Devil's Bane
The Devil's Bane is an Epic primary weapon in Unturned, defined by asset Bane, item ID 1484, and GUID ed305a3c33de4586a6cf29cf06a11e26. It fires Devil's Bane ammunition and is described in-game as an American shotgun. This article documents every field that the Devil's Bane asset defines in its .dat file and explains how a modder reads, edits, and reasons about each value. The data comes directly from the shipped game files; no derived or estimated values appear anywhere in this reference.
Asset identity
The asset identity fields are the first block any modder reads when locating the Devil's Bane in the game files. Every item asset in Unturned carries a set of identity properties that the engine uses to load, identify, and categorise the item.
| Field | Value |
|---|---|
| Asset name | Bane |
| Item ID | 1484 |
| GUID | ed305a3c33de4586a6cf29cf06a11e26 |
| Rarity | Epic |
| Slot | Primary |
| Type | Gun |
| Useable | Gun |
| In-game description | American shotgun chambered in Devil's Bane ammunition. |
The Asset name (Bane) is the directory name inside Bundles/Items/Guns/. Note that the directory is Bane, not DevilsBane or Devil's Bane -- the engine resolves the asset by its short name. The display name "Devil's Bane" comes from the localisation file (English.dat), where the Name key maps the asset name to the display string. A modder creating a custom localisation can change the display name without touching the asset directory or any field in this reference.
The Item ID (1484) is the numeric identifier for @give commands. The GUID (ed305a3c33de4586a6cf29cf06a11e26) is the permanent 32-character hex identifier. Rarity (Epic) gives the weapon a purple border in inventory and purple text in the pickup feed. Epic is the second-highest rarity tier after Legendary. Slot (Primary) means the weapon occupies slot index 0, the first weapon slot.
Type Gun and Useable Gun are the engine's class-instantiation directives. A .dat file missing either field produces a broken asset: Type absent means the engine does not know which asset class to use; Useable absent means the item loads as a generic inventory item with no firing functionality.
Ballistics
The ballistics table defines the Devil's Bane's projectile behaviour. Every field below is written directly into Bane.dat. The engine reads these values once at load time and uses them during every fire event to determine projectile origin, trajectory, timing, and ammunition linkage.
| Field | Value |
|---|---|
| Range | 20 |
| Firerate | 10 |
| Action | Trigger |
| Caliber | 42 |
| Muzzle | 4 |
| Magazine | 1485 |
| Ammo_Min | 10 |
| Ammo_Max | 21 |
Range (20) is the hitscan raycast distance in metres. The engine casts a ray from the muzzle position along the aim vector up to 20 units. At 20 units, this is a short range -- shorter than most pistol-class weapons. The short range value is consistent with a shotgun platform, where projectile effectiveness drops off sharply with distance.
Firerate (10) is the cooldown interval between shots. This is a moderate-to-high Firerate number, indicating a relatively slow cycling rate. The engine reads Firerate as an abstract interval value that feeds into its internal tick-rate calculation. The specific temporal effect of Firerate 10 is determined by the engine, not by the gun asset, and cannot be converted from the value alone.
Action (Trigger) sets the firing mechanism to direct-fire trigger. The weapon fires on each trigger pull with no inter-shot animation requirement. Because the Devil's Bane carries the Auto flag, holding the trigger produces continuous fire at the engine's maximum rate for the given Firerate value.
Caliber (42) is the ammunition type identifier. This caliber is exclusive to Devil's Bane ammunition -- it does not share a caliber ID with any other weapon's ammunition family. A magazine with Caliber_Reference 42 will seat in this weapon. An ammunition box with the same caliber reference will refill the magazine. Caliber 42 is a self-contained ammunition ecosystem: the Devil's Bane, its magazine, and its ammunition boxes all reference 42, and no other weapon in the game uses this caliber.
Muzzle (4) is the effect ID for the muzzle flash particle. The value 4 references a heavy muzzle flash effect, typically a large, bright, long-duration flash associated with high-caliber or explosive weapons. The effect plays at the Barrel child GameObject position in the Unity prefab on each shot. The Muzzle value does not affect damage, spread, range, or any functional behaviour of the projectile.
Magazine (1485) is the item ID of the default magazine that spawns inside the weapon. When the Devil's Bane is created (spawned in the world, given via command, or loaded from a save), it contains one instance of the magazine with item ID 1485, which is the Devil's Bane magazine. The magazine is loaded with a random count of shells between Ammo_Min (10) and Ammo_Max (21).
