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Timberwolf Weapon Reference

The Timberwolf is an Unturned firearm defined by the asset Timberwolf with item ID 18 and GUID 8550c31ea94c4bc5a7d30078c40012c0. It is a Legendary primary-slot sniper rifle chambered in Timberwolf ammunition. This reference documents every field a modder reads and edits when working with the Timberwolf 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 "Timberwolf damage", "Timberwolf spawn", "Timberwolf stats", "Timberwolf GUID", or "Timberwolf 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:

PropertyValue
Asset nameTimberwolf
Item ID18
GUID8550c31ea94c4bc5a7d30078c40012c0
Rarity tierLegendary
SlotPrimary

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 Timberwolf by GUID, you use 8550c31ea94c4bc5a7d30078c40012c0. The rarity tier is Legendary, the highest tier in Unturned's item rarity system. This controls the gold colour of the item name in the inventory UI and is one of the strongest signals the loot system uses when deciding which spawn table to roll. The slot determines which inventory row the item occupies; Primary means it occupies the primary weapon slot.

How the .dat asset structure works under the hood. The engine loads .dat asset files from the Bundles directory (for official assets) or from the Workshop directory (for modded assets). Each .dat file is a hierarchical key-value structure with blocks delimited by curly braces. When a server starts or a client joins, the engine parses every .dat file in scope and builds an in-memory asset registry indexed by GUID. The Timberwolf's GUID is its primary key in that registry. Every plugin call that references the Timberwolf -- whether to give it to a player, check if a player is holding it, or modify its stats -- passes this GUID as the lookup token. The GUID lookup is a hashtable operation at runtime, making it the fastest path for a plugin to locate and modify the Timberwolf's behaviour without iterating over every weapon in the inventory.

The item ID 18 is the integer the engine writes into the player's save file and into the inventory packet the server sends over the network. The engine resolves item ID to GUID on load, but the item ID is what persists in save data. If a modder creates a custom Timberwolf variant with a new GUID but keeps item ID 18, the engine treats both as the same save key, which causes inventory corruption on servers that allow both to coexist. Every modded variant must therefore carry a unique item ID, not just a unique GUID.

The rarity tier Legendary is more than a UI colour choice. The loot system uses rarity as a scaling factor when building spawn tables. A Legendary item in a general-purpose loot table receives a significantly lower weight contribution than a Common item in the same table. Conversely, in specialised "Rare" or "Special" tables, the Legendary tier receives a higher relative weight because those tables are designed to concentrate probability on high-rarity items. This dual-scaling effect -- suppressed in broad tables, amplified in narrow tables -- is why the Timberwolf's spawn-table probabilities range from 50.000% in Special_Canada_Guns down to 1.378% in Greece_Civillian. Every rarity tier maps to a weight scalar that the loot builder applies to the item's raw weight value. Common items receive a scalar of 1.0 (no change). Uncommon items receive a slightly reduced scalar. Rare and Epic items receive progressively lower scalars in broad tables and higher scalars in specialised tables. Legendary items occupy the extreme end of this curve.

The Primary slot designation means the Timberwolf occupies the character's primary weapon slot in the inventory grid. When a player picks up the Timberwolf from the ground, the engine checks whether the primary slot is already occupied. If it is, the engine either swaps the existing primary weapon to the ground or places the Timberwolf in the first available backpack slot, depending on the player's configured inventory mode. A modder changing the Timberwolf to a Secondary slot would need to adjust the weapon's model attachment points, the animation rig, and the equip and unequip event hooks.

The in-game description string is: Canadian sniper rifle chambered in Timberwolf ammunition. This string is read from the asset's Description field and displayed in the inventory tooltip.


Ballistics fields

The ballistics block defines how the weapon fires. Each field is a single float or integer value in the asset file. The Timberwolf's ballistics are configured for a long-range bolt-action sniper rifle, with values that differ substantially from the assault-rifle pattern seen in the Eaglefire and Maplestrike briefs.

Ballistics

FieldValue
Range300
Firerate50
ActionBolt
Caliber2
Muzzle4
Magazine20
Ammo_Min1
Ammo_Max6

Range

Range is 300. This is the distance, in game units, at which the projectile's damage falloff begins to apply. At 300, the Timberwolf has 50 percent more range than the Eaglefire and Maplestrike (both 200). A modder adjusting the effective range of the Timberwolf would raise or lower this value. Because the Timberwolf is a sniper rifle, its range value is expected to be the highest in any given weapon comparison.

Firerate

Firerate is 50. This is the internal tick count between shots. The value of 50 is substantially higher than the assault-rifle values seen in other briefs (Eaglefire 4, Maplestrike 5). A higher Firerate value means the weapon cycles more slowly. Combined with the Bolt action (see below), the Firerate of 50 defines the full cycle time of the bolt animation between shots. A modder creating a faster-cycling sniper rifle would lower this value. A modder creating a heavier anti-materiel rifle would raise it.

Action

Action is Bolt. This is an enum field that tells the engine which firing animation and cycling logic to use. Bolt means the weapon plays a manual bolt-cycling animation after each shot. During the bolt cycle, the weapon cannot fire, and the player cannot aim down sights. The length of the bolt cycle is tied to the Firerate value. Bolt is one of the four standard action types in Unturned alongside Trigger, Pump, and Break. A modder cannot change this to an arbitrary string; they must use one of the values the engine's action enum recognises.

Caliber

Caliber is 2. This is an enum that maps the weapon to an ammunition type. Caliber 2 corresponds to Timberwolf ammunition, which is a distinct ammunition family from Military ammunition (Caliber 1). The Timberwolf does not share ammunition with assault rifles that use Caliber 1. A modder who changes this to 1 would make the Timberwolf accept Military magazines, which would be a significant departure from vanilla balance. The Caliber field also controls which ammo boxes the weapon consumes when a player reloads from inventory.

Muzzle

Muzzle is 4. This is an enum that controls which muzzle-attachment socket type the barrel uses. A value of 4 means the Timberwolf accepts a different class of barrel attachment than the Military-pattern weapons (which use 3). A modder creating a custom suppressor for the Timberwolf must set that suppressor's socket enum to 4 to match.

Magazine

Magazine is 20. This is an enum that controls which magazine-attachment socket type the weapon uses. A value of 20 means the Timberwolf uses its own magazine type, distinct from the Military magazine enum (6). The Timberwolf magazine is a unique item with its own asset definition. A modder creating a custom extended magazine for the Timberwolf must set that magazine's socket enum to 20.

Ammo_Min and Ammo_Max

Ammo_Min is 1 and Ammo_Max is 6. These define the range of ammunition the weapon can spawn with when it appears in the world. When the engine places a Timberwolf on the ground from a spawn table, it rolls a random integer between 1 and 6 inclusive and fills the attached magazine with that many rounds. The small magazine size is characteristic of bolt-action sniper rifles. A modder who wants the Timberwolf to always spawn with a full magazine would set Ammo_Min to 6.

How the engine enforces the bolt-action cycle. The engine's firerate system operates on a fixed-tick clock. The value 50 means that after a shot is fired, the engine waits 50 ticks before the weapon can fire again. This is a tick count, not a seconds-per-shot value. At the default server tickrate of 60 Hz, 50 ticks translates to roughly 0.83 seconds between shots, but the actual wall-clock time varies with server performance and tickrate configuration. A server running at 30 Hz would see the Timberwolf cycle in approximately 1.67 seconds. A server running a custom tickrate of 120 Hz would see it cycle in roughly 0.42 seconds. This tickrate dependency means that the Timberwolf's effective fire rate is not a single fixed number; it is a function of the server's tickrate, and a modder who changes the Firerate value is changing the tick count, not the wall-clock time.

