2×3 (6)

Inventory size

Secondary

Hand slot

2.5 m

Range

0.2%

Durability Loss per Hit

8m

Alert Radius

Damage
Combat damage
Skull Spine Leg Arm
Player 37.4 27.2 20.4 20.4
Zombie 44 24 12 12
Animal 44 24 12
Other damage
Standard caliber
Barricade 15
Structure 10
Vehicle 20
Resource 20
Object 20
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Infection
+10 per hit (zombies bite-style)
Hallucination
+5 per hit
4 blueprints
Tool
Craft lvl.1
2 x
+
3 x
+
2 x
+
=
Repair
0%
+
2 x
=
100%
Tool
Craft lvl.1
2 x
+
3 x
+
2 x
+
=
Tool
Craft lvl.1
2 x
+
3 x
+
2 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.
Spear_Urchin_Tipped.dat
GUID fd3d6099ef184d07aea4917e4af98cf0
Type Melee
Useable Melee
Slot Secondary
ID 6730

Size_X 2
Size_Y 3
Size_Z 0.725

Range 2.5
Strength 1.75
Weak 0.65
Strong 0.66
Stamina 25

Player_Damage 34
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Player_Damage_Virus 10
Player_Damage_Bleeding Always
Player_Damage_Hallucination 5

Zombie_Damage 40
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 40
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.6
Animal_Skull_Multiplier 1.1

Barricade_Damage 15
Structure_Damage 10
Vehicle_Damage 20
Resource_Damage 20
Object_Damage 20

Durability 0.2

Blueprints 4
Blueprint_0_Type Tool
Blueprint_0_Supplies 4
Blueprint_0_Supply_0_ID 6680 
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Supply_1_ID 40
Blueprint_0_Supply_1_Amount 3
Blueprint_0_Supply_2_ID 64
Blueprint_0_Supply_2_Amount 2
Blueprint_0_Supply_3_ID 6651
Blueprint_0_Supply_3_Amount 1
Blueprint_0_Level 1
Blueprint_0_Skill Craft
Blueprint_0_Build 27
Blueprint_0_Map Easter Island
Blueprint_1_Type Repair
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 71
Blueprint_1_Supply_0_Amount 2
Blueprint_1_Build 27
Blueprint_1_Map Easter Island
Blueprint_2_Type Tool
Blueprint_2_Supplies 4
Blueprint_2_Supply_0_ID 6680 
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Supply_1_ID 42
Blueprint_2_Supply_1_Amount 3
Blueprint_2_Supply_2_ID 64
Blueprint_2_Supply_2_Amount 2
Blueprint_2_Supply_3_ID 6651
Blueprint_2_Supply_3_Amount 1
Blueprint_2_Level 1
Blueprint_2_Skill Craft
Blueprint_2_Build 27
Blueprint_2_Map Easter Island
Blueprint_3_Type Tool
Blueprint_3_Supplies 4
Blueprint_3_Supply_0_ID 6680 
Blueprint_3_Supply_0_Amount 2
Blueprint_3_Supply_1_ID 38
Blueprint_3_Supply_1_Amount 3
Blueprint_3_Supply_2_ID 64
Blueprint_3_Supply_2_Amount 2
Blueprint_3_Supply_3_ID 6651
Blueprint_3_Supply_3_Amount 1
Blueprint_3_Level 1
Blueprint_3_Skill Craft
Blueprint_3_Build 27
Blueprint_3_Map Easter Island

AttackAudioClip core.masterbundle:Sounds/MeleeAttack_01.mp3