The Walking Dead: No Man's Land

he Walking Dead: No Man's Land, official mobile game produced by Next Games and based on AMC's The Walking Dead has launched on iOS 27 September 2015 and Android on 28 October 2015.

For a more complete wiki, go to The Walking Dead: No Man's Land Wikia.

Gameplay
You will control a group of survivors with your only objective being to keep them alive. Decisions for food, water, and shelter will be made with life and death consequences. Sacrifices will be made and tough choices lie ahead as not everyone will make it out alive.

Additionally, you will be solving strategic puzzles all while building your group and developing a safe refuge. Some of the features included are weekly challenges, story missions, outposts (PvP) and much more.

Abraham
Abraham Ford is unlocked only through acquiring 120 of his specific Hero tokens. He is automatically 2 stars at unlock.

He is of the Assault class and has the Hero Leader trait of Bitch Nuts. He also has Iron Skin (2nd trait), [trait] (unlock at 3 stars), [trait] (unlock at 4 stars), and [trait] (unlock at 5 stars).

On unlock Abraham says “I don't give a monkey's left nut!”

Carl
Carl is unlocked through acquiring 500 of his specific Hero tokens. He is automatically 4 stars at unlock.

He is of the Shooter class and has the Hero Leader trait of Second Chance. He also has Marksman (2nd trait), Lucky (3rd trait), Sure Shot (4th trait), and Iron Skin (unlock at 5 stars).

You play as Carl in the Highlights (training) missions for episode 2 (Going, Going, Gone) and episode 4 (First Impressions).

Carol
Carol is unlocked only through acquiring 250 of her specific Hero tokens. She is automatically 3 stars at unlock.

She is of the Scout class and has the Hero Leader trait of Aim For The Head. She also has Retaliate (2nd trait), Bullet Dodge (3rd trait), Iron Skin (unlock at 4 stars), and Strong (unlock at 5 stars).

You play as Carol in the Season 7 (training) missions for episode 2 (Graveyard Shift), and episode 16 (To the Rescue).

You also play as Carol in the Highlights (training) missions for episode 2 (Going, Going, Gone).

Daryl Dixon
Daryl is the first storyline survivor you encounter. He acts as the tutorial guide for learning the game's systems and setting up your encampment. Several storyline missions allow you to gain tokens to level him up in addition to the normal Radio Call chances.

He is of the Hunter class and has the Hero Leader trait of Silent Shot. He also has Marksman (unlock at 2 stars), Retaliate (unlock at 3 stars), Dodge (unlock at 4 stars), and Defensive Stance (unlock at 5 stars).

You also play as Daryl in the Season 7 (training) missions for episode 3 (Daryl's Nightmare) {which is a solo mission}, episode 8 (Field Repairs), and episode 15 (Deep-sea Creatures).

You also play as Daryl in the Highlights (training) missions for episode 3 (Solving the Formula), episode 5 (Extraction), episode 6 (Brotherhood Among Men), and episode 7 (Surprise Party).

Damage

Health

Dwight
Dwight is unlocked only through acquiring 60 of his specific Hero tokens. He is automatically 2 stars at unlock.

He is of the Hunter class and has the Hero Leader trait of Desperation. He also has Lucky (2nd trait), Iron Skin (unlock at 3 stars), Bullet Dodge (unlock at 4 stars), and Retaliate (unlock at 5 stars).

You play as Dwight in the Season 7 (training) missions for episode 11 (Bad Neighborhood).

At unlock Dwight says “You feel you gotta kneel, that's fair enough. We don't.”

Eugene Porter
Eugene Porter is unlocked only through acquiring 120 of his specific Hero tokens. He is automatically 2 stars at unlock.

He is of the Bruiser class and has the Hero Leader trait of Mullet Time!. He also has Strong (2nd trait), Power Strike (unlock at 3 stars), Vigilant (unlock at 4 stars), and Iron Skin (unlock at 5 stars).

You play as Eugene in the Season 7 (training) missions for episode 11 (Bad Neighborhood).

At unlock Eugene says "Knowing what I know about this infection, you cannot say it isn't what killed off the dinosaurs."

Ezekiel
Ezekiel is unlocked only through acquiring 250 of his specific Hero tokens (first way acquire Ezekiel tokens is by playing through the 2nd half of Season 7 missions (episodes 9 to 16). He is automatically 3 stars at unlock.

He is of the Warrior class and has the Leader trait of Regal Authority. He also has traits of Dodge (2nd trait), Lucky (3rd trait), Vigilant (unlock at 4 stars), and Strong (unlock at 5 stars).

You play as Ezekiel in the Season 7 (training) missions for episode 13 (Death Wish), and episode 16 (To the Rescue).

At unlock Ezekiel says “Drink from the well, replenish the well.”

Damage

Health

Gabriel
(Father) Gabriel is unlocked only through acquiring 250 of his specific Hero tokens. He is automatically 3 stars at unlock.

He is of the Scout class and has the Hero Leader trait of Mysterious Ways. He also has Retaliate (2nd trait), Iron Skin (3rd trait), Power Strike (unlock at 4 stars), and Dodge (unlock at 5 stars).

You play as Gabriel in the Season 7 (training) missions for episode 15 (Deep-sea Creatures).

Glenn
Glenn is unlocked only through acquiring enough of his specific Hero tokens. He is a 1 star Hero at unlock.

He is of the Scout class and has the Hero Leader trait of Lucky Dumpster. He also has Lucky (unlock at 2 stars), Dodge (unlock at 3 stars), Bullet Dodge (unlock at 4 stars), and Retaliate (unlock at 5 stars).

You also play as Glenn in the Highlights (training) missions for episode 1 (A New Home).

On unlock Glenn says “Good luck, dumbass”.

Governor
Governor is unlocked only through acquiring enough of his specific (Governor) tokens. He is a 3 star "hero" at unlock.

First way acquire Governor tokens is by playing through the (update 2.6) Highlights missions (episodes 1 to 9)

He is of the assault class and has the Hero Leader trait of Only The Best. He also has Marksman (2nd trait), Sure Shot (3rd trait), [trait] (unlock at 4 stars), and [trait] (unlock at 5 stars).

Jesus
Paul 'Jesus' Rovia unlocked only through acquiring enough of his specific Hero tokens. He is automatically [???] at unlock.

He is of the Warrior class and has the Hero Leader trait of Defensive Charge. He also has Iron Skin (unlock at 2 stars), Defensive Stance (unlock at 3 stars), Vigilant (unlock at 4 stars), and Dodge (unlock at 5 stars).

