BLACKGATEV2 field guideEnter the city
V2 ALPHA · Current account-world rules · Separate from the original game

The city ledger / Reference

Dungeons & the weekend raid

Entry rules, three-room saves, guaranteed milestones and chest pools.

Each dungeon or raid has three rooms. Win a room, Continue, then claim the final chest after all three. Room victories alone do not award the final loot. Paid entry, room progress, party, gear, stats and reserved supplies survive sign-out and reload. No equipment changes, training, commerce or idle recovery are allowed during the run.

Server UTC entrance limits

Two dungeon starts per day, shared across both dungeons and normal/hard modes. Reset: 00:00 UTC every day. One raid start per week. Reset: Monday 00:00 UTC. The raid is open Friday 18:00 UTC until Monday 00:00 UTC; local time may differ. Withdrawal or defeat still spends the entrance.

ModeUnlockEntry EnergyNPC fee eachFinal base payoutRepeat rarity chances
NormalCharacter level 2 and either one quay clear or Smithing level 2104 silver18 silver; 3 cloth; 50 character XPCommon 65%; Uncommon 25%; Rare 9%; Epic 1%
HardClaim this dungeon on normal and reach character level 4148 silver26 silver; 3 cloth; 70 character XP; 2 EmberglassCommon 45%; Uncommon 35%; Rare 17%; Epic 3%
RaidBell-Silenced title and character level 5; open weekly window1612 silver40 silver; 3 cloth; 100 character XPCommon 30%; Uncommon 40%; Rare 24%; Epic 6%

All entries additionally require 12 health, an equipped attack weapon, one free bag slot, enough silver for chosen companions, and any selected kit/ward. Full health and prepared gear are recommended. Normal Vault final claims also provide one unspent warrant. Oda adds one cloth to the final chest.

Flooded Customs Vault

Cut the fuse, cross the lock, recover the drowned customs ledger.

  1. Vault saboteur — A fuse hisses beside the saltwater sluice.
  2. Vault lockkeeper — A broad lantern shield braces the lock.
  3. Drowned clerk — A hooked ledger blade guards the final dry chamber.
First final claimGuaranteed item
NormalSpan shield
HardFloodglass hood
Repeat chest rarityItem pool
CommonLantern buckler, Tally cap
UncommonSpan shield, Lantern compass
RareFloodglass hood, Heartwood torque
EpicBell maul

Old Ropewalk Foundry

Break the blockade, silence the chain press, face the furnace bailiff.

  1. Foundry foreman — A heavy riveter swings across the ropewalk.
  2. Chain-singer — Hanging chains conceal a fast, accurate opponent.
  3. Furnace bailiff — A plated guard bars the cooling vault.
First final claimGuaranteed item
NormalSalt-stitched mitts
HardFurnace hauberk

Hard Foundry: second final claim guarantees a Span bow; third guarantees Chain grips.

Repeat chest rarityItem pool
CommonDock knife, Tally cap
UncommonIronbound mantle, Salt-stitched mitts
RareFurnace hauberk, Span bow
EpicBell maul

Bell Tower Reliquary

The oath chamber, echo stair and bell vault: three actual fights.

  1. Reliquary oathguard — A heavy shield holds the narrow ascent.
  2. Echo duellist — A swift duellist strikes between silent bells.
  3. The Bell Warden — The great bell hammer demands prepared gear and a full party; losses remain possible.
First final claimGuaranteed item
RaidBellward boots

Third raid final claim guarantees an Ashen seal.

Repeat chest rarityItem pool
CommonLantern buckler, Dock knife
UncommonSpan shield, Lantern compass
RareChain grips, Span bow
EpicBell maul, Ashen seal, Bellward boots

First and listed milestone final claims replace the random roll and grant one item. Other final claims choose a rarity using the mode’s chances, then choose uniformly within that adventure’s pool. Hard rooms have tougher health/Strength profiles, +3 enemy weapon damage and +1 enemy defence; they are not only a different reward label. Runs end without final loot at zero health, withdrawal or a room’s 16-turn limit.