The Walking Dead: No Man's Land Wiki

This map was made by The Walking Dead: No Man's Land community. Therefore, DECA never published, guaranteed or supported this map, or even planned the logic behind it. App updates can break or change the logic. The main contributors were:

  • Grady (Creator of the original Map and major contributor)
  • Paste (Current responsible for the main map)
  • Natsu Dark (Major contributor of the map)

Introduction[]

When badges were released in the game, a group of players soon discovered certain patterns regarding the position and bonus conditions of badges created in the Craftsman. As the game was updated, the community recreated and updated their research, until arriving at the current version of the Badge Map. With this map, it is possible to partially predetermine the position and bonus condition of badges when they are created. Link to spreadsheet version.

Badge Map

A Brief Explanation of the Map[]

  • Position: It consists of the possible results of the positions that the Badges can obtain. They can be in an odd position (represented by the numbers 1 3 5) or in an even position (represented by the numbers 2 4 6).
  • Bonus Condition. Consists of the possible bonus conditions that your badge can have. There are 2 types of bonus conditions:
  1. Trait Bonus Condition (“+X% if this Survivor has the ___ trait”):
    • Ranged (Symbolized by the Aim symbol) — Result can be Lucky, Strong, Marksman, Vigilant, Sure Shot, Defensive Stance, Follow Through, Punish or Critical Aim.
    • Melee (Symbolized by the Knife Symbol) — Result can be Dodge, Iron Skin, Retaliate, Power Strike, Bullet Dodge, Ruthless, Perseverance, Revenge or Weakening.
  2. Class Bonus Condition (“+X% if this Survivor has a ___ as a mission teammate”):
    • Result can be Hunter, Warrior or Assault;
    • Result can be Scout, Bruiser, or Shooter;
  3. Hero Bonus Condition (“+X% if one of this Survivor's mission teammates is ___”):
    • Hero bonus are symbolized by the hat symbol.
  4. No Bonus Condition. (Represented with the diagonal arrow, referencing the movement when performing a Step).

Another thing used in the Map refers to the terms used to represent components. To represent the recipes, letters are used to symbolize each component, as follows:

Components Letters

That is, AAAA on the Badge map means that the player used 4 metals in his formula, AAAC means that the player used 3 Metals and 1 Chemical in his formula, and so on.


Step Recipes[]

When using a Step recipe, you always receive the badge with one of the positions and with one of the bonus conditions showed (if it has one).

Badge Map Examples 1Examples: doing a Step in 1L will create a badge in an odd position with one of the 9 possible traits of the Ranged Group as a bonus condition.

Badge Map Examples 2Now, doing a Step in 1M will create a badge in an odd position, but with no bonus condition.

All recipes that are not Type and Jumps Recipes are Step recipes, however, for better understanding, it is recommended to use 4 components of the same type: AAAA, BBBB, CCCC or DDDD. This recommendation is shown at the bottom of the map:

Step Recipe Badge Map

A Step always moves you down the row and in the same column, except when the location creates a badge with no bonus condition (having the diagonal arrow in its bonus column). In this exception, the step moves you to the row below and to the next column.

Example: Step on 1L moves you to 1M. Now, step on 1M, due to the presence of the diagonal arrow in its bonus condition, moves you to 2N.

When you perform a Step in column 8 and the condition is a diagonal arrow, the arrow goes through a column of arrows. So, you must add such an arrow to your movement.

Example: The Step on 8A moves you to the row below and into the next column (by having the diagonal arrow in your bonus column), however, the diagonal arrow returns you to the same row. So, the Step on 8A moves it to 1A.


Type Recipes[]

Type recipes are recipes that induce the creation of a type of badge (Critical Chance, Damage, Critical Damage, Health or Damage Reduction). However, depending on the rarity of the components you use, the chance of success for these recipes is not guaranteed.

Type Recipes Badge Map

When you use a Type Recipe and create a badge, there are 2 possibilities:

When the badge matches with the Type recipe used, the badge's position and bonus condition will match with the map. This also means that a Step will be made.

Badge Map Examples 1Example: When succeeding in a damage recipe in 1L, a Damage badge will be created in an odd position with one of the 9 possible traits of the Ranged Group as a bonus condition.

When the badge doesn't match with the type recipe used, it means the recipe failed. When this happens, its location will first move to the previous column (still on the same row), and then a Step will be made.

Badge Map Examples 3

Example: Failing a damage recipe in 2L moves you first to the previous column (in this case, 1L) and will make a Step. With this, a non-damage badge is created, and will have the stats of 1L (odd position with one of the 9 possible traits of the Ranged Group as a bonus condition). Your location after this will be 1M (because it's the 1L Step). When you fail a type recipe in column 1, the arrow goes through a column of arrows. So, you must add such an arrow to your movement. Example: Failing a Type Recipe in 1B moves you to the previous column, but the arrow moves you 1 row below. So your location moves to 8C, and then it takes a step, which moves it to 8D.

The chance of success when making a badge with a Type recipe depends on the rarity of the Components and Badge Fragments you used. This chance is indicated on your craftsman as soon as you place the recipe in the crafting area.


Jump Recipes[]

Jump recipes are random recipes like Step recipes, but they can change the badge's bonus condition and its localization.

Jump Recipes Badge Map

To recognize when a Jump recipe was successful, it depends on your current location's bonus condition:

If the location has a bonus condition, the Jump recipe succeeds if the created badge's bonus condition changes to a non-bonus condition. If so, then it will be moved to the row below and in the next column.

Example: When succeeding in a Jump recipe in 1L, the bonus condition will change to a no bonus, and then moves you to 2M.

If the location does not have a bonus condition, the Jump recipe succeeds if the created badge with no bonus condition changes to one that has a bonus condition. The type of bonus is not significant, just that there is a bonus condition. If so, then it will be moved to the row below and in the same column.

Example: When succeeding in a Jump recipe in 1M, the bonus condition will change to some bonus condition, and then moves you to 1N.

When you perform a Jump in column 8 and the location has a bonus condition, just like Step, the arrow goes through a column of arrows. So, you must add such an arrow to your movement.

There is a 75% chance of succeeding in a Jump recipe in a location if it has no bonus condition, and only 25% chance if it has any bonus condition.

If the Jump is not successful, then it will make a Step.