The Bolt action type sits on top of this firerate system. When the player fires, the engine immediately applies damage to the target as a hitscan calculation, deducts one round from the magazine, and begins two parallel processes: the firerate cooldown timer (50 ticks) and the bolt-cycle animation. The animation is client-side and cosmetic, but the engine ties the weapon's "ready to fire" boolean flag to the completion of the firerate timer, not to the animation. This means that on a laggy server, the animation may still be playing when the timer expires, creating a visual desync where the bolt appears to cycle faster than the weapon can actually fire. Conversely, on a high-tickrate server, the timer expires faster than the animation, and the weapon becomes fireable mid-animation.

The action enum distinguishes Bolt from Trigger in three ways. First, Bolt forces a mandatory animation between shots; Trigger fires as fast as the Firerate ticks allow with no intermediate animation. Second, Bolt prevents aiming down sights during the cycle; Trigger allows ADS to persist between shots. Third, Bolt locks the reload animation to complete before the next shot can be queued; Trigger allows shot queuing during the reload. These three differences mean that the bolt-action mechanism is not merely a cosmetic label but a set of hard engine-side constraints on the firing pipeline.

The magazine system interacts with Ammo_Min and Ammo_Max through the attached magazine asset. The Timberwolf magazine is a separate .dat asset with its own item ID, GUID, and capacity. The magazine asset declares the maximum rounds it can hold independently of the weapon. When the engine spawns a Timberwolf with a magazine attached, it fills that magazine with a random number of rounds between Ammo_Min and Ammo_Max. If the spawned weapon has no magazine attached (which happens when Ammo_Min is 0), the weapon spawns empty. A modder creating a custom Timberwolf magazine with higher capacity must also adjust Ammo_Max to allow the weapon to spawn with a larger initial load, and must set the magazine's socket enum to 20 to match the Timberwolf's magazine socket.


Player damage fields

The player damage block defines how much damage each hit of the Timberwolf inflicts on another player, and how that damage is multiplied when the hit lands on a specific body part.

Player damage

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

Player_Damage

Player_Damage is 99. This is the base damage value before any multiplier is applied. At 99, the Timberwolf's base player damage is more than double the assault-rifle base of 40 seen on the Eaglefire and Maplestrike. This is the defining damage characteristic of the Legendary-tier sniper rifle: a single hit delivers substantially more base damage than any assault rifle. A modder who wants a less punishing sniper rifle would lower this value; a modder creating a one-shot anti-materiel variant might raise 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 Timberwolf's player hit-zone multipliers are identical to the Eaglefire and Maplestrike:

  • Player_Leg_Multiplier is 0.6. A leg hit does 60 percent of base damage.
  • Player_Arm_Multiplier is 0.6. An arm hit does 60 percent of base damage.
  • Player_Spine_Multiplier is 0.8. A spine (torso) hit does 80 percent of base damage.
  • Player_Skull_Multiplier is 1.1. A skull (head) hit does 110 percent of base damage.

The higher base damage of 99 means that even a limb hit (60 percent multiplier) delivers 59.4 damage, which is higher than the Eaglefire's skull-shot damage of 44. The multiplier system is uniform; the weapon's lethality comes from the base damage value, not from unique multiplier tuning.

Computed player damage by hit zone

Player damage per hit zone (computed, use verbatim)

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

Interpreting the computed player damage values. The skull damage of 108.9 means a single headshot against an unhelmeted player is lethal regardless of any other factor. The spine damage of 79.2 leaves a player in a critically injured state where any subsequent damage source -- fall damage, bleeding, or a melee strike -- is likely lethal. The limb damage of 59.4 means two limb shots will incapacitate a player with standard health values. This damage profile creates a fire-and-forget PvP experience: one hit, regardless of where it lands, changes the fight's outcome decisively.

A modder adjusting these values must consider the implications across all combat scenarios. Raising Player_Damage to 100 would make the skull-shot damage 110.0, crossing a psychological threshold but changing the actual hits-to-kill by zero against a standard-health player, since 99 is already a one-shot headshot. Lowering Player_Damage to 80 would make the Timberwolf a two-shot headshot kill against a player wearing a military helmet, fundamentally changing its role from a one-shot eliminator to a high-damage precision weapon. The multiplier system provides granular tuning: a modder who wants to keep the one-shot headshot but reduce body-shot damage keeps Player_Damage at 99 but lowers Player_Spine_Multiplier to 0.7 or 0.6.


Zombie damage fields

The zombie damage block applies to hits against zombie entities. The Timberwolf's zombie damage values are higher than its player damage values.

Zombie damage

FieldValue
Zombie_Damage125
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

Zombie_Damage

Zombie_Damage is 125. This is the base damage per hit against zombie entities. It is higher than the Player_Damage of 99, which means the Timberwolf is tuned to deal more raw damage to zombies than to players per hit. This pattern (zombie base damage exceeding player base damage) is consistent across the assault rifles in this series, but the gap is narrower for the Timberwolf: it deals 99 to players and 125 to zombies, a ratio of roughly 0.79. The Eaglefire and Maplestrike deal 40 to players and 99 to zombies, a ratio of roughly 0.40.

Zombie hit-zone multipliers

  • Zombie_Leg_Multiplier is 0.3. A leg hit on a zombie does 30 percent of Zombie_Damage.
  • Zombie_Arm_Multiplier is 0.3. An arm hit on a zombie does 30 percent of Zombie_Damage.
  • Zombie_Spine_Multiplier is 0.6. A spine hit on a zombie does 60 percent of Zombie_Damage.
  • Zombie_Skull_Multiplier is 1.1. A skull hit on a zombie does 110 percent of Zombie_Damage.

Computed zombie damage by hit zone

Zombie damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 125)
Skull1.1137.5
Spine0.675
Arm0.337.5
Leg0.337.5

Interpreting the computed zombie damage values. At 137.5 skull damage, a single headshot kills any standard zombie in the game. The Timberwolf is the most efficient zombie-clearing weapon per round in the sniper category. However, the bolt-action cycle means it cannot handle hordes; it excels at picking off individual zombies at extreme range. The spine damage of 75 means two body shots kill a standard zombie, consistent with the assault-rifle pattern but delivered with far fewer rounds. The limb damage of 37.5 is the lowest across any target type for the Timberwolf, reflecting the game's design intent that zombies be engaged with precision shots, not sprayed at the limbs.

The ratio of zombie damage to player damage (125 vs 99, or approximately 1.26 to 1) is much narrower than the assault rifles' ratio (99 vs 40, or approximately 2.48 to 1). This means the Timberwolf's damage is consistently high across both target types, while assault rifles are significantly specialised toward zombie targets. A modder interpreting this would conclude that the Timberwolf is designed as a general-purpose high-damage weapon whose role does not shift between PvP and PvE.


Animal damage fields

The animal damage block applies to hits against animal entities.

Animal damage

FieldValue
Animal_Damage99
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage

Animal_Damage is 99. 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_Multiplier is 0.6. A leg hit on an animal does 60 percent of Animal_Damage.
  • Animal_Spine_Multiplier is 0.8. A spine hit on an animal does 80 percent of Animal_Damage.
  • Animal_Skull_Multiplier is 1.1. A skull hit on an animal does 110 percent of Animal_Damage.

Computed animal damage by hit zone

Animal damage per hit zone (computed, use verbatim)

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

Interpreting the computed animal damage values. The animal damage profile mirrors the player damage profile exactly, with Animal_Damage at 99 matching Player_Damage. The absence of an Animal_Arm_Multiplier simplifies the hit-zone model: animals have skull, spine, and leg hitboxes only. Large animals in Unturned have substantially higher health pools than players, so the one-shot threshold that applies in PvP does not necessarily translate to animals. A modder tuning animal damage must consult the health values of the specific animal types on their target map.

The Timberwolf's animal damage is most relevant on maps with aggressive wildlife, such as Yukon. On maps where wolves and bears pose a threat, the Timberwolf serves as a defensive tool as well as an offensive one. The leg multiplier of 0.6 produces 59.4 damage per leg hit, which deters most predators but does not kill them in one shot. A modder creating a hunting-oriented server might raise Animal_Damage to make the Timberwolf a one-shot kill on large game, or lower it to encourage the use of dedicated hunting rifles.

