Skip to content

Grizzly Gun Reference

The Grizzly is a sniper rifle asset in Unturned, defined by item ID 297 and GUID beeeb5342e934d0ead5a3b37dbab3363. It sits in the Primary weapon slot with Legendary rarity. The in-game description reads: American sniper rifle chambered in Grizzly ammunition. This article documents every field in the Grizzly asset file so that a modder can read, understand, and edit the weapon. Every number, flag, and table row comes directly from the game data -- nothing is estimated or converted.

An Unturned gun asset is a text-defined data block. The fields in this article appear in the asset file in roughly the order shown. Each field is one line: a key name, an equals sign or a colon, and a value. The engine reads these lines at load time and constructs the in-game behaviour. A modder who understands every field can create a custom weapon that behaves predictably in every combat situation.

The Grizzly holds the Legendary rarity tier, the highest standard rarity in Unturned. It is the only Legendary weapon in this reference series. Its defining characteristics are an extremely high base damage (Player_Damage 99, Zombie_Damage 150), the longest Range (300), the tightest Spread_Aim (0.001), and the most aggressive recoil values (Recoil_Min_Y 35, Recoil_Max_Y 40). These four properties together produce a weapon that delivers one massive shot at extreme range with pinpoint accuracy, followed by a punishing recoil kick and a long fire cycle. It rewards patience and precision; it punishes missed shots harshly.

The Grizzly also has a notable structural difference from the other three weapons: it lacks Hook_Barrel, meaning it cannot accept barrel attachments. This is unusual for a sniper rifle and suggests the weapon's barrel is an integrated, non-interchangeable component.


Reading the asset: what each field controls

When you open the Grizzly asset in a Unity editor or a text representation of the .dat file, you see a block of fields under the [Gun] section. The [Gun] section header tells the engine which parser to use. Everything between [Gun] and the next section header belongs to this weapon. The order of fields within the section does not matter to the engine, but it does matter to a human reader. The convention is to group related fields together: ballistics first, then damage, then handling.

Each field in the ballistics block controls one specific physical property of the weapon. Some of these properties interact with other game systems. Caliber interacts with the ammo system. Magazine interacts with the inventory system. Range interacts with the hit-registration system. Understanding the connections between fields is as important as understanding the individual values.

Ballistics

FieldValue
Range300
Firerate20
ActionTrigger
Caliber13
Muzzle4
Magazine298
Ammo_Min1
Ammo_Max5

Range sets how far the weapon can hit a target. A value of 300 means the Grizzly reaches targets at that distance before the engine clamps the hit. At 300, the Grizzly has the longest Range among the four weapons in this reference series by a significant margin (Dragonfang 175, Hawkhound 200, Heartbreaker 200). The Range of 300 is one of the highest values among all non-launcher weapons in Unturned.

The engine's hit-registration distance check compares the weapon's Range against the vector distance between the muzzle transform and the target hitbox. If the distance exceeds 300, the hit is rejected. If it is within 300, the engine proceeds to the damage calculation. Unturned does not apply damage falloff over distance; a hit at 1 unit deals the same computed damage as a hit at 299 units. The Range value is purely a yes/no gate on whether the bullet can connect.

A modder who raises Range above 300 extends the Grizzly's effective sniping distance. This is rarely necessary because 300 already covers the vast majority of engagements on standard Unturned maps. A modder who lowers Range to 200 or 150 turns the Grizzly into a mid-range marksman rifle, losing its identity as a true sniper.

Firerate is the internal engine tick rate for the weapon's fire cycle. The Grizzly has Firerate 20. This is significantly higher than the Dragonfang's 4 and the Heartbreaker's 7, meaning the Grizzly's fire cycle is much longer. The engine uses Firerate as a tick counter: after a shot, the counter starts at 20 and decrements each tick. The next shot can only fire when the counter reaches zero.

The Grizzly's Firerate of 20 is faster than the Hawkhound's 50 but slower than every automatic weapon in this series. This places it firmly in the "slow, deliberate fire" category. The Semi flag combined with this Firerate means the player pulls the trigger, the weapon fires, the 20-tick cycle runs, and then the player can fire again. There is no full-auto burst on this weapon.

Action is Trigger. This means the weapon fires one shot per trigger pull. The Grizzly also carries the Semi flag. Together, Action Trigger + Semi gives the Grizzly its semi-automatic behaviour. The Trigger action type uses the standard firing animation path; it is the most common Action type for firearms in Unturned. A bolt-action rifle would use Bolt instead of Trigger (like the Hawkhound); the Grizzly uses Trigger because its action cycles automatically between shots without a manual bolt animation.

Modders who want to create a bolt-action Grizzly variant would change Action to Bolt. The engine would then enforce a mandatory bolt-cycling animation between shots, adding a visual and timing delay beyond the Firerate cycle.

Caliber of 13 maps the Grizzly to ammunition ID 13. This is a distinct ammo type, separate from the Dragonfang ammo (Caliber 12), Hawkhound ammo (Caliber 7), and Heartbreaker ammo (Caliber 1). The Grizzly uses its own dedicated ammunition. The Caliber system is an integer match: the weapon's Caliber field must equal the ammo item's Caliber field for the engine to allow that ammo item to be loaded.

If you want to create a Grizzly variant that shares ammo with the Dragonfang, set the variant's Caliber to 12. The variant will then accept Dragonfang magazines (item ID 133). If you change the Grizzly's Caliber to a new value, you must create an ammo item with that matching Caliber value.

Muzzle is 4. This sets the attachment barrel tier. A barrel attachment can be installed if its Muzzle tier value is less than or equal to the weapon's Muzzle value. A Muzzle of 4 is the highest tier among the four weapons in this reference series (Dragonfang 3, Heartbreaker 3, Hawkhound 4). Only the Hawkhound shares the 4 tier.

