Battles
18 battles, from the Town districts and floodgates to the sewers and the Sewer Arena, with the defense power, squads and rewards of each.
Battles are started at the guard post, on the Day of Sloth only, and fought with zombie squads and the defenses built around the base. Each one names a minimum defense power and a number of squads, and is won by taking every enemy flag and holding them until the end.
- 18
- Battles
- 7
- Arena rounds
- 144
- Highest defense power
- Sloth
- Battle day
The number next to the sword is the total from the barricades and archer towers plus the squads brought from the Barracks. Better zombie equipment raises a squad's power, and hired mercenaries add to the total.
Every battle
1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: First... Sludge?
1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: Hope It Doesn't go South.
2 squads, 20 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude. Quest: Hope It Doesn't go South.
2 squads, 22 defense power required. Rewards: 6 Zombie goo and 4 Town Gratitude. Quest: Plaza Battle.
2 squads, 36 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: Street Battles.
3 squads, 56 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude. Quest: Street Battles.
3 squads, 56 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Water Locked.
3 squads, 80 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Steamy Royal.
3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Steamy Royal.
3 squads, 64 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Still Standing on Stilts.
3 squads, 72 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Dirt Rights.
3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Dirt Rights.
3 squads, 96 defense power required. Rewards: 3 Keys for Looters, 1 Victory Banner, 4 Zombie goo and 1 Defender's Emblem. Quest: Steamy Royal.
4 squads, 144 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: The Last Battle.
1 squad, 8 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: Battles in the Sewers.
2 squads, 24 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: Battles in the Sewers.
1 squad, 6 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude.
7 arena rounds, from 36 to 116 defense power and 2 to 4 squads.
Defenses
Barricades and archer towers are built around the base. Health and damage are base values; the War Supplier and War Engineer perks raise them.
Barricades and archer towers in battle.
| Defense | Health | Damage | Range | Spikes deal back | |
|---|---|---|---|---|---|
![]() | Barricade I | 400 (440 with War Supplier) | Does not attack | None | None |
![]() | Barricade II | 600 (660 with War Supplier) | Does not attack | None | None |
![]() | Barricade III | 800 (880 with War Supplier) | Does not attack | None | None |
![]() | Spiked Barricade I | 250 (275 with War Supplier) | Does not attack | None | 3 (4 with War Engineer) |
![]() | Spiked Barricade II | 450 (495 with War Supplier) | Does not attack | None | 5 (7 with War Engineer) |
![]() | Spiked Barricade III | 600 (660 with War Supplier) | Does not attack | None | 7 (10 with War Engineer) |
![]() | Fortified Barricade I | 600 (660 with War Supplier) | Does not attack | None | None |
![]() | Fortified Barricade II | 800 (880 with War Supplier) | Does not attack | None | None |
![]() | Fortified Barricade III | 1000 (1100 with War Supplier) | Does not attack | None | None |
![]() | Archer Tower I | 150 (200 with War Supplier) | 8 (12 with War Engineer) | 7 | None |
![]() | Archer Tower II | 300 (400 with War Supplier) | 16 (20 with War Engineer) | 7 | None |
![]() | Archer Tower III | 450 (550 with War Supplier) | 24 (30 with War Engineer) | 7 | None |
Weapons
The squads' bows and pikes and the Keeper's swords. Bows reach 6, pikes 2. Sword damage rises with the Sword Master perk; zombie perks such as Blindseye and Impaler raise bow and pike damage.
Squad weapons: base damage (with perks in brackets), range and time between attacks.
| Weapon | Type | Damage | Range | Attack pause | |
|---|---|---|---|---|---|
![]() | Simple Bow | Bow | 4 (7 with Blindseye) | 6 | 1s |
![]() | Reinforced Bow | Bow | 8 (11 with Blindseye) | 6 | 1s |
![]() | Battle Bow | Bow | 15 (18 with Blindseye) | 6 | 1s |
![]() | Heavy Bow | Bow | 22 (25 with Blindseye) | 6 | 1s |
![]() | Simple Pike | Pike | 2 (4 with Impaler) | 2 | 0.65s |
![]() | Light Pike | Pike | 4 (6 with Impaler) | 2 | 0.65s |
![]() | Battle Pike | Pike | 6 (8 with Impaler) | 2 | 0.65s |
![]() | Knight's Spear | Pike | 10 (12 with Impaler) | 2 | 0.65s |
Your own swords: base damage, and with the Sword Master perk in brackets.
| Sword | Damage | Value | |
|---|---|---|---|
![]() | Rusty Sword | 4 (6 with Sword Master) | 10 copper |
![]() | Bronze Sword | 5 (7 with Sword Master) | 3 silver |
![]() | Iron Sword | 7 (9 with Sword Master) | 30 silver |
![]() | Steel Sword | 10 (12 with Sword Master) | 2 gold 50 silver |
![]() | Master Sword | 13 (16 with Sword Master) | Not sold |
Mercenaries
Mercenaries from the Barracks cost more after every battle they win. Paying the fifth price starts the quest Inflation; once it is finished they are paid in wine instead of coin.
Mercenary price, rising after each battle won with them.
| Hire | Price |
|---|---|
| First hire | 5 silver |
| After 1 win with them | 7 silver 50 copper |
| After 2 wins with them | 10 silver |
| After 3 wins with them | 15 silver |
| After 4 wins with them | 20 silver |
| After 5 wins with them | 1 gold |
| After the quest Inflation | 3 Wine (gold quality) |
Battle potions
2 red runes. Restores 20 health.
4 red runes. Restores 40 health.
5 red runes. Restores 100 health.
1 red, 1 green runes. Grants Fighter: Your damage is slightly increased.
2 red, 2 green runes. Grants Fighter II: Your damage is increased.
3 red, 3 green runes. Grants Fighter III: Your damage is greatly increased.
1 red, 1 blue runes. Grants Zombie Motivation: Allied fighters' attack speed is increased.
1 red, 2 blue runes. Grants Zombie Motivation II: Allied fighters' attack speed is increased.
3 red, 3 blue runes. Grants Zombie Motivation III: Allied fighters' attack speed is increased.
1 red, 1 green, 1 blue runes. Grants Berserk: Your attacks no longer consume stamina.
2 red, 1 green, 1 blue runes. Grants Berserk II: Your attacks no longer consume stamina.
3 red, 2 green, 2 blue runes. Grants Berserk III: Your attacks no longer consume stamina.
Battle questions
When can a battle not start?
When it is not the Day of Sloth, or when the defense power (barricades, archer towers, squads and hired mercenaries) is below the battle's requirement.
What unlocks more squad slots?
Defender's Emblems unlock squad slots in the Barracks; Break Through to the Port, Eastern Districts: Active Scouting, Central Districts Purge: Part I and Break Through to the Bathhouse Basement each award one. Zombies only fight with armor and a pike or bow.
What are Keys for Looters for?
Break Through to the Bathhouse Basement, Final Battle, Sewer Brawl I, Sewer Brawl II, Sewer Cleanup I and Sewerena (The Sewer Arena) pay in them. They are used at the Port Club to place an order with the Looters.








































