Attachments
An attachment changes the stats of the weapon it’s fitted to: it always brings a measurable upside and a downside (for example a bigger magazine but a slower reload). You fit them in the Gunsmith, outside of matches; the saved build then applies every time you get the weapon, from a wall, from the Mystery Box, from your loadout or after the Forge of Ys. The Gunsmith opens at level 6 (see Levels, ranks and prestige); your weapons earn their levels and attachments from the very start.
Wonder weapons, the knife and the Gatling take no attachments.
Slots
Each weapon has its own list of compatible attachments, spread over nine slots. A slot only holds one attachment at a time.
| Slot | What goes there |
|---|---|
| Optic | Sights (red dot, holographic, reflex), magnified scopes, period iron sights. An optic replaces the weapon’s original sights, whose notch (or aperture) and front post carry white dots that stay readable even at night. |
| Muzzle | Suppressor, compensator, flash hider, muzzle brake, choke (shotguns). |
| Barrel | Short barrel (handling), long or heavy barrel (range, damage), fluted match barrel (accuracy). |
| Underbarrel | Vertical or angled grip, handstop, bipod. |
| Magazine | Extended mag, drum, dual or jungle mags (faster reloads). |
| Stock | Light, tactical, heavy or folding stock, or no stock at all. |
| Grip | Rubber grip, grip tape. |
| Laser | Laser sight, tactical light (hip-fire accuracy). |
| Ammo | Hollow point (damage), FMJ (penetration), match (accuracy), subsonic (recoil). |
Five attachments at most
A weapon carries five attachments at most, however many slots it has. The Gunsmith shows the counter; to add a sixth, remove one first. So pick the slots that really fix the weapon’s weakness.
Unlocking attachments
Attachments unlock weapon by weapon, as you raise the weapon level:
- each weapon has its own unlock order: the first attachment on its list comes at level 2, the next at level 3, and so on, one per level;
- a weapon’s max level is its number of attachments + 6: the last attachment therefore arrives a few levels before max level;
- weapon XP comes from kills with that weapon (60 XP, +40 for a headshot, more on Realistic difficulty, and doubled by a Double Weapon XP token). See Armory, Gunsmith and loadouts.
In the Gunsmith, the Next unlock line shows the next attachment and the level it needs. New attachments are also announced on the end-of-match screen.
Weapon levels and unlocked attachments are never reset, even when you prestige (see Levels, ranks and prestige).
Optics
- Non-magnified sights (red dot, holographic, Kobra, mini reflex, Mk.III reflector): clear sight picture, a little extra accuracy, barely slower ADS. The right default choice at short and medium range. When you aim, the sight window fills a large part of the screen and its glowing reticle stays on the target, even when the weapon moves.
- Iron sights (aperture, tritium): almost no magnification, but faster ADS than the weapon’s original sights.
- Combat scopes (ACOG, holo with 3× magnifier, ZF41): medium magnification, slightly slower ADS.
- Precision scopes (4×, 8×, 10× mil-dot, M84, PU, PSO-1): a big accuracy gain, but slow ADS and more flinch when you’re hit. Some only exist on a few weapons (PSO-1 on Soviet weapons, 10× on the M40A5 and the Barrett).
A non-magnified sight (or the holo with magnifier) replaces the original sights: the weapon’s rear and front sights are removed, so nothing stands in its window when you aim. On weapons with a carry handle (M249, PKM, Galil, AA-12), it is folded down or taken off. With a scope, the front sight stays on the weapon: the eyepiece hides it when you aim. The aperture and tritium sights keep it too: they line up on it.
Inside the scope
Every magnified optic is simulated: when you aim, the weapon and its scope stay on screen and the magnification happens inside the eyepiece. Around the scope, the world keeps its normal scale: you still see what is coming from the sides, just without the zoom.
- Your eye is never perfectly on the axis: when the weapon kicks, moves or is not shouldered yet, a crescent of shadow slides in from the edge of the eyepiece, then fades. The reticle follows the weapon’s axis.
- With a precision scope, hold the sprint key to hold your breath for a few seconds: your aim steadies. Once you run out of breath, it shakes more while you recover.
- Every scope has its own reticle: pointed duplex (4×), fine ranging crosshair (8×), mil-dot (10×), post and horizontal wire (M84), three posts (PU), illuminated chevrons and rangefinder (PSO-1), chevron and holdover marks (ACOG).
