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Battles

/battles

The Town

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 on the Day of Sloth only, at the guard post for the Town battles and at the looters' camp for the sewer battles, and fought with zombie squads and the defenses built around the base. Each one names a minimum defense power and a number of squads. A battle is won by capturing every enemy flag and still holding all of them when its waves end, and lost at once when the enemies take the Keeper's base or the Keeper's health runs out.

18
Battles
7
Arena rounds
144
Highest defense power
Sloth
Battle day
Defense power decides whether a battle can start

The number next to the sword is the total of the barricades and archer towers around the base plus the squads brought from the Barracks. Each barricade or tower adds its defense power (listed below); every squad zombie that carries both a pike or bow and armor adds the defense power of the two items; hired mercenaries add 8.

Enemy zombies, zombie fighters and mercenaries

Every battle

Break Through to the Port
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
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
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
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
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
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
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
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
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
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
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
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
Break Through to the Bathhouse Basement

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.

Final Battle
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
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
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.

Sewer Cleanup I
Sewer Cleanup I

1 squad, 6 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude.

Sewerena (The Sewer Arena)
Sewerena (The Sewer Arena)

7 arena rounds, from 36 to 116 defense power and 2 to 4 squads.

Defenses

Barricades and archer towers are built around the base. Their health and damage are set when the battle starts: War Supplier adds health to all of them, War Engineer adds damage to tower arrows and to spikes. Enemy zombies wear no armor, so nothing is taken off an arrow or a spike. A spiked barricade hits back every zombie whose blow damages it; a Spitter Zombie's spit is not answered.

Barricades and archer towers: the defense power each adds, its health, and the damage it deals to an enemy zombie.

Barricades and archer towers: the defense power each adds, its health, and the damage it deals to an enemy zombie.
DefenseDefense powerHealthDamage per arrowRangeSpikes: damage back per blow taken
Barricade I+2400 (440 with War Supplier)Does not shootNoneNone
Barricade II+4600 (660 with War Supplier)Does not shootNoneNone
Barricade III+6800 (880 with War Supplier)Does not shootNoneNone
Spiked Barricade I+2250 (275 with War Supplier)Does not shootNone3 (4 with War Engineer)
Spiked Barricade II+4450 (495 with War Supplier)Does not shootNone5 (7 with War Engineer)
Spiked Barricade III+6600 (660 with War Supplier)Does not shootNone7 (10 with War Engineer)
Fortified Barricade I+2600 (660 with War Supplier)Does not shootNoneNone
Fortified Barricade II+4800 (880 with War Supplier)Does not shootNoneNone
Fortified Barricade III+61000 (1100 with War Supplier)Does not shootNoneNone
Archer Tower I+2150 (200 with War Supplier)8 (12 with War Engineer)7None
Archer Tower II+4300 (400 with War Supplier)16 (20 with War Engineer)7None
Archer Tower III+6450 (550 with War Supplier)24 (30 with War Engineer)7None

Weapons

A hit deals the weapon's damage minus the target's armor, never less than 0. Enemy zombies wear no armor, so every number below is what one hit takes off an enemy zombie's health. A Door Zombie's door stops the arrows, sword blows and pike thrusts that hit it. The Keeper fights with the sword and the bow in the tool belt, and the bonuses below add up. Zombie fighters fight with a pike or a bow; the Fighter, Fighter II and Fighter III buffs from Damage Potions do not reach them, and God's fury only adds to their bows.

The Keeper's swords and bows: damage per hit on an enemy zombie, with each bonus, and the stamina one attack costs.

The Keeper's swords and bows: damage per hit on an enemy zombie, with each bonus, and the stamina one attack costs.
WeaponDamage per hitWith Sword MasterWith God's furyWith Fighter / Fighter II / Fighter IIIStamina per attack
Rusty Sword4667 / 10 / 1320
Bronze Sword5778 / 11 / 1420
Iron Sword79910 / 13 / 1620
Steel Sword10121213 / 16 / 1920
Master Sword13161516 / 19 / 2220
Simple Bow4No change77 / 10 / 1310
Reinforced Bow8No change1111 / 14 / 1710
Battle Bow15No change1818 / 21 / 2410
Heavy Bow22No change2525 / 28 / 3110

Zombie fighters' bows and pikes: damage per hit on an enemy zombie, range, pause between attacks, and the defense power a squad zombie gets from the weapon.

