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Ekho

The Ekho is a Legendary primary weapon in Unturned, defined by asset Ekho, item ID 1382, and GUID 01c16ecf832f436b91b60bba0e2ee943. It is chambered in Ekho ammunition and described in-game as a Russian sniper rifle. This article documents every field that the Ekho 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 identify the Ekho to the engine and to player-facing systems. Each field serves a specific purpose in the item pipeline: loading, identification, display, and persistence.

FieldValue
Asset nameEkho
Item ID1382
GUID01c16ecf832f436b91b60bba0e2ee943
RarityLegendary
SlotPrimary
TypeGun
UseableGun
In-game descriptionRussian sniper rifle chambered in Ekho ammunition.

Rarity (Legendary) is the highest standard rarity tier. Legendary items display a gold-coloured border in the inventory UI and gold text in the pickup-feed announcement. The Legendary rarity also places the item in the highest bracket of the engine's internal rarity-scaling system, which affects loot-table weighting and drop-chance modifiers. The specific scaling factors for Legendary items are engine-level constants, not configurable through the gun asset.

Slot (Primary) assigns the weapon to slot index 0. The primary slot is the first weapon slot in the player's inventory bar, typically mapped to the 1 key. A primary-slot weapon cannot be equipped in any other slot.

Item ID (1382) is the numeric reference for commands and spawn entries. The GUID (01c16ecf832f436b91b60bba0e2ee943) is the 32-character hex identifier for save persistence. Together, the ID and GUID provide two independent reference systems: the ID for gameplay commands and spawn configuration, the GUID for save-file integrity across mod updates and map changes.

Ballistics

The ballistics table defines the Ekho's projectile behaviour. As a bolt-action sniper rifle, the Ekho has several field values that distinguish it from other weapon classes: the long Range, the high Firerate, the Bolt action type, and the unique caliber.

FieldValue
Range300
Firerate50
ActionBolt
Caliber36
Muzzle4
Magazine1384
Ammo_Min1
Ammo_Max7

Range (300) is the hitscan raycast distance in metres. At 300 units, the Ekho has the longest Range value in the primary weapon category. The engine casts a ray from the muzzle along the aim vector up to 300 units. This means the Ekho can engage targets at distances where most other weapons' projectiles have already expired. The long range is a defining characteristic of the sniper-rifle class and is the primary reason the Ekho occupies the Legendary rarity tier.

Firerate (50) is the cooldown interval. A Firerate of 50 is very high -- among the highest values in the game's weapon system. The engine interprets a high Firerate as a long delay between shots. This reflects the bolt-action cycling mechanism: after firing, the player must cycle the bolt to chamber the next round, which takes time. The Firerate value encompasses the entire fire-to-next-shot-ready interval, not just the mechanical cycling time.

Action (Bolt) sets the firing mechanism to bolt-action. The Bolt action triggers a specific sequence: fire the current round, play the bolt-cycling animation, chamber the next round, then re-enable the trigger. The engine handles this sequence automatically based on the Action value. The bolt animation is played from the weapon's Animator Controller, and the length of the animation determines how long the cycling takes -- independent from the Firerate cooldown value. A modder who changes Action from Bolt to Trigger removes the entire bolt-cycling sequence and allows the weapon to fire at its raw Firerate interval.

Caliber (36) is the ammunition type identifier for Ekho ammunition. This caliber is unique to the Ekho ammunition ecosystem -- no other weapon shares it. A magazine with Caliber_Reference 36 seats in this weapon. The Ekho magazine (item ID 1384) carries this caliber reference. The ammunition box for Ekho rounds also references caliber 36. The entire Ekho ammunition chain (weapon, magazine, ammunition box) is self-contained: every component references caliber 36, and no component outside the chain does.

Muzzle (4) is the heavy muzzle flash effect ID. The value 4 produces a large, bright, long-duration flash consistent with a high-caliber sniper platform. The muzzle flash effect spawns at the Barrel child GameObject position in the prefab and plays once per shot.

Magazine (1384) is the item ID of the default magazine that spawns inside the weapon. The Ekho magazine holds up to 7 rounds. At spawn, the magazine is loaded with a random count between Ammo_Min (1) and Ammo_Max (7) inclusive.

