Skip to content

Survivors: Difference between revisions

From Zed City Wiki

(Apply managed wiki content)
(Apply managed wiki content)
 
(20 intermediate revisions by the same user not shown)
Line 1: Line 1:
'''Survivors''' are people you rescue and bring back to your [[Stronghold]]. They can be developed into specialists and sent on timed jobs to collect rewards, support the camp, recover, or study. Your own player character and your recruited survivors have separate levels and stats.
'''Survivors''' are people rescued through [[Quests]] and brought back to your [[Stronghold]]. They gain levels independently and can be assigned to timed jobs.


== Unlocking survivors ==
== Capacity ==
Follow [[Quests]] to rescue your first survivors and introduce the system. Open '''Stronghold > Survivors''' to see everyone you have recruited.
Your survivor capacity is increased by building and upgrading [[Survivor Camp|Survivor Camps]].


Your survivor count is limited by your stronghold's capacity. Build and upgrade '''[[Survivor Camp|Survivor Camps]]''' to increase that limit. The top of the Survivors page shows your current count and capacity, together with the number of idle and active survivors.
== Stats and levels ==
The five working stats are '''Attack''', '''Defense''', '''Engineering''', '''Charisma''', and '''Scouting'''. Jobs may require a minimum combined team total in one or more stats.


== Reading a survivor card ==
Survivors earn Survivor XP from their work. Survivor XP is separate from the player XP earned by your account. Every level after level 1 grants an attribute point. A survivor's total stats combine base values, assigned attribute points, traits, and magazine bonuses.
Each card gives you a quick view of that survivor:
* '''Level''' and progress toward the next level.
* '''Attack''' and '''Defense'''.
* '''Engineering''', '''Charisma''', and '''Scouting'''.
* '''Health''', '''Morale''', and '''Insanity''' bars.
* Their current status and, while working or resting, a timer.


A survivor with no current assignment is shown as '''Idle'''. A finished assignment is shown as '''Waiting''' until you open it and finish collecting the result. Survivors with no health are '''Injured''', while survivors whose Insanity has reached its maximum are '''Insane'''; either condition prevents them from being assigned.
== Traits ==
Traits are lasting effects that can change a survivor's stats, including their maximum Health, Morale, or Insanity. Some survivor missions can add positive or negative traits as part of their outcome.


Select a card to open that survivor's details. From here you can set a nickname, inspect their full stat breakdown, see their current assignment or recovery timer, review missions completed, and open their personal journal.
{{#zed_list:survivor_traits}}


== Stats, levels, and traits ==
== Removing negative traits ==
The five working stats are '''Attack''', '''Defense''', '''Engineering''', '''Charisma''', and '''Scouting'''. Jobs can require one survivor or a team and may set minimum totals for one or more of these stats. When building a team, the assignment screen compares the team's combined totals with the job's requirements.
Some survivor jobs can remove specific negative traits. Removal may be guaranteed or chance-based, depending on the job. For example, '''Apply First Aid''' can remove Deep Cut and Blisters, while '''Eat together''' can remove Lonely. Check a job's effects to see which traits it can remove.


Survivors earn XP from their work and level independently. Every level after level 1 provides an attribute point. A level-up marker appears on the survivor card when points are waiting to be spent. Open the survivor, choose '''Stats''', then use '''Level Up''' to assign available points.
Eligible traits can also be selected for removal through '''Reset Survivor'''. '''DNA''' traits are permanent and cannot be removed.


A survivor's displayed total can combine several sources:
== Resetting a survivor ==
* Their base stat.
'''Reset Survivor''' returns spent attribute points, removes any eligible traits selected in the reset screen, restores Health and Morale to their maximum values, and clears Insanity.
* Attribute points you have assigned.
* Bonuses or penalties from traits.
* Magazine bonuses for Engineering, Charisma, or Scouting.


Traits can also change maximum Health, Morale, or Insanity. The detailed Stats view separates these sources so you can see why each total has its current value.
Each account starts with three free Survivor Resets. Each free reset consumes one; after all three have been used, further resets cost '''25 Zed Coin''' each. A survivor cannot be reset while busy or while a reset cooldown is active.


