Battles
Battles: Browse all 17 entries by name and attributes; Browse Every battle, Defenses, Weapons.
Every battle
Break Through to the Port
Any day
Details1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: First... Sludge?
Eastern Districts: Active Scouting
On Sloth, or on any day until the end of the Sloth after Herbert hands over the red banner
Details1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: Hope It Doesn't go South.
Eastern Districts Purge
On Sloth
Details2 squads, 20 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude. Quest: Hope It Doesn't go South.
Market Square Purge
On Sloth
Details2 squads, 22 defense power required. Rewards: 6 Zombie goo and 4 Town Gratitude. Quest: Plaza Battle.
Central Districts Purge: Part I
On Sloth
Details2 squads, 36 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: Street Battles.
Central Districts Purge: Part II
On Sloth
Details3 squads, 56 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude. Quest: Street Battles.
Closing the Western Floodgate
On Sloth
Details3 squads, 56 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Water Locked.
Details3 squads, 80 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Steamy Royal.
Closing the Eastern Floodgate: Part II
Right after Part I is won
Details3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Steamy Royal.
Battle at the Lake
On Sloth
Details3 squads, 64 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Still Standing on Stilts.
Operation POTATO: Part I
On Sloth
Details3 squads, 72 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Dirt Rights.
Operation POTATO: Part II
Right after Part I is won
Details3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Dirt Rights.
Details3 squads, 88 defense power required. Rewards: 3 Keys for Looters, 1 Victory Banner, 4 Zombie goo and 1 Defender's Emblem. Quest: Steamy Royal.
Final Battle
On Sloth
Details4 squads, 144 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: The Last Battle.
Sewer Brawl I
Any day
Details1 squad, 8 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: Battles in the Sewers.
Sewer Brawl II
Any day
Details2 squads, 24 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: Battles in the Sewers.
Sewerena (The Sewer Arena)
Any day
Details7 arena rounds, from 36 to 116 defense power and 2 to 4 squads.
Defenses
Not listed | Defense | Defense power | Health | Damage per arrow | Range | Spikes: damage back per blow taken |
|---|---|---|---|---|---|---|
Barricade I | +2 | 400 (440 with War Supplier) | Does not shoot | None | None | |
Barricade II | +4 | 600 (660 with War Supplier) | Does not shoot | None | None | |
Barricade III | +6 | 800 (880 with War Supplier) | Does not shoot | None | None | |
Spiked Barricade I | +2 | 250 (275 with War Supplier) | Does not shoot | None | 3 (4 with War Engineer) | |
Spiked Barricade II | +4 | 450 (495 with War Supplier) | Does not shoot | None | 5 (7 with War Engineer) | |
Spiked Barricade III | +6 | 600 (660 with War Supplier) | Does not shoot | None | 7 (10 with War Engineer) | |
Fortified Barricade I | +2 | 600 (660 with War Supplier) | Does not shoot | None | None | |
Fortified Barricade II | +4 | 800 (880 with War Supplier) | Does not shoot | None | None | |
Fortified Barricade III | +6 | 1000 (1100 with War Supplier) | Does not shoot | None | None | |
Archer Tower I | +2 | 150 (200 with War Supplier) | 8 (12 with War Engineer) | 7 | None | |
Archer Tower II | +4 | 300 (400 with War Supplier) | 16 (20 with War Engineer) | 7 | None | |
Archer Tower III | +6 | 450 (550 with War Supplier) | 24 (30 with War Engineer) | 7 | None |
Weapons
Not listed | Weapon | Damage per hit | With Sword Master | With God's fury | With Fighter / Fighter II / Fighter III | Stamina per attack |
|---|---|---|---|---|---|---|
Rusty Sword | 4 | 6 | 6 | 7 / 10 / 13 | 20 | |
Bronze Sword | 5 | 7 | 7 | 8 / 11 / 14 | 20 | |
Iron Sword | 7 | 9 | 9 | 10 / 13 / 16 | 20 | |
Steel Sword | 10 | 12 | 12 | 13 / 16 / 19 | 20 | |
Master Sword | 13 | 16 | 15 | 16 / 19 / 22 | 20 | |
Simple Bow | 4 | No change | 7 | 7 / 10 / 13 | 10 | |
Reinforced Bow | 8 | No change | 11 | 11 / 14 / 17 | 10 | |
Battle Bow | 15 | No change | 18 | 18 / 21 / 24 | 10 | |
Heavy Bow | 22 | No change | 25 | 25 / 28 / 31 | 10 |
Weapons
Not listed | Weapon | Type | Damage per hit | With the zombie perk | With God's fury | Range | Pause between attacks | Defense power |
|---|---|---|---|---|---|---|---|---|
Simple Bow | Bow | 4 | 7 (Blindseye) | 7 | 6 | 1 s (0.5 s with Zombie Motivation) | +1 | |
Reinforced Bow | Bow | 8 | 11 (Blindseye) | 11 | 6 | 1 s (0.5 s with Zombie Motivation) | +1 | |
Battle Bow | Bow | 15 | 18 (Blindseye) | 18 | 6 | 1 s (0.5 s with Zombie Motivation) | +2 | |
