Featured as a part of the Remastered Wave 1 (2025) a.k.a. the Adversaries and Allies bundle, Goth was one of the first 4 stand-alone Wanderers released outside of the GCE.
All 4 of them are individual power houses in their own rights, each with more or less devastating quirks to them to balance out the fact that they are much stronger than your run-of-the-mill-survivor, some of them even able to kill monsters almost single-handedly.
Generally speaking, Wanderers are outsiders, each with their own unique stories to tell. They travel to your settlement, often by pure happenstance, become part of the community for a while and will typically move on eventually to continue their journey through the unbroken darkness.
During their stay however, they will influence your settlement with their foreign ideas and customs, whilst the way they feel towards your community will have an influence on their stories at large.
And trust me, you will want to be on good terms with them. Having a high positive Disposition with them will usually make rolls on their story events easier, which can grant you various different boons and bonuses, such as “not getting eaten” or permanent stat boots to the Wanderers or even regular survivors. They might also find new gear – which you may even be allowed to keep after they are gone – gain innovations or allow for more interactions with their unique core mechanics.
Just be mindful that each and all Wanderers have their fair share of baggage you will have to deal with.
On a side-note: all Wanderers are Arc-Survivors and thus interact with the Knowlegde system from the GCE. Subsequently they will work best in arc settlements.
However if you do not own the GCE: fret not! It will be fine! They all come with a Fighting Art version of their personal Knowledge to share with your survivors.
These Fighting Arts are a bit weaker than the final rank of the Knowledge, and seem to correspond more to its Level 2 version. Not having to level them up first will make up for that a bit during play though.

I have recently been able to finish 1 1/2 campaigns with Goth in our settlement, and whilst I would say that I saw neither the highest of highs, nor the lowest of lows, I got a pretty good look at what she has to offer to any fledgling settlement she stumbles into.
This will contain spoilers, though I will try and keep them fairly light.
I do not consider cards posted on the shop page as spoilers – just to be clear.
Goth arrives quite early in any given campaign – in Lantern Year 4. And whilst she has both -1EVA and +1SPD, which I am sure a lot of people will be frowning at – old habits die hard – she will turn into a combat beast that can kill Lantern-Year-appropriate monsters practically solo with up to 3, potentially 4 attacks per round and.., uhm, oh yes, she can’t die.


Whilst it does give her understanding (which will eventually trigger a story event called Fallout – which sure sounds lovely, doesn’t it?), she is 100% unkillable and will survive anything.
Goth gets murdered? Oh, yeah, she’ll just walk that off.
Adding further to this are her great offensive gear and Adrenaline – her personal Knowledge.
She arrives wearing the Rapture Bracelet, a head accessory with 1 armor point, which, once per round, lets her perform another slow melee attack right after finishing any regular attack.
And her weapon of choice is the Common Katana (2/6+/4), which in addition to being a Katana – Sun-lovers rejoice – and having a decent statline for an early weapon, also turns off all Failure reactions on monster Hit Locations if you have no noisy gear in your gear grid.
As if players hadn’t been incentivized enough to be overly afraid of *REDACTED*.

Meanwhile her Knowledge Adrenaline gives her more and more extra activations and movement to spend the further you can level it up. Which she does by wounding monsters.
Do not be intimidated by the number of boxes she needs to tick to advance the levels though. It wasn’t too bad in practice.
As far as I understand it, this is a direct translation of game mechanics from CMON’s Zombicide franchise – from which Goth Amy originated – into KD:M.


As mentioned earlier, all this power will come at a cost. For Goth it is a combination of a fairly low stat-line, story beats and her Neurosis.
Similar to Philosophies, Wanderers all come with a custom Neurosis, and to be frank, Goth’s is pretty terrible.

No armor and she eats somebody every time she comes back home from a hunt? Yikes.
Overall her eating habits seem to be cause for some concern although she does try her best to not be a *cough* zombie *cough* in her story .. to mixed results.
One of the biggest concerns the community at large had with Goth early on was the innovation Goth’s Grave, which is featured on the shop page images for the box. However, to be frank with you once again, no matter which Death Principle your settlement follows, Goth will make you regret it a little bit.
Cannibalize does not only have a negative impact on her starting Disposition, but also affects her story as it plays out, whilst Graves leaves you with this monstrosity of a remembrance, if you actually manage to kill Goth:

Not that eating her turns out much better.., but I’m sure you figured as much already.
Goth’s Concealer is another Innovation available through her story and not connected to the grave. Fortunately.
You might also learn some Face Painting (I) from her if you get along well enough.
But I’ve fear-mongered enough for one day and you can probably guess by now that I don’t think any of this is actually all that bad.
In the full campaign I got to play with her, we (a friend of mine and I) got her Knowledge to Level 3 by the time Goth retired. She managed to eat 6 people before that point (as covered over on my stats page) and because we could choose fairly freely when to bring her to a fight, we never really had any issues with her munching through important people.
Afterwards Granny Goth got murdered a grand total of 3 times. We had a sort-of mutual-understanding-thing going on between the survivors and it was fine. 2 of them even brought us a chunk of Iron as a means of compensation (which was unconnected to Goth, to be honest, and only because we had Collective Toil as a principle).
To be fair – if your settlement is struggling with population count, she will be an extra burden to deal with, both when you bring her along on a hunt and long after she is gone. And with a lot of the recently released expansions featuring some form of “population tax” this might end up adding up quite quickly if you are not careful enough.
But luckily she does not force herself into the hunt and will just hang out at home if there is nothing for her to do.




Overall I think she added an interesting story thread to our settlement and I was glad I was able to experience her journey.
From what I have seen of the initial 4 Wanderers, all of them seem to be decent pick ups and whilst Goth neither has the most nor the least amount of baggage of the bunch for you to deal with, she will try to make up for it by carving up a Lope Lvl2 or equivalent on her own once she gets going.
It is more a give and take with her than with Candy for example, who almost exclusively gives but could just die by falling into a hole at any moment.
So, if you are looking at picking up a Wanderer and are on the look-out for recommendations for which one to get, you should probably ask yourself how you want the Wanderer to impact the overall difficulty of your campaign.
With Goth specifically, she will make some parts of the game easier (combat in the early/mid game) and other aspects harder (population drain).
Without going into too much detail – as today was meant to be about Goth specifically – if you are instead looking to make your campaign strictly easier, you should consider Candy or the Death Drifter.
But if instead punishment is on the menu Aeneas would be the one for you to have a look at as she can be quite demanding to keep around..
***
I hope this look at Goth was at least the tiniest bit helpful to you if you are currently considering picking up a Wanderer or two.
Will you give Goth a chance and deal with her radiation sickness in exchange for her blending a lope or two into smoothies?
Let me know!
As always, thank you very much for your time, could Goth be from a rotten “fruit”?
Amathul





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