Survivors: Difference between revisions
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Assignments complete automatically when their timers end. Survivors enter recovery automatically when a mission ends or is canceled, then become idle again once recovered. | Assignments complete automatically when their timers end. Survivors enter recovery automatically when a mission ends or is canceled, then become idle again once recovered. | ||
Some outcomes reduce Health or Morale or increase Insanity | Some outcomes reduce Health or Morale or increase Insanity. | ||
Revision as of 00:46, 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 can also change maximum Health, Morale, or Insanity. Reset Survivor returns spent attribute points and removes eligible traits; DNA traits are permanent. Resets may require resources or a free reset, are subject to a cooldown, and cannot be used while the survivor is busy.
| Trait | Effects |
|---|---|
| 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 |
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
| Job | Location | Time per attempt | Team size | Required stats | Items required | Possible rewards | Effects / notes |
|---|---|---|---|---|---|---|---|
| Scout the area | Open Meadow | 5 seconds | 1 | None | None | None | Health −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 wildlife | Open Meadow | 45 seconds | 1 | Scouting ≥ 5 | 1 × Logs | Hide × 1 (8%) | Survivor XP +3-5; Morale −0.5 |
| Hunt local wildlife | Open Meadow | 10 minutes | 1 | Scouting ≥ 25 | 10 × Arrows | Animal Meat × 1 (1%); Hide × 1 (50%) | Health −1-2; Survivor XP +35-40 |
| Hunt local wildlife | Open Meadow | 10 minutes | 2 | Scouting ≥ 50 | 10 × Arrows | Animal Meat × 1 (1%); Hide × 2 (50%) | Health −1-2; Survivor XP +40-45 |
| Hunt local wildlife | Open Meadow | 10 minutes | 2 | Scouting ≥ 75 | 10 × Arrows | Animal Meat × 2 (1%); Hide × 3 (50%) | Health −1-2; Survivor XP +45-50 |
| Hunt local wildlife | Open Meadow | 10 minutes | 2 | Scouting ≥ 100 | 10 × Arrows | Animal Meat × 3 (1%); Hide × 4 (50%) | Health −1-2; Survivor XP +50-55 |
| Collect scrap materials | Reclaim Zone | 2 minutes | 1 | Engineering ≥ 5 | None | Scrap × 1 (25%) | Morale −0.2; Insanity +0.1; Survivor XP +2-3 |
| Separate Scrap | Reclaim Zone | 10 minutes | 1 | Engineering ≥ 25 | 2 × Scrap | Dirty Water × 1-2 (10%) | Survivor XP +40-45; Morale −2; Insanity +2 |
| Use Recycler | Reclaim Zone | 10 minutes | 1 | Engineering ≥ 50 | 2 × Scrap | Fuel × 1-2 (0.45%) | Survivor XP +45-50; Morale −2; Insanity +2 |
| Mechanical Separator | Reclaim Zone | 10 minutes | 1 | Engineering ≥ 75 | 2 × Scrap | Dirty Water × 3-4 (0.45%) | Survivor XP +50-55; Morale −2; Insanity +2 |
| Mechanical Recycler | Reclaim Zone | 10 minutes | 1 | Engineering ≥ 100 | 2 × Scrap | Fuel × 3-4 (0.45%) | Survivor XP +55-60; Morale −2; Insanity +2 |
| Relax in Springs | Fishing Reserve | 6 minutes | 1 | None | None | None | Survivor XP +0.1; Morale +1.1; Gradually removes Heatstroke and Frostbite. |
| Set Fish Basket | Fishing Reserve | 2 minutes | 1 | Scouting ≥ 5 | 1 × Logs | Bass × 1 (30%) | Survivor XP +10-12; Morale −0.05 |
| Send out fishing | Fishing Reserve | 6 minutes | 2 | Scouting ≥ 20 | 1 × Wooden Fishing Rod | Bass × 1 (90%) | Survivor XP +1-2; Morale +0.5; Catch fish, with a chance to remove the Lonely trait. |
