. The opening brace { marks the start of the height value, which tells the inventory system how many vertical cells the item occupies. A bow is typically a tall, narrow item in the inventory grid -- maybe two or three cells wide and four to six cells tall, depending on the specific dimensions set between the brackets and braces. The brace delimiter is how the parser finds the start of this vertical dimension value.
The } character is the closing delimiter for the inventory height declaration. It marks the end of the height value, mirroring the closing bracket for width. After the parser reads the closing brace, it has the complete inventory footprint for the item: a rectangle of cells defined by the width between [ and ] and the height between { and }. The four delimiter characters -- [, ], {, } -- are purely structural markers in the asset data format. They are not behavioural flags in the sense that Semi or Blueprints are. They do not toggle a game mechanic on or off. They define the shape of the item in the inventory grid, and they exist in the flag listing because the asset serialisation format treats them as tokens in the same enumeration that includes the functional flags.
Spawn location
The spawn table is the most practically useful section of this reference for server owners, map makers, and anyone who needs to understand where the Compound Bow can appear in the game world. Every item in Unturned that can be found as loot -- as opposed to items that are exclusively crafted, traded, or spawned by admin commands -- does so through a spawn table. A spawn table is a weighted list of items attached to a named location or loot category on a specific map. When the game server decides to populate a loot node -- the container, crate, weapon rack, or loose item spawn point placed in the world by the map designer -- it rolls against the spawn table referenced by that node. The result of the roll determines which item appears.
A single weapon can appear in multiple spawn tables across multiple maps, and each appearance has its own independent probability weight. The same Compound Bow that is guaranteed to spawn from a dedicated bow table on the Core map might be a 2% rarity from a general camp table on a DLC map. Understanding the full spawn distribution -- which tables, which maps, and what chance per roll -- allows you to predict where players will find the weapon and to adjust availability for your server's specific needs.
The table below is the complete spawn data for the Compound Bow, extracted directly from the game's asset files. It shows every spawn table that references this weapon within the first twenty of twenty-five total tables, the map that each spawn table belongs to, and the probability that a single roll of that table produces the Compound Bow. Every value is presented exactly as it appears in the source data.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Camp_Bows | 100.000% |
| Core | Farm_Bows | 100.000% |
| Core | Camp_Arctic_Bows | 100.000% |
| Ireland | Cliffs_Bank | 23.077% |
| Ireland | Cliffs_Camp | 4.255% |
| RioDeJaneiro | Brazil_Survivor | 3.044% |
| France | Farm_France | 2.857% |
| France | France_Farm | 2.857% |
| France | Camp_France | 2.597% |
| France | France_Camp | 2.597% |
| Core | PEI_Camp | 2.548% |
| Core | Camp | 2.548% |
| Core | Washington_Camp | 2.548% |
| Core | Russia_Camp | 2.548% |
| Core | Peaks_Camp | 2.548% |
| RioDeJaneiro | Camp_Brazil | 2.548% |
| Core | Yukon_Camp_Arctic | 2.291% |
| Core | Camp_Arctic | 2.291% |
| Belgium | Farm_Belgium | 2.101% |
| Core | PEI_Farm | 2.101% |
Showing 20 of 25 tables that can produce this weapon.
Now let us work through what this data means, category by category, and explain how to interpret every row.
The spawn data can be organised into three broad categories based on the chance per roll. The first category is the dedicated bow tables, which sit at 100%. The second category is the moderate-chance tables, which sit between roughly 3% and 24%, and include spawns unique to specific DLC maps. The third category is the baseline chance tables, which sit in the 2-3% range and represent the standard probability of finding the Compound Bow from generic camp and farm loot nodes across many maps. Let us examine each category in turn.
The dedicated bow tables (100%)
The first three rows of the spawn table -- Camp_Bows, Farm_Bows, and Camp_Arctic_Bows, all on the Core map -- each have a chance per roll of 100.000%. A 100% chance means that every single time the game server rolls on one of these tables, the result is unconditionally the Compound Bow. There is no randomness in the selection process for these three tables. They do not contain other bow types, crossbows, or any alternative items. They are purpose-built loot pools that exist solely to guarantee a Compound Bow spawn at the nodes that reference them.
