Crafting in Zombie Assault: Resurgence is the second half of the upgrade loop. The first half is upgrading and modding a weapon you already own; the second is turning blueprints plus materials into new gear, and some gear can only be obtained that way. In practice it comes down to three things: a blueprint you own, the materials to pay for it, and a Vendor willing to sell you the blueprint in the first place.

How crafting works

Blueprints are the recipe items. They come from Vendors at higher Standing and they are never mass-produced weapons — they are experimental variants, rejected prototypes, modified classics and legally questionable engineering projects.

  1. Acquire the blueprint. Buying one from a Vendor is only the first step.
  2. Gather the materials. They are paid in crafting materials, not in Creds.
  3. Craft it. A blueprint has to be crafted after you acquire it, so owning a blueprint is not the same as owning the weapon. The achievement Crafty tracks the first time you craft a weapon from a blueprint.

The clearest example of what that buys you is the Teknoboom Handkanone, the returning SAS 4 favourite, which is an Epic Blueprint-only weapon — it is not in the ordinary vendor rotation at all.

Blueprints are tied to the vendor reputation system, so the vendors page covers how you unlock them.

Where the materials come from

Materials are earned by playing rather than bought outright, with two named materials doing most of the work:

  • Alloy and Manufacturer Parts are the two crafting materials named in the material. Manufacturer Parts can also be purchased directly from a vendor.
  • Missions, Operations and Bounties all pay out crafting materials.
  • Payday, the Core Skill, adds both Alloy and Manufacturer Parts to the random drop pool once it is maxed, and raises the Cred payout at the end of a mission.

Creds are the general-purpose currency on the other side of the loop. They pay for vendor stock, bounty payouts and the end-of-mission payout.

Spare gear in your own inventory is a fourth source, and it is the one you control completely: the dismantle page covers turning guns you will not use into materials.

The upgrade loop in practice

The loop that actually works, in order:

  1. Run Operations for materials. They are the repeatable source, and the bounty board adds a passive layer on top.
  2. Scrap the guns you do not want. Dismantling returns Alloy, Manufacturer Parts and other crafting inputs.
  3. Spend the materials and Creds at a Vendor on blueprints and upgrades.

Step three is why vendor standing matters: the higher your standing, the deeper the catalogue you can buy from, including the blueprints themselves. Gear you are upgrading in place comes from a different source entirely, and the Strongbox page covers where the hardware itself comes from.