| Send out fishing | Fishing Reserve | 6 minutes | 2 | Scouting ≥ 50 | 1 × Wooden Fishing Rod | Bass × 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 fishing | Fishing Reserve | 6 minutes | 2 | Scouting ≥ 75 | 1 × Steel Fishing Rod | Carp × 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 fishing | Fishing Reserve | 6 minutes | 3 | Scouting ≥ 100 | 1 × Pro Fishing Rod | Perch × 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 Brambles | Logging Camp | 10 minutes | 1 | Scouting ≥ 5 | 1 × Hatchet | Logs × 1 (100%) | Health −0.01; Morale −0.5; Survivor XP +40-50; Repeated attempts can cause the Blisters trait. |
| Chop Softwood | Logging Camp | 10 minutes | 1 | Scouting ≥ 25 | 1 × Hatchet | Logs × 2 (100%) | Health −0.01; Morale −0.5; Survivor XP +45-55; Repeated attempts can cause the Blisters trait. |
| Chop Hardwood | Logging Camp | 10 minutes | 1 | Scouting ≥ 50 | 1 × Hatchet | Logs × 3 (100%) | Health −0.01; Morale −0.5; Survivor XP +55-60; Repeated attempts can cause the Blisters trait. |
| Chop Pine Tree | Logging Camp | 10 minutes | 1 | Scouting ≥ 75 | 1 × Hatchet | Logs × 4 (100%) | Health −0.01; Morale −0.5; Survivor XP +60-70; Repeated attempts can cause the Blisters trait. |
| Chop Grand Oak | Logging Camp | 10 minutes | 1 | Scouting ≥ 100 | 1 × Hatchet | Logs × 5 (100%) | Health −0.01; Morale −0.5; Survivor XP +65-75; Repeated attempts can cause the Blisters trait. |
| Siphon fuel | Fuel Depot | 1 day | 1 | Scouting ≥ 50; Engineering ≥ 75 | 5 × Lockpick | Fuel × 5-7 (100%); Car Parts × 25 (10%) | Health −1-10; Morale −2-6 |
| Clear out Bandits | Fuel Depot | 1 day | 3 | Attack ≥ 90; Engineering ≥ 90; Scouting ≥ 90 | 1 × Green access pass; 10 × Rifle Ammo | Fuel × 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
| Job | Location | Time per attempt | Team size | Required stats | Items required | Possible rewards | Effects / notes |
|---|---|---|---|---|---|---|---|
| Trade With Nearby Camp | Construction Yard | 1 day | 1 | Charisma ≥ 10 | 10 × Brick | Money × 20000 (100%); Hiking Magazine × 1 (25%) | Survivor XP +150 |
| Raid Nearby Camp | Construction Yard | 12 hours | 2 | Attack ≥ 10; Engineering ≥ 10 | 100 × Pistol Ammo | Prisoner × 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 Camp | Demolition Site | 1 day | 1 | Charisma ≥ 25 | 1 × Explosives | Money × 52000 (100%); Hiking Magazine × 1 (30%) | Survivor XP +150 |
| Raid Nearby Camp | Demolition Site | 12 hours | 2 | Attack ≥ 10; Engineering ≥ 10 | 1 × Explosives | Prisoner × 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 Camp | Oil Refinery | 1 day | 1 | Charisma ≥ 50 | 1 × Fuel Container | Money × 52000 (100%); Business Magazine × 1 (30%) | Survivor XP +150 |
| Clear out Oil Baron | Oil Refinery | 10 minutes | 2 | Attack ≥ 90 | 1 × Blue access pass; 10 × Rifle Ammo | Oil × 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 Camp | Research Facility | 1 day | 2 | Charisma ≥ 75 | 10 × Reinforced Pane | Money × 50000 (100%); Science Magazine × 1 (30%) | Survivor XP +5000-6500; Morale −1; The location is freezing cold. Travel can cause Frostbite. |
| Raid Nearby Camp | Research Facility | 1 day | 3 | Attack ≥ 75; Engineering ≥ 25 | 1 × Explosives | Prisoner × 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 Camp | Abandoned Quarry | 1 day | 1 | Charisma ≥ 100 | 1 × Explosives | Money × 55000-75000 (100%); Science Magazine × 1 (30%) | Survivor XP +7000-8000; Travel can cause Heatstroke. |
| Raid Nearby Camp | Abandoned Quarry | 1 day | 3 | Attack ≥ 100; Engineering ≥ 100 | 1 × Explosives | Prisoner × 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
