Every WolfTeam Legacy loadout on Wolfory is built around two weapons: a primary and a secondary. The secondary slot is not just a number in the equipment screen — the interface literally names it "Secondary Weapon (Pistol)", and the shop dedicates its very first weapon tab to the class: Pistol, or Tabanca in the Turkish client. This guide walks through the whole pistol shelf as it is sold today: the sidearm you already own for free, the three price ladders, the stories written into the weapon cards, and the room rules that put pistols center stage.
Your first pistol is free, and it is permanent
You never start WolfTeam Legacy without a sidearm. A new account receives a small starter kit at registration, and it includes the EM-92 FS pistol as a permanent item, alongside the Default Knife, the EM-16A2 assault rifle and the MK-5 G grenade. Permanent means what it says: the pistol in your inventory has no expiry countdown, no claim window and no trial timer. It is yours from the first bot match to the last.
The starter kit also explains why pistols matter more than their small size suggests. Every equipment set must contain a primary and a secondary weapon. If a saved set is missing one, a basic weapon is substituted automatically, and the secondary weapon cannot be discarded at all — the client refuses with "You cannot discard the Secondary Weapon". In practice, a pistol-class weapon rides along in every loadout you will ever save, whether or not you give it a second thought. Treat it as a tool, not an afterthought, and it will save rounds for you.
The pistol shelf: 19 entries
At the time of writing, the shop lists 19 pistol-band entries: 15 Gold products and 4 Wolf Coin products. That makes it one of the smaller weapon classes in the shop — there are more assault rifles on sale than twice that number — but the shelf covers surprising variety: service pistols, revolvers, machine-pistols and even one shotgun-styled sidearm.
The Wolf Coin corner holds four entries: CRISS WT, EM-500 C, CRISS OPS and EM-93R - C. Like every Wolf Coin weapon in the shop, they are sold in 1, 7 and 30 day durations only — no permanent Wolf Coin pistol exists. Gold is the currency for a sidearm you want to keep forever.
Two catalog quirks are worth knowing before you buy. First, the shelf carries two records with the exact same name, SODB Shotgun: one has been listed for a while, and a second identical record returned to the shop during the October catalog refresh. Second, several pistols come in paired versions — EM-500 and EM-500 C, EM-93R and EM-93R - C, and the four-strong CRISS family — where the C-suffixed or plain-named twin is usually the Wolf Coin variant of the same weapon story.
Three price ladders, not one
Rifle-class guides on this blog repeat one rule: every Gold rifle sits on a single price ladder. Pistols break that pattern. The Gold side of the shelf is spread across three ladders:
The base ladder covers 8 entries — EM-92 FS, GLOC-17, EM-1911A1, CRISS PT, EM-500, CRISS WT(P) and both SODB Shotgun records — at 1,200 Gold for 1 day, 7,200 for 7 days, 24,000 for 30 days, 60,000 for 90 days, 108,000 for 180 days and 216,000 Gold for the permanent license.
The mid ladder, about 15 percent above the base, covers USF-40, DE-50, PI-226 R and DE GL at 1,380 / 8,280 / 27,600 / 69,000 / 124,200 and 248,400 Gold.
The top ladder, about 25 percent above the base, covers RUGER, KARAKAL UAE and EM-93R at 1,500 / 9,000 / 30,000 / 75,000 / 135,000 and 270,000 Gold.
What do the higher ladders buy? Not a dramatic stat jump. The October balance note that restored the full catalog states that damage differences between price tiers stay within roughly one percent of a weapon family. The extra Gold mostly pays for the card story, the handling feel and the collector value — the gold-plated DE GL, for example, is a limited-edition sidearm whose own card admits it has low durability and is made as a memorial piece. Buy the pistol you enjoy holding, not the one that promises power.
