Nykorev Weapon Reference
The Nykorev is an Unturned firearm defined by the asset Nykorev with item ID 126 and GUID cde96a85b86b4ea99389a83eaa603a32. It is an Epic primary-slot machine gun chambered in Nykorev ammunition. This reference documents every field a modder reads and edits when working with the Nykorev in the Unturned editor or in a raw .dat file. It covers the ballistics table, the three damage tables, the handling parameters, the enum flags that control behaviour, and the loot tables the weapon appears in across all official and curated maps.
If you searched for "Nykorev damage", "Nykorev spawn", "Nykorev stats", "Nykorev GUID", or "Nykorev item ID", this page is the canonical data reference for what the game files actually contain. It does not tell you how to play; it tells you what the asset declares and how a modder interprets those declarations.
Asset identity
Every gun in Unturned is a .dat asset file. The fields below are read directly from the asset. The key identifiers are:
| Property | Value |
|---|---|
| Asset name | Nykorev |
| Item ID | 126 |
| GUID | cde96a85b86b4ea99389a83eaa603a32 |
| Rarity tier | Epic |
| Slot | Primary |
The asset name is what you type in the editor spawn menu and what appears in spawn-table entries. The item ID is the integer the engine uses internally; it is the value stored in save files and sent over the network. The GUID is a 32-character hex string that uniquely identifies the asset across every map, mod, and server. If you write a plugin that references the Nykorev by GUID, you use cde96a85b86b4ea99389a83eaa603a32. The rarity tier is Epic, which matches the Maplestrike and places the Nykorev in the second-highest tier below Legendary. The slot determines which inventory row the item occupies.
The in-game description string is: Russian machine gun chambered in Nykorev ammunition. This string is read from the asset's Description field and displayed in the inventory tooltip.
The Nykorev asset is stored as a plain-text .dat file in the Unturned asset directory hierarchy. The .dat format is a key-value format with section blocks delimited by curly braces. Each field is a key-value pair on its own line, and special values like GUIDs are quoted strings. The engine's asset manager reads every .dat file at startup and builds an internal asset registry indexed by both item ID and GUID. When a server spawns an item, it references the item ID; when a plugin queries an item, it typically uses the GUID. A GUID collision between two assets will cause one asset to overwrite the other in the engine's registry, which is why every custom weapon mod must generate a fresh GUID that does not match any existing asset -- vanilla or modded. The GUID cde96a85b86b4ea99389a83eaa603a32 is a 32-character hexadecimal string generated when the asset was first created in the Unity editor, and it is hardcoded into every vanilla spawn table that references the Nykorev.
The .dat file is loaded by the engine's asset pipeline at server startup (or single-player world load). The engine parses the file, extracts each key-value pair, builds the flags enum set from the flags block, and registers the asset in the appropriate category (in this case, the primary-slot ranged-weapons category). Once loaded, any system that needs to reference the Nykorev -- the spawn manager, the crafting system, the attachment system, the damage calculator -- queries the registry by item ID or GUID. If a .dat file is malformed (missing a closing brace, containing invalid flag names, or referencing a non-existent Caliber enum), the engine may skip the asset entirely or load it with default values for the unrecognized fields.
The Nykorev's rarity tier is Epic, the second-highest tier in Unturned's five-tier rarity system: Common, Uncommon, Rare, Epic, and Legendary. In the context of machine guns, Epic is a significant placement. The assault rifles in this series sit at Rare (Eaglefire) and Epic (Maplestrike). The Nykorev shares its Epic tier with the Maplestrike, which means the game engine considers these two weapons to be in the same rarity bracket despite belonging to different weapon classes. The Nykorev is the only machine gun at Epic or above in the vanilla game -- no Legendary LMG exists. This makes the Nykorev the highest-tier automatic suppression weapon available. The engine uses rarity to influence spawn table weighting: higher-tier items generally appear in fewer tables and at lower per-roll weights. However, the Nykorev's spawn distribution (34 tables total) is broad for an Epic weapon, which suggests that its rarity tier is offset by its faction-specific placement -- a Common weapon in general-loot tables might have the same effective drop rate as an Epic weapon concentrated in narrow faction tables.
The choice to place a machine gun at Epic rather than Rare reflects a design decision about weapon class hierarchy. In Unturned's item economy, machine guns are positioned above assault rifles in desirability tier but below sniper rifles. The Maplestrike (assault rifle) and Nykorev (machine gun) share Epic, while the Timberwolf (sniper rifle) sits at Legendary. For a modder creating a new weapon tier, this hierarchy suggests that machine guns should occupy the same rarity bracket as the most desirable assault rifles, not below them. If you are adding a custom LMG to the game, placing it at Epic matches the Nykorev's precedent; placing it at Legendary would break the established pattern unless the weapon has sniper-level damage scaling.
Ballistics fields
The ballistics block defines how the weapon fires. The Nykorev's ballistics are configured for a high-capacity automatic machine gun. The magazine enum and ammunition range are the most distinctive values in this block.
Ballistics
| Field | Value |
|---|---|
| Range | 150 |
| Firerate | 5 |
| Action | Trigger |
| Caliber | 10 |
| Muzzle | 3 |
| Magazine | 127 |
| Ammo_Min | 30 |
| Ammo_Max | 200 |
Range
Range is 150. This is the distance, in game units, at which the projectile's damage falloff begins to apply. At 150, the Nykorev has the shortest effective range of the four weapons in this series: the Eaglefire and Maplestrike have 200, and the Timberwolf has 300. This shorter range is consistent with the Nykorev's identity as a machine gun designed for sustained fire at medium distance rather than precise fire at long range. A modder creating a long-range LMG variant would raise this value toward 200 or 250.
Firerate
Firerate is 5. This is the internal tick count between shots. The value of 5 matches the Maplestrike's firerate. Combined with the Auto flag (present on the Nykorev, see the flags section), the Nykorev fires automatically at the same cycling speed as the Maplestrike's automatic mode. A modder who wants a faster-firing suppression weapon would lower this to 3 or 4. A modder creating a slower heavy machine gun would raise it.
Action
Action is Trigger. This is an enum field that tells the engine which firing mode animation and internal firing logic to use. Trigger means the weapon uses a standard trigger-based firing cycle. When combined with the Auto flag, the Nykorev fires automatically. This is the same action type used by the Maplestrike and Eaglefire.
Caliber
Caliber is 10. This is an enum that maps the weapon to an ammunition type. Caliber 10 corresponds to Nykorev ammunition, which is a distinct ammunition family. The Nykorev does not share ammunition with Military ammunition (Caliber 1) or Timberwolf ammunition (Caliber 2). The Caliber field also controls which ammo boxes the weapon consumes when a player reloads from inventory. Caliber 10 is a high enum value, which suggests that Nykorev ammunition is in a separate ammunition grouping from the lower-numbered calibers.
The Caliber enum in Unturned is not merely a label -- it is the integer key that the engine uses to match weapons to their ammunition items at runtime. When a player picks up an ammo box, the engine reads the ammo box's Caliber value and only allows it to be loaded into weapons with a matching Caliber field. Caliber 1 is assigned to Military ammunition, which serves the Eaglefire, Maplestrike, and most other military-grade weapons. Caliber 2 is assigned to Timberwolf ammunition. Caliber 10 is assigned to Nykorev ammunition. The jump from 2 to 10 leaves enumeration space -- values 3 through 9 -- potentially reserved for ammunition families that either exist in other game assets or were planned and never shipped. For a modder, this means Caliber values 3 through 9 are available for custom ammunition types without colliding with the Nykorev's ammunition family. A custom weapon that sets Caliber to 10 will consume Nykorev ammunition boxes and share its ammunition economy with the vanilla Nykorev.
The Caliber value also has downstream effects on the weapon's loot identity. Because the engine's spawn tables can be filtered by item type but not by Caliber, Nykorev ammunition boxes must be manually placed in the same faction tables as the weapon itself. This is a manual curation step -- the game does not automatically place ammunition boxes in tables that contain weapons of the matching Caliber. If a map author adds the Nykorev to a custom faction's loot table but forgets to add Nykorev ammunition boxes to the same table, players will find the weapon but not its ammunition, making the weapon effectively useless. This coupling between weapon and ammunition spawn placement is a common pitfall in custom map design and is one reason the Nykorev is considered an advanced asset to work with compared to Caliber 1 weapons, which share a broadly available ammunition type.
Muzzle
Muzzle is 3. This is an enum that controls which muzzle-attachment socket type the barrel uses. The value of 3 matches the Eaglefire and Maplestrike, which means the Nykorev accepts the same barrel attachments as Military-pattern assault rifles. Despite using a different ammunition calibre (10 vs 1), the Nykorev's barrel socket is the same enum as the Military weapons.
Magazine
Magazine is 127. This is an enum that controls which magazine-attachment socket type the weapon uses. A value of 127 means the Nykorev uses its own magazine type, distinct from the Military magazine enum (6) and the Timberwolf magazine enum (20). The Nykorev magazine (often called a box or belt in community terminology, but the asset field is Magazine) is a unique item with its own asset definition. The high enum value of 127 places it far from the common magazine enums, which may indicate that Nykorev ammunition boxes and magazines are registered in a separate range of the attachment enum table. A modder creating a custom drum or extended magazine for the Nykorev must set that magazine's socket enum to 127.
The Magazine enum functions identically to the Caliber enum at the engine level: it is an integer key that the engine compares between a weapon's Magazine field and an attachment's socket value to determine compatibility. Standard Military magazines use enum 6. The Timberwolf magazine uses enum 20. By placing the Nykorev magazine at 127, the asset author deliberately placed it far outside the range of common attachment enums, which cluster in the single digits and low double digits. The value 127 is notable for being the maximum signed 8-bit integer (2^7 - 1), though whether this is intentional or coincidental is not known from the asset data. The practical consequence is clear: no other vanilla attachment shares this socket enum, so the Nykorev magazine is completely isolated from the standard magazine ecosystem. A player cannot swap a Military magazine onto the Nykorev, and a Nykorev magazine fits no other weapon.
