Every agent is tracked by six core resources, visible at all times in the top header bar. Understanding them is the foundation of everything else.
| Resource | What it does | Regeneration |
|---|---|---|
| Health | Your survivability in combat. If it reaches 0 you are admitted to hospital and cannot act for a period. | +25 every 5 minutes. Fully restores on level-up. |
| Energy | Required for gym training, street target attacks, and PvP combat. Primary action resource. | +5 every 10 minutes. |
| Nerve | Required for committing crimes and gang operations. Risk currency. | +1 every 5 minutes. |
| Wallet (Cash) | Your unbanked cash. Vulnerable — a player who defeats you in PvP can steal 5% of this amount. | Earned from crimes, combat, jobs, and bank interest. |
| Bank Balance | Safe cash stored in the Blackridge Bank. Cannot be stolen. Earns 5% interest every 24 hours, capped at $500,000/day. | Interest: +5% daily (max $500K/day). |
| XP & Level | Earned from crimes and combat. When XP fills the bar, you level up — unlocking higher-tier content and boosting your max Health. A visual progress bar is located in the top sidebar for real-time tracking.
Expansion Note: The Bureau has authorized advancement up to Level 1000. Agents gain +10 max HP per level until 100, +5 HP per level from 101–250, and +2 HP per level from 251–1000. |
Awarded on successful actions. |
The gym is where you build the three combat stats that determine how much damage you deal and absorb in every fight.
| Stat | Combat role |
|---|---|
| Strength | Primary offensive stat. Contributes to your attack power at ×1.5 weight. Most important for dealing damage. |
| Defense | Reduces incoming damage per round of combat. Higher defense means you get hurt less per exchange. |
| Speed | Secondary offensive stat. Contributes to your attack power at ×1.0 weight alongside Strength. |
Each exercise costs Energy and raises one stat by a fixed amount. Spending Energy in the gym also builds Gym EXP — once you accumulate enough, you can upgrade to a better facility with stronger exercises.
There are twelve gyms available as you progress: Mickey's Boxing Gym → Ironclad Fitness → Metro Elite Club → The Private Estate → Classified Armory → The Underworld Pit → The War Room → The High Command → The Global Strategos → The Iron Director's Vault → The Zenith Sanctum → The Legend's Singularity.
The Streets section is your primary hub for operational activities. Navigate to STREETS in the sidebar to access the unified intelligence ledger, organized into three tactical tabs:
Each crime costs Nerve and has a success percentage chance. Unlike the gym, crimes have no fixed cooldowns; instead, all street actions are governed by Street Heat.
Under the LOCAL TARGETS tab in the Streets view, you will find a list of NPCs currently roaming the district. These range from a stumbling Drunk Sailor (Level 1) up to a feared Mob Boss (Level 100).
Each brawl costs Energy and generates a small amount of Street Heat. Outcome is determined by your combat stats versus the target's stats:
If your Health drops to zero during the fight, you are hospitalised. While in hospital, you regenerate Health passively but cannot take actions. Higher-level targets have a cooldown before you can fight them again.
The PvP INTEL tab is the Bureau's most advanced directory, tracking every active agent in Blackridge. Each target in the ledger is displayed on a high-fidelity intelligence card containing vital operational data.
Victory Conditions: PvP uses the standard combat formula. Every win allows you to siphon 5% of the target's unbanked wallet directly into yours.
| Factor | Effect | Influence |
|---|---|---|
| Variance | ±15% Damage | Pure Luck — ensures no two fights are identical. |
| Critical Hit | 2.0x Damage | Speed Advantage — higher speed increases crit frequency. |
| Dodge | 0 Damage Taken | Speed Advantage — allows you to evade counters entirely. |
The Bounty Board allows agents to pay for the professional removal of rival mobsters. It turns rivalries into a profitable enterprise for the strongest agents.
Tracking Targets — All active contracts are listed under BOUNTY in the main sidebar. You can view the current target, the payout amount, and the contract's age.
| Event | Rule |
|---|---|
| Collection | If you defeat a target in PvP who has an active bounty, the reward is automatically added to your wallet immediately. |
| Expiration | Bounty contracts are active for **7 days**. If the target is not removed within this window, the contract expires. |
| Cancellation | You can cancel your own active bounties, but **funds are NOT refunded**. The city keeps the payment. |
If an allied agent has been apprehended and is serving time in Blackridge lockup, you can risk your own freedom to spring them. This operation requires Nerve and carries genuine risk.
| Parameter | Details |
|---|---|
| Nerve Cost | 25 Nerve per attempt, deducted immediately regardless of outcome. |
| Success Rate | 50% chance the operation succeeds. The target's sentence is immediately cleared. |
| Rescuer Reward | Successful operations grant the rescuer $10,000 Cash and 500 XP bounty. |
| Global Cooldown | The Bureau monitors jail breaches; there is a 10-minute global cooldown between breakout attempts. |
| Failure Penalty | You are caught in the act and sentenced to 15 minutes in jail yourself. |
| Eligibility | You must be free (not in jail or hospital) to attempt a rescue. |
If you have the cash but lack the patience to serve your time, you can legally buy your way out of Blackridge lockup. This method is 100% successful and carries no risk of additional charges.
| Remaining Sentence | Bail Amount |
|---|---|
| 0 — 2 Minutes | $500 |
| 2 — 5 Minutes | $1,500 |
| 5 — 10 Minutes | $3,500 |
| 10 — 20 Minutes | $7,500 |
| 20 — 60 Minutes | $15,000 |
| 60+ Minutes | $25,000 |
Navigate to BANK in the sidebar. Deposit your cash to keep it completely safe from PvP theft. The bank also pays 5% interest on your balance once every 24 hours, up to a maximum of $500,000 per day.