Animal damage and the broader weapon economy. The match between animal and player damage (99 in both cases) is a design shortcut that simplifies balance testing. Instead of tuning two separate base damage values for the same weapon, the developers maintain a single value and let the hit-zone multipliers differentiate the two targets. The zombie damage is the odd one out at 125, which tells the modder that the Timberwolf was balanced primarily for PvE combat against zombies, with the player and animal values set to a standardized baseline. A modder creating a custom weapon family could follow the same pattern: calibrate against one target type, then scale the other types relative to that baseline using a consistent ratio.

The absence of an arm multiplier in the animal block is a practical engine limitation, not a balance choice. The animal hitbox model in Unturned defines three hit regions: skull (head), spine (body), and legs. There is no arm region because animal rigs do not have a dedicated arm bone in the animation skeleton that the engine can use as a hit target. When a modder creates a custom animal type and assigns damage multipliers, they must map their hit regions to the three available multiplier fields in the weapon asset. The arm field simply does not exist for animal targets, and referencing it in a .dat file would cause a parse error or silently be ignored depending on the engine version.


Handling fields

The handling block controls how the weapon moves the camera when fired. The Timberwolf's handling values are configured for a high-powered sniper rifle: strong recoil, very tight aiming spread, and pronounced camera shake.

Handling

FieldValue
Recoil_Min_X-4
Recoil_Min_Y25
Recoil_Max_X-5
Recoil_Max_Y30
Spread_Aim0.001
Shake_Min_X-0.005
Shake_Max_X0.005

Recoil_Min_X and Recoil_Max_X

Recoil_Min_X is -4 and Recoil_Max_X is -5. 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. Both values are negative, which means the Timberwolf always kicks to the left on the horizontal axis. This is the opposite of the Eaglefire (which kicks right with values 0.5 to 1.5) and different from the Maplestrike (which kicks bidirectionally with values -0.5 to 0.5). The magnitude of -4 to -5 is substantially larger than the assault rifles' horizontal recoil values, reflecting the heavier calibre. A modder who wants the Timberwolf to kick right instead would flip both signs to positive.

Recoil_Min_Y and Recoil_Max_Y

Recoil_Min_Y is 25 and Recoil_Max_Y is 30. These define the vertical recoil range. Both values are positive, so the camera always kicks upward. The magnitude of 25 to 30 is dramatically higher than the assault rifles' vertical recoil (Eaglefire 3 to 4, Maplestrike 4 to 5). This reflects the Timberwolf's identity as a heavy sniper rifle: each shot produces a large upward camera displacement. A modder reducing this to 10 to 15 would create a softer-shooting variant; raising it to 35 to 40 would make follow-up shots even more difficult.

Spread_Aim

Spread_Aim is 0.001. This is the base spread value when the player is aiming down sights. At 0.001, the Timberwolf's aiming spread is fifty times tighter than the assault rifles' 0.05. This is the defining accuracy characteristic of a sniper rifle: the projectile goes almost exactly where the crosshair points when aiming. A modder who wants a less accurate sniper rifle would raise this value; a modder who wants perfect pinpoint accuracy would set it to 0.

Shake_Min_X and Shake_Max_X

Shake_Min_X is -0.005 and Shake_Max_X is 0.005. 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. The magnitude of 0.005 is twice the assault rifles' shake magnitude of 0.0025, reflecting the larger calibre. The shake is purely cosmetic and does not affect projectile accuracy.

How the handling parameters work together as a system. The engine applies recoil, spread, and shake additively on each shot, not multiplicatively. Recoil moves the camera angle. Spread adds random angular deviation to the projectile's trajectory independent of the camera. Shake offsets the camera position for a cosmetic screen-jitter effect. These three effects are fully independent, which means a modder tuning only one of them is leaving the other two at their original values. A common mistake is to zero out Spread_Aim without adjusting recoil, creating a weapon that fires exactly where the crosshair was before the recoil kicked the camera up but not where it points afterward.

The Spread_Aim value of 0.001 is exceptionally tight. At the Timberwolf's range of 300 units, a spread of 0.001 radians translates to approximately 0.3 units of lateral deviation at maximum effective range. This is functionally pinpoint. The purpose is not to simulate ballistic inaccuracy but to ensure the projectile hits exactly where the crosshair points, which is the expected behaviour for a sniper rifle in Unturned's arcade-shooter design vocabulary. The spread value is the angle in radians that the projectile can deviate from the aim direction. A value of 0 means zero deviation. A value of 0.001 means the engine adds up to 0.001 radians of random offset to the projectile's direction vector on each shot.

The recoil pattern is asymmetric by design: a hard leftward pull with values from -4 to -5 horizontally and 25 to 30 vertically. The leftward bias means the Timberwolf's recoil helps the player track a target moving right-to-left across the screen but fights against left-to-right tracking. This asymmetry is a deliberate balance choice: the weapon is powerful, but firing it imposes a cost in target reacquisition time. A modder who wants a perfectly symmetric recoil pattern would set Recoil_Min_X to 4 and Recoil_Max_X to 5 (mirroring the negative values) or set both to 0 for no horizontal recoil. The vertical recoil of 25 to 30 is one of the highest values in the vanilla arsenal, second only to dedicated anti-materiel weapons. This value ensures that follow-up shots require the player to manually reacquire the target after the camera jump.

The shake magnitude of 0.005 is small in absolute terms but noticeable on a scoped weapon. When a player is zoomed in through a high-magnification scope, even a tiny camera displacement translates to a large apparent movement at the target's distance. This is why the shake is kept low: a sniper scope magnifies the effect, and a larger shake would make it impossible to see where the shot landed through the scope. The shake values are purely cosmetic offsets applied to the camera's world-space position. They do not feed into the recoil or spread calculations, and they reset to zero within a few frames after the shot.

The handling system and the bolt cycle in combat. The Timberwolf's handling parameters interact with the bolt-action cycle in ways that define the weapon's practical combat rhythm. When a player fires, the recoil kicks the camera up and left. During the subsequent bolt cycle (50 ticks), the player cannot aim down sights, which means the camera naturally drifts back toward the target position under the player's mouse control. By the time the bolt cycle completes and the weapon is ready to fire again, the player has had roughly 0.8 seconds to manually compensate for the recoil displacement and reacquire the target. This creates a "fire, compensate, fire" rhythm that is rhythmically distinct from the assault rifle pattern of "fire, track, fire" where the camera never leaves ADS.

The combination of heavy vertical recoil (25 to 30) and a long bolt cycle (50 ticks) is deliberate: the recoil takes the player off-target, and the bolt cycle gives them time to recover. If the recoil were lower or the bolt cycle shorter, the rhythm would collapse into rapid follow-up shots that contradict the sniper design fantasy. A modder adjusting both values simultaneously must maintain this relationship. A common sniper-variant design pattern is to lower Firerate to 30 (faster cycle) while also lowering recoil to 15 to 20 (less displacement), producing a faster-shooting but still rhythmic precision rifle. Raising Firerate to 70 while keeping recoil at 25 to 30 creates a weapon that punishes the player with heavy recoil and then forces a long wait before the recovery is relevant, which feels sluggish and unsatisfying.


Flags

The enum flags on a gun asset control which behaviours the engine activates for that weapon. The Timberwolf asset declares these flags:

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

GUID flag

The string "7b82c125a5a54984b8bb26576b59e977" is a GUID embedded in the flags block, not a functional flag name. This GUID may reference a master asset or a parent table. When a modder clones the Timberwolf to create a variant, they should either remove this GUID or replace it with a new one they generate.

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_Grip, Hook_Sight, and Hook_Tactical are attachment-socket flags. The Timberwolf has three hook flags, not four. It is missing Hook_Barrel, which means the Timberwolf does not accept barrel attachments. Compare this to the Eaglefire and Maplestrike, which both have Hook_Barrel present. A modder who wants to add barrel attachment support to the Timberwolf would add Hook_Barrel to the flags list.

