Wardogs — Rewards & Progression Reference
Extracted from cooked game data (build ++Wardogs+Live-CL-516586, UE 5.7.4). All numbers below come directly from the game’s own DataTables.
Correction note: v1 of this doc pulled from
DT_Rewards/DT_CashRewards— those tables turned out to be stale/placeholder (nearly everything reads0). The real, live numbers live in a separate, much bigger family of per-category tables (DT_Reward_Cash_*,DT_ChallengeRewards_*) underCashRewardsDataTable/. This version replaces those zeros with the actual base values, including per-item, per-vehicle, and per-buildable breakdowns that weren’t in v1 at all.
Season 02 update (2026-10-15)
- Role Mastery XP curve changed for all six roles, which still share one curve. Level 10: 35,000 → 25,000. Level 20: 250,000 → 111,500. Level 50: 1,500,000 → 1,150,000. Level 100: 6,000,000 → 5,132,500. Levels 0 to 9 are unchanged. See section 1.
- New tank variant:
TNK_04(Default) destroyed pays a base of 5,000. See section 5a. - New faction bonus row:
FactionWinBonusin the end-of-match challenge data. Alpha 10,000, the other alignment tags 0. See section 10. - Supply crate session rewards: DeploySupplyCrate literal 250 → 125. DestroySupplyCrate (Free) 250 → 150. PlayerDelivered 150 → 100.
- Vehicle session rewards (per-kill calculator data, not in the tables below): TNK_01 Artillery 14,000 → 8,000. TNK_01 AntiAir 10,000 → 3,500. MistralAA 2,000 → 650. Phalanx 3,000 → 1,200. Mortar 300 → 650.
- Supply crate XP curve:
CRV_Challenges_Curves_PurchaseFromSupplyCrate_XPkey 2 time 75 → 10. - New challenge state trees (4):
ST_Challenges_Challenge_PassengersDelivered,ST_Challenges_Challenge_RewardedKills,ST_Challenges_Challenge_RewardedRevives, andST_Challenges_Challenge_RewardedVehiclesDestroyed. Not yet covered in the tables below. - New supply crate curves (2):
CRV_Challenges_Curves_DeploySupplyCrate_XPandCRV_Challenges_Curves_DestroySupplyCrate_Cash, referenced byDT_Challenges_Curves_PurchaseFromSupplyCrate.
1. Role Mastery XP Curve (updated in Season 02)
Applies identically to all 6 roles: Infantry, Medic, Support, Recon, Pilot, Driver.
| Level | XP | Level | XP | Level | XP | Level | XP |
|---|---|---|---|---|---|---|---|
| 0 | 0 | 26 | 225,600 | 52 | 1,218,800 | 78 | 2,424,200 |
| 1 | 200 | 27 | 246,700 | 53 | 1,253,450 | 79 | 2,504,600 |
| 2 | 750 | 28 | 266,950 | 54 | 1,290,850 | 80 | 2,597,000 |
| 3 | 1,250 | 29 | 288,450 | 55 | 1,333,000 | 81 | 2,674,400 |
| 4 | 3,000 | 30 | 318,200 | 56 | 1,368,650 | 82 | 2,760,050 |
| 5 | 6,250 | 31 | 346,300 | 57 | 1,406,550 | 83 | 2,842,950 |
| 6 | 9,250 | 32 | 381,050 | 58 | 1,443,950 | 84 | 2,935,100 |
| 7 | 13,000 | 33 | 419,100 | 59 | 1,483,600 | 85 | 3,052,250 |
| 8 | 17,250 | 34 | 462,950 | 60 | 1,529,500 | 86 | 3,146,400 |
| 9 | 22,500 | 35 | 525,000 | 61 | 1,567,650 | 87 | 3,248,800 |
| 10 | 25,000 | 36 | 559,150 | 62 | 1,608,550 | 88 | 3,347,950 |