Ammo_Min (10) and Ammo_Max (21) define the random ammunition fill range at spawn. The engine rolls a uniform random integer between 10 and 21 inclusive. The spread from 10 to 21 is 12 units wide, meaning the weapon can spawn with a very different ammunition load -- from less than half full (10 rounds) to fully loaded (21 rounds). The probability of any specific count between 10 and 21 is 1/12 (approximately 8.33%) because the distribution is uniform.
Player damage
The player damage fields define how the Devil's Bane's projectiles damage other players. The engine multiplies the base Player_Damage by the hit-zone multiplier corresponding to the body part the raycast struck. The multipliers create a damage gradient across the body.
| Field | Value |
|---|---|
| Player_Damage | 30 |
| Player_Leg_Multiplier | 0.7 |
| Player_Arm_Multiplier | 0.7 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.2 |
Player_Damage (30) is the base projectile damage against players. This is a moderate base value for a primary weapon. The effective damage for any hit is 30 * multiplier.
The multiplier pattern is tiered: limbs (0.7) deal the least damage, the spine (0.8) deals intermediate damage, and the skull (1.2) deals bonus damage. The 0.7 limb multiplier means a 30% damage reduction on leg and arm hits. The 0.8 spine multiplier means a 20% reduction on torso hits. The 1.2 skull multiplier means a 20% damage bonus on headshots.
This multiplier structure creates three distinct damage brackets: 21 for limbs, 24 for spine, 36 for skull. The skull hit deals 71% more damage than a limb hit (36/21), incentivising precise shot placement against players. A modder who wants to flatten the damage gradient would bring the multipliers closer to 1.0 (e.g., 0.9 for limbs, 1.0 for spine and skull). A modder who wants to steepen it would push the multipliers further apart (e.g., 0.5 for limbs, 1.5 for skull).
Player damage per hit zone
| Hit zone | Multiplier | Damage (base 30) |
|---|---|---|
| Skull | 1.2 | 36 |
| Spine | 0.8 | 24 |
| Arm | 0.7 | 21 |
| Leg | 0.7 | 21 |
Each Damage value is 30 * multiplier. The decimal products are exact: 30 * 0.7 = 21, 30 * 0.8 = 24, 30 * 1.2 = 36. The engine uses floating-point arithmetic, so the integer results are stored and processed as floats.
Zombie damage
The Devil's Bane defines an identical damage profile for zombie targets: same base, same multipliers.
| Field | Value |
|---|---|
| Zombie_Damage | 30 |
| Zombie_Leg_Multiplier | 0.7 |
| Zombie_Arm_Multiplier | 0.7 |
| Zombie_Spine_Multiplier | 0.8 |
| Zombie_Skull_Multiplier | 1.2 |
When the zombie and player damage profiles are identical, the weapon behaves the same way against both target categories. A modder who wants the Devil's Bane to deal bonus damage to zombies (making it a zombie-hunting specialist weapon) would change Zombie_Damage from 30 to a higher value. A modder who wants different hit-zone behaviour against zombies (e.g., larger headshot bonus) would change the zombie skull multiplier independently.
Zombie damage per hit zone
| Hit zone | Multiplier | Damage (base 30) |
|---|---|---|
| Skull | 1.2 | 36 |
| Spine | 0.8 | 24 |
| Arm | 0.7 | 21 |
| Leg | 0.7 | 21 |
The zombie per-hit-zone values are identical to the player values because both base and multiplier set match.
Animal damage
The Devil's Bane defines animal damage values with the same base and multipliers, minus the arm hit zone.
| Field | Value |
|---|---|
| Animal_Damage | 30 |
| Animal_Leg_Multiplier | 0.7 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.2 |
The animal profile mirrors the player and zombie profiles exactly: base 30, limb 0.7, spine 0.8, skull 1.2. The only structural difference is the three-row hit-zone table (no arm).
Animal damage per hit zone
| Hit zone | Multiplier | Damage (base 30) |
|---|---|---|
| Skull | 1.2 | 36 |
| Spine | 0.8 | 24 |
| Leg | 0.7 | 21 |
Animal skull hits deal 36, spine 24, and legs 21 -- the same effective values as player and zombie hits for their respective zones.
Handling
The handling fields control how the weapon recoils, spreads, and shakes during fire. These are read on every fire event and applied to camera rotation, projectile direction, and viewmodel position. Low handling values produce a weapon that stays on target through sustained fire; high values produce a weapon that climbs and wanders.
| Field | Value |
|---|---|
| Recoil_Min_X | -1 |
| Recoil_Min_Y | 2 |
| Recoil_Max_X | 1 |
| Recoil_Max_Y | 3 |
| Spread_Aim | 0.75 |
| Shake_Min_X | -0.005 |
| Shake_Max_X | 0.005 |
Recoil_Min_X (-1) and Recoil_Max_X (1) define a narrow symmetric horizontal recoil range. The weapon can kick left (negative) or right (positive) by up to 1 unit. The absolute magnitude is small, producing almost no horizontal deflection per shot. This narrow range means successive shots track close to the previous aim point horizontally.
Recoil_Min_Y (2) and Recoil_Max_Y (3) define an extremely narrow vertical recoil range. The weapon kicks upward by only 2 to 3 units per shot. The 1-unit spread between minimum and maximum makes the vertical recoil highly predictable -- shot-to-shot variance is minimal. The recoil magnitude values (2-3) are among the lowest of any primary weapon.
Spread_Aim (0.75) is the spread cone in degrees when aiming down sights. The engine perturbs each projectile's direction by a random angle up to 0.75 degrees. For a shotgun that fires multiple pellets per shell, each pellet receives an independent perturbation, producing a wider overall pattern than a single-projectile weapon with the same spread value. The actual pellet count is defined in the caliber asset (caliber 42), not in the gun asset.
Shake_Min_X (-0.005) and Shake_Max_X (0.005) define the horizontal viewmodel shake. These are small values producing minimal visible weapon wobble. The shake displacement is purely visual and does not affect aim point or projectile direction.
Flags
The flags field in Bane.dat is a list of activation keys. Each flag toggles a discrete system. The Devil's Bane carries a rich flag set that includes three attachment hooks and both automatic and safety fire modes.
"7b82c125a5a54984b8bb26576b59e977" -- master bundle reference GUID. Links the asset to its bundle container.
Auto -- enables fully automatic fire. When active, holding the trigger produces continuous fire at the weapon's Firerate interval. The Auto flag does not change Firerate, damage, or any other ballistics field -- it only changes the trigger behaviour from single-shot to continuous-fire on hold.
Blueprints -- enables the crafting system integration. The weapon appears in repair and disassembly recipes.
Hook_Grip -- enables the grip attachment slot. Grip attachments (foregrips, bipods) can be equipped.
Hook_Sight -- enables the sight attachment slot. Optics and scopes can be equipped.
Hook_Tactical -- enables the tactical attachment slot. Lasers, flashlights, and rangefinders can be equipped. Note that Hook_Barrel is absent -- barrel attachments (suppressors, muzzle brakes) cannot be equipped on the Devil's Bane.
InputItems -- accepts input items during crafting operations.
RequiresNearbyCraftingTags -- gates blueprint availability behind proximity to tagged world objects.
Safety -- enables the safety fire mode. In safety mode, the trigger produces no projectile.
[, ], {, } -- parser delimiters. No behavioural meaning.
The absence of the Semi flag is significant. The Devil's Bane carries Auto and Safety but not Semi, meaning the fire-mode cycle has two positions: Safety and Auto. The weapon cannot be fired in semi-automatic (single-shot-per-click) mode. Every trigger pull in the active fire mode is automatic -- the weapon fires as long as the trigger is held. A modder who wants a three-mode cycle (Safety, Semi, Auto) must add Semi to the flag list.
The absence of Hook_Barrel means the weapon's attachment surface is limited to grip, sight, and tactical slots. A modder who wants suppressor compatibility adds Hook_Barrel to the list and ensures the Unity prefab has a Barrel child GameObject at the muzzle position.
Spawn tables
The Devil's Bane appears in 14 distinct spawn tables across six map regions. Each row is one independent probability check during loot container population.
| Map | Spawn table | Chance per roll |
|---|---|---|
| France | Military_High_France_Guns | 11.429% |
| Core | Police_High_Peaks_Guns | 11.111% |
| EasterIsland | Easter_Airdrop_Guns | 8.000% |
| Core | Beacon | 5.650% |
| EasterIsland | Easter_Airdrop | 5.576% |
| Belgium | Belgium_Carepackage | 3.899% |
| RioDeJaneiro | Carepackage_Brazil | 2.083% |
| RioDeJaneiro | Brazil_Carepackage_Brazil | 2.083% |
| Core | Police_High_Peaks | 0.758% |
| Core | Peaks_Police_High_Peaks | 0.758% |
| Greece | Greece_Carepackage_Combatready | 0.464% |
| France | Military_High_France | 0.286% |
| France | France_Military_High_France | 0.286% |
| Core | Xmas_Presents | 0.182% |
How spawn tables work
Each spawn table entry is an independent weighted roll. When the engine populates a loot container, it iterates the entries in the container's assigned spawn table. For each entry, it generates a random number and checks whether it falls within the entry's probability band. If the check passes, the item is added to the container. The chance is per-roll, not per-container.
High-weight entries
The two highest entries bracket 11%: Military_High_France_Guns (11.429%) on France and Police_High_Peaks_Guns (11.111%) on Core. Both are filtered weapon-only tables, meaning the Devil's Bane competes only against other guns for roll probability. On a military high-tier weapons crate in France, the Devil's Bane appears roughly one in nine rolls. On a police high-tier weapons locker on the Core map (Peaks), the same approximate frequency applies.
The Beacon entry at 5.650% is the Horde Beacon event table. The Horde Beacon is a player-activated world event: the player places the Beacon, defends against waves of zombies, and receives a loot drop on completion. The end-of-event container performs rolls on the Beacon table. The Devil's Bane's 5.650% entry means it has a moderate chance -- roughly one in eighteen Beacon completions -- of appearing in the reward. Because the Beacon is player-activated, it provides a more reliable acquisition path than passive world-spawn tables, where the player depends on container respawn timers.
Airdrop entries
The Easter Island airdrop pair (Easter_Airdrop_Guns at 8.000% and Easter_Airdrop at 5.576%) represents the island's airdrop loot economy. The _Guns suffix table is filtered to weapons only, giving a higher per-roll chance. The unfiltered table includes medical supplies, ammunition, food, and other survival items that compete for probability mass. The difference between 8% and 5.576% reflects the dilution from non-weapon items in the unfiltered table.
Carepackage entries
Carepackage entries appear for Belgium (3.899%), Rio de Janeiro (2.083% each, dual-aliased), and Greece (0.464%). The Belgium carepackage at 3.899% is a general carepackage table with a wider item pool. The Rio de Janeiro pair at 2.083% each are the map's carepackage entries with the standard aliasing pattern. The Greece entry at 0.464% is the Combatready specialisation -- a narrower, curated carepackage variant, and the low percentage likely reflects a small weapon pool within that specialisation.
Ground-spawn entries
The ground-spawn entries on Core (Police_High_Peaks and alias at 0.758%) and France (Military_High_France and alias at 0.286%) have the lowest chances. These are general loot tables that contain armour, weapons, ammunition, medical supplies, and sometimes clothing and food items. The Devil's Bane's low percentage on these tables reflects competition from the wide item pool. On the Core map's general police high-tier loot, the Devil's Bane appears in fewer than one in a hundred rolls; on France's general military high-tier loot, fewer than one in three hundred.
The Xmas_Presents entry at 0.182% is seasonal. This table is only active during the Christmas event window; outside the event, this entry produces no rolls and the Devil's Bane cannot be found through present drops.
Distribution pattern
The Devil's Bane has a notably even distribution across maps. Unlike weapons that are heavily concentrated on a single map (e.g., the Determinator with 13 of 15 entries on France), the Devil's Bane appears on six different map regions with meaningful percentages on each. The Core map has four entries (one high at 11.111%, two ground at 0.758%, one seasonal), France has three (one high at 11.429%, two ground at 0.286%), Easter Island has two airdrop entries, and Belgium, Rio de Janeiro, and Greece each have carepackage entries.
This broad distribution makes the Devil's Bane accessible on most servers regardless of which map is running, though the acquisition path varies by map: military loot on France, police loot and Beacon on Core, airdrops on Easter Island, and carepackages elsewhere.