Ammo_Min (1) and Ammo_Max (7) define the spawn ammunition range. The minimum of 1 is significant: the weapon can spawn with only a single round loaded. Given a uniform distribution across the 1-to-7 range, the weapon has a 1/7 probability (approximately 14.3%) of spawning with only one shot available. This makes the Ekho one of the weapons where finding ammunition is a high priority immediately after acquisition.

Player damage

The Ekho's player damage profile is defined by a very high base value and a tiered multiplier set that rewards precision.

FieldValue
Player_Damage99
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage (99) is the base projectile damage against players. At 99, this is among the highest base damage values in the game. The effective damage for any hit is 99 * multiplier.

The multiplier structure is tiered: limbs (0.6) deal 60% of base, spine (0.8) deals 80%, and skull (1.1) deals 110%. The limb multiplier of 0.6 is punitive -- a leg or arm hit deals only 60% of the base value, which is a substantial reduction from 99. The skull multiplier of 1.1 adds a 10% bonus, pushing a headshot above the already-high base value.

The large absolute difference in effective damage between hit zones is a defining characteristic of the Ekho. A limb hit at 59.4 and a skull hit at 108.9 differ by 49.5 damage points -- the skull hit deals 83% more damage than a limb hit. This steep gradient rewards headshots more heavily than any other weapon class.

Player damage per hit zone

Hit zoneMultiplierDamage (base 99)
Skull1.1108.9
Spine0.879.2
Arm0.659.4
Leg0.659.4

Each value is 99 * multiplier. The skull hit (108.9) is the maximum per-shot player damage the Ekho can deliver from a single projectile.

Zombie damage

The Ekho defines a higher base damage for zombie targets with steeper multiplier reductions on non-critical hits.

FieldValue
Zombie_Damage125
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

Zombie_Damage (125) is higher than the player base (99). The zombie base is elevated to give the weapon extra effectiveness against zombie hordes, where multiple targets are being engaged in succession.

The zombie multiplier set is steeper than the player set. Limb multipliers are 0.3 (70% reduction vs. 40% for player), and the spine multiplier is 0.6 (40% reduction vs. 20% for player). The skull multiplier (1.1) matches the player value. This structure means the Ekho is extremely punishing on non-critical hits against zombies -- a limb hit deals only 30% of the base value, which is a dramatic falloff from 125.

Zombie damage per hit zone

Hit zoneMultiplierDamage (base 125)
Skull1.1137.5
Spine0.675
Arm0.337.5
Leg0.337.5

The zombie damage gradient spans from 137.5 (skull) to 37.5 (limb). The skull hit deals approximately 3.67 times the damage of a limb hit. This is a deliberate tuning choice: the Ekho is devastating on accurate headshots against zombies but very inefficient on body and limb shots. The wide gradient incentivises careful shot placement even against multiple targets.

Animal damage

The Ekho's animal damage profile matches the player profile -- base 99 with player-equivalent multipliers.

FieldValue
Animal_Damage99
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

The animal damage base (99) matches the player base, not the zombie base. This means the weapon is less effective per shot against animals than against zombies, but animal targets receive the more generous player-class multipliers (0.6 limb, 0.8 spine) rather than the punitive zombie-class multipliers (0.3 limb, 0.6 spine).

Animal damage per hit zone

Hit zoneMultiplierDamage (base 99)
Skull1.1108.9
Spine0.879.2
Leg0.659.4

The animal damage values mirror the player values exactly: skull at 108.9, spine at 79.2, leg at 59.4. The three-row structure reflects the three animal hit zones (no arm zone).

Handling

The Ekho's handling profile reflects its identity as a precision long-range weapon: large recoil offsetting the high damage output, effectively zero spread, and moderate viewmodel shake.

FieldValue
Recoil_Min_X-10
Recoil_Min_Y30
Recoil_Max_X10
Recoil_Max_Y35
Spread_Aim0.001
Shake_Min_X-0.005
Shake_Max_X0.005

Recoil_Min_X (-10) and Recoil_Max_X (10) define a wide horizontal recoil range. The weapon can kick left or right by up to 10 units, and the kick direction varies randomly on each shot. The symmetric range means the weapon is equally likely to drift left or right, and the drift magnitude is large enough to require re-aiming between shots.

