2×2 (4)

Inventory size

Any

Hand slot

1.95 m

Range

0.2%

Durability Loss per Hit

8m

Alert Radius

Damage
Combat damage
Skull Spine Leg Arm
Player 16.5 12 9 9
Zombie 37.4 20.4 10.2 10.2
Animal 24.2 13.2 6.6
Other damage
Standard caliber
Barricade 0.1
Structure 0.5
Vehicle 5
Resource 50
Object 10
6 blueprints
Repair
0%
+
3 x
=
100%
Gear
Tool
3 x
+
=
Tool
3 x
+
=
Tool
3 x
+
=
Tool
3 x
+
=
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.
Scrap_Metal_Hatchet.dat
GUID ea6c9c95528a45769bdd818e203ff068
Type Melee
Rarity Common
Useable Melee
Slot Any
ID 25381

Size_X 2
Size_Y 2
Size_Z 0.46

Use_Auto_Icon_Measurements False

Range 1.95
Strength 1.2
BladeIDs 2
BladeID_0 0
BladeID_1 1
Stamina 2

Weak 0.476
Strong 0.48

Player_Damage 15
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 34
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 22
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.6
Animal_Skull_Multiplier 1.1

Barricade_Damage 0.1
Structure_Damage 0.5
Vehicle_Damage 5
Resource_Damage 50
Object_Damage 10

Durability 0.2
Wear 2

Blueprints 6
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 25310
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Build 25525

Blueprint_1_Type Gear
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 25381
Blueprint_1_Product 25310
Blueprint_1_Products 1
Blueprint_1_Build 25520

Blueprint_2_Type Tool
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 25310
Blueprint_2_Supply_0_Amount 3
Blueprint_2_Supply_1_ID 25302
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Supply_1_Critical
Blueprint_2_Product 25381
Blueprint_2_Products 1
Blueprint_2_Build 25527

Blueprint_3_Type Tool
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 25310
Blueprint_3_Supply_0_Amount 3
Blueprint_3_Supply_1_ID 25304
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Supply_1_Critical
Blueprint_3_Product 25381
Blueprint_3_Products 1
Blueprint_3_Build 25527

Blueprint_4_Type Tool
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 25310
Blueprint_4_Supply_0_Amount 3
Blueprint_4_Supply_1_ID 25306
Blueprint_4_Supply_1_Amount 1
Blueprint_4_Supply_1_Critical
Blueprint_4_Product 25381
Blueprint_4_Products 1
Blueprint_4_Build 25527

Blueprint_5_Type Tool
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 25310
Blueprint_5_Supply_0_Amount 3
Blueprint_5_Supply_1_ID 25308
Blueprint_5_Supply_1_Amount 1
Blueprint_5_Supply_1_Critical
Blueprint_5_Product 25381
Blueprint_5_Products 1
Blueprint_5_Build 25527

AttackAudioClip Sounds/Items/Swing_00.wav

Should_Delete_At_Zero_Quality True
EquipAudioClip Sounds/Items/Equip_Item.wav