The '''Reset Survivor''' option returns spent attribute points and lets you remove eligible traits. Traits marked '''DNA''' are permanent and cannot be removed. A reset may require the resources shown in its confirmation window, or it can consume one free survivor reset when you have one. Resets are subject to the cooldown displayed on the Stats page, and a busy survivor cannot be reset.
== Survivor missions ==
Jobs are grouped into '''Missions''', '''Camp''', '''Med Bay''', and '''Library'''. Each job defines its team size, combined stat requirements, item costs, duration, risks, and possible rewards. Multiple complete teams can run the same job.


== Assigning survivors ==
Active, injured, or insane survivors cannot be assigned.
# Select '''Assign Survivors''' at the top of the Survivors page.
# Choose a job. Available work is organised into '''Missions''', '''Camp''', '''[[Medical Bay|Med Bay]]''', and '''Library''' tabs. Tabs only appear when they contain available work.
# For a mission, expand its difficulty and location, then select the job. You can mark frequently used jobs with a star so they also appear in your favourites.
# Select the required survivor or survivors.
# Choose the number of mission attempts, check the total time and item cost, then select '''Assign'''.


Read the job card before choosing a team. It shows the time, stat and team-size requirements, required items, possible rewards, and any location recovery timer. An unavailable job cannot be selected.
'''Required stats''' are combined team totals. '''Items required''' are the base cost for one team and one attempt. Each selected team receives its own assignment, and multiple teams run independently in parallel. Mission Attempts apply separately to every team, so each team's duration is the mission duration multiplied by its attempts; adding parallel teams does not multiply the wall-clock duration.


Some jobs need a team of a specific size. Survivors are grouped into teams in the order you select them, and every team must be full and meet the displayed combined-stat requirements. The team indicators turn valid only when those conditions are satisfied. You may assign more than one complete team to the same job at once.
Consumable requirements multiply by both attempts and teams. Reusable equipment is reserved once per team rather than once per attempt. Rewards roll separately for every attempt made by every team.


Only available survivors can be selected. A survivor who is already active, has no health, or has reached maximum Insanity must first become available again.
{{#zed_list:survivor_jobs}}


== Attempts, time, and required items ==
== XP distribution ==
'''Mission Attempts''' repeats the selected job for each assigned team. Increasing the attempt count increases the total duration and multiplies consumable item requirements. Equipment with durability is treated as reusable for the assignment rather than consumed once per attempt. The selector automatically limits the number of attempts to what the job and your available items allow.
On a team job, the Survivor XP shown for each attempt is shared across the team. It is not awarded in full to every survivor.


Check the final item list carefully before assigning several teams: item requirements apply to each team, while consumable costs also scale with the number of attempts.
The game divides Survivor XP in proportion to each survivor's level:


== Finishing, cancelling, and recovery ==
* A survivor's share is the total Survivor XP multiplied by their level, then divided by the team's combined levels.
An active survivor's card shows the assignment and its remaining time. When the timer ends, open that survivor and use the job's finish button to collect the result. The '''Completed Jobs''' panel on the main Survivors page records recent results, and each survivor's '''Journal''' shows their own history. The Stats page also totals how many times that survivor has completed each kind of job.
* Survivors at the same level receive equal shares.
* Higher-level survivors receive a larger share than lower-level teammates.


You can cancel an active job from the survivor card or the survivor's detail page. Long jobs ask for confirmation. Cancellation completes the job early, so review the confirmation and current rewards before proceeding.
For example, if a level 10 survivor and a level 20 survivor share 100 Survivor XP, they receive approximately 33.333 and 66.666 Survivor XP respectively. If a job shows a range, the game first rolls the team's total Survivor XP for that attempt and then divides it between the survivors.


Some outcomes reduce Health or Morale or increase Insanity. Use suitable '''[[Medical Bay|Med Bay]]''' work and recovery options when a survivor needs attention. A resting survivor shows the time until their next recovery.
== Attempts and recovery ==
For example, sending two teams on three attempts creates two parallel assignments. Each team takes three times the mission's base duration, rewards roll six times in total, and consumables cost six times the amount shown for one team and one attempt. Each team reserves its own reusable equipment once.


== Useful tips ==
Assignments complete automatically when their timers end. Survivors enter recovery automatically when a mission ends or is canceled, then become idle again once recovered.
* Rescue survivors through quests before investing heavily in extra capacity.
* Build or upgrade [[Survivor Camp|Survivor Camps]] before reaching your current limit.
* Match the whole team's combined stats to a mission instead of judging one survivor in isolation.
* Spend attribute points toward the jobs you want that survivor to perform.
* Compare possible rewards with time, item costs, and risks before repeating a mission many times.
* Check completed-job notifications and journals so finished work does not get overlooked.