Recoil_Min_Y (30) and Recoil_Max_Y (35) define a large vertical recoil. The weapon kicks upward by 30 to 35 units per shot, with a 5-unit spread. This is substantial vertical climb -- after firing, the aim point is displaced significantly upward. The 5-unit spread between minimum and maximum means there is noticeable shot-to-shot variance in how much the weapon climbs. This recoil profile, combined with the bolt-action cycling delay, means the Ekho is a weapon where each shot is deliberate: fire, reacquire the target, and fire again.

Spread_Aim (0.001) is the aimed spread cone in degrees. At 0.001 degrees, the spread is effectively zero. The projectile travels along the exact aim vector with no angular deviation. This is a precision-weapon value: the Ekho's projectile goes exactly where the crosshair is pointed. The tiny remainder (0.001) exists as a data artifact -- the field must have a value, and a zero value might trigger an engine fallback to a default spread, so the modeller sets it to 0.001 as a practical floor.

Shake_Min_X (-0.005) and Shake_Max_X (0.005) define moderate horizontal viewmodel shake. The weapon wobbles visibly on screen during fire, providing sensory feedback that a high-powered round has been discharged. The shake is visual only and does not affect the projectile trajectory.

Flags

The Ekho's flag set includes the Invulnerable flag, making it one of the few weapons in the game that is immune to durability loss.

"7b82c125a5a54984b8bb26576b59e977" -- master bundle reference GUID.

Blueprints -- enables crafting system participation. The Ekho appears in repair and disassembly recipes.

Hook_Grip -- enables grip attachments.

Hook_Sight -- enables sight and scope attachments. This is the most important attachment slot for a sniper rifle, as scopes define the weapon's effective engagement range through magnification.

Hook_Tactical -- enables tactical attachments (lasers, flashlights, rangefinders).

InputItems -- accepts input items during crafting.

Invulnerable -- prevents durability loss. The Ekho's durability value never decreases from use. The Invulnerable flag overrides the standard wear system: every shot on a standard weapon applies a small durability decrement based on the Wear field (if set) or the engine default. On the Ekho, no decrement occurs.

RequiresNearbyCraftingTags -- gates blueprint availability behind tagged-world-object proximity.

Safety -- enables safety fire mode.

Semi -- enables semi-automatic fire. The Semi flag is present but works in conjunction with the Bolt action: the bolt-action cycling sequence already enforces single-shot behaviour, so the Semi flag's effect is redundant with the action type. A modder who changes the action to Trigger while keeping Semi gets true semi-automatic fire at the Firerate interval.

[, ], {, } -- parser delimiters.

The Ekho carries three attachment hooks (Hook_Grip, Hook_Sight, Hook_Tactical) but not Hook_Barrel. The absence of Hook_Barrel means suppressor and muzzle brake attachments cannot be equipped. This is a deliberate design choice that preserves the weapon's loud, distinctive firing signature.

The Auto flag is absent, as expected for a bolt-action platform. The Semi flag, as noted, is present but the Bolt action overrides its behavioural effect.

Spawn tables

The Ekho appears in 19 distinct spawn tables across five map regions. It is one of the most widely distributed Legendary weapons in the game's loot economy.

MapSpawn tableChance per roll
RioDeJaneiroExterminators_High_Guns29.412%
CoreSpecial_High_Guns28.571%
FranceMilita_Super_France_Guns11.765%
EasterIslandVermillin_Mega_Guns5.556%
BelgiumBelgium_Carepackage4.678%
IrelandCliffs_Airdrop_Weapons_Ranger4.348%
EasterIslandVermillin_High_Guns4.167%
CoreBeacon2.825%
RioDeJaneiroExterminators_High2.206%
RioDeJaneiroHigh_Exterminators_High2.206%
EasterIslandVermillin_Mega1.058%
FranceCarepackage_France_Weapons0.719%
FranceMilita_Super_France0.619%
FranceFrance_Milita_Super_France0.619%
FranceCarepackage_France0.504%
EasterIslandVermillin_High0.463%
CoreRussia_Special_High0.429%
CoreSpecial_High0.429%
CoreXmas_Presents0.091%

How spawn tables work

Each spawn table entry is an independent weighted roll. When the engine populates a loot container, it iterates the entries and checks each one's probability. The chance is per-roll, not per-container. A container might trigger multiple rolls, and the overall probability of the item appearing is higher than the per-roll percentage shown if multiple rolls are performed.

