Kenshi.zoneWorld Encyclopedia

DeadlandsReport

English:Deadlands · Locations

One of the most polluted zones on the map — permanent acid rain, corrosive ground, zero resources. The Skeletons built Black Desert City here precisely because nothing living can get in.

🗺 See this place on the map ↗

Narko's sweet arse! This is the freakin' Deadlands, we can't come here! This is no place for anyone… — Shek / Greenlander player character

The Deadlands sit east of the centre of the map, wedged between the Grey Desert, Skinner's Roam, the Iron Valleys, Shem and Venge. The sky here is dark, the rain is acid, the ground is acid, and so are the lakes. Plenty of places in Kenshi will kill you, but the Deadlands are special in that the way they kill you has nothing to do with how strong you are and everything to do with what you are wearing.

Environment: three kinds of acid

The Deadlands' damage sources have to be understood separately, because the gear that counters them has to be packed separately.

TipTents (Flat Shelter, Mercenary Tent, Scrap Tent) give 100% acid rain protection, and being inside any building is equally safe. On a long crossing, packing a tent is worth more than packing medicine.

Hivers, Skeletons and every animal are entirely immune to acid. Which is to say: in a single squad, the humans get slowly ground down by the rain while the Skeleton beside them feels nothing — and that is precisely the political meaning of this land.

NoteThe Deadlands' downpours occasionally flash a lightning effect. That is purely visual and deals no damage whatsoever. It is one of the most common misconceptions about the zone.

A place with no resources

In the zone modifiers the wiki lists from the FCS, the Deadlands' water, fertility, aridity and greenery are all 0%, and stone, iron and copper are all 0. This is not "poor"; it is literally nothing.

Worse, there is no wind. Any base has to run on fuel generators, or extend its walls into the neighbouring zone to borrow wind.

Two contradictory details are worth remembering:

Put together, those two lines make the Deadlands a strangely viable option: a late-game squad can build here without any bandit harassment (the only patrol in the zone is the occasional lone Iron Spider), provided you accept importing every raw material and generating all your own power.

Black Desert City and the Scraphouse

Black Desert City is the headquarters of the Skeletons faction and the only town in the region. Its inhabitants are all Skeleton Civilians and Skeleton Residents, with no organic life at all, so the town has no food supply — the bartender will tell you so himself, even though there is genuinely edible food in other people's crates. The bar's second floor has both ordinary beds and skeleton repair beds. Sadneil, the game's one melancholy recruit, signs on here.

A bridge on the edge of town leads up a small hill to the Scraphouse — a shop set up inside an ancient factory, watched over by Quin, with 8 Soldierbot Guards and 5 Security Spider IIs on station. Its stock list is among the best in the game: 3 AI Cores (about 25,000 Cats each), 3 Engineering Research, 13 Ancient Science Books, and a Map of the Ashlands. Reading the Old Treasure Map marks it on your map.

The zone also holds 3 Deadland Workshops, 3 Lost Armouries and 1 Armoury Ruin. Deadland Workshops are among the few reliable sources of Engineering Research in the game; the price is near-continuous acid rain, broken Skeletons, and Double-Barrel Harpoon Turrets mounted over the walkways.

The Deadlands at night: black-brown ground, toppled wreckage and unrelenting acid rain
The Deadlands at night: black-brown ground, toppled wreckage and unrelenting acid rain

Why the Skeletons chose this place

The Deadlands spawn no camps and no nests, and the only roaming enemies are Iron Spiders. For a technological civilisation that is a perfect set of conditions:

In other words, Black Desert City was not driven here — it was chosen. The city is said to have been founded after the collapse of the Second Empire (the wiki flags this claim as unsourced), the Skeletons having traded a whole stretch of poisoned land for the right to be left alone. One line of town dialogue captures the resulting state exactly:

Time flows slowly when you live in a bubble of lost time.

The only living people willing to come in

Acid rain keeps the Holy Army out, but it does not keep out a group of bandits who refuse to move. The Black Desert Ninjas (also known as the Cloud Ninjas) range across the relatively safe Grey Desert, the Deadlands and the Iron Valleys, robbing travellers under acid rain and gas clouds year after year[V1 0:16:17]. One channel makes a point of noting that this is voluntary: they would rather suffer in this environment, and even die in it, than give up their turf for somewhere habitable[V2 0:03:15] — the same poisoned ground the Skeletons use as a national border, they use as a bet.

(The wiki's Deadlands spawn table lists only Iron Spiders, so encounters with Cloud Ninjas mostly happen along the borders with the Grey Desert and the Iron Valleys.)

Common misconceptions

Building a base here

The channel's verdict: Recommended

NoteDrawn from Paul Rogers Gaming's location-guide videos. This is the video author's judgement, not an official ruling from the game.

See also

Video citations

  1. History of Kenshi: Minor Powers | DocumentaryCivilizationEx
  2. History of Kenshi: Minor Powers | Gangs and Bandit CrewsCivilizationEx
  3. Should You Settle Venge or the Deadlands? | Kenshi Location GuidePaul Rogers Gaming