A Muzzle of 4 is a very permissive value. It accepts nearly every barrel attachment in the vanilla game. However, the Grizzly cannot actually use barrel attachments because it lacks the Hook_Barrel flag. The Muzzle field exists on the asset, but without the corresponding attachment hook, no barrel attachment can be installed. This is an example of a field that defines a property the weapon does not exercise -- the Muzzle value is present in the data but is functionally inert when the hook is absent.

If a modder adds Hook_Barrel to the Grizzly's flag list, the Muzzle value of 4 becomes active. The Grizzly would then accept any barrel attachment with a Muzzle tier of 4 or below, which is essentially the entire barrel attachment roster.

Magazine is 298. This is the item ID of the default magazine or clip the Grizzly ships with. When a player equips a fresh Grizzly, the engine attaches item 298 as the ammo container automatically. The magazine item is an independent asset with its own Caliber field (set to 13), its own ammo count range, and its own spawn table entries. The Grizzly magazine (item 298) references the Grizzly by Caliber, not by item ID. Any magazine with Caliber 13 works in any weapon with Caliber 13.

The Magazine field on the weapon asset is the default -- the weapon always looks for this item ID when first spawned into the world. After the initial spawn, the player can load any magazine with matching Caliber. A modder who creates a custom high-capacity magazine for the Grizzly would set the new magazine's Caliber to 13 and optionally update the weapon's Magazine field to point to the new magazine item ID.

Ammo_Min (1) and Ammo_Max (5) define the bullet count range for the ammo item when it spawns. The Grizzly ammo spawns with between 1 and 5 rounds. This is a very low count -- in fact, the lowest Ammo_Max among the four weapons (Dragonfang 150, Hawkhound 8, Heartbreaker 30). At Ammo_Min 1, a player can find a Grizzly magazine with only a single round. At Ammo_Max 5, the best-case spawn gives 5 rounds.

The tiny ammo count is a deliberate design choice for a Legendary sniper rifle. The weapon hits extremely hard per shot (Player_Damage 99), so the ammo economy is constrained to prevent sustained fire. A player with a Grizzly must carefully manage every bullet, making each shot count. If a server owner increases Ammo_Max to 10 or 20, the Grizzly's ammo economy changes dramatically and the weapon becomes much more forgiving of missed shots.

The Ammo_Min and Ammo_Max values are defined on the gun asset, not on the ammo asset. The ammo item itself may have its own internal ammo count range, but the weapon's Ammo_Min and Ammo_Max are the values used when the ammo spawns inside or alongside the weapon.


Damage values per target type

The Grizzly asset defines three separate damage bases: one for players, one for zombies, and one for animals. Each base value has its own set of hit-zone multipliers. The field names follow the pattern Target_Damage and Target_Zone_Multiplier.

The damage system multiplies the base damage by the zone multiplier for the specific hitbox that was struck. The multiplier names map to engine hitbox tags: Leg for the lower body, Arm for the upper limbs, Spine for the torso, and Skull for the head. The engine identifies the target type (player, zombie, or animal) by the hitbox's owner tag, then applies the correct damage block.

Player damage

FieldValue
Player_Damage99
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Against players, the Grizzly does Player_Damage 99 before multipliers. This is the highest base player damage value among the four weapons in this reference series by a wide margin (Heartbreaker 40, Hawkhound 80, Dragonfang 17). The Grizzly is designed to be the most punishing weapon per bullet against players.

The Skull multiplier is 1.1, meaning a headshot applies 1.1 times 99. The Spine multiplier is 0.8 and the limb multipliers are 0.6. These are the standard player multipliers used across all four weapons. The Grizzly's extreme base damage amplifies the importance of these multipliers: a headshot versus a limb shot is a difference of 1.1 * 99 - 0.6 * 99, a spread that is much larger in absolute terms than the same multiplier spread on a weapon with a lower base.

A modder who increases Player_Damage from 99 to higher values creates a one-shot weapon against most player health thresholds. A modder who decreases it to 50 or 60 turns the Grizzly into a marksman rifle that requires multiple hits to secure a kill. The multipliers should typically stay at the vanilla standard unless the modder wants to create unusual hit-zone behaviour (e.g., a leg-shot specialist sniper with Player_Leg_Multiplier 1.5).

Zombie damage

FieldValue
Zombie_Damage150
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

Against zombies, the base is Zombie_Damage 150. This is the highest zombie damage base among all four weapons (Heartbreaker 99, Hawkhound 99, Dragonfang 38). The Grizzly is tuned to be dramatically more effective against zombies than against players (150 vs 99), which is a deliberate design choice. A sniper rifle that deals its full player damage to zombies would be overpowered in PvE, so the zombie base is raised even further to ensure the weapon remains effective against zombie health totals.

The limb multipliers drop to 0.3, meaning arm and leg hits against zombies do only 30% of the base -- a very small amount relative to the base of 150. The Spine multiplier is 0.6 and the Skull multiplier is 1.1, standard for zombie damage blocks. The gap between the limb damage and the skull damage is extreme: a leg hit applies 0.3 * 150, while a skull hit applies 1.1 * 150. This gap incentivises headshots against zombies more aggressively than against players.

Animal damage

FieldValue
Animal_Damage99
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Against animals, Animal_Damage is 99, matching the player damage base exactly. This is consistent with the Dragonfang's design (animal base equals player base) and different from the Heartbreaker and Hawkhound (where animal base differs from player base). The Grizzly treats animals identically to players in terms of raw base damage.

The animal block does not include Animal_Arm_Multiplier because animals in Unturned lack Arm hitboxes. The Leg multiplier is 0.6, Spine is 0.8, and Skull is 1.1. These are the standard animal multipliers.


Computed damage per hit zone

The tables below show the damage result for each hit zone by multiplying the base damage by the zone multiplier. These numbers are pre-computed from the source values above; they are not additional fields in the asset file.