Zombie fighters' bows and pikes: damage per hit on an enemy zombie, range, pause between attacks, and the defense power a squad zombie gets from the weapon.
WeaponTypeDamage per hitWith the zombie perkWith God's furyRangePause between attacksDefense power
Simple BowBow47 (Blindseye)761 s (0.5 s with Zombie Motivation)+1
Reinforced BowBow811 (Blindseye)1161 s (0.5 s with Zombie Motivation)+1
Battle BowBow1518 (Blindseye)1861 s (0.5 s with Zombie Motivation)+2
Heavy BowBow2225 (Blindseye)2561 s (0.5 s with Zombie Motivation)+3
Simple PikePike24 (Impaler)No change20.65 s (0.325 s with Zombie Motivation)+1
Light PikePike46 (Impaler)No change20.65 s (0.325 s with Zombie Motivation)+1
Battle PikePike68 (Impaler)No change20.65 s (0.325 s with Zombie Motivation)+2
Knight's SpearPike1012 (Impaler)No change20.65 s (0.325 s with Zombie Motivation)+3

Armor

Body armor takes its defense off every hit its wearer takes, never below 0. The Keeper has 100 health and needs body armor and a sword in the tool belt to start a battle. A zombie fighter with the Tin Can perk takes 1 more off every hit.

Body armor: how much less damage every hit on its wearer deals, and the defense power a squad zombie gets from it.

Body armor: how much less damage every hit on its wearer deals, and the defense power a squad zombie gets from it.
ArmorA hit on the Keeper or a zombie fighter wearing it dealsOn a zombie fighter with Tin CanDefense power
Rusty Armorthe full damage1 less damage+0
Bronze Armor1 less damage2 less damage+1
Iron Armor2 less damage3 less damage+2
Steel Armor3 less damage4 less damage+3
Master Armor4 less damage5 less damage+4

Mercenaries

The four mercenaries from the Barracks fight as one squad: they take one of the battle's squad places and add 8 defense power. One payment hires them until a battle is won with them; a lost battle does not use it up. They 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 money.

Two fight with pikes and deal 4 damage per hit; two fight with bows and deal 8 damage per hit. The Fighter, Fighter II and Fighter III buffs from Damage Potions and God's fury do not change their hits.

Mercenary price, rising after each battle won with them.

Mercenary price, rising after each battle won with them.
HirePrice
First hire5 silver
After 1 win with them7 silver 50 bronze
After 2 wins with them10 silver
After 3 wins with them15 silver
After 4 wins with them20 silver
After 5 wins with them1 gold
After the quest Inflation3 Wine (gold quality)

Battle potions

Healing Potion
Healing Potion

2 red runes. Restores 20 of the Keeper's 100 health.

Healing Potion II
Healing Potion II

4 red runes. Restores 40 of the Keeper's 100 health.

Healing Potion III
Healing Potion III

5 red runes. Restores the Keeper's health in full (100).

Damage Potion
Damage Potion

1 red, 1 green runes. Grants Fighter: +3 damage per hit with the Keeper's swords and bows for 30 s; zombie fighters, mercenaries and archer towers do not gain it.

Damage Potion II
Damage Potion II

2 red, 2 green runes. Grants Fighter II: +6 damage per hit with the Keeper's swords and bows for 30 s; zombie fighters, mercenaries and archer towers do not gain it.

Damage Potion III
Damage Potion III

3 red, 3 green runes. Grants Fighter III: +9 damage per hit with the Keeper's swords and bows for 30 s; zombie fighters, mercenaries and archer towers do not gain it.

Zombie Motivator Potion
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
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
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
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
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
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.

Battle questions

When can a battle not start?

When it is not the Day of Sloth, when the Keeper has no sword or no body armor in the tool belt, 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, up to 4; Break Through to the Port, Eastern Districts: Active Scouting, Central Districts Purge: Part I and Break Through to the Bathhouse Basement each award one. A squad holds 4 zombies, and a zombie only fights 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.