The Magazine enum system interacts with the engine's attachment validation in a specific way. When a player attempts to attach a magazine to a weapon, the engine compares the magazine asset's socket value (also stored as an integer enum) against the weapon's Magazine field. If the values match, the attachment is permitted. If they differ, the attachment is rejected. This is a direct integer comparison, not a bitmask or range check, which means there is no concept of "compatible magazine families" -- a magazine with enum 127 fits only weapons with Magazine 127, and nothing else. This strict matching system is why placing the Nykorev magazine at 127 effectively quarantines it: no other vanilla weapon uses this value, and no vanilla magazine uses it either. For a modder, this means any custom magazine designed for the Nykorev automatically cannot be attached to any other weapon, which simplifies balance -- the magazine's capacity can be tuned specifically for the Nykorev's role without worrying about how it would affect other weapons if swapped.
The Magazine enum value of 127 also implies that the Nykorev magazine is a separate .dat asset file with its own item ID, GUID, and properties. While this reference focuses on the weapon asset itself, the magazine asset is a sibling file that defines the magazine's capacity, model, and socket enum. The Nykorev cannot function without this sibling asset -- if the magazine asset is missing from the game files, the weapon may still spawn but will be unable to reload. This dependency is another reason the Nykorev is an advanced asset to modify: cloning the weapon also requires cloning or referencing the magazine asset, and failing to do so will produce a broken weapon.
Ammo_Min and Ammo_Max
Ammo_Min is 30 and Ammo_Max is 200. These define the range of ammunition the weapon can spawn with when it appears in the world. When the engine places a Nykorev on the ground from a spawn table, it rolls a random integer between 30 and 200 inclusive and fills the attached magazine with that many rounds. This is the widest ammo range and the highest Ammo_Max of any weapon in this series. The Eaglefire and Maplestrike have Ammo_Min of 10 and Ammo_Max of 30. The Timberwolf has Ammo_Min of 1 and Ammo_Max of 6. The Nykorev's Ammo_Max of 200 reflects its high-capacity box-magazine design. A modder who wants every spawned Nykorev to have a full magazine would set Ammo_Min to 200. A modder who wants to simulate partially-depleted magazines found in the field would lower Ammo_Max and widen the gap between min and max.
Ammo_Max of 200 is the defining capacity figure for the Nykorev's battlefield role. The spawn range from 30 to 200 means the engine can produce the weapon with anywhere from the assault rifles' maximum capacity (at the low end) to six and two-thirds times the assault rifles' maximum (at the high end). Over a large number of spawn events, the average Nykorev will appear with 115 rounds -- the midpoint of 30 and 200 -- which is almost four assault-rifle magazines' worth of ammunition before the player needs to find or craft additional ammo. The wide range also introduces significant variance: a player who finds a Nykorev with 30 rounds has a fundamentally different experience from one who finds it with 200. The low-ammo spawn simulates a weapon found with a partially-spent belt or box; the high-ammo spawn simulates a weapon found in ready condition. A modder who wants to reduce this variance could narrow the range (for example, Ammo_Min of 150 and Ammo_Max of 200), which would make every spawned Nykorev feel consistent while preserving the high ceiling. A modder who wants to emulate an always-full magazine would set both fields to 200.
The Ammo_Max of 200 also has implications for the weapon's role in the ammunition economy beyond the individual spawn event. Because the Nykorev can spawn with anywhere from 30 to 200 rounds, the average amount of ammunition introduced into the game world per Nykorev spawn is 115 rounds. Over many spawns, the total Nykorev ammunition entering the economy is substantial. This is important for server owners configuring loot respawn rates: a fast-respawning Nykorev spawn point can flood the server with Nykorev ammunition, while a slow-respawning one restricts the effective supply. The Ammo_Max value is not just a player-facing capacity number; it is also an economy-facing supply valve. A modder designing a hardcore survival server might lower Ammo_Max to 100 to halve the ammunition supply per spawn. A modder designing a PvP arena server might set both Ammo_Min and Ammo_Max to 200 to ensure every Nykorev arrives fully loaded.
Player damage fields
The player damage block defines how much damage each hit of the Nykorev inflicts on another player, and how that damage is multiplied when the hit lands on a specific body part.
The player damage block is where the Nykorev's identity as a suppression weapon becomes most apparent in numerical terms. Every other weapon in this series uses its player damage block to deliver decisive per-shot impact: the Eaglefire and Maplestrike at 40 can drop an unarmoured target in a small number of well-placed shots, and the Timberwolf at 99 can do the same in even fewer. The Nykorev at 11 cannot deliver decisive per-shot impact against any target with meaningful health. Its damage block exists not to end fights in single shots but to accumulate pressure over a firing duration. This distinction -- between a damage block that kills and a damage block that pressures -- is the structural difference between the assault rifle class and the machine gun class at the asset level.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 11 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Player_Damage
Player_Damage is 11. This is the base damage value before any multiplier is applied. At 11, the Nykorev has the lowest per-shot player damage of any weapon in this series. The Eaglefire and Maplestrike deal 40 per shot; the Timberwolf deals 99. The Nykorev's 11 is roughly one-quarter of the assault-rifle damage. This low per-shot damage is the defining characteristic of the machine gun class: the weapon compensates for low damage per round with a high magazine capacity (Ammo_Max of 200) and automatic fire. A modder who wants a harder-hitting LMG would raise Player_Damage; a modder creating a low-calibre suppression weapon might lower it further.
Hit-zone multipliers
The four multiplier fields follow the same structure as every Unturned gun. When a projectile hits a player, the engine checks which hitbox was struck and multiplies Player_Damage by the corresponding multiplier. The Nykorev's player hit-zone multipliers are identical to the Eaglefire, Maplestrike, and Timberwolf:
Player_Leg_Multiplieris0.6. A leg hit does 60 percent of base damage.Player_Arm_Multiplieris0.6. An arm hit does 60 percent of base damage.Player_Spine_Multiplieris0.8. A spine (torso) hit does 80 percent of base damage.Player_Skull_Multiplieris1.1. A skull (head) hit does 110 percent of base damage.
The multiplier system is uniform across all four weapons in this series. The Nykorev's lower per-hit damage comes from its base value, not from different multiplier tuning.
Computed player damage by hit zone
Player damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 11) |
|---|---|---|
| Skull | 1.1 | 12.1 |
| Spine | 0.8 | 8.8 |
| Arm | 0.6 | 6.6 |
| Leg | 0.6 | 6.6 |
A skull shot with the Nykorev deals 12.1 damage to a player. This is lower than the Eaglefire's leg-shot damage of 24. The damage profile makes clear that the Nykorev is designed around volume of fire rather than per-shot impact.
Player_Damage of 11 is the single most defining balance number on the Nykorev asset. At 11, the base damage per shot is 27.5% of the assault rifles' 40. This is not a subtle reduction -- it is a fundamental reclassification of the weapon's damage profile. The engine applies this 11 to every bullet that hits a player, before any multiplier, before any armour calculation. The value 11 means that in a single frame, one Nykorev bullet does just over one-quarter of the damage of one Eaglefire bullet. The balancing justification for this number is the magazine capacity: the Nykorev carries up to 200 rounds per magazine, versus the assault rifles' 30. Over a full magazine, the Nykorev delivers a substantially larger total potential damage pool than the assault rifles, but that damage is distributed across many more individual bullets. This means the Nykorev's damage output is applied gradually over time rather than in concentrated bursts. This is the core trade-off of the machine gun class: sustained damage accumulation versus per-shot impact.
The hit-zone multipliers are identical to the assault rifles, which means the damage distribution follows the same pattern: skull hits are rewarded with a 10% bonus, spine hits take an 80% multiplier, and limb hits take a 60% multiplier. At the Nykorev's base damage of 11, a skull shot deals 12.1 damage, a spine shot deals 8.8, and a limb shot deals 6.6. The gap between a skull shot and a limb shot is 5.5 damage, which is half of the base damage value. Because the base damage is so low, the multiplier differences are compressed in absolute terms: the spread between best and worst hit zone is only 5.5 points. In relative terms, a skull shot still does 83% more damage than a limb shot -- the same ratio as every other weapon in this series -- but the absolute numbers are smaller. This compression means that while shot placement still matters, it matters less in absolute terms on the Nykorev than on the assault rifles. The weapon's damage output is less sensitive to the player's aim quality, which is appropriate for a weapon designed around volume-of-fire and area suppression rather than precision marksmanship. A player who lands all limb shots with the Nykorev loses less relative damage than a player who lands all limb shots with the Eaglefire, because the gap between limb and skull damage is narrower in absolute terms.
The compressed damage range has a secondary consequence for modders balancing the Nykorev against body armour. Unturned's armour system reduces incoming damage by a flat percentage or absolute value depending on the armour piece. When armour subtracts a percentage from incoming damage, the Nykorev's already-low 11 base damage is reduced further. A 20% damage reduction on an eaglefire skull shot brings 44 down to 35.2, still a substantial hit. The same 20% reduction on a Nykorev skull shot brings 12.1 down to 9.68, a value barely above the weapon's limb damage without armour. This means the Nykorev's effective damage falls below perceptible thresholds faster under armour than the assault rifles do. The low base damage amplifies the impact of any flat or percentage damage reduction, which is why the Nykorev can feel disproportionately weak against armoured players. A modder who wants the Nykorev to remain effective against armour without raising its base damage could add an armour-penetration modifier through a plugin rather than changing the asset's Player_Damage directly.
