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== Survivor missions ==
== Survivor missions ==
Jobs are grouped into '''Missions''', '''Camp''', '''[[Medical Bay|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.
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.
Active, injured, or insane survivors cannot be assigned.

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.