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Battles

/battles

The Town

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
Defense power decides whether you can start

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

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.

Barricades and archer towers in battle.
DefenseHealthDamageRangeSpikes deal back
Barricade I400 (440 with War Supplier)---
Barricade II600 (660 with War Supplier)---
Barricade III800 (880 with War Supplier)---
Spiked Barricade I250 (275 with War Supplier)--3 (4 with War Engineer)
Spiked Barricade II450 (495 with War Supplier)--5 (7 with War Engineer)
Spiked Barricade III600 (660 with War Supplier)--7 (10 with War Engineer)
Fortified Barricade I600 (660 with War Supplier)---
Fortified Barricade II800 (880 with War Supplier)---
Fortified Barricade III1000 (1100 with War Supplier)---
Archer Tower I150 (200 with War Supplier)8 (12 with War Engineer)7-
Archer Tower II300 (400 with War Supplier)16 (20 with War Engineer)7-
Archer Tower III450 (550 with War Supplier)24 (30 with War Engineer)7-

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.

Base damage (with perks in brackets), range and time between attacks.

Base damage (with perks in brackets), range and time between attacks.
WeaponTypeDamageRangeAttack pause
Rusty SwordSword4 (6 with Sword Master)--
Bronze SwordSword5 (7 with Sword Master)--
Iron SwordSword7 (9 with Sword Master)--
Steel SwordSword10 (12 with Sword Master)--
Master SwordSword13 (16 with Sword Master)--
Simple BowBow4 (7 with Blindseye)61s
Reinforced BowBow8 (11 with Blindseye)61s
Battle BowBow15 (18 with Blindseye)61s
Heavy BowBow22 (25 with Blindseye)61s
Simple PikePike2 (4 with Impaler)20.65s
Light PikePike4 (6 with Impaler)20.65s
Battle PikePike6 (8 with Impaler)20.65s
Knight's SpearPike10 (12 with Impaler)20.65s

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.

Mercenary price, hire by hire.
HirePrice
Hire 15 silver
Hire 27 silver 50 copper
Hire 310 silver
Hire 415 silver
Hire 520 silver
Hire 61 gold
After the guards' discount3 Wine (gold quality)

Battle potions

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.