High-weight entries

The two highest entries are remarkably high: Exterminators_High_Guns at 29.412% and Special_High_Guns at 28.571%. Both are dedicated weapon-only tables (filtered by the _Guns suffix). On any roll of the Exterminators faction's high-tier weapons table on Rio de Janeiro, the Ekho has nearly a 30% chance of being the item selected. On any roll of the Core map's special-tier high-level weapons table, the chance is just under 29%. These are among the highest per-item probabilities in the game's loot system.

A 29.412% per-roll chance on a weapons-only table means the Ekho occupies nearly a third of that table's probability mass. The Exterminators faction's high-tier weapon pool is small, and the Ekho dominates it. Server operators running Rio de Janeiro will see the Ekho enter circulation at a high rate through Exterminators loot containers.

Mid-weight entries

The France entry at 11.765% (Milita_Super_France_Guns) is the super-tier Milita weapon table. At just under 12%, the Ekho is a moderately common drop from France's highest-tier faction weapon crates.

The Easter Island entries form a tiered structure: Vermillin_Mega_Guns at 5.556%, Vermillin_High_Guns at 4.167%, Vermillin_Mega at 1.058%, and Vermillin_High at 0.463%. The Vermillin area uses two loot tiers (Mega and High), and within each tier, a filtered weapons table and an unfiltered general table. The tier structure produces a consistent pattern: within each tier, the weapons-filtered table chance is roughly five times the general table chance (Mega: 5.556% vs. 1.058%; High: 4.167% vs. 0.463%). This ratio reflects the relative pool sizes -- the general table has approximately five times as many items as the weapons-only sub-table.

The carepackage and airdrop entries provide secondary acquisition: Belgium carepackage at 4.678%, Ireland airdrop (Ranger weapons) at 4.348%, and the French carepackage pair (weapons at 0.719%, general at 0.504%).

Low-weight entries

The Core ground-spawn entries (Russia_Special_High and Special_High, both at 0.429%) are the general special-tier high-level loot tables. These tables contain a wide mix of items, and the Ekho's sub-0.5% chance reflects competition from all item categories. The Rio de Janeiro Exterminators general tables at 2.206% (each, dual-aliased) are a tier above because the Exterminators faction's general loot pool is narrower than the Core map's general special pool.

The Xmas_Presents entry at 0.091% is the seasonal event table. This is the lowest-percentage entry in the Ekho's spawn data and is active only during the Christmas event window.

Distribution analysis

The Ekho's spawn distribution is focused on four map regions with heavy Core and Rio de Janeiro concentration. The Core map has the densest set of entries: one high-weight weapons table (28.571%), one event table (Beacon, 2.825%), two general ground-spawn tables (0.429% each), and the seasonal presents table (0.091%). Rio de Janeiro has one very high-weight table (29.412%) and two dual-aliased general tables (2.206% each).

The France entries are split between the Milita faction and carepackages, with five total entries. Easter Island has four entries across two tier levels. Belgium and Ireland have one entry each (carepackage and airdrop respectively).

The Ekho's broad distribution puts it in circulation on most maps, with Core and Rio de Janeiro being the primary acquisition maps through the Exterminators and Special High loot zones.

Canned Beans

The Ekho's spawn tables are entirely in the special-tier, super-tier, mega-tier, airdrop, carepackage, and Beacon categories. None of these categories overlap with domestic loot tables where canned beans appear. The Canned Beans, documented at The Canned Beans Lore, are a Common-rarity food item found in kitchens, gas stations, farmhouses, and convenience stores -- all civilian domestic container types.

The Ekho is a Legendary sniper rifle on military and special loot tables. The canned beans are a Common food item on domestic tables. The two items exist in separate branches of the loot economy with no possible container intersection. The engine's loot architecture partitions combat and survival loot into distinct table families, and no container is assigned to both a special-tier military table and a domestic food table.

This separation is a structural property of how Unturned maps are configured. The map author assigns each container type to a set of spawn tables. Police weapons lockers get police and military tables. Kitchen cabinets get domestic food tables. The categories do not mix within a single container type.

Field reference summary

Every field from every category collected into a single master reference for the Ekho.

CategoryFieldValueControls
IdentityID1382Numeric item identifier for commands and spawn entries
IdentityGUID01c16ecf832f436b91b60bba0e2ee943Permanent 32-char hex save-file identifier
IdentityRarityLegendaryGold border in inventory, gold pickup-feed text
IdentitySlotPrimaryInventory slot assignment (slot index 0)
BallisticsRange300Hitscan raycast distance in metres (longest in game)
BallisticsFirerate50Cooldown interval (very high, bolt-action cycling delay)
BallisticsActionBoltBolt-action firing mechanism
BallisticsCaliber36Ekho ammunition type identifier
BallisticsMuzzle4Heavy muzzle flash particle effect ID
BallisticsMagazine1384Item ID of the default magazine
BallisticsAmmo_Min1Minimum rounds in magazine at spawn
BallisticsAmmo_Max7Maximum rounds in magazine at spawn
Player damagePlayer_Damage99Base projectile damage against players
Player damagePlayer_Leg_Multiplier0.6Leg hit-zone modifier (60% of base)
Player damagePlayer_Arm_Multiplier0.6Arm hit-zone modifier (60% of base)
Player damagePlayer_Spine_Multiplier0.8Spine hit-zone modifier (80% of base)
Player damagePlayer_Skull_Multiplier1.1Skull hit-zone modifier (110% of base)
Zombie damageZombie_Damage125Base projectile damage against zombies
Zombie damageZombie_Leg_Multiplier0.3Zombie leg modifier (30% of base)
Zombie damageZombie_Arm_Multiplier0.3Zombie arm modifier (30% of base)
Zombie damageZombie_Spine_Multiplier0.6Zombie spine modifier (60% of base)
Zombie damageZombie_Skull_Multiplier1.1Zombie skull modifier (110% of base)
Animal damageAnimal_Damage99Base projectile damage against animals
Animal damageAnimal_Leg_Multiplier0.6Animal leg modifier
Animal damageAnimal_Spine_Multiplier0.8Animal spine modifier
Animal damageAnimal_Skull_Multiplier1.1Animal skull modifier
HandlingRecoil_Min_X-10Minimum X-axis camera rotation (leftward)
HandlingRecoil_Min_Y30Minimum Y-axis camera rotation (upward)
HandlingRecoil_Max_X10Maximum X-axis camera rotation (rightward)
HandlingRecoil_Max_Y35Maximum Y-axis camera rotation (upward)
HandlingSpread_Aim0.001Aimed spread cone radius (effectively zero)
HandlingShake_Min_X-0.005Minimum X-axis viewmodel displacement
HandlingShake_Max_X0.005Maximum X-axis viewmodel displacement

Blueprint and crafting integration

The Ekho carries three crafting flags: Blueprints, InputItems, and RequiresNearbyCraftingTags. It also carries Invulnerable, which affects the repair loop.

Blueprints enables the weapon's presence in the crafting interface. With this flag, the Ekho can be used in repair and disassembly recipes. However, because the Ekho also carries Invulnerable (immunity to durability loss), repair is never actually needed -- the weapon's durability never decreases. The Blueprints flag is present for consistency and in case a modded variant removes Invulnerable and needs repair functionality.

InputItems allows other items to be consumed in recipes targeting the weapon. This enables skin applications and attachment modifications through blueprints. A player who wants to apply a weapon skin to the Ekho uses a blueprint that consumes the skin item and applies it to the weapon -- this recipe flow requires InputItems.

RequiresNearbyCraftingTags enforces proximity to a tagged world object before blueprints become available. The player must stand near a workbench, repair station, or other tagged object to access the Ekho's blueprints. A modder who removes this flag allows blueprint access anywhere.

The Invulnerable flag is a separate system but interacts with crafting: since the weapon never loses durability, the repair blueprint is technically available but never needed. A server operator or modder who wants the Ekho to wear down with use removes Invulnerable from the flag list, at which point the Blueprints flag becomes functionally critical for repair access.

Damage formula reference

The engine's damage formula is multiplicative and per-projectile. This section documents the formula using the Ekho's values.

effective_damage = base_damage * hitzone_multiplier

The Ekho has three different base damage values:

  • Player_Damage = 99 (used against players)
  • Zombie_Damage = 125 (used against zombies)
  • Animal_Damage = 99 (used against animals)

The player and animal multipliers are: Skull 1.1, Spine 0.8, Arm 0.6, Leg 0.6. The zombie multipliers are: Skull 1.1, Spine 0.6, Arm 0.3, Leg 0.3.

Example player calculations:

Player skull: 99 * 1.1 = 108.9
Player spine: 99 * 0.8 = 79.2
Player arm:   99 * 0.6 = 59.4
Player leg:   99 * 0.6 = 59.4

Example zombie calculations:

Zombie skull: 125 * 1.1 = 137.5
Zombie spine: 125 * 0.6 = 75.0
Zombie arm:   125 * 0.3 = 37.5
Zombie leg:   125 * 0.3 = 37.5

The zombie base is higher (125 vs. 99) but the limb and spine multipliers are steeper (0.3 vs. 0.6, 0.6 vs. 0.8). This creates a distinctive damage profile where zombie headshots are extremely powerful (137.5) but zombie limb shots are weak (37.5). The gradient ratio is 137.5 / 37.5 = 3.67 -- the skull hit deals 3.67 times the limb hit damage.

The engine preserves full floating-point precision through the damage pipeline. The decimal fraction is not discarded.

Modification examples

Concrete editing scenarios for the Ekho.dat file.

Scenario 1: Convert the Ekho from bolt-action to semi-automatic.

Open Ekho.dat. Find the line Action Bolt. Change it to Action Trigger. Save. The weapon now uses the direct-fire trigger mechanism instead of bolt-action cycling. The Firerate value of 50 (calibrated for bolt-action delay) is now far too high for a semi-automatic weapon, creating an extremely slow fire rate. The modder must also reduce Firerate to a value appropriate for semi-automatic fire (e.g., 5 or lower). The modder must also verify the Animator Controller -- a Trigger action weapon does not call bolt-cycling animation states, and if the controller expects to play Bolt_Cycle after each shot, the animation system will produce errors.

Scenario 2: Remove durability immunity.

Open Ekho.dat. Find the flags block. Delete the line Invulnerable. Save. The weapon now uses the standard wear system. Durability decreases with each shot. The modder should also add a Wear field to the .dat file to control the degradation rate. Without an explicit Wear value, the engine uses its internal default, which may degrade the weapon faster or slower than intended. A Wear value between 1 and 5 is typical for bolt-action rifles.

Scenario 3: Reduce the zombie limb penalty.

The modder wants the Ekho to be more forgiving against zombie limb hits. Currently Zombie_Leg_Multiplier is 0.3, reducing damage to 30% of base. Open Ekho.dat. Change Zombie_Leg_Multiplier from 0.3 to 0.5 (and Zombie_Arm_Multiplier similarly). Save. Zombie leg hits now deal 125 * 0.5 = 62.5 damage instead of 125 * 0.3 = 37.5. Headshot damage is unaffected. This change makes crowd encounters less punishing without affecting the weapon's precision identity.

Scenario 4: Add barrel attachment support.

Open Ekho.dat. Find the flags block. Add a new line: Hook_Barrel. Save. The barrel attachment slot is now active. The Ekho's current flag set includes Hook_Grip, Hook_Sight, and Hook_Tactical but not Hook_Barrel. Adding this flag completes the full set of four attachment hooks. The Unity prefab must have a Barrel child GameObject.

Scenario 5: Increase magazine capacity from 7 to 10.

Open Ekho.dat. Find the line Ammo_Max 7. Change it to Ammo_Max 10. Save. The magazine now holds up to 10 rounds. The spawn ammunition range (Ammo_Min 1 to Ammo_Max 10) is now wider: 1 to 10 instead of 1 to 7. The magazine item (ID 1384) in its own .dat file may also need its capacity field updated to match, depending on whether the magazine asset's capacity field is used independently or cascaded from the gun's Ammo_Max. A modder should verify both files.

Practical use for server owners and modders

For server owners

The Ekho's 29.412% and 28.571% entries on Rio de Janeiro and Core respectively are the two highest per-item probabilities in the game's loot system. This makes the Ekho one of the most frequently encountered Legendary weapons. A server running either map will see the weapon enter circulation regularly through the Exterminators (Rio de Janeiro) or Special High (Core) loot zones.

The high circulation rate is notable for a Legendary-rarity weapon. Most Legendary items carry sub-5% chances on their primary spawn tables. The Ekho's unusually high weights make it closer to a Rare or Epic weapon in practical circulation frequency. Server operators who want a more exclusive Legendary experience can reduce the weights on the two primary tables to bring the Ekho in line with other Legendary drop rates.

For servers running Easter Island, the Ekho is gated behind the Vermillin area's Mega and High tier zones. If the Vermillin area is disabled or restricted (common on private or modified servers), the Ekho cannot be obtained through normal play on Easter Island. Server operators on Easter Island who want the weapon available must add it to an alternative loot table or distribute it through kits and commands.

The Beacon entry at 2.825% provides a player-activated acquisition path for Core-map servers. Because Beacons are triggered by the player, server operators can schedule events, adjust drop rates, or modify the Beacon loot pool to control how frequently the Ekho appears as a Beacon reward.

For modders

The most significant field on the Ekho's .dat file is Action (Bolt). Changing this value transforms the weapon's fundamental behaviour. A modder creating an "Ekho Tactical" variant with a semi-automatic action changes Action from Bolt to Trigger. This removes the bolt-cycling animation sequence and allows the weapon to fire at its raw Firerate interval. The modder must then also check the Animator Controller for the correct animation states: a Trigger action weapon does not call the bolt-cycling animation state, and if the controller expects to play Bolt_Cycle after each shot, the animation system will produce errors.

The Invulnerable flag prevents durability loss. Removing this flag subjects the Ekho to the standard wear system. Once removed, the weapon's durability decreases with each shot. The rate of wear is controlled by the Wear field (if present in the .dat file) or the engine's default wear rate. A modder who removes Invulnerable should add a Wear field to control the degradation rate. Without an explicit Wear value, the engine uses its internal default, which may degrade the weapon faster or slower than intended.

The Rozumny zombie damage profile (base 125, limb 0.3) is aggressively tuned. A modder who wants the weapon to handle zombie crowds more effectively increases the limb multipliers -- changing Zombie_Leg_Multiplier from 0.3 to 0.5 reduces the limb-shot penalty from 70% to 50%, making body shots more forgiving without changing headshot damage. This is a common tuning adjustment for sniper-class weapons, where the combination of slow cycling rate and steep limb penalties can make the weapon difficult to use against zombie hordes.

Recoil calibration

The Ekho's recoil values (X: -10 to 10, Y: 30 to 35) are calibrated for a weapon where each shot is deliberate. A modder creating a faster-firing variant reduces the Y values proportionally -- for example, halving to Y: 15 to 17.5 halves the climb per shot while preserving the 2.5-unit shot-to-shot variance (the 5-unit spread halved).

The X-axis recoil (-10 to 10) is symmetric. A modder who wants a consistently rightward kick (weapon always drifts right) sets both X values positive, e.g., 5 to 15. A modder who wants a tighter horizontal pattern narrows the range, e.g., -5 to 5.

Spread

The Spread_Aim value of 0.001 is effectively zero. Changing this to any non-trivial value (e.g., 0.1) introduces noticeable dispersion, which is atypical for a sniper platform. Modders typically leave the spread at the precision floor for sniper-class weapons and use recoil as the primary accuracy-tuning lever.

Attachment hooks

Three of four hooks are present (Hook_Grip, Hook_Sight, Hook_Tactical). The absent Hook_Barrel can be added to enable muzzle attachments. Adding the hook requires a Barrel child GameObject in the Unity prefab. Without the child, barrel attachments equip but render at the world origin (0,0,0), producing a visibly broken attachment position.

Spawn table editing

The item ID 1382 is the reference for spawn entries. The Ekho's extensive spawn-table map (19 entries across 5 regions) means modders creating custom maps have ample reference data for choosing appropriate spawn weights and table categories. The convention for a Legendary weapon on a new map is to place it on the high-tier filtered weapon table with a weight comparable to other Legendary items in that pool. If the new map's Legendary weapon pool is small, a weight of 10-15% on the weapons-filtered table is a reasonable starting point.

GUID

The GUID (01c16ecf832f436b91b60bba0e2ee943) must not be reused. Derivative weapons require their own GUID. The Ekho's GUID is a 32-character hex string generated once at asset creation. Modders use the Unity Editor's GUID generator or a standalone tool to produce a new GUID for each derivative asset.