1×5 (5)
Inventory size
Secondary
Hand slot
5 m
Range
0%
Durability Loss per Hit
8m
Alert Radius
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 67.5 | 45 | 45 | 45 |
| Zombie | 180 | 120 | 120 | 120 |
| Animal | 4500000 | 45 | 45 | — |
Other damage
Standard caliber| Barricade | 45 |
|---|---|
| Structure | 45 |
| Vehicle | 45 |
| Resource | 45 |
| Object | 45 |
Status effects on hit
Applied per shot, regardless of where it lands- Bleeding
- Always bleeds (must bandage)
- Broken legs
- Always breaks legs (no sprint)
- Food
- Restores 17 per hit
- Water
- Restores 17 per hit
- Infection
- Cures 80 per hit
- Zombie stun
- Always stuns (overrides resistance)
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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.
方旭2.dat
GUID bec23c5117ef4ffaa851b19b3c115838
Type Melee
Useable Melee
Rarity Mythical
Slot Secondary
ID 53066
Asset_Bundle_Version 4
Exclude_From_Master_Bundle
Player_Damage_Bleeding Always
Player_Damage_Bones Always
Player_Damage_Food -17
Player_Damage_Water -17
Player_Damage_Virus -80
Size_X 1
Size_Y 5
Size_Z 0.6
Size2_Z 0.6
Range 5
Strength 2
Stamina 20
Weak 0.5
Strong 0.5
Player_Damage 45
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.5
Zombie_Damage 120
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.5
Animal_Damage 45
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 100000
Barricade_Damage 45
Structure_Damage 45
Vehicle_Damage 45
Resource_Damage 45
Object_Damage 45
Blueprints 1
Blueprint_0_Type Supply
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 53066
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Skill Craft
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 54002
Blueprint_0_Output_0_Amount 1
Blueprint_0_Build 27
Stun_Zombie_Always
AttackAudioClip/Use