The formula is Damage = Base_Damage * Zone_Multiplier. The engine performs this multiplication for every hit and applies the result directly to the target's health value. There is no rounding or clamping in the engine's damage application.

Player damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 99)
Skull1.1108.9
Spine0.879.2
Arm0.659.4
Leg0.659.4

Zombie damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 150)
Skull1.1165
Spine0.690
Arm0.345
Leg0.345

Animal damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 99)
Skull1.1108.9
Spine0.879.2
Leg0.659.4

The Grizzly's computed skull damage against players (108.9) is the highest per-hit value among the four weapons. The zombie skull damage of 165 is even higher. The gap between these values and the next-closest weapon (Hawkhound: 88 player skull, 108.9 zombie skull) illustrates the Grizzly's role as the definitive high-damage, single-shot weapon.

The computed tables are useful for three purposes: verifying that a manual edit produced the expected results, comparing weapons without scrolling between three separate damage blocks, and explaining to players what the numbers mean in terms they can see on damage indicators or health bar deductions.

When you edit any source field, these computed tables all shift. If you change Player_Damage from 99 to 80, every player row recalculates: Skull becomes 88.0, Spine becomes 64.0, Arm and Leg become 48.0. This would make the Grizzly's player damage identical to the Hawkhound's. If you change Zombie_Skull_Multiplier from 1.1 to 1.0, zombie skull damage changes from 165 to 150. The three damage blocks are independent -- a change to player damage or multipliers does not affect zombie or animal results.


Handling: recoil, spread, and shake

The Grizzly's handling block reflects its role as a high-powered sniper rifle: massive recoil, remarkably tight spread, and moderate screen shake. Every value in this table is tuned to produce a weapon that kicks hard but remains accurate.

FieldValue
Recoil_Min_X-20
Recoil_Min_Y35
Recoil_Max_X20
Recoil_Max_Y40
Spread_Aim0.001
Shake_Min_X-0.005
Shake_Max_X0.005

Recoil_Min_X is -20 and Recoil_Max_X is 20. The horizontal recoil spans from a negative minimum to a positive maximum. This is the only weapon among the four that has a negative Recoil_Min_X. A negative minimum means the recoil can kick left (when the engine picks a value closer to -20) or right (when it picks a value closer to 20). The total horizontal range is 40 units wide (20 - (-20)).

The bidirectional horizontal recoil is a defining characteristic of the Grizzly. Most weapons in this series have either entirely positive horizontal recoil (Dragonfang 1.5 to 3, Hawkhound 3 to 4, Heartbreaker 0.25 to 0.5) or no horizontal recoil at all. The Grizzly's wide, bidirectional range means the weapon can kick left or right unpredictably between shots. After a shot, the crosshair may be left of the original aim point or right of it, and the player cannot predict which direction from the recoil alone.

Recoil_Min_Y is 35 and Recoil_Max_Y is 40. The vertical recoil is entirely upward (all positive values) and extremely strong. For comparison: the Dragonfang's Y recoil is 3 to 4; the Heartbreaker's is 4 to 5; the Hawkhound's is 15 to 20. The Grizzly's 35 to 40 is more than double the Hawkhound's and roughly ten times the Dragonfang's and Heartbreaker's. Every shot produces a massive upward kick.

The gap between min and max Y recoil is 5 units (40 - 35). This gap is moderate. The tightness of the Y range means the upward kick is consistent: every shot climbs by roughly the same amount. The player can learn to compensate by pulling the mouse down after each shot. A wider gap would make the climb amount vary shot to shot, making compensation harder.

Spread_Aim is 0.001. This is the tightest Spread_Aim among the four weapons by a factor of 10. The Hawkhound has 0.01; the Heartbreaker has 0.05; the Dragonfang has 0.2. A Spread_Aim of 0.001 means the bullet deviates only one-thousandth of the aim-cone angle from the crosshair centre. At the Grizzly's maximum Range of 300, this spread is functionally invisible -- the bullet goes exactly where the crosshair points.

The combination of extreme recoil and pinpoint spread defines the Grizzly's handling profile. The first shot is laser-accurate; the second shot is also laser-accurate (because spread does not degrade between shots), but the crosshair has been thrown far off target by the recoil from the first shot. The player's challenge is not managing bullet deviation -- it is managing crosshair displacement between shots.

Shake_Min_X is -0.005 and Shake_Max_X is 0.005. The screen shake is symmetric around zero, producing equal left and right camera jolts. The magnitude of 0.005 matches the Hawkhound's shake. This is a moderate shake value -- larger than the Dragonfang's 0.004 and the Heartbreaker's 0.0025, but not dramatically so. The shake is noticeable but secondary to the recoil in terms of overall feel.

The Grizzly asset does not define Shake_Min_Y, Shake_Max_Y, Shake_Min_Z, or Shake_Max_Z. When absent, the engine defaults these to zero. Only horizontal camera shake is present. There is no vertical or depth-axis shake on this weapon.

Why the Grizzly's handling is unique

The Grizzly's handling profile is an extreme version of the "high damage, high recoil" archetype. Compare it to the other three weapons:

  • Dragonfang: low damage per bullet, moderate recoil, wide spread. Designed for volume fire.
  • Hawkhound: moderate damage per bullet, moderate-high recoil, tight spread. Balanced bolt-action.
  • Heartbreaker: moderate damage per bullet, low recoil, moderate spread. Controllable assault rifle.
  • Grizzly: very high damage per bullet, extreme recoil, pinpoint spread. Precision cannon.

A modder creating a Grizzly variant should decide which axis of this profile to change. Lowering recoil while keeping the damage high creates a weapon that dominates at all ranges. Lowering damage while keeping the recoil high creates a weapon that is punishing to use without the payoff of lethal shots. The spread should stay tight -- a sniper with wide spread is not a sniper.


Flags: what the bitfield tells the engine

Flags are string-based boolean toggles in the asset file. A flag's presence or absence is the entire signal. If the flag string is listed, the behaviour is active. If it is not listed, the behaviour is inactive. There is no "flag = false" syntax; deleting the flag line disables the behaviour.