Latest revision as of 01:18, 21 September 2026

Survivors are people rescued through Quests and brought back to your Stronghold. They gain levels independently and can be assigned to timed jobs.

Capacity

Your survivor capacity is increased by building and upgrading Survivor Camps.

Stats and levels

The five working stats are Attack, Defense, Engineering, Charisma, and Scouting. Jobs may require a minimum combined team total in one or more stats.

Survivors earn Survivor XP from their work. Survivor XP is separate from the player XP earned by your account. Every level after level 1 grants an attribute point. A survivor's total stats combine base values, assigned attribute points, traits, and magazine bonuses.

Traits

Traits are lasting effects that can change a survivor's stats, including their maximum Health, Morale, or Insanity. Some survivor missions can add positive or negative traits as part of their outcome.

TraitEffects
Adaptable+10 Morale Max
Adrenaline Junky+10 Attack
Agitated-5 Morale Max
Bad Back+5 Engineering; -25 Health Max
Blisters-50 Health Max
Charming+5 Charisma
Common Cold-25 Health Max; -10 Morale Max
Deep cut-10 Health Max
Depressed-10 Morale Max
Elderly+5 Charisma; -5 Health Max
Flu-50 Health Max; -50 Morale Max
Frostbite-75 Health Max
Germ Resistant+10 Health Max
Heatstroke-75 Health Max
Heavy Drinker-10 Health Max
Hyperactive+10 Scouting
Lonely-5 Morale Max; -15 Insanity Max
Natural Leader+5 Charisma; +5 Scouting; -10 Insanity Max
Optimistic+10 Morale Max
Pessimistic+15 Defense; -5 Morale Max
Smart+5 Engineering; -25 Insanity Max
Thick Skin+5 Defense
Too Smart+15 Engineering; -50 Insanity Max
Traumatized-5 Morale Max; -50 Insanity Max
Weapons Specialist+10 Attack

Removing negative traits

Some survivor jobs can remove specific negative traits. Removal may be guaranteed or chance-based, depending on the job. For example, Apply First Aid can remove Deep Cut and Blisters, while Eat together can remove Lonely. Check a job's effects to see which traits it can remove.

Eligible traits can also be selected for removal through Reset Survivor. DNA traits are permanent and cannot be removed.

Resetting a survivor

Reset Survivor returns spent attribute points, removes any eligible traits selected in the reset screen, restores Health and Morale to their maximum values, and clears Insanity.

Each account starts with three free Survivor Resets. Each free reset consumes one; after all three have been used, further resets cost 25 Zed Coin each. A survivor cannot be reset while busy or while a reset cooldown is active.

Survivor missions

Jobs are grouped into Missions, Camp, Med Bay, and Library. Each job defines its team size, combined stat requirements, item costs, duration, risks, and possible rewards. Multiple complete teams can run the same job.

Active, injured, or insane survivors cannot be assigned.

Required stats are combined team totals. Items required are the base cost for one team and one attempt. Each selected team receives its own assignment, and multiple teams run independently in parallel. Mission Attempts apply separately to every team, so each team's duration is the mission duration multiplied by its attempts; adding parallel teams does not multiply the wall-clock duration.

Consumable requirements multiply by both attempts and teams. Reusable equipment is reserved once per team rather than once per attempt. Rewards roll separately for every attempt made by every team.