This armour interaction is another reason the Nykorev's damage profile must be tuned holistically rather than in isolation. A modder who raises Player_Damage to 20 to compensate for armour may find that the weapon becomes too strong against unarmoured targets, because the armour penalty that kept the weapon in check is now being compensated for at the base-damage level. A better approach for armour-heavy servers is to leave Player_Damage at 11 and instead adjust the hit-zone multipliers -- for example, raising Player_Skull_Multiplier from 1.1 to 1.3 to make headshots more rewarding against armoured targets without affecting body-shot damage against unarmoured ones. The multiplier fields provide a more surgical tuning lever than the base damage field when the goal is to adjust the weapon's performance against specific target profiles.
Zombie damage fields
The zombie damage block applies to hits against zombie entities. The Nykorev's zombie damage per shot is higher than its player damage but still the lowest in this series.
Zombie damage
| Field | Value |
|---|---|
| Zombie_Damage | 33 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
Zombie_Damage
Zombie_Damage is 33. This is the base damage per hit against zombie entities. It is higher than the Player_Damage of 11, following the pattern seen in all four weapons where zombie base damage exceeds player base damage. However, the Nykorev's Zombie_Damage of 33 is the lowest zombie damage per shot in this series. The Eaglefire and Maplestrike deal 99 to zombies; the Timberwolf deals 125. The Nykorev deals 33, roughly one-third of the assault-rifle zombie damage. As with player damage, the Nykorev compensates with sustained automatic fire and large magazine capacity.
Zombie hit-zone multipliers
Zombie_Leg_Multiplieris0.3. A leg hit on a zombie does 30 percent ofZombie_Damage.Zombie_Arm_Multiplieris0.3. An arm hit on a zombie does 30 percent ofZombie_Damage.Zombie_Spine_Multiplieris0.6. A spine hit on a zombie does 60 percent ofZombie_Damage.Zombie_Skull_Multiplieris1.1. A skull hit on a zombie does 110 percent ofZombie_Damage.
Computed zombie damage by hit zone
Zombie damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 33) |
|---|---|---|
| Skull | 1.1 | 36.3 |
| Spine | 0.6 | 19.8 |
| Arm | 0.3 | 9.9 |
| Leg | 0.3 | 9.9 |
The Nykorev's Zombie_Damage of 33 is exactly three times its Player_Damage of 11, representing a 3.0× damage ratio against zombie entities. This ratio is higher than the assault rifles' ratio of approximately 2.475× (both the Eaglefire and Maplestrike deal 99 to zombies and 40 to players). The Nykorev is proportionally more effective against zombies than against players when compared to the assault rifles. This ratio difference is a secondary balancing lever: by setting Zombie_Damage to 33 rather than a value that preserves the assault-rifle ratio, the asset author made the Nykorev somewhat more viable in PvE (player-versus-environment) scenarios than the raw per-shot damage would suggest.
The zombie limb multipliers are more punishing than the player limb multipliers. A zombie limb shot with the Nykorev deals 9.9 damage -- only 30% of the base value, compared to 60% for player limb shots. A skull shot on a zombie deals 36.3 damage, which is 3.67× the damage of a limb shot. The limb-to-skull damage gradient is much steeper against zombies than against players. This means the Nykorev's damage against zombies drops off sharply on poorly-placed shots, and headshots are disproportionately important for maintaining effective damage output. The wide spread (Spread_Aim of 0.1) works against the player in this context: at medium range, the Nykorev's shot dispersion may cause some bullets in a burst to land on limbs or miss entirely, reducing effective damage against zombies substantially compared to what the base 33 damage suggests.
The 3.0× player-to-zombie damage ratio on the Nykorev is a deliberate tuning decision with implications for PvE-oriented modding. The assault rifles' ratio of approximately 2.475× means that an assault rifle's zombie damage is slightly less than two and a half times its player damage. The Nykorev's ratio of exactly 3.0× means it gains proportionally more damage when fired at zombies than the assault rifles do. If the asset author had preserved the 2.475× ratio, the Nykorev's Zombie_Damage would be approximately 27 (rounded from 11 × 2.475). By setting it to 33 instead, the author granted the Nykorev an additional 6 points of zombie damage beyond what the assault-rifle ratio would produce. This is a secondary PvE buff: the Nykorev is intentionally made more effective against zombies than a purely proportional scaling would dictate. For a modder balancing a custom weapon against the Nykorev, the relevant comparison is the Zombie_Damage value of 33, not the ratio itself. A modder creating a custom LMG should set Zombie_Damage as an independently tuned value rather than mechanically deriving it from Player_Damage via a fixed multiplier -- the Nykorev demonstrates that the ratio can and should vary by weapon class.
For PvE server operators, the Nykorev's zombie damage profile presents a specific tuning opportunity. The weapon is intentionally under-tuned against players (11 base) but carries an elevated zombie ratio. A server that is exclusively PvE (no player-versus-player combat) can safely raise Zombie_Damage without affecting PvP balance, because player damage and zombie damage are entirely separate fields in the asset. A common PvE server adjustment for the Nykorev is to raise Zombie_Damage from 33 to 50 or 60, which makes the weapon feel more impactful against zombie hordes without making it overpowered against players. This is a targeted buff that respects the weapon's PvE identity while acknowledging that the vanilla balance was constrained by PvP considerations. A server running both PvP and PvE zones could even use a plugin to apply different Zombie_Damage multipliers based on the zone the player is in, giving the Nykorev its full PvE potential in safe zones while keeping it balanced in contested areas.
Animal damage fields
The animal damage block applies to hits against animal entities.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 11 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
Animal_Damage
Animal_Damage is 11. This matches the Player_Damage value. There is no Animal_Arm_Multiplier field because animals do not have an arm hitbox.
Animal hit-zone multipliers
Animal_Leg_Multiplieris0.6. A leg hit on an animal does 60 percent ofAnimal_Damage.Animal_Spine_Multiplieris0.8. A spine hit on an animal does 80 percent ofAnimal_Damage.Animal_Skull_Multiplieris1.1. A skull hit on an animal does 110 percent ofAnimal_Damage.
Computed animal damage by hit zone
Animal damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 11) |
|---|---|---|
| Skull | 1.1 | 12.1 |
| Spine | 0.8 | 8.8 |
| Leg | 0.6 | 6.6 |
The Nykorev's Animal_Damage of 11 matches its Player_Damage exactly, continuing the pattern seen across all four weapons in this series where animal base damage equals player base damage. The animal hit-zone multipliers mirror the player multipliers: Leg at 0.6, Spine at 0.8, and Skull at 1.1. The notable structural difference is the absence of an Animal_Arm_Multiplier field -- animals in the Unturned entity model do not have an arm hitbox, so the field is not present in the asset.
The Nykorev's animal damage of 11 per shot makes it a poor choice for hunting or animal defence. A limb shot on an animal deals only 6.6 damage, and even a skull shot deals only 12.1. Most animals in Unturned have health pools that make a single Nykorev bullet a negligible fraction of their total health. The weapon is not designed for hunting; its animal damage values are carried over from the player damage block as a structural default rather than a tuned balance choice. A modder who wants to create a hunting-oriented LMG variant would raise Animal_Damage independently of Player_Damage -- these are separate fields in the asset and can be tuned independently. A modder creating a weapon specifically for animal defence would want a much higher base value, potentially closer to the assault rifles' 40 or higher.
The structural decision to set Animal_Damage equal to Player_Damage across all four weapons in this series reflects a convention in the vanilla asset files: animal damage is treated as a variant of player damage rather than an independent damage category. Unturned's damage system has three target classes -- players, zombies, and animals -- but the asset files model animals as players with a reduced hitbox set. The asset fields reinforce this interpretation: animal hit-zone multipliers match player multipliers exactly where the hitboxes overlap (leg, spine, skull), and the only missing field is the arm multiplier, which corresponds to a hitbox that animals simply do not have. This parallelism means that any change a modder makes to Player_Damage without also adjusting Animal_Damage will create an inconsistency where the weapon performs differently against animals than against players. The Nykorev's low Animal_Damage of 11 is a direct consequence of its low Player_Damage of 11 and should not be misinterpreted as a separate design choice specific to animal hunting. A modder tuning the Nykorev for PvP should remember to mirror Player_Damage changes to Animal_Damage for consistency, unless the intent is to deliberately create a weapon that is weak against animals relative to players.
Handling fields
The handling block controls how the weapon moves the camera when fired. The Nykorev's handling values reflect a heavy automatic weapon with wide horizontal recoil swing and moderate vertical climb.
Handling
| Field | Value |
|---|---|
| Recoil_Min_X | -4 |
| Recoil_Min_Y | 4 |
| Recoil_Max_X | 2 |
| Recoil_Max_Y | 6 |
| Spread_Aim | 0.1 |
| Shake_Min_X | -0.003 |
| Shake_Max_X | 0.003 |
The handling fields form a three-part system that works together to define the weapon's firing feel: recoil (the camera kick after each shot), spread (the projectile deviation from the crosshair), and shake (the cosmetic viewport jitter). These three systems are independent in the engine but experienced by the player as a single firing sensation. The Nykorev's handling is tuned for a trade-off that no other weapon in this series makes: it accepts poor accuracy (wide spread, wide recoil) in exchange for sustained automatic fire that saturates an area. Every handling value on the Nykorev -- the -4 to 2 horizontal recoil bias, the 4 to 6 vertical climb, the 0.1 spread, and the 0.003 symmetric shake -- serves this suppression identity. A modder tuning the Nykorev's handling should think of these values as a single integrated profile rather than as independent sliders, because a change to one without corresponding adjustments to the others will produce a weapon that feels incoherent.
