2×2 (4)

Inventory size

56 (8×7)

Storage slots

2 blueprints
Salvage
=
5 x
Repair
0%
+
5 x
=
100%
Spawn tables (43)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
65 Alpha Valley Arena Backpacks 100.00 % 1
34 Arena Backpacks 100.00 % 1
6632 Easter Airdrop Misc 100.00 % 1
89 Monolith Arena Backpacks 100.00 % 1
51 PEI Arena Arena Backpacks 100.00 % 1
6629 Vermillin Alicepack 100.00 % 1
33 Washington Arena Arena Backpacks 100.00 % 1
1012 Greece Military Gear Special 50.00 % 2
661 Special High Gear 50.00 % 2
2162 Milita Special France Special 33.33 % 8
488 Special Arctic Gear 33.33 % 3
356 Special America Gear 28.57 % 4
142 Special Canada Gear 28.57 % 4
4316 California Research Special High 22.82 % 7
10078 Cliffs Special Low Clothes 10.53 % 9
6628 Vermillin Mega 9.88 % 44
10580 Cliffs Special High Clothes 9.52 % 10
4346 California Research Special Low 4.56 % 14
481 Special Arctic 4.20 % 20
480 Yukon Special Arctic 4.20 % 20
10035 Cliffs Special Low Cliffs 3.48 % 43
347 Special America 2.88 % 34
346 Washington Special America 2.88 % 32
132 PEI Special Canada 2.86 % 29
133 Special Canada 2.86 % 31
10075 Cliffs Special Low Utility 2.22 % 19
10037 Cliffs Special High Cliffs 2.20 % 36
698 Peaks Special High Peaks 1.50 % 42
556 Russia Special High 1.50 % 39
557 Special High 1.50 % 45
688 Special High Peaks 1.50 % 44
6659 Vermillin Special 1.48 % 14
1010 Greece Military Special 1.46 % 44
2163 France Milita Special France 0.34 % 46
2175 France Rula France Living 0.34 % 46
2158 Milita Special France 0.34 % 46
2174 Rula France Living 0.34 % 46
2184 France Milita Super France 0.27 % 53
2180 Milita Super France 0.27 % 53
6600 Vermillin Low 0.11 % 31
6609 Vermillin High 0.07 % 40
2173 France Rula France Hydro 0.06 % 52
2172 Rula France Hyrdro 0.06 % 53
How loot works in Unturned Sections that apply to this backpack 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.
Alicepack.dat
GUID c135cc7900f647d2b3e5ffdf45f9d449
Type Backpack
Rarity Epic
Useable Clothing
ID 253

Size_X 2
Size_Y 2
Size_Z 0.6

Width 8
Height 7

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "14901f32cd3240179fd6124324cc27e5 x 5" // Cloth
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems "14901f32cd3240179fd6124324cc27e5 x 5" // Cloth
		RequiresNearbyCraftingTags
		[
			"2ac5ddc545a848008c0308d21f5d2e6b" // Spinning Wheel
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]