File 04 — field manual · systems & survival
Know the systems.
Svera Defense looks like a wave shooter and plays like a
survival sim. Under the horde sit four deep systems most players never fully read: a limbed
health model, a barricade economy, a loot-and-extraction loop, and a skill tree that follows you
across every run. This is the manual for all four. Learn them and you stop dying to things you
didn't understand.
Triage
System 01 — vitals
The Limb System
You don't have one health bar. You have
seven limbs, each with its own health, borrowed straight from the
hardcore looter-shooters. Damage lands on the limb that got hit — a leg shot cripples your
sprint, an arm shot throws your aim — and overflow spills to your core. There is no regen. If a
limb is hurting, you fix it.
The seven zones
Each zone starts at its own pool. Two of them are fatal:
drop your Head or Thorax to zero and you go down, no matter how healthy the rest
of you is. Protect them accordingly.
FatalHead
HP 35
Smallest pool, instant-loss if it empties. Helmets and cover earn their keep here.
FatalThorax
HP 85
Your core. Empties it and the run ends — this is where center-mass spill collects.
Stomach
HP 70
Takes heavy bleeds fast. Non-fatal, but a gut bleed drains you if you ignore it.
Left Arm
HP 60
Fracture or blackout wrecks your aim sway and reload speed.
Right Arm
HP 60
Same story — a broken arm turns a steady rifle into a wobble.
Left Leg
HP 65
Damaged legs cut your movement speed. A blackout leg is a limp you can't outrun the horde on.
Right Leg
HP 65
Splint it or crawl. Mobility is survival on the wall.
Read the HUD
Your paperdoll tints each zone by state — learn the colors below and you'll triage at a glance.
Four injuries, four fixes
Every wound has exactly one right answer, and using the wrong item wastes it. Your paperdoll
shows each zone's state as a color — the same colors you'll see on your med items.
Light Bleed~120s to bleed out
A red pulse on the limb. You're losing HP slowly across the whole body. Common
from most hits.
Fix → Bandage. Slows and stops a light bleed. Cheap, carry a stack.
Heavy Bleed~300s, drains fast
A deeper, faster red pulse with a drip. This one empties you quickly — treat it
before anything else.
Fix → Tourniquet. The only thing that stops a heavy bleed. A bandage won't hold it.
Fractureuntil cured
Blue crack-lines across the zone. A broken arm ruins your aim; a broken leg
ruins your speed. It won't heal on its own.
Fix → Splint. Sets the break and clears the penalty. Keep one for your legs.
Blacked-Out Limb0 HP
The zone goes matte black — that limb hit zero. It stops taking treatment and
passes extra damage through to your core.
Fix → Surgical Kit. The heavy kit — the only thing that brings a blacked-out limb back.
Pain slowing your aim? A painkiller buys you a window — but it hides the wound, it doesn't close it.
Hold the line
System 02 — fortification
The Barricade System
The map hands you the walls; you decide
where the horde can't come through. Nail props across doorways and gaps to buy time,
funnel the dead into your firing lanes, and rebuild between waves. A good crew reads a room by
its choke points before the first zombie spawns.
Nail, hold, re-nail, breach
- 1Nail it up. Point at a nailable prop and hold interact to hammer it into place across a gap. Every nail adds structure the horde has to chew through.
- 2It absorbs the horde. Zombies attack the barricade instead of you. Each cade has its own health and soaks hits so your lane stays clear.
- 3Re-nail between waves. A damaged cade can be hammered back up. Top it off in the lull — don't wait for it to be gone.
- 4Breach = fall back. When a cade breaks loose it stops blocking and the lane opens. Have a second line, or a plan to collapse to one.
Tiers — better stock holds longer
Barricades upgrade through material tiers. Higher tiers take far more punishment before they
breach, which is the difference between a doorway you can ignore for three waves and one you're
re-nailing every thirty seconds.
WoodStarter stock. Cheap and everywhere, but the horde eats through it. Fine for early waves and secondary lanes.
ReinforcedThe workhorse. Meaningfully tougher — holds a main door through the mid-game if you keep it topped off.