You play as Jesus in the Season 7 (training) missions for episode 8 (Field Repairs) and episode 9 (Watch Your Step).

On unlock Jesus says “Your world's about to get a whole lot bigger”.

Maggie
Maggie is unlocked only through acquiring 120 of her specific Hero tokens. She is automatically 2 stars at unlock.

She is of the Hunter class and has the Hero Leader trait of Harvest Red. She also has Vigilant (2nd trait), Marksman (unlock at 3 stars), Sure Shot (unlock at 4 stars), and Lucky (unlock at 5 stars).

You play as Maggie in the Highlights (training) missions for episode 1 (A New Home), episode 3 (Solving the Formula), episode 5 (Extraction), and episode 6 (Brotherhood Among Men).

On unlock Maggie says “I'm not planning to die today”.

Merle
Merle is unlocked only through acquiring 250 of his specific Hero tokens. He is automatically 3 stars at unlock.

He is of the Shooter class and has the Hero Leader trait of Jackass. He also has Dodge (2nd trait), Retaliate (3rd trait), Bullet Dodge (unlock at 4 stars), and Iron Skin (unlock at 5 stars).

You play as Merle in the Highlights (training) missions for episode 6 (Brotherhood Among Men), and episode 7 (Surprise Party).

Michonne
Michonne is unlocked only through acquiring 500 of her specific Hero tokens to unlock her. She is automatically 4 stars at unlock.

She is of the Warrior class and has the Hero Leader trait of Thinning the Herd. She also has Dodge (unlock at 2 stars), Retaliate (unlock at 3 stars), Strong (unlock at 4 stars), and Iron Skin (unlock at 5 stars).

You play as Michonne in the Season 7 (training) missions for episode 7 (Last Man Standing) {which is a solo mission}, episode 10 (Jagged), and episode 12 (Bogeys).

You also play as Michonne in the Highlights (training) missions for episode 4 (First Impressions).

Morgan
Morgan is unlocked only through acquiring 120 of his specific Hero tokens to unlock him. He is automatically 2 stars at unlock.

He is of the Bruiser class and has the Hero Leader trait of Defensive Charge. He also has Iron Skin (unlock at 2 stars), Defensive Stance (unlock at 3 stars), Vigilant (unlock at 4 stars), and Dodge (unlock at 5 stars).

You play as Morgan in the Season 7 (training) missions for episode 2 (Graveyard Shift) and episode 13 (Death Wish).

You also play as Morgan in the Highlights (training) missions for episode 8 (Old Friends).

Negan
Negan was first available for unlock through acquiring 250 of his specific Hero tokens by playing through the first 8 Season 7 missions. He is automatically 3 stars at unlock.

He is of the Bruiser class and has the Hero Leader trait of Survival Instinct. He also has Retaliate (2nd trait), Strong (3rd trait), Iron Skin (unlock at 4 stars), and Power Strike (unlock at 5 stars).

You play as Negan in the Season 7 (training) missions for episode 1 (Breakdown), episode 4 (Mattress Madness), and episode 5 (Boombox).

At unlocking him, Negan says "You can breathe, you can blink, you can cry. Hell, they're all gonna be doing that."

Damage

Health

Rick
Rick is unlocked only through acquiring 250 of his specific Hero tokens to unlock him. He is automatically 3 stars at unlock.

He is of the Shooter class and has the Hero Leader trait of Close Call. He also has Vigilant (2nd trait), Marksman (3rd trait), Lucky (unlock at 4 stars), and Retaliate (unlock at 5 stars).

You play as Rick in the Season 7 (training) missions for episode 1 (Breakdown), episode 10 (Jagged), episode 12 (Bogeys), and episode 15 (Deep-sea Creatures).

You also play as Rick in the Highlights (training) missions for episode 1 (A New Home), episode 2 (Going, Going, Gone), episode 4 (First Impressions), and episode 5 (Extraction), episode 7 (Surprise Party), and episode 8 (Old Friends).

Damage

Health

Rosita
Rosita is unlocked only through acquiring 60 of her specific Hero tokens. She is automatically 2 stars at unlock.

She is of the Assault class and has the Hero Leader trait of Only Need One. She also has Marksman (2nd trait), Retaliate (unlock at 3 stars), Sure Shot (unlock at 4 stars), and Bullet Dodge (unlock at 5 stars).

You play as Rosita in the Season 7 (training) missions for episode 14 (Highway Robbery).

At unlocking, she says "Dying is simple. It all just stops. You're dead. The people around you dying, that's the hard part.

Rufus
Rufus is a free Hero survivor offered to anyone playing No Man's Land at the time of his release. He is a fan character created in collaboration with AMC and Talking Dead for the host Chris Hardwick. Mr. Hardwick said that Rufus is named and designed after his grandfather who fit the real 'hillbilly' stereotypes his character reflects.

He is of the Assault class and has the Hero Leader trait of Squirrel's Courage. He also has Bullet Dodge (unlock at 2 stars), Sure Shot (unlock at 3 stars), Iron Skin (unlock at 4 stars), and [trait] (unlock at 5 stars).

Sasha
Sasha is unlocked only through acquiring 120 of her specific Hero tokens to unlock her. She is automatically 2 stars at unlock.

She is of the Hunter class and has the Hero Leader trait of Good Out Of Bad. She also has Marksman (2nd trait), Iron Skin (unlock at 3 stars), Vigilant (unlock at 4 stars), and Sure Shot (unlock at 5 stars).

You play as Sasha in the Season 7 (training) missions for episode 9 (Watch Your Step) and episode 14 (Highway Robbery).

At unlock Sasha says “I don't believe in magic or luck. I do the math and I don't gamble.”

Tara
Tara is unlocked through acquiring 60 of her specific Hero tokens. She is automatically 2 stars at unlock.

She is of the Shooter class and has the Hero Leader trait of Healing Charge. She also has Marksman (2nd trait), Vigilant (unlock at 3 stars), Defensive Stance (unlock at 4 stars), and Lucky (unlock at 5 stars).

You play as Tara in the Season 7 (training) missions for episode 6 (Beach Life) {which are solo missions}.

At unlock, she says "I know it sucks and it's scary, but it's time to be brave."

Character Types
Each and every survivor in The Walking Dead: No Man’s Land bears the scars from life and death struggles. Form a group and train them to fight with scavenged and improvised weapons. Use their individual skills to navigate deadly missions and do whatever it takes to stay humans.