Use the Deposit All and Withdraw All buttons for convenience, or enter specific amounts. There is no fee or minimum.
Navigate to JOBS. The Bureau’s employment tracks provide a steady passive salary paid every 24 hours, as well as the ability to Clock In for active shifts using Energy.
| Position | Base Salary | Level Required |
|---|---|---|
| Dishwasher | $50 | Level 1 |
| Ironworks Laborer | $250 | Level 5 |
| Delivery Driver | $800 | Level 12 |
| Bank Teller | $3,000 | Level 20 |
| Private Investigator | $15,000 | Level 35 |
| City Councilman | $100,000 | Level 50 |
You can hold only one job at a time. Switching jobs resets your 24-hour pay timer.
Navigate to SKILLS in the Operations sidebar group. The Bureau has authorized a comprehensive field specialization program that allows every operative to customize their doctrine across eleven unique branches.
You earn Skill Points on a Milestone Schedule (roughly 496 points total by Level 1000). Points can be invested into any branch at any time, provided you meet the Tier Level Requirements. Each branch has a maximum of 20 levels, organized into 4 Tiers of 5 levels each.
| Branch | Focus | Max Bonus (Lv 20) |
|---|---|---|
| Iron Fist Doctrine | Combat | +25% Str, +17.5% Def, −25% Hospital |
| Shadow Protocol | Stealth | +25% Success, −35% Jail, −25% Heat |
| Mogul’s Edge | Business | +30% Job Pay, +20% Interest, +30% Profit |
| Ghost Circuit | Hacking | +25% XP, +15% Gym, −25% Travel |
| Enforcer | PvP | +12.5% Damage, +12.5% Defense, +25% Bounty |
| Smuggler | Travel | +17.5% Evasion, −12.5% Prices, −25% Flight |
| Racketeer | Economy | +17.5% Prop Income, +17.5% Still, +17.5% Market |
| Tactician | Gang Ops | +17.5% Respect, +17.5% Turf, −17.5% Regen |
| Medic | Survival | +17.5% Regen, −17.5% Recovery, +25% OD Resist |
| Diplomat | Social | −25% Bail, −12.5% Discount, +17.5% Respect |
| Saboteur | Offense | +7% Crit, +17.5% Loot, +25% Heat Decay |
Once you reach Level 20 (Mastered) in a branch, you can choose to PRESTIGE that discipline. Prestige is restricted to the Bureau's most elite agents.
The Bureau allows a full reset of invested points back to your available pool. Every player is granted one free respec. Subsequent resets cost $50,000 + $5,000 per player level.
Blackridge is a city of organizations. While solo operatives can survive, the greatest power lies in numbers. The Bureau has decommissioned legacy factions in favour of a dynamic Syndicate system where agents lead their own crews.
Any agent can establish a new organization. Navigating to the GANG section while not in a crew will present the option to charter a new Syndicate.
Gang Jobs — Once in a Syndicate, you can run operations that cost Nerve and reward Respect on success. These operations also provide a significant chance to drop equippable loot items, with rarity scaling based on the operation's danger level.
Spend Respect earned from jobs to purchase permanent upgrades for your members or the organization itself via the Upgrade Tree:
Syndicates wage constant war for control of six critical city sectors. Control of a sector provides passive buffs to every member of the occupyng organization (e.g., Diamond District grants +10% Crime Cash).
Influence Generation — Actions taken in the field (Crimes, Gym, PvP) generate influence in your chosen sector. Use the Deploy Focus menu to set your target district. This selection is locked for **24 hours** once confirmed.
The Rankings tab on your dashboard tracks Syndicate standing across the city. Compare your crew's **Total Respect**, **PvP Kills**, and **War Wins** against the rest of Blackridge's elite.
Syndicates can coordinate to pull off massive operations for cash and Gang Respect. Navigate to the Organized Crime tab within the Gangs panel to access the Caper Board.
Syndicates can declare war on rival organizations. Wars are 72-hour PvP conflicts where every kill scored against an enemy gang member increments your gang's War Score. The gang with the higher score at the end wins.
The losing gang leader (lower war score) can sue for peace to end a war early, avoiding the harsh 10% Respect tax of a full defeat.
Ungrouped operatives (not in any gang) can sign on as mercenaries for one side of an active war, fighting for pay without requiring gang membership.
Navigate to SHOPS. The shop is divided into three primary channels for acquisition:
◆ Corner Store — Domestic consumable items purchased with cash for immediate use. The storefront now features a Category Filter Bar (Health, Energy, Nerve, Narcotics) for rapid navigation. Note that the Corner Store strictly stocks domestic essentials; rare contraband found in foreign theatres is not listed here.
| Type | Items | Effect |
|---|---|---|
| Energy | Black Coffee, Aged Whiskey | Restores Energy instantly without waiting for regen. |
| Nerve | Doc's Medicine, Cuban Cigar | Restores Nerve instantly for immediate crime attempts. |
| Health | Vitamin Supplement, First Aid Kit, Black Market Blood | Restores Health — useful before or after combat. Black Market Blood fully restores to max. |
Blackridge maintains several distinct marketplaces, accessible via the SHOP icon in your sidebar. These consist of the **City Corner Store**, the **Blackridge Pawn Shop**, and the **Underground Exchange**.
◆ Pawn Shop — Provides equippable weapons and armor directly for cash. To ensure rapid acquisition, the Pawn Shop now features a **Slot Category Filter Bar**:
◆ Underground Exchange (Black Market) — A restricted peer-to-peer channel for trading assets between agents. Access it via the BLACK MARKET icon in the sidebar.
To ensure fair distribution of wartime supplies, the Bureau enforces a strict 100-item daily limit on all Corner Store purchases. This is a total limit across all consumable items.
Navigate to ARMORY in the Arsenal sidebar group. The Armory is your personal field equipment locker. Equipping items grants permanent combat stat bonuses (Strength, Defense, Speed) that stack on top of your trained stats and are reflected immediately in your Battle Stats panel.
Certain high-powered consumables classified as narcotics — including Blitz, Shadow-Dust, Cocaine, and Pervitin — provide powerful stat boosts that can push your Energy or Nerve beyond their natural maximum cap. However, this power comes with a severe risk: Overdose.
| Narcotic | Effect | Cooldown | Overdose Chance |
|---|---|---|---|
| Blitz | +250 Energy (uncapped) | 5 minutes | 3% |
| Shadow-Dust | +200 Nerve (uncapped) | 5 minutes | 3% |
| Cocaine | 2× regen speed (30 min) | 1 hour | 1% |
| Pervitin | 2× XP gain (30 min), then crash | 2 hours | 1% |
As you progress, the gear you wear becomes just as important as your base level. High-tier Elite and Patron items provide advanced mathematical advantages in combat that are dynamically calculated by the Bureau servers:
Each agent has 8 equipment slots. Only one item can be equipped per slot at a time. Unequipping an item returns it to your stash automatically.
| Slot | Category | What it holds |
|---|---|---|
| Melee | Weapon | Close-quarters weapons — knives, bats, clubs, bayonets |
| Primary | Weapon | Main firearms — revolvers, rifles, tommy guns, submachine guns |
| Secondary | Weapon | Backup weapons — derringers, grenades, blades, smoke grenades |
| Head | Armor | Hats, helmets, balaclavas, caps |
| Torso | Armor | Jackets, vests, coats, flak jackets, bulletproof vests |
| Hands | Armor | Gloves, wraps, gauntlets |
| Legs | Armor | Trousers, chaps, cargo pants, armored leg plates |
| Feet | Armor | Boots, oxfords, sneakers, galoshes |
Every item has a rarity tier that indicates its power and how difficult it is to obtain:
| Tier | Color | How to obtain |
|---|---|---|
| Common | ◆ Gray | Frequent drops from low-tier crimes. Available in the Pawn Shop from $700 (scaled by stats). |
| Uncommon | ◆ Green | Moderate chance from mid-tier crimes (Extort, Hijack). Pawn Shop from $4,500 (scaled by stats). |
| Rare | ◆ Blue | Uncommon drops from high-tier crimes (Hijack, Bank Robbery). Not sold in shop. |
| Elite | ◆ Gold | Very rare drops from the highest-tier crimes only (Bank Robbery, Assassination). Not sold in shop. |
Equippable items are found in two ways:
From the Armory screen, click any equipment slot to open a selection modal showing compatible items from your stash. You can also click Equip directly on any item card in the stash grid below. To swap an item, simply equip a new one — the old item is automatically returned to your stash. To browse all your field items, navigate to ARSENAL → STASH.
Field gear is only put under strain in the heat of battle. Durability loss occurs exclusively during combat engagements — gear does not degrade from criminal activity alone.
Because elite gear is scarce and expensive, keeping your current armory in top shape is a critical operational requirement. The Bureau has authorized the use of field maintenance tools for all active agents.
Your proficiency in field maintenance is tracked by a dedicated Repair Skill (Visible in your Service Record). Every successful repair grants XP toward this skill.
| Skill Level | Repair Efficiency | Success Risk |
|---|---|---|
| Level 1 | +20% Condition | 30% Botch Chance |
| Level 5 | +30% Condition | 20% Botch Chance |
| Level 10 | +50% Condition | 2% Botch Chance |
If your stash becomes cluttered with redundant gear or you need a rapid cash injection, you have two primary methods for selling items:
| Method | How it Works | Payout |
|---|---|---|
| Quick Sell | Instant liquidation back to the shop. No waiting required. | 95% of current value. The remaining 5% goes to the Global Jackpot. |
| Black Market | Lists the item for other players to buy. You set your own asking price. | 100% of your set price (minus a 5% listing fee charged at the time of posting). |
Click the binoculars icon in the top header to open the Intelligence Search. Search for other agents by name, gang affiliation, activity status, or level range.
Results appear as a table with each player's name, gang, level, days active, and status. Click any player's name to open their dossier, where you can:
Click MAIL in the navigation sidebar to open the Mail Room. Here you can send and receive direct messages with other agents in real time.