Recoil_Min_X and Recoil_Max_X
Recoil_Min_X is -4 and Recoil_Max_X is 2. These define the horizontal recoil range. On each shot, the engine rolls a random float between these two values and adds it to the camera's current horizontal angle. The minimum is negative (-4) and the maximum is positive (2), which means the Nykorev can kick left or right on any given shot -- and the range is heavily biased toward the left. The negative minimum is twice as far from zero as the positive maximum, so leftward kick is more common than rightward kick. The total swing range from -4 to 2 is a span of 6 units, which is the widest horizontal recoil range of any weapon in this series. Compare: the Eaglefire kicks right exclusively (0.5 to 1.5, span 1.0), the Maplestrike kicks bidirectionally with a tight span (-0.5 to 0.5, span 1.0), and the Timberwolf kicks left exclusively (-4 to -5, span 1.0). The Nykorev's wide horizontal recoil swing makes sustained automatic fire difficult to control.
Recoil_Min_Y and Recoil_Max_Y
Recoil_Min_Y is 4 and Recoil_Max_Y is 6. These define the vertical recoil range. Both values are positive, so the camera always kicks upward. The range from 4 to 6 is wider than the assault rifles (Eaglefire 3 to 4, Maplestrike 4 to 5) but narrower than the Timberwolf (25 to 30). The Nykorev's vertical recoil is moderate per shot, but because it fires automatically and has a large magazine, the cumulative vertical climb over a sustained burst can be substantial.
Spread_Aim
Spread_Aim is 0.1. This is the base spread value when the player is aiming down sights. At 0.1, the Nykorev's aiming spread is twice as wide as the assault rifles' 0.05 and one hundred times wider than the Timberwolf's 0.001. The wide spread reflects the Nykorev's role as a suppression weapon: it is not designed for precision fire. A modder making an accurate LMG variant would lower this toward 0.05 or 0.03. A modder emphasising the suppression role would keep it at 0.1 or raise it further.
Shake_Min_X and Shake_Max_X
Shake_Min_X is -0.003 and Shake_Max_X is 0.003. These define the camera-shake offset range applied to the viewport on each shot. The range is symmetric around zero, so the camera shakes equally left and right. At 0.003, the Nykorev's shake magnitude sits between the assault rifles' 0.0025 and the Timberwolf's 0.005. The shake is purely cosmetic and does not affect projectile accuracy.
Spread_Aim of 0.1 defines the cone of fire when the player aims down sights with the Nykorev. In the Unturned engine, the spread value controls the maximum angular deviation of a projectile from the weapon's aim direction. Each shot fired rolls a random angle within this cone, and the projectile travels along that offset trajectory. At 0.1, the Nykorev's projectiles can deviate up to that angle from the center of the crosshair. The assault rifles' spread of 0.05 means their projectiles deviate at most half as far from the aim point. The Timberwolf's spread of 0.001 is effectively pinpoint -- its projectiles are nearly perfectly aligned with the crosshair. Over the Nykorev's range of 150 units, the spread creates a meaningful beaten zone at maximum distance. A shot aimed at centre mass at 150 units may strike anywhere within the spread cone, which at that distance covers a substantial area relative to a player hitbox. This is intentional for a suppression weapon: it prioritises saturating an area with fire over hitting a single precise point. A player who fires a long burst at maximum range will see their shots land in a scattered pattern around the aim point, with some shots missing entirely. A modder who wants the Nykorev to function as a mid-range suppression tool would keep this value; a modder who wants a precision LMG would lower it toward 0.05 or 0.03.
The recoil range from -4 to 2 on the horizontal axis is the Nykorev's most distinctive handling characteristic and the widest horizontal recoil span of any weapon in this series. The asymmetric bias toward negative values means that over a sustained burst, the weapon's natural tendency is to pull the camera progressively leftward. The negative range (-4) is twice the magnitude of the positive range (2), so on any given shot, the probability of a leftward kick is higher than the probability of a rightward kick. A player who does not actively compensate with rightward mouse movement will find their aim drifting left with each consecutive shot. Combined with the vertical climb of 4 to 6 per shot, the typical recoil pattern over a long burst is up-and-left. The total horizontal span of 6 units (from -4 to 2) is six times wider than the assault rifles' horizontal span of 1 unit. This wide swing range means that consecutive shots in a burst can land in noticeably different horizontal positions even if the player is not moving the mouse at all. The Nykorev's recoil profile creates a beaten zone -- an area on the target plane where bullets spread laterally due to recoil variation rather than spread alone -- that makes the weapon effective at covering a wide area with automatic fire. This recoil profile is unique to the machine gun class and would be inappropriate on a precision weapon; a modder creating a DMR or sniper variant from the Nykorev template would need to tighten both the horizontal and vertical recoil ranges substantially.
The interplay between the Nykorev's spread (0.1) and its wide recoil span (-4 to 2) is what gives the weapon its suppression identity. Spread and recoil are independent systems in the Unturned engine: spread determines where each projectile goes relative to the crosshair at the moment of firing, while recoil determines where the crosshair moves after the shot. A weapon with wide spread but tight recoil would fire a scattered pattern from a stable aim point. A weapon with tight spread but wide recoil would fire accurate single shots that rapidly walk the crosshair off target. The Nykorev combines wide spread with wide recoil, which means neither the aim point nor the shot accuracy favours precision. The result is a weapon that, in sustained fire, produces a broad, shifting zone of fire around the target rather than a tight grouping. This is the "beaten zone" concept applied mechanically: the weapon does not need the player to track the target precisely because the combination of spread and recoil distributes bullets across a wider area than the target occupies. For a modder, these two values should be tuned together: lowering spread without tightening recoil produces a weapon that kicks wildly but fires accurately from each new aim position (an unpredictable but potentially effective pattern), while tightening recoil without lowering spread produces a weapon that stays on target but scatters shots anyway (a frustrating pattern where the crosshair stays on the enemy but the bullets miss). The Nykorev's pairing of Spread_Aim at 0.1 with a recoil span of 6 is a cohesive design -- both values push the weapon toward area-saturation rather than point-targeting.
Flags
The enum flags on a gun asset control which behaviours the engine activates for that weapon. The Nykorev asset declares these flags:
Flags present: "7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157", Auto, Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, OutputItems, RequiresNearbyCraftingTags, Safety, [, ], {, }
GUID flags
The Nykorev has two GUID strings in its flags block: "7b82c125a5a54984b8bb26576b59e977" and "e73a23b102f24520a32ec0b2afaa6157". The first GUID (7b82...) is the same GUID that appears in the Eaglefire, Maplestrike, and Timberwolf flags. The second GUID (e73a...) is unique to the Nykorev among the four weapons in this series. It may reference a master asset specific to Ranger-grade weapons or to the Nykorev ammunition family. When a modder clones the Nykorev, both GUIDs should be removed or replaced with new GUIDs.
Auto
The Auto flag enables fully automatic fire. The Nykorev has Auto, like the Maplestrike and unlike the Eaglefire and Timberwolf. Combined with the Action of Trigger, the Auto flag means the Nykorev fires continuously as long as the player holds the fire input and the magazine has ammunition. The Nykorev is the only weapon in this series designed primarily as an automatic weapon; the Maplestrike has automatic capability but is also used in semi-automatic mode. A modder removing Auto from the Nykorev would reduce it to semi-automatic only, which would fundamentally change its weapon identity.
Blueprints
The Blueprints flag enables the crafting-recipe system for this item. When this flag is present, the engine reads the Blueprints block in the asset file and makes those recipes available at the appropriate crafting station.
Hook flags
Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical are all present on the Nykorev. This is the full set of four attachment hook flags. The Nykorev supports barrel attachments (unlike the Timberwolf, which lacks Hook_Barrel). This means the Nykorev accepts attachments in all four categories: barrel, grip, sight, and tactical.
InputItems and OutputItems
InputItems is present, as it is on the other three weapons in this series. The Nykorev is the only weapon in this series with the OutputItems flag. The OutputItems flag tells the engine to process an OutputItems block in the asset, which defines items that are produced when the weapon performs a specific action. This is commonly used for dismantling recipes: the weapon can be broken down into component items, and the OutputItems block defines what those components are. The presence of both InputItems and OutputItems suggests the Nykorev has both consumption and production crafting operations defined in its asset.
RequiresNearbyCraftingTags
The RequiresNearbyCraftingTags flag means the weapon's crafting recipes require the player to be standing near a world object that carries a matching tag.
Safety and Semi
Safety and Semi are fire-mode flags. Safety means the weapon defaults to a safe mode. Semi means the weapon supports semi-automatic fire. Combined with Auto, the Nykorev has three fire modes: Safety, Semi, and Auto. This matches the Maplestrike's fire-mode configuration.
Bracket flags
The flags [, ], {, and } are structural delimiters in the .dat file format. They must be preserved exactly when editing the asset in a text editor.
Notable present and absent flags
The Nykorev has the Auto flag and the full set of four hook flags. It does not have the Invulnerable flag (present on the Timberwolf), so it takes durability damage with use. It does not have Burst. It has the OutputItems flag, which is absent from the Eaglefire, Maplestrike, and Timberwolf -- this is the Nykorev's unique flag in this series and indicates that the weapon can be dismantled via its asset-defined recipes.
The Nykorev's flags block is a collection of string and character tokens that the engine processes at asset load time. Unturned's flag system is not a bitmask in the traditional programming sense (where each flag corresponds to a specific bit position in an integer); it is a list of named flags where each entry is either a plain-text enum value (like Auto or Semi) or a GUID string (like "7b82c125a5a54984b8bb26576b59e977"). The engine iterates through the flags block during asset loading, checks each token against its internal registry of recognised flag names, and sets the corresponding internal boolean state for that weapon instance. The curly braces { and } and square brackets [ and ] are structural markers that delimit the flags block within the .dat file. They are not functional flags in the game-logic sense; they are file-format tokens that the parser uses to identify where the flags block starts and ends. If you edit the .dat file in a text editor and accidentally remove a bracket, the parser will fail to parse the flags block correctly.
The flag categories present on the Nykorev fall into four groups. Fire-mode flags: Auto, Semi, Safety. Attachment hook flags: Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical. Crafting system flags: Blueprints, InputItems, OutputItems, RequiresNearbyCraftingTags. Reference GUIDs: the two 32-character hex strings. Flags the Nykorev notably does not have include Burst (three-round burst fire), Invulnerable (weapon does not degrade with use), and Spread_Hip (a separate spread value for hip-fire as distinct from aimed spread). The absence of Invulnerable means the Nykorev takes durability damage with each shot fired and will eventually require repair at a crafting station. This is in contrast to the Timberwolf, which has Invulnerable and never degrades.
The interaction between Auto, Semi, and Safety creates a three-position fire selector on the Nykorev. When the player first picks up the weapon, it defaults to Safety mode (no fire). Pressing the fire-mode key (default V in the standard Unturned keybindings) cycles through Safety, then Semi, then Auto, then back to Safety. The game remembers the last non-Safety mode when cycling back through Safety: if the player was in Auto and cycles to Safety, pressing the mode key again returns to Auto. If a modder removes Semi but keeps Auto and Safety, the weapon cycles only between Safety and Auto. If a modder removes Auto but keeps Semi and Safety, the Nykorev becomes semi-automatic-only, which fundamentally alters its combat role from suppression weapon to a slow-firing heavy rifle. Removing the Safety flag is possible but unusual; it would default the weapon to Semi and remove the safety catch.
The four crafting flags -- Blueprints, InputItems, OutputItems, and RequiresNearbyCraftingTags -- form a complete crafting pipeline within the asset. Blueprints acts as the master switch: without it, none of the crafting blocks (Blueprints, InputItems, OutputItems) are parsed. InputItems tells the engine that this weapon can appear as a consumed ingredient in a recipe defined either in this asset or in another asset's Blueprints block. OutputItems tells the engine that this asset defines production operations -- recipes where this weapon is dismantled or processed to yield component items. RequiresNearbyCraftingTags gates all of these operations behind proximity to a world object that carries a matching crafting tag (such as a workbench, anvil, or furnace). All four flags working together make the Nykorev a fully craftable and dismantlable item within Unturned's crafting economy.
For a modder editing the Nykorev asset in a text editor, the flags block is one of the most sensitive sections to modify. Adding a flag is as simple as inserting the flag name (without quotes for enum flags like Auto; with quotes for GUID flags) inside the flags block's delimiters. However, adding a flag that the engine does not recognise will not cause an error -- the engine silently ignores unrecognised flags -- but it will also have no effect. Conversely, removing a flag that the engine expects will disable that behaviour, which may cascade into other systems. For example, removing Blueprints will disable all crafting recipes for the Nykorev, including the dismantling recipe defined by OutputItems. Removing InputItems will prevent the Nykorev from being used as an ingredient in any recipe, even if the recipe is defined in another asset. A modder should understand the dependencies between flags before modifying them: OutputItems depends on Blueprints (the engine will not parse the OutputItems block if Blueprints is absent), the fire-mode flags (Auto, Semi, Safety) depend on each other to define the full fire-selector cycle, and the hook flags control which attachment categories appear in the inventory UI independent of the socket enum values (Muzzle, Magazine). The safest way to experiment with flag changes is to clone the entire asset first, so the original Nykorev asset remains unmodified as a fallback reference.
Where it spawns
The loot tables below are the spawn tables in which the Nykorev appears. Each row is a table entry from a specific map. "Chance per roll" is the probability, on a single roll of that table, that the engine selects the Nykorev entry.
WHERE IT SPAWNS (pre-rendered, use verbatim)
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Arena_Guns_Ranger_Rare | 50.000% |
| RioDeJaneiro | Exterminators_High_Guns | 29.412% |
| Core | Special_High_Guns | 28.571% |
| France | Milita_Super_France_Guns | 11.765% |
| Core | Militia_Special | 9.091% |
| Core | Syndicate_Special | 9.091% |
| Ireland | Cliffs_IFR_High_Guns | 6.579% |
| Core | Beacon | 5.650% |
| Core | Monolith_Arena_Guns_Ranger | 5.376% |
| Core | Arena_Guns_Ranger | 5.376% |
| Ireland | Cliffs_Airdrop_Weapons_Ranger | 4.348% |
| France | Milita_Special_France_Special | 3.704% |
| RioDeJaneiro | Exterminators_High | 2.206% |
| RioDeJaneiro | High_Exterminators_High | 2.206% |
| France | Carepackage_France_Weapons | 0.719% |
| France | Milita_Super_France | 0.649% |
| France | France_Milita_Super_France | 0.649% |
| Ireland | Cliffs_IFR_High | 0.548% |
| France | Carepackage_France | 0.504% |
| Core | Russia_Special_High | 0.429% |
Showing 20 of 34 tables that can produce this weapon.
Reading the spawn-table data
The Nykorev appears in 34 distinct spawn tables across all maps, of which 20 are shown. This is the second-highest table count in this series after the Eaglefire's 40 tables. The highest single-roll chance is 50.000% in Arena_Guns_Ranger_Rare on the Core map. This is a Ranger-faction arena table specifically for rare Ranger weapons. The 50.000% chance matches the dominant spawn percentage of the Maplestrike in Military_Canada_Guns and the Timberwolf in Special_Canada_Guns.
The Nykorev's spawn tables are distinctive in their faction alignment. Unlike the Eaglefire (which appears in American, Russian militia, and civilian tables) and the Maplestrike (which appears in Canadian military tables), the Nykorev's tables are dominated by Ranger, Militia, Syndicate, Exterminator, and IFR (Irish Forces Ranger) factions. The weapon's identity as a Russian machine gun is reflected in its spawn-table placement: it appears in Russian-aligned faction tables rather than NATO-aligned faction tables.
Rio de Janeiro exterminator tables
The Nykorev has strong presence on the Rio de Janeiro map. The Exterminators_High_Guns table carries it at 29.412%, which is the second-highest per-roll chance in the list. There are also two broader Exterminator tables: Exterminators_High at 2.206% and High_Exterminators_High at 2.206%. The "Guns" suffix table at 29.412% is the narrow guns-only version; the other two are broad general-loot tables that mix weapons with other item types, hence the lower per-roll chances.
Core faction tables
On the Core map, the Nykorev appears in several faction-specific special tables: Special_High_Guns at 28.571%, Militia_Special at 9.091%, and Syndicate_Special at 9.091%. The Special_High_Guns table is a narrow high-tier guns-only table; Militia_Special and Syndicate_Special are broad special-loot tables for the Militia and Syndicate factions respectively. A server owner who wants to make the Nykorev more common in Militia areas would raise the weight in Militia_Special.
French militia tables
The France map has a series of militia-themed tables: Milita_Super_France_Guns at 11.765%, Milita_Special_France_Special at 3.704%, Milita_Super_France at 0.649%, and France_Milita_Super_France at 0.649%. The "Guns" suffix table has a substantially higher per-roll chance than the broad tables, consistent with the pattern seen across all weapons in this series. The name "Milita" with one 'i' and two 't's is consistent across these table names; this is the spelling used in the asset files.
French carepackage tables
The Nykorev appears in French carepackage tables at low chances: Carepackage_France_Weapons at 0.719% and Carepackage_France at 0.504%. These are the same two carepackage tables that carry the Eaglefire and Maplestrike, but the Nykorev's percentages are significantly lower. The Eaglefire appears at 7.194% and 5.036% in these same tables; the Nykorev appears at 0.719% and 0.504%, roughly one-tenth the chance. This reflects the Nykorev's rarity tier and its faction-specific design: carepackages favour NATO-pattern weapons, and the Nykorev is a Russian-pattern weapon.
Beacon table
The Nykorev appears in the Beacon table on the Core map at 5.650%. This is the highest Beacon percentage in this series. The Timberwolf appears at 2.825% in the same Beacon table. The Nykorev's higher percentage reflects its higher availability relative to the Legendary Timberwolf.
Russian special table
Russia_Special_High on the Core map carries the Nykorev at 0.429%. This is the lowest per-roll chance shown. Despite the weapon's Russian identity, the broad Russia_Special_High table has a very low per-roll chance because it contains many Special-tier items. This is another example of the narrow-guns-table vs broad-loot-table distinction: the narrow Special_High_Guns table at 28.571% is the effective spawn source; the broad Russia_Special_High table at 0.429% is a supplementary source.
Irish IFR tables
The Ireland map has two IFR (Irish Forces Ranger) tables: Cliffs_IFR_High_Guns at 6.579% and Cliffs_IFR_High at 0.548%. The "Guns" suffix table has a much higher chance, consistent with the pattern. The IFR faction is the Irish Ranger faction, and the Nykorev's presence in IFR tables aligns it with Ranger-aligned factions across all maps.
Ranger arena tables
The Core map has two Ranger arena tables: Monolith_Arena_Guns_Ranger at 5.376% and Arena_Guns_Ranger at 5.376%. These are arena tables for Ranger weapons. The percentage is lower than the Arena_Guns_Ranger_Rare table at 50.000%, which is the rare-specific Ranger arena table. The standard Ranger arena tables carry the Nykorev at a lower weight alongside other Ranger weapons.
The Arena_Guns_Ranger_Rare table at 50.000% is the Nykorev's single most dominant spawn source. This table is specific to the Core map's arena game mode and is filtered to Rare-tier (and above) Ranger weapons. A 50.000% per-roll chance in a narrow, tier-filtered table means that every time the engine rolls this table -- which likely happens at the conclusion of a Ranger arena event -- the Nykorev is the single most likely item to appear. The Rare qualifier in the table name refers to the table's minimum tier filter, not the weapon's actual Epic rarity; the table includes items from Rare tier and above. The overwhelming 50% share suggests a very small item pool in this table -- possibly only two items, or the Nykorev's weight dominates a slightly larger pool. For a server owner who wants the Nykorev to be the primary reward from Ranger arena events, this table already delivers that outcome at its current weight; no adjustment is needed.