There are six types of characters (as of 2/29/16), all with unique weapons, armor, and skills. Learning their abilities well is essential in order to complete missions efficiently and with minimal damage. Each character class also has their own special ability, called a Charge Ability. "Charge Abilities become available when a survivor has killed enough walkers to to charge their ability - usually three [shooters being the exception and only needing two kills]. When available, the Charge Ability bar under the survivor's portrait in the combat screen glows [green]. Tap the bar and then target a walker or an area, depending on the ability, to activate."

Bruiser= As crowd control experts, Bruisers are unfazed by large groups of walkers. They carry blunt, heavy weapons that inflict maximum damage to everything within striking distance.

Shooter= Trained to kill, Shooters have what it takes to finish off wounded enemies with a single shot to the head. Pistols and revolvers are their weapon of choice, a possible throwback to their lives before the epidemic.

Hunter= Hunters keep cool, taking out enemies from distance with perfectly aimed bullets. Scoped and long range rifles are their speciality - the more powerful and accurate, the better.

Assault= Using suppressive fire, Assault specialists mow down crowds of walkers in one burst. They won’t accept anything less than heavy fire power, using a variety of semi-automatic rifles to maximum effect.

Warrior= Silent, stealthy and lethally accurate, Warriors are highly trained killers. They make a personal connection to their sword and become masters of cutting down walkers before they have even been detected.

Scout= The Scouts are swift movers who specialize in single target strikes. Armed with little more than a blade or screwdriver, they are able to inflict critical brain damage upon their enemies - human or otherwise.

Rarity
"Each time a survivor appears (new gear, as well) they will have a grade of rarity. The higher the grade, the more powerful they are but this also affects how often you'll encounter them. This is shown by the amount of stars and color.

There are five grades of rarity in the game:" Grade will also affect the number of times you can upgrade them and the level of the survivor's specific traits.
 * Common (1 star, gray)
 * Uncommon (2 stars, beige)
 * Rare (3 stars, green)
 * Epic (4 stars, blue)
 * Legendary (5 stars, gold)

Traits
Traits are obtained by upgrading equipment (weapons and armors) or by upgrading survivors traits to certain levels using survivor tokens (class tokens or hero tokens). Equipment can have up to 3 traits and survivors can have up to 5 traits. The maximum number of traits obtainable is thus 11.

Each equipment trait can be bronze, silver, or gold.

Character at 1 star has one (personal) trait (trait start at L1):
 * (rejecting non-upgraded 1star character gives you 2 tokens)
 * Promote character to 2stars: 16 tokens

Character at 2 stars have 2 (personal) traits (traits start at L1):
 * (rejecting non-upgraded 2star character gives you 8 tokens)
 * Upgrade trait from L1 to L2: 16 tokens
 * Promote character to 3stars: 60 tokens

Character at 3 stars have 3 (personal) traits (traits start at L2):
 * (rejecting non-upgraded 3star character gives you 32 tokens)
 * Upgrade trait from L2 to L3: 60 tokens
 * Promote character to 4stars: ? tokens

Character at 4 stars have 4 (personal) traits (traits start at L3):
 * (rejecting non-upgraded 4star character gives you 128 tokens??)
 * Upgrade trait from L3 to L4: 120 tokens
 * Promote character to 5stars: 250 tokens

Character at 5 stars have 5 (personal) traits (traits start at L4):
 * Upgrade trait from L4 to L5: 250 tokens

Below is a list of some traits given by equipment or attained by survivors. (for hero traits, see Hero survivors)

Overwatch
Overwatch is a competence that all survivor classes have. It is similar to traits, but is unlocked from beginning and does not count as one of the traits survivors learn/acquire when being promoted.

If a character has at least one AP (action point) left at the end of your turn, they automatically enter in overwatch mode for the zombie turn. They will attack one enemy that moves into the attack zone (one space all around the given survivor for melee, or within the respective range for survivors with guns). If the zombie is already next to the survivor, overwatch will fail.

Lucky trait
The lucky trait is found on both characters and items.

Character Lucky trait:


 * L1 = Improves the chances that other traits will take effect by 10% (to re-confirm)
 * L2 = Improves the chances that other traits will take effect by 12% (re-confirmed in v.2.7.0.38 on 2017 September 15)
 * L3 = Improves the chances that other traits will take effect by 14% (re-confirmed in v.2.7.0.38 on 2017 September 15)
 * L4 = Improves the chances that other traits will take effect by 16% (re-confirmed in v.2.7.0.38 on 2017 September 15)
 * L5 = Improves the chances that other traits will take effect by 18% (re-confirmed in v.2.7.0.38 on 2017 September 16)

WD NML update 2.2 "The Lucky trait now increases the chance that other percentage-based traits will take effect by the listed amount."
 * "If a Survivor and their Weapon both possess the Lucky trait, both traits will contribute their full values." (so character Lucky of 16% + weapon Lucky of 20% = total Lucky 36%)
 * "For example, if a Survivor has Threat Reduction at 75% and also has a total of 20% Luck from their survivor and weapon traits, the total chance for Threat Reduction is 90%. In this example, .75 [base chance] times 1.20 [20% luck bonus] = .90, or a total chance of 90%."

Also with update 2.2 "When a Survivor and their Armor both possess the Dodge trait, both traits will contribute their full values. Source: Announcements: Combat Rebalancing in 2.2, posted by Teeceezy in October 2016.
 * For example, a Survivor with 10% Dodge who is wearing armor that gives 5% Dodge will have a total of 15% chance to dodge incoming non-ranged attacks."

So presumably if that survivor with 15% Dodge also had total luck of 20%, then total dodge would be 18%. (.15 * 1.2 = .18 = 18%)

The Luck percentage ... only affects the rolls the survivor makes, not the walkers' rolls. OldGoth Moderator, Staff November 2015

Marksman trait
The marksman trait is a character trait (ranged weapon characters only).

Strong trait
Strong trait is a melee character-only trait (that is not found on items).

Lethal trait
Lethal is a weapon trait (of both melee weapons and ranged weapons).

Numbers of 5, 10 and 15% reconfirmed in version 2.7.0.38 (on 2018 September 10).

Power Strike trait
Power Strike trait is a melee character-only trait.


 * L1 = Attacks made on your turn deal 20% more damage and have 20% better critical chance if you have not moved.
 * L2 = Attacks made on your turn deal 25% more damage and have 25% better critical chance if you have not moved.
 * L3 = Attacks made on your turn deal 30% more damage and have 30% better critical chance if you have not moved. (Confirmed 2017 June 15)

Total critical chance cannot exceed 90%. (included with descriptions of L2 and L3)

Sure Shot trait
Sure Shot trait is a ranged-weapon character-only trait.