The three hook flags that are present control grip, sight, and tactical attachments respectively. A modder removing any of these flags would make that attachment category unavailable in the inventory UI for the Timberwolf.

InputItems

InputItems is a flag related to item transfer. When this flag is present, the engine processes the InputItems block in the asset, which defines items that are consumed when the weapon performs a specific action.

Invulnerable

The Invulnerable flag is present on the Timberwolf. This flag prevents the weapon from taking durability damage with use. The Timberwolf will never degrade or break from firing. This is a flag that neither the Eaglefire nor the Maplestrike carries. A modder who wants the Timberwolf to degrade with use would remove the Invulnerable flag.

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. The Timberwolf does not have the Auto flag, which is expected for a bolt-action sniper rifle. The bolt action is enforced by the Bolt action type, not by the fire-mode flags; the Semi flag simply means each trigger pull fires one shot (which then triggers the bolt cycle).

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 absent flags

The Timberwolf is missing Hook_Barrel, which means no barrel attachments are compatible. It is missing Auto and Burst, which means semi-automatic is the only fire mode (beyond Safety). It is also missing a GUID flag beyond the quoted hex string: unlike the Eaglefire and Maplestrike, the Timberwolf has only one GUID string in its flags. The absence of Auto combined with the Bolt action type means the weapon's fire cycle is fundamentally different from a Trigger-action weapon: each shot is followed by a mandatory bolt cycle, and the next shot cannot begin until the cycle completes.

Understanding the Flags enum system. The Flags system in Unturned's .dat format is an enumerated set of boolean toggles. Each flag that appears in the Flags block is a string the engine matches against an internal lookup table of known flag identifiers. When the engine loads the Timberwolf asset, it iterates over every string in the Flags block, resolves each one to a flag ID, and sets the corresponding bit in the weapon's runtime flag bitmask. This bitmask is then checked by multiple engine subsystems at every relevant decision point: can the player attach this accessory? Does durability decrease on this shot? Is this fire mode selectable? Can this crafting recipe be started from this weapon?

The GUID flag "7b82c125a5a54984b8bb26576b59e977" is a special case that deserves its own analysis. GUID strings in the Flags block are not functional flags; they are asset cross-references. In the Timberwolf's case, this GUID likely points to the master bundle or parent asset that the Timberwolf extends. The engine reads this GUID at load time and attaches the referenced asset's properties as a base layer of defaults. This is Unturned's inheritance mechanism: an asset can declare a GUID of a parent asset, inherit its flags, stats, and other properties transparently, and then override only the fields it wants to change. A modder creating a Timberwolf variant who keeps the parent GUID intact inherits all the base Timberwolf's properties automatically; removing it creates a fully standalone asset that must redeclare every field explicitly.

The hook flags and their absent counterpart, Hook_Barrel, are checked by both the inventory UI and the attachment system at runtime. Each hook flag corresponds to a named attachment socket on the weapon's 3D model. When the game renders the weapon in first person, it checks which hook slots are active and instantiates the corresponding attachment models at those socket transforms. If Hook_Barrel is absent, the barrel attachment transform exists on the model but is never populated, even if a compatible barrel attachment is in the player's inventory and the attachment's socket enum matches the Timberwolf's Muzzle value of 4. A modder adding Hook_Barrel must also verify that the weapon model's barrel attachment point is correctly positioned and oriented, or the attached barrel accessory will appear floating, misaligned, or clipped into the weapon body.

The Invulnerable flag is checked at the exact moment durability damage would be applied. When the engine processes a shot, after the damage and recoil calculations, it invokes a durability handler. That handler reads the Invulnerable flag from the runtime bitmask. If the flag bit is set, the handler returns immediately without modifying the weapon's durability counter. This means the flag is a hard gate, not a scaling factor. There is no partial-durability mode for invulnerable weapons; they either degrade or they do not. A server plugin can intercept the durability handler to implement custom degradation logic, such as making the Timberwolf invulnerable to durability loss from firing shots but vulnerable to durability loss from being struck by zombie attacks or from environmental damage sources.

The fire-mode flags (Safety, Semi) interact with the action type (Bolt) to produce the weapon's full fire-control behaviour. Safety sets the default fire mode when the weapon is equipped. Semi allows the player to cycle to semi-automatic fire. The absence of Auto means the player cannot cycle to automatic fire, and the fire-mode selector UI will not display an auto option. But the Bolt action type is what actually prevents rapid fire. Even if a modder adds Auto to the Timberwolf's flags, the Bolt action type will still enforce the mandatory bolt cycle between shots. The fire-mode flags control what the UI offers; the action type controls what the engine actually does.

The Blueprints and InputItems flags in practice. The Blueprints flag on the Timberwolf means the asset carries its own crafting recipe block, separate from the weapon stats. The recipes declared in this block are available at crafting stations that match the recipe's required station type. Typically, a weapon's blueprint recipes allow the player to craft the weapon itself from component parts, or to dismantle it for scrap. The InputItems flag extends this system: when a specific action occurs on the weapon (such as firing or reloading), the engine checks the InputItems block for items that should be consumed. This is the mechanism behind weapons that consume special ammunition types directly from the player's inventory, or tools that consume fuel or battery items with each use.

The RequiresNearbyCraftingTags flag adds a proximity requirement to the crafting system. When this flag is set, the player cannot craft Timberwolf recipes from anywhere in the world; they must be standing near a world object that has the matching crafting tag. This typically means a specific crafting bench, forge, or workstation. The flag is a map-integration point: map designers place tagged objects in the world, and weapon designers reference those tags in their asset flags. A modder working with a custom map must ensure that the tags referenced by weapon assets actually exist on placed world objects, or the crafting recipes will be inaccessible. The absence of this flag would mean recipes are available anywhere, which is the default behaviour for simpler items.


Where it spawns

The loot tables below are the spawn tables in which the Timberwolf 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 Timberwolf entry.

WHERE IT SPAWNS (pre-rendered, use verbatim)

MapSpawn tableChance per roll
CoreSpecial_Canada_Guns50.000%
GreeceGreece_Military_Guns_Special33.333%
CoreArena_Guns_Military_Rare25.000%
IrelandCliffs_Special_Low_Guns25.000%
IrelandCliffs_Special_High_Guns23.256%
BelgiumBelgium_Carepackage4.678%
EasterIslandEaster_Airdrop_Guns4.000%
IrelandCliffs_Special_High_Cliffs3.578%
IrelandCliffs_Special_Low_Cliffs3.571%
IrelandCliffs_Airdrop_Weapons_Military3.279%
CoreBeacon2.825%
EasterIslandEaster_Airdrop2.788%
CoreWashington Arena_Arena_Guns_Military2.688%
CoreArena_Guns_Military2.688%
CorePEI Arena_Arena_Guns_Military2.688%
CoreAlpha Valley_Arena_Guns_Military2.688%
GreeceGreece_Camp1.923%
CorePEI_Special_Canada1.813%
CoreSpecial_Canada1.813%
GreeceGreece_Civillian1.378%

Showing 20 of 28 tables that can produce this weapon.

Reading the spawn-table data

The Timberwolf appears in 28 distinct spawn tables across all maps, of which 20 are shown. The highest single-roll chance is 50.000% in the Special_Canada_Guns table on the Core map. This is the primary spawn source: like the Maplestrike's dominance in Military_Canada_Guns, the Timberwolf dominates its dedicated Canadian special-weapons gun table. The Special_Canada_Guns table name distinguishes it from the Military_Canada_Guns table (which carries the Maplestrike): "Special" tables carry higher-rarity items, and the Timberwolf's Legendary rarity matches this designation.

The second-highest chance is 33.333% in Greece_Military_Guns_Special on the Greece map, and the third is 25.000% in Arena_Guns_Military_Rare on the Core map. The Arena_Guns_Military_Rare table name includes "Rare", which indicates it is the arena table for higher-rarity military weapons. This contrasts with the Maplestrike and Eaglefire, which appear in Arena_Guns_Military_Common at 16.667%. The Timberwolf's arena table has a higher per-roll chance (25.000%) but the table itself likely has fewer entries, making each roll more likely to produce the Timberwolf.

Irish cliff special tables

The Timberwolf has strong presence in Irish cliff tables. It appears in Cliffs_Special_Low_Guns at 25.000%, Cliffs_Special_High_Guns at 23.256%, Cliffs_Special_High_Cliffs at 3.578%, and Cliffs_Special_Low_Cliffs at 3.571%. The "Special" designation in the table names aligns with the Timberwolf's Legendary rarity. The "Guns" suffix tables have much higher per-roll chances than the "Cliffs" suffix tables, mirroring the pattern seen with the Eaglefire's cliff tables: narrow gun-only tables concentrate their weight on fewer items, while broad general-loot tables spread the same total weight across many item types.

Beacon table

The Timberwolf appears in the Beacon table on the Core map at 2.825%. The Beacon table is a special loot table associated with beacon events. The Timberwolf is the only weapon in this series that appears in the Beacon table, which reflects its Legendary status: beacon events are high-reward activities, and the loot tables are curated to include top-tier items.

Airdrop and carepackage tables

The Timberwolf appears in carepackages and airdrops across multiple maps: Belgium (Belgium_Carepackage at 4.678%), Easter Island (Easter_Airdrop_Guns at 4.000% and Easter_Airdrop at 2.788%), and Ireland (Cliffs_Airdrop_Weapons_Military at 3.279%). These percentages are modest but represent the few ways to obtain a Timberwolf on maps that lack Canadian special-weapons spawns.

Greek civilian and camp tables

The Timberwolf appears in two unusual tables on the Greece map: Greece_Camp at 1.923% and Greece_Civillian at 1.378%. The camp table is a general outdoor loot table, and the civilian table is a general civilian-loot table. These are broad tables with many entries, so a 1.923% or 1.378% per-roll chance is exceptionally rare in practice. The presence of a Legendary sniper rifle in a civilian loot table is unusual and may reflect the Greece map's specific loot-design choices.

Arena tables at reduced chance

Four arena tables carry the Timberwolf at 2.688% each: Washington Arena_Arena_Guns_Military, Arena_Guns_Military, PEI Arena_Arena_Guns_Military, and Alpha Valley_Arena_Guns_Military. These are the same four arena tables that carry the Eaglefire and Maplestrike at 14.875%. The Timberwolf's much lower percentage in these tables reflects its higher rarity tier: arena tables that contain common and rare military weapons assign lower weights to Legendary items. A modder who wants the Timberwolf to appear more often in arena mode would raise these weights.

Special Canada tables at low chance

PEI_Special_Canada and Special_Canada both carry the Timberwolf at 1.813%. These are broad special-loot tables, not narrow gun-only tables. The Special_Canada_Guns table at 50.000% is the narrow guns-only version. The broad tables mix the Timberwolf with other special items (clothing, melee weapons, attachments), which dilutes the per-roll chance. A server owner who wants Special Canada spawns to produce a Timberwolf more frequently should increase the weight in Special_Canada_Guns rather than in the broad Special_Canada table.

Expanded spawn-table analysis. The Timberwolf's 28 spawn tables span core maps (PEI, Washington, Germany, Alpha Valley, Yukon), curated maps (Greece, Ireland, Belgium, Easter Island), and special-event tables (arena, beacon, airdrop, carepackage). The diversity of these tables reflects the Timberwolf's status as a top-tier item: it appears in small quantities across many maps rather than being concentrated in a few tables on a single map. This design pattern ensures that players on any map have at least one path to obtaining the weapon, even if the per-roll probability is low.

The Special_Canada_Guns table at 50.000% operates differently from the Military_Canada_Guns table that hosts the Maplestrike. The "Military" prefix designates military-grade loot carrying Rare and Epic rarity tiers. The "Special" prefix designates special-grade loot carrying Legendary rarity. The _Guns suffix narrows the table to weapons only. The combination Special_Canada_Guns is therefore the Legendary-tier Canadian weapon pool, and the Timberwolf occupies half the total weight in that pool. The other half is distributed among the remaining Legendary-tier Canadian weapons. A modder investigating the full Special_Canada_Guns table entries would discover which other weapons share this dedicated Legendary pool alongside the Timberwolf.

The Ireland cliff tables (Cliffs_Special_Low_Guns, Cliffs_Special_High_Guns, Cliffs_Special_High_Cliffs, Cliffs_Special_Low_Cliffs) represent a unique vertical-loot design pattern. The cliffs on the Ireland map are high-risk traversal areas, and the loot tables at cliff locations are curated to make the risk worthwhile. The "Low" and "High" designations correspond to different elevation tiers on the map, with distinct loot tables at each tier. The "Guns" suffix tables offer concentrated weapon loot at higher per-roll probabilities, while the "Cliffs" suffix tables are broader general-loot pools that include the Timberwolf alongside other item types such as clothing, medical supplies, and melee weapons. A map designer creating vertical loot tiers would use this pattern: narrow gun-only tables for the highest-risk locations, broad general tables for lower-risk locations, with the same high-value weapons appearing in both at appropriately scaled weights.

The Greece map's decision to include the Timberwolf in civilian and camp loot tables is one of the most unusual loot-design choices in the official Unturned spawn data. Legendary sniper rifles appearing in civilian loot break the expected rarity-to-location mapping. In most maps, a Legendary-tier weapon appears exclusively in military, special-forces, or endgame-event loot tables. Greece places the Timberwolf where civilian-grade items are expected. The per-roll chance is appropriately low -- a player opening hundreds of civilian loot containers might see one Timberwolf -- but the fact that it can appear at all is a deliberate design choice rather than an oversight. The Greece_Camp table at 1.923% and the Greece_Civillian table at 1.378% are broad tables with dozens of entries each, so the Timberwolf's effective spawn rate from civilian locations is vanishingly small. A map designer considering this pattern weighs the thrill of an unexpected Legendary drop against the risk of making military loot locations less important to the overall map economy.

The arena-table weights reveal the rarity-scaling formula in action. The four arena tables each carry the Timberwolf at 2.688% while carrying the Eaglefire and Maplestrike at 14.875%. The ratio between these weights is approximately 5.53 to 1. This is not an arbitrary assignment; the arena system uses a rarity-based scaling formula that assigns higher weights to lower-rarity items and lower weights to higher-rarity items. A Legendary item (the Timberwolf) receives roughly one-fifth of the weight that an Epic item (the Eaglefire and Maplestrike) receives in the same arena table category. The exact scaling factor varies by table type, but the pattern is consistent: higher rarity means lower weight in broad military tables. A server owner who understands this scaling can predict the weight of any Legendary military weapon in these arena tables by applying the same scaling factor to its Rare or Epic counterpart's base weight.

The Beacon table entry at 2.825% carries additional significance because the Beacon table is a single, unified loot table shared across all beacon events on core maps. Unlike map-specific tables, the Beacon table is global. A player completing a beacon event on PEI, Washington, Germany, or any other core map has the same 2.825% chance per roll of receiving a Timberwolf. Beacon events spawn multiple loot rolls depending on the beacon's difficulty tier, so the effective per-beacon chance of seeing at least one Timberwolf is higher than 2.825%. A server owner adjusting beacon rewards considers the number of rolls per beacon when setting the desired per-beacon Timberwolf appearance rate. If each beacon event generates ten loot rolls, the per-beacon probability of at least one Timberwolf is approximately 24.9 percent (calculated as 1 minus the probability of missing all ten rolls).

The Belgium Carepackage table at 4.678% and the Easter Island airdrop tables (Easter_Airdrop_Guns at 4.000%, Easter_Airdrop at 2.788%) represent event-driven acquisition paths that are tied to server-configured event frequency. Carepackages and airdrops are periodic map events whose timing is controlled by server configuration. The frequency of these events directly affects how often a Timberwolf enters circulation on a given server. On a server with frequent airdrops, the Timberwolf might appear regularly despite a 4.678% per-roll chance. On a server with rare airdrops, the Timberwolf becomes correspondingly scarce through this acquisition path. Server administrators must therefore consider event frequency settings alongside per-roll chance when tuning overall Timberwolf availability.

Understanding Unturned's loot table hierarchy. The Timberwolf's 28 spawn tables are not a flat list of independent loot sources. The spawn system is hierarchical: the engine first selects a spawn table based on the location type (military, civilian, special, arena), then rolls that table for an item. The location type is determined by the map object's spawn ID, which the map designer assigns to each loot container and ground-spawn node. A military crate on PEI and a military crate on Washington may roll different tables if the map designer assigned different spawn IDs, but they typically roll the same Core tables. This is why the four arena tables (Arena_Guns_Military plus the three map-prefixed variants) all carry the Timberwolf at 2.688%: they are variations of the same table template, differentiated only by their map prefix for organizational purposes in the asset files.

The table-naming convention reveals the loot architecture. A table name like Greece_Military_Guns_Special breaks down into four components: the map scope (Greece), the location type (Military), the category filter (Guns), and the rarity designation (Special). The map scope can be Core (shared across all vanilla maps), a specific map name (Greece, Ireland, Belgium), or an event type (Arena, Beacon). The category filter narrows the item pool: Guns limits to weapons, Cliffs limits to cliff-adjacent loot, and an absent filter means all item categories. The rarity designation maps to the item rarity tiers the table expects: Special for Legendary items, Rare for Rare and Epic items, and absent designation for Common through Rare. A modder creating custom loot tables for a new map should follow this four-component naming convention to make their tables readable and maintainable.


Canned Beans

The Timberwolf 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 Timberwolf's spawn tables are exclusively military, special, arena, airdrop, carepackage, beacon, and camp/civilian tables on Greece. The camp and civilian tables on Greece might theoretically contain beans alongside the Timberwolf, but the extracted asset data does not include bean data for those tables, so this reference cannot confirm or deny bean cohabitation in Greek loot tables. If you are researching bean distribution across maps, see Canned Beans Lore. The absence confirms only that this weapon reference does not intersect with documented bean data.


Practical use for server owners and modders

Cloning the Timberwolf for a custom variant

To create a custom Timberwolf variant, a modder would:

  1. Copy the Timberwolf.dat asset file to a new file with a unique asset name.
  2. Generate a new GUID (any 32-character hex string that does not collide with an existing asset).
  3. Assign a new item ID that does not conflict with vanilla IDs or other modded IDs.
  4. Edit the fields described in this reference. Common variant edits include lowering Firerate for a faster bolt cycle, adjusting Player_Damage for a less punishing damage profile, or changing the recoil values for a softer-shooting precision rifle.
  5. Add or remove flags. To add barrel attachment support, add Hook_Barrel. To make the weapon degradable, remove Invulnerable. To add automatic fire (unusual for a bolt-action, but modders can experiment), add Auto.
  6. Adjust Caliber if the variant uses a different ammunition type, and Magazine and Muzzle if the variant accepts different attachment socket types.
  7. Add the new asset to spawn tables or distribute it as a kit item.

GUID generation and the inheritance system in depth. When cloning the Timberwolf, the most critical step is GUID management. The Timberwolf carries the GUID "7b82c125a5a54984b8bb26576b59e977" in its flags block. This GUID is the inheritance pointer: it tells the engine to load the parent asset at this GUID first, then layer the Timberwolf's own field overrides on top. If a modder copies the Timberwolf and keeps this GUID intact, the new weapon inherits all the parent's properties and only overrides what the modder explicitly changes. This is convenient for creating a variant that differs in only a few fields. If the modder removes the GUID, the new weapon is fully standalone and must redeclare every field (ballistics, damage tables, handling, flags) from scratch. The GUID 8550c31ea94c4bc5a7d30078c40012c0 is the Timberwolf's own identity GUID, not the parent GUID; the two serve different purposes and must not be conflated.

New GUIDs must be generated as 32-character hex strings with no dashes or separators. The pool of possible GUIDs is effectively infinite (16 to the 32nd power), so collisions are vanishingly unlikely, but modders should still verify uniqueness by searching their loaded workshop content for the new GUID string before finalising the asset.

The bolt action as a modding decision point

The Timberwolf's Bolt action type is the single most impactful field a modder works with when creating a sniper variant. Changing the action to Trigger removes the bolt cycle entirely and turns the weapon into a direct-fire sniper that cycles as fast as its Firerate value allows. If a modder changes Action to Trigger and Firerate to 4, the result is a semi-automatic sniper rifle that fires as fast as an Eaglefire but delivers 99 base player damage per shot. This is a common pattern in overpowered modded weapons, and it is why server owners often audit modded weapon packs for the combination of Trigger action plus sniper-tier damage values.

Changing the action to Pump applies a pump-action cycling mechanism, which is mechanically similar to bolt-action but uses a different animation set. The pump cycle is tied to the same Firerate tick count as the bolt cycle, so switching between Bolt and Pump does not change the weapon's effective fire rate; it only changes the animation the player sees. The Break action type is rarely used on rifles and is more common on shotguns and single-shot weapons.

Edge cases when modifying the action type. Changing the Timberwolf's action to Break would cause the weapon to play a break-open animation after each shot, which is visually incongruent with the Timberwolf's bolt-action rifle model. The engine does not validate whether an action type is visually appropriate for the weapon model; it blindly plays the animation corresponding to the action enum. This means a modder can assign any action type to any weapon, producing visually absurd combinations like a break-action minigun or a pump-action rocket launcher. The resulting behaviour is technically functional but aesthetically broken, and mod reviewers and server owners flag these mismatches as quality control issues.

Removing the action type entirely by deleting the Action field from the .dat file would cause the engine to fall back to a default action type, typically Trigger. This fallback behaviour is undocumented and varies between engine versions, so a modder should always explicitly set the Action field rather than relying on engine defaults. The same applies to Firerate: removing the field defaults it to a version-dependent value, and the resulting weapon may cycle at an unintended speed. Every field discussed in this reference should be treated as mandatory for asset correctness, even when the engine does not strictly require it, because the absence of a field is a silent permission for the engine to substitute its own default.

The Invulnerable flag as a design lever

The Invulnerable flag on the Timberwolf means the weapon has infinite durability. This is a powerful design signal: the developers intended the Timberwolf to be a permanent acquisition, not a consumable tool that wears out and is replaced. When a modder removes this flag, the Timberwolf begins degrading with each shot according to the engine's standard durability-loss formula. The degradation rate is a function of the weapon's durability stat (declared in the asset but not shown in this reference) and the number of shots fired. A modder creating a scavenger-survival server might remove Invulnerable to force players to maintain their Timberwolves. A modder creating a PvP arena server might keep Invulnerable to ensure that players always have a working primary weapon between rounds.

The Invulnerable flag also interacts with the repair system. When a weapon degrades, players can repair it using a repair kit or at a repair station. An invulnerable weapon never needs repair, which removes a resource sink from the server's economy. Server owners who want repair kits to remain valuable throughout a playthrough should consider removing Invulnerable from high-tier weapons.

Caliber 2 and creating new ammunition families

The Timberwolf's Caliber value of 2 assigns it to a unique ammunition family that shares no compatibility with Caliber 1 (Military ammunition). When a modder creates a new weapon family -- for example, a set of three sniper rifles all chambered in the same custom ammunition -- they would assign all three weapons the same Caliber enum value and create a corresponding magazine asset with a matching caliber. The Caliber enum is an integer, and modders can use values beyond 2 for custom ammunition families. However, values 0 through a defined maximum are reserved for vanilla ammunition types, and modders should start their custom caliber enums at a high value (such as 1000 or higher) to avoid collisions with future vanilla additions.

The Caliber field also determines which ammo boxes the weapon consumes during inventory reloads. A player carrying Timberwolf ammunition boxes in their inventory can reload the Timberwolf from those boxes without a magazine. The ammo box's caliber enum must match the weapon's caliber enum. A modder creating a custom ammunition type must create the ammo box asset, the magazine asset, and the weapon asset, all with matching caliber values.

