he Walking Dead: No Man's Land, official mobile game produced by Next Games[1] and based on AMC's The Walking Dead has launched on iOS 27 September 2015 and Android on 28 October 2015.

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

Gameplay

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

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

Characters

Abraham

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

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

Trait level Bitch Nuts trait
L1 Assault, Hunter, and Shooter survivors have 5% more health, and their attacks deal 10% more damage.
L2 Assault, Hunter, and Shooter survivors have 6% more health, and their attacks deal 11% more damage.
L3  ?

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

Carl

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

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

Trait level Second Chance trait
L3  ?
L4 Each of your survivors has a 45% chance to survive the first lethal attack against them.

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

Carol

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

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

Trait level Aim For The Head trait
L2  ???
L4 Your survivors' attacks are 13% more likely to be critical hits.

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

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

Daryl Dixon

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

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

Trait level Silent Shot trait
L3 Your team's ranged attacks have 14% chance of not creating threat and 7% better critical chance.
L4 Your team's ranged attacks have 16% chance of not creating threat and 8% better critical chance.

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

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

Damage

Level-1 L-2 L-3 L-4 L-5 L-6 L-7 L-8 L-9 L-10 L-11 L-12 L-13 L-14 L-15 L-16 L-17 L-18 L-19 L-20
*
**
***
**** 698
*****


Health

Level-1 L-2 L-3 L-4 L-5 L-6 L-7 L-8 L-9 L-10 L-11 L-12 L-13 L-14 L-15 L-16 L-17 L-18 L-19 L-20
*
**
***
**** 401 792
***** 430

Dwight

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

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

Trait level Hunter Desperation trait
L1 Survivors do 10% more damage against non-normal walkers and human enemies.
L2 Survivors do 12% more damage against non-normal walkers and human enemies.

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

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

Eugene Porter

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

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

Trait level Mullet Time! trait
L1 Your survivors have a 4% less chance of being critically hit, and a 4% less chance of being stunned.
L2 Your survivors have a 7% less chance of being critically hit, and a 7% less chance of being stunned.
L5 Your survivors have a 12% less chance of being critically hit, and a 12% less chance of being stunned.

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

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


Ezekiel

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

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

Trait level Regal Authority trait
L2 All of your survivors will retaliate when attacked, and these attacks deal 27% more damage.
L3 All of your survivors will retaliate when attacked, and these attacks deal 29% more damage.
L4 All of your survivors will retaliate when attacked, and these attacks deal 31% more damage.

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

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


Damage

Level-1 L-2 L-3 L-4 L-5 L-6 L-7 L-8 L-9 L-10 L-11 L-12 L-13 L-14 L-15 L-16 L-17 L-18 L-19 L-20
*** 683
****
*****


Health

Level-1 L-2 L-3 L-4 L-5 L-6 L-7 L-8 L-9 L-10 L-11 L-12 L-13 L-14 L-15 L-16 L-17 L-18 L-19 L-20
*** 1026
****
*****

Gabriel

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

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

Trait level Mysterious Ways
L4 Your survivors have a 7% chance of dodging melee attacks, and a 12% greater chance of having their traits activated.

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


Glenn

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

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

Trait level Lucky Dumpster trait
L3 Gain supplies for 40% of Experience (XP) from kills.
L4 Gain supplies for 45% of Experience (XP) from kills.

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

On unlock Glenn says “Good luck, dumbass”.

Governor

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

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

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

Jesus

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

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

Trait level Hand-to-Hand trait
L2 Scout, Bruiser, and Warrior survivors have 6% more health, and their attacks deal 11% more damage.
L3 Scout, Bruiser, and Warrior survivors have 7% more health, and their attacks deal 12% more damage.

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

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

Maggie

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

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

Trait level Harvest Red trait
L1 Get 20% more Experience (XP) from kills.
L2 Get 25% more Experience (XP) from kills.
L3 Get 30% more Experience (XP) from kills.
L4 Get 35% more Experience (XP) from kills.

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

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


Merle

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

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

Trait level Jackass trait
L2  ?
L4 Your survivors deal 18% more damage when attacking an enemy of higher level than any member of your team.

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

Michonne

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

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

Trait level Thinning the Herd trait
L3  ?
L4 Your team's melee kills have a 16% chance of reducing threat, and a 16% chance of regaining an action point.

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

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

Morgan

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

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

Trait level Defensive Charge trait
L1 10% chance to gain an extra Charge Point when damaged.
L2 12% chance to gain an extra Charge Point when damaged.
L4 16% chance to gain an extra Charge Point when damaged.

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

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

Negan

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

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

Trait level Survival Instinct trait
L2 When low on health, your survivors deal 11% more damage and take 6% less damage.
L3  ?

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

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

Damage

Level-1 L-2 L-3 L-4 L-5 L-6 L-7 L-8 L-9 L-10 L-11 L-12 L-13 L-14 L-15 L-16 L-17 L-18 L-19 L-20
***
****
*****

Health

Level-1 L-2 L-3 L-4 L-5 L-6 L-7 L-8 L-9 L-10 L-11 L-12 L-13 L-14 L-15 L-16 L-17 L-18 L-19 L-20
***
****
***** 547

Rick

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

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

Trait level Close Call trait
L2?  ?
L4 Your survivors' attacks deal 13% more damage if the target is next to an ally.

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

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

Damage

Level-1 L-2 L-3 L-4 L-5 L-6 L-7 L-8 L-9 L-10 L-11 L-12 L-13 L-14 L-15 L-16 L-17 L-18 L-19 L-20
***
****
*****


Health

Level-1 L-2 L-3 L-4 L-5 L-6 L-7 L-8 L-9 L-10 L-11 L-12 L-13 L-14 L-15 L-16 L-17 L-18 L-19 L-20
***
****
***** 485

Rosita

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

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

Trait level Only Need One trait
L1 Your survivors' attacks that only have one target deal 15% more damage.
L2 Your survivors' attacks that only have one target deal 17% more damage.
L4 Your survivors' attacks that only have one target deal 21% more damage.

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

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

Rufus

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

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

Trait level Squirrel's Courage trait
L2 Your survivors have 11% more health, and gain a Charge Point when the Threat counter reaches zero.
L3 Your survivors have 12% more health, and gain a Charge Point when the Threat counter reaches zero.

Sasha

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

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

Trait level Good Out Of Bad trait
L1 Your survivors have a 20% chance to gain a Charge Point after making an attack that results in a Body Shot.
L4 Your survivors have a 29% chance to gain a Charge Point after making an attack that results in a Body Shot.

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

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


Tara

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

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

Level Healing Charge trait
L1 Your survivors' Charge attacks heal the user for 20% Health.
L2 Your survivors' Charge attacks heal the user for 22% Health.
L3 Your survivors' Charge attacks heal the user for 24% Health.

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

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

Character Types

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

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

Class Health Excels against... Charge Ability
Bruiser High Crowd control Smash: Area stun (up to 8 walkers in a circle) and damage
Shooter Medium Single targets Quick Shot: Free attack
Hunter Low Crowds Aimed Shot: Automatic critical hit
Assault High Crowds Suppression: Stun and damage
Warrior Medium Tight packs of enemies Quick Slash: Bonus attack
Scout Low Single targets Brain Stab: Extra damage

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

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

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

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

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

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

Rarity

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

There are five grades of rarity in the game:" [2]

  • Common (1 star, gray)
  • Uncommon (2 stars, beige)
  • Rare (3 stars, green)
  • Epic (4 stars, blue)
  • Legendary (5 stars, gold)

Grade will also affect the number of times you can upgrade them and the level of the survivor's specific traits.

