Every number in Wardogs, in one place

Reference pages for the game's data: weapon and vehicle stats, rewards, items, challenges and more, read straight from the game files (build ++Wardogs+Live-CL-516586, UE 5.7). Search any value, asset name or table name from the bar at the top, or ask a question.

Finding things

  • Search from the bar at the top of every page (press / or Ctrl+K). It covers the full text of every page, including tables, and opens the matching section.
  • Asset and table names match on their parts. PlayerKill finds DT_Reward_Cash_PlayerKill, and Havoc finds every page that mentions the Havoc.
  • Items, Weapons and Vehicles appear in more than one category. The base definitions and the per-item, per-weapon and per-vehicle data are separate pages, so check both.
  • Every page ends with its limitations: what was inferred, and what the game files don’t contain.
140 pages

Interactive Tools

Hitbox and collision viewers in 3D, the weapon spray viewer, and loadout builders that compute recoil, handling and damage for any setup.

Season 2 Changes

Every change between Season 1 and Season 2 (build ++Wardogs+Live-CL-516586, 2026-10-15), before and after.

All ChangesFull Season 1 to Season 2 change browser: every asset and property, before and after, filterable by area, status and text. Damage & Combat Systems changesBone damage modifiers, global damage tables and demolition rules: 9 assets added, 16 modified with real changes, 143 property changes. Data Tables & Tags changesData table and tag changes from Season 1 to Season 2: 12 assets added, 51 modified with real changes, 323 property changes, including attachment and gear market prices. Engine & Tooling Data changesEngine & Tooling Data: 20 assets added, 3 removed, 140 modified with real changes, 1 moved. Mostly UI widget data; a high ping kick feature and wagers UI are new. Game Modes & Maps changesGame Modes & Maps: 30 assets added (TeamOffence and HotPotato modes), 2 removed, 8 modified with real changes, 2,285 property changes. Map warm-up data is most of the churn. Items & Equipment changesItem and equipment changes from Season 1 to Season 2: 37 assets added, 4 removed, 209 modified with real changes, 1,519 property changes. Player & Movement changesParachutes, spotting challenge rewards and input mappings: 2 assets added, 23 modified with real changes, 610 property changes. Rewards & Unlocks changesRewards & Unlocks: 14 assets added, 105 modified with real changes, 4 noise-only, 7,654 property changes. Role XP, unlock-tree costs and challenge rewards changed. Vehicles changesVehicle changes from Season 1 to Season 2: 151 assets added, 1 removed, 261 modified with real changes, 3,926 property changes. Weapons & Ammo changesWeapon stats, vendor prices, attachments and aim assist: 162 assets added, 16 removed, 174 modified, 11 moved, 1,208 property changes. World, Visuals & Audio changesWorld, Visuals & Audio: 163 assets added, 153 modified with real changes, 245 noise-only. Destructible buildings and water changed. Audio and UI are counts only.

Weapons & Ammo

Weapon stats, ammo, attachments, explosives and what each does in flight.

Weapon stats

Ammunition and explosives

Attachments and customisation

Asset and field reference

Vehicles

Vehicle stats, handling, parts, weapons and skins.

Stats and damage

Handling and controls

Asset and field reference

Damage & Combat Systems

How damage, projectiles and effects are calculated, with hitbox viewers.

Player & Movement

Character movement, stances, parachutes, animation and character data.

Aim Assist PluginThe aim-assist tuning curves: each maps a value, usually distance, to a strength between 0 and 1. Alternative Critical CameraThe camera for critical health: the view darkens, pans to the killer and shows a killcam, with a separate variant for vehicle seats. AnimationMotion-matching and mirroring tables, animation curves and the folder map of the animation data. Character ComponentsThe component pack that gives the character and player classes their supporting components, such as ping and critical-event tracking. Character Game FeatureCharacter kits: packs that each load an external data layer for one kit's content. Character Movement SettingsCharacter movement settings: ground, falling, parachute, climbing, ladder, mantling, swimming, modifier states and curves CharactersThe character asset data: its file map and the third-person level-of-detail policy. Misc Gameplay AssetsRow-level values for character modifier states, gamepad dead-zone presets, axis config, controller binding presets and door destruction assets not covered elsewhere ParachutesThe parachute package: movement profiles, inventory items, vendor listings and UI text. Player Health BarThe player's own health bar on the HUD: one widget under a health tag and the view settings for armour. Player MovementSpeed per stance with native defaults, fall damage and gun-bob curves, footstep audio, all 137 Player files Spectator Camera PluginThe free-fly spectator camera's input actions and the mapping context that binds keys to them.

Items & Equipment

Items, attachments, consumables, item actions, shops and buildables.

Rewards & Unlocks

Rewards, cash and XP, battle pass, challenges, unlocks and cosmetics.

Game Modes & Maps

Modes, control zones, maps, PvE, the shooting range and match rules.

Modes and match rules

PvE and training

Maps and world

World, Visuals & Audio

Environment, destruction, effects, audio and UI data.

AudioThe audio event data: event structure, notable events, player damage, movement and item sounds. DemolitionThe demolition assets: asset families, component settings, remnant meshes and rulesets. Demolition Asset RowsEvery demolition data asset, component setting, remnant set and ruleset under Content/Demolition with full names, per-mesh rows, resolved rule sets and the assets that use each DestructionDestruction lookups for normal and anonymous buildings, plus the score curves. EnvironmentEnvironment and PCG data: the folder inventory, how vegetation and PCG data combine, micro-biomes and layers. Explosion, Impact, Prop and Flash FieldsEvery stored field of the explosion, physical-material impact, vehicle prop and muzzle-flash data assets, one row per asset External AssetsBuilding and decorator definitions, damage-tag whitelists and the inventory of external assets. Fluid FluxThe waterline gradient curve and the file map of the fluid assets. Gameplay CuesThe smoke screen cue: its file map and timing values, including fade-in, hold and fade-out. Muzzle FlashesRow-level values of every muzzle-flash asset: ammo colour overrides, muzzle-device multipliers, per-weapon and per-vehicle-gun flash recipes SignificanceSignificance settings (update rates per level) and the sphere and field-of-view evaluators. UIUI data: the category, minimap and world textures, map and minimap trackers and the ping wheel. VFXVisual effect assets: the inventory, explosions, explosion sequences and muzzle flashes.

Data Tables & Tags

The game's data tables, gameplay tags, display text, settings and inputs.

Engine & Tooling Data

Core framework, automation, test profiles and developer assets.

Balance Notes

Worked damage comparisons between game versions, calculated from the values on these pages.