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Weapons and equipment

Armory, Gunsmith and loadouts

Three screens of the main menu (Gear section) let you prepare your weapons before playing:

  • the Armory gives an overview of all your weapons: level, kills, camos and mastery;
  • the Gunsmith customizes a weapon: attachments, camo, 3D preview and stats;
  • Loadouts decide what you bring when a match starts.

Loadouts open at level 5, the Armory and the Gunsmith at level 6 (see Levels, ranks and prestige): until then, you start with the basic loadout, and the Customize button in Loadouts stays locked.

The Armory

The Armory sorts weapons by class and can order them by unlock, level, kills or number of camos. Each weapon shows:

  • its level and weapon XP bar, and the next attachment to unlock;
  • its origin and the name it takes at the Forge of Ys;
  • its kills, its headshot percentage and its kills with the upgraded weapon;
  • the camo challenges in progress, with how far along you are.

At the top of each class, a gauge tracks Diamond mastery (Gold on three weapons of the class) and Abyss mastery. A separate tab lists the wonder weapons, which can’t be customized: it shows how to get them (Mystery Box, rare or very rare, or build only) and your kills with them.

The Open Gunsmith button takes you to the customization of the selected weapon.

The Gunsmith

The Gunsmith shows the weapon in 3D (drag to rotate it) with three tabs:

  • Attachments: for each slot, the compatible attachments, unlocked or not, with their upsides and downsides. A weapon carries 5 attachments at most; the counter shows it. See Attachments.
  • Camos: every camo for the weapon, the ones you own and what the others require, sorted by family into collapsible sections: shop, Military and Headshot challenges, Forge of Ys, Mastery, Special, then one section per battle pass, newest first. Only the section of your equipped camo and the current pass (tagged Active) start open; a closed section shows its first swatches and its count. Search (accents optional) and the All, Unlocked and To do filters open every section with a match. A shop camo you don’t own leads to the shop, on the bundle that includes it. See Camos.
  • Charms: the trinket hanging on the weapon’s left side (the preview turns to that side, in close-up). One charm per weapon, purely cosmetic; the ones you don’t own lead to the shop’s Charms tab (The shop) or to the pack that includes them, or to the battle pass for the ones it gives.

The Stats panel compares the weapon before and after your changes, as bars or as numeric specs (damage, range, fire rate, recoil, ADS time, magazine…). The Progress summary recalls your kills, your headshots and how many challenges are left before Gold.

Press Save to keep the build: it applies wherever you get this weapon (wall buy, Mystery Box, loadout, and even after the Forge of Ys). Reset restores the factory setup. If you leave with unsaved changes, the Gunsmith offers to save them.

Loadouts

You have 5 loadouts, which you can rename. The active loadout is the one used when the match starts. Each one holds:

Below the weapon, the Korrigan’s Gumballs pack strip is shared by all loadouts: five gumballs the dispenser picks from at random during a match. The dispenser is drawn as you see it on the map, and each gumball shows its effect and when it works: the B key (and its number of uses) for a gumball you activate, a duration, a number of rounds or “Automatic”. Classics are unlimited and unlock as you level up; Megas are made at the Korrigan’s Workshop and one is spent each time the dispenser gives it to you. The Mega stock and the Workshop button only show up once you own your first Mega. See Korrigan’s Gumballs.

You pick your character in the lobby: the last one you picked is offered first in your next match (see Characters).

Starting weapon

Everyone starts the match with their loadout weapon, whatever its class. Loadouts start with the M1911. Wonder weapons and the knife can’t be starting weapons.

Loadout weapons unlock with your player level (see Levels, ranks and prestige). A weapon’s Gunsmith build follows it wherever you get it: bought off a wall or pulled from the box, it has your attachments and camo, whether or not it’s in your loadout.

ℹThe Hideout

Expeditions from the Hideout use their own Hideout loadout (workbench consumables), on top of your usual loadout.

Weapon levels

Every weapon with progression earns weapon XP when it kills a zombie:

  • 60 XP per kill, +40 for a headshot;
  • ×1.25 on Realistic difficulty;
  • ×2 under a Double Weapon XP token (in proportion to how much of the match the token covered, see Battle Pass).

Each level takes more XP than the last: 2,400 XP from level 1 to level 2, 4,400 XP from level 10 to level 11, 6,600 XP from level 20 to level 21. A weapon’s max level depends on the weapon: its number of attachments + 6, from 13 (RPG-7) to 25 (MP5A3). Reaching level 13 takes 43,550 weapon XP, level 20 takes 83,600 and level 25 takes 118,800: with about one headshot in three, count roughly 600 kills to max the RPG-7 and 1,650 for the MP5A3.

Each level reached unlocks the weapon’s next attachment (see Attachments). Weapon levels are never lost, even when you prestige.

✦Leveling a weapon fast

Go for the head (100 XP instead of 60), play on Realistic if your team can take it, and activate a Double Weapon XP token before a long match: its time only runs while you play.

Mastery

A weapon’s challenge camos are earned with its kills, its headshots and its kills once upgraded. Getting them all awards Gold; Gold on three weapons of a class awards Diamond to the whole class; Diamond in all seven mastery classes awards Abyss to every weapon. The challenges and the classes that count are detailed on the Camos page.

Checked against the game on November 10, 2026