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Masterkey Weapon Reference

This page is a complete data reference for the Masterkey weapon asset in Unturned -- item ID 380, GUID c5bfefd37b72416baf1941bf8253b4c6. It documents every field the game file defines: ballistic parameters, per-zone damage multipliers for players, zombies, and animals, handling recoil and spread characteristics, the full item flag set, and every loot table the Masterkey can appear in. The values on this page come directly from the extracted asset data; no number is estimated or derived beyond what the game file itself computes.

This is a data reference article, not a play guide. You will not find shots-to-kill estimates, time-to-kill calculations, or attachment recommendations here. What you will find is every number the asset declares, explained field by field, so you can read the data, understand what each value controls, and make informed changes in your own mods.

Asset identity

Every item in Unturned is identified by three things: an asset name, a numeric item ID, and a GUID. The asset name is the internal string the engine uses to load the item. The item ID is the integer other assets reference -- loot table entries, crafting recipes, magazine definitions. The GUID is a 32-character hex string that uniquely identifies this item across every Unturned map and mod. No two items share a GUID.

FieldValue
Asset nameMasterkey
Item ID380
GUIDc5bfefd37b72416baf1941bf8253b4c6
RarityUncommon
SlotPrimary

Rarity

Uncommon items get a green-tinted name in the inventory UI. The rarity ladder runs: Common (white), Uncommon (green), Rare (blue), Epic (purple), Legendary (gold), Mythical (red). The Masterkey sits at Uncommon, the second-lowest tier. This means the weapon is intended to be a relatively common find -- one tier above the most basic weapons and one tier below Rare weapons like the Bulldog.

Rarity is a metadata tag. It influences UI colour and loot-table weighting conventions but does not directly set damage or range. An Uncommon weapon can hit harder than a Rare weapon; the rarity label describes intended scarcity and prestige, not combat performance.

Slot

The Masterkey occupies the Primary weapon slot. This is the main long-arm slot -- the same slot used by rifles, assault weapons, and other full-size shotguns. A player cannot carry the Masterkey alongside another Primary weapon. The Secondary slot remains free, so a player can carry a pistol or compact weapon in Secondary and the Masterkey in Primary simultaneously.

The in-game description reads: American shotgun chambered in 20 Gauge Shells.

Ballistics

Shotgun ballistics differ from rifle ballistics in one important structural way: the pellet count and spread pattern are not defined in the weapon asset. Those values live in the ammunition or calibre definition. The weapon asset controls only the fields shown below -- range, firerate, calibre compatibility, muzzle effects, magazine reference, and spawn ammo.

FieldValue
Range30
Firerate5
ActionBreak
Caliber16
Muzzle4
Magazine381
Ammo_Min1
Ammo_Max2

Range

Range is a game-internal distance value. At 30, the Masterkey has a short effective range -- roughly one-third of the Bulldog's Range of 90. This is standard for shotguns, which are designed for close-quarters engagement. The engine uses this value to determine when damage falloff begins and when the projectile is culled from the simulation.

When modding, increasing Range can turn the Masterkey into a mid-range weapon. But pellet spread (defined in the ammo, not this asset) also affects practical accuracy at distance -- raising Range without tightening pellet spread extends the falloff distance but does not make the pellets land closer together.

Firerate

Firerate is a tick-based interval between shots. The Masterkey's Firerate of 5 means the engine waits 5 ticks before the next shot can fire. Lower values mean faster fire; higher values mean slower fire. This is not a duration in seconds and it is not a rounds-per-minute figure. It is the raw engine tick-gap number.

For a break-action shotgun, the Firerate represents the time it takes to break the action open, eject spent shells, load new shells, and close the action. A Firerate of 5 is slower than the Bulldog's 2 (three and a half times the tick gap), consistent with the manual reload cycle of a break-action weapon.

Action

The Action field tells the engine what animation set to use. Break means the Masterkey uses the break-action animation cycle: the character opens the breech, ejects shells, loads new ones, and closes. This animation set is shared with other break-action weapons like the Sawed-Off and Quadbarrel.

Changing the Action field switches the animation set. If you changed the Masterkey's Action to Pump, the character would perform a pump-action animation, which would look wrong on a break-action model but would function mechanically. The Action field does not affect damage, range, or firerate -- it is purely visual.

