Shadowstalker Mk. II Gun Reference
The Shadowstalker Mk. II is a railgun asset in Unturned, defined by item ID 1441 and GUID 3b1ae9b68f19425b8dc0345a6f3c7ffc. It sits in the Primary weapon slot with Mythical rarity -- the highest rarity tier in the game. The in-game description reads: Prototype railgun chambered in <color=mythical>Shadowstalker Mk. II</color> ammunition. This article documents every field in the Shadowstalker Mk. II asset file so that a modder can read, understand, and edit the weapon. Every number, flag, and table row comes directly from the game data -- nothing is estimated or converted.
An Unturned gun asset is a text-defined data block. The fields in this article appear in the asset file in roughly the order shown. Each field is one line: a key name, an equals sign or a colon, and a value. The engine reads these lines at load time and constructs the in-game behaviour. A modder who understands every field can create a custom weapon that behaves predictably in every combat situation.
The Shadowstalker Mk. II is a unique weapon in Unturned's roster. Its Mythical rarity sets it above Legendary items. The Invulnerable flag means it cannot be lost through normal gameplay. The Muzzle 42 value is the highest documented muzzle tier in this reference series. The weapon has the singular rarest spawn source documented here: a single table on the Dango map at 0.067%. It is a prototype railgun with deliberately unusual stats that break several norms of the weapon design patterns seen in other guns.
Reading the asset: what each field controls
When you open the Shadowstalker Mk. II asset in a Unity editor or a text representation of the .dat file, you see a block of fields under the [Gun] section. The [Gun] section header tells the engine which parser to use. Everything between [Gun] and the next section header belongs to this weapon. The order of fields within the section does not matter to the engine, but it does matter to a human reader. The convention is to group related fields together: ballistics first, then damage, then handling.
Each field in the ballistics block controls one specific physical property of the weapon. Some of these properties interact with other game systems. Caliber interacts with the ammo system. Magazine interacts with the inventory system. Range interacts with the hit-registration system. Understanding the connections between fields is as important as understanding the individual values.
Ballistics
| Field | Value |
|---|---|
| Range | 300 |
| Firerate | 15 |
| Action | Trigger |
| Caliber | 38 |
| Muzzle | 42 |
| Magazine | 1443 |
| Ammo_Min | 20 |
| Ammo_Max | 20 |
Range sets how far the weapon can hit a target. A value of 300 means the Shadowstalker Mk. II reaches targets at that distance before the engine clamps the hit. In Unturned, Range is a raw number used in the hit-registration check. It is not a meters value that modders should convert or scale externally, and it does not directly map to the game's unit system. The engine compares the weapon's Range against the distance between the shooter and the target hitbox at the moment the trigger is pulled. If the distance exceeds Range, the hit is rejected. If the distance is within Range, the engine proceeds to the damage calculation.
A Range of 300 is the maximum tier -- it matches dedicated sniper rifles and is the highest Range value in the documented weapon set. The Shadowstalker Mk. II can engage at any distance up to this cap. Because Unturned does not have damage falloff over distance, the full damage applies at any point within the 300-unit range envelope.
Firerate is the internal engine tick rate for the weapon's fire cycle. A lower number means a faster cycle. The Shadowstalker Mk. II has Firerate 15. The engine does not convert Firerate to a real-time unit; it uses the raw integer as a count of ticks between shots. When the weapon fires, the engine starts a counter at Firerate and decrements it each tick. When the counter reaches zero, the next shot fires and the counter resets. A Firerate of 15 means 15 ticks elapse between shots.
A Firerate of 15 is deliberately slow. It is faster than bolt-action rifles (which sit in the 20 to 50 range) but slower than the Sabertooth marksman rifle (Firerate 10). This places the Shadowstalker Mk. II between a semi-auto marksman rifle and a bolt-action sniper in terms of fire cadence. The slow Firerate is appropriate for a railgun -- each shot charges and releases a significant amount of energy, and the weapon needs time to cycle.
Action is Trigger for the Shadowstalker Mk. II. This means the weapon fires one shot per trigger pull. The Action field defines the fundamental firing mechanism. The engine uses Action to determine which fire animation to play and which input-processing path to follow. When Action is Trigger and only the Semi flag is present, the weapon fires exactly one shot per trigger pull.
The Shadowstalker Mk. II has the Semi flag but no Auto flag. It is semi-automatic only. Each trigger pull fires one shot, and the weapon cycles automatically (no manual bolt cycling). This means after firing, the weapon is ready for the next shot after Firerate 15 ticks -- no additional player action is required.