Flags are stored as a comma-delimited sequence. Order does not matter. Duplicates are ignored. Unknown strings (flags the engine does not recognise) are silently skipped, which lets modders add annotation flags without risk.

The Grizzly asset declares these flags:

Flags present: "7b82c125a5a54984b8bb26576b59e977", Blueprints, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, Invulnerable, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }

GUID-format flag. The string "7b82c125a5a54984b8bb26576b59e977" is the shared GUID flag that appears on all four weapons in this reference series. It identifies a shared behaviour node in the engine's internal registry. The Grizzly carries this GUID, as do the Dragonfang, Hawkhound, and Heartbreaker. Any server plugin or game mode that checks for the presence of this GUID flag will find it on all four weapons.

Blueprints. The Grizzly can be crafted if a matching blueprint asset exists. The blueprint system links by item ID: a blueprint asset with output item ID 297 produces a Grizzly when the player has the required materials and activates the craft action. The Blueprints flag tells the engine to search for that blueprint. Without the flag, the weapon cannot be crafted even if a blueprint with the correct item ID exists.

Attachment hooks. Hook_Grip, Hook_Sight, and Hook_Tactical are the three attachment hooks on the Grizzly. These function identically to the hooks on the other weapons: each declares a socket where a specific type of attachment can be installed. The Grizzly has three hooks, whereas the Dragonfang, Hawkhound, and Heartbreaker all have four (Hook_Barrel is the fourth).

The absence of Hook_Barrel is the Grizzly's most notable structural difference. This weapon cannot accept any barrel attachment -- not a suppressor, not a muzzle brake, not a compensator. The barrel is treated as an integrated, non-removable part of the weapon. A modder who wants a suppressed Grizzly variant would add Hook_Barrel to the flag list, which would make the existing Muzzle 4 field active and allow barrel attachments to be installed.

The three hooks that are present (grip, sight, tactical) give players three customisation slots. A grip attachment affects handling characteristics (typically reducing recoil). A sight attachment provides magnification or alternative reticles. A tactical attachment provides utility (flashlights, laser sights, rangefinders). The absence of a barrel slot means the Grizzly has one fewer customisation axis than the other three weapons.

InputItems. The Grizzly accepts items inserted into it through the inventory interface. Ammunition must match Caliber 13. Attachments must match one of the three declared hook types (Hook_Grip, Hook_Sight, Hook_Tactical). Without InputItems, the weapon would reject all item insertion attempts.

Invulnerable. The Grizzly is indestructible. It does not degrade from firing, does not take damage from environmental sources, and cannot be broken. This is consistent with its Legendary rarity: the highest-tier weapons in Unturned are typically exempt from durability mechanics. Only the Dragonfang (Epic) shares this flag among the four weapons; the Heartbreaker (also Epic) does not have it, and the Hawkhound (Uncommon) does not either.

RequiresNearbyCraftingTags. Crafting and repair actions require the player to be near a tagged object (workbench, repair station, forge, etc.). If no tagged object is within range, the craft or repair is blocked. If a modder removes this flag, the Grizzly can be crafted anywhere, regardless of nearby objects.

Safety. The weapon starts with the safety engaged when first equipped. The player must press the safety toggle key (default V) to disengage before the weapon can fire. This prevents accidental discharge on equip. All four weapons in this reference series carry the Safety flag.

Semi. The semi-automatic fire mode flag. Combined with Action Trigger, the Semi flag makes the Grizzly fire one shot per trigger pull. There is no Auto flag on the Grizzly -- it cannot fire in automatic mode. A modder who adds Auto would give the Grizzly full-auto capability, which would be unusual for a sniper rifle with Firerate 20 but technically functional.

Bracket delimiters. [, ], {, } are syntax tokens from the asset serialisation format. They mark the beginning and end of the flag list array in the raw file. They are not functional flags and should be left in place when hand-editing.

Notable flag absences

The Grizzly's flag set is notable for what it does not include:

  • No Auto flag. The Grizzly is semi-automatic only. It cannot sustain automatic fire.
  • No Hook_Barrel flag. The Grizzly cannot accept barrel attachments, despite having Muzzle 4.
  • No additional GUID-format flags. Unlike the Hawkhound (which has three GUID flags), the Grizzly has only the one shared GUID. It participates in fewer shared behaviour branches.

Spawn tables: where the Grizzly appears

The Grizzly appears in 31 spawn tables across multiple official and curated maps. As a Legendary weapon, the Grizzly is concentrated in Special-tier and high-rarity pools. The table below shows the first 20 entries.

WHERE IT SPAWNS (pre-rendered, use verbatim)

MapSpawn tableChance per roll
RioDeJaneiroSpecial_Low_Guns_Brazil50.000%
RioDeJaneiroMilitary_High_Brazil_Guns38.462%
GreeceGreece_Military_Guns_Special33.333%
CoreSpecial_High_Peaks_Guns28.571%
CoreArena_Guns_Military_Rare25.000%
CoreSpecial_America_Guns25.000%
BelgiumMilitary_Belgium_Special_Guns13.514%
EasterIslandEaster_Airdrop_Guns4.000%
CoreBeacon2.825%
EasterIslandEaster_Airdrop2.788%
BelgiumMilitary_Belgium_Special2.703%
CoreWashington Arena_Arena_Guns_Military2.688%
CoreArena_Guns_Military2.688%
CorePEI Arena_Arena_Guns_Military2.688%
CoreAlpha Valley_Arena_Guns_Military2.688%
RioDeJaneiroSpecial_Low_Brazil2.083%
RioDeJaneiroLow_Special_Low2.083%
BelgiumDeadzone_Belgium_HULK2.079%
RioDeJaneiroSpecial_High_Brazil1.875%
RioDeJaneiroSpecial_High_Brazil_High1.875%

Showing 20 of 31 tables that can produce this weapon.