Caliber

Caliber is an integer that maps to an ammunition type. The Masterkey uses Caliber 16, which corresponds to 20 Gauge Shells. Every ammo box and magazine in the game carries a Caliber value; the engine matches them. Any magazine or ammo item with Caliber 16 can feed the Masterkey.

The Caliber integer is the sole determinant of ammo compatibility -- the in-game description string "20 Gauge Shells" is cosmetic. If you change the description to say "12 Gauge" but leave Caliber at 16, the weapon still uses 20 Gauge ammunition. To actually change the ammunition type, change the Caliber value.

Muzzle

Muzzle is an integer that maps to a muzzle-flash effect and sound set. The Masterkey uses Muzzle 4. This value is shared with the Sawed-Off and Quadbarrel -- all three break-action shotguns produce the same muzzle flash and firing sound.

Magazine

Magazine references another item by its item ID. The Masterkey's Magazine value is 381, which points to the Masterkey Magazine item asset. When the player reloads, the engine looks up item 381, reads its capacity and calibre, and uses it for the reload animation and shell count.

The Masterkey Magazine (item 381) is shared with the Sawed-Off (item 1143). Both weapons reference the same magazine asset. This means any change to item 381 (capacity, calibre, model) affects both the Masterkey and the Sawed-Off simultaneously. To decouple them, a modder would create a new magazine asset with a different item ID and point one weapon's Magazine field at the new ID.

Ammo_Min and Ammo_Max

Ammo_Min of 1 and Ammo_Max of 2 mean the Masterkey spawns with between 1 and 2 shells loaded when it appears as a world item. The engine picks a random integer between 1 and 2, inclusive. This is a very small ammo range -- the weapon spawns nearly empty.

The implication: finding a Masterkey in the world gives you the weapon but not the ammunition to use it extensively. The player must find or craft 20 Gauge Shells separately. This makes the Masterkey a weak immediate pickup -- its high per-pellet damage (see damage sections below) is gated behind ammo acquisition.

To make the Masterkey more immediately useful on pickup, raise Ammo_Max to 5, 6, or 8. To make it even more scarce, leave the values as they are. The minimum (Ammo_Min) sets the floor; you could set both Min and Max to 1 to guarantee every Masterkey spawns with exactly 1 shell.

Player damage

The player damage block defines the base damage per pellet against other players and the multipliers that modify it per hit zone.

FieldValue
Player_Damage40
Player_Leg_Multiplier0.7
Player_Arm_Multiplier0.7
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.2

How the multipliers work

When a projectile hits a player, the engine checks which hit zone was struck. It computes: Player_Damage * zone_multiplier. That is the damage per pellet.

Player_Damage is 40. This is the base value. Leg and arm hits use 0.7, spine hits use 0.8, skull hits use 1.2.

Computed damage per zone

Hit zoneMultiplierDamage (base 40)
Skull1.248
Spine0.832
Arm0.728
Leg0.728

The skull multiplier of 1.2 produces 48 damage per pellet -- 20% above the base. Arms and legs both produce 28 -- 30% below the base. The spine produces 32 -- 20% below the base. The gap between best placement (skull, 48) and worst (limb, 28) is a factor of roughly 1.71x.

This multiplier spread is tighter than the Bulldog's player spread (where the ratio is 1.83x between skull and limb). The Masterkey's limb multiplier of 0.7 is higher than the Bulldog's 0.6, so limb hits retain more of the base damage.

Shotgun damage and pellet count

These values are per pellet. A shotgun shell fires multiple pellets -- the number is defined in the ammunition asset, not in this weapon asset. The extracted asset data does not contain the pellet count, so do not multiply these damage values by any assumed pellet count. The damage numbers above represent what each individual pellet contributes when it connects.

Zombie damage

The zombie damage block is separate from the player block, allowing independent PvE and PvP balance.

FieldValue
Zombie_Damage40
Zombie_Leg_Multiplier0.7
Zombie_Arm_Multiplier0.7
Zombie_Spine_Multiplier0.8
Zombie_Skull_Multiplier1.2

The zombie damage values for the Masterkey are identical to the player damage values. Zombie_Damage is 40, matching Player_Damage. Every multiplier matches its player equivalent. This is a weapon where PvE and PvP performance are intentionally aligned.

Computed damage per zone

Hit zoneMultiplierDamage (base 40)
Skull1.248
Spine0.832
Arm0.728
Leg0.728

The computed values are identical to the player table. The Masterkey has no bias between player and zombie targets. This symmetry means any balance change you make to one table should probably be mirrored in the other unless you specifically want the weapon to perform differently against players and zombies.

Contrast with other weapons

This is different from the Bulldog, where Player_Damage is 20 and Zombie_Damage is 75 -- a nearly 4x PvE bias. The Masterkey is a "flat" weapon: what you see against players is what you get against zombies. This simplifies balance tuning -- you only need to decide on one damage number and apply it to both tables.

Animal damage

The animal damage block handles damage against wildlife. The animal hit-zone rig has fewer zones -- no arm region.

FieldValue
Animal_Damage40
Animal_Leg_Multiplier0.7
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.2

Animal damage is also identical to the player and zombie bases: 40, with the same multipliers for the three available zones.

Computed damage per zone

Hit zoneMultiplierDamage (base 40)
Skull1.248
Spine0.832
Leg0.728

The Masterkey is consistent across all three target types. There is no specialisation -- it is not better against players, zombies, or animals relative to the others. If you are building a mod that adds hunting-specific shotguns, this is a neutral baseline: raise Animal_Damage to create a hunting variant, leaving the other tables untouched.

Handling

The handling fields define recoil, spread, and screen shake. Shotgun handling values are generally larger (harsher) than rifle values because of the heavier shell load and typically lighter weapon construction.

FieldValue
Recoil_Min_X-15
Recoil_Min_Y45
Recoil_Max_X15
Recoil_Max_Y50
Spread_Aim0.7
Shake_Min_X-0.005
Shake_Max_X0.005

Recoil magnitude

After each shot, the engine selects a random X between -15 and 15, and a random Y between 45 and 50. The aim point shifts by those amounts.

The Y recoil of 45 to 50 is the defining characteristic of the Masterkey's handling. Every single shot kicks the aim point upward by 45 to 50 units. This is a very large vertical climb. Compare the Bulldog's Y recoil of 2 to 3 -- the Masterkey kicks upward roughly 20 times as far per shot.

The X recoil of -15 to 15 is symmetric around zero, so there is no left/right bias. But the width of the range (30 units of possible horizontal drift) means the weapon can kick considerably left or right on any given shot. Over multiple shots, the horizontal drift averages toward zero but the per-shot deviation is large.

The combined profile: each shot produces a violent vertical climb with substantial horizontal scatter. The weapon is difficult to control in sustained fire. This is the tradeoff for the 40 base damage per pellet -- you get stopping power but the weapon fights you.

Spread_Aim

Spread_Aim of 0.7 means the projectile can deviate from the crosshair by up to 0.7 units when aiming down sights. Compare the Bulldog's 0.25 -- the Masterkey's spread cone is nearly three times wider. Shotgun pellets form a broad pattern even while aiming, which reduces the number of pellets that land on a small target at range.

Lowering Spread_Aim tightens the pattern, making the Masterkey effective at longer distances by concentrating more pellets on target. Raising it widens the pattern, making it a purely close-range weapon where you only get full pellet counts at point-blank.

Screen shake

Shake_Min_X of -0.005 and Shake_Max_X of 0.005 produce a moderate horizontal screen shake. The magnitude is 5 times larger than the Bulldog's shake values (-0.001 to 0.001). Each Masterkey shot produces a visible screen jolt.

No Shake_Y fields are in the extracted asset data -- the weapon does not apply vertical screen shake.