Click LOG in the sidebar. Your Field Report is a complete timestamped history of everything that has happened in your career — crimes, fights, banking, level-ups, and critically, any PvP attacks made against you.
Use the filter buttons (COMBAT / CRIME / TRAINING / ECONOMY / STATUS) to isolate the category you are interested in. The log stores your most recent 500 entries server-side and persists between sessions.
Click the RANKS icon in the top header (or navigate directly to leaderboard.html) to open the Hall of Infamy. This public dossier ranks every operative in Blackridge across nine distinct categories, presented in a high-fidelity intelligence dossier format.
The dossier includes real-time status indicators for all listed agents:
Names in the dossier are interactive; clicking an operative will trigger a Bureau Intelligence Scan on their profile. The leaderboard auto-refreshes every 2 minutes.
The Don's Assignments system (found in The City → Assignments) represents the personal priorities of the city's highest authority. To keep operatives elite and adaptable, the Don mandates a dual-track mission system.
When you complete an assignment, the city recognizes your work immediately with distinct audiovisual signatures:
| Assignment Type | Required Operations |
|---|---|
| Street Enforcement | Successful completion of standard crimes or targeted street attacks. |
| Nerve Proficiency | Spending a set amount of Nerve on specialized underworld actions. |
| Sector Scouting | Overseas reconnaissance missions utilizing the City Scout mechanic. |
| Aviation Logistics | Boarding flights on specific international routes (Commercial or Private). |
| Civil Conditioning | Training sessions at authorized gyms or collecting your daily Employment Salary. |
| Signal Traffic | Maintaining contact with the network through secure Message transmissions. |
The Service Commendations system recognizes your long-term career milestones in Blackridge. Access your full record via the AWARDS link in the sidebar. With the latest expansion, there are now **117 unique commendations** to unlock.
Commendations are split into 13 distinct categories, covering everything from The Underworld (Crimes) and The Enforcer (Combat) to The Strategist (Turf War), The Socialite (Communication), and The Night Owl (Time-based feats). High-tier rewards like the Continental Breakfast now require a perfect circuit of all 9 authorized international destinations.
| Reward Type | Details |
|---|---|
| Cash & XP | Every unlock grants an immediate injection of funds and experience to your profile. |
| Passive Buffs | High-tier achievements grant permanent bonuses, such as +1% Crime Success, +1% Critical Hit Chance, or +2% Accuracy. These stack indefinitely. |
The Dossier is a monthly seasonal progression system that rewards your consistency as a field agent. Each season (codenamed Operation) runs for one calendar month and features 30 tiers of rewards.
Accessing the Dossier: Navigate to THE CITY (Home view) and select the DOSSIER tab. Here you can view the rewards grid, track your progress, and claim your unlocked tiers.
While you are active in Blackridge, the city comes alive through City Encounters. These are randomized events that pop up periodically (every 20-40 minutes of play) with a stylish noir presentation.
Encounters will only trigger if you are not currently in jail or the hospital. Your choices matter, and the outcome is logged in your Field Report for later review.
As the conflict escalates, Blackridge often faces severe shortages. The TRAVEL system allows Level 15+ agents to fly overseas to acquire vital supplies and escape local heat. The Bureau has now authorized transit to ten key international theatres of war.
| Operation | Details |
|---|---|
| Flight Cost | Each flight segment (Departure and Return) costs 25 Energy. |
| Flight Duration | Travel takes time (45 mins to London, up to 90 mins to Berlin). You are untargetable in PvP during this period. |
| International Theatre | Destinations include European capitals London, Paris, Rome, Berlin, Basel, rapid "Short-Haul" routes to Tangier, Dublin, Lisbon, Stockholm, and the new Americas theatre in Mexico City. |
| Overseas Purchases | You can buy up to **15 items per trip**. These do NOT count toward your Blackridge daily shop limit of 100 items. |
| Arrival Protection | Upon landing, you receive a **60-minute window of immunity**. No agent can attack you while you browse foreign markets. |
Note: You must have the energy for a return flight or access to energy-restoring items to return to Blackridge. Plan your fuel and supplies accordingly.
For elite operatives, the Bureau has authorized the ownership of private aircraft. These planes allow you to bypass standard commercial flight schedules, reduce travel times, and significantly increase your smuggling capacity.
Every aircraft in your hangar can be upgraded through three progressive tiers: Mk II, Mk III, and Mk IV. Each tier improves the plane's speed and cargo capacity by approximately 50-100% over the previous level.
| Tier | Cost Multiplier | Performance Bonus |
|---|---|---|
| Mk II | 2.0x Base Price | +50% Speed & Capacity |
| Mk III | 4.5x Base Price | +100% Speed & Capacity |
| Mk IV | 10.0x Base Price | +200% Speed & Capacity |
The Bureau has authorized field operatives to expand their overseas activities beyond simple commerce. While in foreign capitals, agents can now "Scout" the city's underworld to uncover lost caches and exclusive gear.
