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.
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.
| Mode | Unlock | Entry Energy | NPC fee each | Final base payout | Repeat rarity chances |
|---|---|---|---|---|---|
| Normal | Character level 2 and either one quay clear or Smithing level 2 | 10 | 4 silver | 18 silver; 3 cloth; 50 character XP | Common 65%; Uncommon 25%; Rare 9%; Epic 1% |
| Hard | Claim this dungeon on normal and reach character level 4 | 14 | 8 silver | 26 silver; 3 cloth; 70 character XP; 2 Emberglass | Common 45%; Uncommon 35%; Rare 17%; Epic 3% |
| Raid | Bell-Silenced title and character level 5; open weekly window | 16 | 12 silver | 40 silver; 3 cloth; 100 character XP | Common 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.
- Vault saboteur — A fuse hisses beside the saltwater sluice.
- Vault lockkeeper — A broad lantern shield braces the lock.
- Drowned clerk — A hooked ledger blade guards the final dry chamber.
| First final claim | Guaranteed item |
|---|---|
| Normal | Span shield |
| Hard | Floodglass hood |
| Repeat chest rarity | Item pool |
|---|---|
| Common | Lantern buckler, Tally cap |
| Uncommon | Span shield, Lantern compass |
| Rare | Floodglass hood, Heartwood torque |
| Epic | Bell maul |
Old Ropewalk Foundry
Break the blockade, silence the chain press, face the furnace bailiff.
- Foundry foreman — A heavy riveter swings across the ropewalk.
- Chain-singer — Hanging chains conceal a fast, accurate opponent.
- Furnace bailiff — A plated guard bars the cooling vault.
| First final claim | Guaranteed item |
|---|---|
| Normal | Salt-stitched mitts |
| Hard | Furnace hauberk |
Hard Foundry: second final claim guarantees a Span bow; third guarantees Chain grips.
| Repeat chest rarity | Item pool |
|---|---|
| Common | Dock knife, Tally cap |
| Uncommon | Ironbound mantle, Salt-stitched mitts |
| Rare | Furnace hauberk, Span bow |
| Epic | Bell maul |
Bell Tower Reliquary
The oath chamber, echo stair and bell vault: three actual fights.
- Reliquary oathguard — A heavy shield holds the narrow ascent.
- Echo duellist — A swift duellist strikes between silent bells.
- The Bell Warden — The great bell hammer demands prepared gear and a full party; losses remain possible.
| First final claim | Guaranteed item |
|---|---|
| Raid | Bellward boots |
Third raid final claim guarantees an Ashen seal.
| Repeat chest rarity | Item pool |
|---|---|
| Common | Lantern buckler, Dock knife |
| Uncommon | Span shield, Lantern compass |
| Rare | Chain grips, Span bow |
| Epic | Bell 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.