Armour & Fortifications Guide - Towers & Defence
Armour for you and your zombies, plus the towers and fortifications that hold the Town against the undead waves.
Published September 22, 2026 ยท Last updated September 24, 2026
Quick Answer: Armour or Towers First?
Both, on different budgets. Crafted armour protects the two things the Town cannot replace cheaply: you and your Zombie Fighters. Towers and fortifications protect the Town itself during the purge battles that roll through the districts on the six-day cycle. Early on, armour for your personal fights is the cheaper and more urgent spend; once fighter squads start deploying from the Barracks, split output between squad armour and fortification upkeep.
| Defense Layer | Protects | Produced By |
|---|---|---|
| Keeper armour | You, in personal combat | Crafted at your stations |
| Zombie Fighter armour | Your squad zombies | Crafted; one armour slot per fighter |
| Towers & fortifications | The Town during battles | Built around the districts |
Crafting Armour
Armour follows the same crafting hierarchy as the rest of your gear: simple metal parts from the early stations, better plate as your smithing line matures. The sequel explicitly pairs "craft powerful armour and weapons" with "arm and train your not-so-smart troops", so armour crafting is designed to scale from one Keeper set to outfitting squads. Your smithing mastery tree feeds directly into this โ a Smithing-inherited zombie staffing the forge keeps armour production running while you are elsewhere.
- Arm the Keeper first โ you are in every battle.
- Then the Barracks squads: four fighters per squad, each needing one armour slot filled.
- Smithing output recycles into both weapons and plate โ see the weapons page.
Towers, Fortifications and the Town Defense
The Town's districts โ Central, Eastern, Western, Market Square, the Port and the sewers beneath โ are the battlefields of the purge series, and the game lets you build the defense in advance. Towers and fortifications are the fixed half of your military: they hold ground while your squad and you move. The big set-piece defenses (district Purges, the breakthrough fights, the Final Battle) reward a Town that has been progressively restored and fortified, which ties your restoration economy directly to your survival.