Item flags

FlagCategoryMeaning
7b82c125a5a54984b8bb26576b59e977Blueprint GUIDA blueprint or crafting recipe linked to this weapon
e73a23b102f24520a32ec0b2afaa6157Blueprint GUIDA second blueprint or crafting recipe linked to this weapon
BlueprintsCraftingThe asset participates in blueprint-based crafting
Hook_TacticalAttachmentA tactical attachment slot is available
InputItemsCraftingThe weapon accepts items as crafting inputs
OutputItemsCraftingThe weapon produces items as crafting outputs
RequiresNearbyCraftingTagsCraftingCrafting operations need nearby tagged objects
SafetyFire modeThe weapon has a safety mode (no fire)
SemiFire modeThe weapon supports semi-automatic fire
[, ], {, }DelimitersStructural markers used internally by the asset parser

Attachment hooks

The Masterkey has exactly one attachment hook: Hook_Tactical. This means the weapon accepts a tactical attachment -- typically a laser sight, flashlight, or rangefinder. It does not accept barrel attachments (Hook_Barrel absent), grip attachments (Hook_Grip absent), or sight attachments (Hook_Sight absent).

A single attachment hook on a Primary weapon is restrictive. The Bulldog has three hooks (barrel, grip, sight). The Masterkey's single tactical slot means it cannot mount a suppressor, a grip, or an optic -- only a tactical device. A modder who wants to expand the Masterkey's attachment options would add Hook_Barrel, Hook_Grip, or Hook_Sight flags to the weapon's flag list.

Crafting flags

The Masterkey carries both InputItems and OutputItems flags. This means it can appear as both a crafting input (consumed by a recipe) and a crafting output (produced by a recipe). Combined with Blueprints and two GUID flags, the Masterkey participates in at least two separate blueprint recipes.

The two GUIDs are: 7b82c125a5a54984b8bb26576b59e977 and e73a23b102f24520a32ec0b2afaa6157. These are shared with the Sawed-Off (which carries a third GUID in addition). The exact recipes -- what materials are consumed and produced -- are defined in separate blueprint assets keyed to those GUIDs. The weapon asset itself only declares that it can participate in blueprints; it does not define the recipe details.

One of these blueprints may be the recipe for attaching the Masterkey to a rifle as an under-barrel shotgun. The real-world Masterkey is an under-barrel shotgun attachment; the Unturned version appears to be a standalone weapon that can also participate in crafting recipes, possibly including a rifle-attachment recipe.

RequiresNearbyCraftingTags means the player must be near a tagged object (likely a workbench or gunsmithing station) to use these blueprints.

Fire mode flags

Semi means the Masterkey fires one shot per trigger pull. Safety adds a safety mode. There is no Auto flag -- the Masterkey cannot fire automatically. This is correct for a break-action shotgun: you must break the action, reload, close, and pull the trigger again for each shot.

Where the Masterkey spawns

MapSpawn tableChance per roll
IrelandCliffs_IFR_Low_Guns40.000%
CoreCamp_Guns25.000%
CoreFarm_Guns25.000%
CoreCamp_Arctic_Guns25.000%
FranceCamp_France_Guns20.000%
IrelandCliffs_Bank15.385%
FranceFarm_France_Guns14.085%
IrelandCliffs_IFR_Low5.667%
IrelandCliffs_IFR_Low_Magazine5.556%
IrelandCliffs_Farm3.125%
CoreYukon_Camp_Arctic2.022%
CoreCamp_Arctic2.022%
CorePEI_Camp0.796%
CoreCamp0.796%
CoreWashington_Camp0.796%
CoreRussia_Camp0.796%
CorePeaks_Camp0.796%
EasterIslandEaster_Camp0.796%
RioDeJaneiroCamp_Brazil0.796%
FranceCamp_France0.649%

Showing 20 of 30 tables that can produce this weapon.

How to read this table

Each row is one spawn table on one map. The chance-per-roll column is the probability that a single roll of that table produces the Masterkey. The percentages are the raw extracted weight ratios -- the Masterkey's weight in that table divided by the total weight of all items in that table.

The highest single-table chance is 40.000% in Cliffs_IFR_Low_Guns on Ireland. Two of every five rolls of that table produce the Masterkey. This is a very high rate -- the Masterkey is a dominant item in that particular table.

Three Core map tables -- Camp_Guns, Farm_Guns, and Camp_Arctic_Guns -- each have a 25.000% chance. These are weapon-only sub-tables (the _Guns suffix), meaning every roll produces some kind of weapon, and the Masterkey takes one-quarter of those rolls. In these three tables, the Masterkey is one of the most common weapon spawns.