Canned Beans
The Devil's Bane's spawn tables span military, police, airdrop, carepackage, and event categories across six maps. None of these table categories intersect with the domestic-kitchen, gas-station, farmhouse, or convenience-store tables where canned beans appear. The Canned Beans, documented at The Canned Beans Lore, are a Common-rarity food item that spawns exclusively in civilian domestic containers. The Devil's Bane, as an Epic shotgun on military, police, and event tables, occupies a different branch of the loot economy.
The structural separation between combat loot (weapons, armour, ammunition) and survival loot (food, water, civilian supplies) is baked into the engine's loot-table architecture. The map's level configuration assigns containers to table categories, and the categories are not mixed. A police weapons locker in the Core map's Peaks area contains items from the police weapons table; a kitchen cabinet in a Peaks farmhouse contains items from the domestic food table. A player visiting both locations will encounter two independent loot systems, not a unified pool.
This separation ensures that players seeking high-tier combat gear must visit military, police, and special loot zones, while players seeking survival supplies visit civilian and domestic zones. The two loot paths create distinct gameplay loops that the map designers enforce through container placement and table assignment.
Field reference summary
Every field from every category collected into a single master reference for the Devil's Bane.
| Category | Field | Value | Controls |
|---|---|---|---|
| Identity | ID | 1484 | Numeric item identifier for commands and spawn entries |
| Identity | GUID | ed305a3c33de4586a6cf29cf06a11e26 | Permanent 32-char hex save-file identifier |
| Identity | Rarity | Epic | Purple border in inventory, purple pickup-feed text |
| Identity | Slot | Primary | Inventory slot assignment (slot index 0) |
| Ballistics | Range | 20 | Hitscan raycast distance in metres |
| Ballistics | Firerate | 10 | Abstract cooldown interval between shots |
| Ballistics | Action | Trigger | Direct-fire trigger mechanism |
| Ballistics | Caliber | 42 | Devil's Bane ammunition type identifier |
| Ballistics | Muzzle | 4 | Heavy muzzle flash particle effect ID |
| Ballistics | Magazine | 1485 | Item ID of the default internal magazine |
| Ballistics | Ammo_Min | 10 | Minimum rounds in magazine at spawn |
| Ballistics | Ammo_Max | 21 | Maximum rounds in magazine at spawn |
| Player damage | Player_Damage | 30 | Base projectile damage against players |
| Player damage | Player_Leg_Multiplier | 0.7 | Leg hit-zone modifier (70% of base) |
| Player damage | Player_Arm_Multiplier | 0.7 | Arm hit-zone modifier (70% of base) |
| Player damage | Player_Spine_Multiplier | 0.8 | Spine hit-zone modifier (80% of base) |
| Player damage | Player_Skull_Multiplier | 1.2 | Skull hit-zone modifier (120% of base) |
| Zombie damage | Zombie_Damage | 30 | Base projectile damage against zombies |
| Zombie damage | Zombie_Leg_Multiplier | 0.7 | Zombie leg modifier (identical to player) |
| Zombie damage | Zombie_Arm_Multiplier | 0.7 | Zombie arm modifier (identical to player) |
| Zombie damage | Zombie_Spine_Multiplier | 0.8 | Zombie spine modifier (identical to player) |
| Zombie damage | Zombie_Skull_Multiplier | 1.2 | Zombie skull modifier (identical to player) |
| Animal damage | Animal_Damage | 30 | Base projectile damage against animals |
| Animal damage | Animal_Leg_Multiplier | 0.7 | Animal leg modifier |
| Animal damage | Animal_Spine_Multiplier | 0.8 | Animal spine modifier |
| Animal damage | Animal_Skull_Multiplier | 1.2 | Animal skull modifier |
| Handling | Recoil_Min_X | -1 | Minimum X-axis camera rotation (leftward) |
| Handling | Recoil_Min_Y | 2 | Minimum Y-axis camera rotation (upward) |
| Handling | Recoil_Max_X | 1 | Maximum X-axis camera rotation (rightward) |
| Handling | Recoil_Max_Y | 3 | Maximum Y-axis camera rotation (upward) |
| Handling | Spread_Aim | 0.75 | Aimed spread cone radius in degrees |
| Handling | Shake_Min_X | -0.005 | Minimum X-axis viewmodel displacement |
| Handling | Shake_Max_X | 0.005 | Maximum X-axis viewmodel displacement |
Blueprint and crafting integration
The Devil's Bane carries three crafting flags: Blueprints, InputItems, and RequiresNearbyCraftingTags. These flags work as a system to integrate the weapon into the crafting economy.
