2×1 (2)
Inventory size
Any
Hand slot
2 m
Range
0.15%
Durability Loss per Hit
8m
Alert Radius
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 27.5 | 20 | 15 | 15 |
| Zombie | 27.5 | 15 | 7.5 | 7.5 |
| Animal | 27.5 | 15 | 7.5 | — |
Other damage
Standard caliber| Barricade | 15 |
|---|---|
| Structure | 10 |
| Vehicle | 25 |
| Resource | 25 |
| Object | 25 |
189 blueprints
No blueprints found matching your search.
Spawn tables
(5)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 32104 | Rio Hardware Tools | 18.42 % | 7 |
| 32086 | Rio Construction Weapons | 12.20 % | 10 |
| 32102 | Brazil Hardware Rio | 5.26 % | 25 |
| 32363 | Rio Zombie Construction | 2.00 % | 32 |
| 32085 | Brazil Construction Rio | 1.72 % | 32 |
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.
Rio_Saw.dat
GUID c6a1282faefc44ac92809772c6c3bf3b
Type Melee
Useable Melee
Slot Any
ID 33113
Size_X 2
Size_Y 1
Size_Z 0.3
Size2_Z 0.5
Shared_Skin_Lookup_ID 141
Shared_Skin_Apply_Visuals False
Range 2
Strength 1.5
Weak 0.37
Strong 0.37
Stamina 5
BladeIDs 2
BladeID_0 0
BladeID_1 1
Player_Damage 25
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 25
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 15
Structure_Damage 10
Vehicle_Damage 25
Resource_Damage 25
Object_Damage 25
Durability 0.15
Blueprints 6
// DIY
Blueprint_0_Type Tool
Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 33033
Blueprint_0_Supply_1_ID 33971
Blueprint_0_Supply_1_Critical
Blueprint_0_Tool 34120
Blueprint_0_Build 27
Blueprint_0_Conditions 3
// Does not have architect almanac
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 33972
Blueprint_0_Condition_0_Amount 1
Blueprint_0_Condition_0_Logic Less_Than
// Does not have encyclopedia
Blueprint_0_Condition_1_Type Item
Blueprint_0_Condition_1_ID 33976
Blueprint_0_Condition_1_Amount 1
Blueprint_0_Condition_1_Logic Less_Than
// Has not memorized
Blueprint_0_Condition_2_Type Flag_Bool
Blueprint_0_Condition_2_ID 39620
Blueprint_0_Condition_2_Value False
Blueprint_0_Condition_2_Logic Equal
Blueprint_0_Condition_2_Allow_Unset
Blueprint_0_Rewards 2
// Memorizer Flag + Book
Blueprint_0_Reward_0_Type Rewards_List_Asset
Blueprint_0_Reward_0_GUID 5669facc4cbe436285abd313441264c9
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID 16ae73355a32453d8b06303f616ce61e
// Repair saw
Blueprint_1_Type Repair
Blueprint_1_Supply_0_ID 33031
Blueprint_1_Supply_0_Amount 2
Blueprint_1_Build 27
// Salvage
Blueprint_2_Type Tool
Blueprint_2_Supply_0_ID 33113
Blueprint_2_Product 33031
Blueprint_2_Products 2
Blueprint_2_Tool 34120
Blueprint_2_Build 27
// Almanac
Blueprint_3_Type Tool
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 33033
Blueprint_3_Supply_1_ID 33972
Blueprint_3_Supply_1_Critical
Blueprint_3_Tool 34120
Blueprint_3_Build 27
Blueprint_3_Conditions 2
// Does not have encyclopedia
Blueprint_3_Condition_0_Type Item
Blueprint_3_Condition_0_ID 33976
Blueprint_3_Condition_0_Amount 1
Blueprint_3_Condition_0_Logic Less_Than
// Has not memorized
Blueprint_3_Condition_1_Type Flag_Bool
Blueprint_3_Condition_1_ID 39620
Blueprint_3_Condition_1_Value False
Blueprint_3_Condition_1_Logic Equal
Blueprint_3_Condition_1_Allow_Unset
Blueprint_3_Rewards 2
// Memorizer Flag + Book
Blueprint_3_Reward_0_Type Rewards_List_Asset
Blueprint_3_Reward_0_GUID 0bd431d0816a432e8a6a1de97fe76b4f
// Memorizer Warning
Blueprint_3_Reward_1_Type Rewards_List_Asset
Blueprint_3_Reward_1_GUID 16ae73355a32453d8b06303f616ce61e
// Encyclopedia
Blueprint_4_Type Tool
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 33033
Blueprint_4_Supply_1_ID 33976
Blueprint_4_Supply_1_Critical
Blueprint_4_Tool 34120
Blueprint_4_Build 27
Blueprint_4_Conditions 1
// Has not memorized
Blueprint_4_Condition_0_Type Flag_Bool
Blueprint_4_Condition_0_ID 39620
Blueprint_4_Condition_0_Value False
Blueprint_4_Condition_0_Logic Equal
Blueprint_4_Condition_0_Allow_Unset
Blueprint_4_Rewards 2
// Memorizer Flag + Book
Blueprint_4_Reward_0_Type Rewards_List_Asset
Blueprint_4_Reward_0_GUID 1aa3a29bab894243a7b3d28be1f194bd
// Memorizer Warning
Blueprint_4_Reward_1_Type Rewards_List_Asset
Blueprint_4_Reward_1_GUID 16ae73355a32453d8b06303f616ce61e
// Recipe memorized
Blueprint_5_Type Tool
Blueprint_5_Supplies 1
Blueprint_5_Supply_0_ID 33033
Blueprint_5_Build 27
Blueprint_5_Conditions 1
// Memorized
Blueprint_5_Condition_0_Type Flag_Bool
Blueprint_5_Condition_0_ID 39620
Blueprint_5_Condition_0_Value True
Blueprint_5_Condition_0_Logic Equal
AttackAudioClip core.masterbundle:Sounds/MeleeAttack_02.mp3
EquipAudioClip Sounds/Items/Equip_Item.wav
Should_Delete_At_Zero_Quality True