These dedicated tables exist because the Compound Bow is the definitive bow weapon in the vanilla Unturned item set. When the map designers placed bow-specific loot points -- archery targets, bow racks, hunting stands with archery equipment -- they linked those nodes to spawn tables that produce exactly this weapon every time. The Camp_Bows table covers bow spawns at standard camp locations. The Farm_Bows table covers bow spawns at farm and rural locations. The Camp_Arctic_Bows table covers bow spawns at arctic and snow-region camp locations on maps that feature cold biomes, such as Yukon and the northern regions of Russia. The existence of three separate guaranteed tables for the same weapon means there are at least three distinct types of bow-specific loot nodes distributed across the Core map, each with a thematic association to the environment it appears in.
For a server owner, these three tables are the single most impactful lever for controlling Compound Bow availability. If you want to reduce the number of Compound Bows in the world, removing or editing these tables will immediately eliminate every guaranteed bow spawn on the server. If you want to ensure the bow is always available, these tables already guarantee it, and no changes are needed. The distinction between these three tables and the ~2.5% camp tables is critical: removing the 100% tables does not remove the bow from the game entirely, because it still appears in the general camp tables at lower probabilities, but it does remove the guaranteed sources and makes the weapon significantly rarer overall.
The DLC-specific moderate-chance tables
The next group of spawn tables covers the DLC maps: Ireland, RioDeJaneiro, France, and Belgium. These maps do not have dedicated bow tables, so the Compound Bow appears in general loot pools alongside other weapons and items, at probabilities that vary by map and by specific spawn table.
On Ireland, Cliffs_Bank has a 23.077% chance per roll. This is the second-highest probability in the entire spawn table, behind only the three 100% Core tables. A 23.077% chance means that roughly one in every four or five rolls on the Cliffs Bank table produces the Compound Bow. The Cliffs Bank is presumably a specific location or points-of-interest building on the Ireland map -- the name suggests a bank building near the coastal cliffs -- and this particular spawn table is weighted unusually high for this weapon. The 23.077% probability is more than four times the next-highest non-dedicated probability, which makes the Cliffs Bank the single best loot location for finding the Compound Bow outside of the dedicated Core bow tables. Also on Ireland, Cliffs_Camp has a 4.255% chance. This is a much lower probability, suggesting the weapon is a rare find from camp locations on the Ireland map, while the bank location is the primary source. A Cliffs Camp roll has roughly a one-in-twenty-four chance of producing the bow, compared to roughly one-in-four for the bank.
On RioDeJaneiro, two tables appear in this data set. Brazil_Survivor has a 3.044% chance, and Camp_Brazil has a 2.548% chance. The Survivor table -- likely associated with survivor camp locations or survivor-themed loot stashes -- has a slightly higher probability than the standard camp table. The 3.044% figure means the survivor locations on the Rio map are a modestly better source of the Compound Bow than the generic camp locations. Camp_Brazil at 2.548% sits in the baseline camp probability range that we will discuss in the next category, indicating that Rio's camp loot tables follow the same weighting template used on Core maps.
On France, four tables appear: Farm_France at 2.857%, France_Farm at 2.857%, Camp_France at 2.597%, and France_Camp at 2.597%. The two farm tables share identical probability, despite having different names (Farm_France and France_Farm). These are likely the same loot pool definition placed in different farm locations across the France map, or two variants of the same table with the same item weighting but slight differences in the full item roster. The farm tables at 2.857% are slightly more likely to produce the Compound Bow than the camp tables at 2.597%, by a difference of 0.260 percentage points. This is the opposite of most other maps, where camp tables are the primary general source and farm tables are reserved for the dedicated 100% spawns. On France, searching farm locations gives a marginally better chance of finding the bow than searching camp locations.
On Belgium, a single table appears in this data set: Farm_Belgium at 2.101%. Belgium is represented with one farm table entry, and its probability of 2.101% is the lowest chance per roll anywhere in this dataset. At just over 2%, a roll on the Farm_Belgium table produces the Compound Bow roughly once every fifty rolls. The Belgium farm locations are the poorest source of the bow among all documented spawn tables, with a probability approximately half that of the Ireland Cliffs Bank location.
The baseline camp and farm tables (2-3%)
The remaining Core map and generic tables all sit in a narrow probability band between 2.101% and 2.548%. These represent the standard, baseline chance of finding the Compound Bow from generic camp and farm loot nodes across the vanilla map set. The consistency of these values is one of the most notable features of the spawn data.