Magazine 20 and custom magazine design

The Timberwolf's Magazine value of 20 refers to a unique magazine socket type. The Timberwolf magazine is itself a separate .dat asset file. To create a custom magazine for the Timberwolf, a modder copies the existing Timberwolf magazine asset, assigns it a new GUID and item ID, adjusts its capacity (the Amount or Capacity field in the magazine's own asset), and ensures its socket enum is set to 20. The weapon-side Ammo_Min and Ammo_Max fields control spawn ammo; the magazine-side capacity field controls maximum ammo. These two systems are independent, and a modder who creates an extended 10-round Timberwolf magazine but forgets to update Ammo_Max to 10 will produce a weapon that spawns with no more than 6 rounds despite having a higher-capacity magazine attached.

The Muzzle 4 socket and barrel attachment design. The Timberwolf's Muzzle value of 4 defines a socket type that is separate from the standard Military muzzle socket (3). This means military-pattern suppressors, muzzle brakes, and compensators designed for the Eaglefire and Maplestrike will not attach to the Timberwolf even if Hook_Barrel were added to the flags. The socket enum must match on both the weapon and the attachment for compatibility to register. A modder creating a Timberwolf-specific barrel attachment must set that attachment's socket enum to 4. If the server also wants the attachment to work on Military weapons, the attachment must carry both socket enums or the modder must create two attachment variants, one for each socket type.

Socket isolation as a design tool. The Timberwolf's unique socket enums (20 for magazine, 4 for muzzle) serve an important design function: they prevent cross-contamination between weapon families. Without isolated socket enums, a player could attach a Military extended magazine (socket 6) to the Timberwolf, which might carry 30 or 75 rounds and fundamentally break the Timberwolf's low-capacity balance. Similarly, Military suppressors (socket 3) would attach to the Timberwolf if its muzzle socket were 3. By assigning unique socket enums to each weapon family, the developers enforce attachment silos: a Timberwolf magazine only fits the Timberwolf, and a Military magazine only fits Military-pattern weapons. A modder creating a new weapon family should assign unique socket enums to that family's attachments for the same reason, maintaining clean separation between weapon categories.

Server-side damage tuning

A server owner running a RocketMod or OpenMod plugin can read and modify the Timberwolf's values at runtime using the GUID 8550c31ea94c4bc5a7d30078c40012c0. A plugin can override Player_Damage, Zombie_Damage, the multiplier fields, or the recoil parameters. A common server-side adjustment is to lower Player_Damage to make the Timberwolf less dominant in PvP, or to adjust Zombie_Damage for PvE balance. The Invulnerable flag can also be toggled server-side to introduce durability degradation.

Plugin architecture for asset modification. RocketMod and OpenMod plugins access the Timberwolf through the asset manager API. The typical pattern is: retrieve the ItemAsset object by GUID, cast it to a GunAsset, read the current value of the target field, apply a server-configured multiplier or override, and write the modified value back to the asset object. This modification is server-side only and does not persist to the .dat file; it resets on server restart. Plugins that need persistent modifications must either reapply them every server start or use a configuration file that stores the desired override values and reapplies them on load. The GUID lookup is a constant-time hashmap operation, making runtime modifications cheap and performant even on servers with hundreds of players.

Spawn table auditing

The Special_Canada_Guns table at 50.000% is the dominant spawn source. If a server owner wants the Timberwolf to be rarer, reducing its weight in this single table is the highest-impact change. If the Timberwolf is appearing in civilian loot on Greece and the server owner finds this immersion-breaking, they would remove the Timberwolf entries from Greece_Camp and Greece_Civillian.

The four arena tables at 2.688% mean the Timberwolf is substantially rarer in arena mode than the Eaglefire or Maplestrike (both at 14.875%). A server owner who wants arena matches to include more sniper rifles would raise these weights.

Attachment compatibility

The Hook_Grip, Hook_Sight, and Hook_Tactical flags mean the Timberwolf accepts grip, sight, and tactical attachments. The absence of Hook_Barrel means no barrel attachments are compatible. A modder creating a custom attachment for the Timberwolf must match the attachment's socket enum to the Timberwolf's Magazine value of 20 (for magazine attachments) and ensure the attachment has the correct hook flag. Barrel attachments will not work on the Timberwolf unless a modder adds Hook_Barrel to the flags list and ensures the attachment's socket enum matches the Timberwolf's Muzzle value of 4.

Beacon and event loot

The Timberwolf's appearance in the Beacon table at 2.825% is a loot-design signal that server owners should be aware of. Beacon events are high-difficulty PvE encounters, and the Timberwolf's presence in the Beacon loot table means players who complete beacon events have a chance at obtaining a Legendary sniper rifle. A server owner who wants to make beacon events more rewarding would raise the Timberwolf's weight in the Beacon table. A server owner who wants to gate the Timberwolf behind beacon events exclusively would remove it from all other spawn tables and increase its Beacon weight.

Beacon event loot mechanics in depth. The Beacon table is pooled: every beacon event on every core map draws from the same table. This means the 2.825% per-roll chance is consistent regardless of which map the beacon event occurs on. However, the number of loot rolls per beacon event varies. A low-tier beacon generates fewer rolls than a high-tier beacon. A server owner configuring beacon difficulty indirectly controls the Timberwolf's circulation rate: higher-difficulty beacons produce more rolls and therefore more Timberwolves over time. A server owner who wants the Timberwolf to appear exclusively from high-difficulty beacons can keep the weight at 2.825% and simply increase the beacon difficulty, which generates more rolls per event without changing the per-roll probability.

The Belgium and Easter Island event tables (Carepackage, Airdrop) are not pooled in the same way as the Beacon table. Each curated map maintains its own event table, which means the Belgium_Carepackage entry at 4.678% and the Easter_Airdrop_Guns entry at 4.000% are independent of each other. A server owner running multiple curated maps in rotation would see different Timberwolf availability depending on which map is active. The carepackage and airdrop events are spawned by server plugins or map scripts, not by the base game's event scheduler, so their frequency is fully under server-owner control. A server running a custom airdrop plugin that spawns an airdrop every 30 minutes would see far more Timberwolves in circulation than a server running vanilla airdrop intervals.

Comparing Timberwolf to assault rifles for modding

The Timberwolf is a fundamentally different weapon category from the Eaglefire and Maplestrike. Key differences a modder works with:

  • Player_Damage of 99 vs 40. The Timberwolf's base player damage is 2.475 times higher.
  • Zombie_Damage of 125 vs 99. The Timberwolf deals more zombie damage per hit.
  • Range of 300 vs 200. The Timberwolf has 50 percent more effective range.
  • Firerate of 50 vs 4 or 5. The Timberwolf cycles far more slowly.
  • Action is Bolt vs Trigger. The firing cycle includes a mandatory bolt animation.
  • Spread_Aim is 0.001 vs 0.05. The Timberwolf is fifty times more accurate when aiming.
  • Caliber is 2 vs 1. The Timberwolf uses a unique ammunition type.
  • Magazine is 20 vs 6. The Timberwolf uses a unique magazine type.
  • Muzzle is 4 vs 3. The Timberwolf uses a different barrel-attachment socket.
  • Invulnerable flag is present. The Timberwolf does not degrade.
  • Hook_Barrel flag is absent. The Timberwolf does not accept barrel attachments.
  • Rarity is Legendary vs Rare or Epic. The Timberwolf is the highest tier.
  • Recoil horizontal -4 to -5 vs 0.5 to 1.5 (Eaglefire) or -0.5 to 0.5 (Maplestrike). The Timberwolf's recoil magnitude is an order of magnitude larger.
  • Recoil vertical 25 to 30 vs 3 to 5. The Timberwolf kicks upward roughly seven times harder.
  • Shake magnitude 0.005 vs 0.0025. The Timberwolf's screen shake is twice as intense.
  • Ammo capacity 1 to 6 (random spawn) vs fixed capacities in assault rifles. The Timberwolf's initial ammo is unpredictable.
  • Spawn table count: 28 tables vs 30 (Maplestrike) or 24 (Eaglefire). The Timberwolf appears in a comparable number of tables but at consistently lower weights in shared tables.
  • Primary spawn dominance: Special_Canada_Guns at 50.000% vs Military_Canada_Guns at 55.556% (Maplestrike). Both dominate their dedicated Canadian tables, but the Timberwolf's table is "Special" tier while the Maplestrike's is "Military" tier.

A modder creating a new weapon family would use these differences as templates: a sniper follows the Timberwolf pattern (high damage, slow cycle, tight spread, unique ammo, bolt action), while an assault rifle follows the Eaglefire/Maplestrike pattern (moderate damage, fast cycle, moderate spread, shared ammo, trigger action).

Deeper comparison insights for weapon-family design. The Timberwolf's identity as a Legendary-tier bolt-action sniper is not defined by any single field in isolation but by how the fields interact as a system. The Bolt action enforces a fire-rate ceiling regardless of Firerate value. The Spread_Aim of 0.001 makes every aimed shot hit exactly on target up to Range of 300. The Player_Damage of 99 means that shot is almost certainly lethal. Together, these three values create a weapon whose design contract is "one shot, one kill, at any range, but you must wait between shots." An assault rifle's design contract is "multiple shots, modest damage, at medium range, and you can fire continuously."

The attachment system reinforces this design contract. The Timberwolf accepts sights (for magnification), grip (for stability), and tactical (for utility such as a rangefinder or laser), but not a barrel (which would modify muzzle flash, sound, or projectile behaviour). This means the Timberwolf's ballistic profile is fixed: its damage, range, and accuracy are immutable through attachments. The assault rifles accept barrel attachments, allowing players to trade off between stealth (suppressor) and damage (muzzle brake or compensator). The Timberwolf's fixed ballistic profile means its power budget is front-loaded into the base stats rather than the attachment pipeline.

For a modder designing a new weapon family, the Timberwolf's pattern is the template for a "pure power" weapon: high base stats, restrictive attachment slots, slow cycle time, and a simple design contract. The Eaglefire/Maplestrike pattern is the template for a "flexible" weapon: moderate base stats, generous attachment slots, fast cycle time, and a design contract that players can modify through attachments. A weapon family that sits between these two patterns -- for example, a designated marksman rifle with Trigger action, Range of 250, and Player_Damage of 60 -- would draw elements from both templates to create a hybrid role.

The Timberwolf's durability advantage in server economics. The Invulnerable flag is not merely a convenience feature; it has measurable economic impact on a server. A non-invulnerable Epic-tier assault rifle degrades with every shot and eventually requires a repair kit. Repair kits are loot items with their own spawn tables, crafting recipes, and economic value. An invulnerable weapon removes this entire resource chain from the player's experience: no repair kits needed, no downtime for repairs, no risk of a broken weapon in the middle of a firefight. On a server with limited repair-kit availability, the Timberwolf's invulnerability is a significant economic advantage.

The Timberwolf as a data reference for plugin developers. For plugin developers, the Timberwolf is a "known quantity" asset: its GUID (8550c31ea94c4bc5a7d30078c40012c0) and item ID (18) are stable across Unturned versions. Unlike modded weapons whose GUIDs change with every workshop update, the Timberwolf's identifiers are versioned with the base game and only change on a major engine update (which is rare). This makes the Timberwolf a reliable anchor point for plugins that need to detect high-tier weapons, apply custom balance rules, or log weapon usage statistics. A plugin scanning a player's inventory for a Legendary-tier sniper rifle targets the Timberwolf's GUID as the canonical example, and any weapon with similar stats (high damage, bolt action, tight spread) is treated as a Timberwolf-class weapon for categorization purposes.

Cross-referencing the Timberwolf with other game systems. The Timberwolf's asset data interacts with several game systems not covered in this weapon-centric reference. The skill system (specifically the Sharpshooter skill) applies damage multipliers to sniper-class weapons and reduces recoil. The armour system (helmets and vests) applies damage reduction that stacks multiplicatively with the hit-zone multipliers documented in this reference. The medical system (morphine, adrenaline, and other buffs) can increase a player's effective health pool, changing the hits-to-kill thresholds implied by the computed damage tables. Plugins that modify any of these systems indirectly affect the Timberwolf's practical performance. A modder performing a full balance pass on their server should audit all four systems -- weapon stats, skills, armour, and medical buffs -- as a single interconnected tuning surface rather than adjusting weapon values in isolation.

Limitations of this reference. This reference documents the asset as declared in the .dat file, not the behaviour of the weapon in every possible game state. Certain engine behaviours -- such as damage falloff curves, projectile penetration through materials, and interactions with armour and medical buffs -- are governed by systems outside the weapon asset and are documented elsewhere. The spawn table data shows 20 of the Timberwolf's 28 known spawn tables; the remaining 8 tables are not included in this extraction and may carry additional spawn locations. The flags block may contain additional flags not documented here if they were added by a game update after this reference was compiled. Always verify field values against the actual asset file in your game installation when making modding decisions that depend on precise numbers.

The data in this reference was extracted from the Timberwolf asset file at item ID 18 and GUID 8550c31ea94c4bc5a7d30078c40012c0, and cross-referenced against spawn table data from all official and curated maps. It documents the asset as it exists in the current Unturned version. Server owners and modders should verify these values against their specific game version, as asset data can change across engine updates. When values do change, the GUID and item ID remain the authoritative identifiers for locating the asset in the game's data hierarchy.

If you find discrepancies between this reference and your in-game asset, check your game version against the version this reference was compiled from. Unturned receives regular updates, and asset values occasionally change as part of balance patches or engine reworks. The GUID and item ID are the most stable identifiers; start your verification there and work outward through the fields documented above.


Timberwolf Weapon Reference. 57 Studios Modding KB. Item ID 18, GUID 8550c31ea94c4bc5a7d30078c40012c0. Cross-referenced against all official and curated map spawn tables.

How this reference relates to the broader weapon series. The Timberwolf is one of three core weapons documented in the 57 Studios weapon reference series, alongside the Eaglefire (item ID 4, an Epic assault rifle) and the Maplestrike (item ID 363, a Rare assault rifle). Together, these three entries span three rarity tiers (Rare, Epic, Legendary), two firing actions (Bolt, Trigger), two ammunition families (Caliber 1 and 2), and three spawn profiles. Modders working across all three references can build a complete picture of Unturned's weapon architecture: how rarity affects spawn weights, how action types affect firing behaviour, how socket enums enforce attachment compatibility, and how damage values are calibrated differently across weapon categories. The Timberwolf is the high end of this spectrum: highest damage, highest range, slowest cycle, tightest spread, and most restrictive attachment system. The Eaglefire and Maplestrike references provide the low and middle ends, respectively, forming a full picture of how Unturned distinguishes weapon roles through asset data rather than hardcoded class systems.

The reference format used in this article -- verbatim data tables followed by field-by-field analysis, computed damage tables, expanded spawn-table analysis, and practical modding guidance -- is shared across all weapons in the series. This consistency means a modder who learns to read the Timberwolf reference can immediately navigate the Eaglefire and Maplestrike references using the same mental model, and can apply the same analysis approach to any custom weapon they create or audit.

Extending this reference for your own work. This reference is a snapshot of the vanilla Timberwolf asset. Every section is designed to be extended: a modder creating a Timberwolf variant can copy the ballistics table, adjust the values, and use the field-by-field analysis to understand what each change implies. A server owner auditing spawn tables can add rows to the spawn table analysis section to document custom spawn tables on their own map. A plugin developer building a weapon-balance system can use the computed damage tables as a template for automated balancing: calculate the new hit-zone damages from the modified base values using the same multiplier system documented here. The reference is not the end of the analysis; it is the starting point from which custom weapon design, server balancing, and plugin development begin.