Weapons
16
6 classes, 8 premium
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- Weapon.Attrs order: [0]=ATK/coefficient, [1]=fire interval (s), [2]=per-class crit/dmg multiplier, [3]=magazine (matches ClipCapacity)
- WeaponATKRate: 0 for all weapons in v1.20.0 (inert/per-weapon multiplier)
- Monster scale: HPRate & ATKRate are integer scale, 10000 = 1x (Str1=1x Elite50=50x Boss500=350x)
- InstantKillRatio: execute threshold fraction: 1.0 trash, 0.5 elites/bosses
- RepulseRatio: knockback magnitude; 0 = immune (all elites/bosses)
- DropItem: fixed death-drop template ID, guaranteed (not weight-rolled)
- Hero passives 50002-50012: resolved to Fighter/Mechanical Messenger/Howling Warrior/Night Stalker/Miss Lightning/Neon Spirit Cat/Justiciar/Demolition Expert/Arctic Ranger/Thunder Hunter
- Premium weapon names: Arbiter, Fury, Night Bat, Arctic Storm, Destroyer, Frost Beacon, Thor, Symphony
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)
- Buy with gems: 10 stamina for 100 gems, 5 times/day (500 gems = 50 stamina/day cap).
- Ads: 5 stamina per ad, 3 times/day (15 free stamina/day).
- VIP levels add extra daily gem purchases.
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
- Max energy: 30 (Param
MaxEnergy)
- Recovery: 1 per 10 min (
EnergyRecoverInterval 600s) → full bar in ~5 h
- Main stage cost: 5 energy per battle
- Idle quick-claim: costs 5 energy, grants 2 h of idle output, 10 claims/day
- Gem refill: buy 10 energy for 100 gems, 5 purchases per cycle
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.
- Forge material: Ordinary Alloy, scaling with quality — 500 / 500 / 1,000 / 2,000 / 5,000 / 10,000 / 20,000 from Q1→Q7.
- Max (Q7, 5★) gear grants big percent bonuses, e.g. +50% Attack Bonus, +26% / +24% weapon-type damage (the exact weapon pair depends on the slot).
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 |
- Coin ≈ 9,000 × stage number per hour. This is the single biggest idle lever — push stages to raise it.
- Tactical Scraps are a flat ~151/h regardless of stage (talents are time-gated, not stage-gated).
- Attachment drops peak early (stage ~10) and then stay roughly constant, so idle is primarily a Coin generator after mid-game.
- Idle output can be multiplied up to ×5 (Rate config
[1,2,5]), typically from VIP/bonus.
- Use the quick-claim (5 energy → 2 h) to bank idle income before an idle cap.
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
- World Phases by server day: Day 8 → Level 1 Cities, Day 16 → Level 2 Cities, Day 24 → Level 3 Cities (higher-tier cities = better idle/alloys).
- Function unlock conditions are primarily player level / stage queue / server days, so progressing the campaign fast is what opens systems sooner.
- The in-game "Get Stronger" ordering (its Priority guide) tells you the intended power path:
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)
- Keep weapon level + enhancement on your main weapon (biggest DPS per coin/module).
- Unlock Weapon Spec capstones and spread talent stars broadly.
- Forge Q5+ equipment (Alloy is scarce — save it).
- Push stages to raise idle Coin (your main income).
- 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 |
- Base set (M5, M1014, MP9, M24, M2HB, RPG) are the starter models; the advanced weapons (Pulse Rifle, Rock, Fury, Night Bat, Arctic Storm, Destroyer, Frost Beacon, Thor, Arbiter, Symphony) hit much harder and carry 3-tier signature skill trees.
- Highest single-shot burst: Frost Beacon & Thor (40k/shot sniper), RPG/Symphony (15k + AoE).
- Note: every weapon's base bullet is the physical Gun element — the elemental identity comes from the weapon's signature skill tree (Ice/Lightning/Fire).
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 |
- Quality 1–7 (Advance → Elite → Epic → Legendary → Mythic → Transcendent) and stars: Q2 max 1★, Q3 max 2★, Q4 max 3★, Q5 max 4★, Q6/Q7 max 5★.
- Main stat per item is ATKRate; each piece has the same upgrade curve per slot.
- Set bonuses (by quality) scale CritDamage, add
TargetPlayerFinalDamage and reduce AttackerPlayerBeDamage:
| 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
- 3 slots, unlocked at player levels 20 / 28 / 35.
- Drones have their own signature ability (triggered by shots, reloads, time, or elemental applications) and upgrade with drone level. Best-of each quality:
| 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 |
|
- Each vehicle upgrades through 6 stars, granting larger ATKRate bonuses at each star (e.g. Retro Ranger: 200 → 1,200; Spike Hunter/Mountain Overlord/Flamefang: 500 → 2,000).
- Vehicle HP = 20 × Power (one row in
VehicleBaseHP per power value). Power grows exponentially late-game.
- (Also includes non-drivable "Lost Vehicle" and "Treasure Chest Convoy" — enemy/supply-drop vehicles.)
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):
- Element mods (Stock Q5): Nano Frame = Ice DMG, Plasma Cradle = Fire DMG, Tungsten Buffer = Lightning DMG (+1,200).
- Weapon-type boost mags (Magazine Q5): Nano Clip boosts AssaultRifle + Rocket, Hydraulic Chamber boosts SMG + Shotgun, Chain Feeder boosts HMG + Sniper (+600 each).
- Crit / speed mods: Laser Sight (Grip) +Crit, Thermal Imager (Sight) +dmg vs minions, Ballistic Predictor +dmg vs elites/bosses, Phase Scope +dmg to players, Compensator/Sonic Booster (Muzzle) +Attack Speed, Iron Sight +CritDamage.
- Q6/Q7 mods (Fusion Cell, Arc Sight, Photon Grip, Fission Director, Mag Lock, etc.) are the top end, giving the biggest ATKBase/ATKRate.
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
- 76 chapters, 300+ stages (stage IDs to 315), mostly 4 stages per chapter.
- Each stage gates on Power (NeedPower). The curve is exponential:
| 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
- Per completion: Enhance Module ×5 + random Attachment (rarity climbs with chapter: Common → Legendary) + Gem ×100.
- First clear: Attachment Key ×2 + Gem ×20.
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
- World phases (day-gated): Level 1 Cities (day 8) → Level 2 Cities (day 16) → Level 3 Cities (day 24).
- World City War — 15 tiers. Kill-point multiplier climbs ×1 → ×50, and the Power gate climbs 10K → 2B. Each tier unlocks a bigger city + capital stage and a world-archive reward.
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)
- Every enemy drops EXP orbs scaled by tier: small critters drop the weakest orb, elites and bosses drop the top EXP orb plus rarity-coded gear drops (white → green → blue → purple → gold → red → pink, i.e. the equipment-quality colour wheel) and tactic/coin drops.
- Elite and boss fights are where the good loot lives — farm the bosses, not the trash.
- Boss rewards also gate material drops used for attachment/module crafting.
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 # | Name | Power req. | Enemy HP |
|---|
| 1 | Ashen Street | 0 | — |
| 2 | Abandoned Factory | 0 | — |
| 3 | Fallen Plaza | 0 | — |
Chapter 23 stages · up to 3,800
| Stage # | Name | Power req. | Enemy HP |
|---|
| 4 | Empty Market | 0 | — |
| 5 | Wasteland Fields | 0 | — |
| 6 | Machine Ruins | 3,800 | — |
Chapter 34 stages · up to 17,600
| Stage # | Name | Power req. | Enemy HP |
|---|
| 7 | Rust Dock | 6,000 | — |
| 8 | Shelf Ruins | 8,600 | — |
| 9 | Dark Alley | 11,000 | — |
| 10 | Old Lab | 17,600 | — |
Chapter 44 stages · up to 62,150
| Stage # | Name | Power req. | Enemy HP |
|---|
| 11 | Wreck Bay | 28,710 | — |
| 12 | Moon Graveyard | 39,820 | — |
| 13 | Container Zone | 51,040 | — |
| 14 | Midnight Lab | 62,150 | — |
Chapter 54 stages · up to 106,700
| Stage # | Name | Power req. | Enemy HP |
|---|
| 15 | Burning Fields | 73,260 | — |
| 16 | Night Crossing | 84,370 | — |
| 17 | Cargo Ship | 95,590 | — |
| 18 | Toxic Lab | 106,700 | — |
Chapter 64 stages · up to 210,100
| Stage # | Name | Power req. | Enemy HP |
|---|
| 19 | Frozen Fields | 117,700 | — |
| 20 | Cargo Yard | 128,700 | — |
| 21 | Fallen Plaza | 169,400 | — |
| 22 | Wasteland Fields | 210,100 | — |
Chapter 74 stages · up to 371,800
| Stage # | Name | Power req. | Enemy HP |
|---|
| 23 | Desert Camp | 250,800 | — |
| 24 | Abandoned Factory | 290,400 | — |
| 25 | Sunset Base | 331,100 | — |
| 26 | Machine Ruins | 371,800 | — |
Chapter 84 stages · up to 533,500
| Stage # | Name | Power req. | Enemy HP |
|---|
| 27 | Frozen Data | 412,500 | — |
| 28 | Ashen Street | 453,200 | — |
| 29 | Snow Center | 492,800 | — |
| 30 | Rust Dock | 533,500 | — |
Chapter 94 stages · up to 899,800
| Stage # | Name | Power req. | Enemy HP |
|---|
| 31 | Rust Yard | 624,800 | — |
| 32 | Empty Market | 716,100 | — |
| 33 | Blue Yard | 807,400 | — |
| 34 | Midnight Lab | 899,800 | — |
Chapter 104 stages · up to 1,265,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 35 | Red Volcano | 991,100 | — |
| 36 | Night Crossing | 1,082,400 | — |
| 37 | Ice Valley | 1,177,000 | — |
| 38 | Shelf Ruins | 1,265,000 | — |
Chapter 114 stages · up to 1,793,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 39 | Dark Chapel | 1,353,000 | — |
| 40 | Container Zone | 1,452,000 | — |
| 41 | Ruined Chapel | 1,617,000 | — |
| 42 | Moon Graveyard | 1,793,000 | — |
Chapter 124 stages · up to 2,497,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 43 | Night Tower | 1,969,000 | — |
| 44 | Wreck Bay | 2,145,000 | — |
| 45 | Empty Tower | 2,321,000 | — |
| 46 | Cargo Ship | 2,497,000 | — |
Chapter 134 stages · up to 3,190,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 47 | Dusk Park | 2,673,000 | — |
| 48 | Cargo Yard | 2,838,000 | — |
| 49 | Night Park | 3,014,000 | — |
| 50 | Dark Alley | 3,190,000 | — |
Chapter 144 stages · up to 4,301,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 51 | Ruined Casino | 3,465,000 | — |
| 52 | Old Lab | 3,740,000 | — |
| 53 | White Casino | 4,026,000 | — |
| 54 | Burning Fields | 4,301,000 | — |
Chapter 154 stages · up to 5,401,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 55 | Ash Volcano | 4,576,000 | — |
| 56 | Toxic Lab | 4,851,000 | — |
| 57 | Frozen Fields | 5,126,000 | — |
| 58 | Desert Camp | 5,401,000 | — |
Chapter 164 stages · up to 6,798,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 59 | Dusk Chapel | 5,676,000 | — |
| 60 | Fallen Plaza | 5,962,000 | — |
| 61 | Wasteland Fields | 6,380,000 | — |
| 62 | Snow Center | 6,798,000 | — |
Chapter 174 stages · up to 8,481,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 63 | Green Yard | 7,216,000 | — |
| 64 | Abandoned Factory | 7,634,000 | — |
| 65 | Frozen Data | 8,052,000 | — |
| 66 | Rust Yard | 8,481,000 | — |
Chapter 184 stages · up to 10,153,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 67 | Ghost Park | 8,899,000 | — |
| 68 | Night Crossing | 9,317,000 | — |
| 69 | Red Volcano | 9,735,000 | — |
| 70 | Machine Ruins | 10,153,000 | — |
Chapter 194 stages · up to 12,540,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 71 | Night Base | 10,758,000 | — |
| 72 | Blue Yard | 11,330,000 | — |
| 73 | Ruined Chapel | 11,990,000 | — |
| 74 | Midnight Lab | 12,540,000 | — |
Chapter 204 stages · up to 14,960,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 75 | Red Tower | 13,200,000 | — |
| 76 | Sunset Base | 13,750,000 | — |
| 77 | Wreck Bay | 14,410,000 | — |
| 78 | Ice Valley | 14,960,000 | — |
Chapter 214 stages · up to 17,710,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 79 | Dark Node | 15,620,000 | — |
| 80 | Cargo Yard | 16,170,000 | — |
| 81 | Rust Dock | 16,940,000 | — |
| 82 | Shelf Ruins | 17,710,000 | — |
Chapter 224 stages · up to 20,680,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 83 | Blue Casino | 18,480,000 | — |
| 84 | Empty Tower | 19,250,000 | — |
| 85 | Ruined Casino | 20,020,000 | — |
| 86 | Night Tower | 20,680,000 | — |
Chapter 234 stages · up to 23,760,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 87 | Night Park | 21,450,000 | — |
| 88 | Dark Alley | 22,220,000 | — |
| 89 | Ash Volcano | 22,990,000 | — |
| 90 | Cargo Ship | 23,760,000 | — |
Chapter 244 stages · up to 28,050,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 91 | Desert Camp | 24,860,000 | — |
| 92 | Wasteland Fields | 25,850,000 | — |
| 93 | Dusk Chapel | 26,950,000 | — |
| 94 | Abandoned Factory | 28,050,000 | — |
Chapter 254 stages · up to 32,230,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 95 | Frozen Data | 29,040,000 | — |
| 96 | Toxic Lab | 30,140,000 | — |
| 97 | White Casino | 31,240,000 | — |
| 98 | Ashen Street | 32,230,000 | — |
Chapter 264 stages · up to 36,850,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 99 | Empty Market | 33,330,000 | — |
| 100 | Night Crossing | 34,430,000 | — |
| 101 | Dusk Park | 35,640,000 | — |
| 102 | Green Yard | 36,850,000 | — |
Chapter 274 stages · up to 41,690,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 103 | Frozen Fields | 38,060,000 | — |
| 104 | Ruined Chapel | 39,270,000 | — |
| 105 | Machine Ruins | 40,480,000 | — |
| 106 | Midnight Lab | 41,690,000 | — |
Chapter 284 stages · up to 46,530,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 107 | Red Tower | 42,900,000 | — |
| 108 | Sunset Base | 44,110,000 | — |
| 109 | Dark Node | 45,320,000 | — |
| 110 | Fallen Plaza | 46,530,000 | — |
Chapter 294 stages · up to 53,350,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 111 | Container Zone | 48,290,000 | — |
| 112 | Rust Yard | 49,940,000 | — |
| 113 | Red Volcano | 51,700,000 | — |
| 114 | Shelf Ruins | 53,350,000 | — |
Chapter 304 stages · up to 60,060,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 115 | Blue Casino | 55,000,000 | — |
| 116 | Wreck Bay | 56,760,000 | — |
| 117 | Night Tower | 58,410,000 | — |
| 118 | Moon Graveyard | 60,060,000 | — |
Chapter 314 stages · up to 67,210,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 119 | Snow Center | 61,820,000 | — |
| 120 | Night Park | 63,470,000 | — |
| 121 | Cargo Ship | 65,340,000 | — |
| 122 | Night Base | 67,210,000 | — |
Chapter 324 stages · up to 74,580,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 123 | Dusk Chapel | 69,080,000 | — |
| 124 | Blue Yard | 70,840,000 | — |
| 125 | Old Lab | 72,710,000 | — |
| 126 | Rust Dock | 74,580,000 | — |
Chapter 334 stages · up to 81,950,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 127 | Empty Tower | 76,450,000 | — |
| 128 | Wasteland Fields | 78,210,000 | — |
| 129 | Dark Alley | 80,080,000 | — |
| 130 | Abandoned Factory | 81,950,000 | — |
Chapter 344 stages · up to 91,410,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 131 | Frozen Data | 84,260,000 | — |
| 132 | White Casino | 86,680,000 | — |
| 133 | Dark Chapel | 88,990,000 | — |
| 134 | Ash Volcano | 91,410,000 | — |
Chapter 354 stages · up to 100,760,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 135 | Desert Camp | 93,720,000 | — |
| 136 | Toxic Lab | 96,030,000 | — |
| 137 | Red Tower | 98,450,000 | — |
| 138 | Ghost Park | 100,760,000 | — |
Chapter 364 stages · up to 111,100,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 139 | Night Crossing | 103,180,000 | — |
| 140 | Cargo Yard | 105,490,000 | — |
| 141 | Fallen Plaza | 108,240,000 | — |
| 142 | Machine Ruins | 111,100,000 | — |
Chapter 374 stages · up to 122,100,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 143 | Green Yard | 114,400,000 | — |
| 144 | Burning Fields | 116,600,000 | — |
| 145 | Sunset Base | 119,900,000 | — |
| 146 | Shelf Ruins | 122,100,000 | — |
Chapter 384 stages · up to 133,100,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 147 | Ruined Chapel | 125,400,000 | — |
| 148 | Red Volcano | 127,600,000 | — |
| 149 | Blue Casino | 130,900,000 | — |
| 150 | Night Park | 133,100,000 | — |
Chapter 394 stages · up to 145,200,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 151 | Ashen Street | 136,400,000 | — |
| 152 | Dark Node | 139,700,000 | — |
| 153 | Rust Yard | 143,000,000 | — |
| 154 | Night Tower | 145,200,000 | — |
Chapter 404 stages · up to 157,300,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 155 | Container Zone | 148,500,000 | — |
| 156 | Old Lab | 151,800,000 | — |
| 157 | Night Base | 154,000,000 | — |
| 158 | Frozen Fields | 157,300,000 | — |
Chapter 414 stages · up to 170,500,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 159 | Wreck Bay | 160,600,000 | — |
| 160 | Empty Market | 163,900,000 | — |
| 161 | Ice Valley | 167,200,000 | — |
| 162 | Dusk Park | 170,500,000 | — |
Chapter 424 stages · up to 185,900,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 163 | Snow Center | 174,900,000 | — |
| 164 | Empty Tower | 178,200,000 | — |
| 165 | Blue Yard | 181,500,000 | — |
| 166 | Midnight Lab | 185,900,000 | — |
Chapter 434 stages · up to 200,200,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 167 | Dark Chapel | 189,200,000 | — |
| 168 | Ruined Casino | 192,500,000 | — |
| 169 | Abandoned Factory | 196,900,000 | — |
| 170 | Cargo Ship | 200,200,000 | — |
Chapter 444 stages · up to 217,800,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 171 | Wasteland Fields | 204,600,000 | — |
| 172 | Rust Dock | 209,000,000 | — |
| 173 | Dark Alley | 213,400,000 | — |
| 174 | Ghost Park | 217,800,000 | — |
Chapter 454 stages · up to 235,400,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 175 | Desert Camp | 222,200,000 | — |
| 176 | Ash Volcano | 226,600,000 | — |
| 177 | Ruined Chapel | 231,000,000 | — |
| 178 | White Casino | 235,400,000 | — |
Chapter 464 stages · up to 253,000,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 179 | Toxic Lab | 239,800,000 | — |
| 180 | Red Tower | 244,200,000 | — |
| 181 | Frozen Data | 248,600,000 | — |
| 182 | Moon Graveyard | 253,000,000 | — |
Chapter 474 stages · up to 271,700,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 183 | Rust Yard | 258,500,000 | — |
| 184 | Fallen Plaza | 262,900,000 | — |
| 185 | Night Crossing | 267,300,000 | — |
| 186 | Cargo Yard | 271,700,000 | — |
Chapter 484 stages · up to 291,500,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 187 | Night Park | 277,200,000 | — |
| 188 | Machine Ruins | 281,600,000 | — |
| 189 | Sunset Base | 286,000,000 | — |
| 190 | Old Lab | 291,500,000 | — |
Chapter 494 stages · up to 310,200,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 191 | Dark Node | 295,900,000 | — |
| 192 | Night Tower | 300,300,000 | — |
| 193 | Dusk Chapel | 305,800,000 | — |
| 194 | Shelf Ruins | 310,200,000 | — |
Chapter 504 stages · up to 330,000,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 195 | Green Yard | 315,700,000 | — |
| 196 | Burning Fields | 320,100,000 | — |
| 197 | Ashen Street | 325,600,000 | — |
| 198 | Dusk Park | 330,000,000 | — |
Chapter 514 stages · up to 353,100,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 199 | Ruined Casino | 335,500,000 | — |
| 200 | Night Base | 339,900,000 | — |
| 201 | Wreck Bay | 346,500,000 | — |
| 202 | Container Zone | 353,100,000 | — |
Chapter 524 stages · up to 377,300,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 203 | Empty Tower | 358,600,000 | — |
| 204 | Dark Chapel | 365,200,000 | — |
| 205 | Midnight Lab | 370,700,000 | — |
| 206 | Ice Valley | 377,300,000 | — |
Chapter 534 stages · up to 401,500,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 207 | Dark Alley | 383,900,000 | — |
| 208 | Blue Yard | 389,400,000 | — |
| 209 | Wasteland Fields | 396,000,000 | — |
| 210 | Blue Casino | 401,500,000 | — |
Chapter 544 stages · up to 430,100,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 211 | Ghost Park | 409,200,000 | — |
| 212 | Frozen Data | 415,800,000 | — |
| 213 | Cargo Ship | 422,400,000 | — |
| 214 | Desert Camp | 430,100,000 | — |
Chapter 554 stages · up to 457,600,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 215 | Toxic Lab | 436,700,000 | — |
| 216 | Red Tower | 443,300,000 | — |
| 217 | Night Crossing | 449,900,000 | — |
| 218 | Empty Market | 457,600,000 | — |
Chapter 564 stages · up to 485,100,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 219 | Frozen Fields | 464,200,000 | — |
| 220 | Red Volcano | 470,800,000 | — |
| 221 | Night Park | 478,500,000 | — |
| 222 | Fallen Plaza | 485,100,000 | — |
Chapter 574 stages · up to 513,700,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 223 | Cargo Yard | 492,800,000 | — |
| 224 | Rust Yard | 499,400,000 | — |
| 225 | White Casino | 507,100,000 | — |
| 226 | Old Lab | 513,700,000 | — |
Chapter 584 stages · up to 542,300,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 227 | Sunset Base | 520,300,000 | — |
| 228 | Dusk Chapel | 528,000,000 | — |
| 229 | Burning Fields | 534,600,000 | — |
| 230 | Rust Dock | 542,300,000 | — |
Chapter 594 stages · up to 570,900,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 231 | Snow Center | 548,900,000 | — |
| 232 | Night Tower | 556,600,000 | — |
| 233 | Ash Volcano | 564,300,000 | — |
| 234 | Machine Ruins | 570,900,000 | — |
Chapter 604 stages · up to 600,600,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 235 | Green Yard | 578,600,000 | — |
| 236 | Ruined Casino | 585,200,000 | — |
| 237 | Night Base | 592,900,000 | — |
| 238 | Ruined Chapel | 600,600,000 | — |
Chapter 614 stages · up to 629,200,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 239 | Shelf Ruins | 607,200,000 | — |
| 240 | Container Zone | 614,900,000 | — |
| 241 | Dusk Park | 622,600,000 | — |
| 242 | Ashen Street | 629,200,000 | — |
Chapter 624 stages · up to 658,900,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 243 | Dark Node | 636,900,000 | — |
| 244 | Midnight Lab | 644,600,000 | — |
| 245 | Abandoned Factory | 652,300,000 | — |
| 246 | Wreck Bay | 658,900,000 | — |
Chapter 634 stages · up to 688,600,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 247 | Ice Valley | 666,600,000 | — |
| 248 | Empty Tower | 674,300,000 | — |
| 249 | Empty Market | 682,000,000 | — |
| 250 | Blue Yard | 688,600,000 | — |
Chapter 644 stages · up to 724,900,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 251 | Dark Chapel | 697,400,000 | — |
| 252 | Frozen Fields | 707,300,000 | — |
| 253 | Dark Alley | 716,100,000 | — |
| 254 | Cargo Yard | 724,900,000 | — |
Chapter 654 stages · up to 760,100,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 255 | White Casino | 733,700,000 | — |
| 256 | Desert Camp | 742,500,000 | — |
| 257 | Ghost Park | 751,300,000 | — |
| 258 | Night Crossing | 760,100,000 | — |
Chapter 664 stages · up to 798,600,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 259 | Old Lab | 768,900,000 | — |
| 260 | Rust Yard | 778,800,000 | — |
| 261 | Snow Center | 788,700,000 | — |
| 262 | Moon Graveyard | 798,600,000 | — |
Chapter 674 stages · up to 839,300,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 263 | Night Tower | 808,500,000 | — |
| 264 | Dusk Chapel | 818,400,000 | — |
| 265 | Blue Casino | 828,300,000 | — |
| 266 | Cargo Ship | 839,300,000 | — |
Chapter 684 stages · up to 878,900,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 267 | Fallen Plaza | 849,200,000 | — |
| 268 | Ash Volcano | 859,100,000 | — |
| 269 | Sunset Base | 869,000,000 | — |
| 270 | Machine Ruins | 878,900,000 | — |
Chapter 694 stages · up to 920,700,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 271 | Shelf Ruins | 889,900,000 | — |
| 272 | Frozen Data | 899,800,000 | — |
| 273 | Green Yard | 909,700,000 | — |
| 274 | Dusk Park | 920,700,000 | — |
Chapter 704 stages · up to 961,400,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 275 | Rust Dock | 930,600,000 | — |
| 276 | Ruined Chapel | 941,600,000 | — |
| 277 | Red Tower | 951,500,000 | — |
| 278 | Toxic Lab | 961,400,000 | — |
Chapter 714 stages · up to 1,003,200,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 279 | Night Base | 972,400,000 | — |
| 280 | Red Volcano | 982,300,000 | — |
| 281 | Ashen Street | 993,300,000 | — |
| 282 | Container Zone | 1,003,200,000 | — |
Chapter 724 stages · up to 1,046,100,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 283 | Blue Yard | 1,014,200,000 | — |
| 284 | Ruined Casino | 1,024,100,000 | — |
| 285 | Frozen Fields | 1,035,100,000 | — |
| 286 | Dark Node | 1,046,100,000 | — |
Chapter 734 stages · up to 1,087,900,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 287 | Ghost Park | 1,056,000,000 | — |
| 288 | Night Crossing | 1,067,000,000 | — |
| 289 | Desert Camp | 1,076,900,000 | — |
| 290 | Empty Market | 1,087,900,000 | — |
Chapter 744 stages · up to 1,133,000,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 291 | Abandoned Factory | 1,098,900,000 | — |
| 292 | Dark Chapel | 1,111,000,000 | — |
| 293 | Ice Valley | 1,122,000,000 | — |
| 294 | Cargo Yard | 1,133,000,000 | — |
Chapter 754 stages · up to 1,177,000,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 295 | Burning Fields | 1,144,000,000 | — |
| 296 | Rust Yard | 1,155,000,000 | — |
| 297 | Snow Center | 1,166,000,000 | — |
| 298 | Night Park | 1,177,000,000 | — |
Chapter 762 stages · up to 1,188,000,000
| Stage # | Name | Power req. | Enemy HP |
|---|
| 299 | Empty Tower | 1,188,000,000 | — |
| 315 | Fallen Plaza | 79,000 | — |
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
- Donation: 5 tiers (cost 0 / 5 / 10 / 20 / 30), each pays Alliance Medal ×80 + Alliance Contribution ×100 + Alliance XP ×100. Donate to the max daily for clan currency.
- Clan Boss — clan rank reward: Rank 1 → Alliance Medal ×1,000 + 50 gems; falls to 50 medals + 5 gems by rank 100+.
- Clan Rally: tasks scale with your team's max power. Type 1 (Daily Patrol) pays coins; Type 2 (Supply Escort) pays random attachments (up to Legendary); Type 3 (Resource Collection) pays keys; Type 4 (Ruins) pays gems; Type 5 (Radiation) pays alloy. Clan also receives a Rally Chest Lv.1–5. Rally slots refresh at 300s / 900s / 1,800s.
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:
- Player rank (cross or local): Rank 1 → Lost Token ×2,000 + Gem ×1,000; participation (9999) → ×200 + 100 gems.
- Clan rank (cross): Rank 1 → Lost Token ×1,500 + Alliance Medal ×2,000; rank 100+ → ×200 + ×400.
- Player point milestones (2,000 → 500,000 pts): Lost Token ×600→×5,000 + Ordinary/High-grade alloy.
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:
- Player rank: Rank 1 → Lost Token ×2,000 + Alloy ×1,000 + High-grade Alloy ×50; participation → ×200 + ×100.
- Clan rank: Rank 1 → Lost Token ×1,000 + Alliance Medal ×2,000.
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
- Free Daily Gift / Weekly Gift / Activity Calendar — free Coin ×50 each.
- Function unlock calendar — reward for unlocking each new system.
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 |
- Member cap hits its max of 40 at Lv10.
- World captured cities hits its max of 9 at Lv15. This is the captured-area cap on the world map (a count of cities held, not an area size).
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
- Alliance Boss: unlocks at clan level 1 (
ClanParam.ClanBossUnlockLevel), i.e. from creation.
- Roles — no level requirement: Leader (1) · Deputy Leader (2) · Member (unlimited).
- World-map caps (
WorldParam): a clan can declare war on up to 5 cities at once, and make 5 attacks/day per city.
- A
ClanLevel unlock condition type (ID 4 in FunctionUnlockCond) exists, so a few UI modes are clan-level-gated too — but that mapping is applied server-side/calendar, not in the APK config.
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 |
HPRate = multiplier over the monster's base HP: effective HP = baseHP × (HPRate/10000). It tracks Strength directly (a strength-50 elite = 50× the strength-1 base; a strength-500 boss ≈ 350×).
ATKRate = multiplier over the monster's base attack: damage dealt to player = baseATK × (ATKRate/10000). In the file ATKRate is always identical to HPRate for a given monster (they scale together).
InstantKillRatio = the execute threshold — the fraction of the monster's max HP at or below which an instant-kill can trigger. Scrap mobs (strength ≤ 30) = 1.0 (executable from full HP); elites/bosses (strength ≥ 50) = 0.5 (only under 50% HP). It is a boss-protection wedge. Core methods: CheckInstantKill, CheckSpecialHitInstantKill, get_InstantKillRatio.
RepulseRatio = knockback / repulse magnitude applied when the monster is hit (0 = knockback-immune). Regular mobs have 0.08–0.9 (pushable); all elites and bosses are 0.0 (crowd-control immune). Core: get_RepulseRatio.
DropItem = the ID of a death-drop template in DropItem.json (what spawns when it dies), not a boolean and not a rolled list. Trash mobs use template 1 (exp orb worth 10) or 2 (exp orb worth 30) or none; a couple use 9991 (exp worth 15000); every elite and boss uses template 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.