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Guide · Official figures, read 18 Sep 2026

Levelling and XP in WARDOGS

BULKHEAD published the whole curve for Season 1, and it more than doubled the levels where the good gear sits: level 20 went from 111,500 XP to 250,000, 124.2% slower. Any levelling guide written before 9 September is describing a different game.

Every figure here is quoted from BULKHEAD's Season 1 changelog

The curve, as published

This is not a community estimate. BULKHEAD printed the XP band for every fifth level, old value and new, in the Season 1 changelog of 9 September 2026. We have put our own unlock list beside it so you can see what each wall is standing in front of.

Level, and what opens by itWasNowChange
Level 6AH-6M Miniguns, AK74, C4 Charge, Field Resuscitator…8,7509,2505.7% slower
Level 10Dune Buggy, Galil, Individual First Aid Kit, Kodiak Pickup…25,00035,00040.0% slower
Level 15Defibrillator, Field Backpack, Humvee, M249 SAW…54,750110,000100.9% slower
Level 209K333 Verba, AH-6R Rockets, Compound Bow, Judge…111,500250,000124.2% slower
Level 25AT Mine, Claymore, Ghillie Armour, Ghillie Helmet…192,000325,00069.3% slower
Level 30BMR-308, Heavy Drill, Humvee Minigun, Medium Armour…293,750400,00036.2% slower
Level 35AMR 50, Assault Backpack, FAL, Havoc…416,500500,00020.0% slower
Level 40M1911551,250650,00017.9% slower
Level 45Flakpanzer Gepard689,500800,00016.0% slower
Level 50Large Tac Vest838,0001,000,00019.3% slower
XP values quoted from the changelog; the items beside each level are from our own price list and gear list, and are what unlocks in that band on any track.

The wall is levels 10 to 20

Read the change column. Below level 6 nothing moved. Then level 15 became 100.9% slower and level 20 124.2% slower — the two steepest increases in the table — before the curve flattens out again. From level 25 onward the increases are a third of that, and by level 50 it is back to 19.3%.

BULKHEAD says why in the same post: “Looking at the data we have decided to slow levels down around 10 to 20, and flatten the curve from 35 onward. This means our median players, at 20 to 25 hours, will be around level 20, and those wanting the big ticket items, the top 5%, will need to grind.”

That sentence is the most useful thing published about WARDOGS progression, and it is worth reading as a promise rather than a boast: twenty to twenty-five hours to level 20. The M4 sits at Assault 20. That is the distance to a mid-priced rifle.

Six tracks, and the items moved between them

Progression is not one number. Each role — Assault, Medic, Support, Recon, Driver, Pilot — carries its own track, and the account carries an overall Wardog level on top. An unlock names its track: a Driver level does nothing for a Medic item.

Season 1 also moved items between tracks and levels, which is the part that makes older guides wrong rather than merely stale:

ItemWasNow
Artillery TankCareer level 55Career level 90
Heavy TankCareer level 35Driver level 35
Deaglelevel 90level 85
URAL Coveredlevel 30level 18
URAL Attacklevel 40level 25
Humvee with minigunlevel 35level 30
Kodiak Flatbedlevel 2level 10
Large Supply Cratelevel 20level 16
From the same changelog. The Artillery Tank moving from level 55 to level 90 is the single biggest change to any endgame plan.

Two XP routes were cut

  • “Player kill using an air vehicle: 300 XP to 250 XP.”
  • “Supply crate item sold under $75: 25 XP to 1 XP.”

The second one ends a documented loop: selling cheap supply-crate items for XP. If a guide still recommends it, it was written before Season 1. What happens to people who push it anyway is set out in the money guide — in BULKHEAD's words, permanent bans.

It resets, and it changes shape

One line in the changelog governs everything above: “Each season we will have a different XP curve with different item orders.” So the numbers on this page are Season 1's, not the game's. When Season 2 lands, the curve and the order of unlocks both move, and this page will need re-reading against the new post rather than patching.