2×3 (6)

Inventory size

Any

Hand slot

2.5 m

Range

0.25%

Durability Loss per Hit

500m

Alert Radius

Damage
Combat damage
Skull Spine Leg Arm
Player 37.4 27.2 20.4 20.4
Zombie 385 280 210 210
Animal 37.4 27.2 20.4
Other damage
Standard caliber
Barricade 10
Structure 5
Vehicle 15
Resource 15
Object 15
3 blueprints
Repair
Repair lvl.3
0%
+
2 x
=
100%
Tool
=
5 x
Tool
Craft lvl.3
+
+
+
+
+
+
=
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.
CN_Reditile.dat
GUID 7c6156926fdf423eab9c5e82aa01cbb2
Type Melee
Rarity Mythical
Useable Melee
Slot Any
ID 61636

Size_X 2
Size_Y 3
Size_Z 0.3
Size2_Z 0.3

Range 2.5
Alert_Radius 500
Weak 0.3
Strong 0.45
Strength 1.5
Stamina 10

Player_Damage 34
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 350
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 34
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 10
Structure_Damage 5
Vehicle_Damage 15
Resource_Damage 15
Object_Damage 15

Light
SpotLight_Range 9
SpotLight_Angle 175
SpotLight_Intensity 0.1
SpotLight_Color_R 19
SpotLight_Color_G 0.1
SpotLight_Color_B 0.2

Durability 0.25

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 61649
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Tool 76
Blueprint_0_Level 3
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 61636
Blueprint_1_Product 61649
Blueprint_1_Products 5
Blueprint_1_Build 27
Blueprint_2_Type Tool
Blueprint_2_Supplies 7
Blueprint_2_Supply_0_ID 60261
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_ID 61647
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Supply_2_ID 61663
Blueprint_2_Supply_2_Amount 1
Blueprint_2_Supply_3_ID 61643
Blueprint_2_Supply_3_Amount 1
Blueprint_2_Supply_4_ID 60251
Blueprint_2_Supply_4_Amount 1
Blueprint_2_Supply_5_ID 60259
Blueprint_2_Supply_5_Amount 1
Blueprint_2_Supply_6_ID 61694
Blueprint_2_Supply_6_Amount 1
Blueprint_2_Tool 63209
Blueprint_2_Level 3
Blueprint_2_Skill Craft
Blueprint_2_Product 61636
Blueprint_2_Products 1
Blueprint_2_Build 27

Asset_Bundle_Version 3