 * L1 = Attacks made on your turn have 20% greater critical chance if you have not moved. (Confirmed 2017 June 15)
 * L2 = Attacks made on your turn have 25% greater critical chance if you have not moved.
 * L3 = Attacks made on your turn have 30% greater critical chance if you have not moved.
 * L4 = Attacks made on your turn have 35% greater critical chance if you have not moved.

Ruthless trait
The Ruthless trait is found on characters and armor (all classes). It was introduced with version 2.6 in 2017 June.

Ruthless character trait:
 * L1 = Your charge attacks deal +10% damage. (confirmed 2017 June 17)
 * L2 = Your charge attacks deal +13% damage. (confirmed 2017 June 19)
 * L3 = Your charge attacks deal +17% damage. (confirmed 2017 June 15)
 * L4 = Your charge attacks deal +21% damage. (confirmed 2017 July 10)

Vigilant trait
Character trait.


 * L2 = Overwatch attack damage is increased by 24%.
 * L3 = Overwatch attack damage is increased by 28%.
 * L4 = Overwatch attack damage is increased by 32%.

Large Caliber trait
Hunter weapon trait only.

High Powered trait
Shooter weapon trait only.

Wide Arc trait
Warrior weapon trait only.

Wide Spread trait
Assault weapon trait only.

Health Boost trait
Armor trait.

Iron Skin trait
This trait can be found on characters and armor.

Character Iron skin:
 * L1 : This survivor takes 5% less damage from attacks.
 * L2 : This survivor takes 7% less damage from attacks.
 * L3 : This survivor takes 10% less damage from attacks.
 * L4 : This survivor takes 12% less damage from attacks.
 * L5 : This survivor takes 15% less damage from attacks.

Defensive Stance trait
This trait can be found on characters.

Defensive Stance trait:
 * L1 : Increases damage resistance during Overwatch by 30%
 * L2 : Increases damage resistance during Overwatch by 34%
 * L3 : Increases damage resistance during Overwatch by 38%. (confirmed 2017 June 15)
 * L4 : Increases damage resistance during Overwatch by 42%. (confirmed 2017 June 20)

Dodge trait
The dodge trait is found on both characters and armor

Character dodge trait
 * L1: Has a 5% chance of dodging a melee attack except while stunned or struggling.
 * L2: Has a 7% chance of dodging a melee attack except while stunned or struggling.
 * L3: Has a 10% chance of dodging a melee attack except while stunned or struggling.
 * L4: Has a 12% chance of dodging a melee attack except while stunned or struggling.

Bullet Dodge trait
Bullet Dodge is a character trait.

Character bullet dodge trait
 * L1: 5% chance to dodge a ranged attack except while stunned or struggling.
 * L2: 7% chance to dodge a ranged attack except while stunned or struggling.
 * L3: 10% chance to dodge a ranged attack except while stunned or struggling. (confirmed in v.2.6.2.1 on 2017 July 16)
 * L4: 12% chance to dodge a ranged attack except while stunned or struggling.

Bulletproof trait
Bulletproof is an armor trait.


 * bronze level: Increases the chance of bodyshot by 10%
 * silver level: Increases the chance of bodyshot by 20%
 * gold level: Increases the chance of bodyshot by 30%

Stun Resistance trait
Armor trait.


 * bronze: 25% chance to resist being stunned.
 * silver: 50% chance to resist being stunned.
 * gold: 75% chance to resist being stunned.

Wrestler trait
Armor trait.

Concussion trait
Bruiser weapon trait only.

Incendiary trait
The Incendiary trait is a hunter weapon trait.

Piercing trait
The Piercing trait is a weapon trait. (only of ranged weapons)

Punish trait
The punish trait is a character trait.
 * L1: Free attack at the end of the enemy turn to a random adjacent enemy that deals 50% of regular damage.
 * L3: Free attack at the end of the enemy turn to a random adjacent enemy that deals 60% of regular damage.

Retaliate trait
The retaliate trait is a character trait (and has not been found on weapons).
 * L1: Retaliates after being attacked once per turn. Does 25% of base damage.
 * L2: Retaliates after being attacked once per turn. Does 37% of base damage.
 * L3: Retaliates after being attacked once per turn. Does 50% of base damage.
 * L4: Retaliates after being attacked once per turn. Does 62% of base damage.
 * L5: Retaliates after being attacked once per turn. Does 75% of base damage.

If a zombie (or raider) attacks a survivor, and the survivor takes some damage the survivor will attack that zombie (or raider). (one retaliation per turn per character)

Revenge trait
Revenge is a ranged-character trait (assault, hunters, & shooters). It was introduced with version 2.6 in 2017 June.
 * L1: When an ally is attacked by an enemy in range, make an attack against that enemy that deals 50% of normal damage.
 * L2: When an ally is attacked by an enemy in range, make an attack against that enemy that deals 53% of normal damage. (confirmed in v.2.6.1.3 on 2017 June 24)
 * L3: When an ally is attacked by an enemy in range, make an attack against that enemy that deals 56% of normal damage. (confirmed in v.2.6.2.1 on 2017 July 16)

Silenced trait
Weapon trait (ranged weapons only):
 * bronze: Has a 10% chance of not creating threat.
 * silver: Has a 20% chance of not creating threat.
 * gold: Has a 30% chance of not creating threat.

(Daryl's crossbow has silver-level silenced, but has 30% chance of not creating threat.)

Swift Strike trait
Scout weapon trait:

Threat Reduction trait
Scout weapon trait.

Viewing Traits
Visit the survivor menu and select a character. On the right of the screen you'll find a survivor's traits with the required level. Tap on the trait to find out how it benefits your survivor.

