1×2 (2)

Inventory size

Any

Hand slot

1.95 m

Range

0.01%

Durability Loss per Hit

8m

Alert Radius

Damage
Combat damage
Skull Spine Leg Arm
Player 12.1 8.8 6.6 6.6
Zombie 48.4 26.4 13.2 13.2
Animal 37.4 20.4 10.2
Other damage
Standard caliber
Barricade 150
Structure 150
Vehicle 0
Resource 10
Object 10
5 blueprints
Tool
+
+
4 x
=
Tool
Repair
0%
+
8 x
=
100%
Gear
=
2 x
Tool
+
=
Spawn tables (13)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
25306 Buak Toolbox 7.06 % 22
25348 Buak Shelves House 00 6.35 % 197
25417 WS Garage 6.09 % 39
25400 Buak Vehicle Back 3.93 % 69
25432 WS Hardware 2.67 % 38
25305 Buak Moving Box 1.97 % 158
25352 WS Lumberyard 1.29 % 103
25427 WS Mechanic 0.71 % 29
25422 WS Gas Shelves 0.49 % 37
25406 WS Kitchen Cabinet 0.47 % 38
25359 Buak Lockers 0.45 % 371
25448 Buak Grave 0.17 % 388
25434 WS Shipping Container 0.01 % 36
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.
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.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Alexander's Construction Vendor
Run by Buak_Alexander_02
Locked behind a quest flag condition.
Quest 0 progress
You give
200 Exp
You get
Hammer ×1
You give
Hammer ×1
You get
50 Exp
Alexander's Construction Vendor
Run by Buak_Alexander_04
Locked behind a quest flag condition.
Quest 0 progress
You give
200 Exp
You get
Hammer ×1
You give
Hammer ×1
You get
50 Exp
Hammer.dat
GUID 8d1fab64ab344bb58063ac65473b7dda
Type Melee
Rarity Common
Useable Melee
Slot Any
ID 25375

Size_X 1
Size_Y 2
Size_Z 0.62

Use_Auto_Icon_Measurements False

Range 1.95
Strength 1.5
Stamina 5

Weak 0.476
Strong 0.48

Repair

Player_Damage 11
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 44
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 34
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.6
Animal_Skull_Multiplier 1.1

Barricade_Damage 150
Structure_Damage 150
Vehicle_Damage 0
Resource_Damage 10
Object_Damage 10

Durability 0.01

Blueprints 4

//BP_TRUE
Blueprint_0_Type Tool
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 25304
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 25357
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_2_ID 25326
Blueprint_0_Supply_2_Amount 4
Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Flag_Bool
Blueprint_0_Condition_0_ID 24990
Blueprint_0_Condition_0_Value True
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Build 25527

//BP_FALSE
Blueprint_1_Type Tool
Blueprint_1_Supplies 2
Blueprint_1_Supply_0_ID 25648
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Supply_1_ID 25375
Blueprint_1_Supply_1_Amount 1
Blueprint_1_Conditions 1
Blueprint_1_Condition_0_Type Flag_Bool
Blueprint_1_Condition_0_ID 24990
Blueprint_1_Condition_0_Value False
Blueprint_1_Condition_0_Logic Equal
Blueprint_1_Condition_0_Allow_Unset
Blueprint_1_Build 25527

Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 25310
Blueprint_2_Supply_0_Amount 8
Blueprint_2_Build 25525

Blueprint_3_Type Gear
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 25375
Blueprint_3_Product 25310
Blueprint_3_Products 2
Blueprint_3_Tool 25393
Blueprint_3_Build 25520

AttackAudioClip Sounds/Items/Swing_00.wav

Should_Delete_At_Zero_Quality True
EquipAudioClip Sounds/Items/Equip_Item.wav