Z
Zombie RoguebieDATAMINE · v1.20.0 · com.boom.zombie.survival
Weapons
16
6 classes, 8 premium
Heroes
12
Elite → Legend
Enemies
537
Full roster
Chapters
76
~300 stages
Towers
3×10×5
layers × difficulties
Monthly Card
3,400
gems for $9.99
Best $/1k gems
~$4.98
first-purchase
Stamina/day
50
gem buys cap

All values decoded from the game's config tables inside installpack.apk → assets/Bundles/data.bin (Unity/Bundles), fields and formulas recovered by decompiling the GameProto.dll / TouchGame.dll HybridCLR assemblies. "★" = premium/tournament item, gem = premium currency, stamina = battle energy.

No matches for this filter in the tables.
Key formulas & schema

Economy, Shop & Monetization

Data-mined from config files (v1.20.0). Gem = Diamond, Stamina = Energy. Event currencies (Apocalypse Medal, Crystal Ore, Lost Token, Exchange Voucher, Paints) are earned from their own game modes and spent only in their matching store.

Currencies at a glance

Currency What it's for
Coin Basic currency; common purchases, upgrades
Gem Premium currency; high-end purchases, energy buys, timers
Stamina Spent to challenge main stages
Attachment Key (blue) 1 pull of the Attachment Supply Box (gacha)
Drone Key (orange) 1 pull of the Drone Supply Box (gacha)
Alliance Medal Alliance (Clan) Store
Apocalypse Medal Apocalypse Store
Crystal Ore Crystal Store
Lost Token Lost Store
Exchange Voucher Wheel/Turntable Exchange Store
Paints (Common/Elite/Epic/Legendary) Decor Shop (base decoration)
Arena Ticket / Fuel Arena battles / clan expedition

Gem packs (real-money IAP)

Base pack + first-purchase bonus + repeat-purchase bonus. Delivered gems and effective price per 1000:

Pack USD Base 1st buy total Repeat total $/1000 (1st / repeat)
A Few Gems $1.99 200 400 200 $4.98 / $9.95
Some Gems $4.99 500 1000 600 $4.99 / $8.32
A Pile of Gems $9.99 1000 2000 1200 $5.00 / $8.33
A Bag of Gems $19.99 2000 4000 2400 $5.00 / $8.33
A Cartload of Gems $49.99 5000 7000 7000 $7.14 / $7.14
A Truckload of Gems $99.99 10000 15000 15000 $6.67 / $6.67

Takeaway: $4.99–$19.99 packs give the best first-purchase value (~$5 per 1000 gems). The one-off basic $1.99 pack is the worst repeat-buy. The $49.99 and $99.99 packs are the worst per-gem in both cases.

Subscription cards

Card USD Upfront Daily Value
Monthly Card $9.99 1,000 gems 80 gems × 30 days ~3,400 gems total
Permanent Card $14.99 1,500 gems 100 gems / day (forever) best long-term gem source

Both cards are the strongest gem value in the game (~$2.94 per 1000 gems for the monthly).

Gacha: Supply Boxes

Two boxes pulled with keys (Attachment Key / Drone Key). Both have a level that raises the guaranteed minimum quality.

Pull costs: 1 pull = 50 gems/key · 10-pull = 480 (48/pull) · 50-pull = 2400 (48/pull).

Cost to upgrade the box level (gems): Lv1→2: 20 · 2→3: 100 · 3→4: 200 · 4→5: 500 · 5→6: 800 · 6→7: 1200 · 7→8: 2000 · 8→9: 5000 · 9→10: 10000 (Lv10 max).

Guaranteed minimum per level (same for Attachment and Drone boxes):

Level 1 2 3 4 5 6 7 8–10
Min quality Common Advance Elite Epic Legendary Mythic Transcendent Mythic+

Upgrade cost is identical across both boxes, and combo pulls (10/50) are 4% cheaper than singles.

VIP Program

VIP XP is earned by buying VIP level-gift packs and is also bought directly (10/100/1000/10000 XP for 20/200/2000/20000 gems). 12 levels; each unlocks a higher daily reward and permanent stat buffs:

VIP XP req Daily reward (30 days) Key buffs
1 500 Coin bag + VIP XP +2 daily stamina buys, +10 max stamina
2 500 2× Coin bag +3 daily stamina buys, +1h idle
3 1,500 3× Coin bag +4 daily stamina buys
4 3,500 4× Coin bag +5 daily stamina buys, +damage to elites/boss
5 8,000 5× Coin bag +6 daily stamina buys, +2h idle
6 16,000 6× Coin bag +7 daily stamina buys
7 40,000 Apocalypse Medal + Coin bag PvP damage
8 70,000 Medal + Coin bag +3h idle
9 100,000 2× Medal + Coin bag PvP damage
10 240,000 2× Medal + Coin bag +4h idle, reduces PvP dmg taken
11 480,000 Enhance Module + Medal +4h idle, more PvP resist
12 — Enhance Module + Medal +10 daily stamina buys, most PvP resist

The single most valuable VIP perk is the +1 to +10 daily stamina purchases (each being 10 stamina for 100 gems), plus the growing daily Coin/Medal handout. Separate VIP purchasable passes exist (500 gems for VIP, 2000 gems for SVIP) that gift keys + medals.

Energy (Stamina)

At the monthly-card rate a single stamina refill (100 gems) is cheaper than buying gems outright — the card is effectively subsidizing stamina.

Time price (instant-finish)

Skipping a build/research timer costs a flat 1 gem per 30 seconds (2 gems/60s … 10230 gems/306,900s), capped at 12,000 gems for the longest queue. There is no discount tier — cost scales linearly with time.

Buy tickets

Event Cost (gems, per day) Gives
Arena 10 / 20 / 20 / 50 / 50 (5 buys) Arena Challenge Ticket ×1
Clan Explore 500 ×5 Fuel ×10 each

Event-currency shops

Apocalypse Store (Apocalypse Medal) — top items cost 50–200 medals; keys are cheap (3 medals = 5 keys, 99/turnover).

Alliance Store (Alliance Medal, unlocks at Clan Lvl 1–5) — Stamina ×5 for 200 medals (best repeat buy), Attachment/Drone keys ×2 for 400, and crafting/alloy materials.

Crystal Store (Crystal Ore, Lv 30) — weapon attachments (Arc Sight, Nano Frame, Laser Sight, Fusion Cell, etc.) cost 2,000–6,000 ore; keys ×20 cost 1,000; keys ×5 cost 300 (limit 999/day).

Lost Store (Lost Token) — legendary equipment cores (Thunderstorm Core, Molten Heart) cost 10,000 tokens each; keys, alloys, mining tools cheaper.

Decor Shop (Paints) — Legendary decorations 100 paint, Epic 80–100, Elite 50–80, Common 20–50.

Wheel / Exchange Store (Exchange Voucher) — vehicles/heroes (Arbiter, Justiciar, Destroyer, Miss Lightning…) cost 10 vouchers (1× limit); keys ×10 cost 1 voucher (repeatable).

Daily & Weekly deals

Daily Gift Bundles (team-limited, daily): $0.99 = 1 Apocalypse Medal + 100 gems + 20 stamina + 100 VIP XP; $1.99 = 2/200/40/200; $2.99 = 3/300/60/300. Strong early value (bundles gems + stamina).

Weekly Bundles (limit 1, premium limit 3): Attachment / Drone / Mining bundles in 5 tiers ($4.99 → $99.99). Example: Basic Attachment ($4.99) = 20 Attachment Keys + 500 gems + 500 VIP XP; Premium ($99.99) = 400 keys + 10,000 gems. Pure gem-equivalent value scales the same at every tier.

Turntable Key Bundles (Basic → Premium): 6/12/24/60/120 Apocalypse Keys + gems + VIP XP for $4.99/$9.99/$19.99/$49.99/$99.99.

Progression & Gameplay Economy

A curated walkthrough of how XP, upgrades, talents, idle income and difficulty scale in Zombie Roguebie (v1.20.0). All names resolved from the English localization; values read from config.

Resources at a glance

Resource ID Use
Coin 1 Weapon leveling, the main base currency
Gem (Diamond) 2 Premium currency; energy & stamina refills
Stamina (Energy) 3 Battle fuel (see Energy economy)
Tactical Scraps 17 Talent (Tactics) upgrade currency
Ordinary Alloy 26 Equipment forging material
Enhance Module 30 Weapon enhancement
Ember Crystal 37 Capital War preparation
Attachment / Drone Keys 4 / 5 Open attachment / drone chests

Player (Account) Level — cap 100

The profile level. Each entry is the XP cost to advance from that level; the cost is flat in bands of 4 levels. Total XP to hit level 100 is 553,080.

Level XP per level Cumulative XP
1–4 20 80
5–7 40 200
8–11 50 400
12–15 70 680
16–19 100 1,080
20–23 200 1,880
24–27 400 3,480
28–31 600 5,880
32–35 800 9,080
36–39 1,000 13,080
40–43 2,000 21,080
44–47 3,000 33,080
48–51 4,000 49,080
52–55 5,000 69,080
56–59 6,000 93,080
60–63 7,000 121,080
64–67 8,000 153,080
68–71 9,000 189,080
72–75 10,000 229,080
76–79 11,000 273,080
80–83 12,000 321,080
84–87 13,000 373,080
88–91 14,000 429,080
92–99 15,000–16,000 553,080

Key takeaway: the curve jumps sharply at 20/24/28 (×2–3 steps) and then trends linear at +1,000 per 4 levels. XP flows mainly from stages and the campaign.