Heavy Bow | Bow | 22 | 25 (Blindseye) | 25 | 6 | 1 s (0.5 s with Zombie Motivation) | +3 | |
Simple Pike | Pike | 2 | 4 (Impaler) | No change | 2 | 0.65 s (0.325 s with Zombie Motivation) | +1 | |
Light Pike | Pike | 4 | 6 (Impaler) | No change | 2 | 0.65 s (0.325 s with Zombie Motivation) | +1 | |
Battle Pike | Pike | 6 | 8 (Impaler) | No change | 2 | 0.65 s (0.325 s with Zombie Motivation) | +2 | |
Knight's Spear | Pike | 10 | 12 (Impaler) | No change | 2 | 0.65 s (0.325 s with Zombie Motivation) | +3 |
Armor
Not listed | Armor | A hit on the Keeper or a zombie fighter wearing it deals | On a zombie fighter with Tin Can | Defense power |
|---|---|---|---|---|
Rusty Armor | the full damage | 1 less damage | +0 | |
Bronze Armor | 1 less damage | 2 less damage | +1 | |
Iron Armor | 2 less damage | 3 less damage | +2 | |
Steel Armor | 3 less damage | 4 less damage | +3 | |
Master Armor | 4 less damage | 5 less damage | +4 |
Mercenaries
Hire | Price |
|---|---|
First hire | 5 silver |
After 1 win with them | 7 silver 50 bronze |
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) |
Battles
Every battle
- Break Through to the Port 1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: First... Sludge?
- Eastern Districts: Active Scouting 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.
- Eastern Districts Purge 2 squads, 20 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude. Quest: Hope It Doesn't go South.
- Market Square Purge 2 squads, 22 defense power required. Rewards: 6 Zombie goo and 4 Town Gratitude. Quest: Plaza Battle.
- Central Districts Purge: Part I 2 squads, 36 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: Street Battles.
- Central Districts Purge: Part II 3 squads, 56 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude. Quest: Street Battles.
- Closing the Western Floodgate 3 squads, 56 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Water Locked.
- Closing the Eastern Floodgate: Part I 3 squads, 80 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Steamy Royal.
- Closing the Eastern Floodgate: Part II 3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Steamy Royal.
- Battle at the Lake 3 squads, 64 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Still Standing on Stilts.
- Operation POTATO: Part I 3 squads, 72 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Dirt Rights.
- Operation POTATO: Part II 3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Dirt Rights.
- Break Through to the Bathhouse Basement 3 squads, 88 defense power required. Rewards: 3 Keys for Looters, 1 Victory Banner, 4 Zombie goo and 1 Defender's Emblem. Quest: Steamy Royal.
- Final Battle 4 squads, 144 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: The Last Battle.
- Sewer Brawl I 1 squad, 8 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: Battles in the Sewers.
- Sewer Brawl II 2 squads, 24 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: Battles in the Sewers.
- Sewerena (The Sewer Arena) 7 arena rounds, from 36 to 116 defense power and 2 to 4 squads.
Battle potions
- Healing Potion 2 red runes. Restores 20 of the Keeper's 100 health.
- Healing Potion II 4 red runes. Restores 40 of the Keeper's 100 health.
- Healing Potion III 5 red runes. Restores the Keeper's health in full (100).
- damage-potion
- damage-potion-ii
- damage-potion-iii
- Zombie Motivator Potion 1 red, 1 blue runes. Grants Zombie Motivation: the Keeper's zombie fighters wait half as long between attacks for 15 s.
- Zombie Motivator Potion II 1 red, 2 blue runes. Grants Zombie Motivation II: the Keeper's zombie fighters wait half as long between attacks for 30 s.
- Zombie Motivator Potion III 3 red, 3 blue runes. Grants Zombie Motivation III: the Keeper's zombie fighters wait half as long between attacks for 1 min.
- Berserker Potion 1 red, 1 green, 1 blue runes. Grants Berserk: the Keeper's sword and bow attacks cost no stamina for 15 s.
- Berserker Potion II 2 red, 1 green, 1 blue runes. Grants Berserk II: the Keeper's sword and bow attacks cost no stamina for 30 s.
- Berserker Potion III 3 red, 2 green, 2 blue runes. Grants Berserk III: the Keeper's sword and bow attacks cost no stamina for 45 s.
Perks for battle
- War Supplier +10% health on every barricade (Barricade I: 400 to 440), and +50, +100 and +100 health on Archer Tower I, Archer Tower II and Archer Tower III.
- War Engineer Each tower arrow deals 4, 4 and 6 more damage (Archer Tower I, Archer Tower II and Archer Tower III), and spikes hit back for 1, 2 and 3 more (Spiked Barricade I, Spiked Barricade II and Spiked Barricade III).
- Sword Master +2 damage per hit with every sword the Keeper swings, +3 with the Master Sword.
