Zombies at a glance
| Question | Short answer |
|---|---|
| First zombies | 2 from Albert, 3 from Gunter, all free |
| Where you raise them | The Resurrection Lab, behind the Morgue |
| When | Envy, once a week; any day during a Prayer for Storms blessing |
| Price per zombie | 1 collar (crafted with Faith, or bought from the Jeweler) + 1 Reanimation Liquid |
| Which skulls matter | Red only: 1 red skull = 1 node slot. White skulls do nothing for a zombie |
| Upkeep | None. No food, no sleep, and tools never wear out |
| Zombie limit | Base 0; +10 from Good fellow, +10 to +80 from PR Machine campaigns |
| Getting rid of one | Not possible in 1.008, apart from the one zombie Albert asks for (cremation is announced) |
Zombies are the cheapest staff a capitalist gravedigger could dream of. Each one has its own masteries, tech points, talent trees and equipment (a hand slot for one tool or weapon, an armour slot and a collar), and starts at 0 in all five masteries, story zombies included.
How to get your first five zombies
- Two from Albert. In Sweet Dreams, brew one Dream Dust, show it to the Plague Doctor, then follow Albert down the hatch in the Alchemy Lab. You leave with your first two workers.
- Three from Gunter. In Friendship Written in the Stars, fetch his Deck of Cards from Linda through Safe Harbor, reach 10 Gunter reputation and choose Take zombies. Go home and enter the house: three zombies are waiting.
These five are a gift, but they still count. Once Congregation Trouble starts, the lab’s label reads 5/0 before you have raised a single one yourself (5/10 if you already took Good fellow), so your very first concern after the freebies is the zombie limit (see below).
How to resurrect a zombie, step by step
- Open the lab. After Sweet Dreams, sleep. Larry points you to an old door at the back of the Morgue: 1 Bronze Detail + 1 Melted Fat opens it. The chest inside holds 3 Reanimation Liquid and 3 Bronze Zombie Collars, enough for your first three zombies.
- Repair the Resurrection device. 1 Bronze Detail + 2 Wooden Plank at Building mastery 3. This reveals the hidden Reanimation technology.
- Research Reanimation (30 red, 10 green, 10 blue). It unlocks the Resurrection Table I, the Bronze Zombie Collar and Prayer for Storms.
- Build tables. A Resurrection Table I costs 2 Oiled Plank + 4 Polished Stone + 3 Glass (a second version asks 4 of each). The lab has no build desk of its own: order the tables from the Morgue desk. Players report room for four tables, so one Envy raises up to four zombies.
- Pick the body. It needs all six vital organs: skin, bones, skull, heart, brain and guts. A Surgeon’s Error in any slot rules it out for good.
- Stage the ingredients. The collar goes in your backpack. The Reanimation Liquid goes in an open chest inside the lab, not in your pockets.
- Press Prepare. The collar and the liquid are consumed on the spot and the table locks until the zombie rises. The prepared corpse still uses morgue space; players spot it by the strap across the body.
- Pull the switch on Envy. One activation raises every prepared table at once. The lab recharges at the very end of Lust. You can re-roll the new worker’s name from 40 options.
“This body is missing vital organs” means an organ is gone or replaced by a Surgeon’s Error. “This Zombie Collar isn’t good enough for this corpse” means the corpse has more red skulls than the collar allows. A device that reports too little power has no charge left until the next Envy: wait, or hold a successful Prayer for Storms. If Prepare will not go through, check that the liquid sits in a lab chest and the collar in your backpack. The zombie limit never blocks a resurrection.
Raising zombies on any day: Prayer for Storms
Reanimation also teaches Prayer for Storms, written at the Writing Desk from 1 Story, 1 Blank Softcover Notebook and 1 Ink at Book writing 8. It has a single grade: 20 parishioners to start, 40 for a sure success. A successful sermon grants God of the storms for 90 minutes, during which the device works on any day, any number of times. Prepare, pull, refill the tables, pull again: until the blessing runs out, bodies, collars and liquid are your only limits. Since sermons happen on Wrath, a successful Storms sermon gives you a second batch the same week, and the sermon still counts toward Shepherd of Souls.