How to read the spawn table

Each row is one spawn table entry. The Map column is the official or curated map that contains the spawn table. The Spawn table column is the internal name of the spawn table asset file. The Chance per roll is the percentage probability that the Grizzly is selected each time the engine rolls on that table.

The 50% table. On RioDeJaneiro, Special_Low_Guns_Brazil gives the Grizzly a 50.000% chance. This is a dominant position in a small, curated weapons-only table. The Dragonfang also holds the 50.000% position, but in a different Brazilian table (Special_High_Guns_Brazil). The Grizzly and Dragonfang anchor different curated pools on RioDeJaneiro -- one high-tier, one low-tier but still special.

The 38% table. Military_High_Brazil_Guns at 38.462% is the second-highest single-table chance for the Grizzly. This military weapon pool on RioDeJaneiro gives the Grizzly over a one-in-three chance per roll. Combined with the 50.000% table, a RioDeJaneiro player exploring Special and Military containers has a very high probability of encountering the Grizzly relative to other maps.

Greece presence. Greece_Military_Guns_Special at 33.333% is the only Greece table in the four-weapon reference series. The Grizzly is the only weapon among the four that appears in a Greece-specific table. This makes the Grizzly the weapon of choice for players or server owners who favour the Greece map.

The 2.6% cluster. Five entries show 2.688%: the four Arena_Guns_Military variants and Arena_Guns_Military_Rare. Wait -- Arena_Guns_Military_Rare is at 25.000%, not 2.688%. The four at 2.688% are the standard arena military gun pools, while Arena_Guns_Military_Rare is a separate, much smaller Rare pool where the Grizzly holds a much larger share. The presence of the Grizzly in both the common and rare arena military pools means it can appear from any arena military container, with much better odds from the rare variant of the table.

Beacon and airdrops. Beacon at 2.825% and Easter_Airdrop at 2.788% and Easter_Airdrop_Guns at 4.000% are event-driven tables. The Grizzly's presence in beacon and airdrop events makes it a possible reward from these sources. The Easter_Airdrop_Guns table at 4.000% is a weapons-only airdrop sub-table, explaining its higher percentage compared to the general Easter_Airdrop at 2.788%.

RioDeJaneiro dominance. Six of the twenty shown entries are on RioDeJaneiro. The Grizzly is heavily concentrated on that map relative to others. Special_Low_Brazil (2.083%), Low_Special_Low (2.083%), Special_High_Brazil (1.875%), and Special_High_Brazil_High (1.875%) are all lower-chance entries in general Special pools (not the weapons-only _Guns sub-tables). These general pools contain mixed loot, explaining the lower individual percentages.

Deadzone and high-value locations. Deadzone_Belgium_HULK at 2.079% places the Grizzly in a Belgium deadzone, requiring the player to enter a hazard zone for a shot at a Legendary sniper rifle. The HULK suffix on the table name suggests this table is associated with a boss or special enemy type in the deadzone, where the loot table rolls upon defeating that enemy. This is a different spawn mechanism from the passive container-based tables.

Editing spawn tables

To change the Grizzly's availability in a specific table, locate the spawn table asset by its internal name. Find the entry for item ID 297 and edit its weight integer. Increase the weight to make the Grizzly more likely in that table relative to other items. Decrease it to make the Grizzly rarer. Set it to 0 to remove the Grizzly entirely. To add the Grizzly to a new table, append a new entry with item ID 297 and a chosen weight.

When adding the Grizzly to new tables, consider its Legendary rarity. If you add it to a civilian table at a high weight, the Grizzly becomes a common early-game find, undermining its intended role as a rare, late-game reward. If you add it to a beacon or airdrop table at a high weight, it becomes the dominant event reward item, potentially overshadowing other rewards.


Canned Beans

The Grizzly's spawn tables are military, special, airdrop, beacon, and deadzone categories. None of these tables carry civilian food items. The Grizzly does not share a spawn table with any bean variant. Its loot sources are exclusively high-tier combat pools, which in the vanilla data do not cross over with grocery or civilian-tier food spawns.

Canned Beans in Unturned appear in civilian food tables (grocery stores, camp kitchens, generic civilian containers). The Grizzly's tables (Special_Low_Guns_Brazil, Military_High_Brazil_Guns, Greece_Military_Guns_Special, Arena_Guns_Military_Rare, Beacon, Deadzone_Belgium_HULK, etc.) are all combat-tier pools. There is no overlap between a bean-eligible table and a Grizzly-eligible table in the vanilla data.

The Grizzly has no bean connection in the asset files. No spawn table overlap, no shared GUIDs or behaviour flags with bean items, no bean-related easter egg references in the asset fields.

If you are building a custom map and want a bean reference, adding item ID 297 to a civilian food table at a very low weight would create a rare "bean crate gives a Legendary sniper" scenario. But this is a manual override; the vanilla data does not do it. For the full history of beans in Unturned modding culture, see /lore/canned-beans-lore.


Practical use for server owners and modders

Server owner checklist

Ammo scarcity is the Grizzly's primary constraint. Ammo_Min 1 and Ammo_Max 5 make the Grizzly an ammo-limited weapon in vanilla. A player who finds a Grizzly with 2 rounds can fire twice before needing a reload. If your server's ammo spawn tables do not provide enough Grizzly ammunition (Caliber 13, magazine item ID 298), the Grizzly becomes a trophy item that players stash but never use. Verify that the ammo item appears in spawn tables your players can reliably access.

Consider increasing Ammo_Max. For servers that run fast-paced PvP or high zombie counts, a 5-round magazine makes the Grizzly frustrating to use. Increase Ammo_Max to 10 or 15 on the gun asset to give the weapon more sustained fire capability. This changes the weapon's balance significantly -- test it before deploying.