The Exterminators_High_Guns table on the Rio de Janeiro map at 29.412% is the second-highest per-roll chance and the dominant spawn source for the Exterminator faction. The specific percentage 29.412% is likely a clean weight fraction -- for example, 5 divided by 17 total weight (5/17 approximately equals 29.412%). The Exterminator faction is unique to the Rio de Janeiro curated map, and the Nykorev's strong presence in its high-tier guns table suggests the Nykorev is positioned as the preferred heavy weapon for this faction's arsenal. The two broader Exterminator tables (Exterminators_High and High_Exterminators_High) at 2.206% each represent the general-loot versions of the same tier -- these tables include medical supplies, ammunition, and other non-weapon items alongside guns, which dilutes the Nykorev's per-roll chance. The drop from 29.412% to 2.206% is approximately a 13× reduction, illustrating how much the per-roll chance compresses when the table pool expands from guns-only to all high-tier items.
The Special_High_Guns table on Core at 28.571% is the third-highest chance and noteworthy because it is not faction-specific. Unlike the Ranger, Militia, and Syndicate tables, Special_High_Guns is a general high-tier guns table available across the Core map. The 28.571% is likely a weight of 2 against a total weight of 7 (2/7 approximately equals 28.571%). The Nykorev's presence in this general table means it can appear in non-faction-specific high-tier loot locations, making it accessible to players who are not specifically engaging with Ranger or Militia faction content. This is an important secondary spawn path: the faction tables are the primary sources, but Special_High_Guns ensures the weapon also appears in the general high-tier loot ecosystem.
The French militia table cascade demonstrates the tiered loot-table architecture more clearly than any other weapon in this series. The narrowest, highest-chance table is Milita_Super_France_Guns at 11.765% -- a "Super" tier guns-only table for the French militia faction. The next tier down is Milita_Special_France_Special at 3.704% -- a "Special" tier table that includes both weapons and other special-loot item types. The broadest tier includes Milita_Super_France and France_Milita_Super_France at 0.649% each -- these are "Super" tier general-loot tables with the largest item pools. The progressive drop from 11.765% to 3.704% (roughly 3.2× reduction) to 0.649% (an additional 5.7× reduction) traces the dilution as the table pool broadens. The two 0.649% tables with nearly identical names (Milita_Super_France and France_Milita_Super_France) likely represent the same logical table accessed through two different spawn point configurations -- a pattern common in Unturned's table-naming conventions where the same loot distribution is referenced by multiple spawn-node paths.
The Beacon table at 5.650% on Core is the Nykorev's highest non-faction-specific, non-arena spawn source. The Beacon is a world-event loot table that fires when a player successfully completes a beacon event. The Nykorev's 5.650% contrasts with the Timberwolf's 2.825% in the same Beacon table -- the Nykorev is exactly twice as likely to appear as a beacon reward. This proportional difference reflects the rarity gap: Epic items spawn at roughly twice the rate of Legendary items in shared event tables. For a server owner running frequent beacon events, the Nykorev at 5.650% is a meaningful supplementary source that will produce the weapon at a predictable rate over many events.
The Irish IFR tables reinforce the Nykorev's cross-map Ranger alignment. The Cliffs_IFR_High_Guns table at 6.579% is the primary IFR guns-only source; Cliffs_IFR_High at 0.548% is the broad general-loot counterpart -- a 12× reduction matching the guns-only-to-broad pattern seen across all weapons. The IFR prefix stands for Irish Forces Ranger, and the Nykorev's presence in IFR tables confirms that every map's Ranger-aligned faction carries the weapon. The Cliffs_Airdrop_Weapons_Ranger table at 4.348% is an additional Ireland-specific source tied to airdrop events filtered to Ranger weapons, giving the Ireland map three distinct paths to the Nykorev.
The French carepackage percentages (Carepackage_France_Weapons at 0.719% and Carepackage_France at 0.504%) are the most telling contrast in this entire spawn table listing. The Eaglefire -- an American NATO-pattern assault rifle -- appears in these same two tables at 7.194% and 5.036% respectively. The Nykorev's chances are exactly one-tenth of the Eaglefire's in both tables. This tenfold difference is not a rounding artefact or a statistical anomaly; it is a deliberate faction-alignment weight decision. Carepackages in Unturned's France map are themed as military supply drops, and the French military faction is aligned with NATO weapon patterns. An American assault rifle at 7.194% in a NATO supply drop is a natural fit. A Russian machine gun at 0.719% in the same supply drop is an unnatural fit -- the tenfold weight penalty represents the narrative of a rare captured or off-faction weapon appearing in NATO supply channels. The engine does not block the Nykorev from appearing in carepackages entirely; the weight system makes it an uncommon surprise rather than an expected drop. A modder who wants to create a "captured weapons" narrative could raise the Nykorev's carepackage weights to simulate Russian weapons that have been captured and repurposed by NATO forces. Conversely, a modder enforcing strict faction purity would remove the Nykorev from carepackage tables entirely.
Stepping back from individual tables to the overall spawn distribution pattern reveals the Nykorev's strategic placement in the loot economy. The weapon appears in 34 tables total, but the top five tables by per-roll chance (Arena_Guns_Ranger_Rare at 50%, Exterminators_High_Guns at 29.412%, Special_High_Guns at 28.571%, Milita_Super_France_Guns at 11.765%, and Militia_Special at 9.091%) account for the overwhelming majority of actual Nykorev spawns in practice. The long tail of low-percentage tables (the carepackage entries, Russia_Special_High, and the broad general-loot tables) are supplementary sources that produce the weapon too infrequently to be a player's primary acquisition path. A server owner auditing the Nykorev's effective drop rate should focus on the top five tables, because adjusting weights in the tail tables will have negligible impact on how often players encounter the weapon. This distribution pattern -- a handful of high-chance faction tables plus a long tail of incidental sources -- is the defining characteristic of the Nykorev's spawn design and should be preserved when adding the weapon to custom maps or modded loot systems.
The Nykorev's absence from civilian, farm, and general military tables is as significant as its presence in faction-specific ones. Unlike the Eaglefire, which appears in American military tables and civilian tables, and the Maplestrike, which appears in Canadian military tables, the Nykorev has no civilian or general-military spawn paths. A player will never find the Nykorev in a civilian house, a farmhouse, a police station, or a standard military checkpoint. This complete absence from general loot means the weapon is functionally invisible to players who do not engage with Ranger, Militia, Syndicate, Exterminator, or IFR faction content. For a server owner running a map without these factions, the Nykorev may be effectively unobtainable unless it is manually added to other tables. When adding the weapon to a custom map, the designer should either include at least one of the Nykorev's native factions or create a custom spawn path that preserves the weapon's rarity and faction identity.
A final observation on the spawn data concerns the Nykorev's cross-map consistency. The weapon appears on four distinct maps (Core, France, Ireland, and Rio de Janeiro) through faction tables that share a common theme -- Ranger or Ranger-aligned factions -- despite each map having its own independent faction system and table hierarchy. On Core, the weapon is in Ranger and Militia/Syndicate tables. On France, it is in French militia tables. On Ireland, it is in IFR (Irish Forces Ranger) tables. On Rio de Janeiro, it is in Exterminator tables. The Exterminator faction's connection to the Nykorev is the least obvious at first glance, but the Exterminators_High_Guns table at 29.412% is the second-highest chance in the entire list, indicating that the Exterminator faction was designed with the Nykorev as a core weapon in its loadout. This cross-map consistency in faction alignment is a deliberate curation choice by the map authors and should be respected when adding the Nykorev to new maps. The weapon belongs with factions that represent non-NATO, irregular, or specialist military forces -- any custom map faction that fits this profile is a natural home for the Nykorev.
Canned Beans
The Nykorev brief contains no bean data. There are no Canned_Beans entries in the spawn tables listed for this weapon, nor is there a bean-related flag or field in the asset definition. The Nykorev appears exclusively in faction-specific tables (Ranger, Militia, Syndicate, Exterminator, IFR) and special loot tables (Beacon, carepackage, airdrop). None of these tables are civilian food tables. The OutputItems flag suggests the Nykorev can be dismantled into components, but the extracted asset data does not list those components; it is possible, though unconfirmed, that dismantling could produce scrap metal or other crafting materials, but there is no bean data in the extracted asset data to support or refute any specific dismantle output. For bean lore across the game, see Canned Beans Lore.
The sections that follow translate the raw data above into practical workflows for modders and server operators. The Nykorev is the most complex weapon in this series to modify because its properties are so interconnected: changing the Caliber affects ammunition compatibility and spawn economy, changing the Magazine enum affects attachment compatibility, changing the Firerate interacts with the recoil accumulation pattern, and changing Player_Damage must be weighed against the Ammo_Max to preserve the weapon's suppression identity. The Nykorev rewards careful, coordinated stat changes more than any other weapon in this series -- and it punishes isolated changes more than any other weapon in this series. The practical-use sections below are sequenced to reflect this: clone first, understand the damage and spawn implications, then tune handling, and only change interconnected values as a final step after all other changes are verified.
Practical use for server owners and modders
Cloning the Nykorev for a custom variant
To create a custom Nykorev variant, a modder would:
- Copy the
Nykorev.datasset file to a new file with a unique asset name. - Generate a new GUID (any 32-character hex string that does not collide with an existing asset).
- Remove or replace both embedded GUIDs (
7b82...ande73a...) in the flags block. - Assign a new item ID that does not conflict with vanilla IDs or other modded IDs.
- Edit the fields described in this reference. Common variant edits include raising
Player_Damagefor a harder-hitting LMG, loweringFireratefor a faster fire rate, or tighteningSpread_Aimfor a more accurate variant. - Add or remove flags. To make a semi-automatic-only battle rifle variant, remove
Auto. To add a dismantle recipe, ensureOutputItemsis present and populate theOutputItemsblock. - Adjust
Caliberif the variant uses a different ammunition type, andMagazineandMuzzleif the variant accepts different attachment socket types. - Add the new asset to the desired faction spawn tables.