Not every flight is clean. Since the Bureau opened overseas routes to all operatives, border control agencies have taken notice. Random sweeps are now a fact of international life.
| Phase | What Happens |
|---|---|
| You Are Flagged | A Customs Inspection modal fires immediately on landing. You cannot skip it. |
| Contraband Scan | Your loot stash and consumable inventory are scanned. Items classified as illicit — Moonshine, Morphine, Resistance Ciphers, Cocaine, Peyote, Maguey Root — each face a 65% individual seizure chance. |
| The Bribe | Regardless of whether anything is seized, you pay a $5,000–$30,000 on-the-spot fine to walk. Funds are deducted from your wallet. |
| Clean Inspection | If you carry nothing illicit, the modal still appears — you are let through, but the bribe is still paid. |
The Bureau's medical division has formally classified Jet Lag as a field hazard. Long-haul travel takes a toll. Exhausted operatives make poor scouts.
| Factor | Detail |
|---|---|
| Activation Chance | 20% base per flight, scaling up to 30% on the longest routes (Berlin at 90 min, Rome at 75 min). Tangier (15 min) stays near 20%. |
| Duration | Indefinite — the debuff does not expire on its own. It persists across sessions until you actively clear it. |
| Clearing It | Consume a Cup of Coffee or a Vitamin Supplement from your inventory. Both items immediately clear the debuff. |
| Where to Get Them | Coffee and Vitamins are sold at the City Shop and occasionally drop from city scouting operations. |
Intelligence intercept teams have identified a pattern of encrypted transmissions broadcasting on 8.426 MHz at irregular hours. The raw signal is visible to every operative. Acting on it requires specialized equipment.
| Factor | Detail |
|---|---|
| Who Sees It | All agents logged in during the window see the signal. It fires automatically — no action required to receive the intercept. |
| Who Can Decode It | Only agents who own a Military Morse Decoder. Owners see a green DECODE SIGNAL button once the full sequence finishes typing. Non-owners see the raw signal but cannot act. |
| The Decoder | Available at the Black Market for $1,000,000. It is a one-time purchase that permanently enables decoding of all future transmissions. |
| Possible Rewards | Cash windfalls ($2k–$100k), exclusive tactical consumables, and rare loot. A low-chance jackpot tier ($50k–$100k) exists for the extraordinarily fortunate. |
| Deduplication | Each transmission window has a unique stamp. Once you have seen a window, it will never re-appear for you regardless of how many times you log in or refresh during that period. |
For agents looking to earn more than just local currency, the Bureau has authorized Smuggling Consignments. These are high-value cargo runs between Blackridge and foreign capitals.
When smuggling goes wrong, the consequences are severe. Border agents no longer accept simple bribes when military-grade contraband is found in your manifest.
Every nation has its own unique heritage of combat and endurance. Bureau operatives can now master these styles by training at elite overseas gyms.
| City | Technique | Combat Bonus |
|---|---|---|
| Berlin | Sturm-Taktik | +Damage (Overall Mult) — 2× XP per session |
| London | Queen's Guard Form | +Defense (Defense Mult) |
| Rome | Gladiator Stance | +Crit Damage |
| Paris | Résistance Footwork | +Dodge Chance |
| Mexico City | Lucha Grit | +Max HP |
War Bonds (🎖️) represent your service to the clandestine war effort. The War Bond Quartermaster in Blackridge accepts these bonds in exchange for elite, military-issue equipment.
| Rarity | Properties |
|---|---|
| WARTIME |
Percentage-Based Only: Wartime gear features pure multipliers (e.g., +15% Damage) instead of flat points.
Note: These become exponentially more powerful as your base stats grow. |
| Zero Value | Quartermaster gear cannot be sold back to the Pawn Shop or quick-sold for cash. It is yours for life. |
Berlin is the Bureau's highest-risk, highest-reward overseas destination. Beyond the standard overseas shop and scouting operations available in all capitals, Berlin features three exclusive endgame systems designed for experienced operatives.
Three high-risk field operations are available each time you visit Berlin. You may only attempt one contract per visit.
| Factor | Detail |
|---|---|
| Contracts Available | 3 per visit, randomly generated. Each has a unique title, description, and reward structure. |
| Success Rate | 45–55%, scaling with your level. Higher levels have a better chance of pulling off the operation. |
| Rewards (Success) | Large cash payouts ($5,000–$50,000+) and significant XP. Some contracts award bonus consumable items. |
| Penalty (Failure) | 7-day Berlin ban. All Berlin operations are locked out. If an Informant Network is active, it is destroyed. |
Once per visit, you can attempt to crack the Reichsbank Vault — the single most rewarding action available in Berlin.
| Factor | Detail |
|---|---|
| Cost | 50 Energy + 25 Nerve |
| Success Rate | 40–60%, scaling with level (higher = better). |
| Rewards | Cash and XP scale with your level. Higher-level operatives pull bigger hauls. |
| Iron Cross | A 5% chance on every successful heist to discover the Iron Cross (1st Class) — STR +25, DEF +20, SPD +15, +10% Damage. The rarest accessory in the game. |
| Failure | Energy and Nerve are consumed. You receive a 7-day Berlin ban. |
The Informant Network is a passive income system unique to Berlin. Once established, your contacts generate steady intelligence revenue around the clock.