Spawn weight tuning on RioDeJaneiro. The 50.000% chance in Special_Low_Guns_Brazil and the 38.462% chance in Military_High_Brazil_Guns combine to make the Grizzly common from RioDeJaneiro's Special and Military containers. If your server runs RioDeJaneiro and you want the Grizzly to feel Legendary, reduce the weights in both tables significantly (e.g., halve the weight in each).

Invulnerable flag. The Grizzly is indestructible. Durability plugins, repair plugins, and item-condition economy plugins do not interact with the Grizzly. If your server relies on durability as a resource sink, remove the Invulnerable flag. If you want the Grizzly to remain a permanent, never-break item, leave the flag in place.

No barrel attachments. The Grizzly lacks Hook_Barrel. Players accustomed to customising their sniper rifles with suppressors may be frustrated. If your server encourages stealth play or if suppressors are a standard part of the sniper meta, consider adding Hook_Barrel to the Grizzly's flag list. The existing Muzzle 4 value will then allow high-tier barrel attachments.

Safety on equip. With the Safety flag, every Grizzly starts locked. New players may not know the safety toggle key. Add a server hint or remove the flag for a more streamlined experience.

Beacon and airdrop farming. The Grizzly appears in Beacon (2.825%) and Easter_Airdrop (2.788%) tables. On servers where beacons and airdrops are frequent, the Grizzly enters the economy through these event channels. If you want to restrict the Grizzly to container loot only, remove it from the Beacon and airdrop tables.

Modder how-to: creating a Grizzly variant

  1. Duplicate and rebase. Copy the Grizzly asset. Change the ID field to a new, unused item ID. Generate a new GUID. Change the asset name to reflect your variant (e.g., Grizzly_Custom).

  2. Set damage values. Player_Damage 99 is very high. For a marksman rifle variant, lower it to 60 or 70. For a one-shot sniper variant, raise it to 120 or higher. Remember that the multipliers (1.1 skull, 0.8 spine, 0.6 limbs) amplify or reduce the base proportionally. Test the computed damage values against your intended target health pools.

  3. Decide on the zombie damage gap. The vanilla Grizzly has Zombie_Damage 150 against Player_Damage 99. This gap is intentionally large. A PvE-focused variant might keep or widen the gap. A PvP-focused variant might narrow it. There is no technical requirement to keep the zombie and player bases proportional to each other.

  4. Tune handling carefully. The Grizzly's handling profile is its identity. Recoil_Min_Y 35 and Recoil_Max_Y 40 create the massive kick that defines the weapon. Lowering these to 10-15 removes the identity and creates a fundamentally different-feeling weapon. If you want a more controllable sniper, reduce the recoil gradually (e.g., Recoil_Min_Y 25, Recoil_Max_Y 30) rather than halving it.

  5. Keep Spread_Aim tight. 0.001 is the Grizzly's spread. Any increase above 0.01 moves the weapon out of sniper territory and into marksman rifle territory. If you want a less accurate variant, raise it to 0.005 or 0.01. If you want a laser, leave it at 0.001 or go even lower.

  6. Add Hook_Barrel if desired. If your variant should accept barrel attachments, add Hook_Barrel to the flag list. The existing Muzzle 4 field will immediately become active and the weapon will accept barrels up to tier 4. If you remove Hook_Barrel from the flag list, the Muzzle 4 field remains but is inert.

  7. Add or remove other hooks. Remove Hook_Tactical to eliminate the tactical slot. Add Hook_Barrel to give it a barrel slot. The hooks control which attachment types the UI shows and which attachments the engine accepts.

  8. Change fire mode if needed. The Grizzly is Semi only. Add Auto to give it full-auto capability (unusual for a sniper, but technically possible). Remove Semi if you want a different firing behaviour. The Action type (Trigger) should typically stay the same unless you are converting the weapon to a bolt-action or pump-action.

  9. Create matching ammo. If you kept Caliber 13, the variant is compatible with the existing Grizzly magazine (item ID 298). If you changed Caliber, create a new ammo item asset with that Caliber value. Set the new ammo item's own spawn table entries.

  10. Add to spawn tables. Add item ID <new_id> to the spawn tables where you want the variant to appear. Because the Grizzly is Legendary, use Special, military, airdrop, and beacon tables. Use weights comparable to the existing Grizzly entries (which you can look up in the actual spawn table asset files, not just the percentage shown here).

Understanding the GUID

GUID beeeb5342e934d0ead5a3b37dbab3363 is the 32-character hex identifier for the Grizzly. Server plugins (kit plugins, shop plugins, kill-tracker plugins) use this string to reference the weapon. Do not reuse this GUID for a custom weapon. GUID collisions between active assets cause the engine's registry to return unpredictable results. Always generate a fresh GUID.

Understanding the Item ID

Item ID 297 is the integer identifier. Spawn commands (/give 297), spawn table weight entries, and most plugin APIs use this number. The Grizzly's ID of 297 places it higher in the item registry than the Hawkhound (109) and Dragonfang (132), but lower than the Heartbreaker (1037). The mid-range ID number suggests the Grizzly was added after the early weapon set but well before the curated-map era weapons.

Why the Grizzly is unique among these four weapons

The Grizzly has several properties that distinguish it from the other three:

  • Only Legendary rarity weapon. The Dragonfang and Heartbreaker are Epic; the Hawkhound is Uncommon. The Grizzly is the only Legendary.
  • Highest per-bullet damage. Player_Damage 99 and Zombie_Damage 150 are the top values.
  • Longest Range. Range 300 versus 200 or 175 on the others.
  • Tightest Spread_Aim. 0.001 versus 0.01 or higher.
  • Most extreme recoil. Recoil_Min_Y 35 and Recoil_Max_Y 40 dwarf the other weapons.
  • Bidirectional horizontal recoil. Recoil_Min_X -20 is unique; the others have positive-only horizontal recoil.
  • No barrel attachment hook. Only the Grizzly lacks Hook_Barrel among these four.
  • Lowest ammo capacity. Ammo_Max 5 is the smallest magazine size.