| 11 | 28,750 | 37 | 596,250 | 63 | 1,648,200 | 89 | 3,456,850 |
| 12 | 33,750 | 38 | 632,100 | 64 | 1,691,100 | 90 | 3,598,750 |
| 13 | 37,500 | 39 | 670,850 | 65 | 1,740,500 | 91 | 3,714,650 |
| 14 | 43,750 | 40 | 712,500 | 66 | 1,781,900 | 92 | 3,840,300 |
| 15 | 54,750 | 41 | 750,400 | 67 | 1,825,800 | 93 | 3,962,450 |
| 16 | 64,500 | 42 | 791,250 | 68 | 1,868,700 | 94 | 4,095,850 |
| 17 | 75,000 | 43 | 830,850 | 69 | 1,914,600 | 95 | 4,270,500 |
| 18 | 84,750 | 44 | 873,350 | 70 | 1,967,750 | 96 | 4,416,400 |
| 19 | 95,750 | 45 | 920,850 | 71 | 2,011,900 | 97 | 4,574,050 |
| 20 | 111,500 | 46 | 962,950 | 72 | 2,059,050 | 98 | 4,727,200 |
| 21 | 127,200 | 47 | 1,007,950 | 73 | 2,104,950 | 99 | 4,892,850 |
| 22 | 145,400 | 48 | 1,051,700 | 74 | 2,154,600 | 100 | 5,132,500 |
| 23 | 163,200 | 49 | 1,098,350 | 75 | 2,218,000 | ||
| 24 | 183,450 | 50 | 1,150,000 | 76 | 2,278,900 | ||
| 25 | 206,600 | 51 | 1,183,400 | 77 | 2,353,300 |
Source: DT_RoleMasteryDefinitions
2. Cash Reward Fields — How to Read Every Table Below
Each DT_Reward_Cash_* row has a base cash value plus context modifiers applied multiplicatively/additively on top:
FriendlyModifier— multiplier if the target/action involves a friendly (often negative → reward killed/zeroed for TK-adjacent cases)NeutralModifier— multiplier for neutral-faction interactionsOwnerModifier— multiplier if the instigator “owns” the thing (e.g. built it themselves)ModifierCZ/ModifierHZ/ModifierHZM— multiplier if the action happens in a Control Zone / Hot Zone / Hot Zone MagnetAssistBaseModifier/AssistScalingModifier/CrewAssistModifier/LogisticAssistModifier— how assist credit splits between instigator and assisters
Effective reward = base × relevant modifier(s). Real example: destroying a Littlebird (base=800) inside a Hot Zone = 800 × 1.5 = 1,200 cash.
Zone multiplier switch: the switch in the sidebar shows each Base figure below as paid in a control zone (× its ModifierCZ) or a hot zone, the prio zone (× its ModifierHZ), with you and the target both in it. Figures that change are highlighted. Rows with no zone modifier (objectives, end of match, spotting, buildables) stay the same.
3. Player-Kill Cash Rewards (DT_Reward_Cash_PlayerKill)
| Context | Base | Notes |
|---|---|---|
| Default player kill | 250 | Friendly-fire modifier: ×-6 (punished hard) |
| Kill from artillery (TNK_01 Artillery) while instigator is in no-man’s-land | 5,000 | Huge — artillery kills from the open field pay 20× a normal kill |
| Kill while instigator is in a zone (artillery variant) | 100 | Friendly-fire ×-50 |
4. Revive & Heal Cash Rewards
4a. Revive (DT_Reward_Cash_Revive) — reward goes to the reviver
| Method used | Base cash |
|---|---|
| No item (bare-hands revive) | 1,500 |
| Defibrillator | 1,000 |
| Resuscitator | 1,000 |
| MedKit | 800 |
| StimPen | 400 |
| AdrenalinePen | 100 |
(All scale further ×1.2–2.0 in Control/Hot Zones per the CZ/HZ/HZM modifiers.)
