Zombies
Check the organs, collar and Reanimation Liquid needed to raise a zombie, then learn how mastery, supplier stations and porter stations differ.
How to make and use zombies
To raise a zombie, prepare a corpse with its vital organs, a suitable collar and one Reanimation Liquid. Its mastery and perks then determine which work it can do well.
Check the corpse before resurrection
The corpse must still have all six vital organs: skull, brain, heart, intestines, bone and skin. A vital-organ slot occupied by a Surgery Mistake blocks resurrection. Each resurrection consumes one Reanimation Liquid. The Resurrection Table I and liquid entries show the station and alchemy requirements.
The collar's red-skull limit must cover the red skulls on that corpse. A weaker collar is rejected; a zombie's collar can later be upgraded. Each red skull opens one perk slot, so the corpse's red-skull count affects how many perks the revived zombie can equip.
The Resurrection device normally operates on Envy; the God of the storms effect lets that device work on any day.
Build mastery, then assign the right job
Each zombie has five talent trees and spends its own technology points on them. Crafting earns points, while a combat victory earns red points. Its effective mastery comes from unlocked nodes, the tool it carries and any work perk. The talents and zombie-perks catalogues list the available branches and perks.
A Zombie Supplier Station supplies workbench zombies in its own area. A Porter Station moves specified materials to the Factory. These are distinct roles; the station records do not establish an unattended loop for every recipe. For Compost Piles, the linked help page explains that automatic processing and zombie staffing are separate capabilities.
- Talents and mastery · Zombie perks · Reanimation Liquid
- Resurrection Table I · Zombie Supplier Station · Compost automation check
- Resurrection device · God of the storms
Based on the Wikily snapshot reviewed September 27, 2026; wording updated September 29, 2026. This is a source summary, not a new in-game test. Details and game conditions may change: source page · data method
Raising a zombie
Factory Operative
Building, Smithing
Magpie’s Eye
Building
Apprentice Carpenter
Building
Master Carpenter
Building
Novice Stonemason
Building
Master Stonemason
Building
Tailor
Building
Quarryman
Building
Logger
Building
Excavator
Building
Zombie Miner
Smithing
Puff Master
Smithing
Novice Blacksmith
Smithing
Advanced Blacksmith
Smithing
Master Blacksmith
Smithing
Impaler
Smithing
Blindseye
Smithing
Tin Can
Smithing
Undead Resilience
Smithing
Novice Fisherman
Farming
Veteran Fisherman
Farming
Presser
Farming
Brewer
Farming
Winemaker
Farming
Raising a zombie
Upgrade | Materials |
|---|---|
Upgrade PR Machine I | 10 Oiled Plank and 8 Iron Detail |
Upgrade PR Machine II | 6 Wooden beam and 8 Advanced Detail |
Upgrade PR Machine III | 6 Wooden Joint and 8 Steel Detail |
Upgrade PR Machine IV | 10 Carved Wood and 8 Engineering Details |
Raising a zombie
- Red skulls
- Each red skull on the corpse opens one perk slot on the zombie.
- Name
- The Resurrection window gives the zombie one of 40 names, and Roll Name draws another.
- Missing organs
- The table refuses the corpse: "This body is missing vital organs. You can't make zombies without them."
- Weak collar
- The table refuses the collar: "This Zombie Collar isn't good enough for this corpse. You need a higher-quality collar."
- New collar
- A zombie's collar can be replaced later by one with a higher red skull limit.
- Zombie count
- Each zombie raised adds one to the zombie count. A count above the zombie limit does not stop a resurrection.