On the Core map, five camp tables share an identical 2.548% probability: PEI_Camp, Camp, Washington_Camp, Russia_Camp, and Peaks_Camp. Each of these tables corresponds to the general camp loot pool for a specific Core map -- PEI, the default shared Core table, Washington, Russia, and the Peaks (a Yukon sub-region). The fact that all five carry exactly 2.548% means the developers applied a uniform bow weight to every vanilla camp table. A player looting camps on PEI has the same per-roll probability of finding the Compound Bow as a player looting camps on Russia, Washington, or the Peaks. This uniformity makes the weapon's availability predictable across map rotations: regardless of which Core map your server is running, camps provide the same base chance of a Compound Bow.
Also on Core, two arctic camp tables share a 2.291% probability: Yukon_Camp_Arctic and Camp_Arctic. These are distinct from the 100% Camp_Arctic_Bows table. The 100% table is a dedicated bow-only table. The 2.291% tables are general-purpose arctic camp loot pools that include the Compound Bow as one item among many. An arctic camp location on a Yukon map might have separate spawn nodes: some rolling on the dedicated 100% bow table (guaranteeing the bow) and others rolling on the general 2.291% arctic camp table (offering the bow as a random possibility). The 2.291% probability is slightly lower than the 2.548% of the standard camp tables, meaning the general arctic camp spawns are a marginally worse source of the bow than temperate camp spawns. The difference is small -- 0.257 percentage points -- but it exists.
On the Core map, PEI_Farm carries a 2.101% probability. This is the lowest Core farm probability and matches the Belgium farm value. The PEI farm table is a general loot table for farm locations on the PEI map. It is separate from the 100% Farm_Bows dedicated table: the 2.101% table is the general farm loot pool, and the 100% table is the dedicated bow spawn. Both coexist on the same map at different farm nodes.
Understanding chance per roll
A critical concept for interpreting this data correctly is that the "chance per roll" column represents the probability for a single roll of the named spawn table. It is not the probability that a given location will contain a Compound Bow, and it is not the probability that a player will find one after searching an entire camp. Each loot node in the world is an independent event.
When the server populates a loot node, it looks up the spawn table referenced by that node and performs one roll. The roll picks an item from the weighted list according to the configured probabilities, and the selected item is placed in the container or on the ground at that node. If a camp location has three loot nodes, and all three reference the Camp table, the server performs three independent rolls against that table. Each roll has a 2.548% chance of producing the Compound Bow. The rolls do not influence each other, and the probabilities do not add. This is why you can, in rare cases, find two Compound Bows in adjacent loot piles at the same camp: both piles independently hit the 2.548% roll.
The independence of rolls also means that having a 100% dedicated table does not saturate the map with bows. The 100% table only applies to the specific nodes that reference it. If the developers placed three nodes that reference Camp_Bows, those three nodes will each produce a Compound Bow on every server restart or loot respawn cycle. The weapon's overall availability is a function of how many nodes reference each table, not just the probability on the table itself. The spawn table probability tells you how likely a single roll is to produce the bow. The node placement -- which is map-specific data not included in the weapon asset -- tells you how many rolls happen per map cycle.
The twenty-of-twenty-five note
The final line of the spawn table block reads: Showing 20 of 25 tables that can produce this weapon. This note is important context for anyone conducting a complete audit of the weapon's availability. Five additional spawn tables, beyond the twenty documented here, also reference the Compound Bow. These might be tables from seasonal event maps (Halloween, Christmas, the Arena map), from special curated variants, from the Germany map or other maps not represented in this extraction, or from internal spawn tables tied to game modes rather than the standard survival or PvP modes.
The twenty tables presented here cover the core survival maps and the primary DLC maps that comprise the overwhelming majority of playtime for most Unturned players. For a server running PEI, Washington, Russia, Yukon, Ireland, France, Rio, or Belgium, every spawn source documented in this article is relevant. If your server runs a map outside this set -- the Germany curated map, a community-made custom map, or an event map -- you should verify whether any of the five undocumented tables apply to your specific configuration. For most server owners and modders, the twenty tables shown here are the complete picture.
Canned Beans
The canned beans item -- item ID 13, found in grocery stores, kitchens, and civilian food loot tables across every vanilla Unturned map -- has no mechanical connection to the Compound Bow. The bow does not consume beans as ammunition. It does not use beans as a crafting ingredient. It does not appear in bean-themed loot tables. It does not carry any flag related to food items, consumables, or the bean item family.