- The centre of the 4×, 8× and 10× reticles is lit in red: it stays readable on a target in the shadows. Period scopes (ZF41, M84, PU) keep a black reticle, harder to read in complete darkness.
Thermal and infrared
Two scopes show a different image in their eyepiece:
- the Thermal scope shows a “white hot” thermal image: silhouettes stand out sharply from the scenery, even through fog and smoke;
- the Vampir infrared scope, exclusive to the StG 44, is a 1945 night scope: in the green glow of its converter, the Drowned stand out from the dark. Its infrared lamp is heavy and slows you down.
Both are slow to aim: keep them for holding a sightline, not for close quarters.
Build tips
- SMGs: extended or dual mags, laser sight, grip tape or a light stock for handling, hollow points for damage.
- Assault rifles and LMGs: vertical grip, compensator or muzzle brake against recoil, a low-magnification sight, FMJ rounds to go through more zombies.
- Tactical and sniper rifles: FMJ rounds to line up headshots, a long or heavy barrel for range, and an optic that suits the map (metro corridors don’t call for a 10× scope).
- Shotguns: the choke tightens the spread and extends range; an extended mag means fewer shell-by-shell reloads.
- The suppressor reduces effective range; keep it for weapons that kill up close.
Skin pieces
Skins with their own model (shop, ultimate reward of a pass) replace parts of the weapon with sculpted pieces: the scythe blade of The Ankou’s Scythe or the menhir of Night of the Korrigans. Each piece counts as an attachment:
- it takes its slot and one of the five places;
- it has exactly the effects of an existing attachment (for example, every muzzle piece has the compensator’s effects);
- it needs no weapon level, but only works with its skin, on its weapon;
- fitting another attachment in the same slot puts the weapon’s original part back.
When you equip the skin, its pieces fill the free slots, up to the five-attachment limit. Skin details: Camos.
All attachments
| Name | Pros | Cons | Compatible weapons |
|---|---|---|---|
| Red dot sight 2 MOA red dot reflex sight: clear, fast sighting with no noticeable magnification. |
|
| 45 |
| Holographic sight Holographic sight with a 65 MOA ring reticle, ideal for snapping onto a moving target. |
|
| 25 |
| ACOG 4× scope 4×32 prism combat scope with a tritium reticle, for long shots without covering the screen. |
|
| 20 |
| 4× scope Long eye relief rifle scope with a post reticle, mounted on rings. |
|
| 15 |
| 8× scope High-magnification precision scope with a ranging reticle: for faraway heads. |
|
| 3 |
| Thermal scope Infrared imaging scope: silhouettes stand out sharply from the scenery, even in fog and smoke. |
|
| 11 |
| Aperture sight Peep rear sight and hooded front post: your eye centers the target in the ring on its own. Fast and accurate. |
|
| 16 |
| Tritium sights Three-dot tritium night sights: they stay readable in the pitch-black nights of Ker-Ys. |
|
| 17 |
| Mk.III reflector sight 1943 reflector sight with an angled glass pane: a ringed amber reticle, projected at infinity. |
|
| 6 |
| Mini reflex sight Micro reflex sight with a red triangle, mounted on the slide: almost as quick as iron sights. |
|
| 18 |
| Kobra sight Soviet collimator sight on a side rail, red T reticle for lining up heads. |
|
| 6 |
| Holo and 3× magnifier Holographic sight backed by a 3× magnifier: the ring reticle, magnified, to hold corridors and squares alike. |
|
| 12 |
| ZF41 1.5× scope Small German long eye relief scope, mounted on the rear sight: a black post, and the view stays clear. |
|
| 3 |
| M84 2.2× scope American scope of the M1C: vertical post and horizontal wire, low magnification and a wide field. |
|
| 2 |
| PU 3.5× scope Compact Soviet three-post scope, offset-mounted on the receiver: the weapon of the Stalingrad snipers. |
|
| 2 |
| PSO-1 4× scope Soviet scope with chevrons and rangefinder, illuminated reticle: readable even in the cave. |
|
| 4 |