Zombies
- Worker zombie The Plague Doctor gives the first 2 in Sweet Dreams and Gunter 3 in Friendship Written in the Stars; the rest are raised from corpses
- Zombie Fighter A zombie in armor with a pike or bow, in a squad of 4 from the Barracks
- Enemy zombies 6 kinds attack in the battle waves: Wild Zombie, Door Zombie, Bucket Zombie, Bloated Zombie, Spitter Zombie and Barrel Zombie
- Combat: zombie fighters and enemy zombies
Raising a zombie
- Corpse With all 6 vital organs: skull, brain, heart, guts, bones and skin. A Surgeon's Error in place of one also stops it
- Reanimation Liquid 1 per zombie. Sold by Gunter and the Alchemist; alchemy formula of 2 red, 1 green, 4 blue runes, Laboratory II
- Zombie Collar Its red skull limit must be at least the corpse's red skulls. The zombie wears it
- Envy The Resurrection device works on Envy, or on any day while God of the storms lasts
- Bronze Zombie Collar Up to 5 red skulls. Jewelry Table: 1 Bronze Ingot, 1 Blue Crystal and 3 Faith. Sold by the Jeweler. Worth 1 silver
- Golden Zombie Collar Up to 10 red skulls. Jewelry Table: 1 Golden ingot, 1 Blue Crystal and 5 Faith. Sold by the Jeweler from tier II. Worth 10 silver
- Steel Zombie Collar Up to 99 red skulls. Jewelry Table: 1 Steel Ingot, 1 Blue Crystal and 10 Faith. Sold by the Jeweler from tier III. Worth 90 silver
- Building Tree: 17 nodes, +9 mastery, 4,600 red tech points in all. Tools: +1 to +6
- Smithing Tree: 17 nodes, +9 mastery, 4,450 red tech points in all. Tools: +1 to +6
- Farming Tree: 17 nodes, +9 mastery, 4,650 green tech points in all. Tools: +1 to +6
- Book writing Tree: 19 nodes, +9 mastery, 1,500 red + 835 blue tech points in all. Tools: +1 to +4
- Anatomy Tree: 15 nodes, +9 mastery, 1,500 red + 1,075 blue tech points in all. Tools: +1 to +4
- Rusty Axe +1 Building - worth 10 bronze
- Rusty Pickaxe +1 Building - worth 10 bronze
- Bronze Axe +2 Building - worth 1 silver 50 bronze
- Bronze Pickaxe +2 Building - worth 1 silver 50 bronze
- Iron Axe +4 Building - worth 10 silver
- Iron Pickaxe +4 Building - worth 10 silver
- Steel Axe +6 Building - worth 1 gold 20 silver
- Steel Pickaxe +6 Building - worth 1 gold 20 silver
- Rusty Hammer +1 Smithing - worth 10 bronze
- Bronze tools +1 Smithing - worth 1 silver 50 bronze
- Bronze Hammer +2 Smithing - worth 1 silver 75 bronze
- Iron tools +2 Smithing - worth 20 silver
- Iron Hammer +4 Smithing - worth 15 silver
- Steel tools +4 Smithing - worth 2 gold 50 silver
- Steel Hammer +6 Smithing - worth 1 gold 20 silver
- Rusty Shovel +1 Farming - worth 10 bronze
- Basic Rod +1 Farming - worth 20 bronze
- Bronze Shovel +2 Farming - worth 1 silver 60 bronze
- Amateur Rod +2 Farming - worth 1 silver
- Iron Shovel +4 Farming - worth 17 silver 50 bronze
- Advanced Rod +4 Farming - worth 5 silver
- Steel Shovel +6 Farming - worth 1 gold 45 silver
- Pro Rod +6 Farming - worth 1 gold
- Primer +1 Book writing
- Bronze Talisman +1 Book writing - worth 2 silver
- Dictionary +2 Book writing
- Silver Talisman +2 Book writing - worth 22 silver 50 bronze
- Glossary +4 Book writing
- Golden Talisman +4 Book writing - worth 2 gold 50 silver
- Butcher's Kit +1 Anatomy
- Starter Alchemist's Kit +1 Anatomy
- Surgeon's Kit +2 Anatomy
- Alchemist's Kit +2 Anatomy
- Master Surgeon's Kit +4 Anatomy
- Good Alchemist's kit +4 Anatomy
- Factory Operative Costs the zombie 500 red tech points
- Magpie’s Eye Costs the zombie 500 red tech points
- Apprentice Carpenter Costs the zombie 200 red tech points
- Master Carpenter Costs the zombie 500 red tech points
- Novice Stonemason Costs the zombie 200 red tech points
- Master Stonemason Costs the zombie 500 red tech points
- Tailor Costs the zombie 100 red tech points
- Quarryman Costs the zombie 200 red tech points
- Logger Costs the zombie 200 red tech points
- Excavator Costs the zombie 50 red tech points
- Zombie Miner Costs the zombie 100 red tech points
- Puff Master Costs the zombie 200 red tech points
- Novice Blacksmith Costs the zombie 100 red tech points
- Advanced Blacksmith Costs the zombie 200 red tech points
- Master Blacksmith Costs the zombie 500 red tech points
- Impaler Costs the zombie 200 red tech points
- Blindseye Costs the zombie 200 red tech points
- Tin Can Costs the zombie 400 red tech points
- Undead Resilience Costs the zombie 400 red tech points
- Novice Fisherman Costs the zombie 200 green tech points
- The five zombie talent trees
- Sawhorse Building, no tool needed
- Circular Saw Building, no tool needed