Traits

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

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

Character at 1 star has one (personal) trait (trait start at L1):

  • (rejecting non-upgraded 1star character gives you 2 tokens)
  • Promote character to 2stars: 16 tokens

Character at 2 stars have 2 (personal) traits (traits start at L1):

  • (rejecting non-upgraded 2star character gives you 8 tokens)
  • Upgrade trait from L1 to L2: 16 tokens
  • Promote character to 3stars: 60 tokens

Character at 3 stars have 3 (personal) traits (traits start at L2):

  • (rejecting non-upgraded 3star character gives you 32 tokens)
  • Upgrade trait from L2 to L3: 60 tokens
  • Promote character to 4stars: ? tokens

Character at 4 stars have 4 (personal) traits (traits start at L3):

  • (rejecting non-upgraded 4star character gives you 128 tokens??)
  • Upgrade trait from L3 to L4: 120 tokens
  • Promote character to 5stars: 250 tokens

Character at 5 stars have 5 (personal) traits (traits start at L4):

  • Upgrade trait from L4 to L5: 250 tokens

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

Overwatch

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

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

Lucky trait

The lucky trait is found on both characters and items.

Character Lucky trait:

  • L1 = Improves the chances that other traits will take effect by 10% (to re-confirm)
  • L2 = Improves the chances that other traits will take effect by 12% (re-confirmed in v.2.7.0.38 on 2017 September 15)
  • L3 = Improves the chances that other traits will take effect by 14% (re-confirmed in v.2.7.0.38 on 2017 September 15)
  • L4 = Improves the chances that other traits will take effect by 16% (re-confirmed in v.2.7.0.38 on 2017 September 15)
  • L5 = Improves the chances that other traits will take effect by 18% (re-confirmed in v.2.7.0.38 on 2017 September 16)
Weapon Lucky trait
Image Description
(bronze) Improves the chances that other traits will take effect by 10%
(silver) Improves the chances that other traits will take effect by 15%
(gold) Improves the chances that other traits will take effect by 20%. (10%, 15% & 20% re-confirmed in v.2.7.0.38 on 2017 September 15)

WD NML update 2.2 "The Lucky trait now increases the chance that other percentage-based traits will take effect by the listed amount."

  • "If a Survivor and their Weapon both possess the Lucky trait, both traits will contribute their full values." (so character Lucky of 16% + weapon Lucky of 20% = total Lucky 36%)
  • "For example, if a Survivor has Threat Reduction at 75% and also has a total of 20% Luck from their survivor and weapon traits, the total chance for Threat Reduction is 90%. In this example, .75 [base chance] times 1.20 [20% luck bonus] = .90, or a total chance of 90%."

Also with update 2.2 "When a Survivor and their Armor both possess the Dodge trait, both traits will contribute their full values.

  • For example, a Survivor with 10% Dodge who is wearing armor that gives 5% Dodge will have a total of 15% chance to dodge incoming non-ranged attacks."

Source: Announcements: Combat Rebalancing in 2.2, posted by Teeceezy in October 2016.

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

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

Attack strength

General increase in damage
Marksman trait

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

Marksman trait
Image Description
L1 Ranged attacks deal 5% more damage.
L2 Ranged attacks deal 7% more damage.
L3 Ranged attacks deal 10% more damage.
L4 Ranged attacks deal 12% more damage.
L5 Ranged attacks deal 15% more damage.
Causes the range weapon to do additional damage
Strong trait

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

Strong trait
Image Description
L1 Does 5% more damage with melee weapon (re-confirmed 2017 June 16 on version 2.6.0.20)
L2 Does 7% more damage with melee weapon
L3 Does 10% more damage with melee weapon. (re-confirmed 2017 June 15)
L4 Does 12% more damage with melee weapon
Increases the damage done by melee weapons
Lethal trait

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

Lethal trait
Image Description
(bronze) Weapon does 5% more damage
(silver) Weapon does 10% more damage
(gold) Weapon does 15% more damage
The Lethal trait grants 5%, 10%, and 15% damage bonus to the weapon
(does not affect the base damage of a survivor)

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

Accurate trait
Accurate trait
Image Description
(bronze) Increases critical chance by 5%
(silver) Increases critical chance by 10%
(gold) Increases critical chance by 15%
The Accurate trait augments the chance of Critical strikes by 5%, 10% or 15%
(does not apply to normal shots or body shots). The luck trait is additive to this one.
Destructive trait
Destructive trait
Image Description
(bronze) Increases critical damage by 20%
(silver) Increases critical damage by 40%
(gold) Increases critical damage by 60%
The Destructive trait augments the damage done by critical strikes by 20%, 40% or 60%
(does not apply to normal shot or body shot).


Not-moving attack traits
Power Strike trait

Power Strike trait is a melee character-only trait.

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

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

Sure Shot trait

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

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

The Ruthless trait is found on characters and armor (all classes)[3]. It was introduced with version 2.6 in 2017 June.

Ruthless character trait:

  • L1 = Your charge attacks deal +10% damage. (confirmed 2017 June 17)
  • L2 = Your charge attacks deal +13% damage. (confirmed 2017 June 19)
  • L3 = Your charge attacks deal +17% damage. (confirmed 2017 June 15)
  • L4 = Your charge attacks deal +21% damage. (confirmed 2017 July 10)
Ruthless armor trait
Image Description
(bronze) Your charge attacks deal +10% damage. (confirmed 2017 June 20)
(silver) Your charge attacks deal +20% damage. (confirmed 2017 July 6)
(gold)  ?
Increases the damage of your charge attacks by a percentage.
Vigilant trait

Character trait.

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


Attack Range

Large Caliber trait

Hunter weapon trait only.

Large Caliber trait
Image Description
(bronze) Widens the hit area by 0.2 meters
(silver) Widens the hit area by 0.4 meters
(gold) Widens the hit area by 0.5 meters
Widens the hit area of the hunter weapon, making especially diagonal shots hit more walkers. This trait can only be found on hunter weapons.
High Powered trait

Shooter weapon trait only.

High Powered trait
Image

Description

(bronze) Increases the range by 1 space (aka grid cell).
(silver) Increases range by 2 spaces.
(gold) Increases range by 3 spaces.
Increases the range of the shooter weapon from 1 up to 3 spaces. This trait can only be found on shooter weapons.
Wide Arc trait

Warrior weapon trait only.

Wide Arc trait
Image Description
(bronze) Widens attack cone by 45 degrees
(silver) Widens attack cone by 90 degrees
(gold) Widens attack cone by 135 degrees
Increases the attack cone (aka arc) of the weapon. This trait can only be found on warrior weapons.
Wide Spread trait

Assault weapon trait only.

Wide Spread trait
Image Description
(bronze) Widens attack cone by 15 degrees
(silver) Widens attack cone by 32 degrees
(gold) Widens attack cone by 47 degrees
Widens the attack cone of the assault weapon. This trait can only be found on assault weapons.


Protection

Health Boost trait

Armor trait.

