1 x 1 (1)
Inventory Size
Tertiary
Hand Slot
2m
Range
0.2%
Durability Loss per Hit
8m
Alert Radius
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 30 | 20 | 10 | 10 |
| Zombie | 60 | 40 | 20 | 20 |
| Animal | 60 | 40 | 20 | - |
Structure Damage
Low Caliber
| Damage | |
|---|---|
| Barricade | 20 |
| Structure | 20 |
| Vehicle | 20 |
| Resource | 20 |
| Object | 20 |
189 blueprints
No blueprints found matching your search.
Pocket Knife
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
Group Melee Civ
…
50.0 %
Spawn Civ Global
…
2.5 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Harvested from
Pocketknife
…
~1×
No resources yield this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(2)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 0 | PS Group Melee Civ | 50.00 % | 2 |
| 19037 | PS Spawn Civ Global | 2.50 % | 30 |
How loot works in Unturned
Sections that apply to this melee 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.
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.
PS_Pocketknife.dat
GUID eee2bf0ffc1447a5833304b772cb0692
Type Melee
Rarity Common
Useable Melee
Zombie_Ragdoll_Force_Multiplier 0.1
ID 19005
Slot Tertiary
Use_Auto_Stat_Descriptions False
Size_X 1
Size_Y 1
Size2_Z 0.39
Range 2
Strength 1.5
Weak 0.5
Strong 0.5
Stamina 20
Player_Damage 20
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.5
Zombie_Damage 40
Zombie_Leg_Multiplier 0.5
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.5
Animal_Damage 40
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.5
Barricade_Damage 20
Structure_Damage 20
Vehicle_Damage 20
Resource_Damage 20
Object_Damage 20
Durability 0.2
Quality_Min 100
Blueprints
[
{
Name Repair
CategoryTag "55c1930fcfbe496ab3b751e690baaee4" // Repair
Operation RepairTargetItem
InputItems "823f3b130af144378889f5e0f084fc54" // Metal Fragments
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
CategoryTag "6d478ee2292a426287462311a3d11d5d" // Salvage
InputItems
[
{
ID this
Critical True
}
{
ID "ae3c37d4d0974cceaa61274f050aef43" // Hammer
Delete false
}
]
OutputItems "823f3b130af144378889f5e0f084fc54 x 1" // Metal Fragments
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]
Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Text Salvage
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Blueprint_0_Link
Action_1_Text Repair