Blueprints is the master enable. Without it, the weapon is invisible to the crafting interface. No repair recipes, no disassembly yields, no skin applications. The weapon can still be found in loot, given via commands, and equipped normally -- but it cannot be repaired or modified through blueprints. A weapon that loses durability through use (the Devil's Bane does not carry the Invulnerable flag, unlike the Ekho, so it does wear) requires Blueprints for the player to repair it at a workbench or repair station.
InputItems allows other items to be consumed in recipes targeting this weapon. This flag is required for skin-application recipes, attachment-mounting recipes, and any crafting operation where an external item is combined with the weapon. Without InputItems, the weapon can be a recipe ingredient (consumed to produce a result) but cannot receive items during a recipe.
RequiresNearbyCraftingTags gates all blueprints behind proximity to a tagged world object. The tag is defined in the map's configuration. A common implementation is a workbench or repair table with a crafting tag. The player must stand within range of the tagged object for the Devil's Bane's blueprints to become available in the crafting menu. Without this flag, blueprints are accessible anywhere. Most weapons carry this flag to enforce the workbench-repair gameplay loop.
The specific blueprint recipes for the Devil's Bane -- what materials it costs to repair, what materials it yields on disassembly, and what skins or modifications can be applied -- are defined in the blueprint configuration files. The gun asset's flags only enable the hook points; the recipe data lives elsewhere.
Damage formula reference
The engine's damage formula is multiplicative and per-projectile. This section documents the exact formula using the Devil's Bane's values.
effective_damage = base_damage * hitzone_multiplierThe base_damage is selected by target entity type: Player_Damage (30) for players, Zombie_Damage (30) for zombies, Animal_Damage (30) for animals. The Devil's Bane uses the same base damage (30) for all three entity types, which simplifies its damage profile.
The hitzone_multiplier is selected by the body part struck:
- Skull: 1.2 (all targets)
- Spine: 0.8 (all targets)
- Arm: 0.7 (player and zombie only; animals have no arm zone)
- Leg: 0.7 (all targets)
Example calculations:
Player skull hit: 30 * 1.2 = 36 Player spine hit: 30 * 0.8 = 24 Player arm hit: 30 * 0.7 = 21 Player leg hit: 30 * 0.7 = 21
Since the base and multipliers are identical across all three target categories, the effective damage values are identical for players, zombies, and animals on their respective hit zones. A skull hit always deals 36, a spine hit always deals 24, and a limb hit always deals 21.
The engine uses full floating-point arithmetic. Damage values are not rounded before being subtracted from the target's health pool. The decimal fraction is preserved.
For shotgun-class weapons like the Devil's Bane, the caliber asset (caliber 42) determines the number of pellets per shell. Each pellet independently computes its effective damage using this formula. The gun asset's Spread_Aim value controls each pellet's direction perturbation, but the pellet count and per-pellet base damage scaling are caliber properties. A modder who needs to change how many projectiles the Devil's Bane fires per shell must edit the caliber 42 asset, not the gun asset.
Modification examples
Concrete editing scenarios for the Bane.dat file.
Scenario 1: Add semi-automatic fire mode.
Open Bane.dat. Find the flags block. The current fire-mode flags are Auto and Safety. Add a new line: Semi. Save. The weapon now has a three-mode fire selector: Safety, Semi, Auto. The player can toggle between single-shot and automatic fire. No other field changes are required -- the Firerate value (10) applies to both fire modes equally.
Scenario 2: Increase skull-shot damage to 40 against players.
The modder wants player headshots to deal exactly 40 damage instead of 36. Since Player_Damage is 30 and the skull multiplier is 1.2, the current effective skull damage is 30 * 1.2 = 36. To reach 40, the modder can either change Player_Damage from 30 to approximately 33.33 (40 / 1.2) or change Player_Skull_Multiplier from 1.2 to approximately 1.333 (40 / 30). Changing the multiplier affects only skull hits without changing limb or spine damage. Changing the base affects all hit zones. The modder should change Player_Skull_Multiplier from 1.2 to the desired value to target only headshot damage.
Scenario 3: Enable barrel attachments.
