1×3 (3)

Inventory size

Any

Hand slot

2.2 m

Range

0.08%

Durability Loss per Hit

8m

Alert Radius

Damage
Combat damage
Skull Spine Leg Arm
Player 36 24 12 12
Zombie 200 100 20 20
Animal 42 28 21
Other damage
Standard caliber
Barricade 25
Structure 20
Vehicle 35
Resource 150
Object 35
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
3 blueprints
-
4 x
=
-
=
2 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.
SB_Axe_1.dat
GUID cff3c7e2f8c24ff3aff69bed7b1bfb09
Type Melee
Rarity Rare
Useable Melee
Can_Use_Underwater False
Use_Auto_Stat_Descriptions False
Slot Any
ID 21652

Size_X 1
Size_Y 3
Size_Z 0.6

Range 2.2
Strength 2
Weak 0
Strong 0.4
Stamina 0

Player_Damage 30
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.4
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 200
Zombie_Leg_Multiplier 0.1
Zombie_Arm_Multiplier 0.1
Zombie_Spine_Multiplier 0.5
Zombie_Skull_Multiplier 1
Zombie_Ragdoll_Force_Multiplier 0.33

Animal_Damage 35
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 25
Structure_Damage 20
Vehicle_Damage 35
Resource_Damage 150
Object_Damage 35

BladeIDs 2
BladeID_0 0
BladeID_1 248

Player_Damage_Bleeding Always

Blueprints
[
	{
		CategoryTag "ef63c770874145dfb89b61586eda98ea" // Repair
		Operation RepairTargetItem
		InputItems "4252523ccc4d4026be88471f80b8b848 x 4" // Metal
		Searchable false
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Map Limestone
	}
	{
		CategoryTag "7b52621f8eaa43ee8b3c0acf712013fa" // Gear Scrapping
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems "0b30dafe78d147ceaa3189cbd03f4a1e x 2" // Titanium
		Searchable false
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Map Limestone
	}
]

Actions 2

Action_0_Type Blueprint
Action_0_Blueprint_0_Index 0
Action_0_Blueprint_0_Link
Action_0_Text Repair
Action_0_Tooltip Repair to 100% Quality

Action_1_Type Blueprint
Action_1_Blueprint_0_Index 1
Action_1_Blueprint_0_Link
Action_1_Text Scrap
Action_1_Tooltip Turn into <color=#ffffff>Metal</color>.

Durability 0.08

AttackAudioClip core.masterbundle:Sounds/MeleeAttack_01.mp3
EquipAudioClip Sounds/Equips/EquipGenericItem.ogg

Quality_Min 45
Quality_Max 90