There is no class select screen in Wardogs. Every life you spend starts at your base, at a single NPC, with a wallet and a shopping list. You buy the gun, the bag, the bullets, the vest, and the bandage, and then you walk out with whatever you could afford. Die, and that list is gone.
Quick answer: Open the map, walk to the Equipment Vendor marker at your base, press E to open the shop, then buy a primary weapon, a backpack, ammo, gear, and medical items across the Equipment, Gear, and Items tabs. Confirm the total on the Overview tab and hit Purchase — the cash is deducted and the kit is equipped on you.

Finding the Equipment Vendor at your base
The vendor sits inside your spawn base, and it is marked on the map. Pull the map up before you wander — the icon is labelled and easy to miss on foot, since the base is busy with other players doing the same shopping run.
E to open the shop interface. Your current cash is displayed in the menu — a fresh account starts with $10,000 to spend.Join readers who trust AllThings.How
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Add to Google Preferences →What each vendor tab sells
The shop is split into tabs, and a complete kit means touching most of them. Nothing carries over from a previous life, so treat every tab as a checklist rather than a browsing menu.
| Tab | What you buy there |
|---|---|
| Overview | Your assembled loadout, slot by slot, plus the running total and the Purchase button |
| Equipment | Primary weapons, sidearms, attachments such as optics, and backpacks |
| Gear | Armor, tactical vests, and utility items like parachutes |
| Items | Medical supplies, grenades, tools, and field gear |
| Loose Ammo | Ammunition sold by box and by caliber |
Building the kit at the vendor
Order matters more than you would expect here, because the gun decides the ammo and the bag decides whether you can carry any of it.


Starter kit prices and what it costs at checkout
A complete, functional first loadout does not need to eat your bankroll. The build below checks out at $1,287, leaving $8,512 in the wallet from a $9,800 balance — enough to rebuy the same kit several times over after bad lives.
| Slot | Item | Price |
|---|---|---|
| Primary | Scout Rifle TD | $550 |
| Storage | Wardog Lvl. 5 backpack | $175 |
| Ammo | 5.56MM Standard (FMJ) | $15 |
| Attachment | 6X Precision Rifle Scope | $340 |
| Gear | Small Tac Vest | $125 |
| Gear | Basic Parachute | $50 |
| Medical | Bandage | $100 |
Note: prices get retuned between builds, so treat these as ratios rather than fixed numbers. The vendor menu always shows the current cost before you commit.
Why the vendor won’t let you buy something
Three things block a purchase, and only three. Everything else is a budget problem.
- No backpack in the kit. Ammunition and most carried items need storage first, and the shop will tell you so with a BACKPACK REQUIRED prompt.
- Level requirement not met. Weapons, gear, and attachments each have a minimum role or Wardog level, and some also need a separate lump-sum cash unlock on top of the per-life price.
- Not enough cash. Unlocking an item does not make it affordable — you can own the right to buy a gun and still be too broke to take it out.
Confirming the kit is equipped
Two things confirm the purchase went through. Your cash total in the vendor menu drops by the amount shown next to the Purchase button, and the Overview tab stops showing empty slots. Close the shop and you should be holding the weapon you bought, with the backpack and vest on your character model.
If the weapon is in your hands but you have no rounds, you bought a caliber that does not match the gun. Reopen the vendor and check the ammo type against the weapon’s chambering before you deploy.

The habit worth building early is buying a kit you can replace, not the most expensive one you can currently afford. Unlocks and account cash persist between matches, but the gun, the ammo, and the bandage in your pocket do not survive your death. Two or three cheap lives teach you the cost of dying faster than one very expensive one.