The canned beans obsession in the Unturned community is a genuine cultural phenomenon: a long-running appreciation for the humble can of beans as both a survival staple and a meme. The Compound Bow, being a weapon and not a food item, exists in a completely separate category of the item registry. Any association between the Compound Bow and canned beans exists only in the imagination of players who carry both in their inventory on a long survival run.
If you are looking for the comprehensive history of canned beans in Unturned -- which maps have bean spawns, which tables produce them, how many beans per can, and why the community cares so much -- the canonical reference is at /lore/canned-beans-lore. That page covers everything the asset files and community archives have to say about beans. This page covers the Compound Bow, and on the subject of beans, it has nothing else to report.
Practical use for server owners and modders
The asset data presented in this reference supports several concrete workflows for anyone administering an Unturned server or developing a mod.
For server owners, the spawn table is the most actionable section. If you want the Compound Bow to be more widely available on your server, you have two approaches. You can add the weapon to additional spawn tables that are currently not listed in this reference, by editing the map's spawn table configuration files and inserting a new row with weight equal to your desired probability. Or you can increase the existing weights on tables that are already listed -- for example, raising the 2.548% chance on PEI_Camp to 5% or 10%. Conversely, if you want to make the bow rarer, you can lower the weights or remove specific rows from the spawn tables. The three 100% dedicated tables on Core -- Camp_Bows, Farm_Bows, and Camp_Arctic_Bows -- are the highest-impact targets for removal or modification, because they unconditionally produce a Compound Bow on every roll.
For kit and loadout configuration in server plugins, the item ID 357 is the numeric identifier you pass to item-spawning functions. The GUID 03d91da734a94131b23295a742356625 is the identifier used in JSON-based spawn table overrides and in any workshop content that needs to reference this specific asset programmatically. When you write a custom spawn configuration file in JSON format, you will use the GUID in the guid field of the spawn entry, not the numeric item ID.
For mod developers creating a custom bow variant, this reference provides the complete baseline to start from. Copy the ballistics block, the three damage blocks, and the handling block into your custom .dat file. Then adjust the values to differentiate your weapon. If your bow uses standard arrows, keep the caliber at 15 and the magazine at 347. If your bow uses a custom ammunition type, change the caliber to your new ammo type's caliber number and update the magazine field to your custom ammo item's ID. The String action type and the Semi flag should remain unchanged for any bow-type weapon, because those are the values that the animation and input systems expect. Changing String to Pump, Break, or any other action type will break the draw-and-release animation.
For damage balancing, the three independent damage blocks give you per-target-type control. If you want a bow that is devastating against zombies but weak against players, raise Zombie_Damage above 99 while lowering Player_Damage below 80. If you want to flatten the hit zone gradient so that limb shots are less punishing, raise the limb multipliers closer to 1.0. If you want a weapon that rewards headshots more aggressively, raise the skull multipliers above 1.1. Each of the nine multipliers across the three damage blocks can be adjusted independently, giving you fine-grained control over how the weapon performs against each target type. The per-hit-zone computed damage values in the tables above show you the arithmetic results of any multiplier change you make, and you can use those tables as a template to verify your custom damage values.
For attachment design, the Hook_Sight and Hook_Tactical flags mean the bow is ready to accept attachments. If you are creating a custom bow model, ensure your model rig includes attachment nodes at the positions expected by the sight and tactical hook systems. If your model does not have these nodes, attachments will be invisible or will float in space when equipped, even though they function mechanically. The Blueprints and InputItems flags mean the weapon is already integrated with the crafting system, so any new blueprint recipes you define can consume or produce the Compound Bow without additional flag modification.
For inventory configuration, the bracket-and-brace delimiters in the flags listing -- [, ], {, } -- define the weapon's inventory footprint. If you are creating a custom variant that should have a different inventory size, you adjust the numeric values between those delimiters. A larger bow model might need a wider or taller inventory rectangle, while a compact bow variant could occupy fewer cells. The delimiter characters themselves must remain in place; only the numbers between them change.
Finally, when you test your changes, remember that every damage value in this reference is a floating-point number as stored in the asset. The decimal values in the computed damage tables -- 108.9, 79.2, 59.4, 29.7 -- are not rounded to integers by the engine. If you configure a custom damage value that results in a decimal output, the engine will track and accumulate that decimal across multiple hits. Do not round your damage values to integers in your .dat file unless you specifically intend to change the damage profile. Preserve the floating-point precision that the vanilla asset uses, and let the engine handle the arithmetic at runtime.