Missions — Easy

JobLocationTime per attemptTeam sizeRequired statsItems requiredPossible rewardsEffects / notes
Scout the areaOpen Meadow5 seconds1NoneNoneNoneHealth −0.01; Morale −0.2; Insanity +0.01; Survivor XP +0.35; A quick scouting job that earns a small amount of Survivor XP.
Trap local wildlifeOpen Meadow45 seconds1Scouting ≥ 51 × LogsHide × 1 (8%)Survivor XP +3-5; Morale −0.5
Hunt local wildlifeOpen Meadow10 minutes1Scouting ≥ 2510 × ArrowsAnimal Meat × 1 (1%); Hide × 1 (50%)Health −1-2; Survivor XP +35-40
Hunt local wildlifeOpen Meadow10 minutes2Scouting ≥ 5010 × ArrowsAnimal Meat × 1 (1%); Hide × 2 (50%)Health −1-2; Survivor XP +40-45
Hunt local wildlifeOpen Meadow10 minutes2Scouting ≥ 7510 × ArrowsAnimal Meat × 2 (1%); Hide × 3 (50%)Health −1-2; Survivor XP +45-50
Hunt local wildlifeOpen Meadow10 minutes2Scouting ≥ 10010 × ArrowsAnimal Meat × 3 (1%); Hide × 4 (50%)Health −1-2; Survivor XP +50-55
Collect scrap materialsReclaim Zone2 minutes1Engineering ≥ 5NoneScrap × 1 (25%)Morale −0.2; Insanity +0.1; Survivor XP +2-3
Separate ScrapReclaim Zone10 minutes1Engineering ≥ 252 × ScrapDirty Water × 1-2 (10%)Survivor XP +40-45; Morale −2; Insanity +2
Use RecyclerReclaim Zone10 minutes1Engineering ≥ 502 × ScrapFuel × 1-2 (0.45%)Survivor XP +45-50; Morale −2; Insanity +2
Mechanical SeparatorReclaim Zone10 minutes1Engineering ≥ 752 × ScrapDirty Water × 3-4 (0.45%)Survivor XP +50-55; Morale −2; Insanity +2
Mechanical RecyclerReclaim Zone10 minutes1Engineering ≥ 1002 × ScrapFuel × 3-4 (0.45%)Survivor XP +55-60; Morale −2; Insanity +2
Relax in SpringsFishing Reserve6 minutes1NoneNoneNoneSurvivor XP +0.1; Morale +1.1; Gradually removes Heatstroke and Frostbite.
Set Fish BasketFishing Reserve2 minutes1Scouting ≥ 51 × LogsBass × 1 (30%)Survivor XP +10-12; Morale −0.05
Send out fishingFishing Reserve6 minutes2Scouting ≥ 201 × Wooden Fishing RodBass × 1 (90%)Survivor XP +1-2; Morale +0.5; Catch fish, with a chance to remove the Lonely trait.
Send out fishingFishing Reserve6 minutes2Scouting ≥ 501 × Wooden Fishing RodBass × 1 (90%); Carp × 1 (10%); Perch × 1 (1%)Survivor XP +2-3; Morale +0.5; Catch fish, with a chance to remove the Lonely trait.
Send out fishingFishing Reserve6 minutes2Scouting ≥ 751 × Steel Fishing RodCarp × 1 (90%); Perch × 1 (10%); Angelfish × 1 (1%)Survivor XP +3-4; Morale +0.5; Catch fish, with a chance to remove the Lonely trait.
Send out fishingFishing Reserve6 minutes3Scouting ≥ 1001 × Pro Fishing RodPerch × 1 (90%); Angelfish × 1 (2.5%); Barnaclefish × 1 (1%)Survivor XP +4-5; Morale +0.5; Catch fish, with a chance to remove the Lonely trait.
Chop BramblesLogging Camp10 minutes1Scouting ≥ 51 × HatchetLogs × 1 (100%)Health −0.01; Morale −0.5; Survivor XP +40-50; Repeated attempts can cause the Blisters trait.
Chop SoftwoodLogging Camp10 minutes1Scouting ≥ 251 × HatchetLogs × 2 (100%)Health −0.01; Morale −0.5; Survivor XP +45-55; Repeated attempts can cause the Blisters trait.
Chop HardwoodLogging Camp10 minutes1Scouting ≥ 501 × HatchetLogs × 3 (100%)Health −0.01; Morale −0.5; Survivor XP +55-60; Repeated attempts can cause the Blisters trait.
Chop Pine TreeLogging Camp10 minutes1Scouting ≥ 751 × HatchetLogs × 4 (100%)Health −0.01; Morale −0.5; Survivor XP +60-70; Repeated attempts can cause the Blisters trait.
Chop Grand OakLogging Camp10 minutes1Scouting ≥ 1001 × HatchetLogs × 5 (100%)Health −0.01; Morale −0.5; Survivor XP +65-75; Repeated attempts can cause the Blisters trait.
Siphon fuelFuel Depot1 day1Scouting ≥ 50; Engineering ≥ 755 × LockpickFuel × 5-7 (100%); Car Parts × 25 (10%)Health −1-10; Morale −2-6
Clear out BanditsFuel Depot1 day3Attack ≥ 90; Engineering ≥ 90; Scouting ≥ 901 × Green access pass; 10 × Rifle AmmoFuel × 12-35 (100%); Old Survivors Journal × 1 (100%); Modern Survivors Journal × 1 (12%); Military Survivors Journal × 1 (6%); Prisoner × 1 (75%)Health −100-125; Morale −2; Insanity +1; Survivor XP +55

Missions — Medium

JobLocationTime per attemptTeam sizeRequired statsItems requiredPossible rewardsEffects / notes
Trade With Nearby CampConstruction Yard1 day1Charisma ≥ 1010 × BrickMoney × 20000 (100%); Hiking Magazine × 1 (25%)Survivor XP +150
Raid Nearby CampConstruction Yard12 hours2Attack ≥ 10; Engineering ≥ 10100 × Pistol AmmoPrisoner × 1 (25%); Old Survivors Journal × 1-2 (35%); Money × 10000-20000 (100%); Beer × 1-3 (100%)Health −1-150; Morale −1-150; Survivor XP +150; Completing this raid makes the area unavailable for 4 days.
Trade With Nearby CampDemolition Site1 day1Charisma ≥ 251 × ExplosivesMoney × 52000 (100%); Hiking Magazine × 1 (30%)Survivor XP +150
Raid Nearby CampDemolition Site12 hours2Attack ≥ 10; Engineering ≥ 101 × ExplosivesPrisoner × 1 (20%); Old Survivors Journal × 1-2 (35%); Money × 25000-50000 (100%); Beer × 3-6 (100%)Health −1-175; Morale −1-200; Survivor XP +150; Completing this raid makes the area unavailable for 4 days.
Trade With Nearby CampOil Refinery1 day1Charisma ≥ 501 × Fuel ContainerMoney × 52000 (100%); Business Magazine × 1 (30%)Survivor XP +150
Clear out Oil BaronOil Refinery10 minutes2Attack ≥ 901 × Blue access pass; 10 × Rifle AmmoOil × 10-100 (100%); Old Survivors Journal × 1 (100%); Modern Survivors Journal × 1 (12%); Military Survivors Journal × 1 (6%)Health −100-125; Morale −2; Insanity +1; Survivor XP +55
Trade With Nearby CampResearch Facility1 day2Charisma ≥ 7510 × Reinforced PaneMoney × 50000 (100%); Science Magazine × 1 (30%)Survivor XP +5000-6500; Morale −1; The location is freezing cold. Travel can cause Frostbite.
Raid Nearby CampResearch Facility1 day3Attack ≥ 75; Engineering ≥ 251 × ExplosivesPrisoner × 1 (40%); Modern Survivors Journal × 1 (30%); Water × 5-10 (100%); Mixed Vegetables × 5-10 (100%); Beer × 5-8 (100%)Health −1-200; Morale −1-200; Survivor XP +6000-7000; Completing this raid makes the area unavailable for 4 days. Travel can cause Frostbite.
Trade With Nearby CampAbandoned Quarry1 day1Charisma ≥ 1001 × ExplosivesMoney × 55000-75000 (100%); Science Magazine × 1 (30%)Survivor XP +7000-8000; Travel can cause Heatstroke.
Raid Nearby CampAbandoned Quarry1 day3Attack ≥ 100; Engineering ≥ 1001 × ExplosivesPrisoner × 1 (40%); Military Survivors Journal × 1 (25%); Water × 5-10 (100%); Cement × 1-5 (100%); Beer × 5-10 (100%)Health −1-250; Morale −1-200; Survivor XP +7500-9000; Completing this raid makes the area unavailable for 4 days. Travel can cause Heatstroke.