PlatedThe wall you trust. Top tier. Plate your primary choke and it buys real breathing room in the late waves.
Two skills change this math: Carpenter builds cades faster, and Preservation makes them last longer. A dedicated builder pays for a whole squad.
Get it out
System 03 — economy
Loot & Extraction
Kills drop gear. Bodies carry containers.
What you scavenge only counts if you carry it out alive — this is a looter with real stakes. Fill
your grid, decide when the run is worth cashing, and reach an extraction zone before your luck
runs out.
- ›Corpse containers. Loot the bodies. Richer kills carry richer containers — the special and boss infected roll from a far better pool than the shamblers.
- ›Loose drops. Motes and items scatter on death — ammo, meds, barter. Sweep them before the next wave buries them.
- ›The mystery crate. Spend points for a weapon gamble. Jackpots exist — a Tesla or a Cryo pull with a points bonus — but the roll is the roll.
- ›Airdrops & caches. Supply lands mid-run on some waves. Contest it — so does everything else on the map.
Rarity — read the tint
Every item carries an honest tier, and later waves shift the odds toward the good stuff.
Elites won't hand you junk; a boss is a guaranteed step up. The color you see is the tier.
Common
Uncommon
Rare
Epic
Legendary
Legendaries are real and rare — a Phoenix Feather, a Pale King's Coin. If one drops, don't die holding it.
Extract to keep — die and lose the bag
This is the rule that makes every run tense. Loot lives in your carried grid during the
run. Reach an extraction zone and commit, and everything you carried banks to your persistent
stash. Go down or time out, and the bag is gone. Extract early with a modest haul, or
push your luck for a great one — that's the whole game.
- 1Carry. Everything you pick up sits in your grid inventory, at risk, until you get it out.
- 2Extract. Reach an armed extraction zone and commit. Your haul snapshots straight into your stash — extracted means kept.
- 3Stash & spend. Your stash persists between runs. Trade with other players, and use the between-round market to turn scrip into gear.
- 4Die = lose it. No extract, no keep. The stash never banks a bag from a body — the risk is the point.
Field Journal
System 04 — progression
Skills & Prestige
Every kill, revive and wave survived pays
XP. XP is levels, levels are points, and points buy a build that
follows you across every run. Open your Field Journal with F3 to spend
them: raise your attributes, unlock skills, and check your career.
- ›Earn XP. +25 a kill, +35 for a headshot, +250 for a boss — plus every wave you survive. It banks at the end of the run.
- ›Level up. The curve climbs to a cap of 65. Each level hands you one unlock point and pushes your attributes.
- ›Spend on F3. The Field Journal has three tabs — Attributes (raise six core stats), Skills (the tree), and Stats (your career).
The skill tree — three branches
Skills sit in themed columns; you buy down a branch with your unlock points. Build for how your
crew fights — a gunhand, a medic, a scavenger-builder.
Gunhand
1 ptSteady Hands
Tighter aim, less sway under fire.
1 ptDead Eye
Rewards precision — make the headshots count.
1 ptGunsmith
Get more out of your attachments and loadout.
Field Medic
1 ptField Dressing
Faster, more effective med use on yourself and allies.
1 ptIron Gut
Shrug off bleeds and status longer before they bite.
1 ptLast Stand
Fight harder from the floor when you go down.
Scavenger
1 ptScavenger
Richer loot and better odds from what you sweep.
1 ptLight Step
Move faster, carry more, get to extraction quicker.
1 ptCarpenter & Preservation
Build barricades faster and make them last — the builder's picks.
Attributes & prestige
The Attributes tab raises six core stats — Strength, Vitality, Endurance, Agility,
Resilience and Luck — each with a rising cost per rank. Hit the level cap and you can
prestige: roll your rank over for a fresh climb and a mark
of the veteran. There are ten prestige ranks, plus calling cards and banners to show for the
grind on the Standings board.
IIIIIIIV
VVIVIIVIII
IXX
Dismissed
Last word
That's the depth under the horde. Patch your limbs, plate
your choke, carry your haul out, and spend your points with intent. Pre-release means these
systems keep sharpening — if something reads wrong or plays wrong, file it on the
Field
Reports board.
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