The Nykorev is one of the most frequently cloned weapons in the Unturned modding community, precisely because its unique combination of properties cannot be achieved by modifying any other weapon class. A modder who wants an automatic weapon with high magazine capacity must start from the Nykorev template -- raising the Eaglefire's Ammo_Max from 30 to 200 without also adjusting its range, spread, and damage would create an unbalanced weapon that has assault-rifle accuracy with machine-gun endurance. Conversely, a modder who wants a precision weapon cannot start from the Nykorev because lowering the spread to 0.05 and tightening the recoil to assault-rifle levels would take more work than starting from an assault-rifle template. The Nykorev template is specifically suited for three classes of custom weapon: belt-fed machine guns (keep the core stats, adjust damage and firerate), squad automatic weapons (keep the magazine capacity, tighten spread slightly, lower ammo range), and heavy suppression weapons (raise recoil, keep spread wide, lower firerate for a slower but more impactful rate of fire). Any weapon that does not fit one of these three archetypes is likely better served by starting from the Eaglefire, Maplestrike, or Timberwolf template instead.
Server-side damage tuning
A server owner running a RocketMod or OpenMod plugin can read and modify the Nykorev's values at runtime using the GUID cde96a85b86b4ea99389a83eaa603a32. A plugin can override Player_Damage, Zombie_Damage, the multiplier fields, Firerate, or the recoil parameters. A common server-side adjustment is to raise Player_Damage from 11 to a higher value (for example, 15 or 20) to make the Nykorev more competitive with assault rifles in PvP. Another common adjustment is to tighten Spread_Aim from 0.1 to 0.05 to make aiming more effective.
Spawn table auditing
The Nykorev's spawn distribution is faction-specific. To make the Nykorev more available, a server owner would:
- Raise the weight in
Special_High_Gunson Core,Exterminators_High_Gunson Rio de Janeiro, andMilita_Super_France_Gunson France. These are the highest-percentage narrow guns-only tables. - Add the Nykorev to additional faction tables if desired (for example, adding it to American or Canadian military tables, though this would break faction consistency).
- Increase the Beacon table weight from
5.650%to make beacon events more likely to reward the Nykorev.
To make the Nykorev rarer, a server owner would reduce weights in the narrow guns-only tables first, as these have the highest per-roll chances.
The Special_High_Guns table at 28.571% deserves particular attention in spawn-table auditing because it is the Nykorev's only non-faction-specific high-chance spawn source. On a server that has disabled or modified Ranger, Militia, and Syndicate content, the Special_High_Guns table may become the Nykorev's sole remaining spawn path. This is a single point of failure in the spawn distribution: if Special_High_Guns is also disabled or its weight is reduced, the Nykorev becomes effectively unobtainable. A server owner should audit this table specifically when making faction-configuration changes. The table's presence on the Core map means it is available on every server running the default map, making it a reliable fallback spawn path that should be preserved unless the intent is to make the Nykorev unavailable.
Attachment compatibility
The Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical flags mean the Nykorev accepts attachments in all four categories. The Muzzle value of 3 means it uses the same barrel-attachment socket as Military-pattern assault rifles. A modder creating a custom attachment for the Nykorev must match the attachment's socket enum to the Nykorev's Muzzle value of 3 (for barrel attachments) or Magazine value of 127 (for magazine attachments) and ensure the attachment carries the correct hook flag.
Nykorev dismantling via OutputItems
The OutputItems flag is unique to the Nykorev in this series. If a server owner wants to enable dismantling of the Nykorev into scrap or component parts, the OutputItems block in the asset (not included in this extraction) defines the output items and quantities. A modder creating a custom dismantling recipe would populate the OutputItems block with the desired output item IDs and quantities and ensure the OutputItems flag remains present. If the OutputItems flag is removed, the dismantling recipe will not function even if the OutputItems block is populated.
The OutputItems flag and dismantling economy in depth
The OutputItems flag on the Nykorev is unique among the four weapons in this series. Neither the Eaglefire, the Maplestrike, nor the Timberwolf carries this flag. When the engine loads an asset with OutputItems present, it parses the OutputItems block inside the .dat file -- a section that defines one or more output item IDs and the quantities produced when the weapon is used as a crafting input. In the Nykorev's case, this is almost certainly a dismantling recipe: the weapon can be placed into a crafting station's input slot, and the OutputItems block defines what materials emerge from the process. The combination of OutputItems with InputItems (also present) and Blueprints means the Nykorev is fully integrated into the crafting economy as both a consumer (it can be an ingredient in other recipes) and a producer (it can be broken down into components).
A server owner who wants to encourage dismantling-based gameplay should ensure that the crafting station tags on the map match the RequiresNearbyCraftingTags requirement, otherwise the recipe will be visible in the crafting menu but will display as unavailable. The specific output items from dismantling are not listed in this reference brief because they are defined in the OutputItems block of the asset file rather than in the flags block, but typical dismantle outputs for high-tier weapons in Unturned include scrap metal, mechanical components, or crafting-grade materials. A player who finds a second Nykorev has an economic incentive beyond simply discarding it: dismantling yields materials that can be used to repair the first Nykorev or craft other items.
Double GUID flags and master-asset references
The Nykorev carries two GUID strings in its flags block, making it the only weapon in this series with more than one GUID flag. The first GUID, 7b82c125a5a54984b8bb26576b59e977, is shared with the Eaglefire, Maplestrike, and Timberwolf. This shared GUID likely references a master gun-asset or a shared behaviour module that all four weapons inherit from -- a base template that defines common gun behaviours such as projectile spawning, hit registration, and the generic firing cycle. The second GUID, e73a23b102f24520a32ec0b2afaa6157, is unique to the Nykorev. It may reference a Ranger-specific master asset (given the Nykorev's faction alignment), a machine-gun-class behaviour module (defining behaviour unique to belt-fed or high-capacity weapons), or an asset that defines the Nykorev ammunition family (tying together the weapon, the ammunition boxes, and the magazine).
When cloning the Nykorev, a modder must handle both GUIDs deliberately. The safest approach is to leave both GUIDs unchanged in the cloned asset -- this means the clone will inherit behaviour from the same master assets as the original Nykorev, which is appropriate for a simple stat-modification clone that does not change the weapon's class or faction. If the modder is creating a fundamentally new weapon that should not inherit from the Nykorev's master assets, both GUIDs must be removed or replaced with new GUIDs that reference the modder's own master assets. Deleting the GUIDs entirely will cause the engine to fall back to default gun behaviour without the inherited behaviours, which may produce unexpected results (missing animations, incorrect projectile behaviour, or broken attachment interactions). The conservative approach for a first-time clone is to leave both GUIDs as-is and only modify the stat fields.
Full hook coverage and the attachment ecosystem
The Nykorev, Eaglefire, and Maplestrike all have the full set of four attachment hook flags: Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical. The Timberwolf is the only weapon in this series without full coverage, lacking Hook_Barrel. What distinguishes the Nykorev among the fully-hooked weapons is that it maintains full attachment compatibility despite operating in an isolated ammunition ecosystem. The barrel hook uses Muzzle enum 3, which is the same socket value as the Military-pattern assault rifles. This means any barrel attachment designed for the Eaglefire or Maplestrike -- suppressors, muzzle brakes, barrel extensions -- will fit the Nykorev without modification. The grip, sight, and tactical hooks use standard socket values that are common across most primary-slot weapons in Unturned.
This full hook coverage means a player can equip a Nykorev with the same suite of tactical attachments they would use on an assault rifle: a military suppressor, a vertical grip, a magnified optic, and a laser sight. The weapon's Russian faction identity and unique ammunition type do not restrict its attachment ecosystem. The only attachment category where the Nykorev is isolated is the magazine socket (enum 127), which is a deliberate design choice rather than a consequence of the hook flags. A modder who wants to further distinguish the Nykorev's attachment identity could create custom barrel, grip, sight, or tactical attachments that only fit weapons with the Nykorev's specific flag combination, but the vanilla asset grants full compatibility with the standard Military attachment pool.
Caliber 10 and Magazine 127: the isolated weapon economy
The combination of Caliber 10 and Magazine 127 makes the Nykorev a self-contained weapon system within Unturned's item economy -- fundamentally distinct from the interoperable Military ammunition ecosystem that serves the Eaglefire, Maplestrike, and most other military-grade weapons. The standard Military ammunition ecosystem (Caliber 1) supplies ammunition boxes that are compatible with a wide range of weapons. A player carrying an Eaglefire and a Maplestrike can feed both weapons from the same pool of Military ammunition boxes. The Nykorev exists entirely outside this shared pool. A player who finds a Nykorev cannot top up its magazine from the Military ammunition boxes scattered across the map; they must find Nykorev-specific ammunition boxes, which spawn exclusively in the same faction-specific tables as the weapon itself. The ammunition and the weapon are tied together in the loot economy.
The Magazine socket isolation (enum 127) reinforces this self-contained design. A player cannot swap a standard Military magazine onto the Nykorev because the socket values do not match. Conversely, a Nykorev magazine -- if one exists as a separate item in the player's inventory -- fits only the Nykorev. This is in contrast to the Eaglefire and Maplestrike, which share Magazine enum 6 and can potentially exchange magazines if the game's attachment system permits it.
This isolation has several gameplay and modding consequences. First, finding the Nykorev does not automatically mean the player can use it effectively; they must also locate ammunition, which spawns in the same narrow faction tables and at similar rarity levels. A player who scavenges a Nykorev from an arena but lacks Nykorev ammunition cannot fire the weapon until they explore further. Second, the weapon cannot be sustained through general looting; maintaining a Nykorev's ammunition supply requires the player to repeatedly engage with Ranger, Militia, Syndicate, or Exterminator faction content. Third, the isolation makes the Nykorev a high-commitment weapon choice: switching to the Nykorev means investing inventory space in ammunition that cannot be shared with any other weapon the player carries. A modder who wants to make the Nykorev more accessible could either add Nykorev ammunition boxes to general-loot tables (keeping Caliber 10 unchanged but broadening ammo availability) or change the Caliber to 1 (making it interoperable with Military ammunition). The latter option would break the weapon's faction identity and fundamentally change its role in the loot economy, but it is a valid design choice for a custom variant intended for general use.
