2×2 (4)

Inventory size

+35%

Bullet armor

+35%

Explosion armor

-2%

Movement speed

Similar Clothing (5)

There might be more than those listed here.

7 blueprints
Apparel
=
2 x
2 x
Apparel
=
3 x
2 x
Repair
0%
+
=
100%
Apparel
Craft lvl.3
+
+
2 x
+
=
Apparel
Apparel
Craft lvl.3
4 x
+
2 x
+
=
Apparel
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_Helmet_POG.dat
GUID f931937de877452b8f11757c4d752dc5

Type Hat
Rarity Legendary
Useable Clothing
ID 36625

Size_X 2
Size_Y 2

Armor 0.65
Armor_Explosion 0.45
Movement_Speed_Multiplier 0.98

Beard

Blueprint_0_Supply_0_ID 36625
Blueprint_1_Supply_0_ID 36625

Blueprint_0_Output_0_Amount 2
Blueprint_1_Output_0_Amount 3

Blueprints 5
Blueprint_0_Type Apparel
Blueprint_0_Build 27
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 36011
Blueprint_0_Output_1_ID 36155
Blueprint_0_Output_1_Amount 2

Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Flag_Short
Blueprint_0_Condition_0_ID 36013
Blueprint_0_Condition_0_Value 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset

Blueprint_1_Type Apparel
Blueprint_1_Build 27
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 36011
Blueprint_1_Output_1_ID 36155
Blueprint_1_Output_1_Amount 2

Blueprint_1_Conditions 1
Blueprint_1_Condition_0_Type Flag_Short
Blueprint_1_Condition_0_ID 36013
Blueprint_1_Condition_0_Value 1
Blueprint_1_Condition_0_Logic Equal

Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 36011
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Build 32

Blueprint_3_Type Apparel
Blueprint_3_Supplies 4
Blueprint_3_Supply_0_ID 36160 
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Supply_0_Critical
Blueprint_3_Supply_1_ID 36161  
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Supply_1_Critical
Blueprint_3_Supply_2_ID 36284
Blueprint_3_Supply_2_Amount 2
Blueprint_3_Supply_3_ID 36605 
Blueprint_3_Supply_3_Amount 1
Blueprint_3_Build 32
Blueprint_3_Level 3
Blueprint_3_Skill Craft

Blueprint_4_Type Apparel
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 36626
Blueprint_4_Supply_0_Amount 1
Blueprint_4_Build 32
Blueprint_4_State_Transfer

Actions 4
Action_0_Type Blueprint
Action_0_Source 36626
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 3
Action_0_Text ▲Raise Faceshield
Action_0_Tooltip ▲Lift up the helmet's faceshield

Action_1_Type Blueprint
Action_1_Source 36625
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Key Salvage

Action_2_Type Blueprint
Action_2_Source 36625
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 1
Action_2_Key Salvage

Action_3_Type Blueprint
Action_3_Source 36625
Action_3_Blueprints 1
Action_3_Blueprint_0_Index 2
Action_3_Key Repair