| 10× mil-dot scope Precision scope with a mil-dot reticle: heads at a hundred meters, and nothing else. |
|
| 2 |
| Vampir infrared scope German 1945 night scope with its infrared spotlight: in the converter’s green glow, the Drowned stand out from the night. |
|
| 1 |
| Name | Pros | Cons | Compatible weapons |
|---|---|---|---|
| Suppressor Baffled sound moderator: removes muzzle flash and muffles the report. |
|
| 42 |
| Compensator Top ports that push the muzzle back down with every shot. |
|
| 18 |
| Flash hider Slotted flash hider: less glare at night and a muzzle that stays steadier sideways. |
|
| 15 |
| Muzzle brake Side-baffle brake that redirects the gases: far less recoil, but a violent blast. |
|
| 7 |
| Choke Shotgun muzzle constriction: tightens the pellet spread to reach farther. |
|
| 6 |
| Name | Pros | Cons | Compatible weapons |
|---|---|---|---|
| Short barrel Cut-down barrel: the weapon gets livelier on the move, at the cost of muzzle velocity. |
|
| 12 |
| Long barrel Extended barrel: higher muzzle velocity, flatter and deadlier bullets at range. |
|
| 19 |
| Heavy barrel Thick-profile barrel: runs cooler, vibrates less, hits harder. And it weighs what it weighs. |
|
| 11 |
| Fluted match barrel Fluted competition barrel with polygonal rifling: surgical accuracy and better penetration. |
|
| 7 |
| Name | Pros | Cons | Compatible weapons |
|---|---|---|---|
| Vertical grip Vertical foregrip: you pull the weapon into your shoulder and the muzzle stays low. |
|
| 19 |
| Angled grip Ergonomic angled foregrip: the weapon comes up to the eye faster. |
|
| 11 |
| Handstop Front stop that locks in the support hand: the weapon no longer drifts sideways. |
|
| 4 |
| Bipod Folding bipod: braced on a ledge or a barrier, the weapon becomes a rock. |
|
| 9 |
| Name | Pros | Cons | Compatible weapons |
|---|---|---|---|
| Extended mag Higher-capacity magazine (or tube magazine, or belt). |
|
| 39 |
| Dual mags Two mags coupled end to end (or a shell holder, or a speedloader): reloads in a flash. |
|
| 43 |
| Drum mag High-capacity drum magazine: enough to hold a whole wave… if you can carry it. |
|
| 9 |
| Jungle mags Two mags taped together end to end, the old-fashioned way: a bit slower than a clamp, but much lighter. |
|
| 19 |
| Name | Pros | Cons | Compatible weapons |
|---|---|---|---|
| Light stock Lightened skeleton stock: the weapon handles faster, but soaks up recoil less well. |
|
| 14 |
| Tactical stock Adjustable stock with a cheek riser: steady shouldering and more accurate fire, moving or standing. |
|
| 7 |
| Heavy stock Weighted solid stock with a rubber butt pad: the weapon barely flinches anymore. |
|
| 14 |
| No stock Stock removed: the weapon becomes ultra-nimble, but firing without a shoulder costs accuracy. |
|
| 11 |
| Folding stock Metal stock folded along the receiver: the weapon comes up fast in the alleys, half-shouldered. |
|
| 17 |
| Name | Pros | Cons | Compatible weapons |
|---|---|---|---|
| Rubber grip Molded rubber grip sleeve: a firm hold even when soaked with sea spray. |
|
| 20 |
| Grip tape Non-slip grip tape wrapped around the handle: the weapon draws and comes up faster. |
|
| 26 |
| Name | Pros | Cons | Compatible weapons |
|---|---|---|---|
| Laser sight Red laser module aligned with the barrel: much more accurate hip fire. |
|
| 32 |
| Tactical light Rail-mounted 500-lumen light: lights up the dark corners of the bunker and the caves. |
|
| 29 |
| Name | Pros | Cons | Compatible weapons |
|---|---|---|---|
| Hollow point rounds Expanding bullets that open up on impact: terrible wounds, but they no longer go through anything. |
|
| 40 |
| FMJ rounds Full metal jacket bullets with a steel core: they go through bodies and planks. |
|
| 49 |
| Match ammo Hand-sorted competition cartridges: consistent trajectory, tight groups. |
|
| 22 |
| Subsonic ammo Reduced load below the speed of sound: less recoil and noise, but bullets that drop fast. |
|
| 13 |
Checked against the game on November 10, 2026