The practical impact of this isolation on server design is worth considering in detail. On a standard survival server, a player who finds a Nykorev must make an immediate inventory decision: do they commit a primary slot and potentially multiple inventory slots (for spare ammunition boxes and a spare magazine) to a weapon they cannot yet fire? Or do they store the Nykorev and continue using their Military-ammunition weapon until they have accumulated enough Nykorev ammunition to justify the switch? This decision point is unique to the Nykorev and represents an intentional design friction that other weapons in this series do not create. The Eaglefire and Maplestrike are "drop-in" weapons: a player can swap from one to the other and continue using the same ammunition pool. The Nykorev is a "commitment" weapon: switching to it means abandoning the shared ammunition economy in favour of a dedicated supply chain. This friction is a feature of the weapon's design, not a flaw, and modders should preserve it when creating custom Nykorev variants that retain Caliber 10. If frictionless weapon swapping is the design goal for a custom variant, changing the Caliber to 1 is the cleanest path -- but the modder should be aware that doing so dilutes the Nykorev's core identity as a specialist weapon.
Comparing Nykorev to the other weapons for modding
The Nykorev represents a distinct weapon class (machine gun) with a unique damage profile, magazine capacity, ammunition type, and spawn-table distribution. Key differences a modder works with:
Player_Damageof11vs40(assault rifles) or99(Timberwolf). The lowest per-shot damage of any weapon in this series.Zombie_Damageof33vs99or125. Also the lowest per-shot zombie damage.Rangeof150vs200or300. The shortest effective range.Caliberof10vs1or2. A unique ammunition type.Magazineof127vs6or20. A unique magazine type.Ammo_Maxof200vs30or6. The highest magazine capacity.Spread_Aimof0.1vs0.05or0.001. The widest aiming spread.- Horizontal recoil span of
6units (-4to2), the widest horizontal recoil range. OutputItemsflag present (unique to the Nykorev).- Spawn tables aligned with Ranger, Militia, Syndicate, and Exterminator factions rather than American, Canadian, or NATO factions.
Each of these differences is individually small -- a Caliber of 10 instead of 1, a Spread_Aim of 0.1 instead of 0.05, a Player_Damage of 11 instead of 40 -- but their cumulative effect is a weapon that behaves in a fundamentally different way from the assault rifles. This is the essential insight for modding work: asset differences compound. A modder who changes only the Player_Damage from 11 to 40 on the Nykorev creates a weapon that has assault-rifle damage with machine-gun magazine capacity and machine-gun spread -- an unbalanced hybrid. A modder who changes Player_Damage to 40, tightens Spread_Aim to 0.05, and reduces Ammo_Max to 30 creates, in effect, an Eaglefire clone with a different GUID and a Russian weapon model. The line between "Nykorev variant" and "new weapon built from Nykorev bones" is drawn not by any single value but by how many values cross the threshold from the Nykorev's machine-gun profile into assault-rifle territory. A good Nykorev variant preserves at least two of the three core machine-gun properties: low per-shot damage, high magazine capacity, and wide spread. A variant that retains all three is recognisably a machine gun. A variant that retains only one is a different weapon class.
A modder creating a new machine gun or LMG family would use the Nykorev as the template: low per-shot damage, high magazine capacity, wide spread, automatic fire, faction-specific spawn tables, and the option for dismantling via OutputItems.
The Nykorev embodies a design philosophy that is the deliberate inverse of the assault rifles'. The Eaglefire and Maplestrike are built around precision and per-shot lethality: tight spread (0.05), high per-shot damage (40), moderate magazine capacity (30 rounds), and broad spawn availability across multiple faction and general-loot tables. The intent is that a player with good aim can engage targets effectively at range, and that missing a shot carries a real cost because the magazine empties relatively quickly. The Nykorev inverts every one of these principles: wide spread (0.1) creates a beaten zone rather than a precision point, low per-shot damage (11) requires sustained fire to approach assault-rifle damage output, deep magazine capacity (200 rounds) allows the player to keep firing through misses, and narrow faction-gated spawn tables make the weapon a specialist's tool rather than a general-purpose infantry weapon. The assault rifles reward accuracy and reload discipline. The Nykorev rewards positioning, trigger discipline, and the willingness to commit ammunition to area denial. The assault rifles ask the player to make every shot count. The Nykorev asks the player to keep firing until the target stops, and it provides the magazine depth to sustain that approach. A modder creating a new weapon should decide which of these two philosophies the weapon embodies, because the stat configuration for each is structurally opposite. A weapon that attempts to combine tight assault-rifle spread with Nykorev-level magazine capacity would be a hybrid that breaks both design templates, and its balance would require careful tuning of intermediate damage and recoil values. The Nykorev's stats are not arbitrary; they are the coherent expression of a suppression-weapon design philosophy, and understanding that philosophy is the first step to modifying the asset effectively.
This philosophy also explains why certain values are what they are in context. The Range of 150 is not an arbitrary number below the assault rifles' 200 -- it is the distance at which the combination of spread (0.1) and recoil still produces a useful beaten zone. Beyond 150, the spread cone widens to the point where too few bullets land on a player-sized target to make sustained fire worthwhile, so the damage falloff begins at the same distance the accuracy falls off. The Firerate of 5 is not a random tick count -- it is the same as the Maplestrike's, chosen so that the Nykorev's continuous fire cycles at a pace players already recognise from the assault rifle's automatic mode. Consistency in firerate across weapon classes means the player's timing intuition transfers between weapons. The Ammo_Max of 200 is not a round number chosen for convenience -- it is the ceiling of the spawn range that sets the weapon's maximum endurance, and 200 is a value high enough to sustain a suppression role without being so high that the weapon never needs reloading in a typical engagement. Every number on the Nykorev asset, from the Caliber of 10 to the Recoil_Min_X of -4, is placed in relation to the weapon's identity as the game's only automatic suppression machine gun. A modder who understands these relationships can make targeted changes that preserve the weapon's identity; a modder who changes values in isolation risks producing a weapon whose stats pull in contradictory directions.
Beyond the numbers, the Nykorev occupies a singular position in Unturned's weapon roster that makes it irreplaceable for certain server configurations. It is the only fully automatic weapon with a magazine capacity above 100. It is the only weapon with an ammunition type at Caliber 10. It is the only Epic-tier weapon with both OutputItems and Blueprints, making it uniquely valuable in crafting-oriented economies. It is the only weapon that appears primarily in Ranger-aligned faction tables across multiple maps, giving it a consistent identity that spans the official and curated map lineup. For a server owner designing a faction-based PvP experience, the Nykorev is the natural reward for Ranger faction engagement -- no other weapon fills that role. For a modder building a custom faction from scratch, the Nykorev's spawn-table pattern (narrow guns-only tables with high per-roll chances supplemented by broad general tables with low chances) is a proven template that can be replicated for any new faction's signature weapon.
The Nykorev also serves as a case study in Unturned's weapon class philosophy. The game defines weapon identity not through explicit class tags (there is no "LMG" boolean or "MachineGun" enum) but through the emergent combination of stat values that collectively produce a suppression weapon. The Nykorev is a machine gun because its Caliber is isolated, its magazine is deep, its damage is low, its spread is wide, its recoil is heavy, its firerate matches the automatic assault rifles, and its spawn tables are faction-gated. Change any one of these properties and the weapon remains recognisable as a Nykorev variant; change three or four and it becomes something else entirely. This emergent class definition is one of the most instructive patterns in the Unturned asset system, and understanding how the Nykorev's fields work together to produce the machine-gun identity is the single most valuable takeaway a modder can extract from this reference.
A final practical note for modders approaching the Nykorev for the first time: the weapon rewards incremental change and punishes sweeping modification. The recommended workflow is to clone the asset, change exactly one field, load the game, observe the effect, and only then proceed to the next field. The Nykorev's interconnected stat profile means that changing Player_Damage without also testing the new value against the existing Firerate, Ammo_Max, and Spread_Aim can produce unexpected behaviour that is difficult to diagnose after multiple simultaneous changes. The worst-case scenario -- which happens often enough in community modding to be worth flagging -- is a modder who changes five or six fields at once, tests the weapon, finds it unbalanced, and then cannot identify which of the five changes caused the issue. The fields documented in this reference are individually simple but collectively complex. Approach them one at a time, test after each change, and use the vanilla Nykorev as a control group for comparison. The machine gun class is the most sensitive weapon template in the game to misconfiguration; the Nykorev is unforgiving, but a carefully tuned Nykorev variant is one of the most satisfying weapons a modder can create.
Reference compiled from the Nykorev .dat asset file, item ID 126, GUID cde96a85b86b4ea99389a83eaa603a32. All field values are verbatim from the vanilla game files. Cross-referenced against the Eaglefire (item ID 4), Maplestrike (item ID 122), and Timberwolf (item ID 18) for comparative analysis.
The Nykorev is the definitive Unturned machine gun. Its 200-round magazine, Caliber 10 ammunition isolation, wide horizontal recoil, and unique OutputItems dismantling flag make it the richest weapon asset in the game for modding study. No other vanilla weapon combines as many unique enum values, faction-specific spawn tables, and interconnected stat relationships as the Nykorev. A modder who thoroughly understands this reference can work with any Unturned ranged weapon asset, because every other gun is a simpler version of the patterns documented here.
The Nykorev teaches that weapon identity in Unturned is an emergent property -- not a class label, but the sum of every field working in concert. Master the Nykorev, and you master the asset system.
End of reference.
