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Weapons and equipment

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.

SlotWhat goes there
OpticSights (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.
MuzzleSuppressor, compensator, flash hider, muzzle brake, choke (shotguns).
BarrelShort barrel (handling), long or heavy barrel (range, damage), fluted match barrel (accuracy).
UnderbarrelVertical or angled grip, handstop, bipod.
MagazineExtended mag, drum, dual or jungle mags (faster reloads).
StockLight, tactical, heavy or folding stock, or no stock at all.
GripRubber grip, grip tape.
LaserLaser sight, tactical light (hip-fire accuracy).
AmmoHollow 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.

ℹAfter a prestige

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

Optic
NameProsConsCompatible weapons
Red dot sight
2 MOA red dot reflex sight: clear, fast sighting with no noticeable magnification.
  • Clear sight picture (zoom ×1.35)
  • ADS accuracy +5%
  • Slightly slower ADS (+3%)
45
Holographic sight
Holographic sight with a 65 MOA ring reticle, ideal for snapping onto a moving target.
  • Large, readable reticle (zoom ×1.45)
  • ADS accuracy +8%
  • Slower ADS (+5%)
25
ACOG 4× scope
4×32 prism combat scope with a tritium reticle, for long shots without covering the screen.
  • Magnification ×3.5
  • ADS accuracy +20%
  • Slower ADS (+18%)
  • Perceived recoil +5%
20
4× scope
Long eye relief rifle scope with a post reticle, mounted on rings.
  • Magnification ×4 (scope view)
  • ADS accuracy +40%
  • Slower ADS (+30%)
  • Reduced field of view
  • Flinch +15%
15
8× scope
High-magnification precision scope with a ranging reticle: for faraway heads.
  • Magnification ×8 (scope view)
  • ADS accuracy +55%
  • Much slower ADS (+45%)
  • Movement −2%
  • Flinch +25%
3
Thermal scope
Infrared imaging scope: silhouettes stand out sharply from the scenery, even in fog and smoke.
  • Targets highlighted (thermal vision)
  • Magnification ×3
  • Sees through fog and smoke
  • Much slower ADS (+35%)
  • Reduced field of view
11
Aperture sight
Peep rear sight and hooded front post: your eye centers the target in the ring on its own. Fast and accurate.
  • Faster ADS (−4%)
  • ADS accuracy +8%
  • Zoom ×1.15
  • Thick ring: hides the bottom of the target
16
Tritium sights
Three-dot tritium night sights: they stay readable in the pitch-black nights of Ker-Ys.
  • Glowing dots readable in the dark
  • Faster ADS (−3%)
  • ADS accuracy +4%
  • No noticeable magnification
17
Mk.III reflector sight
1943 reflector sight with an angled glass pane: a ringed amber reticle, projected at infinity.
  • Ringed amber reticle, readable at night
  • ADS accuracy +7%
  • Zoom ×1.3
  • Slower ADS (+4%)
  • Bulky housing: movement −1%
6
Mini reflex sight
Micro reflex sight with a red triangle, mounted on the slide: almost as quick as iron sights.
  • Low profile: barely slower ADS (+1%)
  • ADS accuracy +6%
  • Small window: hip-fire spread +3%
18
Kobra sight
Soviet collimator sight on a side rail, red T reticle for lining up heads.
  • T reticle: heads easier to line up
  • ADS accuracy +10%
  • Zoom ×1.4
  • Slower ADS (+5%)
6
Holo and 3× magnifier
Holographic sight backed by a 3× magnifier: the ring reticle, magnified, to hold corridors and squares alike.
  • Magnification ×3 without covering the screen
  • ADS accuracy +20%
  • Slower ADS (+20%)
  • Movement −1%
12
ZF41 1.5× scope
Small German long eye relief scope, mounted on the rear sight: a black post, and the view stays clear.
  • Magnification ×1.8 without covering the screen
  • ADS accuracy +16%
  • Slower ADS (+10%)