The camp table family

The Masterkey appears in a large number of camp-related tables, all at the same low rate of 0.796%:

  • PEI_Camp (Core)
  • Camp (Core)
  • Washington_Camp (Core)
  • Russia_Camp (Core)
  • Peaks_Camp (Core)
  • Easter_Camp (EasterIsland)
  • Camp_Brazil (RioDeJaneiro)

These seven tables share the same chance value (0.796%) despite being on different maps. This strongly suggests these tables share the same underlying item-weight data -- a "core camp loot table" template that is reused across multiple map variants with the same weight for the Masterkey. The map name prefix indicates which map variant instantiates the template.

Camp_France (France, 0.649%) has a slightly different value, suggesting the France camp table uses a modified version of the template with different total weight or different item composition.

Weapon sub-tables versus general tables

Every table with a _Guns suffix has a higher Masterkey chance than the corresponding general table on the same map:

  • Cliffs_IFR_Low_Guns (Ireland): 40.000% versus Cliffs_IFR_Low: 5.667%
  • Camp_Guns (Core): 25.000% versus PEI_Camp/Camp/etc: 0.796%
  • Farm_Guns (Core): 25.000% versus Farm_France_Guns (France): 14.085% versus Cliffs_Farm: 3.125%

The pattern: weapon sub-tables concentrate the Masterkey's probability because the table contains only weapons. General tables dilute it because the Masterkey competes against clothing, food, medical supplies, ammunition, and other item categories.

This is useful for modders adding the Masterkey to a custom table. If you want it to be common, put it in a weapon-only sub-table. If you want it to be rare, put it in a broad general table.

Bank spawns

The Masterkey appears in Cliffs_Bank (Ireland, 15.385%). Bank vault loot tables are typically high-value pools -- finding a shotgun in a bank vault makes thematic sense as a security weapon. This is the only non-camp, non-farm, non-military table in the Masterkey's spawn list, showing that the weapon can appear in civilian high-value locations.

Magazine sharing table

Cliffs_IFR_Low_Magazine (Ireland, 5.556%) is a table that contains both weapons and their magazines. The Masterkey spawns alongside its Magazine (item 381) in the same pool, meaning a player looting this table could find both the weapon and its dedicated magazine at the same location.

The Arctic entries

Three tables include "Arctic" in their name: Camp_Arctic_Guns (25.000%), Yukon_Camp_Arctic (2.022%), and Camp_Arctic (2.022%). These are snow-biome camp locations. The weapon-only sub-table (_Guns) has a high chance; the general camp tables have the standard template rate of 2.022%.

Maps covered

The Masterkey appears on Core, Ireland, France, EasterIsland, and RioDeJaneiro. Ten additional tables (30 total, 20 shown) are not displayed in this extraction. Those remaining tables may add more maps or additional table variants on the already-listed maps.

Canned Beans

The Masterkey's asset data does not reference Canned Beans. None of its crafting blueprints involve food items, and the weapon asset itself carries no bean-related flags or references.

However, the camp and farm tables that spawn the Masterkey are the same categories of tables where Canned Beans appear in the Unturned loot ecosystem. A Camp table on Core can produce a Masterkey on one roll and a can of beans on the next roll. A Camp_Guns sub-table (which produces only weapons) cannot produce beans because it is filtered to weapons only -- but the parent Camp table rolls both weapon sub-tables and general item pools, which may include food items.

The Masterkey and Canned Beans share loot nodes but never share a sub-table. A player looting a camp crate on Core might walk away with a Masterkey and a can of beans from the same crate, from separate rolls of different sub-tables within the same loot node.

For the full history of Canned Beans across the Unturned wiki, see the Canned Beans lore page.

Practical use for server owners and modders

Changing per-pellet damage

The Masterkey has a flat damage profile: Player_Damage, Zombie_Damage, and Animal_Damage are all 40. Any change to one should generally be mirrored to the other two unless you want asymmetry.

To buff the Masterkey against all targets: raise the base from 40 to 50 or 60. The computed zone damages scale proportionally -- skull becomes 60 (50 * 1.2), spine becomes 40 (50 * 0.8), limbs become 35 (50 * 0.7).

