Outposts are safe havens away from your base, allowing you to switch characters and resupply. They can also provide daily Resources or other benefits.
About Outposts[]
Outposts are essential assets for your community's survival. Every Outpost have the following standard outpost features:
- Character Switching Within Outpost - Take control of a different member of your community.
- Supply Locker Within Outpost - Access your supply locker to deposit items you've scavenged or restock for a mission.
- Safe Area Around Outpost - New zombies won't appear here. The radius is dependent on the outpost type and level.
With the remote Lockers you're able to access the same items you've already deposited at your base or other Outposts. Due to this they make looting much easier since you don't have to travel home any time your Backpack gets full. Rucksacks must be brought back to your current Home Site despite having these Lockers, because they can only be deposited into your Storage.
All outposts allow for character switching. If a survivor becomes tired or injured, you can use an outpost to switch characters without having to return to your Home Site.
Most locations can be made into an Outpost. Claiming Outposts will cost you some Influence and an Outpost Slot. Depending on the Outpost's type, the cost can vary, however, each Outpost takes up only one Slot. Some outpost types will also have daily upkeep costs. Claimed Outposts can also be abandoned if you don't need them anymore. 60% of the Outpost's cost and the Outpost Slot will be refunded when doing so (only 40% if the Community Difficulty is on Nightmare or Lethal).
Outpost Slots are mainly provided by your Command Center and its Facility Mods. By playing Daybreak you can also get +1 Slot by recruiting a Red Talon Contractor with the Hacking Quirk Skill. When playing Heartland you can also get +1 Slot by recruiting IzzBee and turning her into a Hero. The maximum amount of Outposts you can have is 7 in Campaign and 8 in Heartland.
There are 12 Outpost types in the game. You can see more information about each type below.
Notes:
- You can't upgrade the Resource Outposts in Heartland. They're also missing the "Learn Skill" Outpost Actions.
- Since Update 25 we also have Landmark Outposts. Check out their own separate page to find out more.
- Since Update 28 the locations claimed by you or Enclaves will be tidied up and have its lights on, making the location feel lived-in.
- With Update 33 Outposts received some new features, like Passive Scouting, Outpost Defenses, and other various benefits.
Simple Outposts[]
Simple Outposts only provide the standard outpost features. Their low price allows for setting up a cheap deposit site, safezone, and checkpoint for interrupting Infestation Hordes. Simple Outposts cannot be upgraded and do not provide extra benefits.
Every Outpost of this type can be rigged with Incendiary Mines. About 2/3rd of them also provide Infestation Bait. (needs more testing)
In-game description: A very ordinary location that provides no extra benefits.
Claiming Requirements:
- 250 Influence (125 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Simple Outposts)
Passive Effects:
- Close Scouting Range (+125m Passive Scouting)
Outpost Locations:
Espresso Stand Outposts[]
Espresso Stand Outposts provide your community with a morale bonus, allow you to learn or improve your survivors' Cooking skills, and let you craft Shots of Espresso using food.
Every Outpost of this type can only be rigged with Incendiary Mines.
In-game description: Boosts morale and crafts fatigue-postponing consumables. We can also use this location to teach a survivor the basics of Cooking, or improve a survivor's Cooking, Cuisine, or Nutrition skill.
Claiming Requirements:
- 275 Influence (138 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Learn Cooking
- Make Espresso
- Outpost Defenses
- Incendiary Mines
Passive Effects:
- Morale Bonus (+3 Morale; +10 with Knowledge of Coffee Preparation) (+10 in Heartland)
- Frequented (+200m Passive Scouting)
Outpost Locations:
Food Outposts[]
Food Outposts provide you with Food per day. The amount it provides depends on your game's Community Difficulty and the upgrade level. Upgraded Food Outposts provide more food and allow you to learn or improve your survivors' gardening skills. Upgrading a Food Outpost will also increase the range of Passive Scouting and the Safezone around the location.
Every Outpost of this type can be rigged with Incendiary Mines. Almost all of them also provide Infestation Bait with the exception of Fruit Stands and a couple other locations. (needs more testing)
In-game description: While claimed, this location provides food to our community on a twice-daily schedule. Upgrading the outpost will increase this food income. With an upgrade, we can use this location to teach a survivor the basics of Gardening, or improve a survivor's Gardening, Agriculture, or Herbalism skill.
Food Outpost 1[]
Provides Food each day. Can be upgraded for additional benefits.
Claiming Requirements:
- 300 Influence (150 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Food Outposts)
- Upgrade: Food Outpost 2 (+Food Income, Learn Gardening)
Passive Effects:
- Food Collection (+1 Food Per Day) (+1.5 in Green and Nightmare, +2 in Lethal Zone)
- Quick Stop (+150m Passive Scouting)
Outpost Locations:
Food Outpost 2[]
Provides double the baseline outpost Food income. We can also learn or improve the Gardening skill by spending influence.
Upgrade Requirements:
- 800 Influence (400 in Green Zone)
- 2 / 2 / 3 / 4 / 5 Materials
- 1 Labor
Outpost Actions:
- Learn Gardening
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Food Outposts)
- Upgrade: Food Outpost 3 (+Food Income)
Passive Effects:
- Improved Food Collection (+2 Food Per Day) (+3 in Green and Nightmare, +4 in Lethal Zone)
- Frequented (+200m Passive Scouting)
- Secured (+15m Safezone Radius; requires Ammo in Storage)
Food Outpost 3[]
Provides three times the baseline outpost Food income. We can also learn or improve the Gardening skill by spending influence.
Upgrade Requirements:
- Knowledge of Gardening
- 2000 Influence (1000 in Green Zone)
- 3 / 4 / 5 / 8 / 10 Materials
- 2 Labor
Outpost Actions:
- Learn Gardening
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Food Outposts)
Passive Effects:
- Maximum Food Collection (+3 Food Per Day) (+4.5 in Green and Nightmare, +6 in Lethal Zone)
- High Traffic (+250m Passive Scouting)
- Familiar (+30m Safezone Radius; requires Ammo in Storage)
Meds Outposts[]
Meds Outposts provide you with some Meds per day. Can be upgraded. Upgraded Meds Outposts provide more meds and allow you to learn or improve your survivors' medicine skills. Upgrading a Meds Outpost will also increase the range of Passive Scouting and the Safezone around the location.
Every Outpost of this type can be rigged with Incendiary Mines. Almost all of them also provide Infestation Bait with the exception of Military Trauma Tents. (needs more testing)
In-game description: While claimed, this location provides meds to our community on a twice-daily schedule. Upgrading the outpost will increase this meds income. With an upgrade, we can use this location to teach a survivor the basics of Medicine, or improve a survivor's Medicine, Surgery, or Pathology skill.
Notes: The Sasser Regional Hospital in Drucker County also provides Meds per day.
Meds Outpost 1[]
Provides Meds each day. Can be upgraded for additional benefits.
Claiming Requirements:
- 300 Influence (150 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Meds Outposts)
- Upgrade: Meds Outpost 2 (+Meds Income, Learn Medicine)
Passive Effects:
- Meds Collection (+1 Meds Per Day)
- Quick Stop (+150m Passive Scouting)
Outpost Locations:
Meds Outpost 2[]
Provides double the baseline outpost Meds income. We can also learn or improve the Medicine skill by spending influence.
Upgrade Requirements:
- 800 Influence (400 in Green Zone)
- 2 / 2 / 3 / 4 / 5 Materials
- 1 Labor
Outpost Actions:
- Learn Medicine
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Meds Outposts)
- Upgrade: Meds Outpost 3 (+Meds Income)
Passive Effects:
- Improved Meds Collection (+2 Meds Per Day)
- Frequented (+200m Passive Scouting)
- Secured (+15m Safezone Radius; requires Ammo in Storage)
Meds Outpost 3[]
Provides three times the baseline outpost Meds income. We can also learn or improve the Medicine skill by spending influence.
Upgrade Requirements:
- Knowledge of Medicine
- 2000 Influence (1000 in Green Zone)
- 3 / 4 / 5 / 8 / 10 Materials
- 2 Labor
Outpost Actions:
- Learn Medicine
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Meds Outposts)
Passive Effects:
- Maximum Meds Collection (+3 Meds Per Day)
- High Traffic (+250m Passive Scouting)
- Familiar (+30m Safezone Radius; requires Ammo in Storage)
Ammo Outposts[]
Ammo Outposts provide you with some Ammo per day. Can be upgraded. Upgraded Ammo Outposts provide more meds and allow you to learn or improve your survivors' medicine skills. Upgrading an Ammo Outpost will also increase the range of Passive Scouting and the Safezone around the location.
Every Outpost of this type can be rigged with Incendiary Mines. Almost all of them also provide Infestation Bait with the exception of a couple locations. (needs more testing)
In-game description: While claimed, Ammo Outposts provide ammo to your community on a twice-daily schedule. Upgrading the outpost will increase this ammo income. With an upgrade, you can use the location to teach a survivor the basics of Chemistry, or improve a survivor's Chemistry, Munitions, or Pharmacology skill.
Ammo Outpost 1[]
Provides Ammo each day. Can be upgraded for additional benefits.
Claiming Requirements:
- 300 Influence (150 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Ammo Outposts)
- Upgrade: Ammo Outpost 2 (+Ammo Income, Learn Chemistry)
Passive Effects:
- Ammo Collection (+1 Ammo Per Day)
- Quick Stop (+150m Passive Scouting)
Outpost Locations:
Ammo Outpost 2[]
Provides double the baseline outpost Ammo income. We can also learn or improve the Chemistry skill by spending influence.
Upgrade Requirements:
- 800 Influence (400 in Green Zone)
- 2 / 2 / 3 / 4 / 5 Materials
- 1 Labor
Outpost Actions:
- Learn Chemistry
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Ammo Outposts)
- Upgrade: Ammo Outpost 3 (+Ammo Income)
Passive Effects:
- Improved Ammo Collection (+2 Ammo Per Day)
- Frequented (+200m Passive Scouting)
- Secured (+15m Safezone Radius; requires Ammo in Storage)
Ammo Outpost 3[]
Provides three times the baseline outpost Ammo income. We can also learn or improve the Chemistry skill by spending influence.
Upgrade Requirements:
- Knowledge of Chemistry
- 2000 Influence (1000 in Green Zone)
- 3 / 4 / 5 / 8 / 10 Materials
- 2 Labor
Outpost Actions:
- Learn Chemistry
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Ammo Outposts)
Passive Effects:
- Maximum Ammo Collection (+3 Ammo Per Day)
- High Traffic (+250m Passive Scouting)
- Familiar (+30m Safezone Radius; requires Ammo in Storage)
Materials Outposts[]
Materials Outposts provide you with some Materials per day. Can be upgraded. Upgraded Materials Outposts provide more Materials and allow you to learn or improve your survivors' craftsmanship skills. Upgrading a Material Outpost will also increase the range of Passive Scouting and the Safezone around the location.
Every Outpost of this type can be rigged with Incendiary Mines. All of them also provide Infestation Bait. (needs more testing)
In-game description: While claimed, this location provides materials to our community on a twice-daily schedule. Upgrading the outpost will increase this materials income. With an upgrade, we can use this location to teach a survivor the basics of Craftsmanship, or improve a survivor's Craftsmanship, Construction, or Metalwork skill.
Materials Outpost 1[]
Provides Materials each day. Can be upgraded for additional benefits.
Claiming Requirements:
- 300 Influence (150 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Outpost Defenses
- Incendiary Mines
- Infestation Bait
- Upgrade: Materials Outpost 2 (+Materials Income, Learn Craftsmanship)
Passive Effects:
- Materials Collection (+1 Materials Per Day)
- Quick Stop (+150m Passive Scouting)
Outpost Locations:
Materials Outpost 2[]
Provides double the baseline outpost Materials income. We can also learn or improve the Craftsmanship skill by spending influence.
Upgrade Requirements:
- 800 Influence (400 in Green Zone)
- 2 / 2 / 3 / 4 / 5 Materials
- 1 Labor
Outpost Actions:
- Learn Craftsmanship
- Outpost Defenses
- Incendiary Mines
- Infestation Bait
- Upgrade: Materials Outpost 3 (+Materials Income)
Passive Effects:
- Improved Materials Collection (+2 Materials Per Day)
- Frequented (+200m Passive Scouting)
- Secured (+15m Safezone Radius; requires Ammo in Storage)
Materials Outpost 3[]
Provides three times the baseline outpost Materials income. We can also learn or improve the Craftsmanship skill by spending influence.
Upgrade Requirements:
- Knowledge of Craftsmanship
- 2000 Influence (1000 in Green Zone)
- 3 / 4 / 5 / 8 / 10 Materials
- 2 Labor
Outpost Actions:
- Learn Craftsmanship
- Outpost Defenses
- Incendiary Mines
- Infestation Bait
Passive Effects:
- Maximum Materials Collection (+3 Materials Per Day)
- High Traffic (+250m Passive Scouting)
- Familiar (+30m Safezone Radius; requires Ammo in Storage)
Fuel Outposts[]
Fuel Outposts provide you with some Fuel per day. Can be upgraded. Upgraded Fuel Outposts provide more Fuel and allow you to learn or improve your survivors' mechanics skills.
Every Outpost of this type can be rigged with Incendiary Mines. Some Spiroil Stations also provide Infestation Bait. (needs more testing)
In-game description: While claimed, this location provides fuel to our community on a twice-daily schedule. Upgrading the outpost will increase this fuel income. With an upgrade, we can use this location to teach a survivor the basics of Mechanics, or improve a survivor's Mechanics, Automechanics, or Engineering skill.
Fuel Outpost 1[]
Provides Fuel each day. Can be upgraded for additional benefits.
Claiming Requirements:
- 300 Influence (150 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Fuel Outposts)
- Upgrade: Fuel Outpost 2 (+Fuel Income, Learn Mechanics)
Passive Effects:
- Fuel Collection (+1 Fuel Per Day)
- Quick Stop (+150m Passive Scouting)
Outpost Locations:
Fuel Outpost 2[]
Provides double the baseline outpost Fuel income. We can also learn or improve the Mechanics skill by spending influence.
Upgrade Requirements:
- 800 Influence (400 in Green Zone)
- 2 / 2 / 3 / 4 / 5 Materials
- 1 Labor
Outpost Actions:
- Learn Mechanics
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Fuel Outposts)
- Upgrade: Fuel Outpost 3 (+Fuel Income)
Passive Effects:
- Improved Fuel Collection (+2 Fuel Per Day)
- Frequented (+200m Passive Scouting)
- Secured (+15m Safezone Radius; requires Ammo in Storage)
Fuel Outpost 3[]
Provides three times the baseline outpost Fuel income. We can also learn or improve the Mechanics skill by spending influence.
Upgrade Requirements:
- Knowledge of Mechanics
- 2000 Influence (1000 in Green Zone)
- 3 / 4 / 5 / 8 / 10 Materials
- 2 Labor
Outpost Actions:
- Learn Mechanics
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Fuel Outposts)
Passive Effects:
- Maximum Fuel Collection (+3 Fuel Per Day)
- High Traffic (+250m Passive Scouting)
- Familiar (+30m Safezone Radius; requires Ammo in Storage)
Safehouse Outposts[]
Safehouse Outposts provide +2 Beds for your community. They're a great alternative of the Sheltered Beds and Outdoor Beds facilities.
Every Outpost of this type can be rigged with Incendiary Mines. All of them also provide Infestation Bait. (needs more testing)
In-game description: Provides two indoor beds for our community.
Claiming Requirements:
- 400 Influence (200 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Outpost Defenses
- Incendiary Mines
- Infestation Bait
Passive Effects:
- Two Beds (+2 Beds)
- Frequented (+200m Passive Scouting)
Outpost Locations:
Radio Outposts[]
Radio Outposts reduce the cooldown of your radio commands by 20%. They also allow you to learn or improve your survivors' Computers skills.
Every Outpost of this type can be rigged with Incendiary Mines. All of them also provide Plague Disruptor. (needs more testing)
In-game description: Reduces cooldowns on radio options by 20%. We can also use this location to teach a survivor the basics of Computers, or improve a survivor's Computers, Electronics, or Programming skill.
Claiming Requirements:
- 400 Influence (200 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Learn Computers
- Outpost Defenses
- Incendiary Mines
- Plague Disruptor
Passive Effects:
- Signal Booster (-20% Most Radio Cooldowns)
- Extended Scouting Range (+500m Passive Scouting)
- Clean Sight Lines (+45m Safezone Radius; requires Ammo in Storage)
Outpost Locations:
Artillery Outposts[]
Artillery Outposts unlock you the Artillery Strike Radio Command, allowing you to mark an area where you want to request a barrage to wipe out any threat.
Every Outpost of this type can be rigged with Incendiary Mines. All of them also provide Infestation Bait. (needs more testing)
In-game description: Provides a radio command that lets us summon artillery strikes.
Claiming Requirements:
- 500 Influence (250 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Outpost Defenses
- Incendiary Mines
- Infestation Bait
Passive Effects:
- Artillery Strikes (Radio Unlocks: Artillery Strike) (doesn't stack with outposts)
- Close Scouting Range (+125m Passive Scouting)
- Secured (+15m Safezone Radius; requires Ammo in Storage)
Outpost Locations:
Water Outposts[]
Water Outposts provide water for all of your facilities and a morale bonus for your community. They also allow you to learn or improve your survivors' Utilities skills.
Every Outpost of this type can be rigged with Incendiary Mines. A few of them also provide Infestation Bait. (needs more testing)
In-game description: Provides base-wide water so long as we have fuel (consumes 1 fuel per day). We can use this location to teach a survivor the basics of Utilities, or improve a survivor's Utilities, Plumbing, or Electricity skill.
Claiming Requirements:
- 1000 Influence (500 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Learn Utilities
- Outpost Defenses
- Incendiary Mines
- Infestation Bait (not all Water Outposts)
Passive Effects:
- Water Supply (Base-Wide Water; requires Fuel in Storage)
- Morale Bonus (+1 Morale)
- Daily Fuel Cost (-1 Fuel Per Day)
- High Traffic (+250m Passive Scouting)
- Familiar (+30m Safezone Radius; requires Ammo in Storage)
Outpost Locations:
Power Outposts[]
Power Outposts provide power for all of your facilities and a morale bonus for your community. They also allow you to learn or improve your survivors' Utilities skills.
Every Outpost of this type can only be rigged with Incendiary Mines.
In-game description: Provides base-wide power so long as we have fuel (consumes 2 fuel per day). We can use this location to teach a survivor the basics of Utilities, or improve a survivor's Utilities, Plumbing, or Electricity skill.
Notes: The Wind Mills in Meagher Valley also provide Power.
Claiming Requirements:
- 2000 Influence (1000 in Green Zone)
- 1 Outpost Slot
Outpost Actions:
- Learn Utilities
- Outpost Defenses
- Incendiary Mines
Passive Effects:
- Power Supply (Base-Wide Power; requires Fuel in Storage)
- Morale Bonus (+5 Morale)
- Daily Fuel Cost (-2 Fuel Per Day)
- High Traffic (+250m Passive Scouting)
- Familiar (+30m Safezone Radius; requires Ammo in Storage)
Outpost Locations: