1×2 (2)

Inventory size

Secondary

Hand slot

1.75 m

Range

0.1%

Durability Loss per Hit

8m

Alert Radius

Damage
Combat damage
Skull Spine Leg Arm
Player 23.1 16.8 12.6 12.6
Zombie 23.1 12.6 6.3 6.3
Animal 23.1 12.6 6.3
Other damage
Standard caliber
Barricade 2
Structure 2
Vehicle 15
Resource 25
Object 15
4 blueprints
Repair
0%
+
2 x
=
100%
Tool
Apparel
+
2 x
=
Tool
+
=
Flashlight Where to find this Item
100%
Kuwait map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Kuwait Mechanic Melee 33.3 %
Kuwait Camp Melee 16.7 %
Kuwait Civilian Melee 9.4 %
Kuwait Mechanic 6.7 %
Kuwait Civilian 4.3 %
Kuwait Sand Pile 4.0 %
Kuwait Camp 3.9 %
Kuwait Civilian Baskets 3.0 %
No spawns on map.
No zombie drops.
KuwaitMili2
No vendors trade this.
No airdrops on this map drop this.
Kuwait Cardboard #1 4.3%
Kuwait Cardboard #2 4.3%
Kuwait Cardboard #3 4.3%
Kuwait Sand Pile #1 4%
Kuwait Sand Pile #2 4%
Kuwait Basket #1 3%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (8)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
7117 Kuwait Mechanic Melee 33.33 % 3
7251 Kuwait Camp Melee 16.67 % 6
7225 Kuwait Civilian Melee 9.38 % 8
7115 Kuwait Mechanic 6.67 % 14
7124 Kuwait Civilian 4.35 % 21
7160 Kuwait Sand Pile 3.95 % 49
7250 Kuwait Camp 3.92 % 44
7121 Kuwait Civilian Baskets 3.04 % 27
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.).

Military Surplus
Run by KuwaitMili2
You give
10 Exp
You get
Flashlight ×1
Flashlight.dat
GUID f2df82465bee454f9f7389e45a8fce75
Type Melee
Useable Melee
Slot Secondary
ID 5103

Size_X 1
Size_Y 2
Size_Z 0.3
Size2_Z 0.3

Range 1.75
Strength 1.5
Weak 0.37
Strong 0.37
Stamina 10

Player_Damage 21
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 21
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 21
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.6
Animal_Skull_Multiplier 1.1

Barricade_Damage 2
Structure_Damage 2
Vehicle_Damage 15
Resource_Damage 25
Object_Damage 15

Light

Durability 0.1

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 5103
Blueprint_1_Product 67
Blueprint_1_Products 1
Blueprint_1_Build 27
Blueprint_2_Type Apparel
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 5103
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_ID 5537
Blueprint_2_Supply_1_Amount 2
Blueprint_2_Product 5631
Blueprint_2_Products 1
Blueprint_2_Build 27

Shared_Skin_Lookup_ID 276

AttackAudioClip Sounds/MeleeAttack_02.mp3

Master_Bundle_Override core.masterbundle
Bundle_Override_Path /Items/Melee/Flashlight