Caliber is 38. The Caliber system is a simple integer match: the weapon looks for an ammo item whose Caliber field equals 38. When the player reloads, the engine searches the inventory for any item whose Caliber matches 38. The first match found is loaded. Caliber 38 is a high value, unlikely to collide with other ammunition types in the vanilla weapon set. This makes Shadowstalker Mk. II ammunition effectively exclusive to this weapon.
Muzzle is 42. This is an extraordinary value. The Muzzle field controls barrel attachment compatibility through a tier system: a barrel can attach if its Muzzle value is less than or equal to the weapon's Muzzle value. A Muzzle of 42 is far beyond the normal range of 1 to 5 seen on standard weapons. This means the Shadowstalker Mk. II accepts essentially every barrel attachment in the game -- any barrel with a Muzzle value of 42 or lower fits.
The practical effect of Muzzle 42 is that no barrel attachment in the vanilla game is excluded. This is not a tier-based restriction; it is effectively universal barrel compatibility. A modder who wants to create a barrel that fits only the Shadowstalker Mk. II could create one with a Muzzle value higher than any other weapon's Muzzle but at or below 42. Alternatively, a modder who wants to restrict barrel compatibility can lower the Muzzle value of the Shadowstalker Mk. II while keeping the custom barrel's Muzzle above the new, lower value.
Magazine is 1443. This is the item ID of the default magazine or energy cell the Shadowstalker Mk. II ships with. When a player equips a fresh Shadowstalker Mk. II, the engine attaches item 1443 as the ammo container automatically. The magazine item is an independent asset with its own Caliber (38), making it exclusive to this weapon.
Ammo_Min and Ammo_Max are both 20. This is notable: the minimum and maximum are identical. There is no randomness in the ammunition count. Every freshly spawned Shadowstalker Mk. II magazine contains exactly 20 rounds, always. This is a deliberate design choice for a Mythical weapon -- the ammunition supply is fixed and predictable. There is no lucky 30-round magazine and no disappointing 5-round magazine. Twenty rounds, every time.
The identical Ammo_Min and Ammo_Max is unusual. Most weapons have a range (e.g., Ammo_Min 4 and Ammo_Max 12), introducing randomness to the ammunition find. The Shadowstalker Mk. II's fixed 20-round supply reflects its status as a precision prototype weapon where consistency matters more than variability.
Damage values per target type
The Shadowstalker Mk. II asset defines three separate damage bases: one for players, one for zombies, and one for animals. Each base value has its own set of hit-zone multipliers. The multiplier fields are named by the target type and the body zone: Player_Damage, Player_Leg_Multiplier, and so on.
The damage system in Unturned is a simple multiply-and-apply model. The engine does not use damage types, armour penetration, or critical hit rolls for gun damage. A bullet hits a hitbox, the engine identifies the target type (player, zombie, or animal), reads the damage base for that type, reads the multiplier for the hitbox zone, multiplies them, and subtracts the result from the target's health. That is the entire damage pipeline.
The three damage bases are independent. Editing Player_Damage does not affect Zombie_Damage or Animal_Damage. This gives modders fine control: you can make a weapon lethal against zombies but gentle against players, or vice versa, by adjusting one base without touching the others.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 50 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
The Shadowstalker Mk. II has a Player_Damage of 50. This is a solid value, sitting between the Nightraider (43) and the Sabertooth (60). For a Mythical weapon, 50 is not disproportionately high -- the weapon's special status comes from its other properties (Invulnerable, extreme Muzzle, unique spawn conditions) rather than from raw damage.
The multiplier pattern follows the standard Unturned convention. Legs and arms share 0.6, spine uses 0.8, skull uses 1.1. The Player_Leg_Multiplier and Player_Arm_Multiplier produce identical limb damage.
Zombie damage
| Field | Value |
|---|---|
| Zombie_Damage | 75 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
The Shadowstalker Mk. II has a Zombie_Damage of 75. This is notably different from the 99 zombie damage shared by many other weapons in this reference series. The Shadowstalker Mk. II is one of the few weapons that break from the 99 pattern. The 75 puts it below the 99 bracket but still well above the player damage of 50.
The zombie hit-zone multipliers follow the standard pattern: 0.3 for limbs, 0.6 for spine, 1.1 for skull. The lower base zombie damage of 75 (compared to 99) means the Shadowstalker Mk. II is less devastating against zombies than many other high-tier weapons, despite being Mythical rarity. This is a deliberate balance choice -- the weapon's power is expressed through precision and special properties rather than raw anti-zombie damage.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 50 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
The Shadowstalker Mk. II has an Animal_Damage of 50, matching its player damage base. The animal multiplier pattern mirrors the player pattern: 0.6 for legs, 0.8 for spine, 1.1 for skull. There is no Animal_Arm_Multiplier field because animals use a simplified three-zone hitbox model.
Hit-zone damage tables
The computed damage tables below show the result of multiplying each damage base by each hit-zone multiplier. These tables are the direct output of the engine's damage formula. When a bullet strikes a given hitbox on a given target type, the engine looks up the damage base for that target type, reads the multiplier for that hitbox, multiplies them, and applies the result.
Player damage per hit zone
| Hit zone | Multiplier | Damage (base 50) |
|---|---|---|
| Skull | 1.1 | 55 |
| Spine | 0.8 | 40 |
| Arm | 0.6 | 30 |
| Leg | 0.6 | 30 |
The player damage table shows that a headshot deals 55 damage per bullet. A spine hit deals 40. Limb hits -- arm or leg -- deal 30 each. The identical arm and leg damage values reflect the fact that both multipliers are 0.6.
Zombie damage per hit zone
| Hit zone | Multiplier | Damage (base 75) |
|---|---|---|
| Skull | 1.1 | 82.5 |
| Spine | 0.6 | 45 |
| Arm | 0.3 | 22.5 |
| Leg | 0.3 | 22.5 |
The zombie damage table shows that a headshot deals 82.5 damage per bullet against zombies. A spine hit deals 45. Limb hits -- arm or leg -- deal 22.5 each. The zombie headshot damage of 82.5 is lower than the 108.9 shared by the 99-base weapons. The Shadowstalker Mk. II is the only weapon in this reference series with a zombie base of 75.
Animal damage per hit zone
| Hit zone | Multiplier | Damage (base 50) |
|---|---|---|
| Skull | 1.1 | 55 |
| Spine | 0.8 | 40 |
| Leg | 0.6 | 30 |
The animal damage table shows that a headshot deals 55 damage per bullet against animals. A spine hit deals 40. A leg hit deals 30. The animal table has one fewer row because animals lack the Arm hitbox. The damage values match the player table exactly because the animal damage base (50) equals the player damage base (50).
Handling
| Field | Value |
|---|---|
| Spread_Aim | 0.001 |
| Shake_Min_X | -0.005 |
| Shake_Max_X | 0.005 |
The Shadowstalker Mk. II's handling block is notably sparse. There are no recoil fields -- no Recoil_Min_X, Recoil_Max_X, Recoil_Min_Y, or Recoil_Max_Y. This means the weapon has no recoil at all. Every shot fires from exactly the same aim point with no climb or drift. This is the only weapon in this reference series with zero recoil.
The absence of recoil is a deliberate design choice for a railgun. A railgun uses electromagnetic force to accelerate a projectile -- there is no propellant explosion, no expanding gases, no mechanical cycling. The weapon fires a projectile through pure electromagnetic impulse, which produces no recoil in the traditional sense. The asset data reflects this fiction: the handling block omits recoil entirely.
Spread_Aim is 0.001. This is an extraordinarily tight spread value -- the tightest in this reference series. The 0.001 spread means the bullet goes almost perfectly to the crosshair point. Combined with zero recoil, the Shadowstalker Mk. II is mechanically the most precise weapon documented here. Every shot lands exactly where aimed, with negligible deviation.
The 0.001 spread is one-fifth the width of the Sabertooth and Matamorez spread (0.005). It is one-hundredth the width of the Scalar's spread (0.1). This is laser precision, appropriate for a prototype electromagnetic weapon.
Shake_Min_X and Shake_Max_X define the camera shake range. Shake_Min_X -0.005 and Shake_Max_X 0.005 mean the camera shakes horizontally by a random value between -0.005 and 0.005 units per shot. This is a moderate symmetric shake -- the same as the Sabertooth and larger than most assault rifles. Despite having no recoil, the weapon still produces camera shake to convey the sense of firing a powerful electromagnetic discharge.
The combination of zero recoil, near-perfect spread (0.001), and moderate camera shake (0.005) creates a unique handling profile. The weapon goes exactly where you aim, always, but the view shakes noticeably with each shot. This conveys power without compromising precision.
Flags
The asset file records the following flags present on the Shadowstalker Mk. II:
Blueprints, Hook_Grip, Hook_Sight, Hook_Tactical, Invulnerable, Safety, Semi, [, ], {, }
Invulnerable is the most significant flag on the Shadowstalker Mk. II. When present, the weapon cannot be destroyed or lost through normal gameplay mechanics. It is a persistent item -- once acquired, it remains with the player permanently. The Invulnerable flag is typical of Mythical-tier items, which are designed as permanent progression rewards rather than consumable equipment.
Semi is the semi-automatic fire flag. The Shadowstalker Mk. II is semi-auto only. Each trigger pull fires exactly one shot. There is no Auto flag, so the weapon cannot fire in full-auto mode. The slow Firerate 15 reinforces this: even with Auto, the fire rate would be too slow for meaningful automatic fire.
Safety is the safety mode flag. The weapon has a safety mode that the player can toggle on and off, disabling all firing when engaged.
Blueprints means the weapon is part of the blueprint crafting system. Players can find or learn blueprints that use this weapon as a crafting ingredient or produce it as output.
Hook_Grip accepts foregrips, angled grips, and bipods. Hook_Sight accepts scopes, red dot sights, and holographic sights. Hook_Tactical accepts tactical lights, laser sights, and rangefinders.
The attachment hooks present are Hook_Grip, Hook_Sight, and Hook_Tactical. Notably absent is Hook_Barrel. Despite the weapon having a Muzzle value of 42 (which enables barrel attachment compatibility), there is no explicit Hook_Barrel flag. This is significant: the Muzzle value gates barrel compatibility through the tier system, but the Hook_Barrel flag is what creates the barrel attachment slot in the UI and enables the attachment system to mount barrels. Without Hook_Barrel, barrels cannot be attached to the weapon through the standard attachment UI, even though the Muzzle value suggests compatibility.
This discrepancy may be intentional -- the Shadowstalker Mk. II, as a prototype railgun, may not have a traditional barrel that accepts muzzle devices. A modder who wants to add barrel compatibility should add the Hook_Barrel flag. Without it, the Muzzle value of 42 serves no practical purpose in the attachment system. It may exist as a data remnant, as a reference value for other game systems, or as an intentional design statement that the weapon's muzzle is rated at 42 but does not accept external devices.
Notable absent flags besides Hook_Barrel: There is no Auto flag. There is no InputItems flag, so the weapon cannot receive items as input in crafting recipes. There is no OutputItems flag, so the weapon cannot be produced as output from crafting recipes. There is no RequiresNearbyCraftingTags flag, meaning crafting operations involving this weapon do not require proximity to a crafting station.
The bracket and brace characters [, ], {, } are structural markers used by the asset serialisation system. They are not gameplay flags. Notably, there are no GUID string flags on the Shadowstalker Mk. II -- the GUID-type flags present on most other weapons ("7b82c125a5a54984b8bb26576b59e977" etc.) are absent here.
Where the Shadowstalker Mk. II spawns
The spawn table below lists the single loot table the Shadowstalker Mk. II appears in, the map it belongs to, and the chance per roll of the weapon being selected. This data comes directly from the game's spawn configuration files.
Understanding loot tables is essential for server owners and modders. Each spawn table is a list of items with associated weights. When the engine rolls on a spawn table, it sums the weights of all eligible items and picks one at random. The "Chance per roll" column is the percentage probability that any single roll picks the Shadowstalker Mk. II.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Dango | Sky_Mystery_High | 0.067% |
The Shadowstalker Mk. II has the singular rarest spawn source documented in this reference series. It appears in exactly one spawn table, on exactly one map, at an extremely low rate of 0.067%. This is by far the narrowest spawn distribution of any weapon covered here.
The Dango map is a community-curated or custom map in Unturned. The Sky_Mystery_High table is a high-tier mystery loot table associated with sky-themed or elevated mystery loot sources on that map. The "Mystery" designation suggests the table is part of a mystery box or random-reward mechanic rather than a conventional loot spawn.
The 0.067% rate is the percentage expression of a very low weight in a very deep item pool. The exact weight cannot be determined from the percentage alone without knowing the total pool size, but a rate this low means the Shadowstalker Mk. II is an extraordinarily rare find. If the Sky_Mystery_High table is rolled 10,000 times, a player would expect to see the Shadowstalker Mk. II approximately 6 to 7 times.
This singular, map-specific, ultra-rare spawn configuration is consistent with the weapon's Mythical rarity and Invulnerable flag. The Shadowstalker Mk. II is not intended to be found through routine looting. It is a deliberate chase item -- players must seek out the Dango map, access the Sky Mystery loot source, and roll against very long odds to acquire it.
For server owners, this spawn configuration means the Shadowstalker Mk. II is effectively absent from any server that does not run the Dango map. On Dango servers, it exists as an extremely rare reward from a specific loot source. The weapon's availability is more a matter of map selection and server configuration than of spawn table weight tuning -- on most servers, the weapon simply does not exist in the loot pool.
The spawn data raises a question: if the weapon cannot be crafted (no OutputItems flag) and appears in only one spawn table at 0.067%, how do players reliably acquire it? The likely answer involves server-specific configuration, admin-spawning, event rewards, or modded spawn tables. A server owner who wants the Shadowstalker Mk. II to be acquirable through gameplay must either run the Dango map or add the weapon to appropriate spawn tables on their chosen map.
Canned Beans
The Shadowstalker Mk. II asset and its single associated spawn table contain no reference to Canned Beans. This weapon does not spawn in any bean-related loot table, is not crafted from beans, and does not interact with the bean system in any way. The data is clear and complete on this point: there is no bean connection.
The Shadowstalker Mk. II occupies a single high-tier mystery loot table on a specific map -- as far from civilian food loot as a weapon can be. A modder who wants to create a bean connection could add the weapon to a food loot table or create a blueprint recipe requiring Canned Beans as an ingredient, but no such connection exists in the vanilla game data.
For the full canonical history of Canned Beans in Unturned lore, see /lore/canned-beans-lore.
Practical use for server owners and modders
The Shadowstalker Mk. II presents unique challenges and opportunities for server owners due to its extreme spawn scarcity, Invulnerable flag, and unusual stat profile.
Server owners who want the weapon to exist on their server must actively make it available. The single Dango Sky_Mystery_High table at 0.067% means the weapon is effectively absent without deliberate intervention. Adding the weapon to spawn tables on other maps is the most straightforward approach. Reference by item ID 1441. When choosing which tables to add it to, consider the weapon's intended status: a Mythical chase item should be rare, but 0.067% is arguably too rare for practical gameplay. A rate in the range of 0.5% to 2% on high-tier military or special tables maintains scarcity while making the weapon realistically achievable.
The Invulnerable flag has significant server economy implications. An invulnerable weapon never leaves circulation. Once a player acquires the Shadowstalker Mk. II, they have it permanently. This affects server item economy differently from consumable weapons that can be lost on death. Server owners should consider whether Invulnerable is appropriate for their intended gameplay. Removing the flag makes the weapon a standard consumable -- powerful but losable. Keeping it makes the weapon a permanent progression reward.
The weapon's handling profile -- zero recoil, near-perfect 0.001 spread, moderate 0.005 shake -- makes it the most mechanically precise weapon in the game. Every shot lands exactly where the player aims. This level of precision, combined with Range 300 and Player_Damage 50, makes the Shadowstalker Mk. II exceptionally lethal in skilled hands. Server owners who find the weapon too dominant can reduce its Range, increase its spread, or add recoil values to introduce some handling challenge.
The Muzzle 42 value is an outlier. Without the Hook_Barrel flag, the Muzzle value has no practical effect on the weapon's attachment behaviour. Server owners who want barrel attachments to work should add Hook_Barrel. Server owners who want to restrict certain barrels can lower the Muzzle value to create tier-based exclusions. The current 42 is effectively universal compatibility.
The Ammo_Min 20 and Ammo_Max 20 are identical -- every magazine spawns with exactly 20 rounds. This fixed value eliminates ammunition randomness. A server owner who wants variability can set Ammo_Min lower (e.g., 15) or Ammo_Max higher (e.g., 25), creating a range. Keeping them identical maintains the weapon's predictability.
The Caliber 38 and Magazine 1443 pair is an isolated ammunition system. No other vanilla weapon uses this ammunition. This means Shadowstalker Mk. II ammo must be specifically spawned or crafted. Server owners who want the weapon to be usable must ensure ammunition is available through loot tables, crafting recipes, or ammo box spawns. A Mythical weapon with no ammo source is a display piece, not a functional tool.
The Semi-only flag means the weapon cannot fire in full-auto. With Firerate 15, full-auto would be impractical anyway, but the flag confirms the intended fire mode. Adding Auto would not be useful at this fire rate.
For custom maps, the Shadowstalker Mk. II is a high-impact addition. Its Mythical rarity, unique stat profile, and extreme precision make it a marquee item that players will pursue. When adding it to a custom map, consider creating a dedicated acquisition method -- a quest reward, a boss drop, or a hidden area -- rather than simply adding it to a loot table. The vanilla single-spawn-table-at-0.067% model suggests the weapon is meant to be a special discovery, not a routine loot item.