What the cards say: weights, magazines, fire modes
All 17 weapon cards for the shelf are readable in the client, and they sketch a clear spread. The lightest pistols weigh 0.82 kg — GLOC-17, USF-40 and KARAKAL UAE — while the heaviest is the EM-93R at 3.10 kg. Magazine capacity runs from 5 rounds on the EM-500 revolvers and 7 on the EM-1911A1, DE-50, DE GL and RUGER, up to 17 on GLOC-17, 20 on the EM-93R pair and 28 on CRISS OPS and CRISS WT(P). One entry prints just 2 rounds: the SODB Shotgun, true to its name.
Almost the entire class is Semi Auto on the cards. The exceptions: the CRISS WT, CRISS PT and CRISS WT(P) list "Auto/2 Bust", CRISS OPS and the EM-93R pair list "Auto", and the SODB lists "Auto" with its two-trigger trick — the card says a right click shoots once while a left click shoots twice. We print these modes exactly as the cards do; the client text is the authority here.
Unlike some assault rifle cards, none of the 17 pistol cards carries a rank or license sentence. The rank-and-license purchase gate exists as a shop mechanism for certain weapons, but nothing on the pistol shelf quotes it — the whole class reads as deliberately beginner-friendly.
Wolves, Pride lore and one Wolf Hunt oddity
The cards are where the class gets its personality, and repeatedly they connect pistols to the wolf war. The EM-92 FS card admits that 9 mm ammo is more or less weak to Wolves, which is why the customized version with an intensified slide is issued to Pride members. The DE-50 card says its heavy caliber seems less burdensome to Pride members who have intensified organism — a polite way of saying ordinary soldiers struggle with the recoil that wolf-enhanced troops shrug off. The EM-500 revolver card goes further: some M.E.D.U.S.A troops carry it specifically for wolf combats against the Guardian wolf, and the EM-500 C variant adds extra optical equipment for accuracy.
Two cards stand out for collectors. The RUGER card tells a wartime story about an excavating team that found a prototype ancient wolf inside two temples — a wink at the Two Temple arena already covered in our map guides. And the SODB Shotgun card is the odd one out: it calls itself the second weapon, describes the right-click and left-click behavior, notes it can damage a wolf on a headshot — and then says it is only for Wolf Hunt Mode. Yet the shop sells it as a normal Gold pistol-band product. Wolf Hunt remains listed as an experimental mode in the game's mode compatibility table, so treat the SODB as a shelf curiosity for now: the card's own text is the honest limit of what we can promise about where it works.
Pistol rooms, training and warm-up
Room rules include a dedicated restriction called Pistol Mode — Sadece Tabanca in the Turkish client — sitting in the same family as Knife Mode, Snipe Mode and the Heavy Weapon restriction. When a room host enables it, the lobby becomes a pure sidearm duel, and the class guide above suddenly becomes a tier list. If you see a pistol-only room in the channel list, that is the fastest way to learn the whole shelf in one evening.
One honest gap: the training missions that exist for rifles and sniper rifles have no pistol equivalent — there is no pistol block in the tutorial strings. To warm up, use the free AI Deathmatch rooms on Arrival: no rewards are lost there, bots do not shoot back perfectly, and a sidearm forces the kind of close-range discipline that transfers directly to real matches. Our bot training guide walks the full routine.
A sensible first pistol routine
You already own the EM-92 FS, so start there and let it teach you the rhythm: short, controlled bursts at head height, a reload before you push, and a switch-to-pistol when your primary runs dry mid-fight. When you are ready to spend, the base ladder is the value zone — the EM-500 revolver at 1,200 Gold for one day is a cheap test drive of the heaviest-hitting revolver story on the shelf. Follow the same rent-then-keep routine from our price guide: rent for a day in a bot match, rent for a week in real matches, and only then commit 216,000 Gold to the permanent license.
And because every set requires a secondary, a permanent pistol is one of the most durable purchases in the shop: it appears in all four equipment sets, it benefits from the free upgrade slots (up to the standard limits), and it never expires. In an economy where everything is earned — no currency sales, no paid boosts — a sidearm you master early keeps paying you back, match after match.
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