2×2 (4)

Inventory size

0%

Bullet armor

0%

Explosion armor

Similar Clothing (4)

There might be more than those listed here.

10 blueprints
Apparel
Apparel
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2 x
Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Apparel
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Touque Where to find this Item
100%
A6 Polaris map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
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.
No zombie drops.
No vendors trade this.
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_04.dat
GUID 0bdd37ba750846faa7be6bb714532a01

Type Hat
Useable Clothing
ID 36189

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 36187
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 36185
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 36189
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 36189
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