Character Levels
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 675px; height: 650px;" ! scope="col" |

Assault
! scope="col"| 1-Star

Damage / Health ! scope="col"| 2-Star

Damage / Health ! scope="col"| 3-Star

Damage / Health ! scope="col"| 4-Star

Damage / Health ! scope="col"| 5-Star

Damage / Health !6-Star Damage / Health -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 43 / 197 -- -- -- -- Level 6 -- -- 53 / 232 -- -- 51 / 205 -- 61 / 245 66 / 266 -- 57 / 219 -- 68 / 262 74 / 284 -- 95 / 249 -- 77 / 283 84 / 306 -- 75 / 258 -- 89 / 209 97 / 335 -- 88 / 284 96 / 312 105 / 340 114 / 369 -- 103 / 317 -- 123 / 380 133 / 412 -- -- 134 / 393 -- 158 / 465 170 / 501 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
 * Level 1
 * Level 1
 * Level 2
 * Level 2
 * Level 2
 * Level 3
 * Level 3
 * Level 3
 * Level 4
 * Level 4
 * Level 4
 * Level 5
 * Level 5
 * Level 5
 * Level 7
 * Level 7
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 * Level 8
 * Level 8
 * Level 9
 * Level 9
 * Level 9
 * Level 10
 * Level 10
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 * Level 12
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 * Level 20
 * 733 / 1257
 * Level 21
 * }
 * }
 * }
 * }
 * }
 * }
 * }
 * }

{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 675px; height: 650px;" ! scope="col" |

Scout
! scope="col"|1-Star Damage / Health ! scope="col"|2-Star Damage / Health ! scope="col"|3-Star Damage / Health ! scope="col"|4-Star Damage / Health ! scope="col"|5-Star Damage / Health ! scope="col"|6-Star Damage / Health 40 / 66 43 / 72 47 / 79 -- 55 / 92 51 / 85 56 / 93 61 / 101 -- 71 / 118 59 / 98 64 / 107 70 / 117 -- -- 67 / 109 73 / 119 80 / 130 -- -- 75 / 120 82 / 131 89 / 143 97 / 155 104 / 167 Level 6 84 / 130 92 / 142 100 / 155 109 / 168 177 / 181 93 / 139 102 / 152 111 / 166 120 / 180 130 / 194 103 / 150 113 / 164 123 / 179 133 / 194 144 / 209 116 / 164 127 / 180 139 / 196 150 / 213 162 / 229 132 / 181 145 / 199 158 / 217 171 / 235 184 / 253 152 / 202 167 / 222 182 / 242 197 / 262 212 / 282 177 / 229 194 / 251 212 / 274 230 / 297 247 / 320 207 / 262 227 / 288 248 / 314 269 / 340 289 / 366 246 / 303 270 / 333 295 / 363 319 / 393 344 / 424 -- 323 / 391 352 / 427 382 / 462 411 / 498 -- -- -- 461 / 549 496 / 592 -- -- -- -- 606 / 712 -- 585 / 681 -- -- 744 / 867 -- -- -- -- -- -- -- -- -- -- {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 675px; height: 650px;" ! scope="col" |
 * Level 1
 * Level 1
 * Level 2
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 * Level 3
 * Level 3
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 * Level 21
 * 1125 / 1317
 * }
 * 1125 / 1317
 * }
 * 1125 / 1317
 * }
 * 1125 / 1317
 * }
 * }

Warrior
! scope="col"|1-Star Damage / Health ! scope="col"|2-Star Damage / Health ! scope="col"|3-Star Damage / Health ! scope="col"|4-Star Damage / Health ! scope="col"|5-Star Damage / Health ! scope="col"|6-Star Damage / Health -- -- -- -- 41 / 125 -- -- -- -- -- -- -- -- -- -- -- -- 63 / 175 -- 74 / 204 -- -- -- -- 85 / 222 Level 6 69 / 171 75 / 188 82 / 205 -- 96 / 239 78 / 181 85 / 199 93 / 217 101 / 235 109 / 253 89 / 194 97 / 213 106 / 232 115 / 252 124 / 271 102 / 210 112 / 230 122 / 251 132 / 272 142 / 293 118 / 229 129 / 251 141 / 274 153 / 297 165 / 320 138 / 253 151 / 278 165 / 303 179 / 238 193 / 354 162 / 282 178 / 310 194 / 338 210 / 366 226 / 394 193 / 319 212 / 350 231 / 382 250 / 414 270 / 446 231 / 366 254 / 402 277 / 439 300 / 475 323 / 512 -- 306 / 467 334 / 509 362 / 552 390 / 594 -- 373 / 551 407 / 601 441 / 651 475 / 701 418 / 597 -- -- 543 / 776 585 / 835 -- -- -- -- -- -- -- -- -- -- -- -- -- -- 957 / 1255
 * Level 1
 * Level 1
 * Level 2
 * Level 2
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 * Level 5
 * Level 7
 * Level 7
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 * Level 8
 * Level 8
 * Level 9
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 * Level 11
 * Level 11
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 * Level 12
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 * Level 13
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 * Level 16
 * Level 16
 * Level 16
 * Level 17
 * Level 17
 * Level 17
 * Level 18
 * Level 18
 * Level 18
 * Level 19
 * Level 19
 * Level 19
 * Level 20
 * Level 20
 * Level 20
 * 1170 / 1361
 * Level 21
 * }
 * }
 * }
 * }
 * }
 * }
 * }
 * }

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Bruiser
! scope="col"|1-Star Damage / Health ! scope="col"|2-Star Damage / Health ! scope="col"|3-Star Damage / Health ! scope="col"|4-Star Damage / Health ! scope="col"|5-Star Damage / Health ! scope="col"|6-Star Damage / Health 15 / 106 16 / 116 -- 19 / 137 -- 20 / 137 21 / 150 23 / 164 25 / 178 27 / 191 24 / 155 26 / 170 28 / 185 31 / 201 -- 28 / 172 30 / 189 33 / 206 36 / 223 39 / 240 33 / 187 36 / 205 39 / 224 42 / 243 46 / 261 Level 6 38 / 201 41 / 221 45 / 241 49 / 261 53 / 281 43 / 212 47 / 233 51 / 254 55 / 275 60 / 296 50 / 227 54 / 249 59 / 272 64 / 295 -- 58 / 244 63 / 268 69 / 292 75 / 317 81 / 341 68 / 266 74 / 292 81 / 319 88 / 345 95 / 372 81 / 293 89 / 322 97 / 351 105 / 380 113 / 410 -- 105 / 359 115 / 392 124 / 425 134 / 457 -- 126 / 405 137 / 442 149 / 479 160 / 516 -- 152 / 464 -- 180 / 548 194 / 590 -- -- -- 219 / 635 236 / 684 -- -- -- 269 / 746 289 / 803 -- -- -- 332 / 889 358 / 957 -- -- -- -- 445 / 1154 -- -- -- -- -- -- -- -- -- --
 * Level 1
 * Level 1
 * Level 2
 * Level 2
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 * Level 5
 * Level 7
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 * Level 11
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 * Level 12
 * Level 12
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 * Level 13
 * Level 13
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 * Level 14
 * Level 14
 * Level 14
 * Level 15
 * Level 15
 * Level 15
 * Level 16
 * Level 16
 * Level 16
 * Level 17
 * Level 17
 * Level 17
 * Level 18
 * Level 18
 * Level 18
 * Level 19
 * Level 19
 * Level 19
 * Level 20
 * Level 20
 * Level 20
 * 783 / 1876
 * Level 21
 * }
 * }
 * }
 * }
 * }
 * }
 * }
 * }

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Hunter
! scope="col"|1-Star Damage / Health ! scope="col"|2-Star Damage / Health ! scope="col"|3-Star Damage / Health ! scope="col"|4-Star Damage / Health ! scope="col"|5-Star Damage / Health ! scope="col"|6-Star Damage / Health 30 / 66 32 / 72 35 / 79 -- 41 / 92 39 / 85 42 / 93 46 / 101 50 / 110 -- 46 / 98 50 / 107 55 / 117 59 / 127 -- -- 58 / 119 63 / 130 68 / 141 74 / 152 -- 67 / 131 73 / 143 79 / 155 85 / 167 Level 6 69 / 130 75 / 142 82 / 155 89 / 168 96 / 181 78 / 139 85 / 152 93 / 166 101 / 180 109 / 194 89 / 150 97 / 164 106 / 179 115 / 194 124 / 209 102 / 164 112 / 180 122 / 196 132 / 213 142 / 229 118 / 181 129 / 199 141 / 217 153 / 235 165 / 253 138 / 202 151 / 222 165 / 242 179 / 262 193 / 282 162 / 229 178 / 251 194 / 274 210 / 297 226 / 320 -- 212 / 288 231 / 314 250 / 340 270 / 366 -- 254 / 333 277 / 363 300 / 393 323 / 424 -- 306 / 391 334 / 427 362 / 462 390 / 498 -- 373 / 465 -- 441 / 549 475 / 592 -- -- -- 543 / 661 585 / 712 -- -- -- -- -- -- -- -- -- -- -- -- -- -- 796 / 995 {| class="article-table" style="width: 675px; height: 650px;" cellspacing="1" cellpadding="1" border="0" ! scope="col" |
 * Level 1
 * Level 1
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 * Level 2
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 * Level 3
 * Level 3
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 * Level 15
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 * Level 16
 * Level 16
 * Level 16
 * Level 17
 * Level 17
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 * Level 18
 * Level 18
 * Level 18
 * Level 19
 * Level 19
 * Level 19
 * Level 20
 * Level 20
 * Level 20
 * 949 / 1030
 * Level 21
 * }
 * }
 * }
 * }
 * }
 * }
 * }
 * }

Shooter
! scope="col" |1-Star Damage / Health ! scope="col" |2-Star Damage / Health ! scope="col" |3-Star Damage / Health ! scope="col" |4-Star Damage / Health ! scope="col" |5-Star Damage / Health ! scope="col" |6-Star Damage / Health -- -- -- -- 55 / 125 -- -- -- 66 / 150 -- -- 50 / 107 -- -- -- 67 / 131 -- 80 / 175 -- 93 / 204 -- -- -- -- 104 / 222 Level 6 84 / 171 92 / 188 100 / 205 -- 117 / 239 93 / 181 102 / 199 111 / 217 120 / 235 130 / 253 103 / 194 113 / 213 123 / 232 133 / 252 144 / 271 116 / 210 127 / 230 139 / 251 150 / 272 -- 132 / 229 145 / 251 158 / 274 171 / 297 184 / 320 152 / 253 167 / 278 182 / 303 197 / 328 212 / 354 177 / 282 194 / 310 212 / 338 230 / 366 247 / 394 -- 227 / 350 248 / 382 269 / 414 289 / 446 -- 270 / 402 295 / 439 319 / 475 344 / 512 -- 323 / 467 352 / 509 382 / 552 411 / 594 -- -- -- 461 / 651 496 / 701 -- -- -- 562 / 776 606 / 835 -- -- -- -- -- -- -- -- -- -- -- -- -- -- 953 / 1118
 * Level 1
 * Level 1
 * Level 2
 * Level 2
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 * Level 3
 * Level 3
 * Level 3
 * Level 4
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 * Level 17
 * Level 17
 * Level 17
 * Level 18
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 * Level 18
 * Level 19
 * Level 19
 * Level 19
 * Level 20
 * Level 20
 * Level 20
 * 1013 / 1158
 * Level 21
 * }
 * }
 * }
 * }
 * }
 * }
 * }
 * }

Missions
Missions are the most important things to do in the game. You can bring 2 or 3 survivors in a mission depending of the mission. Each missions recommend a level for your survivors. It is normally possible to beat mission with survivors 2 or 3 level below this recommended level (it can get very hard but it's possible). Some missions have one or more civilians that might help you (or not) during the missions. When you beat a missions, you see a screen showing if your survivors have been injured.

The next screen show you 9 boxes and maybe some gold and silver tickets (those are hidden in the boxes), you can open 3 of them. If you want to open more, you can watch Video or pay with Gold.
 * Possible contents of a red ticket box: 1 radio, 2 gas, 1-3 gold, 350-1000 supplies (cans), 360-1100 XP
 * Possible contents of a silver ticket box: 2 radios, 4 gas, 8 gold, 1000-2200 supplies (cans), 1600-2000 XP
 * Possible contents of a gold ticket box: 10-15 gold, 3200-4900 supplies (cans), 6500 XP

Missions can come from Weekly challenge and Stories and locations. There is many missions types.

Gather resources (type 1)
those missions allow you to bring 3 survivors. You need to open 3 containers out of 3 (bag, car, boxes, portable toilet, etc) and go to the exit. Those missions are mostly side missions you can do to gather resources (food, xp or equipment).

Gather resource (type 2)
those missions allow you to bring 3 survivors. You need to open 3 good containers out of many(bag, car, boxes, portable toilet, etc) some will be empty container and some will be good for your mission. After finding the 3 goods ones, you need to go to the exit. In those missions, there is many zombies or a zombies spawn point.

Reach the exit
You can bring 3 survivors and your mission is to go to the end of level. Normally there is a lot of zombies (or zombies spawning point), traps and / or gates to open.

Open the gate
You can bring 3 survivors and your missions is to protect one of your survivors while he work 4 or 6 turns to break the lock on the gate and allow you to leave. Those mission always have many zombies spawning. Some missions combine this type with reach the exit mission (you need to open a gate (4 turns) and run to the exit in a field full of zombies and traps while being chase by zombies that come from the spawn point).

Walker sources
Walkers often come from predefined sources visible in the map. Alternatively they come from the edge of the map as part of the Walker Wave.

Body piles
Body piles can be seen on some mission maps. Each pile will generate Walkers at a, usually predictive, rate of one or two walkers per turn. Some piles are inactive to begin with and start spawning only after a trigger (such as a gate being approached) and some piles stop spawning after an event (such as being exhausted after a number of turns).

Usually the piles spawn normal walkers, but there are visibly burning piles which produce burning walkers.

Ground Traps
Some maps have sections where the ground has evidence of digging. These are traps where walkers have been buried "alive", often normal or tank walkers. If you're careful not to step on the trap you will manage the mission without the need to handle these walkers. Once you've activated the trap it will not spawn more walkers if you step on it again.

Container Traps
Some maps have containers or trucks glowing red and the mission goal includes opening them. Be prepared for a larger amount of walkers falling out during/after interaction.

Story Missions
The main story begins on the road to Terminus, where a small group of survivors manage to escape. Together they must fight walkers through the total of 10 episodes of story missions and weekly guild challenges for allied players, which add a social dimension to the game.

Trained by Daryl Dixon, your group will fight the walker menace and save other survivors from Terminus to the Prison.

Each title below is referred to as an Episode within the game. Each episode usually contains 5-7 missions that must be completed in order. Each Episode is replayable upon completing all missions, and each play through gets harder than the last. Once this feature becomes available, a symbol will appear next to the title and you will be able to replay all missions within that episode.
 * 1) Road to Terminus
 * 2) Military Rations
 * 3) Prison Voices
 * 4) Shadow of Eden
 * 5) American Pastoral
 * 6) Lakeside
 * 7) Proving Grounds
 * 8) Rendevouz with Eden
 * 9) The Pursuit
 * 10) Escape Distractions
 * 11) The Descent
 * 12) Black Forest
 * 13) The Factory
 * 14) The Church

Exploration Missons
These are stand alone missions that can be played without interfering with the story of a particular episode and are a great way to gather much needed resources and gear. Each one has a recommended level, so pay attention when choosing your mission.

There are three types of exploration missions: * Levels of weapons and quantity of resources/XP received is determined by the recommended level.
 * 1) Resource: by completing this mission type, you will be guaranteed resources as a reward (the mission is shown with a can of tomato soup)
 * 2) Experience (XP): by completing this mission type, you will be guaranteed XP as a reward (the mission is shown with an image similar to a sheriff badge)
 * 3) Equipment you have an increased chance of finding equipment in the reward chests at the end of the level (shown with a wrench and knife, and is tinted red compared to normal missions)

Screenshot of Episode 11 map on IOS, displaying both exploration missions and a story mission.

Resources
The game progress requires a number of resources to be collected, and also provides these resources in a manner to limit unbalanced progress. As the game progress the resource requirements are exponetially increased. At the same time, the rewards are not equally increasing in value, to make the game more challenging. If the resource gathering becomes too challenging and repetitive there may be players quitting.

The term farming is often used about gathering resources at easy missions with a known and abundant outcome, as a referenece to how a farmer with some work can harvest crop. "The Pay Wall" is a term used to describe the level at which players feel the need to use real money, as opposed to in-game resources, to pay for advancing the game.

Primary Resources
All primary resources can be generated by a building or rewarded after missions.

Supplies
The Supplies are represented by tin cans and are thus also known as food or tomato soup.

Supplies are needed to create and upgrade Buildings.

Supplies are mainly stored in the Supplies Storage buildings that needs to be upgraded to not become saturated.

XP
Experience Points, known as XP, are represented by sheriff badges.

XP grows when killing Walkers. Can also be rewarded from loot chests. The Tents produces minor amounts of XP per hour if collected.

XP are needed to upgrade Survivors or Equipment.

XP are stored mainly in the Council that needs to be upgraded to not become saturated.

Gas
Gas is needed to fuel the missions. Gas magically generates at a steady state of 1 unit per 10 minutes.

The gas is stored in the Mission Car that needs to be upgraded to not become saturated.

Gold
Gold is represented by gold bars. This is often not an essential resource, but can be used to cover for other supplies.

Gold needs no separate storage and seems to be an unsaturated resource.

See separate page on Gold.

Secondary Resources
Secondary resources cannot be farmed, but is produced by the use of primary resources.

BP
Building points, known as BP, are generated when you construct or upgrade buildings. BP is the underlying resource for Player Level and that is also the only representation.

Player Level
Player Level is not really a resource, even though a certain count may be required to advance the game. See separate Player Level section for details.

Other
Paying real money in the Shop can fill up resources or advance the game in other ways. Sometimes watching video ads is another way for it.

Equipment and Survivors are definitely resourcefully used to advance the game. They are in general however not considered as basic resources, even though they can to some extent be given as rewards during the game or retired/scrapped with a resource refund.

Camp
"The camp is your temporary safe haven. It is where your group decided to make it's stand. Here you can upgrade buildings you'll need to help improve your survivors' survival skills and gear, but you'll also be able to interact with other survivor groups.

In the camp you can manage your band of survivors. Recruit more survivors, train them, give them powerful equipment and build a hospital so they can recover in between missions."

Buildings
Buildings are built inside your camp where your survivors live. They can send you into missions, unlock new buildings, produces resources required to upgrade your buildings and survivors, upgrade your equipments, heal injured survivors, help you find more survivors, and stock resources.

To be able to advance in the game the camp needs to develop with new and upgraded buildings. Each upgrade will spend some real time and supplies (all costs on this page are "canned goods" instead of XP. XP is used for Survivor and Weapon upgrades). Upgrades may also be done instantly with Gold; either immediately without spending any supplies, or later with a reduced payment of gold.

During upgrade there will be a timer showing the remaining delay. It's only possible to upgrade one building at a time. Normally you can't use a facility if it's upgrading nor upgrade while it's in use (e.g. training in camp or healing in hospital). The Mission Car is an exception, you will be able to go on missions also during car upgrade.

There is a certain amount of strategy in the choice of how to spend resources and what to upgrade first, but the game advancement in itself hints what you need by blocking and unlocking upgrades. The core building is your Council trailer, the level of which determines the maximum level the other buildings may be upgraded to.

When selecting a building you can see info, upgrade or interact (e.g. harvest supplies or visit hospital). It's also possible to drag the building freely on the map. There is no charge for such movement but you can cancel it by pressing the cross.

There is currently no way of scrapping unwanted buildings (and there would not be any advantage to do so), but you can clear out junk.

Player Level
You will automatically advance to the next Player Level when you have reached enough Building Points (BP) on the current level. Player level is visible in a circle on the top left corner icon in Camp, tapping it will also show the details on current and needed BP.

Upgrade buildings in the Camp to increase BP at amounts specified in Building tables on this page (not listed in the game but you can calculate it by subtracting "BP before upgrade" from "BP when completed"). Certain player level is required for upgrading your Council (see Council table), in turn unlocking other building upgrades.



Council
The council can hold 1500 supplies of food, Xp and unlock new buildings and levels. Current maximum as update 1.7 is lv 16

The cost listed below is for upgrading to that level.   

Training Grounds
Train your survivors here, and you can also see what traits your survivor will unlock with an increase in level.

Workshop
Upgrade weapons and armor here, and see what traits will be unlocked by increasing levels of both armor and weapons. This is also where you can scrap Equipment that you don't want and get XP in return.

Farm plot
Farm plot produces supplies for upgrading buildings. They are unlocked at council's level X, 3, 5, 8, 12, 17.

Note: Level 1 farm plots cost 80 supplies after the first one

Tents
Tents produce XP useful for upgrading your equipments and train your survivors. They are unlocked at council's level X, X, and 22. Note: since version 2.2 the XP Tents permanently give twice as much XP as before. The old "XP/Hour" and "Storage" values are marked with a strikethrough until updated.

Supplies storage
Store all your food. You need to transfer your food from farm plot to supply storage or else farm stop producing. They are unlock at council level X, 4, 10, and 16.

Radio Tent
Send a call out for more survivors here. Calls can be made with 1, 5, or 15 radios, with an increase in star value to the summoned survivor.The level of the radio tent determines the summoned survivor's starting level and their maximum level. When you summon survivors, the number of stars determine the number of levels you can upgrade your survivor, 2 levels for each star. The Radio Tent level is the only thing that effects survivor call min/max level.

In the latest update 1.5 The maximum (Cap) lvl for a survivor (from a radio call) is 20, but the highest you can train one is 15. You can get survivor with a current (starting) lv higher than 15 in rescue missions.

Hospital
Survivors hurt during missions come here to heal. Time is reduced by increasing hospital level and extra slots for survivors are added at certain level upgrades.

Mission car
The level of your mission car determines how much Gas you can spend in missions and how much Gas you can store.

Note: Normally you can't use a facility if it's upgrading nor upgrade while it's in use (e.g. training in camp or healing in hospital). The car is an exception, you will be able to go on missions also during car upgrade.

Campfire
The campfire can't be upgraded and it serves only to tell information about the current story mission.

Memorial
The memorial is unlocked at council level 4 and shows information about survivor(s) you lost in deadly missions. There seems to be no game-advancing benefit of this building, apart from a possible amount of BP when building it. Good luck!

Junk
This is not actual buildings, but bushes or wrecks found in your camp initially. You may clear it to make room for your buildings or for aesthetic reasons.

Clearing the area will cost you Supplies (such as 100 or 6500, up to 15k) and some time (e.g. 10s). There seems to be no BP advantage (at least not for small cost clearing).

Outpost
Allows you to do an Outpost Raid and also to be raided by other players. You can gain or lose influence in raid, at some point you can also gain or lose Trade Goods. The Outpost building is where you can set your defenders and change your Outpost Configurations for defense. Being raided and losing results in loss of your current influence points.

 * Lv2 allows you to work with the map editor and change your map tiles.

''' ** LV3 outpost allows you to individually place your survivors and set them on offense, defense, or stationary modes. It also give the option to change defenders'''

Higher level map allow to place more walkers on the map, the walkers have to be captured & upgraded in the walker Pit.

Walker Pit
The walker pit is located just outside the camp walls and is used to capture walkers that will defend your outpost. Technically the walker pit does not come from the same source as the camp walkers. The initial amount available is 4 normal walkers of level 1 and you can use Trade Goods or Gold to increase both amount and level of them.

The level of the Walker Pit itself does not directly affect the walkers, but instead how many and the level it can hold. Note that the value in the table below are the maximum walkers, you need to upgrade or capture separately to reach that max.

The Outpost building level decides which maps are available, the map selected defines how many walkers you can have in the outpost defense. To make use of the higher amount of walkers a suitable map needs to be chosen too.

Guilds
To be added to wiki soon

Weekly Challenges
You can play challenges alone or join a guild and get more rewards.

More info to be added

Achievements
Achievements are earned by reaching certain milestones within the game and provide rewards such as gold or radios.

/***EDITOR'S NOTE: Sometimes updates come out that add new achievements, so this list may not contain all achievements within a short period of time from the latest update. Also, please update '?'s, as I did not have the information or ability to find out the values at the time of editing, once the reward is collected, I am unable to view what the reward was for that achievement.***/

Daily Quests
You may hold up to three daily quests at any given time.

If there is room, one new quest will be added a day.

Once a day, you may choose to replace a quest with another random one.

Completion of the quest will give player a random reward.

Specific quests will reward an extra challenge star if completed on a challenge mission - see table below for specific quests that reward challenge stars.

*** EDITOR'S NOTE: This is not a complete list!!! I apologize if there are any mistakes in the table, as I do not have a complete list myself and new quests may be added with updates that I am unaware of!!!*** * May say any of the character classes. This quest will only appear if you have three or more survivors of that specific class.

Outposts
Introduced to the game on March 1st, 2016.

Outposts are bases created by players beyond their camp. You can raid any outpost for Trade Goods and boost your own reputation. This feature brings player versus player gameplay to No Man's Land.

To get started with your outpost, first tap on the glowing fort icon on the right. Then, complete the mission to secure the outpost from Freemen. You will then get to build the new buildings and design your defense!

"Produces Trade Goods"

Maximum number: 1

Walker Pit
The Walker Pit can be used to prepare walkers for defending your outpost. Walkers can be utilized for good! You can level up the walkers you have, and you can add more walkers to your team. Level up the walker pit to capture more walkers!

Trade Goods
Trade Goods enable you to buy more resources to help you survive. They are used in the trade shop. The Trade Goods Store opens up once you have freed your outpost, and created your own defenses for it. They can be found in the build/shop menu or directly from the outpost's menu under "Get Crates". Currently you can get supplies, XP, and radio phones in the shop, but in the future you will also be able to get guaranteed rarity items, in addition to special items! (last updated: 2/29/16)

You can get more Trade Goods by raiding another player's outpost, or from challenge maps.

Influence
Influence is how you rate against other players, in player versus player action. It is gained by winning outpost fights.

How to win at an Outpost
You must finish one of the following three objectives:
 * Capture the flag(s)
 * Loot the crate(s)
 * Kill the defenders!

Aggregate Scores
Coming Soon