Battles
/battles
Battles
18 battles to take the Town back from the zombies - districts, floodgates, the sewers and the Sewer Arena - with what each demands and pays.
Battles are started at the guard post, on the Day of Sloth only, and fought with the squads you bring and the defenses you build around your base. Each one names a minimum defense power and a number of squads; win 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 your barricades and archer towers plus the squads you bring from the Barracks. Better zombie equipment raises a squad's power; mercenaries fill the gap early on.
Every battle
1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude.
1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude.
2 squads, 20 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude.
2 squads, 22 defense power required. Rewards: 6 Zombie goo and 4 Town Gratitude.
2 squads, 36 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude.
3 squads, 56 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude.
3 squads, 56 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude.
3 squads, 80 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude.
3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude.
3 squads, 64 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude.
3 squads, 72 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude.
3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude.
1 squad, 8 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude.
2 squads, 24 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude.
1 squad, 6 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude.
Defenses
Built around the command post before a fight. 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
What your squads and you swing and shoot. 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 |
Hiring mercenaries
Mercenaries from the Barracks cost more after every battle they win for you, until a quest with the guards lets you pay in wine instead.
Mercenary price, hire by hire.
| Hire | Price |
|---|---|
| Hire 1 | 5 silver |
| Hire 2 | 7 silver 50 copper |
| Hire 3 | 10 silver |
| Hire 4 | 15 silver |
| Hire 5 | 20 silver |
| Hire 6 | 1 gold |
| After the guards' discount | 3 Wine (gold quality) |
Battle potions
2 red runes. Restores health. Combat Only.
4 red runes. Restores health. Combat Only.
5 red runes. Restores health. Combat Only.
1 red, 1 green runes. Slightly increases your damage. Combat Only.
2 red, 2 green runes. Increases your damage. Combat Only.
3 red, 3 green runes. Greatly increases your damage. Combat Only.
1 red, 1 blue runes. Increases the attack speed of all allied fighters for a short time. Combat Only.
1 red, 2 blue runes. Increases the attack speed of all allied fighters for a time. Combat Only.
3 red, 3 blue runes. Increases the attack speed of all allied fighters for a long time. Combat Only.
1 red, 1 green, 1 blue runes. Gain infinite stamina for a short time. Combat Only.
2 red, 1 green, 1 blue runes. Gain infinite stamina for a time. Combat Only.
3 red, 2 green, 2 blue runes. Gain infinite stamina for a long time. Combat Only.
Battle questions
Why can't I start the battle?
Either it is not the Day of Sloth, or your defense power is below the battle's requirement. Build or upgrade barricades and towers, bring better-equipped squads, or hire mercenaries.
How do I get more squads?
Defender's Emblems unlock squad slots in the Barracks - several battles award one. Zombies only fight with armor and a pike or bow.
What are Keys for Looters for?
The sewer fights, the arena and the last two battles pay in them. They are used at the Port Club to place an order with the Looters.
