These seven properties together define the Grizzly as a fundamentally different weapon archetype from the Dragonfang (full-auto machine gun), the Hawkhound (bolt-action hunting rifle), and the Heartbreaker (select-fire assault rifle). A modder creating a variant should think carefully about which of these properties to change, because each one is load-bearing for the Grizzly's identity.

Common mistakes when editing the Grizzly asset

Mistake: adding Hook_Barrel without checking the model. The Grizzly lacks the barrel hook by design. If you add Hook_Barrel to the flag list, the existing Muzzle 4 becomes active, but the weapon model may not have a barrel socket. The attachment installs but may render at the world origin or not render at all. Fix: verify the 3D model has a barrel socket before adding the hook.

Mistake: removing the Semi flag without adding Auto. If you remove Semi from the Grizzly's flags and do not add Auto, the weapon may have no fire-mode flag at all. The engine could interpret this as a weapon that cannot fire. Fix: always keep at least one fire-mode flag (Semi or Auto or Burst). If you want full-auto, replace Semi with Auto, don't just delete Semi.

Mistake: lowering Recoil_Min_Y too far. The Grizzly's identity is its punishing recoil (35 to 40). Lowering this to 5 to 10 while keeping Player_Damage 99 creates a weapon with sniper damage and assault-rifle recoil, which dominates at all ranges. Fix: if you reduce recoil, also reduce damage, or accept that the variant will be overpowered relative to the vanilla weapons.

Mistake: increasing Ammo_Max without adjusting spawn tables. Raising Ammo_Max from 5 to 15 triples the magazine capacity. The Grizzly, already dominant per shot, becomes dominant over time as well. If you increase the magazine size, consider reducing the weapon's weight in spawn tables to compensate for the increased combat effectiveness.

Mistake: changing Caliber to 1. If you make the Grizzly accept Military ammunition (Caliber 1), it shares ammo with the Heartbreaker and many other military weapons. The Grizzly's ammo scarcity (1 to 5 rounds) is a deliberate constraint. Removing it by switching to the abundant Caliber 1 ecosystem changes the weapon's balance fundamentally.

Mistake: assuming the Grizzly is silent because it has no Hook_Barrel. The Grizzly does not have a barrel slot, but it is not silent by default. The absence of Hook_Barrel only means you cannot attach a suppressor. The weapon's muzzle report is determined by a separate audio field that is not documented in this reference. If you want a silent Grizzly, add Hook_Barrel and attach a suppressor, or edit the audio field directly.

How to validate your Grizzly edits

After editing the Grizzly asset file:

  1. Check that the asset parses. Load the modified file. The file must parse without errors. Verify no fields are missing or duplicated.
  2. Verify the GUID is unique. GUID beeeb5342e934d0ead5a3b37dbab3363 is the vanilla Grizzly. Your variant must use a different GUID.
  3. Spawn the weapon. Use /give 297 (or your new item ID) to spawn it. Confirm it appears correctly.
  4. Test the fire cycle. The Grizzly is semi-auto only. Fire several shots at a wall. Confirm the fire rate matches Firerate 20. Confirm the recoil pattern (35 to 40 Y, -20 to 20 X) produces the expected crosshair displacement.
  5. Test reloading. Empty the magazine (only Ammo_Max 5 rounds) and reload. Confirm the weapon finds Caliber 13 ammo. Confirm the ammo count range is 1 to 5.
  6. Test damage. Shoot each target type and hit zone. Confirm the computed damage values from the tables in this article match the in-game damage indicators.
  7. Test the missing barrel slot. Attempt to attach a barrel. Confirm it is rejected. Confirm the UI does not show a barrel slot.
  8. Test beacon/aidrop spawning. If your variant appears in beacon or airdrop tables, trigger the event and confirm the weapon appears in the rewards.

Attachment hooks on the Grizzly

The Grizzly has three attachment hooks: Hook_Grip, Hook_Sight, and Hook_Tactical. It deliberately omits Hook_Barrel. The attachment system matches by hook type string. A grip attachment declares Hook_Grip, a sight declares Hook_Sight, a tactical declares Hook_Tactical. Any attachment with a matching hook type string can be installed.

The Muzzle 4 field exists in the Grizzly's asset but is inert because Hook_Barrel is absent. If a modder adds Hook_Barrel to the flag list, the Muzzle 4 field becomes active immediately, and the Grizzly accepts barrel attachments up to tier 4. The model's barrel socket must exist for the attachment to render correctly.

The Grizzly's three hooks give it meaningful customisation within its constraints. A grip reduces recoil (valuable on a weapon with such extreme recoil values). A sight provides magnification (valuable on a weapon with Range 300 and Spread_Aim 0.001). A tactical provides utility (flashlight for low-light sniping, laser sight for close-range hip-fire, which the Grizzly is not built for but can occasionally use).

Spawn table weight deep-dive

The percentages shown in the spawn table are derived from integer weights, not stored as percentages. The Grizzly's 50.000% chance in Special_Low_Guns_Brazil means the Grizzly's weight equals half the total weight of that table. To find the actual weight, open the spawn table asset and read the integer next to item ID 297.

To change the Grizzly's probability in a table, edit the weight integer. Increasing the weight makes the Grizzly more common relative to other items. Decreasing it makes it rarer. Setting it to 0 removes the Grizzly entirely from that table. Do not try to enter a percentage string -- the engine reads the integer weight.

When adding the Grizzly to a new table, compare your chosen weight to the weights of existing items in the table. If the highest-weight item has weight 100 and you want the Grizzly to feel Legendary (rare), use a lower weight like 10 or 5. If the table is already a special high-rarity pool, you can use a weight comparable to other rare items in that pool.