  • Black reticle hard to read in the dark
3
M84 2.2× scope
American scope of the M1C: vertical post and horizontal wire, low magnification and a wide field.
  • Magnification ×2.2 (scope view)
  • ADS accuracy +30%
  • Wider field than a 4×
  • Slower ADS (+18%)
  • Flinch +8%
2
PU 3.5× scope
Compact Soviet three-post scope, offset-mounted on the receiver: the weapon of the Stalingrad snipers.
  • Magnification ×3.5 (scope view)
  • ADS accuracy +38%
  • Slower ADS (+26%)
  • Reduced field of view
  • Flinch +12%
2
PSO-1 4× scope
Soviet scope with chevrons and rangefinder, illuminated reticle: readable even in the cave.
  • Magnification ×4 (scope view)
  • ADS accuracy +42%
  • Illuminated reticle
  • Slower ADS (+28%)
  • Reduced field of view
  • Flinch +12%
4
10× mil-dot scope
Precision scope with a mil-dot reticle: heads at a hundred meters, and nothing else.
  • Magnification ×10 (scope view)
  • ADS accuracy +60%
  • Very slow ADS (+50%)
  • Movement −3%
  • Flinch +30%
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.
  • Infrared night vision: targets stand out in the dark
  • Magnification ×2.5
  • Very slow ADS (+40%)
  • Heavy spotlight: movement −4%
  • Reduced field of view
1
Muzzle
NameProsConsCompatible weapons
Suppressor
Baffled sound moderator: removes muzzle flash and muffles the report.
  • Quiet shots, no muzzle flash
  • Vertical recoil −5%
  • Effective range −15%
  • Slower ADS (+5%)
42
Compensator
Top ports that push the muzzle back down with every shot.
  • Vertical recoil −18%
  • Horizontal recoil +5%
  • More visible muzzle flash
18
Flash hider
Slotted flash hider: less glare at night and a muzzle that stays steadier sideways.
  • Horizontal recoil −15%
  • Flinch −10%
  • Reduced muzzle flash
  • Vertical recoil +3%
15
Muzzle brake
Side-baffle brake that redirects the gases: far less recoil, but a violent blast.
  • Vertical recoil −22%
  • Horizontal recoil −10%
  • Slower ADS (+6%)
  • More blast and noise (flinch +10%)
7
Choke
Shotgun muzzle constriction: tightens the pellet spread to reach farther.
  • Tighter spread (−35%)
  • Effective range +25%
  • Fewer targets hit point-blank
  • Slower ADS (+3%)
6
Barrel
NameProsConsCompatible weapons
Short barrel
Cut-down barrel: the weapon gets livelier on the move, at the cost of muzzle velocity.
  • Faster ADS (−12%)
  • Movement +3%
  • Hip-fire spread −10%
  • Effective range −20%
  • Vertical recoil +8%
12
Long barrel
Extended barrel: higher muzzle velocity, flatter and deadlier bullets at range.
  • Effective range +30%
  • Damage +5%
  • ADS accuracy +12%
  • Slower ADS (+10%)
  • Movement −2%
19
Heavy barrel
Thick-profile barrel: runs cooler, vibrates less, hits harder. And it weighs what it weighs.
  • Damage +10%
  • Effective range +15%
  • Vertical recoil −8%
  • Slower ADS (+15%)
  • Movement −4%
  • Sprint-to-fire +10%
11
Fluted match barrel
Fluted competition barrel with polygonal rifling: surgical accuracy and better penetration.
  • ADS accuracy +30%
  • Effective range +20%
  • Penetration +1
  • Tighter spread (−15%)
  • Hip-fire spread +10%
  • Slower ADS (+5%)
7
Underbarrel
NameProsConsCompatible weapons
Vertical grip
Vertical foregrip: you pull the weapon into your shoulder and the muzzle stays low.
  • Vertical recoil −15%
  • Horizontal recoil −5%
  • Slower ADS (+5%)
  • Movement −1%
19
Angled grip
Ergonomic angled foregrip: the weapon comes up to the eye faster.
  • Faster ADS (−10%)
  • Vertical recoil −5%
  • Horizontal recoil +5%
11
Handstop
Front stop that locks in the support hand: the weapon no longer drifts sideways.
  • Horizontal recoil −20%
  • ADS accuracy +5%
  • Slower ADS (+3%)
4
Bipod
Folding bipod: braced on a ledge or a barrier, the weapon becomes a rock.
  • Vertical recoil −20%
  • Horizontal recoil −15%
  • ADS accuracy +15%
  • Movement −3%
  • Slower ADS (+8%)
9
Magazine
NameProsConsCompatible weapons
Extended mag
Higher-capacity magazine (or tube magazine, or belt).
  • Capacity +50%
  • Reserve ammo +20%
  • Slower reload (+10%)
  • Slower ADS (+4%)
  • Movement −1%
39
Dual mags
Two mags coupled end to end (or a shell holder, or a speedloader): reloads in a flash.
  • Faster reload (−28%)
  • Slower ADS (+3%)
  • Movement −1%
43
Drum mag
High-capacity drum magazine: enough to hold a whole wave… if you can carry it.
  • Capacity ×2.2
  • Reserve ammo +30%
  • Much slower reload (+35%)
  • Slower ADS (+12%)
  • Movement −4%
  • Sprint-to-fire +10%
9
Jungle mags
Two mags taped together end to end, the old-fashioned way: a bit slower than a clamp, but much lighter.
  • Reload −20%
  • Light: no movement penalty
  • Slightly slower ADS (+1%)
19
Stock
NameProsConsCompatible weapons
Light stock
Lightened skeleton stock: the weapon handles faster, but soaks up recoil less well.
  • Faster ADS (−8%)
  • Movement +3%
  • Sprint-to-fire −5%
  • Vertical recoil +8%
14
Tactical stock
Adjustable stock with a cheek riser: steady shouldering and more accurate fire, moving or standing.
  • Vertical recoil −8%
  • ADS accuracy +10%
  • Flinch −10%
  • Slower ADS (+5%)
7
Heavy stock
Weighted solid stock with a rubber butt pad: the weapon barely flinches anymore.
  • Vertical recoil −15%
  • Horizontal recoil −15%
  • Flinch −20%
  • Slower ADS (+12%)
  • Movement −3%
14
No stock
Stock removed: the weapon becomes ultra-nimble, but firing without a shoulder costs accuracy.
  • Much faster ADS (−20%)
  • Movement +6%
  • Sprint-to-fire −15%
  • Weapon swap −10%
  • Recoil +25%
  • ADS accuracy −20%
11
Folding stock
Metal stock folded along the receiver: the weapon comes up fast in the alleys, half-shouldered.
  • Faster ADS (−10%)
  • Sprint-to-fire −10%
  • Movement +2%
  • Vertical recoil +10%
  • ADS accuracy −5%
17
Grip
NameProsConsCompatible weapons
Rubber grip
Molded rubber grip sleeve: a firm hold even when soaked with sea spray.
  • Horizontal recoil −10%
  • Flinch −15%
  • Slightly slower ADS (+2%)
20
Grip tape
Non-slip grip tape wrapped around the handle: the weapon draws and comes up faster.
  • Faster ADS (−7%)
  • Sprint-to-fire −10%
  • Weapon swap −10%
  • Horizontal recoil +5%
26
Laser
NameProsConsCompatible weapons
Laser sight
Red laser module aligned with the barrel: much more accurate hip fire.
  • Hip-fire spread −30%
  • Beam visible to your teammates
  • Slightly slower ADS (+2%)
32
Tactical light
Rail-mounted 500-lumen light: lights up the dark corners of the bunker and the caves.
  • Lights up the darkness (beam)
  • Hip-fire spread −8%
  • Flinch −5%
  • Slightly slower ADS (+2%)
29
Ammo
NameProsConsCompatible weapons
Hollow point rounds
Expanding bullets that open up on impact: terrible wounds, but they no longer go through anything.
  • Damage +12%
  • Limb damage +15%
  • Penetration −1
  • Effective range −10%
40
FMJ rounds
Full metal jacket bullets with a steel core: they go through bodies and planks.
  • Penetration +2
  • Effective range +10%
  • Damage −5%
  • Limb damage −10%
49
Match ammo
Hand-sorted competition cartridges: consistent trajectory, tight groups.
  • ADS accuracy +15%
  • Effective range +10%
  • Damage −3%
22
Subsonic ammo
Reduced load below the speed of sound: less recoil and noise, but bullets that drop fast.
  • Vertical recoil −12%
  • Horizontal recoil −10%
  • Flinch −10%
  • Effective range −15%
13

Checked against the game on November 10, 2026