Why run the Blue Lock Farm tower?
Public notes name Tower Dungeons as a Trait Token source. One Trait Token rerolls the trait on a character. The Plaza walk tied traits to the tower and called the tower a probable reward.
Blue Lock Farm tower dungeons are a Trait Token source from notes and a Plaza walk. Floors, enemies, drop rates, and party rules all stay unpublished.
Plaza tower dungeons as the Trait Token loop.
~13 min read
Blue Lock Farm tower dungeons on Place 132767904294856 (Finding Illusions) are a named Trait Token source. Public notes say a clear can pay Trait Tokens. A Plaza walk said traits are for the tower, then pointed nearby and called the rewards probable. Floor count, enemies, drop rates, and party rules are unpublished. Verified October 2, 2026. Play on Roblox.
| Fact | Detail |
|---|---|
| Place | 132767904294856 · 8-player servers · no soccer matches |
| What notes name | Tower Dungeons as a Trait Token source |
| Plaza walk | “Better traits for the tower,” then “probably rewards” |
| What that walk showed | The Plaza traits stop and a point toward the tower. No clear, no combat |
| Also pays tokens | TRAITS ×25. ADMINABUSE ×20 Trait Tokens. Dailies possible, count unpublished |
| One reroll | One Trait Token, spent on the traits panel |
| Tower keep | Slayer (Damage) or Berserk (Damage and Health). Phoenix, Angelic, and Sovereign already cover Damage |
| Farm keep | Fortune or Midas for Cash. Angelic and Sovereign cover Cash and the tower |
| Unpublished | Floors, enemies, drop rates, party rules, tokens per clear |
| Sheet status | A named source plus a hedged Plaza line. Not a clear log |
Two sources mention the tower. They do not describe a run. Notes name Tower Dungeons and Trait Tokens. The Plaza walk names the tower as the reason to roll traits, and it hedges the payout.

Public notes list Tower Dungeons as a way to obtain Trait Tokens. The same notes say a tower reward might include Trait Tokens or other resources, and they do not name those other resources. They also say the tower might sit with daily or challenge content. That “might” stays a note. This page does not turn it into a schedule, a reset time, or a second loot column.
About a minute and a half into a Plaza walk, the speaker moved from rank to traits. The line was that traits give you better traits for the tower, and that the tower over there probably gives rewards. “Probably” is the speaker’s word. The sentence does not say Trait Token, does not say how many, and does not say the speaker had just cleared a floor. Rank in that same breath is the cash-boost stand, written up on grade. The traits panel that spends the token is traits.
Right after “probably rewards,” the same walk named the market, where you can buy lockers without the conveyor. It then filled the plot, opened lockers, bought upgrades, and later unlocked floor 2 so more characters could stand on the base. That is the farm loop. It is not a dungeon clear. Nothing after the Plaza line returns to the tower.
Read the two sources together and they support one claim: the tower is a reward stop tied to traits, and notes identify the reward people are hunting as Trait Tokens. They do not support a map, a recommended team, or a tokens-per-floor number. If your server’s entrance shows a cost, a floor, or a reward preview, the HUD is the spec. This page will not guess ahead of that preview.
A Trait Token buys one trait reroll on a character you already own. The trait is one buff. Cash rows and combat rows are different buffs, and the keep rules are in the section after the token sources. Spending the token on a character you are about to delete throws the token away with that character. Placement, and which body is worth a token, is characters.
The Plaza is one building with several counters: base upgrades, rank, traits, the tower hint, and the locker market. Standing at the market does not start a dungeon. Opening the traits panel does not start one either. The walk only establishes that those counters sit near each other, and that the speaker treated traits as preparation for the tower and the tower as a probable reward.
Four sources are named. Two codes have published counts. The tower is the repeatable source, with no published amount per clear. Dailies are listed as possible, also with no count.
| Source | What you get | What is still blank |
|---|---|---|
| Tower Dungeons | Trait Tokens, per public notes | Tokens per clear, other rewards, floors, enemies |
| TRAITS | 25 Trait Tokens | One string. Case-sensitive. Left Shop |
| ADMINABUSE | 20 Trait Tokens, plus 20 Grade Tokens and 1 Variant Token | Grade Tokens are not trait rerolls |
| Dailies | Trait Tokens are listed as a possible reward | Quantity unpublished. Not a Sovereign plan |
| A character you will replace | Nothing you keep | The trait leaves with that character |
TRAITS pays 25 Trait Tokens. ADMINABUSE pays 20 Trait Tokens, 20 Grade Tokens, and 1 Variant Token. If both strings still redeem, that is 45 Trait Tokens. Fortune III, the Cash ×1.5 row, expects about 18 rerolls at its published 5.46%, so 45 tokens can reach a mid Cash row. Berserk, the practical tower row at 0.76%, expects about 132 rerolls. Sovereign at 0.01% expects about 10,000. The codes can start a keeper. They do not finish a rare combat row. The working list and the left-Shop path are codes and how to redeem.
ADMINABUSE’s Grade Tokens belong on the Ranking Stand, not on the traits panel. A Grade Token does not reroll a trait, and a Trait Token does not buy a letter. If the Shop rejects a string, stop mashing it. Use the tokens that did arrive. Variant forms are not defined on this page. Grade letters that were actually spoken are on grade.
Once the codes are spent, notes point at Tower Dungeons for more Trait Tokens. That is why the Plaza walk talked about traits for the tower in the same breath as a reward. You want a Damage row before a climb, and the climb is also where more tokens are supposed to come from. The amount on a clear is the blank. Planning “one token per floor” or “a boss chest of twenty” invents a rate this wiki has not seen.
Dailies are the other unnamed pile. Notes say a daily reward may include Trait Tokens. They do not say how many, how often, or whether the tower itself is that daily. Take a daily when it is on the HUD. Do not budget a Berserk or Sovereign hunt on a daily guess. If the live daily prints a number, that number replaces this paragraph.
Forty-five tokens, or whatever the tower actually pays, only matter on a character you will leave down. A trait multiplies that character. An empty pad multiplies nothing. Crate Cash from Fortune or Midas keeps ticking while you are away only if that character is placed: offline earnings.
The order that matches the sources is short. Redeem TRAITS and ADMINABUSE. Put a keeper on a slot. Open the Plaza traits panel and spend tokens until the row matches the job, Cash or the tower. Use further tower clears to refill the token pile. The job split is next. The full eighteen-row odds table lives on traits, and this page does not reprint every percentage.
Matched by build plan, shared topics, and guide progression — not random related links.
The tower and the farm want different columns. Damage and Health are the tower columns. Cash is the crate column. A row that raises the wrong column is a reroll, unless it is already rarer than the row you are hunting.
| Job | Keep | Reroll away | Why |
|---|---|---|---|
| Tower | Slayer I–III, Berserk | A lone Fortune if this character only climbs. Vitality I while you can still hunt Slayer | Slayer is the Damage line. Berserk is Damage and Health ×1.5 at 0.76% |
| Crate Cash | Fortune I–III, Midas | Vitality. Slayer if this character will never enter the tower | Fortune is Cash. Midas is ×2 Cash at 0.5% and ignores Damage |
| Both jobs | Assassin, Emperor, Phoenix, Angelic, Sovereign, or a high Fortune or Slayer you cannot afford to miss | A lone Vitality I or Fortune I if you still have tokens and accept the ×1.1 pool | Those mixed rows raise more than one column. Angelic and Sovereign serve the farm and the tower |
| Already Phoenix, Angelic, or Sovereign | Stop | Fishing for the name Slayer | Those rows already raise Damage, and they are rarer than Slayer I |
Slayer I, II, and III are Damage ×1.1, ×1.3, and ×1.5. Their published odds match the Fortune line: 16.4%, 10.5%, and 5.46%. A specific Slayer I expects about 6 tokens. A specific Slayer III expects about 18. Berserk skips Cash and sets Damage and Health to ×1.5 at 0.76%, about 132 tokens if you roll until that exact row appears. That pair is the practical tower plan: climb the Slayer numerals, and stop when Berserk appears.
