WARDOGS

Unofficial field manual

Assault rifle

AK74

Item Id.Item.AK74M. Numbers below are stored values for game build 25937608.

AK74

Base stats

Base weapon stats
StatValue
Fire modesAutomatic, Semi-automatic
Rounds per minute650
Rounds per burst— Not in the game files
Calibers545mm
Caliber base damage
  • 545mm: 26
Muzzle velocity880 m/s
Effective range500 m
Accuracy0.825
Random deviation13 °
ADS time0.8 s
Reload time— Not in the game files
Ergonomics— Not in the game files
Windup time— Not in the game files
Melee damage35
Suppression multiplier1.05
ZeroingMin — Not in the game filesMax 1,000 mStep — Not in the game files

Damage falloff

Damage multiplier by distance
DistanceMultiplierChangeInterpolation
0 m1—Linear
500 m10Linear
1,200 m0.2−0.8Linear
0 m1
500 m1
1,200 m0.2

Between points the game interpolates linearly unless a point is marked Cubic. The first multiplier holds before the first distance, and the last multiplier holds after the last distance. Cubic tangents were not published.

Recoil

Each point is one shot. X is sideways and Y is upward, in the game's own units, which are not published.

Pattern reset 0.65 s

Shot table
Recoil pattern samples
ShotXY
10.010.7176
2-0.020.9368
30.0251.0763
40.0451.1461
50.071.2159
60.0851.2458
70.081.2258
80.071.1959
90.061.176
100.0551.1561
110.0451.1461
120.041.1361
130.031.1262
140.0251.1162
15-0.031.0963
16-0.0551.0963
17-0.0651.0863
18-0.061.0763
19-0.051.0863
20-0.041.0763
21-0.031.0664
22-0.021.0664
230.0151.0564
240.0351.0564
250.0551.0464
260.0651.0365
270.061.0265
280.051.0165
290.041.0066
300.030.9468

Attachment slots

Attachment slots on this weapon
SlotFilterHiddenAcceptsBlocksDefault
ChamberAllow listYesItem.Caliber.545mmItem.Caliber.556mmNone
SightBlock priorityNoId.Item.3xScope, Id.Item.4xElcanSpectr, Id.Item.SGHT_030, Item.Attachment.Sight.Short, Item.Attachment.Sight.MediumNoneNone
MagazineAllow listNoId.Item.AK74MMagazine, Id.Item.AK74MExtendedMagazine, Id.Item.AK74MMagazine75rnd, Item.Attachment.Magazine.AK74MNoneId.Item.AK74MMagazine
StockBlock priorityYesItem.Attachment.Stock.AK74MNoneNone
GripBlock priorityYesItem.Attachment.Grip.AK74MNoneNone
BarrelAllow listYesId.Item.AK74MBarrel, ID.Item.AR_01_BRL_02NoneNone
UnderbarrelBlock priorityNoItem.Attachment.UnderbarrelItem.Attachment.Bipod.AttachedNone

Missing data

These fields are null on this weapon. Null means the game files omit the field. It does not mean zero, and this site does not estimate a replacement.

  • — Rounds per burst
  • — Reload time
  • — Ergonomics
  • — Windup time

How to read the AK74 page

TODO: localization. This section is a shared placeholder for every weapon, not a review of this one.

This page is a field reference for a single weapon. Every figure is copied from the public game files for one Steam build. The page does not rank weapons, and it does not fill a gap with a guess. When a cell says the value is not in the game files, the weapon record has no such field. An empty cell is not a zero. A zero is shown only when the files stored a zero. Reload time and ergonomics are missing on every weapon in this build, so those rows stay empty on every page. Aim-down-sight time is present on only a few weapons. A handful of those stored numbers are far too large to read as a person's time-to-aim in seconds. They are printed as stored. Do not read a blank ADS row as a fast weapon, and do not read a five-digit ADS row as a stopwatch result, until the files use one scale for every weapon.

Damage here is not a single weapon stat. The projectile for a caliber carries a base damage that applies before distance, armor, and hit location. That number lives in the ammunition table. This page shows it only when the weapon's caliber token matches one projectile id exactly. Calibers that fan out into several projectile ids, such as a family of shells, are left blank rather than assigned to a variant. The falloff curve then multiplies damage by distance. Between two points the game interpolates in a straight line, unless a point is marked Cubic. A cubic segment is a smooth curve, and the tangents the game uses were not published, so they are not drawn here. Before the first distance the first multiplier holds. After the last distance the last multiplier holds. A weapon with no falloff list is not a weapon that keeps full damage at every range. The curve is absent, so this site does not draw one.

Recoil, when the files include it, is the game's own pattern: one sideways sample and one upward sample per shot, in firing order. The game publishes no unit for those samples. Pattern reset time, when present, is the number of seconds without a shot before the pattern returns to the first sample. Weapons with no pattern are marked missing. They are not given a flat kick.

The paragraphs in this section are a shared placeholder. They explain how to read the page. They are not a review of this specific weapon, and they are marked for localization. Korean and English carry the same explanation. Every other language falls back to English until a translation is added. Numbers are not translated. Names are the display names stored in the files, not community nicknames.

This page is not affiliated with Bulkhead or Team17. The numbers come from the warpuppies/wardogs-data repository, which is released under the Unlicense. Icon paths named by the dataset point at images that are not in that git repository, so this page does not draw a substitute picture. When you cite a figure, cite the game build in the header. A later ingest can replace the file and keep this address.

Questions

Why is a stat blank?

The weapon entry in the game files does not contain that field. A blank cell is not a zero. A zero appears only when the files stored a zero.

Does a missing ADS time mean the weapon aims instantly?

No. ADS time is filled in for only some weapons in this build. A blank cell means the files omit it.

Where do these numbers come from?

The figures are read from warpuppies/wardogs-data for game build 25937608, under the Unlicense. This site does not estimate values the files leave out.