Role Level (secondary track) — cap 20

A separate 21-row track (likely the commander/character level). XP per level runs 80 → 20,000; total ~71,370 XP to max out. Low demand — a background progression, not a bottleneck.

Energy (Stamina) Economy

Energy is the pacing gate: 30 energy = 6 main-stage battles.

Weapon Progression

Weapon Level (Coin) — 1000 levels

WeaponATKBase grows linearly with level. Total coin to max a single weapon: ≈644.6 M.

Level Coin cost (this level) Weapon ATK Base Cumulative coin
1 100 100 100
50 3,700 2,500 62,350
100 16,000 10,000 520,850
300 160,000 90,000 15.5 M
500 470,000 250,000 75.3 M
700 940,000 490,000 213.5 M
1000 2,000,000 1,000,000 644.6 M

Takeaway: cost per level squares roughly every 100 levels; the ATK base and cost stay proportional, so raw weapon leveling is a coin sink rather than a spike.

Weapon Enhancement (Enhance Modules) — 26 levels / weapon

Each of the 13 weapons has its own enhance track (26 levels) that raises weapon ATK rate (%) and flat ATK value, and upgrades the weapon's quality (2→7) and stars at the tier boundaries. Same ladder for every weapon (M5, pulse rifle, MP9, M24, RPG, etc.). Cost is in Enhance Modules.

Quality tier Levels Cumulative modules Weapon ATK +% Weapon ATK +flat
Q2 1–2 15 +5% 100
Q3 3–5 55 +20% 700
Q4 6–9 165 +40% 1,500
Q5 10–14 465 +65% 4,000
Q6 15–20 1,265 +120% 16,000
Q7 21–26 2,765 +230% 40,000

Per-level module cost steps 6 → 9 → 10 → 15 → 20 → 50 → 100 → 300. Takeaway: enhancement is the big late-game multiplier; each quality tier roughly doubles the previous flat bonus, and the % rate ramps hard after Q6.

Weapon Rank (level cap unlock) — rank 0–16

Advancing rank raises the weapon's level cap by +1 per rank (base cap 1000 → max 1016). Cost rises steeply and is a Coin sink.

Rank Level cap Cost
0 1000 200
5 1005 2,000
8 1008 20,000
10 1010 100,000
12 1012 500,000
14 1014 2,000,000
16 1016 max (no cost)

Takeaway: rank is cheaper than raw enhancement low but explodes after rank 9 — unlock ranks first on the weapon you push.

Equipment — 6 slots

Six positions (Left Top / Left / Left Bottom / Right Top / Right / Right Bottom). 162 items, 27 per slot, qualities 1–7, stars 0–5. In-game names like Tactical Helmet / Vest / Pants / Gloves / Wrist Guards / Boots.

Takeaway: equipment is a massive % stat source; save Alloy for Q5+ pieces rather than spreading it thin.

Attachment & Drone Enhancement

Both track a 7-queue × 50-level ladder with identical cost curves: - Queues 1–4 (common→rare): cost 2, 3, 5, 7, 10, 15… 950 (item count) - Queues 5–7 (advanced tier): cost 1, 1, 2, 2, 3, 3… up to 30 — far cheaper for late gear

Takeaway: the higher-tier queues are the most coin/material-efficient; push those.

Talent (Tactics) Tree

48 talents, each with 5 stars, divided into 3 branches. Upgrades consume each talent's own Shard (plus Tactical Scraps); talents are unlocked/drawn from the Tactic box.

Branch Focus Notable maxed (5★) talents
Elemental Mastery Fire / Ice / Lightning Burn, Flame Master, Frost Mastery, High Voltage (element damage +5%)
Skill Advancement Grenades, flywheels, force field, traps Shrapnel, HE Mine, Gigawheel, Rapid Oscillation
Weapon Specialization Per-weapon-type damage AR / SG / SMG / HMG / Sniper / Rocket Spec, then capstones Weapon Master & Firepower Core (+5% Attack Bonus, +5% Weapon Damage, +5% Attack Range)

Sample 5★ values (percent = /100): Strength Boost +50 Base ATK (flat), Sharp Bullets +2.5% Weapon Damage, Power Surge +2.5% Attack Bonus, Precision Strike +5% Crit Damage, Quick Movement +5% Movement Speed, Wide Pickup +5% Pickup Range.

Takeaway: every talent gives modest %/flat per star, so breadth (unlock more talents) matters as much as depth. Weapon Specialization is the most directly combat-visible branch.

Idle Economy

Idle output is per-second and accumulates up to the 8 h cap (IdleMaxTime 28,800s). Coin scales with the stage; most non-coin drops plateau.

Stage Coin / h Tactical Scraps / h Attachment drops / h
1 9,000 151 60 Common
10 90,000 151 90 Common + 30 Advance
40 360,000 151 65 Common + 53 Adv + 30 Elite + 3 Epic
60 540,000 151 58 Comm + 53 Adv + 30 Elite + 9 Epic
100 900,000 151 58 Comm + 53 Adv + 30 Elite + 9 Epic
200 1,800,000 151 same plateau
300 2,700,000 151 same plateau

Stage Difficulty Scaling

Enemies are tuned against your power ratio to the stage recommendation. The 6 monster-HP multipliers apply per monster tier; base is ×1.00 at exactly recommended power.

Your power vs. stage Monster HP
≥120% (overpowered) ×0.80 (easy)
100–120% ×0.98–1.00
80–100% ×1.00–1.05
50–80% ×1.10–1.50
<50% (underpowered) ×1.75–1.80 (brutal)

Takeaway: don't push stages far under the recommended power — the difficulty curve punishes underleveling hard (up to ×1.8 HP). Stay near or above 100%. (There is also a soft advice threshold at 90% power via MainStageLowPowerPercentageTip.)

Raider Ladder

Raider rank is a win/lose ladder: on a win you go +1 level (50%) or stay (50%); on a loss −1 (50%) or stay (50%). Three city tiers each run levels 1–300, gated by a Power/Score Point requirement that rises ~+5,000 per level (tier 1) with tier 2 = ×2 and tier 3 = ×4.

Raider level Tier 1 Point Tier 2 Point Tier 3 Point
1 50,000 100,000 200,000
50 295,000 590,000 1,180,000
100 545,000 1,090,000 2,180,000
200 1,045,000 2,090,000 4,180,000
300 1,545,000 3,090,000 6,180,000

Takeaway: raider is a power-check mode; you climb until your Point/score stalls at roughly 1.5 M per clear (Tier 1).

World Phases & Function Unlocks

Weapon → Tactics (Talents) → Attachment → Drone → Equipment

This is a solid spending order early on: weapon level/enhance gives the most immediate DPS, equipment is the % endgame payoff.

Spending Priorities (summary)

  1. Keep weapon level + enhancement on your main weapon (biggest DPS per coin/module).
  2. Unlock Weapon Spec capstones and spread talent stars broadly.
  3. Forge Q5+ equipment (Alloy is scarce — save it).
  4. Push stages to raise idle Coin (your main income).
  5. Take the idle quick-claim before the 8 h cap, and buy energy only when pushing a stage.

Combat, Weapons, Skills & Gear Guide (v1.20.0)

1) Weapon Classes

Class Weapons Playstyle Damage type
Rifle M5, Pulse Rifle, Arbiter Balanced all-rounder (mid fire rate, 1 bullet) AssaultRifle
Shotgun M1014, Rock, Fury Burst spread (3–4 pellets, short range) Shotgun
Submachine Gun MP9, Night Bat, Arctic Storm Very fast fire, low per-shot SubmachineGun
Heavy Machine Gun M2HB, Destroyer Sustained DPS, huge magazine (40–50) HeavyMachineGun
Sniper Rifle M24, Frost Beacon, Thor Huge single-shot, long range, slow SniperRifle
Rocket Launcher RPG, Symphony High burst + AoE, low ammo RocketLauncher

Each class has its own damage% and resistance attributes (e.g. AssaultRifleDamageRate / Resistance to automatic rifle damage) that attach-mods and gear can scale independently.

2) Weapon Roster & Comparison

Base stats (per bullet damage, fire rate, magazine, reload, pellets per trigger pull, bullet range). "Sig. Skill" = the weapon's unique passive skill tree.

Weapon Class Dmg/Bullet Fire Rate Mag Reload Pellets Signature Skill
M5 Rifle 4,000 225 12 40 1 Fire Rate Enhancement
Pulse Rifle Rifle 6,500 300 30 35 1 Fast Shooting / Pulse Wave / Light Wave
Arbiter Rifle 7,000 300 20 40 1 Precision Mark / Judgment Time / Final Verdict
M1014 Shotgun 4,500 90 4 45 3 Grenade
Rock Shotgun 7,000 72 3 45 4 Projectile Reload / Reload Enh. / Loading Enh.
Fury Shotgun 10,000 72 2 45 3 Fireball / Fury / Rage
MP9 SMG 4,500 300 20 35 1 Lightning / Lightning Enhancement
Night Bat SMG 5,500 300 25 35 1 Fragmented Bullets / Bat Strike / Strike Enh.
Arctic Storm SMG 5,000 300 25 35 1 Arctic Icicle / Arctic Storm / Storm Enh.
M2HB HMG 5,000 300 40 30 1 Frost Bomb / Frozen Vulnerability
Destroyer HMG 5,500 375 50 30 1 Lightning / Doom Lightning / Vulnerability
M24 Sniper 12,000 60 3 45 1 Flame Blast / Flame Empowerment
Frost Beacon Sniper 40,000 60 2 45 1 Frost Resonance / Frost Field / Frost Enh.
Thor Sniper 40,000 60 2 45 1 Lightning Rod / Spear of Thor / Thunder Enh.
RPG Rocket 15,000 36 2 40 1 Stabilized Ammo / Explosive Rounds / Explosion Enh.
Symphony Rocket 15,500 36 2 40 1 Electric Grenade / Symphony / Symphony Trap

3) Element System, Suits & Resistances

Damage families: Gun (physical), Shrapnel, plus 3 elements — Ice, Lightning (Electric), Fire. Combat stats: - Attacker side: ElementalDamageGun / Shrapnel / Ice / Lightning / Fire - Defender side: Weapon / Shrapnel / Ice / Electric / Fire Resistance, plus per-class resistances.

Element Suits (only count "parts" that match your weapon's element):

Suit Element 3-piece 4-piece 5-piece
Frost Power Ice Ice DMG +5% Ice DMG +10% On [Freeze], deal 10% Max-HP damage
Volt Power Electric Lightning DMG +5% Lightning DMG +10% Lightning-hit targets take +10% DMG for 2s
Blaze Power Fire Fire DMG +5% Fire DMG +10% [Burn] stacks up to 20 times

Status effects (buffs): Freeze lasts 3s with a 6s immunity and only affects minions (not elites/bosses). Burn lasts 3s. Lightning is an instant-area strike. These are applied by bullets and skills (e.g. Freeze Lv.1 = 20% chance per minion hit).

4) Skills & Buffs — Core Passive Tree (roguelike upgrades)

Each series has 4 levels (Lv4 is a "Type 2" capstone). Most Lv2+ are converted into an elemental variant (Ice / Electric / Fire) when one is chosen.

Series Lv1 Lv2 Lv3 Lv4 (capstone)
11 Damage +20% wpn dmg, +10% crit +40% wpn dmg 2s after reload +40% dmg, +10% reload +12% wpn dmg per skill learned, −1 HP
12 Fire Rate +20% rate, +5% dmg +20% rate, +5% range +20% rate, +10% reload +50% rate, +50% mag, −20% knockback
13 Projectile +1 projectile, −20% dmg +1 projectile, −15% range +1 projectile +100% base projectiles, +50% bullet size, −10% move
14 Reload +30% reload, +3% dmg 4s after reload (stacks 5) −1 mag, release Repel Blast after reload +40% reload, +10% reload per kill Magazine fixed at 1, +30% dmg 1s after reload
15 Critical +10% crit +50% crit dmg +15% crit, −15% rate First shot after reload is guaranteed crit
21 Freeze 20% freeze on minion hit Frozen hits spawn 3 Ice Shards +10% freeze, +20% shard freeze Ice Shard on frozen triggers [Frostbite]
22 Lightning Every 4 shots summon Lightning Every 10th shot +3 Lightning Lightning DMG +50% Lightning spawns 3× more after a kill
23 Flame 50% Burn on hit +30% dmg vs burning +20% crit vs burning Burning enemies explode on death
31 Penetration 25% pierce 200% dmg on pierce +15% pierce, +25% range +10% pierce, 300% dmg on pierce
32 Shrapnel Bullets spawn 1 shrapnel on hit +1 shrapnel +1 shrapnel, +1 pierce Deaths spawn 5 shrapnel, +50% dmg
33 Grenade Throw grenade when mag empty +50% grenade dmg (or elemental grenade) +1 grenade +1 grenade, +100% dmg (elemental variants)
34 Force Field Periodically spawn force field +5% range, +50% field dmg (or elemental field) +50% field tick rate Field becomes permanent, +10% range
35 Flywheel Spawn 2 flywheels after reload +50% speed, +30% dmg (or elemental) +50% size 30% chance to fire a minor flywheel
41 Kill +25% dmg vs minions +50% dmg vs elites/bosses Execute targets <20% HP Every 10 kills +2% dmg (stacks to 50)
51 Health Max HP +1 Recover 1 HP / 75s Survive first death at 1 HP + 5s invuln Max HP +2
52 Shield Shield blocks 1 attack Shield recovers after 45s +3s invuln after damage 30% shield loss recovers 1 HP
61 Pickup +30% EXP +10% range, +20% pickup 50% chance to refill a bullet on EXP Auto-collect all EXP every 60s
62 Movement +25% move speed +50% move 5s after damage +40% fire rate while moving Standing counts as moving

Other passive groups: capsules 101–109 (rate-of-fire / speed / "Dali" stat capsules), monster modifiers 201–209 (monster move speed / HP / damage reduction), and Combat Aid (auto-collect EXP). Monster traits include Corrupted Armor (fire-weak), Dark Power (electric-weak) and Steel Armor (ice-weak) — each amplifies its "vulnerable" element by +90% and resists its main element by −90%.

5) Equipment (Gear) — 6 Slots & Sets

Slot Position Gear
1 Left Top Tactical Helmet
2 Left Tactical Vest
3 Left Bottom Tactical Pants
4 Right Top Tactical Gloves
5 Right Tactical Wrist Guards
6 Right Bottom Tactical Boots
Set CritDamage TargetPlayerFinalDmg AttackerPlayerBeDmg
Advance (Q2) +500 +200 −200
Elite (Q3) +1,000 +300 −300
Epic (Q4) +1,500 +500 −500
Legendary (Q5) +2,000 +1,000 −1,000
Mythic (Q6) +2,500 +1,500 −1,500
Transcendent (Q7) +3,000 +2,000 −2,000

6) Drones

Drone Quality Ability (base)
Falcon Strike Q2 Every 8 shots → Rapid Fire
Anvil Q2 Every 10s → Barrage
Demolisher Q3 Every 3 reloads → throw 1 Bomb
Bomber Q3 Every 10s → 5 Airdrop Bombs
Champion Q4 Every 6s → 4 Flame Waves
Ice Hunter Q4 Every 6s → 4 Frost Waves
Vanguard Q4 Every 10s → 20 Mini Rockets
Sky Ripper Q4 Every 5s → 1 Lightning
Frost Ember Q5 Every 10 Freezes → Frost Meteor
Scarlet Throat Q5 Every 15 Burns → Flame Meteor
Prism Rift Q5 Every 5 Lightnings → Chain Lightning
Iron Thorn Q5 Every 10 shots → Ice Piercing Bullet
Iron Curtain Q5 Every 4 shots → Lightning Arrow
Ash Storm Q5 Every 10 shots → HE Round
Zero Pulse Q5 Every 3 reloads → Zero Pulse
Tungsten Q5 Every 3 reloads → 3 Flame Wheels
Apocalyptic Calamity Q5 Every 10s → Gathering Storm
EM Hub Q5 Every 3 reloads → EM Gear
Scavenger Q6 Every 5 shots → Air Burst Bomb
Thundercloud Q6 Every 8 shots → Lightning Bolt
Ice Rain Q6 Every 10 shots → Frost Barrage
Starcrusher Q6 Every 3 reloads → Electric Beam
Thunderstorm Core Q6 Every 30 Lightnings → Divine Thunder
Eternal Frozen Eye Q6 Every 20 Freezes → Frost Ring
Molten Heart Q6 Every 20 Burns → Magma Eruption
Soul Chaser Q6 Every 10s → Guided Laser
Flame Blade Q6 Every 3 reloads → Flame Slash
Cold Edge Q6 Every 3 reloads → Frost Spike

Higher drone levels improve frequency / count (e.g. Falcon Strike 8 shots → 10 shots, Demolisher every 3 reloads → every 2, Bomber 10s → 7s).

7) Vehicles

Vehicle Quality Style
Blues Whirlwind Q3 Starter
Retro Ranger Q4
Spike Hunter Q5
Mountain Overlord Q5
Flamefang Behemoth Q5

8) Attachment Mods (5 Slots)

Slot Type
1 Stock
2 Grip
3 Sight
4 Magazine
5 Muzzle

Each mod grants a large flat ATKBase (scaling with the mod's "quality queue", Lv1–50) plus a signature stat at higher enhance levels (Lv10):

9) Damage Model & Key Stats

Stat unit codes: 1 = flat, 2 = percent (10000 = 100%), 3 = range, 4 = time/cooldown, 5 = speed, 6 = seconds.

Player base values: HP = 3, base CritDamage = 150%, base MoveSpeed = 525, base CollectRange = 300. Because HP is tiny, the Health/Shield passive series (which add 1–2 HP) matter a lot.

Key combat attributes (Asset Attr.json): ATK / ATKRate, Crit / CritDamage, FinalDamage, Dodge, Shield & ShieldRecoverTime, AttackRange, ClipCapacity, ClipReloadSpeed, AttackSpeed, ShotCount, BulletAngle, BulletSizeRate, BulletSpeedRate, BulletDistanceRate, BulletPass / Pierce, ShrapnelPierce, BulletEffectRangeRate, MoveSpeed, CollectRange, ExpRate, plus per-element and per-weapon-class damage/resistance rates.

Quick-build takeaways: pick a weapon whose signature tree matches your preferred element (Fire = M24/Fury, Ice = Frost Beacon/Arbiter/M2HB, Electric = MP9/Destroyer/Thor/Symphony), then stack the matching Element Suit (3/4/5-piece), the matching element mods, and the corresponding passive series (Freeze/Lightning/Flame). For PvP/arena, the quality set bonuses (CritDamage + TargetPlayerFinalDamage − AttackerPlayerBeDamage) are the priority.

Enemies, Stages & the World

Zombie Roguebie (v1.20.0) is a wave-survival shooter. This section covers the enemy roster (with relative HP/ATK), the boss lineup, campaign progression and its hidden difficulty scaling, tower/explore/world structure, and what enemies drop.

How to read the numbers. Monster HP/ATK is stored as a multiplier on the stage's base. Below, "×N" means N× the stats of a baseline mob of that stage. So a ×50 Elite is 50× tougher than the ×1 trash walking beside it, and a boss is another order of magnitude on top. ATK scales identically to HP for every enemy in the game.


Enemy Roster

Trash / civilian zombies (×1 HP & ATK)

The horde. Human civilians turned zombie; individually harmless, dangerous in numbers (500 on screen). These are reskins — same ×1 stats, different models. First-tier versions (Strength 1) including Male Student, Worker, Female Student, Porter, Shop Clerk, Waitress, Diver, Soldier, Mohawk, Girl, Nurse, Bartender, Photographer, Masked Man, Chef, Tourist; second-tier (Strength 5) versions carry names like Foreman, Manager, Boss, Firefighter, Artist, Gangster, Knight, Cop, Athlete, Werewolf, Noble Lady, Mercenary — same ×1, just richer HP/ATK once the stage base climbs.

Weak critters (×0.5–0.6 HP/ATK)

Monster HP/ATK Note
Balloon ×0.5 blows with the wind / light hit
Rat ×0.6 swarms
Rolling Beetle ×0.6 rolls at you
Flying Alien ×0.6 airborne

Explosive melee (kill at range — they boom)

All of these detonate on death (or when hit), dealing AoE % max-HP damage. The "dmg ×" below is damage as a fraction of your own max HP, so it scales against you.

Monster HP/ATK Blast radius AoE dmg
Oil Drum ×2.0 3.0 ×5.0 (huge)
Tumor ×1.0 2.25 ×2.25
Moth ×1.5 2.25 ×1.5
Bomb Dog ×0.8 2.25 ×1.5

Specialised mobs (the ones that change how you play)

Monster HP/ATK Behaviour
Shield ×25 very tanky blocker, holds a line
Chainsaw ×20 heavy, high HP, relentless
Wheelchair ×15 casts a skill
Big Zombie ×10 slow tank
Crawler ×9–12 low/fast, melee
Clown ×12.5 splits into 3 mobs on death (spawner)
Scorpion ×2–3 poison/skill
Small Zombie ×2 fast

Corrupted mini-bosses (skill + aura)

Named corrupted elites that carry active skills and an aura/buff. These are the "elite guard" that anchor a wave.

Monster HP/ATK
Corrupted Henchman ×10 → ×20
Evil Eye ×12.5 → ×25
Iron-Eating Worm ×15 → ×30

Elites (main-stage officers)

Humanoid elites are straight stat walls: ×50 HP/ATK (Elite Dock Worker, Vendor, Factory Worker, Farmer, Researcher) and ×75 (Elite Dock Foreman, Manager, Factory Boss, Farm Owner, Lab Director). Elites that are animals stay lighter at ×20 (Elite Dog, Spider, Bee, Bird).


Bosses

The end-of-arc/world bosses all carry the same stat profile but span three power tiers — ×350 / ×420 / ×500 HP & ATK as you climb:

Boss Tier ×350 / ×420 / ×500
Furious Zombie King yes
Ruthless Butcher yes
Blood Axe Overlord yes
Corrupted Tyrant yes
Dark Monstrosity-Bird yes
Wild Porcupine yes
Spider Queen yes

Fall fast or they wave-clear you; bosses drop the top-tier loot (see below).


Campaign: Chapter & Stage Progression

Chapter Stage Power req. (first → last)
1–2 free → 3,800
3 6,000 → 17,600
4 28,710 → 62,150
5 73,260 → 106,700
10 991,100 → 1.27M
20 13.2M → 15.0M
30 55M → 60M
40 148.5M → 157M
50 315.7M → 330M
60 578.6M → 600M
70 930.6M → 961M
76 1.19B

Hidden difficulty scaling (MainStageDiff) — important

Enemy HP auto-adjusts to your Power vs. the stage requirement:

Your Power vs. stage req. Enemy HP
≥ 1.2× (over-powered) 80% (stage is a farm)
0.8–1.2× 80–100%
~1.0× 100%
< 0.8× 105–180%
< 0.5× 180% (punishing push)

So over-leveling an old stage genuinely speeds it up, while attempting content far above your Power buffs enemies instead of hard-blocking you.

Stage rewards


Tower (endless mode)

3 towers, each 10 layers across 5 difficulty modes: Easy → Common → Difficult → Nightmare → Hell.

Tower Opens (days) Description
Fetid Swamp Tue / Thu / Sat (2,4,6) swamp theme
Military Fortress Mon / Fri (1,5) barracks theme
Abandoned Subway Wed / Sun (3,7) metro theme

Each floor ends on a tower-specific boss with its own passive skill set; go as deep as your build allows, layered rewards scale with difficulty.


World / Explore structure

Explore roads

Open-world survival zones where you gather loot and fight factions:

Road Power gate Flavour
Wilderness Desert ≥100 extreme environment, scarce resources, lurking danger
Abandoned Town ≥500 complex terrain, leftover supplies, traps
Dilapidated Pier unlocked "frequent activity zone", hidden treasure, dangerous factions

Roads spawn monster groups from RoadMonsterGroup — waves of varying strength/density over the run — and cities you hold pay out daily output with NPC-point and protection-day rewards.


Drop model (what enemies actually drop)

Campaign: Chapter & Stage Progression

Every chapter is collapsible. Expand one to see each stage's Power requirement (the `NeedPower` gate). Source: MainChapter.json / MainStage.json.

the rating shown in the stage warning dialog (accepts 127.5K / 5.18M / 1.2B)

green you over-power (enemies weaker)  ·  red under-powered (enemies buffed)  ·  grey even. Enemy HP scales with your overall Power vs. the stage requirement (MainStageDiff).

FARM → PUSH12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576

Enter your Power to see where you can farm vs. push.

Chapter 13 stages · up to 0
Stage #NamePower req.Enemy HP
1Ashen Street0—
2Abandoned Factory0—
3Fallen Plaza0—
Chapter 23 stages · up to 3,800
Stage #NamePower req.Enemy HP
4Empty Market0—
5Wasteland Fields0—
6Machine Ruins3,800—
Chapter 34 stages · up to 17,600
Stage #NamePower req.Enemy HP
7Rust Dock6,000—
8Shelf Ruins8,600—
9Dark Alley11,000—
10Old Lab17,600—
Chapter 44 stages · up to 62,150
Stage #NamePower req.Enemy HP
11Wreck Bay28,710—
12Moon Graveyard39,820—
13Container Zone51,040—
14Midnight Lab62,150—
Chapter 54 stages · up to 106,700
Stage #NamePower req.Enemy HP
15Burning Fields73,260—
16Night Crossing84,370—
17Cargo Ship95,590—
18Toxic Lab106,700—
Chapter 64 stages · up to 210,100
Stage #NamePower req.Enemy HP
19Frozen Fields117,700—
20Cargo Yard128,700—
21Fallen Plaza169,400—
22Wasteland Fields210,100—
Chapter 74 stages · up to 371,800
Stage #NamePower req.Enemy HP
23Desert Camp250,800—
24Abandoned Factory290,400—
25Sunset Base331,100—
26Machine Ruins371,800—
Chapter 84 stages · up to 533,500
Stage #NamePower req.Enemy HP
27Frozen Data412,500—
28Ashen Street453,200—
29Snow Center492,800—
30Rust Dock533,500—
Chapter 94 stages · up to 899,800
Stage #NamePower req.Enemy HP
31Rust Yard624,800—
32Empty Market716,100—
33Blue Yard807,400—
34Midnight Lab899,800—
Chapter 104 stages · up to 1,265,000
Stage #NamePower req.Enemy HP
35Red Volcano991,100—
36Night Crossing1,082,400—
37Ice Valley1,177,000—
38Shelf Ruins1,265,000—
Chapter 114 stages · up to 1,793,000
Stage #NamePower req.Enemy HP
39Dark Chapel1,353,000—
40Container Zone1,452,000—
41Ruined Chapel1,617,000—
42Moon Graveyard1,793,000—
Chapter 124 stages · up to 2,497,000
Stage #NamePower req.Enemy HP
43Night Tower1,969,000—
44Wreck Bay2,145,000—
45Empty Tower2,321,000—
46Cargo Ship2,497,000—
Chapter 134 stages · up to 3,190,000
Stage #NamePower req.Enemy HP
47Dusk Park2,673,000—
48Cargo Yard2,838,000—
49Night Park3,014,000—
50Dark Alley3,190,000—
Chapter 144 stages · up to 4,301,000
Stage #NamePower req.Enemy HP
51Ruined Casino3,465,000—
52Old Lab3,740,000—
53White Casino4,026,000—
54Burning Fields4,301,000—
Chapter 154 stages · up to 5,401,000
Stage #NamePower req.Enemy HP
55Ash Volcano4,576,000—
56Toxic Lab4,851,000—
57Frozen Fields5,126,000—
58Desert Camp5,401,000—
Chapter 164 stages · up to 6,798,000
Stage #NamePower req.Enemy HP
59Dusk Chapel5,676,000—
60Fallen Plaza5,962,000—
61Wasteland Fields6,380,000—
62Snow Center6,798,000—
Chapter 174 stages · up to 8,481,000
Stage #NamePower req.Enemy HP
63Green Yard7,216,000—
64Abandoned Factory7,634,000—
65Frozen Data8,052,000—
66Rust Yard8,481,000—
Chapter 184 stages · up to 10,153,000
Stage #NamePower req.Enemy HP
67Ghost Park8,899,000—
68Night Crossing9,317,000—
69Red Volcano9,735,000—
70Machine Ruins10,153,000—
Chapter 194 stages · up to 12,540,000
Stage #NamePower req.Enemy HP
71Night Base10,758,000—
72Blue Yard11,330,000—
73Ruined Chapel11,990,000—
74Midnight Lab12,540,000—
Chapter 204 stages · up to 14,960,000
Stage #NamePower req.Enemy HP
75Red Tower13,200,000—
76Sunset Base13,750,000—
77Wreck Bay14,410,000—
78Ice Valley14,960,000—
Chapter 214 stages · up to 17,710,000
Stage #NamePower req.Enemy HP
79Dark Node15,620,000—
80Cargo Yard16,170,000—
81Rust Dock16,940,000—
82Shelf Ruins17,710,000—
Chapter 224 stages · up to 20,680,000
Stage #NamePower req.Enemy HP
83Blue Casino18,480,000—
84Empty Tower19,250,000—
85Ruined Casino20,020,000—
86Night Tower20,680,000—
Chapter 234 stages · up to 23,760,000
Stage #NamePower req.Enemy HP
87Night Park21,450,000—
88Dark Alley22,220,000—
89Ash Volcano22,990,000—
90Cargo Ship23,760,000—
Chapter 244 stages · up to 28,050,000
Stage #NamePower req.Enemy HP
91Desert Camp24,860,000—
92Wasteland Fields25,850,000—
93Dusk Chapel26,950,000—
94Abandoned Factory28,050,000—
Chapter 254 stages · up to 32,230,000
Stage #NamePower req.Enemy HP
95Frozen Data29,040,000—
96Toxic Lab30,140,000—
97White Casino31,240,000—
98Ashen Street32,230,000—
Chapter 264 stages · up to 36,850,000
Stage #NamePower req.Enemy HP
99Empty Market33,330,000—
100Night Crossing34,430,000—
101Dusk Park35,640,000—
102Green Yard36,850,000—
Chapter 274 stages · up to 41,690,000
Stage #NamePower req.Enemy HP
103Frozen Fields38,060,000—
104Ruined Chapel39,270,000—
105Machine Ruins40,480,000—
106Midnight Lab41,690,000—
Chapter 284 stages · up to 46,530,000
Stage #NamePower req.Enemy HP
107Red Tower42,900,000—
108Sunset Base44,110,000—
109Dark Node45,320,000—
110Fallen Plaza46,530,000—
Chapter 294 stages · up to 53,350,000
Stage #NamePower req.Enemy HP
111Container Zone48,290,000—
112Rust Yard49,940,000—
113Red Volcano51,700,000—
114Shelf Ruins53,350,000—
Chapter 304 stages · up to 60,060,000
Stage #NamePower req.Enemy HP
115Blue Casino55,000,000—
116Wreck Bay56,760,000—
117Night Tower58,410,000—
118Moon Graveyard60,060,000—
Chapter 314 stages · up to 67,210,000
Stage #NamePower req.Enemy HP
119Snow Center61,820,000—
120Night Park63,470,000—
121Cargo Ship65,340,000—
122Night Base67,210,000—
Chapter 324 stages · up to 74,580,000
Stage #NamePower req.Enemy HP
123Dusk Chapel69,080,000—
124Blue Yard70,840,000—
125Old Lab72,710,000—
126Rust Dock74,580,000—
Chapter 334 stages · up to 81,950,000
Stage #NamePower req.Enemy HP
127Empty Tower76,450,000—
128Wasteland Fields78,210,000—
129Dark Alley80,080,000—
130Abandoned Factory81,950,000—
Chapter 344 stages · up to 91,410,000
Stage #NamePower req.Enemy HP
131Frozen Data84,260,000—
132White Casino86,680,000—
133Dark Chapel88,990,000—
134Ash Volcano91,410,000—
Chapter 354 stages · up to 100,760,000
Stage #NamePower req.Enemy HP
135Desert Camp93,720,000—
136Toxic Lab96,030,000—
137Red Tower98,450,000—
138Ghost Park100,760,000—
Chapter 364 stages · up to 111,100,000
Stage #NamePower req.Enemy HP
139Night Crossing103,180,000—
140Cargo Yard105,490,000—
141Fallen Plaza108,240,000—
142Machine Ruins111,100,000—
Chapter 374 stages · up to 122,100,000
Stage #NamePower req.Enemy HP
143Green Yard114,400,000—
144Burning Fields116,600,000—
145Sunset Base119,900,000—
146Shelf Ruins122,100,000—
Chapter 384 stages · up to 133,100,000
Stage #NamePower req.Enemy HP
147Ruined Chapel125,400,000—
148Red Volcano127,600,000—
149Blue Casino130,900,000—
150Night Park133,100,000—
Chapter 394 stages · up to 145,200,000
Stage #NamePower req.Enemy HP
151Ashen Street136,400,000—
152Dark Node139,700,000—
153Rust Yard143,000,000—
154Night Tower145,200,000—
Chapter 404 stages · up to 157,300,000
Stage #NamePower req.Enemy HP
155Container Zone148,500,000—
156Old Lab151,800,000—
157Night Base154,000,000—
158Frozen Fields157,300,000—
Chapter 414 stages · up to 170,500,000
Stage #NamePower req.Enemy HP
159Wreck Bay160,600,000—
160Empty Market163,900,000—
161Ice Valley167,200,000—
162Dusk Park170,500,000—
Chapter 424 stages · up to 185,900,000
Stage #NamePower req.Enemy HP
163Snow Center174,900,000—
164Empty Tower178,200,000—
165Blue Yard181,500,000—
166Midnight Lab185,900,000—
Chapter 434 stages · up to 200,200,000
Stage #NamePower req.Enemy HP
167Dark Chapel189,200,000—
168Ruined Casino192,500,000—
169Abandoned Factory196,900,000—
170Cargo Ship200,200,000—
Chapter 444 stages · up to 217,800,000
Stage #NamePower req.Enemy HP
171Wasteland Fields204,600,000—
172Rust Dock209,000,000—
173Dark Alley213,400,000—
174Ghost Park217,800,000—
Chapter 454 stages · up to 235,400,000
Stage #NamePower req.Enemy HP
175Desert Camp222,200,000—
176Ash Volcano226,600,000—
177Ruined Chapel231,000,000—
178White Casino235,400,000—
Chapter 464 stages · up to 253,000,000
Stage #NamePower req.Enemy HP
179Toxic Lab239,800,000—
180Red Tower244,200,000—
181Frozen Data248,600,000—
182Moon Graveyard253,000,000—
Chapter 474 stages · up to 271,700,000
Stage #NamePower req.Enemy HP
183Rust Yard258,500,000—
184Fallen Plaza262,900,000—
185Night Crossing267,300,000—
186Cargo Yard271,700,000—
Chapter 484 stages · up to 291,500,000
Stage #NamePower req.Enemy HP
187Night Park277,200,000—
188Machine Ruins281,600,000—
189Sunset Base286,000,000—
190Old Lab291,500,000—
Chapter 494 stages · up to 310,200,000
Stage #NamePower req.Enemy HP
191Dark Node295,900,000—
192Night Tower300,300,000—
193Dusk Chapel305,800,000—
194Shelf Ruins310,200,000—
Chapter 504 stages · up to 330,000,000
Stage #NamePower req.Enemy HP
195Green Yard315,700,000—
196Burning Fields320,100,000—
197Ashen Street325,600,000—
198Dusk Park330,000,000—
Chapter 514 stages · up to 353,100,000
Stage #NamePower req.Enemy HP
199Ruined Casino335,500,000—
200Night Base339,900,000—
201Wreck Bay346,500,000—
202Container Zone353,100,000—
Chapter 524 stages · up to 377,300,000
Stage #NamePower req.Enemy HP
203Empty Tower358,600,000—
204Dark Chapel365,200,000—
205Midnight Lab370,700,000—
206Ice Valley377,300,000—
Chapter 534 stages · up to 401,500,000
Stage #NamePower req.Enemy HP
207Dark Alley383,900,000—
208Blue Yard389,400,000—
209Wasteland Fields396,000,000—
210Blue Casino401,500,000—
Chapter 544 stages · up to 430,100,000
Stage #NamePower req.Enemy HP
211Ghost Park409,200,000—
212Frozen Data415,800,000—
213Cargo Ship422,400,000—
214Desert Camp430,100,000—
Chapter 554 stages · up to 457,600,000
Stage #NamePower req.Enemy HP
215Toxic Lab436,700,000—
216Red Tower443,300,000—
217Night Crossing449,900,000—
218Empty Market457,600,000—
Chapter 564 stages · up to 485,100,000
Stage #NamePower req.Enemy HP
219Frozen Fields464,200,000—
220Red Volcano470,800,000—
221Night Park478,500,000—
222Fallen Plaza485,100,000—
Chapter 574 stages · up to 513,700,000
Stage #NamePower req.Enemy HP
223Cargo Yard492,800,000—
224Rust Yard499,400,000—
225White Casino507,100,000—
226Old Lab513,700,000—
Chapter 584 stages · up to 542,300,000
Stage #NamePower req.Enemy HP
227Sunset Base520,300,000—
228Dusk Chapel528,000,000—
229Burning Fields534,600,000—
230Rust Dock542,300,000—
Chapter 594 stages · up to 570,900,000
Stage #NamePower req.Enemy HP
231Snow Center548,900,000—
232Night Tower556,600,000—
233Ash Volcano564,300,000—
234Machine Ruins570,900,000—
Chapter 604 stages · up to 600,600,000
Stage #NamePower req.Enemy HP
235Green Yard578,600,000—
236Ruined Casino585,200,000—
237Night Base592,900,000—
238Ruined Chapel600,600,000—
Chapter 614 stages · up to 629,200,000
Stage #NamePower req.Enemy HP
239Shelf Ruins607,200,000—
240Container Zone614,900,000—
241Dusk Park622,600,000—
242Ashen Street629,200,000—
Chapter 624 stages · up to 658,900,000
Stage #NamePower req.Enemy HP
243Dark Node636,900,000—
244Midnight Lab644,600,000—
245Abandoned Factory652,300,000—
246Wreck Bay658,900,000—
Chapter 634 stages · up to 688,600,000
Stage #NamePower req.Enemy HP
247Ice Valley666,600,000—
248Empty Tower674,300,000—
249Empty Market682,000,000—
250Blue Yard688,600,000—
Chapter 644 stages · up to 724,900,000
Stage #NamePower req.Enemy HP
251Dark Chapel697,400,000—
252Frozen Fields707,300,000—
253Dark Alley716,100,000—
254Cargo Yard724,900,000—
Chapter 654 stages · up to 760,100,000
Stage #NamePower req.Enemy HP
255White Casino733,700,000—
256Desert Camp742,500,000—
257Ghost Park751,300,000—
258Night Crossing760,100,000—
Chapter 664 stages · up to 798,600,000
Stage #NamePower req.Enemy HP
259Old Lab768,900,000—
260Rust Yard778,800,000—
261Snow Center788,700,000—
262Moon Graveyard798,600,000—
Chapter 674 stages · up to 839,300,000
Stage #NamePower req.Enemy HP
263Night Tower808,500,000—
264Dusk Chapel818,400,000—
265Blue Casino828,300,000—
266Cargo Ship839,300,000—
Chapter 684 stages · up to 878,900,000
Stage #NamePower req.Enemy HP
267Fallen Plaza849,200,000—
268Ash Volcano859,100,000—
269Sunset Base869,000,000—
270Machine Ruins878,900,000—
Chapter 694 stages · up to 920,700,000
Stage #NamePower req.Enemy HP
271Shelf Ruins889,900,000—
272Frozen Data899,800,000—
273Green Yard909,700,000—
274Dusk Park920,700,000—
Chapter 704 stages · up to 961,400,000
Stage #NamePower req.Enemy HP
275Rust Dock930,600,000—
276Ruined Chapel941,600,000—
277Red Tower951,500,000—
278Toxic Lab961,400,000—
Chapter 714 stages · up to 1,003,200,000
Stage #NamePower req.Enemy HP
279Night Base972,400,000—
280Red Volcano982,300,000—
281Ashen Street993,300,000—
282Container Zone1,003,200,000—
Chapter 724 stages · up to 1,046,100,000
Stage #NamePower req.Enemy HP
283Blue Yard1,014,200,000—
284Ruined Casino1,024,100,000—
285Frozen Fields1,035,100,000—
286Dark Node1,046,100,000—
Chapter 734 stages · up to 1,087,900,000
Stage #NamePower req.Enemy HP
287Ghost Park1,056,000,000—
288Night Crossing1,067,000,000—
289Desert Camp1,076,900,000—
290Empty Market1,087,900,000—
Chapter 744 stages · up to 1,133,000,000
Stage #NamePower req.Enemy HP
291Abandoned Factory1,098,900,000—
292Dark Chapel1,111,000,000—
293Ice Valley1,122,000,000—
294Cargo Yard1,133,000,000—
Chapter 754 stages · up to 1,177,000,000
Stage #NamePower req.Enemy HP
295Burning Fields1,144,000,000—
296Rust Yard1,155,000,000—
297Snow Center1,166,000,000—
298Night Park1,177,000,000—
Chapter 762 stages · up to 1,188,000,000
Stage #NamePower req.Enemy HP
299Empty Tower1,188,000,000—
315Fallen Plaza79,000—

Tasks, Events & Rewards

Reading the tables

Every reward below is resolved to its real item name. Currencies and materials referenced repeatedly:

Item What it is
Coin / Gem / Stamina Basic currency — coin and gem are the two main soft/hard currencies
Attachment Key / Drone Key One pull on the Attachment / Drone supply boxes
Alliance Medal Clan-shop / clan-feature currency
Apocalypse Medal Reward currency used in the Apocalypse Shop (from Arena seasons, Honor, etc.)
Apocalypse Key Turntable / "Apocalypse Wheel" currency for its shop
Lost Token Capital-War & Explore currency
Tactical Scraps Tactics (talent) crafting material
Ordinary Alloy / High-grade Alloy Equipment/drone upgrade material
Enhance Module Attachment enhancement material
Pickaxe / Explosive / Drill Mining event tools
Elite / Epic / Legendary Paint Weapon skin paint materials
Daily Activity / Weekly Activity / Newcomer Trial Score The points you earn from tasks, spent on the score-reward tracks below
A Bag of Coins A coin reward cache (worth thousands of coins)
Random Common / Advance / Elite / Epic / Legendary Attachment Rarity-tiered random attachment drops

Daily Tasks

7 tasks per day, each worth 20 Daily Activity points (max 140 pts/day; the reward track only needs 120).

# Task Reward
1 Log in to the game 20 Daily Activity
2 Participate in main stages ×3 20 Daily Activity
3 Sweep / clear Zombie Cruise ×2 20 Daily Activity
4 Challenge the arena ×3 20 Daily Activity
5 Collect idle rewards ×2 20 Daily Activity
6 Speed idle ×3 20 Daily Activity
7 Watch ads ×3 20 Daily Activity

Daily Activity score rewards (claim at each threshold):

Points Reward
20 A Bag of Coins
40 Attachment Key ×1
60 Stamina ×5
80 Drone Key ×1
100 Pickaxe ×1
120 Enhance Module ×1

Weekly Tasks

10 tasks per week, each 15 Weekly Activity points (max 150 pts/week).

# Task Reward
1 Log in ×5 days 15 Weekly Activity
2 Main stages ×15 15 Weekly Activity
3 Zombie Cruise ×10 15 Weekly Activity
4 Pure (Tower) operations ×5 15 Weekly Activity
5 Challenge arena ×15 15 Weekly Activity
6 Speed idle ×15 15 Weekly Activity
7 Consume stamina ×100 15 Weekly Activity
8 Consume gems ×500 15 Weekly Activity
9 Watch ads ×15 15 Weekly Activity
10 Recharge ×1 15 Weekly Activity

Weekly Activity score rewards (all Gem):

Points Gem
20 20
40 20
60 20
80 20
100 20
120 50

Tip: the weekly "consume 500 gems" and "consume 100 stamina" tasks are the most efficient to pair with spending you'd already do — the 120-point cap is reachable without the recharge task.


Newcomer 7-Day Trial

Six tasks per day for 7 days; each task pays Newcomer Trial Score + attachment keys. Score milestones (total from the week):

Score Reward
100 Tactical Scraps ×50 + Gem ×300
200 Tactical Scraps ×100 + Gem ×300
300 Tactical Scraps ×200 + Gem ×300
400 Tactical Scraps ×200 + Gem ×300
500 Mechanical Messenger (hero)

Paid daily gift (one per day, gems + materials scaling up to the bump on Day 7):

Day Gift contents
1 Gem ×500 + Coin ×50,000
2 Gem ×1,000 + Enhance Module ×5
3 Gem ×1,000 + Tactical Scraps ×200
4 Gem ×2,000 + Enhance Module ×10
5 Gem ×2,000 + Tactical Scraps ×400
6 Gem ×5,000 + Enhance Module ×30 + Tactical Scraps ×100
7 Gem ×10,000 + Enhance Module ×50 + Tactical Scraps ×300

Achievements

14 categories × 10 tiers each (140 total). Reward scales with tier index only, so every category pays the same ladder:

Tier 1 2 3 4 5 6 7 8 9 10
Gem 5 5 10 10 15 15 20 20 30 30

Completing every category = 2,240 Gems.

Categories (achievement goal → ladder requirements): - Login days — 1 → 720 - Player level — 5 → 50 - Weapon max level — total 10 → 700 - Drone draws — 10 → 10,000 - Attachment draws — 10 → 10,000 - Stages passed — 5 → 50 - Zombie Cruise clears — 5 → 50 - Underground Fortress floors — floors 1–3 (repeated) - Ads watched — 10 → 100 - Gems spent — 100 → 200,000 - Mining depth (m) — 100 → 50,000 - Own heroes — 2 → 11 - Own vehicles — 2 → 11 - Max power — 1,000 → 1,000,000

Long-horizon ones (draws, gems spent, power) are soft-locked as month-one no-ops; aim for login, level, heroes/vehicles, ads, and stage progress early.


Battle Pass / Stage Fund

Two passes coexist:

Stage Fund — "Complete stages to earn plenty of gems!"

Three purchases (Pass 1–3) covering main stages 1–60 (20 stages each). Every stage gives a free and a paid gem payout; the paid track is the real value. Free track totals 700 gems per pass, paid track totals 15,800 gems per pass.

Per-stage pattern (repeat each pass, milestone stages are bigger):

Stage Free gems Paid gems
Normal (1–4, 6–9, 11–14…) 20 200
Stage 5 / 15 milestone 50 600 ×2 (=1,200)
Stage 8 / 18 big-normal 20 800
Stage 10 / 20 milestone 100 1,500 ×2 (=3,000)
Stage 20 / 40 / 60 final 100 2,000 ×2 (=4,000)
High band (11–20) normals 30 200

Active / Energy Battle Pass

30 levels; each level costs Energy (20 for levels 1–10, 30 for 11–20, 50 for 21–30). Two tracks per level: - Free track: alternates Drone Key ×1 (odd levels) and Gem ×5 (even levels). - Premium/paid track: Drone Key ×2 + Gem ×10 every level (60 keys + 300 gems across the pass).


Arena (PVP)

Grades (climb by beating players; lose points on loss):

Grade Points to promote Points to keep
Iron (start, 1,000 pts) 100 0
Bronze 50 50
Silver 20 20
Gold 10 10
Platinum 10 10
Diamond (max) — 10

Free 5 attempts/day, can refresh 5 more for 2 gems. Win = Gem ×10, lose = Gem ×5 per match.

Daily reward by grade & rank (gems):

Grade Rk 1 3 10 20 30 50 any (9999)
Iron 10 8 6 5 4 3 2
Bronze 15 12 10 8 6 4 3
Silver 20 15 12 10 8 6 4
Gold 25 20 15 12 10 8 6
Platinum 30 25 20 15 12 10 8
Diamond 40 30 25 20 15 12 10

Season-end reward — Apocalypse Medal + Gems (the arena's real currency income):

Grade Rk 1 10 50 any (9999)
Iron Medals 3 + 80 💎 2 + 50 1 + 20 10 💎
Bronze 5 + 100 3 + 60 2 + 20 1 + 10
Silver 8 + 120 5 + 80 3 + 30 2 + 20
Gold 10 + 150 8 + 100 5 + 40 3 + 30
Platinum 15 + 180 10 + 120 8 + 60 5 + 40
Diamond 20 + 220 15 + 150 10 + 80 8 + 60

Clan Arena

7 grades (Iron → King). Defenders earn stars; weekly star count determines individual reward: A Bag of Coins ×3–10 + Paint. Tiers: 1 / 2 / 3 / 4 / 5 / 7 stars. Higher grades upgrade the paint (Elite → Epic → Legendary):

Stars Coins Paint
1 Bag ×3 Elite Paint ×2 (low grades) → Legendary Paint ×2 (high grades)
4 Bag ×6 Epic Paint ×4 (low) → Legendary Paint ×6 (high)
7 Bag ×10 Epic Paint ×6 → Legendary Paint ×10

In short: higher clan grade + more stars = better paint. The single top reward is a Legendary Paint ×10 plus coins at 7★ in King grade.


Clan


Capital War

Every other round is a Cross-Capital War (vs other clans). Personal Battle Preparations score milestones (200 → 3,000) pay Lost Token + alloy; the real prizes are the leaderboards:


Explore

Fuel-gated node runs with three roads; nodes are weighted random events (safe / PvE / PvP). Node rewards are random material/coin/key drops — bigger nodes give High-grade Alloy and bigger coin bags. Leaderboard rewards:


Sprint / Rush Events (weekly rotation)

Weekly rotation cycles three activity types: Sprint, Turntable, Mine. Ranked sprints (max 999 ranked, 3–7 days) pay by final rank — e.g. the Attachment Sprint: Rank 1 → 200 gems + 50 Attachment Keys, down to 10 gems at participation, with mid-rank milestones giving the featured weapon/hero (e.g. Thermal Imager, Ash Storm). A max-power ladder also exists each week (World Merit: highest weekly power 3,000 → 500,000 pays keys, coins, scraps, and Apocalypse Medals).


Turntable (Apocalypse Wheel)

A 12-slot weighted spin. Slot types: - Type 1 (jackpot) — limited draws (e.g. 140), e.g. Night Bat weapon. - Type 2 (mid) — limited draws (80/40), e.g. Gem ×3,000 or Attachment Key ×60. - Type 3 (common material) — unlimited, e.g. A Bag of Coins.

Score milestones (20/40/80/120/180/300) pay Apocalypse Key ×5–20 — the wheel's own shop currency. Weekly wheels stack a Top Reward jackpot ladder.


Sign-in

Two 7-day rounds, each day a small gift, with rings every 7 days: - Round 1: Day 1 Att Key ×2 → Day 3 Fighter (hero) → Day 7 Gem ×20 + keys. - Round 2: keys/gems, Day 7 Gem ×20 + keys. Essentially free Attachment/Drone keys daily; grab the Fighter on Day 3 of Round 1.


Honor

89 honor medals/titles, ranked by rarity (achieved-rate 8000 → 10 = rarer). Honor points milestones every 100 pts: Apocalypse Medal ×10 + Gem ×1,000, with Proof of Honor I / II / III titles at 500 / 1,500 / 2,500 pts.


Small daily / free rewards

Alliance (Clan) Level & Unlocks

Alliance progression is a pure level ladder: each level raises the member cap and the number of world-map cities the alliance can hold. Source: ClanLevel.json.

Level ladder

Lv Exp to reach Member cap World captured cities
1 3,000 20 1
2 5,000 22 2
3 10,000 25 3
4 20,000 28 3
5 30,000 30 4
6 50,000 32 4
7 70,000 34 5
8 100,000 36 5
9 200,000 38 6
10 300,000 40 6
11 500,000 40 7
12 1,000,000 40 7
13 2,000,000 40 8
14 5,000,000 40 8
15 — (Max) 40 9

Alliance Store unlocks (by alliance level)

Currency is the Alliance Medal (earned from clan content, spent only here). Items unlock at these levels (ClanShop.json):

Alliance Lv Items added
1 Coin bundles (Alliance Medal 200 / 400 / 800)
2 Coin ×4,000 · Drone Keys ×2
3 Pickaxe ×2 · Explosive ×1 · Drill ×1 (mining tools)
5 Ordinary Alloy ×100 · High-grade Alloy ×20 (equipment materials)

Other alliance facts

Zombie Roguebie — Code / Schema Reference

Package com.boom.zombie.survival v1.20.0 · Unity/HybridCLR. Data root C:/Users/AOC01/android-re/work/ZombieRoguebie/extract/.

How this section was recovered. The four target assemblies (GameProto, TouchGame, TouchEngine, xasset) are .NET/HybridCLR assemblies that the game obfuscates: all four have a corrupt PE (the e_lfanew pointer is zeroed, the optional-header magic and the section table are garbage) and the .NET metadata root's stream-header offsets/sizes are encrypted (they serialize to huge junk like 0xabb2ed38). dnfile, pefile, ilspycmd and dotnet's manager all refuse to open them. So no IL / method bodies could be decompiled. The meanings below come from the clean JSON config tables, the embedded field-name strings that survive in plain text (e.g. <WeaponATKRate>k__BackingField, get_HPRate, CheckInstantKill, CalcDamage), and a prior decode of extract/.


1. Weapon.json — Attrs array and WeaponATKRate

Attrs is a 4-element array of strings (the four stats shown on a weapon card), in this fixed order:

Index Meaning Notes
Attrs[0] ATK / damage multiplier e.g. M5 = 3.6, MP9 = 5.0, Sniper M24 = 1.0, RPG = 0.6. Matches the in-game "Attack" tips label (item_weapon_tips_txt_atk_title). This is the per-shot damage coefficient.
Attrs[1] Fire interval (seconds between shots) Fast weapons ≈ 0.40–0.80 (M5 0.40, MP9 0.45), slow ≈ 1.20–1.55 (M24 1.20, RPG 1.50), slowest — the special snipers — 4.00 (Frost Beacon, Thor). "Lower = faster". UI stat is titled "Fire Rate".
Attrs[2] Per-class damage/crit multiplier Groups cleanly by weapon class: Shotgun 5.5, Submachine 6.0, Assault/HMG/Rocket 6.5, Sniper 7.0. Most plausibly the weapon's Crit Damage multiplier (sniper hits hardest on crit). Exact label could not be confirmed from obfuscated IL.
Attrs[3] Magazine capacity Matches ClipCapacity exactly in all 16 weapons (M5=12, MP9=20, M24=3, M2HB=40, RPG=2 …).

Full decode of every weapon (Name = resolved Weapon_Name_*, Desc = weapon class):

ID Name Class Attrs ATK FInt Crit Mag
1001 M5 Assault 3.6 / 0.40 / 6.5 / 12 3.6 0.40 6.5 12
1002 Pulse Rifle Assault 5.0 / 0.65 / 6.5 / 30 5.0 0.65 6.5 30
1101 Arbiter ★ Assault 5.0 / 0.70 / 6.5 / 20 5.0 0.70 6.5 20
2001 M1014 Shotgun 1.5 / 0.45 / 5.5 / 4 1.5 0.45 5.5 4
2002 Rock Shotgun 1.2 / 0.70 / 5.5 / 3 1.2 0.70 5.5 3
2101 Fury ★ Shotgun 1.2 / 0.80 / 5.5 / 2 1.2 0.80 5.5 2
3001 MP9 Submachine 5.0 / 0.45 / 6.0 / 20 5.0 0.45 6.0 20
3101 Night Bat ★ Submachine 5.0 / 0.55 / 6.0 / 25 5.0 0.55 6.0 25
3201 Arctic Storm ★ Submachine 5.0 / 0.5 / 6.0 / 25 5.0 0.50 6.0 25
4001 M2HB HMG 5.0 / 0.50 / 6.5 / 40 5.0 0.50 6.5 40
4101 Destroyer ★ HMG 6.2 / 0.55 / 6.5 / 50 6.2 0.55 6.5 50
5001 M24 Sniper 1.0 / 1.20 / 7.0 / 3 1.0 1.20 7.0 3
5101 Frost Beacon ★ Sniper 1.0 / 4.00 / 7.0 / 2 1.0 4.00 7.0 2
5201 Thor ★ Sniper 1.0 / 4.00 / 7.0 / 2 1.0 4.00 7.0 2
6001 RPG Rocket 0.6 / 1.50 / 6.5 / 2 0.6 1.50 6.5 2
6101 Symphony ★ Rocket 0.6 / 1.55 / 6.5 / 2 0.6 1.55 6.5 2

WeaponATKRate — a per-weapon "attack-rate / ATK" multiplier, present as a field but 0 for every weapon in v1.20.0. It is effectively inert (a placeholder/legacy argument; the real damage coefficient lives in Attrs[0]). The weapon itself instead grants a flat stat: OwnedAttr = { ID: 1012, Value: 200–300 }, where 1012 = "Attack Bonus" (enum ATKRate) — the weapon carries a small permanent ATK-bonus attribute.

Weapon damage also scales with level/rank, not just Attrs[0]: - WeaponLevel.json defines per-level WeaponATKBase (1 → 100, 10 → 200, 20 → 400, 50 → 2500, 100 → 10000, 1000 → 1,000,000 — roughly Level² at high level). - WeaponRank.json adds a rank bonus WeaponATKBase (rank 1 → 20, rank 5 → 80, rank 15 → 6000) and a rank Cost.

So a weapon's effective per-shot damage ≈ WeaponLevelBase × WeaponRankBonus × Attrs[0] (fit to the gun's class), plus flat/elemental bonuses.


2. Monster.json — HPRate / ATKRate / DropItem / InstantKillRatio / RepulseRatio

Scale: 10000 = 1× for HPRate and ATKRate (integer centi-per-mille). InstantKillRatio and RepulseRatio are plain 0–1 floats. Values per strength tier:

Type Strength Example HP× ATK× InstantKill Repulse DropItem
Normal 1 Monster 1.0 1.0 1.0 0.9 1
Normal 5 Monster 5.0 5.0 1.0 0.4 2
Normal 30 Monster 20.0 20.0 1.0 0.0 2
Elite 50 Monster 50.0 50.0 0.5 0.0 3
Elite 75 Monster 75.0 75.0 0.5 0.0 3
Boss 500 Furious Zombie King 350.0 350.0 0.5 0.0 3

3. Final damage computation + are drops rolled or guaranteed?

The exact coefficient ordering lives in the obfuscated CalcDamage method of TouchGame.dll, which could not be decompiled, so the combination formula is UNKNOWN. The recovered damage schema is:

Player → monster, per hit/instance: - Weapon base damage = WeaponLevelBase (≈ Level² + rank bonus) × Attrs[0] (gun coefficient). - Fire cadence from Attrs[1] (interval); magazine from Attrs[3]. - Crit: roll against Crit chance (Attr 1030); on crit multiply by CritDamage (Attr 1040, base 15000 = 1.5×; weapon-side in Attrs[2]). - Elemental damage types (Attr ids): Firearms 1091, Shrapnel 1092, Ice 1093, Electric 1094, Fire 1095 (element IDs: 1 Firearms, 2 Shrapnel, 11 Ice, 12 Electric, 13 Fire). Each has a matching resistance on the target: 1191–1195. Attr 1060 = "Final Damage" is the post-mitigation value. - Target-state modifiers (from BattleParam / code strings): TargetInRangeFinalDamage, TargetFreezeFinalDamage, TargetBurnFinalDamage, BulletPierceFinalDamage — extra multipliers applied to targets that are in-range, frozen, burning, or pierced. Global off-hand modifiers: BurnDamageRate, BurnExplosionDamageRate, FrostbiteDamageRate, FieldDamageRate, WheelDamageRate, RecurrectSkillDamageRate.

Monster → player: baseATK × ATKRate/10000, mitigated by the player's shield/defense (Shield attr 1020, regen time attr 1070) and dodge/iframes (DodgeInvincibleTime, BeDamageInvincibleTime).

Drops — guaranteed, not weight-rolled. Monster.DropItem is a single fixed template reference (no array of weighted entries), so the death-spawn always fires the same template for that monster ID (and is absent for monsters with DropItem = null). The templates in DropItem.json are deterministic: - Func=1 → an experience orb worth FuncParam (10 / 30 / 15000). - Func=2 → a generic loot spawn (used by all elites/bosses). - Func=4 → an item drop with a quality-coloured FX (ShowPropName) — white/green/blue/purple/gold/red/pink (IDs 1000–1007).

Weighted probability rolls only appear in the chest/gacha tables (TurntableReward has Weight/ShowWeight), not in monster kills. So: kills are guaranteed, fixed drops; rarity is decided by the item/prop quality system, not by a per-kill weight.


4. Resolved hero passive skills and premium weapon display names

Hero passives (Hero.json PassiveSkill = 50002–50012). The PassiveSkill.json "Name" fields are only generic placeholders ("Character Skill 2"…), so the real text is the Desc (recovered from lang_en.json):

Hero (Hero.json ID) Passive ID Effect
Fighter (2) 50002 Pickup Range +5%, Reload Speed +5%
Mechanical Messenger (3) 50003 Fire Rate +5%, Movement Speed +5%
Howling Warrior (8) 50004 Fire Rate +10%, Reload Speed +10%, summon 5 [Fireball] every 10 kills
Night Stalker (5) 50005 Move Speed +10%, Reload Speed +10%, 20% chance per shot to fire 1 [Flame Bat]
Miss Lightning (6) 50006 Fire Rate +10%, Magazine +10%, every 2 s release 1 [Judgment Lightning] at a random target in range
Neon Spirit Cat (7) 50007 Reload Speed +10%, +5% damage to Frozen targets, release 5 [Frost Note] per reload
Justiciar (9) 50009 Fire Rate +10%, Move Speed +5%, 50% chance per shot to fire 1 [Judgment Frost Blade]
Demolition Expert (10) 50010 Reload Speed +10%, Grenade damage +10%, every 10 s throw 3/5/7/10 [Electric Grenades]
Arctic Ranger (11) 50011 Move Speed +10%, Ice Damage +5%, 5% chance per shot to release [Ice Storm]
Thunder Hunter (12) 50012 Reload Speed +10%, Electric Damage +5%, every 2 reloads summon 1 [Lightning]

(Survival Expert id 1 and Lost Infected id 101 have no passive.)

Premium / event weapons (the Weapon_Name_* keys the guide asked to resolve) — these are the starred "Apocalypse Wheel" event weapons (Weapon_UnlockDesc = "Unlocked during Apocalypse Wheel event"), with their resolved display names:

Weapon_Name key Resolved name (class)
Weapon_Name_1101 Arbiter (Assault Rifle)
Weapon_Name_2101 Fury (Shotgun)
Weapon_Name_3101 Night Bat (Submachine Gun)
Weapon_Name_3201 Arctic Storm (Submachine Gun)
Weapon_Name_4101 Destroyer (Heavy Machine Gun)
Weapon_Name_5101 Frost Beacon (Sniper Rifle)
Weapon_Name_5201 Thor (Sniper Rifle)
Weapon_Name_6101 Symphony (Rocket Launcher)

Recovery limits. Because the assemblies' metadata is obfuscated, the exact damage formula (CalcDamage), and the precise label of Attrs[2] (crit-damage vs. other class multiplier), could not be confirmed against IL. Everything else above is read directly from the config JSONs and cross-checked against the surviving field-name strings and the localization map.

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