| Job | Location | Time per attempt | Team size | Required stats | Items required | Possible rewards | Effects / notes |
|---|---|---|---|---|---|---|---|
| Clear out Crawlers | Data Center | 10 minutes | 1 | Attack ≥ 10 | 1 × Pistol Ammo | Zed Juice × 1-2 (10%); Pistol Ammo × 1 (25%) | Health −10-25; Morale −0.1; Insanity +0.5; Survivor XP +15 |
| Clear out Zombies | Data Center | 10 minutes | 1 | Attack ≥ 20 | 2 × Pistol Ammo | Zed Juice × 3-4 (10%); Pistol Ammo × 1-2 (25%) | Health −10-25; Morale −0.1; Insanity +0.5; Survivor XP +20 |
| Clear out Bloaters | Military Base | 10 minutes | 1 | Attack ≥ 30 | 1 × Shotgun Slug | Zed Juice × 5-6 (10%); Shotgun Slug × 1 (25%) | Health −25-50; Morale −1; Insanity +0.5; Survivor XP +25 |
| Clear out Undead Soldiers | Military Base | 10 minutes | 1 | Attack ≥ 40 | 2 × Shotgun Slug | Zed Juice × 6-7 (10%); Shotgun Slug × 1-2 (25%) | Health −25-50; Morale −1; Insanity +0.5; Survivor XP +30 |
| Clear out Spitters | Industrial Foundry | 10 minutes | 1 | Attack ≥ 50 | 1 × Rifle Ammo | Zed Juice × 7-8 (10%); Rifle Ammo × 1 (25%) | Health −50-75; Morale −1.5; Insanity +0.5; Survivor XP +40 |
| Clear out Lurchers | Industrial Foundry | 10 minutes | 1 | Attack ≥ 60 | 2 × Rifle Ammo | Zed Juice × 8-9 (10%); Rifle Ammo × 1-2 (25%) | Health −50-75; Morale −1.5; Insanity +0.5; Survivor XP +45 |
| Clear out Undead Workman | Junkyard | 10 minutes | 1 | Attack ≥ 70 | 3 × Rifle Ammo | Zed Juice × 9-10 (10%); Rifle Ammo × 1-3 (25%) | Health −75-100; Morale −2; Insanity +1; Survivor XP +50 |
| Clear out Undead Supervisor | Junkyard | 10 minutes | 1 | Attack ≥ 80 | 4 × Rifle Ammo | Zed Juice × 11-12 (10%); Rifle Ammo × 1-4 (25%) | Health −100-125; Morale −2; Insanity +1; Survivor XP +55 |
| Clear out Junkyard King | Junkyard | 10 minutes | 1 | Attack ≥ 90 | 1 × Yellow access pass; 10 × Rifle Ammo | Zed 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
Medical Bay
| Job | Time per attempt | Team size | Required stats | Items required | Effects / notes |
|---|---|---|---|---|---|
| Apply First Aid | 1 minute | 1 | None | 1 × Small Med Kit | Health +500; Uses a Small Med Kit to treat Deep Cut and Blisters. |
| Relax by Fire | 15 minutes | 1 | None | 150 × Logs | Insanity −15; Relax by the fire to reduce Insanity. |
| Tend to wounds | 10 minutes | 1 | None | 1 × Bandage | Health +25 |
| Therapy | 10 minutes | 2 | Charisma ≥ 25 | None | Insanity −100; Reduces Insanity and gradually removes the Traumatized and Depressed traits. |
Library
| Job | Time per attempt | Team size | Required stats | Items required | Effects / notes |
|---|---|---|---|---|---|
| Read Business Magazine | 1 hour | 1 | None | 1 × Business Magazine | Gain +1 Charisma from reading this magazine. |
| Read Free Survivors Journal | 15 seconds | 1 | None | 1 × Free Survivors Journal | Survivor XP +250 |
| Read Hiking Magazine | 1 hour | 1 | None | 1 × Hiking Magazine | Gain +1 Scouting from reading this magazine. |
| Read Military Survivors Journal | 30 seconds | 1 | None | 1 × Military Survivors Journal | Survivor XP +1115 |
| Read Modern Survivors Journal | 30 seconds | 1 | None | 1 × Modern Survivors Journal | Survivor XP +550 |
| Read Old Survivors Journal | 30 seconds | 1 | None | 1 × Old Survivors Journal | Survivor XP +250 |
| Read Science Magazine | 1 hour | 1 | None | 1 × Science Magazine | Gain +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.
Some outcomes reduce Health or Morale or increase Insanity.