Progression & Economy
Players earn cash and XP for almost everything they do in a match: kills, revives, heals, vehicle work and zone play. Cash buys gear, weapons and vehicles, and XP raises each role’s mastery level. This hub covers how the money and progress systems fit together.
Where the data has no answer, the articles say “not yet known”. The sources do not give the level or cost that unlocks each skill rank, for example.
Roles
| Article | What it covers |
|---|---|
| Assault | The Assault role: 17 skills for assault rifles and SMGs, faster aiming and recoil control, longer tac-sprints, its mastery curve and how it earns cash and XP. |
| Driver | The Driver role: 6 skills for ground vehicles, covering mounted machine gun aiming and recoil, fuel use, impact damage and supply crate durability, plus its mastery curve and earnings. |
| Medic | The Medic role: 4 skills for medical items, medkit uses and sprint boosts after a revive, its mastery curve, and how it earns cash and XP from heals and revives. |
| Pilot | The Pilot role: 6 skills for air vehicles, covering mounted machine gun aiming and recoil, fuel use, impact damage and supply crate durability, plus its mastery curve and earnings. |
| Recon | The Recon role: 17 skills for sniper and marksman rifles, longer enemy spotting, lower visibility to infrared, lockpicking, its mastery curve and how it earns cash and XP. |
| Skills | The six roles and their 62 skills: what each skill changes in play, from faster aiming to longer tac-sprints and lower fuel use. |
| Support | The Support role: 12 skills for LMGs and shotguns, a longer C4 detonator range, its mastery curve, and how it earns cash and XP from supply crates, buildables and forward bases. |
Economy
| Article | What it covers |
|---|---|
| Cash and Rewards | What each action pays in cash and role XP: kills, revives, heals, vehicles, zones, spotting, supply crates and the end-of-match bonus. |
| Currencies | The money in Wardogs: Cash, Gold Bars (bought with cash at the Gold Exchange) and Intel (earned from passive missions, with no use in the data), their starting balances, and the Gold Market. |
| Factory Investment | The first factory investment: three production lines that build weapons and optics, with queue and storage upgrades and recipe costs. |
| Shops | Where to buy gear, weapons, vehicles and supply crates, what each listing costs, how discounts apply, and how buy limits work. |
Unlocks
| Article | What it covers |
|---|---|
| Achievements | The ten one-time achievements, the thresholds they use (100,000 cash, one hour in a control zone, 950 m) and what each one asks for. Each is a Steam achievement, and the data lists no other reward. |
| Buildable Challenges | The eleven challenges for building, supplying, damaging and hacking buildables and forward operating bases, with the base amounts in the data. |
| Challenges | The challenges that pay out during and across matches: in-match actions, achievements, passive missions, wagers and tips. |
| Cosmetics | Skins, emotes and other cosmetics for Seasons 1 and 2, their Gold Bar prices, and what the data does and does not say about how they are unlocked. |
| Crowbar Challenges | The one crowbar challenge, Door Forced Open, and the base amounts it pays. |
| Emotes | The six emotes in the data, which three are sold on the Gold Market for 5 Gold Bars, and how the others are unlocked. |
| Hot Zone Magnet Challenges | The three Hot Zone Magnet and tower challenges, and the base cash the magnet and tower events pay. |
| King of the Hill Challenges | The 60 King of the Hill event challenges: kills, revives, heals, vehicles, supply crates, tips and zone play, with the base cash and role XP each pays. |
| Passive Missions | The three passive missions with five tiers each: cash earned, role XP earned and time played, and the Intel each tier pays. |
| Season 1 Cosmetics | Every Season 1 cosmetic: three skin sets and three emotes, their Gold Bar prices, and what the data says about how they were earned. |
| Spotting Challenges | The two spotting challenges, which pay cash when a player spots a target and when a spotted target is destroyed. |
| Team Offence Challenges | The two Team Offence challenges, for punishing a kill and for voting on a teamkill. A voter forgive pays 500 cash; a punished kill pays points, not cash. |
| Vehicle Skins | Every vehicle skin, the MH-6 taxi skin and the bobbleheads, with Gold Bar prices and how each is unlocked. |
| Wagers | The four wager actions, how many of each a player can take on, the odds, the 50 conditions and the payout limits in the data. Settlement is on the server. |
| Weapon Mastery | The mastery screen's lists: 8 weapon types with 25 weapons, and 2 vehicle types with 8 vehicles. The data has no XP, level or reward table for either, so how progress is earned is not in the game data. |
| Weapon Skins | Every weapon skin in Seasons 1 and 2, grouped by weapon, with its Gold Bar price and how it is unlocked, plus the faction logos. |
Currencies
The data defines two currencies. The data lists 10,000 as the starting balance of Cash. Gold Bars start at 0 and pay for cosmetics on the Gold Market. A third tag, Intel, is paid by passive missions, but the data gives it no display name, and the game files show no way to spend it. See Currencies for the details.
Sources
Table of contents
- Achievements
- Assault
- Buildable Challenges
- Cash and Rewards
- Challenges
- Cosmetics
- Crowbar Challenges
- Currencies
- Driver
- Emotes
- Factory Investment
- Hot Zone Magnet Challenges
- King of the Hill Challenges
- Medic
- Passive Missions
- Pilot
- Recon
- Season 1 Cosmetics
- Shops
- Skills
- Spotting Challenges
- Support
- Team Offence Challenges
- Vehicle Skins
- Wagers
- Weapon Mastery
- Weapon Skins