4b. Heal (DT_Reward_Cash_Heal) — reward to the healer
| Item | Base cash |
|---|---|
| Default (no item tag) | 10 |
| Bandage | 400 |
| SuperBandage | 1,000 |
| MedKit (Standard) | 100 |
| AdrenalinePen (on revive-heal) | 1,200 |
| Defibrillator (on revive-heal) | 1,500 |
| Resuscitator (on revive-heal) | 1,500 |
| StimPen | 0 |
5. Vehicle-Related Cash Rewards
5a. Vehicle destroyed (DT_Reward_Cash_VehicleDestroyed)
| Vehicle | Base cash |
|---|---|
| DuneBuggy | 300 |
| Bobcat | 100 |
| Humvee | 500 |
| Kodiak | 500 |
| Littlebird | 800 |
| ROT_01 (Huey) | 1,200 |
| TNK_01 Heavy (tank) | 5,000 |
| TNK_01 Artillery | 6,000 |
| SpawnVehicle | 4,000 |
| Havoc (attack heli) | 6,000 |
| TNK_04 (tank, Default) | 5,000 |
5b. Vehicle repair (DT_Reward_Cash_Repair)
| Tool | Base cash |
|---|---|
| Default / Wrench (Standard) | 20 |
| Drill (Light) | 20 |
| Drill (Heavy) | 25 |
5c. Vehicle refuel (DT_Reward_Cash_Refuel)
| Context | Base cash |
|---|---|
| Default fallback | 10 |
5d. Vehicle transport (DT_Reward_Cash_VehicleTransport)
| Context | Base cash |
|---|---|
| Default fallback | 20 |
| Spawned on vehicle (driver gets a passenger credit) | 100 |
| Passenger successfully transported | 250 |
6. Objective Cash Rewards
6a. Control Zone / Hot Zone / Magnet Zone (DT_Reward_Cash_ControlZoneReward)
| Event | Base cash |
|---|---|
| Control Zone — contested | 150 |
| Control Zone — not owned | 150 |
| Control Zone — owned | 150 |
| Control Zone — entered (first time, that life) | 100 |
| Hot Zone — not owned | 600 |
| Hot Zone — contested | 600 |
| Hot Zone — owned | 600 |
| Hot Zone — entered | 0 |
| Magnet Zone — contested | 600 |
| Magnet Zone — owned | 700 |
| Magnet Zone — not owned | 600 |
| Spawn-vehicle enters Control Zone | 3,000 |
6b. HotZone Magnet / Tower events (DT_Reward_Cash_HotZoneMagnet)
| Event | Base cash |
|---|---|
| Activated the magnet (instigator) | 5,000 |
| Near an activated magnet | 5,000 |
| Deactivated the magnet (instigator) | 200 |
| Magnet destroyed (unused row) | 150 |
| Captured a hostile tower (instigator) | 1,000 |
| Near a captured hostile tower | 1,000 |
| Captured a neutral tower (instigator) | 250 |
| Near a neutral tower | 250 |
6c. End-of-match faction placement (DT_Reward_Cash_EndGameFactionReward)
| Placement | Base cash |
|---|---|
| Default (no item used — revive context reused here) | 100 |
| 1st place faction | 200 |
| 2nd place faction | 150 |
| 3rd place faction | 100 |
7. Buildable Cash Rewards
Three separate tables by action — Built, Placed, Placed-in-FOB — plus Destroyed (someone else’s build dying):
| Buildable | Built | Placed | Placed-in-FOB | Destroyed |
|---|---|---|---|---|
| HBlock | 1 | 100 | 100 | 100 |
| TallHBlock | 1 | 200 | 200 | 100 |
| Gate | 1 | 300 | 300 | 500 |
| FOB | 1 | 1,000 | 1,000 | 5,000 |
| HBlockQuadWall | 1 | 500 | 500 | 125 |
| Mortar | 1 | 300 | 300 | 300 |
| BarbedWire | 1 | 10 | 10 | 75 |
| TankTrap | 1 | 100 | 100 | 250 |
| AirRaidShelter | 1 | 500 | 500 | 1,400 |
| Bunker | 1 | 500 | 500 | 1,400 |
| CrowsNest | — | — | — | 1,400 |
| CamoNetTent | — | — | — | 75 |
| Door | — | — | — | 100 |
| HotzoneMagnet | — | — | — | 3,000 |
| SandbagWall | — | — | — | 100 |
(“Built” rewards are tiny flat 1-cash credits — the real payout is the “Placed” value; “Destroyed” rewards go to whoever destroys an enemy structure, scaled by FriendlyModifier: -0.75 if it turns out to be a teammate’s.)
8. Deployable (Supply Crate / Explosives) Cash Rewards
8a. Deployed (DT_Reward_Cash_DeployedSupplyCrate)
| Item | Base cash |
|---|---|
| Default fallback | 25 |
| Supply Crate Container (Free) | 25 |
| Supply Crate (Small / Small Armoured) | 50 |
| Supply Crate (Large / Large Armoured) | 150 |
8b. Destroyed (DT_Reward_Cash_DeployableDestroyed, destroying enemy deployables)
| Item | Base cash |
|---|---|
| Claymore | 100 |
| C4 Explosive | 100 |
| AT Mine | 100 |
| Supply Crate (various) | 100–200 |
9. Spotting Cash Rewards (DT_Reward_Cash_Spotting)
| Event | Min | Max |
|---|---|---|
| Target spotted | 15 | 275 |
| Spotted target destroyed | 50 | 500 |
(Scaled between min/max by an assist-scaling curve based on how much the spot contributed to the kill.)
10. End-of-Match Challenge Rewards (DT_ChallengeRewards_EndOfMatch)
Faction placement bonus formula: CashEarned × PlacementModifier, where:
| Placement | Cash multiplier | XP multiplier (all 6 roles) |
|---|---|---|
| 1st place | 0.3× | 2.0× |
| 2nd place | 0.25× | 1.75× |
| 3rd place | 0.2× | 1.5× |
So the winning faction gets +30% of their earned match cash as a bonus and double XP on top of whatever they earned in-match, across every role simultaneously.
A separate FactionWinBonus row (new in Season 02) is a flat cash bonus selected by faction alignment tag:
| Alignment tag | Bonus cash | Variable |
|---|---|---|
| Alpha | 10,000 | LonestarBonus |
| Bravo | 0 | ValkyraBonus |
| Charlie | 0 | ManticoreBonus |
| Default | 0 | DefaultReward |
11. Challenge Tips (unchanged from v1 — confirmed still accurate, lives in DT_Rewards)
| Challenge | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Heal | 5 | 10 | 15 | 20 |
| Revive | 10 | 15 | 20 | 25 |
| Player Delivered | 15 | 20 | 25 | 30 |
| Repair | 5 | 10 | 15 | 20 |
| Refuel | 5 | 10 | 15 | 20 |
Pre-Tip: +50 cash per tip, capped at 500.
12. Season
| Field | Value |
|---|---|
| Current Season Number | 1 |
| SeasonDefinitions array | empty (not populated this build) |
13. Biggest Payouts in the Game (corrected)
| Rank | Reward | Amount |
|---|---|---|
| 1 | Destroying a Havoc attack helicopter | 6,000 |
| 1 (tie) | Destroying a TNK_01 Artillery vehicle | 6,000 |
| 3 | Activating/being near the HotZone Magnet | 5,000 |
| 3 (tie) | Killing a player from artillery in the open field | 5,000 |
| 3 (tie) | Destroying an enemy FOB | 5,000 |
| 3 (tie) | Destroying a TNK_01 Heavy tank | 5,000 |
| 7 | Destroying a SpawnVehicle | 4,000 |
| 8 | Spawn-vehicle reaching Control Zone | 3,000 |
| 8 (tie) | Destroying a HotzoneMagnet buildable | 3,000 |
| 10 | Capturing/defending a hostile tower | 1,000 |
14. End-of-Match Reward — Full Breakdown
The end-of-match bonus is a real formula, not a flat number, computed per faction at round end:
CashBonus = CashEarned_thisMatch × PlacementModifier
XPBonus = XPEarned_thisMatch × PlacementModifier (applied separately, per role: Driver/Infantry/Medic/Pilot/Recon/Support)
Placement modifiers:
| Placement | Cash multiplier | XP multiplier |
|---|---|---|
| 1st place | 0.3× | 2.0× |
| 2nd place | 0.25× | 1.75× |
| 3rd place | 0.2× | 1.5× |
1st place gets 30% of their earned match cash back as a bonus plus double XP across every role; 2nd/3rd still get a smaller consolation cut.
Input caps (CurveFloat assets, applied before the multiplier):
CRV_Challenges_Curves_EndOfMatch_CashEarned— passesCashEarnedthrough 1:1 up to 100,000, flat beyond that (hard cap)CRV_Challenges_Curves_EndOfMatch_XPEarned— passesXPEarnedthrough 1:1 up to 2,500, default fallback 1.5 beyond that
So no matter how big the match was, the bonus calculation treats anything above 100k cash / 2.5k XP earned-that-match as capped before the placement multiplier applies.
