2 x 2 (4)
Inventory Size
+5%
Armor
+5%
Explosion Armor
0%
Movement Speed
How item spawns work
Each dot is a fixed loot point. The map is split into a grid of regions,
and every region has its own respawn timer (Items.Respawn_Time,
configured by the server). When the timer fires, the region tops up its
loot up to a fraction of its points (Items.Spawn_Chance,
usually 10–50%), so most points stay empty between refreshes.
Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.
Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.
Field Cap
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4292 | CA Military High Cloth 1 | 26.04 % | — | 5 |
| 4294 | CA Military High 1 | 7.23 % | — | 43 |
GUID 28f194a835444b91aafa2dd9727240a6
Type Hat
Rarity Uncommon
Useable Clothing
ID 4058
Size_X 2
Size_Y 2
Beard
Armor 0.95
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "fde0f4395a46442cb8de3928d5aefb71" // Cloth
Effect "7eceb9f7751d4634b572c8e236355104" // Rip
}
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems "fde0f4395a46442cb8de3928d5aefb71 x 3" // Cloth
Effect "7eceb9f7751d4634b572c8e236355104" // Rip
}
]