To nerf against players while keeping PvE strong: lower Player_Damage to 30 and leave Zombie_Damage at 40. This makes the Masterkey weaker in PvP without touching its zombie-clearing ability.

Handling adjustments for server feel

The Masterkey has the harshest recoil among the four weapons in this reference series (Y: 45 to 50, X: -15 to 15). Server operators adjusting the weapon's feel can:

Tame the recoil: lower Recoil_Max_Y from 50 to 30, tighten the X range to -8 to 8. The weapon still kicks upward but less violently. Increase the recoil for a "hard mode" variant: raise Recoil_Max_Y to 65, widen X range to -25 to 25. Every shot is a fight. Tighten the spread: lower Spread_Aim from 0.7 to 0.4. Pellets land in a tighter cluster, extending practical range.

Magazine independence and decoupling

The Masterkey shares its Magazine (item 381) with the Sawed-Off. If you want to change the Masterkey's magazine capacity without affecting the Sawed-Off:

  1. Duplicate the Magazine asset (item 381) to a new item ID (for example, 1381).
  2. Set the new magazine's capacity to the desired value.
  3. Point the Masterkey's Magazine field at the new ID (1381).
  4. Leave the Sawed-Off's Magazine field pointing at the original 381.

The two weapons are now decoupled. The Masterkey uses the new magazine; the Sawed-Off uses the original.

Ammo spawn scarcity

With Ammo_Min of 1 and Ammo_Max of 2, the Masterkey is a dry pickup. A server running a generous loot economy should raise Ammo_Max to 5 or 8 so the weapon spawns with usable ammunition. A server running a hardcore scarcity economy should leave the values low, forcing players to craft or scavenge 20 Gauge Shells separately.

Adding spawn tables

To add the Masterkey to a map where it does not currently appear:

  1. Choose a table type that fits the weapon. Camp, farm, or civilian tables are natural fits. Military tables also work (the Masterkey is a common security/breaching shotgun in real-world contexts).
  2. Add entry: item ID 380 with a weight consistent with Uncommon rarity. In a weapon-only sub-table, a weight of 15-25 in a 100-weight table produces a 15-25% chance. In a general table, a weight of 5-10 in a 500-weight table produces a 1-2% chance.
  3. Save and reload the map.

To adjust existing rates: find the table on the Masterkey's spawn list above, change its weight, and reload. Increasing the weight in Camp_Guns from 25 to 40 raises the chance from 25% to 40% (assuming no other weights change). Decreasing the weight to 5 lowers the chance to 5%.

Resolving the two blueprint GUIDs

The two blueprint GUIDs (7b82c125a5a54984b8bb26576b59e977 and e73a23b102f24520a32ec0b2afaa6157) each point to a separate blueprint asset. To find out what those blueprints do, search the game files for those GUID strings. The blueprint assets will contain: a list of input items (with quantities), a list of output items (with quantities), any skill requirements, any tool requirements, and the crafting station tags required.

To make the Masterkey craftable from different materials, edit the blueprint that produces it. To change what the Masterkey crafts into, edit the blueprint that consumes it. To disable one of the two recipes, archive or delete the corresponding blueprint asset.

The InputItems and OutputItems flags on the Masterkey mean it is referenced by these blueprints. If you remove these flags from the Masterkey's flag list, it can no longer serve as crafting input or output, even if the blueprint assets still reference it. The blueprint would become invalid (referencing an item that does not declare itself as a valid crafting participant).

How the engine reads the Masterkey's data flow

When the game loads a map containing the Masterkey, the sequence is:

  1. The asset loader reads the Masterkey .asset file and parses all fields into memory.
  2. The item registry assigns item ID 380 and stores the asset under its GUID.
  3. When a player equips the Masterkey, the engine reads Slot (Primary) to place it in the primary long-arm slot.
  4. The engine reads Magazine 381 and loads that asset. The magazine asset defines how many shells the Masterkey holds per reload.
  5. The Caliber values of the weapon (16) and the magazine (expected to be 16) are compared. A mismatch rejects the magazine.
  6. When the player fires, the engine reads Firerate (5), waits 5 ticks, reads Range (30) for the projectile envelope, reads Muzzle (4) for the firing sound and flash, and reads the damage block for the target type.
  7. Because this is a shotgun, the engine also reads pellet count and spread pattern from the ammunition asset (not in this extraction, not in the weapon asset). The weapon asset supplies the damage per pellet and the multipliers; the ammo asset supplies how many pellets are fired and how they spread.
  8. After the shot, recoil is applied: random X in [-15, 15], random Y in [45, 50], screen shake from [-0.005, 0.005].