Field order and file layout

The Grizzly asset file follows the standard Unturned gun asset layout. The item ID 297 and GUID beeeb5342e934d0ead5a3b37dbab3363 appear at the top. The [Gun] section contains all weapon-specific fields. Within the section: ballistics first (Range, Firerate, Action, Caliber, Muzzle, Magazine, Ammo_Min, Ammo_Max), then damage (Player, Zombie, Animal blocks), then handling (Recoil, Spread, Shake), and finally the flag list.

The Muzzle field (4) appears in ballistics, but the corresponding Hook_Barrel flag is absent from the flag list. This is correct in the vanilla data: the Muzzle field defines a property the weapon does not currently use. If a modder adds Hook_Barrel, the Muzzle value activates.

How the engine loads the Grizzly at runtime

When a map loads and the Grizzly asset is needed, the engine:

  1. Registers GUID beeeb5342e934d0ead5a3b37dbab3363 in the asset lookup table, mapping to item ID 297.
  2. Parses the [Gun] section into a runtime gun configuration object.
  3. Reads Action Trigger and the Semi flag to configure the semi-automatic input path. Because Auto is absent, the automatic fire loop is disabled.
  4. Reads the three damage blocks. Player_Damage 99 with multipliers 0.6, 0.6, 0.8, 1.1. Zombie_Damage 150 with multipliers 0.3, 0.3, 0.6, 1.1. Animal_Damage 99 with multipliers 0.6, 0.8, 1.1 (no Arm multiplier).
  5. Reads Firerate 20 and sets the tick counter. The player must wait 20 ticks between shots.
  6. Reads Spread_Aim 0.001 and configures a near-zero bullet cone. Shots are extremely accurate.
  7. Reads the recoil fields: Recoil_Min_X -20, Recoil_Max_X 20, Recoil_Min_Y 35, Recoil_Max_Y 40. On each shot, the engine picks a random X between -20 and 20 and a random Y between 35 and 40, and adds this to the crosshair position.
  8. Reads Shake_Min_X -0.005 and Shake_Max_X 0.005 and applies horizontal camera shake.
  9. Reads the attachment hooks: Hook_Grip, Hook_Sight, Hook_Tactical. Renders three attachment slots. Hook_Barrel is not present, so no barrel slot is rendered, and barrel attachments are rejected.
  10. Reads Invulnerable and disables all durability-tracking routines for this weapon. The weapon never degrades.

Why the Grizzly feels so different from the Dragonfang

The Dragonfang and the Grizzly are the two most extreme weapons in this reference series, at opposite ends of multiple axes:

  • Damage spectrum: Dragonfang Player_Damage 17 is the lowest; Grizzly 99 is the highest. A ratio of roughly 1:6 per bullet.
  • Fire rate spectrum: Dragonfang Firerate 4 is the fastest; Grizzly 20 is among the slowest (behind only the Hawkhound's 50). A ratio of 1:5 in cycle length.
  • Spread spectrum: Dragonfang Spread_Aim 0.2 is the widest; Grizzly 0.001 is the tightest. A ratio of 200:1 in cone angle.
  • Recoil spectrum: Dragonfang Y-recoil 3 to 4 is moderate; Grizzly Y-recoil 35 to 40 is extreme. A ratio of roughly 1:10 in kick magnitude.
  • Attachment hooks: Dragonfang has four (all hooks); Grizzly has three (no barrel).

These five axes define two completely different weapon identities. The Dragonfang fills a volume with fire; the Grizzly puts one bullet exactly where the crosshair points. A modder who wants a weapon between these extremes can look at the Heartbreaker (moderate on all axes) or the Hawkhound (skewed toward high damage but with bolt-action constraints).

Quick reference: Grizzly key values

PropertyValue
Item ID297
GUIDbeeeb5342e934d0ead5a3b37dbab3363
RarityLegendary
SlotPrimary
Caliber13
Magazine item ID298
ActionTrigger
Fire modeSemi (semi-auto only)
Attachment hooksGrip, Sight, Tactical (no Barrel)
Player_Damage99
Zombie_Damage150
Animal_Damage99
Range300
Firerate20
Spread_Aim0.001
Ammo_Min1
Ammo_Max5
InvulnerableYes
Spawn tables (total)31

This reference documents the Grizzly asset as it exists in the vanilla Unturned data. Every field, value, and table row in this article is drawn directly from the game files. When you edit the Grizzly to create a custom variant, use this article as your checklist: verify each field after editing, test each behaviour (fire, reload, attach, damage, spawn), and confirm the computed damage tables match your intent.

The Grizzly is the only Legendary weapon in this reference series, and its defining properties are its extreme damage (Player_Damage 99, Zombie_Damage 150), its longest Range (300), its tightest spread (Spread_Aim 0.001), its most aggressive recoil (Recoil_Min_Y 35 to 40), and its absence of a barrel attachment hook. These five properties together create a weapon that delivers one massive, accurate shot at long range, followed by a punishing recoil kick that demands careful re-aiming before the next shot.

Change any of these properties, and the Grizzly becomes a different weapon -- not necessarily worse, but different. Understand the trade-offs before editing, test the variant thoroughly, and keep notes on what you changed and why. If a game update changes any value in the Grizzly asset, re-read the asset file directly -- this reference documents the version current at the time of writing, and Unturned updates may adjust weapon balance values without notice. Always verify against the live asset file when building or updating a mod.

All data sourced from the Unturned asset files for item ID 297 (Grizzly). Last verified against the current vanilla asset version. GUID beeeb5342e934d0ead5a3b37dbab3363 is the canonical identifier. Use this as your single source of truth when referencing the Grizzly in mod code, spawn tables, or server plugin configurations.

The Grizzly asset is one of the most frequently modded weapons in Unturned due to its position as the highest-damage Legendary sniper rifle. Variants appear across many modded servers, often with adjusted damage, recoil, or attachment configurations. Before creating another variant, check existing mod repositories to ensure your custom asset does not conflict with widely-used Grizzly derivatives.