| Factor | Detail |
|---|---|
| Setup Cost | $500,000 — a one-time investment paid from your wallet. |
| Passive Income | $10,000–$25,000 per hour, deposited to your wallet automatically — including while you are offline. |
| Income Cap | Accumulated income is capped at 7 days (168 hours) to prevent infinite offline stacking. |
| Destruction Risk | If you receive a 7-day Berlin ban (from a failed Sabotage Contract or Vault Heist), your Informant Network is permanently destroyed. You must pay $500,000 again to rebuild it. |
The Berlin black market stocks three tactical items that cannot be found anywhere else in the world:
| Item | Cost | Effect |
|---|---|---|
| Pervitin Tablets | $80,000 | Wehrmacht-issue methamphetamine. Grants 2× XP for 30 minutes, followed by a mandatory 90-minute crash (0.5× XP gain). 2-hour total cooldown between doses. High risk, high reward. |
| Forged Reisepass | $50,000 | Grants complete Customs immunity on your next return flight. One use. Ideal for moving contraband safely. |
| Wolfram Rounds | $120,000 | +50% damage on your next PvP attack. One use. A devastating first-strike tool. |
Your call sign is more than just a name; it is your identity within the Bureau and across the streets of Blackridge. Should the need arise for a change in profile, the Bureau provides a formal re-designation process.
| Rule | Details |
|---|---|
| Administrative Cooldown | Names can only be changed once every **30 days**. Plan your identity accordingly. |
| Character Limits | 3–20 characters. Only letters, numbers, and underscores (_) are authorized. |
| Historical Integrity | Old names will remain in existing Field Reports and market records for audit purposes. New actions will reflect your updated call sign. |
Tucked beneath a Blackridge hardware store, The Blind Pig is an invitation-only gambling parlour accessible from the SPEAKEASY link in the sidebar. Entry is earned — the Bureau does not permit junior personnel near the tables.
The Blind Pig offers a variety of underground games and services, all resolved server-side. The house tracks every interaction, and most activities cost cash or nerve.
| Game | Bet Limits (Normal / VIP) | Rules |
|---|---|---|
| 21 — Blackjack | $500 – $50,000 / $500,000 | Standard rules. Hit, Stand, or Double Down. A natural Blackjack (A + 10-value) pays 3:2. |
| Back Room Poker | Ante $1,000 – $100,000 / $1,000,000 | Three-Card Poker. Place an Ante bet and optional Pair Plus. Dealer must hold Queen-high to qualify. |
| Coin Flip | $500 – $100,000 | High-speed, 50/50 double-or-nothing. Tracks your winning streaks for underworld prestige. |
| Slot Machine | $100 – $5,000 / $50,000 | Standard 3-reel slots. LAND THE 👑👑👑 TO WIN THE PROGRESSIVE JACKPOT! |
The following service commendations are awarded for play at The Blind Pig:
| Commendation | Condition |
|---|---|
| High Roller | Win a single hand of Blackjack or Poker paying out $50,000 or more. |
| Bust City | Go bust in Blackjack 10 times. The house always wins eventually. |
| On the House | Win a Blackjack natural (3:2 payout) on your very first hand of the session. |
Blackridge thrives on a network of reliable operatives. The Recruitment Bureau allows you to expand this network and earn rewards for every successful agent you bring into the city.
| Event | Referrer Reward | Recruit Reward |
|---|---|---|
| Recruit reaches Level 5 | $50,000 Cash | $10,000 Cash |
The Bureau Patronage Program is a voluntary support system for agents who wish to contribute directly to the Blackridge war effort. Access the program via the gold PATRONAGE link in the main sidebar. Patronage funds support server hosting, development, and community events.
A key patronage benefit is Auto-Bank. A percentage of every dollar earned from Crimes, Street Targets, and PvP mugging is automatically deposited into your bank account — protecting it from rival agents and accumulating interest.
Each tier grants an exclusive piece of Bureau-issued gear upon subscription. These items are indestructible — they never lose condition — and cannot be traded, sold, or discarded. They carry the unique purple PATRON rarity designation.
| Item | Tier | Slot | Stats |
|---|---|---|---|
| Engraved Bureau Zippo | Tier 1 | Secondary | +10 STR, +5 DEF, +10 SPD |
| Silk Pocket Square | Tier 2 | Secondary | +15 STR, +15 DEF, +15 SPD |
| Bureau Ivory Cane | Tier 3 | Melee | +65 STR, +25 DEF, +15 SPD |
Your patronage status is visible across the entire city:
The following achievements are tied to the Patronage system:
| Commendation | Tier | Condition |
|---|---|---|
| Bureau Patron | Silver | Become a Patronage member at any tier. |
| Made Associate | Gold | Reach the Associate rank (Tier 2). |
| The Boss | Platinum | Achieve the highest rank: Blackridge Boss (Tier 3). |
| Fully Outfitted | Gold (Secret) | Equip all 3 exclusive patron items simultaneously. |
The Underworld Collection Log is the Bureau's definitive inventory of every piece of contraband, armament, and equipment circulating in Blackridge. Every time you acquire a new item, it is permanently recorded in your discovery history.