Health Boost trait
Image Description
(bronze) Increases character health by 5%
(silver) Increases character health by 10%
(gold) Increases character health by 15%
Increases character health. (The health bonus is not currently shown on your survivor but it does apply.)
Iron Skin trait

This trait can be found on characters and armor.

Character Iron skin:

  • L1 : This survivor takes 5% less damage from attacks.
  • L2 : This survivor takes 7% less damage from attacks.
  • L3 : This survivor takes 10% less damage from attacks.
  • L4 : This survivor takes 12% less damage from attacks.
  • L5 : This survivor takes 15% less damage from attacks.
armor Iron Skin trait
Image Description
(bronze) Reduces the damage dealt by zombie by 5%.
(silver) Reduces the damage dealt by zombie by 10%.
(gold) Reduces the damage dealt by zombie by 15%.
Iron Skin trait of equipment reduces the damage inflicted by a zombie (on the character with the Iron Skin) by 5%, 10% or 15%.
Defensive Stance trait

This trait can be found on characters.

Defensive Stance trait:

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

The dodge trait is found on both characters and armor

Character dodge trait

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


armor Dodge trait
Image Description
(bronze) Has a 5% chance of dodging a melee attack.
(silver) Has a 10% chance of dodging a melee attack.
(gold) Has a 15% chance of dodging a melee attack.
Increases the chance for the survivor to dodge a hit by a walker (except while stunned or struggling.)
Bullet Dodge trait

Bullet Dodge is a character trait.

Character bullet dodge trait

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

Bulletproof is an armor trait.

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


Interruptor trait
Interruptor trait
Image Description
(bronze) Overwatch attacks that are not Body Shots have a 60% chance of forcing the enemy to end their turn early.
(silver) Overwatch attacks that are not Body Shots have a 80% chance of forcing the enemy to end their turn early.
(gold) Overwatch attacks that are not Body Shots have a 100% chance of forcing the enemy to end their turn early.
The Interruptor trait grants a chance of interrupting the enemy after an Overwatch attack. The luck trait is additive to this one.
Stun Resistance trait

Armor trait.

  • bronze: 25% chance to resist being stunned.
  • silver: 50% chance to resist being stunned.
  • gold: 75% chance to resist being stunned.
Wrestler trait

Armor trait.

Wrestler trait
Image

Description

(bronze) When struggling against a walker, you have 20% chance to kill it at the start of your turn.
(silver) When struggling against a walker, you have 40% chance to kill it at the start of your turn.
(gold) When struggling against a walker, you have 60% chance to kill it at the start of your turn.
When struggling against a walker, you have a chance (20%, 40% or 60%) to kill it at the start of your turn.


Bonus event

Concussion trait

Bruiser weapon trait only.

Concussion trait
Image Description
(bronze) Your stunning attacks have a 20% chance of incapacitating the enemy for an additional turn.
(silver) Your stunning attacks have a 40% chance of incapacitating the enemy for an additional turn.
(gold) Your stunning attacks have a 60% chance of incapacitating the enemy for an additional turn.
Chance of increasing the stun duration by 1 turn.
Incendiary trait

The Incendiary trait is a hunter weapon trait.

Incendiary trait
Image Description
(bronze) The hunter's attacks have an 30% chance to ignite the target.
(silver) The hunter's attacks have an 40% chance to ignite the target.
(gold) The hunter's attacks have an 50% chance to ignite the target.
Piercing trait

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

Weapon Piercing trait
Image Description
(bronze) Reduces the chance that your attacks will result in Body Shots by 10%.
(silver) Reduces the chance that your attacks will result in Body Shots by 20%.
(gold) Reduces the chance that your attacks will result in Body Shots by 30%. (10%, 20%, and 30% confirmed in version 2.6.3.1 on 2017 July 30)
Punish trait

The punish trait is a character trait.

  • L1: Free attack at the end of the enemy turn to a random adjacent enemy that deals 50% of regular damage.
  • L3: Free attack at the end of the enemy turn to a random adjacent enemy that deals 60% of regular damage.
Retaliate trait

The retaliate trait is a character trait (and has not been found on weapons).

  • L1: Retaliates after being attacked once per turn. Does 25% of base damage.
  • L2: Retaliates after being attacked once per turn. Does 37% of base damage.
  • L3: Retaliates after being attacked once per turn. Does 50% of base damage.
  • L4: Retaliates after being attacked once per turn. Does 62% of base damage.
  • L5: Retaliates after being attacked once per turn. Does 75% of base damage.

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

Revenge trait

Revenge is a ranged-character trait (assault, hunters, & shooters)[3] . It was introduced with version 2.6 in 2017 June.

  • L1: When an ally is attacked by an enemy in range, make an attack against that enemy that deals 50% of normal damage.
  • L2: When an ally is attacked by an enemy in range, make an attack against that enemy that deals 53% of normal damage. (confirmed in v.2.6.1.3 on 2017 June 24)
  • L3: When an ally is attacked by an enemy in range, make an attack against that enemy that deals 56% of normal damage. (confirmed in v.2.6.2.1 on 2017 July 16)
Silenced trait

Weapon trait (ranged weapons only):

  • bronze: Has a 10% chance of not creating threat.
  • silver: Has a 20% chance of not creating threat.
  • gold: Has a 30% chance of not creating threat.

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

Swift Strike trait

Scout weapon trait:

Swift Strike trait
Image Description
(bronze) After killing an enemy, you have a 20% chance of regaining an Action Point.
(silver) After killing an enemy, you have a 30% chance of regaining an Action Point.
(gold) After killing an enemy, you have a 40% chance of regaining an Action Point.
Gives the scout a chance of a Free Action (extra AP) after killing an enemy.
Threat Reduction trait

Scout weapon trait.

Threat Reduction trait
Image Description
(bronze) 25% chance when killing an enemy to reduce threat by 1.
(silver) 50% chance when killing an enemy to reduce threat by 1.
(gold) 75% chance when killing an enemy to reduce threat by 1.
Gives the scout a chance of reducing threat (of threat countdown) after killing an enemy.

See also


References

  1. http://www.nextgames.com/
  2. 2.0 2.1 Found in the help menu within "The Walking Dead: No Man's Land" mobile game.
  3. 3.0 3.1 Updates Notes 2.6 - nextgames posted 2017 June 7 (edited June 13) to nextgames WD:NML forum. Retrieved 2017 June 24.


Viewing Traits

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

Character Levels

Assault

1-Star

Damage / Health

2-Star

Damage / Health

3-Star

Damage / Health

4-Star

Damage / Health

5-Star

Damage / Health

6-Star

Damage / Health

Level 1

--

--

--

--

--

Level 2

--

--

--

--

--

Level 3

--

--

--

--

--

Level 4

--

--

--

--

--

Level 5

43 / 197

--

--

--

55 / 251

Level 6

45 / 194

--

53 / 232

58 / 252

62 / 271

Level 7

51 / 205

56 / 225

61 / 245

66 / 266

71 / 286

Level 8

57 / 219

62 / 240

68 / 262

74 / 284

79 / 306

Level 9

65 / 236

71 / 259

77 / 283

84 / 306

90 / 330

Level 10

75 / 258

82 / 283

89 / 209

97 / 335

104 / 361

Level 11

88 / 284

96 / 312

105 / 340

114 / 369

123 / 397

Level 12

103 / 317

113 / 348

123 / 380

133 / 412

144 / 443

Level 13

122 / 358

134 / 393

146 / 429

158 / 465

170 / 501

Level 14

--

160 / 450

175 / 491

189 / 532

204 / 573

Level 15

--

193 / 523

--

228 / 618

246 / 666

Level 16

215 / 560

236 / 615

--

279 / 727

300 / 783

Level 17

--

289 / 733

--

341 / 867

368 / 933

Level 18

--

--

--

--

454 / 1128

Level 19

--

--

--

--

--

Level 20

--

--

--

--

--

733 / 1257
Level 21

Scout

1-Star

Damage / Health

2-Star

Damage / Health

3-Star

Damage / Health

4-Star

Damage / Health

5-Star

Damage / Health

6-Star

Damage / Health

Level 1

40 / 66

43 / 72

47 / 79

--

55 / 92

Level 2

51 / 85

56 / 93

61 / 101

--

71 / 118

Level 3

59 / 98

64 / 107

70 / 117

--

--

Level 4

67 / 109

73 / 119

80 / 130

--

--

Level 5

75 / 120

82 / 131

89 / 143

97 / 155

104 / 167

Level 6

84 / 130

92 / 142

100 / 155

109 / 168

177 / 181

Level 7

93 / 139

102 / 152

111 / 166

120 / 180

130 / 194

Level 8

103 / 150

113 / 164

123 / 179

133 / 194

144 / 209

Level 9

116 / 164

127 / 180

139 / 196

150 / 213

162 / 229

Level 10

132 / 181

145 / 199

158 / 217

171 / 235

184 / 253

Level 11

152 / 202

167 / 222

182 / 242

197 / 262

212 / 282

Level 12

177 / 229

194 / 251

212 / 274

230 / 297

247 / 320

Level 13

207 / 262

227 / 288

248 / 314

269 / 340

289 / 366

Level 14

246 / 303

270 / 333

295 / 363

319 / 393

344 / 424

Level 15

--

323 / 391

352 / 427

382 / 462

411 / 498

Level 16

--

--

--

461 / 549

496 / 592

Level 17

--

--

--

--

606 / 712

Level 18

--

585 / 681

--

--

744 / 867

Level 19

--

--

--

--

--

Level 20

--

--

--

--

--

Level 21 -- -- -- -- 1125 / 1317 --

Warrior

1-Star

Damage / Health

2-Star

Damage / Health

3-Star

Damage / Health

4-Star

Damage / Health

5-Star

Damage / Health

6-Star

Damage / Health

Level 1

--

--

--

--

41 / 125

--
Level 2

--

--

--

--

--

--
Level 3

--

--

--

--

--

--
Level 4

--

--

63 / 175

--

74 / 204

--
Level 5

--

--

--

--

85 / 222

--

Level 6

69 / 171

75 / 188

82 / 205

--

96 / 239

--
Level 7

78 / 181

85 / 199

93 / 217

101 / 235

109 / 253

--
Level 8

89 / 194

97 / 213

106 / 232

115 / 252

124 / 271

--
Level 9

102 / 210

112 / 230

122 / 251

132 / 272

142 / 293

--
Level 10

118 / 229

129 / 251

141 / 274

153 / 297

165 / 320

--
Level 11

138 / 253

151 / 278

165 / 303

179 / 238

193 / 354

--
Level 12

162 / 282

178 / 310

194 / 338

210 / 366

226 / 394

--
Level 13

193 / 319

212 / 350

231 / 382

250 / 414

270 / 446

--
Level 14

231 / 366

254 / 402

277 / 439

300 / 475

323 / 512

--
Level 15

--

306 / 467

334 / 509

362 / 552

390 / 594

--
Level 16

--

373 / 551

407 / 601

441 / 651

475 / 701

--
Level 17

418 / 597

--

--

543 / 776

585 / 835

--
Level 18

--

--

--

--

--

--
Level 19

--

--

--

--

--

--
Level 20

--

--

--

--

957 / 1255

1170 / 1361
Level 21 -- -- -- -- -- --

Bruiser

1-Star

Damage / Health

2-Star

Damage / Health

3-Star

Damage / Health

4-Star

Damage / Health

5-Star

Damage / Health

6-Star

Damage / Health

Level 1

15 / 106

16 / 116

--

19 / 137

--

--
Level 2

20 / 137

21 / 150

23 / 164

25 / 178

27 / 191

--
Level 3

24 / 155

26 / 170

28 / 185

31 / 201

--

--
Level 4

28 / 172

30 / 189

33 / 206

36 / 223

39 / 240

--
Level 5

33 / 187

36 / 205

39 / 224

42 / 243

46 / 261

--

Level 6

38 / 201

41 / 221

45 / 241

49 / 261

53 / 281

--
Level 7

43 / 212

47 / 233

51 / 254

55 / 275

60 / 296

--
Level 8

50 / 227

54 / 249

59 / 272

64 / 295

--

--
Level 9

58 / 244

63 / 268

69 / 292

75 / 317

81 / 341

--
Level 10

68 / 266

74 / 292

81 / 319

88 / 345

95 / 372

--
Level 11

81 / 293

89 / 322

97 / 351

105 / 380

113 / 410

--
Level 12

--

105 / 359

115 / 392

124 / 425

134 / 457

--
Level 13

--

126 / 405

137 / 442

149 / 479

160 / 516

--
Level 14

--

152 / 464

--

180 / 548

194 / 590

--
Level 15

--

--

--

219 / 635

236 / 684

--
Level 16

--

--

--

269 / 746

289 / 803

--
Level 17

--

--

--

332 / 889

358 / 957

--
Level 18

--

--

--

--

445 / 1154

--
Level 19

--

--

--

--

--

--
Level 20

--

--

--

--

--

783 / 1876
Level 21 -- -- -- -- -- --

Hunter

1-Star

Damage / Health

2-Star

Damage / Health

3-Star

Damage / Health

4-Star

Damage / Health

5-Star

Damage / Health

6-Star

Damage / Health

Level 1

30 / 66

32 / 72

35 / 79

--

41 / 92

--
Level 2

39 / 85

42 / 93

46 / 101

50 / 110

--

--
Level 3

46 / 98

50 / 107

55 / 117

59 / 127

--

--
Level 4

--

58 / 119

63 / 130

68 / 141

74 / 152

--
Level 5

--

67 / 131

73 / 143

79 / 155

85 / 167

--

Level 6

69 / 130

75 / 142

82 / 155

89 / 168

96 / 181

--
Level 7

78 / 139

85 / 152

93 / 166

101 / 180

109 / 194

--
Level 8

89 / 150

97 / 164

106 / 179

115 / 194

124 / 209

--
Level 9

102 / 164

112 / 180

122 / 196

132 / 213

142 / 229

--
Level 10

118 / 181

129 / 199

141 / 217

153 / 235

165 / 253

--
Level 11

138 / 202

151 / 222

165 / 242

179 / 262

193 / 282

--
Level 12

162 / 229

178 / 251

194 / 274

210 / 297

226 / 320

--
Level 13

--

212 / 288

231 / 314

250 / 340

270 / 366

--
Level 14

--

254 / 333

277 / 363

300 / 393

323 / 424

--
Level 15

--

306 / 391

334 / 427

362 / 462

390 / 498

--
Level 16

--

373 / 465

--

441 / 549

475 / 592

--
Level 17

--

--

--

543 / 661

585 / 712

--
Level 18

--

--

--

--

--

--
Level 19

--

--

--

--

--

--
Level 20

--

--

--

--

796 / 995

949 / 1030
Level 21 -- -- -- -- -- --

Shooter

1-Star

Damage / Health

2-Star

Damage / Health

3-Star

Damage / Health

4-Star

Damage / Health

5-Star

Damage / Health

6-Star

Damage / Health

Level 1

--

--

--

--

55 / 125

--
Level 2

--

--

--

66 / 150

--

--
Level 3

--

50 / 107

--

--

--

--
Level 4

67 / 131

--

80 / 175

--

93 / 204

--
Level 5

--

--

--

--

104 / 222

--

Level 6

84 / 171

92 / 188

100 / 205

--

117 / 239

--
Level 7

93 / 181

102 / 199

111 / 217

120 / 235

130 / 253

--
Level 8

103 / 194

113 / 213

123 / 232

133 / 252

144 / 271

--
Level 9

116 / 210

127 / 230

139 / 251

150 / 272

--

--
Level 10

132 / 229

145 / 251

158 / 274

171 / 297

184 / 320

--
Level 11

152 / 253

167 / 278

182 / 303

197 / 328

212 / 354

--
Level 12

177 / 282

194 / 310

212 / 338

230 / 366

247 / 394

--
Level 13

--

227 / 350

248 / 382

269 / 414

289 / 446

--
Level 14

--

270 / 402

295 / 439

319 / 475

344 / 512

--
Level 15

--

323 / 467

352 / 509

382 / 552

411 / 594

--
Level 16

--

--

--

461 / 651

496 / 701

--
Level 17

--

--

--

562 / 776

606 / 835

--
Level 18

--

--

--

--

--

--
Level 19

--

--

--

--

--

--
Level 20

--

--

--

--

953 / 1118

1013 / 1158
Level 21 -- -- -- -- -- --

Missions

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

The next screen show you 9 boxes and maybe some gold and silver tickets (those are hidden in the boxes), you can open 3 of them. If you want to open more, you can watch Video or pay with Gold.

  • Possible contents of a red ticket box: 1 radio, 2 gas, 1-3 gold, 350-1000 supplies (cans), 360-1100 XP
  • Possible contents of a silver ticket box: 2 radios, 4 gas, 8 gold, 1000-2200 supplies (cans), 1600-2000 XP
  • Possible contents of a gold ticket box: 10-15 gold, 3200-4900 supplies (cans), 6500 XP

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

Gather resources (type 1)

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

Gather resource (type 2)

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

Reach the exit

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

Open the gate

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

Kill the zombies

Rescue a survivor

Close some gates

Push objects

Mission map elements

Walker sources

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

Body piles

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

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

Ground Traps

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

Container Traps

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

Story Missions

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

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

Each title below is referred to as an Episode within the game. Each episode usually contains 5-7 missions that must be completed in order.

  1. Road to Terminus
  2. Military Rations
  3. Prison Voices
  4. Shadow of Eden
  5. American Pastoral
  6. Lakeside
  7. Proving Grounds
  8. Rendevouz with Eden
  9. The Pursuit
  10. Escape Distractions
  11. The Descent
  12. Black Forest
  13. The Factory
  14. The Church

Each Episode is replayable upon completing all missions, and each play through gets harder than the last. Once this feature becomes available, a symbol will appear next to the title and you will be able to replay all missions within that episode.

Level Image
Hard: Introduced after first completion
Walking dead hard
Nightmare: After second completion
Walking dead nightmare

Exploration Missons

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

There are three types of exploration missions:

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

*Levels of weapons and quantity of resources/XP received is determined by the recommended level.

Walking dead mission type

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

Resources

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

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

Primary Resources

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

Supplies

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

Supplies are needed to create and upgrade Buildings.

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

XP

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

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

XP are needed to upgrade Survivors or Equipment.

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

Gas

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

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

Gold

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

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

See separate page on Gold.

Secondary Resources

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

BP

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

Player Level

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

Other

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

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

Camp

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

In the camp you can manage your band of survivors. Recruit more survivors, train them, give them powerful equipment and build a hospital so they can recover in between missions."[1]

Buildings

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

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

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

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

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

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

Player Level

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

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

Player
Level
Building
Points

(to advance)

1 10
2 11
3 18
4 20
5 21
6 47
7 52
8 56
9 65
10 71
11 77
12 123
13 135
14 147
15 117
16 128
17 140
18 197
19 217
20 237
21 230
22 253
23 275
24 391
25 429
26 400
27 413
28 378
29 431
30 456
31 456
32 521
33 526
34 578
35 630
36 748
37 822?
38 770
39 790?
40 733
41 799
42 947
43 1040
44 1000
45 1000
46 1000
47 1000
48 1000
49 1000
50 1000
51 1000
52 1000
53 1000
54 1000
55 1130
56 1250
57 1250
58 1250
59 1300
60 1300
61 1400
62 1450
63 1500


Council

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

The cost listed below is for upgrading to that level.

Level Player

Level

Time Cost Gold Cost BP XP Storage Buildings unlocked
1 - - - - - - -
2 1 15s 110 2 6 3K Training grounds lvl 2
3 3 30m 500 18 14 9K Training grounds 3
New Workshop 1
New Farm plot 1
New Radio 1
New Tent 1
4 6 1h 30m 4K 49 24 20K Memorial
New Supply Storage 1
Training grounds 4
Workshop 2
5 8 3h 8.6k 76 38 30K Training grounds 5
Workshop 3
New Farm 1
Mission Car 3
6 11 7h 30m 20k 116 54 40k Training grounds 6
Workshop 4
New Tent 1
Supply Storage 4
7 14 9h 33k 153 74 60K Training grounds 7
Workshop 5
8 17 10h 30m 62K 219 94 75K Supply Storage 5
Radio tent 4
New Farm plot 1
Training grounds 8
Workshop 6
9 20 12h 94K 291 122 100K Farm Plot 7
Training grounds 9
Workshop 7
10 22 15h 160K 353 150 150K Tents 5
Training grounds 10
Workshop 8
Radio tent 5
New Supply storage 1
11 24 18h 300K 440 182 200K Farm plot 8
Mission car 6
Training groungs 11
Workshop 9
12 29 21h 570K 584 216 300K New Farm plot lvl 1
Tents 6
Radio tent 6
Training Grounds 12
Workshop 10
13 32 1d 750K 689 254 400k Training Grounds 13
Workshop 11
Mission Car 7
Hospital 7
Farm Plot 9
Tent 7
Supplies Storage 7
14 34 1d 2h 970K 791 294 600k Training Grounds 14
Workshop 12
Radio Tent lvl 7'
Mission Car 7
Hospital 7
Farm Plot 9
Tent 8
Supplies Storage 8
15 36 1d 4h 1.36M 983 338 800K Training Grounds 15
Workshop 13
Radio Tent lvl 7
Mission Car 8
Hospital 8
Farm Plot 10
Tent 8
Supplies Storage 8
16 39 1d 6h 1.86M 1196 384 1M Training Grounds 16
Workshop 14
Radio Tent 8
Hospital 8
Farm Plot lvl 10
Tent 9
Supplies Storage 9
17 42 1d 10h 2.51M 1500 2M Training Grounds 17
Workshop 15
Mission Car 9
18 45 1d 14h 4M 2168 2.5M Training Grounds 18
Workshop 16
Radio Tent lvl 9
Mission Car 9
Hospital 9
Farm Plot 10
Tent 10
Supplies Storage 10
19 48 1d 18h 5M 2622 542 3.25M Training Grounds 19
Workshop 17
Radio Tent 10
Mission Car 10
Tent 11
Farm Plot 11
Hospital 10
20 59 1d 22h 6.5M 3299 600 4.75M

Training Grounds 20
Workshop 18
Mission Car 11

21 61 2d 12M 5850 650 5.50M

Training Grounds 21
Workshop 19
Hospital 11

22 6.75M New Tents Building
23 Supplies Storage 11

Training Grounds

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

Level Time Cost Gold Cost Council level required BP Max level survivors
1 3s 250 1 9 2
2 5m 300 6 2 11 3
3 1h 3.2K 33 3 19 4
4 2h 15m 7.6k 51 4 30 5
5 5h 19k 94 5 43 6
6 6h 45m 33k 135 6 59 7
7 9h 59K 201 7 77 8
8 10h30m 81K 255 8 97 9
9 12h 150K 325 9 120 10
10 15h 270k 402 10 145 11
11 18h 520k 538 11 173 12
12 21h 710K 647 12 203 13
13 23h 920K 756 13 235 14
14 1d 2h 1.26M 921 14 270 15
15 1d 4h 1.79M 1161 15 307 16
16 1d 6h 2.35M 1415 16 347 17
17 1d 8h 3.5M 1936 17 389 18
18 1d14h 4.25M 2279 18 433 19
19 1d18h 6M 3068 19 480 20
20 2d 12M 5850 20 500 21
21 2d 15M 7250 21 600 22
22 22 23

Workshop

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

Level Time Cost Gold Cost Council level required BP Max level equipment
1 1h 400 25 3 19 4
2 2h 15m 7.6k 51 4 30 5
3 5h 19k 94 5 43 6
4 6h 45m 33K 135 6 59 7
5 9h 59K 201 7 77 8
6 10h30m 81K 255 8

97

9
7 12h 150K 325 9 120 10
8 15h 270k 402 10 145 11
9 18h 520k 538 11 173 12
10 21h 710K 647 12 203 13
11 23h 920k 756 13 235 14
12 1d 2h 1.26M 921 14 270 15
13 1d 4h 1.79M 1161 15 307 16
14 1d 5h 2.35M 1415 16 347 17
15 1d10h 3.5M 1936 17 389 18
16 1d14h 4.25M 2279 18 433 19
17 1d18h 6M 3068 19 480 20
18 2d 12M 5250 20 500 21
19 2d 15M 7250 21 600 22
20 22 23

Farm plot

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

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

Level Time Cost Gold Cost Council level BP Supplies/hour Storage
1 3s 50 (or 80) 1 1 3 60 240
2 3m 100 3 2 4 110 440
3 10m 400 9 2 9 200 1200
4 45m 2800 28 2 16 340 2040
5 4h 17K 83 5 36 540 4320
6 6h 56K 172 7 64 800 6400
7 11h 140K 312 9 100 1100 13.2K
8 15h 430K 474 11 144 1500 18K
9 21h 860K 713 13 196 2200 26.4K
10 1d2h 1.52M 1037 15 256 3000 36K
11 1d6h 2M 1259 19 225 4000 36K

Tents

Tents produce XP useful for upgrading your equipments and train your survivors. They are unlocked at council's level X, X, and 22.

Level Time Cost Gold Cost Council level BP XP/Hour Storage
1 15m 400 4 2 0 30 240
2 45m 2800 28 2 16 80 640
3 1h 30m 6500 43 3 25 100 800
4 5h 32K 119 49 340 3060
5 7h 30m 79K 227 81 540 4860
6 13h 240K 373 10 121 800 8000
7 18h 610K 578 12 1100 11000
8 1d 1.13M 859 14 225 1440 16800
9 1d4h 2.12M 1308 16 289 1700 20400
10 1d10h 4M 2159 18 410 2000 24000
11 2d 6M 3081 19 450 3000 24000

Note: since version 2.2 the XP Tents permanently give twice as much XP as before. The old "XP/Hour" and "Storage" values are marked with a strikethrough until updated.

Supplies storage

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

Level Time Cost Gold Cost Council level required BP Storage
1 1m 30s 400 2 2 7 2500
2 22m 30s 2.4K 22 3 13 10K
3 1h 4.9k 36 4 20 30K
4 4h 30K 107 6 39 70K
5 6h 75K 208 8 65 140K
6 9h 210K 328 10 97 280K
7 15h 490K 500 12 135 560K
8 21h 1.07M 807 14 180 1.12M
9 1d2h 2.04M 1269 16 231 2.24M
10 1d 6h 3.75M 2039 18 284 4.48M
11 23 5M

Radio Tent

Send a call out for more survivors here. Calls can be made with 1, 5, or 15 radios, with an increase in star value to the summoned survivor.The level of the radio tent determines the summoned survivor's starting level and their maximum level. When you summon survivors, the number of stars determine the number of levels you can upgrade your survivor, 2 levels for each star. The Radio Tent level is the only thing that effects survivor call min/max level.
In the latest update 1.5 The maximum (Cap) lvl for a survivor (from a radio call) is 20, but the highest you can train one is 15. You can get survivor with a current (starting) lv higher than 15 in rescue missions.

Notes

Rejecting a 1star character gets you 2 tokens. Rejecting a 2star character gets you 8 tokens. Rejecting a 3star character gets you 32 tokens.

Comparing "Choose from 2" call costing 10 radio phones. with "Choose from 3" call costing 15 radio phones. (not factoring in increased chance of hero tokens)

  • three "Choose from 2" calls (costing 3 x 10 = 30 radio phones) = 3calls x probably 2star (8 tokens) = 24 tokens
  • two "Choose from 3" calls (costing 2 x 15 = 30 radio phones) = 2 calls x probably 3star (32 tokens) = 64 tokens

A new version of the radio calls is being worked on. I think you'll like it. Details to follow.
Not yet in 1.6. Just wanted to let you know that we know you guys feel like the radio calls could be improved, and we're now working on it. OldGoth Moderator, Staff 2016 February
From http://forums.nextgames.com/walkingdead/discussion/3183/radio-tent-seriously/p1

Is there a maximum number of radio you can have? There is a hard limit, but it's very high indeed; 999 999. So unfortunately you won't be able to get to a million phones. from http://forums.nextgames.com/walkingdead/discussion/4135/is-there-a-limit-on-the-of-radios-i-can-haz#latest

Level Time Cost Gold Cost Council level required BP Initial level survivors
1 15s 300 1 3 19 1-3
2 2h 15m 7.6k 51 4 30 1-5
3 6h30m 33K 135 6 59 2-6
4 10h 30m 81K 255 8 97 3-8
5 15h 270K 402 10 145 4-10
6 21h 710K 647 12 203 5-12
7 1d 2h 1.26 M 921 14 270 6-14
8 1d 6h 2.35M 1415 16 7-16
9 1d14h 4.25M 2160 18 583 7-17
10 1d19h 6M 3068 19 680 ?-18

High level players agree that you should only use 15 calls, and to wait as long as you can before doing them, ideally when your tent is at the maximum level, or at least level 5.

Hospital

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

Level Time Cost Gold Cost Council level BP Time reduction Healing Slots
1 3s - - - 4 - 1
2 45m 2.8K 28 3 16 2 min 1
3 4h 17k 83 5 36 5 min 2
4 6h 56K 172 7 64 10 min 2
5 11h 140K 312 9 100 15 min 2
6 15h 430K 474 12 144 20 min 3
7 21h 860K 713 13 196 30 min 3
8 1d2h 1.52M 1037 15 256 40 min 3
9 1d6h 2.75M 1593 17 324 50 min 3
10 1d14h 5.75M 2948 19 400 60 min 3
11 2d 7M 3527 21 550 75 min 3


Mission car

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

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

Level Time Cost Gold Cost Council level BP Gas storage
1 3s - - - 4 6
2 10m 500 10 3 16 9
3 4h 17K 83 5 36 11
4 6h 56K 172 7 64 13
5 11h 140K 312 9 100 15
6 15h 430K 474 11 144 17
7 21h 860K 713 13 196 19
8 1d2h 1.52M 1037 15 256 21
9 1d6h 2.75M 1593 17 324 23
10 1d14h 5.75M 2948 19 400 25
11 2d 7M 3527 20 500 27
12 23 29

Campfire

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

Memorial

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

Junk

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

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

Outpost

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

Outpost Upgrades
Level Time Cost (supplies) Gold cost Council level required BP Trade goods/hour Holds trade goods Trade goods storage capacity (removed in 1.8) Unlocks
1 5s 1K 4 50 400 (max in 8hours) 6000 Lake map
upgrade to L2 11 hours 140 k 312 gold 6 (still?) 74 55 440 (max in 8hours) 6500 Warehouse map

*

up to L3 15 hours 430 k 474 gold 8 (still?) 111 60 480 (max in 8hours) 7000 Town map

**

up to L4 21 hours 860 k 713 10 (still?) 161 65 520 (max in 8hours) 7500 Quarrytop map
up to L5 1 day & 2 hours 1.52m 1037 gold 12 (still?) 219 BP 70 560 (max in 8hours) 8000 RuralField map

* Lv2 allows you to work with the map editor and change your map tiles.
** LV3 outpost allows you to individually place your survivors and set them on offense, defense, or stationary modes. It also give the option to change defenders

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

Walker Pit

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

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

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

Walker Pit Upgrades
Level Time Cost Gold Cost Council level required BP Max walkers
1 5s 1K 3 5 Normal LV4

1 Armored LV4

1 Tank LV4

2 5m 17K 5 Х Normal LV XX

Х Armored LV XX

1 Tank LV XX

3 45m 56K 7 77 7 Normal LV7

2 Armored LV7

1 Tank LV7

4 5h 150K 9 109 8 Normal LV9

2 Armored Lv9

1 Tank LV9

5 11h 140K 312 11 141 9 Normal LV 11

2 Armored LV 11

2 Tank LV 11

6 15h 430K 474 13 173 10 Normal LV 13

2 Armored LV 13

2 Tank LV 13

7 21h 860K 713 13 235 11 Normal LV15

3 Armored Lv15

2 Tank LV15

8 1d2h 1.52M 1037 15 307 12 Normal LV17

3 Armored Lv17

2 Tank LV17

9 1d6h 2.75M 1593 17 339 13 Normal LV19

3 Armored Lv19

2 Tank LV

10 1d6h 8M 3945 21 13 Normal LV20

3 Armored Lv20 Tank LV20

Walker Upgrade Price
Normal Armored Tank
Walker Level Upgrade (Goods+time) Upgrade (Goods+time) Upgrade (Goods+time)
1
2 250 + 5m 250 + 2m30s
3 250 + 7m30s 500 + 7m30 500 + 7m30s
4 500 + 11m15s 750 + 22m30s 750 + 11m15s
5 750 + 18m45s 1000 + 37m30s 1000 + 22m30s
6 1000 + 22m30s 1500 + 45m 1500 + 22m30s
7 1250 + 30m 2000 + 1h 2000 + 30m
8 1500 + 37m30s 3000 + 1h15m 3000 + 37m30s
9 2000 + 48m45s 4000 + 1h37m 4000 + 48m45s
10 2500 + 56m15s 5,000 + 1h52m

Gold Cost 1022

5000 + 56m15s
11 3000 + 1h7m 6000 + 2h15m

Gold Cost 1225

6000
12 3500 + 1h18m

Gold Cost 717

7000 + 2h37m

Gold Cost 1428

7000 + 1h18m

Gold Cost 1417

13 4000 + 1h33m

Gold Cost 819

7,500 + 3h07m

Gold Cost

7,500 + 1h33m

Gold Cost 1519

14 4500 + 1h45m

Gold Cost 921

7500 + 3h30m

Gold Cost 1535

7500 + 1h 45m

Gold Cost 1521

15

5000 + 2h

Gold Cost 1023

7500 + 4h

Gold Cost 1539

7500 + 2h

Gold Cost 1523

16

5500 + 2h15m

Gold Cost 1125

7500 + 4h 30m

Gold Cost 1543

7500 + 2h 15m

Gold Cost 1525

17

6000 + 2h33m

Gold Cost 1227

7500 + 5h 7m

Gold Cost 1548

7500 + 2h 33m

Gold Cost 1527

18 (Walker Pit level 9 required) 6500 +

Gold Cost 1309

7500 + 5h 37m

Gold Cost 1552

7500 + 2h48m

Gold Cost 1529

19 7000 + 3h7m

Gold Cost 1432

7500 + 6h 15m

Gold Cost 1557

7500 + 3h7m

Gold Cost 1531

20 (Walker Pit level 10 required) (Walker Pit level 10 required) (Walker Pit level 10 required)
Walker Catch Price
Normal Armored Tank
Walker Catch (Goods) Catch (Goods) Catch (Goods)
1 - 1000 5000
2 - 2500 7500
3 -

5000 (Walker Pit level 7 required)

4 -
5 1500
6 2000
7 3000
8 4000
9 5000
10 5500
11 6000
12 6500 (Walker Pit level 8 required)
13 7000 (Walker Pit level 9 required)
14 (Walker Pit level 10 required)
*Most images from: http://www.dojagaming.de/spiele-apps/the- walking-dead-no-man-s-land/

Guilds

To be added to wiki soon

Weekly Challenges

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

More info to be added

Achievements

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

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

Title Description Reward
Kill walkers Kill 50 walkers 5 gold
Kill walkers II Kill 200 walkers ?
Kill walkers III Kill 2,000 walkers ?
Kill walkers IV Kill 20,000 walkers 300 gold
Complete episode Complete EPISODE 1 5 gold
Complete episode Complete EPISODE 2 ?
Complete episode Complete EPISODE 3 ?
Complete episode Complete EPISODE 4 ?
Complete episode Complete EPISODE 5 30 gold
Complete episode Complete EPISODE 6 30 gold
Complete episode Complete EPISODE 7 30 gold
Complete episode Complete EPISODE 8 30 gold
Complete episode Complete EPISODE 9 30 gold
Complete episode Complete EPISODE 10 30 gold
Complete episode Complete EPISODE 11 30 gold
Complete episode Complete EPISODE 12 30 gold
Complete episode Complete EPISODE 13 30 gold
Complete hard episode Complete EPISODE 2 in hard mode 30 gold
Complete hard episode Complete EPISODE 3 in hard mode 30 gold
Complete hard episode Complete EPISODE 4 in hard mode 30 gold
Complete hard episode Complete EPISODE 5 in hard mode 30 gold
Complete hard episode Complete EPISODE 6 in hard mode 30 gold
Complete hard episode Complete EPISODE 7 in hard mode 30 gold
Complete hard episode Complete EPISODE 8 in hard mode 30 gold
Complete hard episode Complete EPISODE 9 in hard mode 30 gold
Complete hard episode Complete EPISODE 10 in hard mode 30 gold
Complete hard episode Complete EPISODE 11 in hard mode 30 gold
Complete hard episode Complete EPISODE 12 in hard mode 30 gold
Complete hard episode Complete EPISODE 13 in hard mode 30 gold
Complete nightmare episode Complete EPISODE 2 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 3 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 4 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 5 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 6 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 7 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 8 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 9 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 10 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 11 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 12 in nightmare mode 30 gold
Complete nightmare episode Complete EPISODE 13 in nightmare mode 30 gold
Survivor I Get a level 5 survivor 5 gold
Survivor II Get a level 10 survivor 10 gold
Survivor III Get a level 15 survivor 30 gold
Get epic Recruit epic survivor (fulfilled if legendary is recruited) 10 gold
Get legendary Recruit legendary survivor 25 gold
Risk and reward Complete 5 deadly missions 30 gold
Risk and reward II Complete 50 deadly missions 100 gold
Risk and reward III Complete 500 deadly missions 500 gold
Join Guild Join or create a guild 2 radio
Do your part Complete a challenge mission ?
Get stars Get 10 challenge stars ?
Get stars II Get 150 challenge stars 30 gold
Get stars III Get 1000 challenge stars 100 gold
Council Upgrade council to level 3 2 radio
Council II Upgrade council to level 6 3 radio
Council III Upgrade council to level 9 4 radio
Council IV Upgrade council to level 12 5 radio
Council V Upgrade council to level 15 5 radio
All the supplies Collect 1,000 supplies 5 gold
All the supplies II Collect 10,000 supplies 10 gold
All the supplies III Collect 100,000 supplies ?
Level up Collect 1,000 experience points 5 gold
Level up II Collect 10,000 experience points 10 gold
Level up III Collect 100,000 experience points ?
Defend the camp Kill 10 walkers in camp 5 gold
Defend the camp II Kill 100 walkers in camp ?
Defend the camp III Kill 1,000 walkers in camp ?
First of many Find epic equipment 10 gold
Now we're talking Find legendary equipment 20 gold

Daily Quests

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

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

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

Completion of the quest will give player a random reward.

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

***EDITOR'S NOTE: This is not a complete list!!! I apologize if there are any mistakes in the table, as I do not have a complete list myself and new quests may be added with updates that I am unaware of!!!***

Quest # Challenge Stars? GOLD
Complete Story Missions 2/3? No
Complete ChallengeMissions 2/2 No
Get Challenge Stars 15 No 30
Take No Injury 2 No
Do Not Kill Any Walkers 1 Yes 30
Use Melee Weapons Team 3 Yes
Use Ranged Weapons Team 3 Yes
Use All ____ Team* 3 Yes 10

*May say any of the character classes. This quest will only appear if you have three or more survivors of that specific class.

Outposts[1]

Introduced to the game on March 1st, 2016.

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

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

"Produces Trade Goods"

Maximum number: 1

Level Cost to Upgrade to/Upgrade Time Production Holds Max BP Available at Council Level
1 ? 50 400 ? 7
2 60 Gold or 24k/10m 55 440 49 9
3 ? 60 480 ? 11
4 ? ? ? ? ?
5 MAX LEVEL 70 560 ? ?
6 ? ? ? ? ?
7 ? ? ? ? ?
8

Walker Pit

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

Level Cost to upgrade to Amount of Normal/Armored/Tank walkers BP Available at Council Level
1 4/0/- 7
2 82 Gold or 17k/4h 4/1/0 43 8
3 119 Gold or 32k/5h 9
4 172 Gold or 56k/6h
5 312 Gold or 140k/11h 9/2/2
6 474 Gold or 430k/15h ?/2/?
7 713 Gold or 860k/21h ?/?/2

Trade Goods

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

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

Influence

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

How to win at an Outpost

You must finish one of the following three objectives:

  • Capture the flag(s)
  • Loot the crate(s)
  • Kill the defenders!

Gallery

Videos

Trailers

Aggregate Scores

Coming Soon

References

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Walking Dead Media and Merchandise
The following are media and merchandise that are related and based on both the Comic Series and TV Series of The Walking Dead.
The Walking Dead Comic SeriesThe Walking Dead TV Series
Personal ApparelCostumesAuthentic Zombie EssentialsTin Lunch BoxesDog TagsPromo ButtonsMetal Bottle Openers
Toys Action FiguresMinimatesPlushesPop! FiguresWacky Wobbler FiguresPlastic Army Builder SetConstruction Sets
Trading Cards Season OneComics Set 1Season 2Comics Set 2Season 3 (Set 1)Season 3 (Set 2)
Soundtracks AMC Original Soundtrack, Vol. 1AMC Original Soundtrack, Vol. 2
Board Games The Walking Dead Board GameThe Walking Dead TV Board GameThe Walking Dead Card GameMonopolyRiskThe Best DefenseTrivia Box
Busts and Statues Teddy Bear GirlBust BanksMini BustsFull Body StatuesResin Statues
DVDs First SeasonFirst Season (Special Edition)Second SeasonSecond Season (Special Edition)Third SeasonThird Season (Special Edition)Fourth SeasonFourth Season (Special Edition)
Other CalendarPromo PicturesEscapeZombie PrintsHyundai ElantraReplica PropsCold CupGelatin Mold ZombieWeezer PostersBookend
Walking Dead Video Games
The Walking Dead Comic SeriesThe Walking Dead TV Series
Consoles Video GameSurvival Instinct‎
Social and Online Social Game‎Dead ReckoningAtlanta RunChop Shop
Apps Dead YourselfLeft BehindAssaultPinballZombiECardsNo Man's LandRoad to Survival
Other Deluxe TV Games
Walking Dead Books and Magazines
The Walking Dead Comic SeriesThe Walking Dead TV Series
Novels Rise of the GovernorThe Road to Woodbury‎ • The Fall of the Governor‎‎ • Descent
Hardcovers Book OneBook TwoBook ThreeBook FourBook FiveBook SixBook SevenBook EightBook NineBook Ten
Omnibus Deluxe Omnibus Vol. 1Omnibus Vol. 2Omnibus Vol. 3Omnibus Vol. 4Omnibus Vol. 5
Compendiums Compendium One Compendium TwoCompendium Three
Specials Free Comic Book Day SpecialMichonne SpecialThe Governor SpecialTyreese SpecialMorgan Special
Survivors' Guide Guide A-CGuide C-HGuide H-OGuide O-T
The Covers Volume 1Volume 2
Official Magazine

Issue 1Issue 2Issue 3Issue 4Issue 5Issue 6Issue 7Issue 8Issue 9

Other The Official Companion BookJust Another Day at the OfficeTriumph of The Walking DeadCutting Room FloorScript Book100 ProjectAll Out War AP Edition