Open Bane.dat. Find the flags block. Add a new line: Hook_Barrel. Save. The barrel attachment slot is now active. The Unity prefab must have a Barrel child GameObject at the muzzle position, or barrel attachments will render at the world origin. If the prefab already has a Barrel child (because the weapon was modelled with one, even if the hook flag was absent), no prefab change is needed.
Scenario 4: Reduce weapon spread from 0.75 to 0.25.
Open Bane.dat. Find the line Spread_Aim 0.75. Change it to Spread_Aim 0.25. Save. The projectile spread cone is now one-third its original width. Pellets cluster more tightly, improving accuracy at range. The caliber asset's pellet count is unaffected -- the weapon still fires the same number of pellets, but they spread less.
Scenario 5: Double the ammunition range at spawn.
Open Bane.dat. Find the lines Ammo_Min 10 and Ammo_Max 21. The modder wants to roughly double the minimum while keeping the maximum. Change to Ammo_Min 20 and keep Ammo_Max 21. The weapon now spawns with a near-full magazine (20-21 rounds) instead of a widely variable load (10-21). This change makes the weapon more reliable at spawn without affecting its fully-loaded capacity.
Practical use for server owners and modders
For server owners
The Devil's Bane's six-map distribution gives server operators flexibility. A Core-map server provides access through police loot and Beacon drops; a France-map server provides access through military loot; both provide multiple acquisition paths. The Beacon entry at 5.650% is the most controllable acquisition path because server operators can schedule Beacon events, adjust Beacon difficulty, or modify the Beacon loot table directly.
For servers that want to limit Devil's Bane circulation, the highest-impact change is reducing the weight on the dedicated gun tables (Military_High_France_Guns at 11.429% and Police_High_Peaks_Guns at 11.111%). These two tables account for the majority of Devil's Bane spawns. Halving these weights roughly halves the weapon's overall circulation rate.
For servers running Easter Island, the Devil's Bane is airdrop-only -- there are no ground-spawn entries on that map. Server operators who want ground-spawn access must manually add the weapon to an Easter Island loot table, referencing item ID 1484 with the chosen weight. This is a deliberate design by the map creators, and server operators can choose to preserve or override it.
For modders
A modder opening Bane.dat finds the ballistics block, then the three damage blocks, then handling, then flags. Field names in the file match the left-column labels in every table above.
To add semi-automatic fire: add Semi to the flag list. With Safety, Semi, and Auto all present, the fire-mode toggle cycles through three positions. The Semi flag by itself does not change any other property; it only enables the single-shot-per-click trigger behaviour as one of the selectable modes.
To add barrel attachments: add Hook_Barrel to the flag list and verify the Unity prefab has a Barrel child GameObject. Without the child, attached barrel items render at the world origin. The Hook_Barrel flag can be added independently -- it does not require the presence of any other hook flag.
To change the weapon's damage tier: edit the base values. Changing Player_Damage from 30 to 40 increases all player hit-zone damages proportionally. Changing only the skull multiplier (from 1.2 to 1.5) increases headshot damage without affecting limb or torso damage. The damage values and multipliers are completely independent -- a modder can tune each damage base and each multiplier separately.
Recoil profile
The Devil's Bane has exceptionally low recoil (X: -1 to 1, Y: 2 to 3). A modder creating a variant with higher recoil increases the Y values: setting Recoil_Min_Y to 4 and Recoil_Max_Y to 6 doubles the vertical kick while preserving the 2-unit spread. Doubling the X range to -2 to 2 increases horizontal wander.
The calibration pattern is: choose the desired kick magnitude, set Recoil_Min to that value minus half the desired spread, set Recoil_Max to that value plus half the desired spread. For a vertical kick centred at 5 with a 2-unit spread: Recoil_Min_Y = 4, Recoil_Max_Y = 6. This produces a symmetric range around the centre value.
Spawn table editing
Spawn data lives in the map's level files, not the weapon's .dat. Item ID 1484 references the Devil's Bane in spawn entries. A modder adding the weapon to a custom map writes a spawn-table entry with ID 1484 and a weight appropriate for the other items on that table. A good starting weight for a new spawn entry is the average weight of the other items on the target table.
GUID
The GUID (ed305a3c33de4586a6cf29cf06a11e26) must not be reused. Derivative weapons require a newly generated GUID. Two assets sharing a GUID cause a load conflict; the engine drops one without error or warning, and the dropped asset is whichever loads second in the resolution order.