- Chopping Spot Building, needs an axe
- Woodworking Workbench I Building, no tool needed
- Woodworking Workbench II Building, no tool needed
- Stonemason's Workbench Building, no tool needed
- Potter's Wheel Building, no tool needed
- Kiln Building, no tool needed
- Spinning Wheel Farming, no tool needed
- Weaving Loom Farming, no tool needed
- Sewing Table Building, no tool needed
- Sluice Box Smithing, no tool needed
- Furnace I Smithing, no tool needed
- Furnace II Smithing, no tool needed
- Wooden Anvil Smithing, needs a hammer
- Iron Anvil Smithing, needs a hammer
- Steel Anvil Smithing, needs a hammer
- Millstone Farming, no tool needed
- Kitchen Table Farming, no tool needed
- Kitchen Table II Farming, no tool needed
- Kitchen Oven Farming, no tool needed
- Kitchen Oven II Farming, no tool needed
- Brewing Stand Farming, no tool needed
- Vine Press Farming, no tool needed
- Fermentation Barrel Farming, no tool needed
- Wine Barrel Farming, no tool needed
- Formulation Bench Anatomy, no tool needed
- Writing Desk Book writing, no tool needed
- Paper Press Book writing, no tool needed
- Printing Press Book writing, no tool needed
- Jewelry Table Smithing, no tool needed
- Distillation Cube Anatomy, no tool needed
- Zombie Stone Quarry Makes 1 Stone, needs a pickaxe
- Zombie Marble Quarry Makes 1 Marble, needs a pickaxe
- Lumberjack stand Makes 1 Log and 2 Stick, needs an axe
- Zombie Miner Makes 1 Iron Ore and 2 Coal (10% chance of a Gem with Magpie’s Eye), needs a pickaxe
- Clay Digger Stand Makes 1 Clay, needs a shovel
- Sand Digger Stand Makes 1 Sand, needs a shovel
- Gardener Stand Plants seeds in and harvests the garden beds of the Garden or Vineyard, needs a shovel
- Zombie Supplier Station Its zombie supplies the workstation zombies of its area
- Porter Station Its zombie carries Stone, Marble, Log, Coal, Iron Ore, Clay, Sand, Beer and Wine to the Factory and Honey, Hops and Grapes to the Vineyard Basement
- Zombie Supply Porter Its zombie carries items off the conveyor line to the Supply Storage, one at a time
- Assembly bench I Building, works the conveyor line
- Assembly bench II Building, works the conveyor line
- Assembly bench III Building, works the conveyor line
- Smithy I Smithing, works the conveyor line
- Smithy II Smithing, works the conveyor line
- Kitchen I Farming, works the conveyor line
- Kitchen II Farming, works the conveyor line
- Assembly bench Building, works the conveyor line
- Zombie Carousel Takes zombies. 7 factory power, 10 with Belt Master
- Choir Holds 5 zombies. 1 church quality, and each zombie adds 1 (2 with Novice Musician, 4 with Skilled Musician or 7 with Maestro)
- Organ Holds 1 zombie. 5 church quality, and its zombie adds 1 (2 with Novice Musician, 4 with Skilled Musician or 7 with Maestro)
- Novice Musician Zombie perk: 2 church quality from its zombie in the Choir or Organ
- Skilled Musician Zombie perk: 4 church quality from its zombie in the Choir or Organ
- Maestro Zombie perk: 7 church quality from its zombie in the Choir or Organ
- Zombie Fighter Armor and a pike or bow; 4 zombies to a squad
- Barracks Up to 4 squad slots
- Enemy zombies 6 kinds attack in the battle waves
- Battles Defense power, squads and rewards
- +10 zombie limit For 1 week. Load: 2 Charged hypno-device. PR Machine I or higher
- +20 zombie limit For 2 weeks. Load: 10 Newspaper (any grade) and 3 Charged hypno-device. PR Machine II or higher
- +30 zombie limit For 3 weeks. Load: 20 Newspaper (silver or gold) and 5 Charged hypno-device. PR Machine III or higher
- +50 zombie limit For 4 weeks. Load: 100 Newspaper (silver or gold). PR Machine IV or higher
- +80 zombie limit For 5 weeks. Load: 100 Newspaper (gold). PR Machine V or higher
Related pages
- The six-day week Gluttony to Wrath: the event tied to each day and the quest that unlocks each day's wheel picture.
- Graveyard quality How skulls and wreaths score a grave, every headstone and decoration, and what the score pays.
- Energy and insanity What costs energy, what causes insanity, and every food and drink with its values.
- Money and trading Bronze, silver and gold, trader purses, town orders on Pride, Likes caps and the sources of income.
- Tech points Red, green and blue points: what the tree costs and where each colour comes from.
- FAQ Short answers with exact numbers: days, recipes, saving, zombies and fast travel.
- Pre-order bonus Where the Sauna and the platform outfit are, and what they do.