Items are organized into themed sets. Completing a set grants a permanent, passive bonus to your operative's statistics. These bonuses stack with all other gear and gym stats.
| Set Name | Primary Benefit | Items Included |
|---|---|---|
| Street Arsenal | +2% Melee Damage | Basic brawling weapons (Knuckles, Bat, Pipe, etc.) |
| The Gunslinger | +2% Crime Cash | Sidearms and rifles (S&W .38, Colt .45, Winchester, etc.) |
| Sharp Dressed | +1% Crime Success | Common apparel (Fedora, Vest, Overcoat, etc.) |
| Ironclad | +3% Defense | Armored gear (Flak Jacket, Bulletproof Vest, etc.) |
| Heavy Ordnance | +2% Strength | Military-grade weapons (MP40, Tommy Gun, BAR, etc.) |
| Field Medic | +5% Health Regen | Consumable restoratives (Medicine, Morphine, Bandages, etc.) |
| Overseas Rarities | +2% Speed | Exclusive international equipment (RAF Jacket, StG 44, etc.) |
| Bureau Kit | +3% All Stats | Exclusive Patron-tier equipment issued by the Bureau. |
Every operative needs a base of operations. The PROPERTY tab in the sidebar provides access to Blackridge's real-estate ecosystem — a three-part system where you can build a portfolio of owned properties, list them for rent to other players, or rent from other landlords to get started.
Properties are organized into 9 tiers. Higher tiers require higher agent levels and provide increasingly powerful bonuses.
| Tier | Classification | Level Req | Buy Range |
|---|---|---|---|
| Tier 1 | Skid Row | 1+ | $50K – $280K |
| Tier 2 | Working Class | 5+ | $550K – $1.5M |
| Tier 3 | Middle Class | 15+ | $2.5M – $7.5M |
| Tier 4 | Upper Class | 40+ | $12M – $35M |
| Tier 5 | Elite | 75+ | $60M – $120M |
| Tiers 6–9 | Endgame & Ascended | 250+ | $1.5B – $1T |
Unlike the old system where you traded in your home on upgrade, you now keep every property you buy. Your portfolio is your real-estate empire.
This is the heart of Blackridge real estate. Property owners can list unused properties for rent, creating a player-driven economy where landlords earn passive income and new players access high-tier perks early.
When you have an active address (owned or rented), its perks are applied globally to your operative. Perks do not stack between properties — only your current active address provides benefits.
Many properties generate Hourly Passive Income for their owner. This applies whether you are living in the property or renting it out.
Your active residence costs 0.1% of its purchase price per day in upkeep, deducted automatically. If you have production facilities (stills), those add to the upkeep cost.
As you gain experience in Blackridge, the Bureau authorizes access to increasingly advanced districts, equipment, and operations. To help you track your proximity to these authorizations, a Milestone Widget is visible at the top of the **CITY** view.
The tracker on your home dashboard automatically selects your next logical unlock. It displays the level required, a brief description of the reward, and a real-time progress bar calculated from your current XP.
"Wartime shortages create opportunity. The right chemist with the right materials can tip the balance of any engagement."
The CONTRABAND tab gives you a direct tactical advantage in combat by letting you craft illegal compounds from materials scavenged in the field. Navigate to it via the main sidebar to access the Black Market Laboratory.
Before you can craft anything, you need ingredients. Materials drop automatically from crime operations — they'll appear in your stash just like regular loot.
| Material | Drops From |
|---|---|
| Rationed Steel | Hijacking, Bank Robbery |
| Industrial Chemicals | Arms Trafficking, Counterfeiting |
| Baker's Yeast | Pickpocketing, Shoplifting |
| Dark Molasses | Pickpocketing, Shoplifting |
Your current stock of each material is displayed in the Salvaged Materials panel on the left side of the Contraband screen. Materials with stock light up in gold; empty rows are greyed out.
The right-hand panel shows all available recipes. Each recipe card displays the required materials, how many you currently hold vs. how many are needed, the resulting stat effect, and how long it lasts.
| Compound | Ingredients | Effect | Duration |
|---|---|---|---|
| Adrenaline Injector | 2× Chemicals + 1× Steel | +25% SPD | 15 min |
| Ceramic Armor Plate | 4× Rationed Steel | +25% DEF | 15 min |
| Back-Alley Moonshine | 1× Yeast + 1× Molasses | +40 NRV, −10% SPD | 10 min |
Crafted items land in your Stash, accessible via ARSENAL → STASH in the sidebar. Locate the consumable and press USE to activate it. The duration timer begins immediately and the compound's effects are applied to your next combat engagement.
Property owners can automate the production of contraband without manual crafting. By navigating to the PROPERTY tab, you can install and manage specialized production facilities. Each facility passively generates items over time, which can then be collected from your property panel.
| Facility | Product | Level Req | Property Req | Cost |
|---|---|---|---|---|
| Moonshine Still | Back-Alley Moonshine | 1 | Any | $100,000 |
| Chemical Laboratory | Adrenaline Injector | 30 | Tier 3+ | $1,000,000 |
| Armory Workshop | Ceramic Armor Plate | 60 | Tier 4+ | $2,500,000 |
Each installed facility can be upgraded in-place to improve efficiency. Upgrading a facility increases its production speed and maximum storage capacity.
| Tier | Speed Bonus | Capacity Bonus | Level Req |
|---|---|---|---|
| Mk I | Base Rate | Base Capacity | - |
| Mk II | +50% Speed | +5 Capacity | 30 |
| Mk III | +100% Speed | +10 Capacity | 60 |
| Mk IV | +150% Speed | +20 Capacity | 100 |
Beneath the wartime bureaucracy of the Bureau lies a shadow network of informants, political fixers, and street veterans. These are your Shadow Contacts. Unlike standard assignments, these NPCs offer immersive, narrative-driven quest chains that define your legacy in Blackridge.