Flat placement bonus on top (separate from the formula above, from DT_Reward_Cash_EndGameFactionReward):
| Placement | Flat cash |
|---|---|
| 1st | 200 |
| 2nd | 150 |
| 3rd | 100 |
15. Dynamic Per-Kill Reward Calculator (DT_ChallengeRewards_SessionEvents_Shared)
Kill rewards are not flat either — resolved through a ~20-variable formula per kill:
Reward = (1 − min(LastVictimCount,4) × 0.24)
× [ (BaseReward + min(KillStreak−1,5) × 50) × InstigatorZoneWeight
+ (BaseReward + min(KillStreak−1,5) × 50) × TargetZoneWeight ]
× DistanceScalar × RevengeMod × KillStreakStoppedMod
× FriendlyMod
× CrewPenaltyMod ^ min(CrewCount−1, CrewCountMax)
Base rewards by kill type:
| Kill type | Base |
|---|---|
| Default player kill | 300 |
| Headshot | 350 |
| Precision Artillery Strike kill | 250 |
| Air Vehicle kill | 300 |
Key modifiers:
| Modifier | Value | Trigger |
|---|---|---|
| Last-victim diminishing returns | −24% per repeat kill on same player, capped at 4 stacks | Spawn-camping tax |
| Kill streak bonus | +50 per streak kill, capped at 5 | Up to +250 at streak cap |
| Kill-streak-stopped bonus | 1.5× | Ending an enemy’s streak (non-friendly, non-sniper, non-artillery) |
| Revenge kill bonus | 2.0× | Killing the player who last killed you |
| Friendly-fire penalty | −3.0× (i.e. negative reward) | Teamkill |
| Ressed-by-enemy penalty | 0.01× | Near-zero reward if the victim was revived by an enemy medic first |
| Crew-assist penalty | 0.8 ^ (crew count − 1), up to 5 crew | Reward splits down as more crew members are credited |
| Control Zone bonus | 5.0× weight | Kill happens in/near a Control Zone |
| Hot Zone bonus | 10.0× weight | Kill happens in/near a Hot Zone |
| Hot Zone Magnet active bonus | 10.0× weight | Stacks when the Magnet is active |
| Target-in-friendly-Hot-Zone | 4.0× weight | Killing in the enemy’s own Hot Zone |
| Target-in-friendly-Control-Zone | 2.0× weight | Killing in the enemy’s own Control Zone |
| Distance scalar (sniper/artillery only) | via LiveCurves.Challenges.SessionEvents.PlayerKill.DistanceScalar (+.Artillery variant) | Longer-range sniper/artillery kills scale reward by distance |
Net effect: a long-range artillery kill on a streaking player inside an active Hot Zone Magnet, ending their streak, stacks almost every bonus multiplier simultaneously — by far the highest-value kill in the game. A teamkill or a kill on someone an enemy medic just rezzed is deliberately punished into near-zero or negative reward.
16. What Was Wrong in v1 (honesty note)
v1 of this doc used DT_Rewards/DT_CashRewards — those are evidently a deprecated or placeholder layer (almost every ResourceValue in them reads 0.0). The real, currently-live reward logic routes through WDCustomRewardTableRow entries in the CashRewardsDataTable/ folder tree (organized by category: KillScore, Revive, Heal, Vehicle, Objective, Buildable, Deployable, HotZoneMagnet) plus WDChallengeRewardDefinition rows for end-of-match bonuses. This version (v2) is built from those and is the accurate picture — so no, v1 was not all of it, not even close on the cash side.
Still not pulled (exists in the game data, flagged for a future pass): DT_Meta_RewardScalingCurves, DT_RewardLookup_SessionEvent_* (session-event lookups for Spotting/Buildables/KOTH game mode), DT_DemoRewards, cosmetic/item unlock rewards tied to the TreeRewardTrack battle-pass UI widgets, and DA_UI_PlatformMastery_RewardData. Say the word if you want those too.
Full raw JSON for every table above lives in Wardogs/Content/GameMechanics/Gamemode/Data/CashRewardsDataTable/ and Wardogs/Content/Meta/Challenges/.