2×1 (2)

Inventory size

Any

Hand slot

2 m

Range

0.08%

Durability Loss per Hit

8m

Alert Radius

Damage
Combat damage
Skull Spine Leg Arm
Player 15.4 11.2 8.4 8.4
Zombie 38.5 21 10.5 10.5
Animal 27.5 15 7.5
Other damage
Standard caliber
Barricade 0.5
Structure 0.5
Vehicle 2
Resource 10
Object 5
5 blueprints
Tool
10 x
=
Tool
Repair
0%
+
5 x
=
100%
Gear
2 x
=
4 x
Tool
+
=
Spawn tables (11)
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
25417 WS Garage 6.09 % 39
25400 Buak Vehicle Back 3.93 % 69
25422 WS Gas Shelves 3.29 % 37
25432 WS Hardware 2.67 % 38
25352 WS Lumberyard 1.29 % 103
25427 WS Mechanic 0.71 % 29
25316 Buak Airdrop 0.48 % 83
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.
Hacksaw.dat
GUID 1e2715215b364f2192c5944aeeee83bf
Type Melee
Rarity Uncommon
Useable Melee
Slot Any
ID 25393

Size_X 2
Size_Y 1
Size_Z 0.28

Use_Auto_Icon_Measurements False

Range 2
Strength 1.2
Stamina 5

Weak 0.478
Strong 0.531

Player_Damage 14
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 35
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 25
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.6
Animal_Skull_Multiplier 1.1

Barricade_Damage 0.5
Structure_Damage 0.5
Vehicle_Damage 2
Resource_Damage 10
Object_Damage 5

Durability 0.08

Blueprints 4

//BP_TRUE
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 25310
Blueprint_0_Supply_0_Amount 10
Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Flag_Bool
Blueprint_0_Condition_0_ID 24964
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 25393
Blueprint_1_Supply_1_Amount 1
Blueprint_1_Products 1
Blueprint_1_Conditions 1
Blueprint_1_Condition_0_Type Flag_Bool
Blueprint_1_Condition_0_ID 24964
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_Supply_0_ID 25310
Blueprint_2_Supply_0_Amount 5
Blueprint_2_Tool 25376
Blueprint_2_Build 25525

Blueprint_3_Type Gear
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 25393
Blueprint_3_Supply_0_Amount 2
Blueprint_3_Outputs 2
Blueprint_3_Output_0_ID 25310
Blueprint_3_Output_0_Amount 4
Blueprint_3_Output_1_ID 25393
Blueprint_3_Output_1_Amount 1
Blueprint_3_Build 25520

AttackAudioClip Sounds/Items/Swing_00.wav

Should_Delete_At_Zero_Quality True
EquipAudioClip Sounds/Items/Equip_Item.wav