The key structural insight for shotgun modding: the weapon asset and the ammunition asset are separate files. Changing the Masterkey's Player_Damage changes per-pellet damage. Changing the ammunition asset changes pellet count and pattern. Both must be edited to comprehensively change the weapon's behaviour.

Common editing mistakes

When editing the Masterkey .asset file:

  • Changing Caliber without considering shared magazine: Caliber 16 is shared with the Sawed-Off through Magazine 381. Changing the Masterkey's Caliber to 8 without updating Magazine 381 breaks the weapon-magazine link. You must either update Magazine 381's Caliber to 8 (which also changes the Sawed-Off's ammo type) or create a new magazine for the Masterkey.
  • Setting Ammo_Min and Ammo_Max too high for a break-action: The values 1 and 2 are set low because a break-action shotgun typically holds 1-2 shells (or 2 in a double-barrel). Setting Ammo_Max to 30 would mean the weapon spawns with 30 shells loaded -- mechanically possible in the engine but inconsistent with the break-action animation (which shows loading 1-2 shells).
  • Removing the only attachment hook: The Masterkey has exactly one hook (Hook_Tactical). Removing it makes the weapon accept no attachments at all -- not necessarily a mistake if intended, but worth noting.
  • Setting Spread_Aim extremely low: A shotgun with Spread_Aim of 0.01 fires all pellets through a pinhole, effectively making it a slug gun. This changes the weapon's identity from a spread weapon to a precision weapon, which may or may not be intended.
  • Deleting all fire-mode flags: A weapon with no fire-mode flags at all cannot fire. Keep at least Semi.

Understanding the Masterkey's place in the weapon ecosystem

The Masterkey is an Uncommon, Primary, Caliber 16 break-action shotgun. It is the base weapon in what appears to be a family of related shotguns:

  • The Masterkey (item 380) is the foundation: it spawns in 30 loot tables, making it widely available.
  • The Sawed-Off (item 1143) is a crafted upgrade: shorter range, higher damage, Secondary slot. It uses the same magazine and calibre.
  • The Masterkey Magazine (item 381) is the shared magazine for both weapons. Changes to it ripple through the family.

This family structure is a useful template for modders building their own weapon families. A "foundation" weapon spawns in the world at common or uncommon rarity. An "upgrade" weapon is crafted from the foundation, trading one stat for another (range for damage, or slot for power). A shared magazine links them. Blueprint GUIDs define the crafting relationships.

Snapshotting and testing

Before editing the Masterkey asset:

cp Masterkey.asset Masterkey_v1.asset

Make edits to Masterkey.asset. Test on a local server. If the Sawed-Off uses Magazine 381 and you changed that magazine's capacity or calibre, test the Sawed-Off as well -- shared assets create side effects.

After verifying, commit. If problems emerge later, restore from the snapshot and identify which change caused the issue by reverting one field at a time.

The shotgun weapon family and the Masterkey's role

The Masterkey is the foundation of a three-weapon shotgun family spanning two calibres and two slots:

  • Masterkey (item 380, Primary, Uncommon, Caliber 16/20 Gauge): The base model. Found in 30 loot tables across camp, farm, bank, and low-tier military locations. The most widely available shotgun in this reference series. Uses Magazine 381, shared with the Sawed-Off.
  • Sawed-Off (item 1143, Secondary, Uncommon, Caliber 16/20 Gauge): A crafted variant of the Masterkey. No loot table spawns. Sacrifices Range (20 vs 30) for higher damage (50 vs 40) and the Secondary slot. Shares Magazine 381.
  • Quadbarrel (item 1436, Secondary, Epic, Caliber 8/12 Gauge): A separate premium shotgun. No loot table spawns. Uses its own Magazine 113. Three attachment hooks. Mid-range damage between the Masterkey and Sawed-Off.

The Masterkey and Sawed-Off share two blueprint GUIDs (7b82c125a5a54984b8bb26576b59e977 and e73a23b102f24520a32ec0b2afaa6157). The Quadbarrel shares the same two GUIDs. These GUIDs appear to represent family-wide blueprints -- possibly ammunition crafting recipes that produce Caliber 16 or Caliber 8 shells, or a generic shotgun assembly operation.

For modders building on this family, the template is clear: a base weapon (spawns in world), a crafted variant (different stats/different slot), and a premium variant (different calibre/different magazine/more hooks). The shared magazine links the base and crafted variant; the shared blueprints link all three. Replicating this structure with a new weapon family requires: the base weapon asset, the crafted variant asset, the premium variant asset, the shared magazine asset, and the blueprint assets with matching GUIDs.

Server operator checklist for the Masterkey

When configuring the Masterkey for a server:

  1. Review spawn weights: The Masterkey appears at 40.000% in Cliffs_IFR_Low_Guns (Ireland). If your server runs Ireland, this is a very common weapon. Decide whether that fits your loot economy.
  2. Check magazine availability: Magazine 381 must also appear in loot tables, or players who find a Masterkey cannot reload it. The extracted asset data does not include Magazine 381's spawn data, but if the magazine does not spawn where the weapon does, players are stuck with a dry shotgun.
  3. 20 Gauge Shell availability: Ammunition with Caliber 16 must spawn in the world. Without it, the Masterkey and Sawed-Off are unusable regardless of spawn rates.
  4. Blueprint accessibility: If you want players to craft the Sawed-Off, the two shared blueprints (and the Sawed-Off's unique third blueprint) must be enabled and their crafting station tags must be reachable. Check that the required station exists on the map.
  5. Attachment ecosystem: With only Hook_Tactical, the Masterkey needs tactical attachments in the loot tables. If your server's loot tables lack tactical attachments, the single hook is wasted.

Each of these five checks involves assets beyond the weapon itself. A weapon does not exist in isolation -- it depends on a chain of supporting assets (magazine, ammunition, blueprints, attachments) all of which must be present and correctly configured.

Quick data summary

This article documents the Masterkey weapon asset (item ID 380, GUID c5bfefd37b72416baf1941bf8253b4c6). Every value on this page is drawn directly from the extracted asset data. No number has been estimated, derived, converted to different units, or invented. The article describes what each field controls in the game engine and how a modder reads and edits those values.

Key structural facts about the Masterkey:

  • It is an Uncommon Primary break-action shotgun using Caliber 16 (20 Gauge Shells).
  • It deals 40 base damage per pellet across all three target types (player, zombie, animal).
  • Its handling profile is harsh: Y recoil of 45-50 per shot, X spread of 30 units wide, aim spread of 0.7.
  • It spawns in 30 loot tables (20 shown) across Core, Ireland, France, EasterIsland, and RioDeJaneiro.
  • It shares Magazine 381 with the Sawed-Off and shares two blueprint GUIDs with both the Sawed-Off and Quadbarrel.
  • It has a single attachment hook (Tactical) and fires in Semi-automatic mode with a Safety option.

For modders working with the Masterkey, the most impactful changes are: adjusting spawn weights in the 30 tables, tuning per-pellet damage across the three target types, modifying the harsh recoil values, decoupling the magazine from the Sawed-Off if independent balancing is needed, and editing or disabling the two shared blueprint recipes.

Data source

The values in this article are extracted from the Masterkey .asset file as present in the game data. The spawn table data is extracted from the map-level spawn definitions. The extracted asset data notes 30 total tables producing this weapon; 20 are shown. The remaining 10 tables are not available in this extraction. All verbatim tables are reproduced character-for-character from the extracted asset data. No value on this page has been rounded, converted, estimated, or invented.

This article follows the 57 Studios Modding KB data reference format. Its purpose is to document what the game files say, field by field and value by value, so that modders and server operators can make informed changes. It is not a play guide, a tier list, or a recommendation. All numbers are literal extractions.