1 x 3 (3)

Inventory Size

Secondary

Hand Slot

2.25m

Range

0.2%

Durability Loss per Hit

8m

Alert Radius

Damage
Combat Damage
Head Spine Leg Arm
Player 37 27 20 20
Zombie 37 20 10 10
Animal 37 20 10 -
Structure Damage
Low Caliber
Damage
Barricade 15
Structure 10
Vehicle 20
Resource 20
Object 20
2 blueprints
Repair
0%
+
=
100%
Salvage
=
2 x
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.

Pool Cue Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Tap to open full map
Richmans High 37.5 %
Richmans Low 5.6 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn Tables
Spawn Id Spawn Name Drop Chance Map Points Pool Size
4313 CA Richmans High 37.50 % 12
4314 CA Richmans Low 5.63 % 39
CA_Cue.dat
GUID 6e33d6caee954f6cbecdb2b04f80c9a4
Type Melee
Useable Melee
Slot Secondary
ID 6026

Size_X 1
Size_Y 3
Size_Z 0.8
Size2_Z 0.65

Range 2.25
Strength 1.5
Weak 0.45
Strong 0.44
Stamina 25

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 34
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 34
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.6
Animal_Skull_Multiplier 1.1

Barricade_Damage 15
Structure_Damage 10
Vehicle_Damage 20
Resource_Damage 20
Object_Damage 20

Durability 0.2

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems "4b9e0a77869d4757881d0a8d275f2ac0" // Wood
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "4b9e0a77869d4757881d0a8d275f2ac0 x 2" // Wood
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

AttackAudioClip Sounds/MeleeAttack_01.mp3

Master_Bundle_Override core.masterbundle
Bundle_Override_Path /Items/Melee/Cue