Missions — Hard

JobLocationTime per attemptTeam sizeRequired statsItems requiredPossible rewardsEffects / notes
Clear out CrawlersData Center10 minutes1Attack ≥ 101 × Pistol AmmoZed Juice × 1-2 (10%); Pistol Ammo × 1 (25%)Health −10-25; Morale −0.1; Insanity +0.5; Survivor XP +15
Clear out ZombiesData Center10 minutes1Attack ≥ 202 × Pistol AmmoZed Juice × 3-4 (10%); Pistol Ammo × 1-2 (25%)Health −10-25; Morale −0.1; Insanity +0.5; Survivor XP +20
Clear out BloatersMilitary Base10 minutes1Attack ≥ 301 × Shotgun SlugZed Juice × 5-6 (10%); Shotgun Slug × 1 (25%)Health −25-50; Morale −1; Insanity +0.5; Survivor XP +25
Clear out Undead SoldiersMilitary Base10 minutes1Attack ≥ 402 × Shotgun SlugZed Juice × 6-7 (10%); Shotgun Slug × 1-2 (25%)Health −25-50; Morale −1; Insanity +0.5; Survivor XP +30
Clear out SpittersIndustrial Foundry10 minutes1Attack ≥ 501 × Rifle AmmoZed Juice × 7-8 (10%); Rifle Ammo × 1 (25%)Health −50-75; Morale −1.5; Insanity +0.5; Survivor XP +40
Clear out LurchersIndustrial Foundry10 minutes1Attack ≥ 602 × Rifle AmmoZed Juice × 8-9 (10%); Rifle Ammo × 1-2 (25%)Health −50-75; Morale −1.5; Insanity +0.5; Survivor XP +45
Clear out Undead WorkmanJunkyard10 minutes1Attack ≥ 703 × Rifle AmmoZed Juice × 9-10 (10%); Rifle Ammo × 1-3 (25%)Health −75-100; Morale −2; Insanity +1; Survivor XP +50
Clear out Undead SupervisorJunkyard10 minutes1Attack ≥ 804 × Rifle AmmoZed Juice × 11-12 (10%); Rifle Ammo × 1-4 (25%)Health −100-125; Morale −2; Insanity +1; Survivor XP +55
Clear out Junkyard KingJunkyard10 minutes1Attack ≥ 901 × Yellow access pass; 10 × Rifle AmmoZed Juice × 50-100 (100%); Old Survivors Journal × 1 (33%); Modern Survivors Journal × 1 (12%); Military Survivors Journal × 1 (6%)Health −100-125; Morale −2; Insanity +1; Survivor XP +55

Camp

JobTime per attemptTeam sizeRequired statsItems requiredEffects / notes
Consume Beer30 seconds1None1 × BeerMorale +50; High Morale helps survivors keep working. Also removes the Agitated trait.
Eat together30 seconds3None1 × SandwichMorale +150; Health +25; All three survivors gain Morale and Health.

Medical Bay

JobTime per attemptTeam sizeRequired statsItems requiredEffects / notes
Apply First Aid1 minute1None1 × Small Med KitHealth +500; Uses a Small Med Kit to treat Deep Cut and Blisters.
Relax by Fire15 minutes1None150 × LogsInsanity −15; Relax by the fire to reduce Insanity.
Tend to wounds10 minutes1None1 × BandageHealth +25
Therapy10 minutes2Charisma ≥ 25NoneInsanity −100; Reduces Insanity and gradually removes the Traumatized and Depressed traits.

Library

JobTime per attemptTeam sizeRequired statsItems requiredEffects / notes
Read Business Magazine1 hour1None1 × Business MagazineGain +1 Charisma from reading this magazine.
Read Free Survivors Journal15 seconds1None1 × Free Survivors JournalSurvivor XP +250
Read Hiking Magazine1 hour1None1 × Hiking MagazineGain +1 Scouting from reading this magazine.
Read Military Survivors Journal30 seconds1None1 × Military Survivors JournalSurvivor XP +1115
Read Modern Survivors Journal30 seconds1None1 × Modern Survivors JournalSurvivor XP +550
Read Old Survivors Journal30 seconds1None1 × Old Survivors JournalSurvivor XP +250
Read Science Magazine1 hour1None1 × Science MagazineGain +1 Engineering from reading this magazine.

XP distribution

On a team job, the Survivor XP shown for each attempt is shared across the team. It is not awarded in full to every survivor.

The game divides Survivor XP in proportion to each survivor's level:

  • A survivor's share is the total Survivor XP multiplied by their level, then divided by the team's combined levels.
  • Survivors at the same level receive equal shares.
  • Higher-level survivors receive a larger share than lower-level teammates.

For example, if a level 10 survivor and a level 20 survivor share 100 Survivor XP, they receive approximately 33.333 and 66.666 Survivor XP respectively. If a job shows a range, the game first rolls the team's total Survivor XP for that attempt and then divides it between the survivors.

Attempts and recovery

For example, sending two teams on three attempts creates two parallel assignments. Each team takes three times the mission's base duration, rewards roll six times in total, and consumables cost six times the amount shown for one team and one attempt. Each team reserves its own reusable equipment once.

Assignments complete automatically when their timers end. Survivors enter recovery automatically when a mission ends or is canceled, then become idle again once recovered.