Collars and Reanimation Liquid
| Collar | Red skulls allowed | Recipe at the Jewelry Table | Smithing | Technology | Sold by |
|---|---|---|---|---|---|
| Bronze | 0 to 5 | 1 Bronze Ingot + 1 Blue Crystal + 3 Faith | 4 | Reanimation (30/10/10) | Jeweler (value 1 silver) |
| Golden | 0 to 10 | 1 Golden ingot + 1 Blue Crystal + 5 Faith | 8 | Reanimation II (100 blue) | Jeweler from tier II (value 10 silver) |
| Steel | 0 to 99 | 1 Steel Ingot + 1 Blue Crystal + 10 Faith | 12 | Reanimation III (300 blue) | Jeweler from tier III (value 90 silver) |
The collar is a hard ceiling on red skulls, both at the table and for every upgrade you make later. Every collar eats one Blue Crystal: the Goddess of Nature leaves 4 by her statue every Envy once you finish Heart of the Swamp (a new pile appears only after you take the last one), and Gunter sells them from trade tier II. Four crystals, four collars, four tables: the week balances itself. Albert’s Personal Zombie Zone also hands you 2 Golden collars and 2 Reanimation Liquid.
Reanimation Liquid is brewed at Laboratory II with runes 2 red, 1 green, 4 blue; 1 Clay + 1 Alcohol + 1 Salt is one mix that works. Its technology costs 30 red, 40 green, 50 blue, needs 20 Gunter reputation and is revealed by the Necronomicon quest, The Ingenious Gentleman Don Keyote. Until then, buy it: Gunter sells 3 a week at trade tiers II and III, the Alchemist 5 at tier I and 10 at tiers II and III. Free bottles wait in three chests: 3 in the Resurrection Lab, 2 in the Old Mine, 2 at the Sawmill.
Liquid and crystals are cheap. Faith is not: 3, 5 or 10 per collar, and the same sermon income also has to pay for Stories, Hypno-device charges and inspirations. A batch of four Steel collars costs 40 Faith, so plan collar crafting around your sermon income.
Zombie quality: why red skulls are the good ones
For a grave you chase white skulls. For a zombie, flip the logic: each red skull is one slot for a node in its talent trees, perk or mastery upgrade alike. White skulls do nothing for a worker. The bodies that make miserable graves, because red skulls eat grave decoration, are exactly the ones you want on the table. Bury the white-skull bodies, raise the red-skull ones; the corpse quality guide covers the burial side.
How many red skulls arrive
| Stage | Red skulls in the six organs of incoming corpses |
|---|---|
| Start of the game | 0 to 1 |
| After the first Brawns and Brains hand-in (2 Wooden Kit I + 2 Stone Kit at 30 Nun reputation) and a second talk with Agatha at 40 | 1 to 5 |
| After the second Brawns and Brains hand-in (2 Furniture Kit I + 2 Building Kit I) | 2 to 6 |
| After The House at the Crossroads | 3 to 7 |
Pockets count too: Fat and Blood are 1 red skull each (Flesh is 1 white), and bodies arrive with 1 to 4 pocket items. Picking the pockets of a body you mean to raise throws red skulls away.
A successful Prayer for Repose grants God of dead: every corpse that arrives during the blessing comes from the next tier up. Once The House at the Crossroads is done it gains you nothing, because that extra tier copies the top one.
Adding red skulls to a body or an existing zombie
- Organ swaps at the Autopsy Table work on finished zombies too. A red-skull Organ Improver at the Formulation Bench (Anatomy 5 for skin, bones and skull, 7 for the other three) turns any removed organ into its top red version: skin and guts 3 red, bones, heart and brain 3 red + 1 white, skull 3 red + 2 white. Six improved organs carry 18 red skulls, which only a Steel collar accepts. Putting a gold organ back in takes Anatomy 6 (skin), 7 (bones), 8 (skull) or 13 (heart, brain, guts).
- Solution for Zombies: +1, +2 or +3 red by star grade. 1 Alcohol + 1 Preservative at the Formulation Bench, unlocked with the Reanimation Liquid tech. At Anatomy 6 every bottle comes out at three stars. Apply it at the Embalming Table, where it fills a free pocket slot.
- Injection for Zombies: +1, +2 or +3 red and the same number of white skulls removed, which a zombie never misses. Add a Comet’s Tail, Anatomy 8, Embalming III.
Two rules bite here. Red skulls can never exceed the collar, and a collar can only be swapped for a higher one, losing the old collar. And if red skulls ever drop below the number of nodes already bought, the most recent nodes switch off until the skulls come back; spent points are not refunded.
Mastery, tools and work speed
A zombie’s mastery on a recipe is its bought mastery nodes, plus its tool, plus any matching perk. It must meet the recipe’s requirement to start; prayers, stories, newspapers, embalming mixes, seed planting and two dishes are the exceptions that can start below it with a success roll per tick. Above the requirement, progress per tick equals mastery divided by the requirement, rounded down, capped at 3. Twice the requirement doubles speed, three times triples it, and anything beyond is wasted.
Tools add +1 (rusty), +2 (bronze), +4 (iron) or +6 (steel); kits, books and talismans add +1, +2 or +4. The tool must match the branch: axe or pickaxe for Building, hammer for Smithing, shovel for Farming, books and talismans for Book writing, surgeon’s and alchemist’s kits for Anatomy.
| Recipe needs | Rusty (+1) | Bronze (+2) | Iron (+4) | Steel (+6) |
|---|---|---|---|---|
| 1 | 1x | 2x | 3x | 3x |
| 2 | – | 1x | 2x | 3x |
| 3 | – | – | 1x | 2x |
| 4 | – | – | 1x | 1x |
| 5 or 6 | – | – | – | 1x |
That table, worked out from the formula for a zombie with no mastery nodes, settles most arguments. An Iron Pickaxe or Iron Axe already maxes the Zombie Miner and the Lumberjack stand, an Iron Shovel does the same for the two diggers (all four posts need 1), and a Steel Hammer alone triples Brick, Glass and Iron Ingot at the Factory Smithy, which all need Smithing 2.
Training: tech points and the five talent trees
A zombie keeps the tech points a craft would have dropped for you, so every automated station stops feeding your own research. Gatherers earn 1 red point per cycle; fighters earn 50 to 200 red points per battle won; porters, suppliers and Carousel walkers earn nothing. Each pool belongs to one zombie and cannot be transferred.
| Zombie tree | Nodes | Full tree cost | First mastery node |
|---|---|---|---|
| Building | 17 | 4,600 red | 50 red |
| Smithing | 17 | 4,450 red | 50 red |
| Farming | 17 | 4,650 green | 50 green |
| Book writing | 19 | 1,500 red + 835 blue | 25 blue |
| Anatomy | 15 | 1,500 red + 1,075 blue | 25 blue |
Each tree holds 7 mastery upgrades worth +9 in total; the rest are perks. Every node uses one red-skull slot, and nearly every perk hangs from a mastery step that costs a slot too. A 5-skull zombie therefore owns five nodes, full stop: plan them before you spend.
Fast levelling: park a fresh zombie on quick crafts of its branch. A Board at the Sawhorse pays 1 red, a Wooden Plank at the Woodworking Workbench I 2 red, Flour at the Millstone 1 green, Clean Paper at the Writing Desk 2 red + 3 blue, a Simple Candle at the Formulation Bench 1 red + 1 blue.
Dud perks: Novice Fisherman and Veteran Fisherman do nothing (zombies cannot fish) and Dead jeweler has no known effect: its Jewelry Table recipes run the same with or without it. Ten Book writing and Anatomy perks (Ghostwriter, Dead tree society, Dead pen, Dead press, Corpse jeweler, Holy corpse, Zombie alchemist, Rotten distiller, Mad necrochemist, Grave architect) promise +4 in their tooltip but appear to apply only +3, so plan builds on +3.
How to make zombies work: jobs and the best zombie for each
A zombie can craft at a station, gather at a post, supply a work zone, haul as a porter, garden, walk a Factory Carousel, sing in the Church or fight. It cannot use the Study Table, the Resurrection Table or fishing spots.
| Job | Red skulls to aim for | In hand | Nodes to buy | Why |
|---|---|---|---|---|
| Zombie Carousel (Factory power) | 0 | Nothing | None | 7 power whatever the body, 10 with the Keeper’s Belt Master |
| Porter, Supply Porter, Supplier | 0 | Nothing | None | No skill check, and no tech points either |
| Gardener Stand | 0 to 2 | Any shovel (required) | Farming step 1 + Dirt Digger | Dirt Digger adds +2 planting mastery |
| Clay or Sand Digger | 2 | Iron Shovel | Building step 1 + Excavator | One stand each and the usual Factory bottleneck: make them fast |
| Lumberjack stand | 3 | Iron Axe | Building steps 1, 2 + Logger | Iron already maxes speed; Logger cuts the cycle from 8 to 6 ticks |
| Zombie Miner | 2, or 6 for gems | Iron Pickaxe | Smithing step 1 + Zombie Miner; Building steps 1, 2, 4 + Magpie’s Eye | 1 Iron Ore + 2 Coal a cycle; Magpie’s Eye adds a 10% gem chance |
| Zombie Stone Quarry | 3 | Iron Pickaxe | Building steps 1, 3 + Quarryman | The two steps make iron 6 on a post that needs 2: triple speed |
| Zombie Marble Quarry | 3, or 6 for triple speed | Steel Pickaxe | Building steps 1, 3 + Quarryman, then steps 2, 4, 6 | Steel + 2 = 8, double speed on a post that needs 4; five steps (+6) reach 12 for triple |
| Factory Smithy | 3 to 5 | Iron Hammer or Steel Hammer | Smithing steps 1, 2 + Advanced Blacksmith, then step 4 + Factory Operative | Iron Kit I needs 3: iron hammer + 2 + Advanced Blacksmith’s 4 = 10, triple speed |
| Assembly bench kits | 8 to 10 (Golden collar) | Steel axe or pickaxe | All 7 Building steps + Factory Operative | Building Kit I needs 5: steel (6) + the full +9 = 15, triple speed |
| Printing Press | 3 | A book or talisman | Book writing step 1 + Dead printer + Dead King | 30 Newspapers per print instead of 20, and a 2-tick head start |
| Formulation Bench | 2 | An alchemist’s kit | Anatomy step 1 + Dead alchemist | 40 to 80% chance of an extra item on 27 recipes |
| Choir or Organ | 3 | – | Novice Musician, Skilled Musician, Maestro | Each Maestro counts 7 church quality instead of 1 |
| Barracks squad | 6 for the full build (1,350 red), 7 with both weapon perks; 5 on a Bronze collar if you skip Undead Resilience (950 red) | Battle Pike + armour | Smithing steps 1, 3, 5 + Impaler, Tin Can, Undead Resilience | 150 health, +1 defence, +2 damage per hit |
Zero-skull jobs: Carousels, porters and suppliers
Your 0 to 2 red-skull bodies belong here. A Carousel holds 4 walkers at 7 power each, and the Factory tops out at 5 Carousels: 140 power, or 200 once you take Belt Master (Keeper Building talent, 1 point, +43% per walker). A crafting zombie only uses what is already in its station, so each work zone where zombies craft (Yard, Quarry, Vineyard Basement, Writing Basement, Alchemy Lab, Home with Kitchen II) needs one Zombie Supplier Station zombie, unlocked by Zombie Assistant (35 red, 5 green). One supplier serves its whole zone; orders never cross zones. Porters carry only what you tick in their window, and nothing is ticked by default. Power, gathering posts and ratios live in the Factory automation guide, and the grids and basement plans in the Factory layouts guide.
Gatherers: buy the perk, not the mastery
An iron tool already reaches triple speed on every post that needs 1 (the Miner, the Lumberjack stand and both diggers), so on those posts mastery nodes are just the toll to reach the speed perk: 6 ticks per cycle instead of 8, which means 2 ticks instead of 3 at the cap. The gathering technologies stay hidden until both ends of the Old Mine are open (the Quarry cave and the Factory blockage, each at Building mastery 8). Magpie’s Eye is the only way a Zombie Miner ever finds a gem, and it lives in the Building tree while the Miner perk lives in Smithing, hence the 6-skull build. Marble from the Quarry posts is also what the Marble Kits and Sculpture Kits of town restoration eat, over 400 pieces if you craft every kit.
Crafters: specialise and never switch
Bought nodes belong to one tree. A levelled Building zombie moved to a furnace keeps its spent slots and gains nothing, so pick a branch at resurrection and stay there. Factory Operative (500 red) removes 2 ticks from 63 Factory recipes, including supplies, Iron Ingot, Brick, Glass and Building Kit I and II, but not Wooden Kit or Iron Kit.
Writers, alchemists and the choir
A Dead printer at the Printing Press turns 1 Story + 10 Clean Paper into 30 Newspapers instead of 20, which makes the 100-newspaper loads of PR Machine IV and V far cheaper. It raises the count, not the grade: PR Machine III to V want silver or gold Newspapers, and a Press zombie with a book (+4) and one mastery node sits near Book writing 5, short of the 8 at which the human version always prints gold. Dead press (+3 at the Printing Press, 100 blue, behind mastery step 4) closes most of that gap, but how a zombie’s Newspaper grades out at that level is not confirmed. The paper chain and the Writing Basement are in the Factory layouts guide.
A Dead alchemist at the Formulation Bench gets a 50% chance of a spare Charged hypno-device every charge.
For the Church, Novice Musician (10 blue, no prerequisite), Skilled Musician (25 blue) and Maestro (50 blue) fit in exactly 3 slots. Train the singer on Clean Paper at the Writing Desk first, with a book or talisman in hand to meet its Book writing 1: at 3 blue a craft, about 29 crafts pay the 85 blue. The Choir takes 5 zombies (1 + 7 per Maestro = 36 quality) and the Organ one more (5 + 7 = 12).
Fighters
Squads of four live in the Barracks; each of the four squad slots opens with a Defender’s Emblem handed to Battle Ram. A zombie fighter has 100 health, reach 2 with a pike or 6 with a bow, and its skulls and collar add nothing in combat: beyond weapon and armour, its own stats change only through perks.
- Impaler adds +2 damage per pike hit.
- Blindseye adds +3 per bow hit (swap it in for an archer).
- Tin Can adds +1 defence.
- Undead Resilience raises health to 150.
The full pike build costs 1,350 red points. Fallen fighters come back after the battle, and a Zombie Motivator Potion halves their pause between attacks for 15 seconds. Carousel walkers and porters need no tool, so their hand slot can hold a pike for good and they can rotate into a squad to earn the red points their day job never pays. More in the battles and army guide.
Zombie limit, Panic and the PR Machine
How the limit works
The zombie limit equals the Resurrection Lab’s quality, and nothing in that room has quality: the base limit is 0. Resurrecting is never refused and every new zombie adds 1 to the count. The count only ever drops once: when you hand Albert the 8-red-skull zombie he asks for in Personal Zombie Zone. Three things raise the limit:
- Good fellow, a Keeper talent in the Book writing branch: +10 forever for 1 point, but it sits behind Book writing mastery nodes 1 and 2, so count at least 3 points. See talents and inspirations.
- Congregation Trouble: +5 from handing Gunter the charged device, until your next sermon.
- PR Machine campaigns: +10 to +80 for one to five weeks. With Good fellow, the ceiling is 90.
The count is only compared to the limit at specific moments: when a PR campaign starts, when one ends (at the end of Wrath), when the God of delusions blessing ends, and at two steps of Congregation Trouble. Raising a zombie or learning Good fellow triggers nothing.
The Panic debuff (Excessive zombies)
Over the limit at a check, you get Excessive zombies: “You have too many zombies, and it’s creeping people out. Your sermons are less effective.” The 1.008 patch notes call it the zombie Panic debuff, and that patch fixed it not triggering above the cap, so a debuff-free horde from before 1.008 was a bug. It only touches sermons; zombie work is unaffected.
The cost is real, though. Every prayer you can write pays less Faith and fewer coins per parishioner, 0.1 to 0.5 Faith and 3 to 18 bronze less per head depending on the prayer: Basic Prayer drops from 0.25 to 0.05 base Faith, and a silver Faith Prayer to 40 parishioners falls from 36 Faith to 8. It stays until a later check finds you at or under the limit.
The emergency switch is the Hypno Prayer (Reanimation II, Book writing 16, needs 60, 120 or 160 parishioners to start depending on its grade), whose blessing neutralises the penalty the moment it is granted.
PR Machine tiers and costs
Gunter installs the Panic Reduction machine at the end of Congregation Trouble: buy a Hypno-device, charge it with 1 Faith at the Formulation Bench (Anatomy 2), hand it to him and hold a test sermon. Campaigns load on Gluttony only and end at the end of Wrath. Upgrades need materials only, also on Gluttony, and their costs show only while no campaign is running.
| Tier | Campaign | Load | Upgrade to next tier |
|---|---|---|---|
| I | +10 for 1 week | 2 Charged hypno-device | 10 Oiled Plank + 8 Iron Detail |
| II | +20 for 2 weeks | 10 Newspaper (any grade) + 3 Charged hypno-device | 6 Wooden beam + 8 Advanced Detail |
| III | +30 for 3 weeks | 20 Newspaper (silver or gold) + 5 Charged hypno-device | 6 Wooden Joint + 8 Steel Detail |
| IV | +50 for 4 weeks | 100 Newspaper (silver or gold) | 10 Carved Wood + 8 Engineering Details |
| V | +80 for 5 weeks | 100 Newspaper (gold) | Maximum tier |
Gunter sells Hypno-devices from trade tier III, which he reaches during Congregation Trouble: 10 a week at a base 50 bronze. Newspapers come from the Printing Press (1 Story + 10 Clean Paper = 20) after the Newspaper tech, which also needs 20 Gunter reputation.
A limit plan that never costs you a sermon
- Take Good fellow early. +10 for at least 3 points (mastery nodes 1 and 2, then the talent) is still the cheapest limit in the game.
- Keep a campaign running on every Wrath. The end-of-campaign check fires at the close of Wrath; reload on the next Gluttony and the new campaign’s start check clears any debuff before the next sermon. Load late in the day if you fight on Sloth: battles keep the campaign timer running, so a run started early can lapse just before your sermon.
- Upgrade to PR II quickly. 3 devices (plus 10 Newspapers) per two weeks beats 2 devices every week.
- Retire the devices at PR IV. From tier IV the load is newspapers only, and a Dead printer zombie covers 100 of them in 4 prints instead of 5.
- Write a Hypno Prayer and keep it for the week a campaign slips.
The developers have announced a rework of the Panic Reduction system, Hypno-devices rechargeable through the Astrologer, zombie cremation and more power per Carousel zombie. Numbers in this section are correct for 1.008; we update them when the patch lands.
A zombie week
| Day | Zombie business |
|---|---|
| Gluttony | Load or upgrade the PR Machine (the only day it accepts either); load late if a Sloth battle is coming |
| Sloth | Most town battles: squads earn red points |
| Lust | Prepare your tables; the lab recharges at the very end of the day |
| Envy | Pull the Resurrection device; collect 4 Blue Crystals at the Goddess statue (after Heart of the Swamp) |
| Pride | Take town orders before you queue supply crates |
| Wrath | Sermon (Prayer for Storms if you want a second batch); PR campaigns end at the close of the day |
The full calendar is in the weekly calendar guide.
Necromancer: 50 resurrections
Necromancer asks for 50 zombies raised by your own hand, so the five story zombies do not help. It is one of the rarest achievements, held by 5.4% of Steam players in early October 2026. Four tables on Envy alone means 13 weeks; Prayer for Storms on Wrath cuts that sharply, since during the blessing you can pull again every time you refill the tables. Corpses, collars and Faith are the real bottlenecks, and the zombie limit tags along: every new worker pushes your count higher, so grow the PR Machine in step.
Common mistakes
- Liquid in the backpack, collar in the chest. It is the other way round: collar on you, Reanimation Liquid in an open lab chest.
- Pulling the switch for one corpse on Envy. One pull raises every prepared table and spends the week’s charge. Fill all tables first (only a Prayer for Storms blessing lets you pull again).
- Harvesting organs from a body you meant to raise. A missing organ blocks resurrection until you put one back, and a botched removal leaves a Surgeon’s Error that blocks it for good.
- Cheaping out on the collar. A Bronze collar caps the zombie at 5 red skulls until you replace it, and the replacement destroys the old collar. Give your future crafters a Golden collar from the start.
- Spending gatherer slots on mastery. On the Miner, the Lumberjack stand and the diggers, the iron tool already maxes the post: buy only the steps that lead to the speed perk. The quarries are the exception, since they need Building 2 and 4.
- Moving a trained zombie to another branch. Its nodes stay in the old tree and its slots stay spent.
- Ignoring the limit until Wrath. The five story zombies already put you at 5/0, and Congregation Trouble checks the limit twice on its own. Take Good fellow as early as you can, then keep a PR campaign running once the machine is in, reloading on the first Gluttony after each one ends.
- Mixed seeds in the garden chest. Players find that zombie gardeners plant the lowest-quality seeds they can reach; keep only the grade you want there.
FAQ
How do you get zombies in Graveyard Keeper 2?
The first five are free: two from Albert at the end of Sweet Dreams and three from Gunter in Friendship Written in the Stars. After that you raise them yourself in the Resurrection Lab behind the Morgue, on Envy or during a Prayer for Storms blessing, with a complete corpse, a collar and one Reanimation Liquid.
Why can't I resurrect a zombie?
Check four things: the body has all six vital organs and no Surgeon's Error, the collar covers its red skulls (Bronze 5, Golden 10, Steel 99) and sits in your backpack, the Reanimation Liquid sits in an open chest in the lab rather than on you, and either it is Envy and the device's weekly charge is unspent, or a Prayer for Storms blessing is active.
Are red or white skulls better for zombies?
Red. Each red skull is a slot for one perk or mastery node in the zombie's talent trees. White skulls do nothing for a zombie; they only matter when you bury a body.
How do I increase the zombie limit?
The base limit is 0. Learn the Keeper talent Good fellow for a permanent +10, then run PR Machine campaigns, loaded on Gluttony, for +10 to +80 over one to five weeks. The limit never blocks a resurrection; being over it when the game checks only cuts the Faith and coins your sermons pay.
Can you get rid of zombies in Graveyard Keeper 2?
Not in version 1.008: zombies cannot be cremated, buried or dumped, and battle deaths are temporary. The only exception is a single zombie that one late quest asks you to hand over. Zombie cremation has been announced for a future patch.
What day can you resurrect zombies?
Envy, the fourth day of the week. The device recharges at the very end of Lust and one pull raises every prepared table. A successful Prayer for Storms sermon lets it work on any day, as often as you like, for 90 minutes.