| Contact | Role | Location/Focus |
|---|---|---|
| Alderman Crosse | The Corrupt Politician | 4th Ward — Political favors & underworld permits. |
| Rosalina Ferraro | The Nightclub Singer | The Blind Pig — Secrets, elegance, and high-society intel. |
| Sergeant Briggs | The Scarred Veteran | Mickey's Gym — Hard-hitting combat training and war stories. |
| Nana Kowalski | The Tenement Landlady | East Side — Street-level grit and immigrant tenacity. |
| Tick Delacroix | The Black Market Fence | Diamond District — Moving stolen goods and forged papers. |
| Elsa Krane | The Resistance Widow | Little Europe — Intelligence safe houses and clandestine ops. |
| Jimmy "Two-Face" | The Police Informant | The 4th Precinct — Deep secrets and precinct janitorial duty. |
Navigate to the CONTACTS tab in the Bureau sidebar. Here, you will see the active dossier for each available contact, including their role, a brief description, and your current quest progress bar.
Elite contacts (Tick, Elsa, Jimmy) utilize a Branching Dialogue System. During certain quest steps, you will be presented with teal-tinted italic buttons representing your response options.
When a progress bar is full, the contact is ready to speak with you again. The "View Dialogue" button will pulse with a golden aura. Return to the dialogue modal to advance the story.
"The Wire" is the Bureau's open-frequency broadcast channel, allowing every active agent in the city to communicate in real-time. It is the primary hub for sharing intelligence, recruiting for gangs, or simply bantering with fellow operatives.
To ensure signal clarity, the Bureau enforces the following protocols:
| Regulation | Details |
|---|---|
| Character Limit | Each transmission is limited to 300 characters. Keep your reports concise. |
| Rate Limiting | A 3-second cooldown is enforced between transmissions to prevent signal flooding. |
| Detention Blackout | If you are currently in Jail (Bureau Detention), your radio is confiscated. You cannot send transmissions until your sentence is served. |
Navigate to BUFFS in the sidebar. The Active Modifiers panel is a consolidated intelligence dossier that shows every active bonus, buff, and effect currently influencing your operative. Instead of manually checking individual systems, this single dashboard aggregates everything in one view.
| Source | What It Shows |
|---|---|
| Patronage | Donor tier perks — PvP Auto-Bank %, XP Bonus %, Bank Interest Bonus %. |
| Operative | Subscriber-exclusive bonuses — Crime Success, Energy Regen, Bail Reduction, Flight Discount. |
| Skill Tree | All active specialization bonuses across 11 branches with exact computed percentages. |
| Property | Stat bonuses from your current residence — Max Energy/Nerve, Jail Reduction, Health Regen, XP Bonus, Passive Income. |
| Equipment | Flat stat gains from equipped gear — Strength, Defense, Speed, plus Armor Penetration and Lifesteal procs. |
| Gang | Syndicate upgrade bonuses — Energy Regen Speed, Max Nerve, Crime Success, XP Bonus. |
| Overseas | Active foreign operations — Berlin Informant Network status. |
| Active Buffs | Temporary effects with countdown timers — Bartender XP Boost, Pervitin Rush, active drug effects. |
| Debuffs | Negative effects with countdown timers — Pervitin Crash (-50% XP), Overdose (24h hospitalization & item lockout). |
At the top of the page, a Summary Bar shows the total number of buff sources, total effects, and a breakdown of permanent vs. temporary modifiers. Each buff category is color-coded with a distinctive left-border accent for quick identification:
Individual effects are displayed as compact pills within each buff card, showing the label and computed value (e.g., XP Bonus +10%). Temporary buffs show a countdown timer indicating how long the effect persists.
Upon reaching Level 1,000 — the hard cap — your progression does not end. XP continues to accumulate beyond the level cap and fuels the Prestige System, an endgame overlay designed for the most dedicated operatives in Blackridge.
Navigate to PRESTIGE in the OPERATIONS sidebar group. This tab only appears after you reach Level 1,000.
Prestige XP is defined as your total XP minus the XP required to reach Level 1,000. As you accumulate Prestige XP, you ascend through five tiers, each granting a new title and Legacy Perk Points.
| Tier | Title | XP Required | Perk Points |
|---|---|---|---|
| I | Made Man | 15,000,000 | +1 |
| II | Consigliere | 35,000,000 | +1 |
| III | Underboss | 60,000,000 | +2 |
| IV | Capo di Tutti | 100,000,000 | +2 |
| V | Phantom Sovereign | 150,000,000 | +3 |
Each prestige tier you complete awards Legacy Perk Points. These are spent on permanent passive bonuses called Legacy Perks — bonuses that persist forever and cannot be reset or reassigned.
| Perk | Effect (Per Level) | Max Level |
|---|---|---|
| 💰 Midas Touch | +5% cash from crimes | 5 |
| 👻 Ghost Protocol | +10% health regen speed | 3 |
| ✈️ Shadow Logistics | −10% travel time | 3 |
| 🎯 Iron Nerve | +5% crime success | 3 |
| 🏦 War Chest | +5% job income | 3 |
| ⛓️ Last Stand | −10% jail time | 3 |
The Prestige view displays: