2×2 (4)
Inventory size
0%
Bullet armor
0%
Explosion armor
10 blueprints
No blueprints found matching your search.
Touque
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
Civilian Clothes Hats
…
20.0 %
Civilian Clothes
…
5.3 %
Camp Clothes
…
4.6 %
Civilian
…
1.3 %
Library
…
1.3 %
Camp
…
1.1 %
Gas
…
0.8 %
Hospital
…
0.3 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(8)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 36060 | Frost Civilian Clothes Hats | 20.00 % | 5 |
| 36054 | Frost Civilian Clothes | 5.26 % | 32 |
| 36079 | Frost Camp Clothes | 4.60 % | 38 |
| 36063 | Frost Civilian | 1.33 % | 79 |
| 36116 | Frost Library | 1.29 % | 80 |
| 36082 | Frost Camp | 1.15 % | 85 |
| 36084 | Frost Gas | 0.85 % | 89 |
| 36046 | Frost Hospital | 0.33 % | 91 |
How loot works in Unturned
Sections that apply to this hat are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot
on a server-set timer (
Items.Respawn_Time) up to a fraction of its points
(Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier
(Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier.
The Drop Chance column is the combined odds — 100% means the item
is the sole candidate, not that the point will always be filled.
Zombie kill drops
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that
zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield
Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest.
Forage bushes are single-use until the server resets them.
Object destruction & droppers
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when
interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a
cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either
skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets,
or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's
Item_Random reward rolls a configured number of items from a spawn table — your case shows
its action name and roll count on its own page.
Horde beacons
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with
rewards scaling roughly by
√players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch
pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items
from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its
Reward_ID spawn pool
(Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops
a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
When a vehicle is destroyed (explosion, decay, water), its
Drops_Table_ID spawn pool rolls
Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla
table 962 with 3-7 rolls; mods can override.
Airdrops
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on
server-side timers and are independent of regular item spawn points.
Frost_Hat_Touque_02.dat
GUID c456d1ac567e46108d94093807c46089
Type Hat
Useable Clothing
ID 36187
Size_X 2
Size_Y 2
Beard
Blueprints 6
Blueprint_2_Type Apparel
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 36186
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_0_Critical
Blueprint_2_Supply_1_ID 36196
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Supply_1_Critical
Blueprint_2_Build 32
Blueprint_3_Type Apparel
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 36185
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Supply_0_Critical
Blueprint_3_Supply_1_ID 36196
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Supply_1_Critical
Blueprint_3_Build 32
Blueprint_4_Type Apparel
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 36188
Blueprint_4_Supply_0_Amount 1
Blueprint_4_Supply_0_Critical
Blueprint_4_Supply_1_ID 36196
Blueprint_4_Supply_1_Amount 1
Blueprint_4_Supply_1_Critical
Blueprint_4_Build 32
Blueprint_5_Type Apparel
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 36189
Blueprint_5_Supply_0_Amount 1
Blueprint_5_Supply_0_Critical
Blueprint_5_Supply_1_ID 36196
Blueprint_5_Supply_1_Amount 1
Blueprint_5_Supply_1_Critical
Blueprint_5_Build 32
Blueprint_0_Type Apparel
Blueprint_0_Supply_0_ID 36187
Blueprint_0_Build 27
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 36045
Blueprint_0_Output_0_Amount 1
Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Flag_Short
Blueprint_0_Condition_0_ID 36015
Blueprint_0_Condition_0_Value 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset
Blueprint_1_Type Apparel
Blueprint_1_Supply_0_ID 36187
Blueprint_1_Build 27
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 36045
Blueprint_1_Output_0_Amount 2
Blueprint_1_Conditions 1
Blueprint_1_Condition_0_Type Flag_Short
Blueprint_1_Condition_0_ID 36015
Blueprint_1_Condition_0_Value 1
Blueprint_1_Condition_0_Logic Equal