Phoenix is all three stats at ×1.75 and 0.1%. Angelic is all ×2 at 0.05%. Sovereign is all ×3 at 0.01%. Each of those is already more Damage than Berserk, and each is much rarer. Rerolling one of them to “hit Slayer” spends a rare row to hunt a common one. If the panel shows Phoenix, Angelic, or Sovereign, the tower is covered and the Cash column is covered. Leave it.
Fortune I is ×1.1 Cash at 16.4%. Fortune II is ×1.3 at 10.5%. Fortune III is ×1.5 at 5.46%. Midas is ×2 Cash at 0.5%, so it beats every Fortune row on Cash alone. A character who only sells crates should stop on those rows. Taking that character into a tower idea and rerolling Midas into Vitality I is how a Cash ×2 becomes a Health ×1.1.
Assassin is Cash ×1.5 and Damage ×1.5 at 1%. On Cash it ties Fortune III and adds Damage, so a player who sells crates and also climbs can keep it. Emperor is Cash ×1.2 plus Damage and Health ×1.5 at 0.5%, the same odds as Midas. A pure Cash farmer still prefers Midas. A player who does both can keep Emperor. Vitality only multiplies Health. It is the row a Cash farmer replaces, and it is a weak tower stop next to Slayer or Berserk. Expected counts here are 1 divided by the published percentage. They are not a pity timer.
Fortune I, Vitality I, and Slayer I are 16.4% each, 49.2% combined. A reroll from a keeper often lands back on a ×1.1. That is the risk of fishing. A Slayer I is a fine first tower row and a bad trade for Berserk, Phoenix, Angelic, or Sovereign. A Fortune I is a fine first Cash row and a bad trade for Fortune III or Midas.
Bring one job per character when tokens are scarce. The plot can hold a Cash keeper and, later, a combat keeper. Who is actually earning, by the per-ball number on the unit rather than by a made-up roster, is characters. The percentages and the 1/p arithmetic in full are traits. Tokens to fund the next click come from the sources above, including the tower once a clear is something you can see.
Floors, enemies, drop rates, and party rules are unpublished. This page stops at that sentence. A blank is not an invitation to copy a chart from another game mode.
No source used here prints a floor count, a floor name, or a recommended clear order. The Plaza walk never entered a dungeon, so it never counted floors either. Writing “floor 1 through floor 10” or assigning a boss to a floor would be a guess. Guides that already print those names are ahead of the notes and ahead of that walk. This page will not launder the guess into a table.
The words “floor two” do appear later in the same Plaza walk, past the two-minute mark, and again when the base was upgraded further. Both times the speaker meant the plot: more room to place characters, and a higher earn rate because more characters were kicking. That expansion is base size. Prices and the upgrade order are on upgrades. Calling that unlock a tower floor mixes the farm with the dungeon.
Enemy names, health, damage, and boss titles are absent from the notes and from the Plaza walk. There is no combat in that walk to screenshot, so this page has no fight sequence and no enemy catalog. If a later clear shows a name on your screen, that name can be added from the HUD. Until then the enemy page does not exist, and this guide does not preview it.
Party size, shared rewards, revive rules, and whether a clear can be solo are the same kind of blank. The live game is an 8-player server, and that cap is the server, not a tower squad size. If the entrance asks you to queue with other players, follow the prompt. If it lets you walk in alone, the prompt has answered the question this paragraph refuses to invent.
Notes say Trait Tokens come from the tower. They do not say one per clear, one per floor, or a rare bonus on a last floor. “Probably rewards” from the Plaza walk is even softer: it does not name the item. The honest reward line is Trait Tokens, amount unpublished, other resources possible and unnamed.
That is enough to decide today’s clicks. Use the 25 and the 20 from the codes. Reroll a keeper. Keep the column that matches the job. Come back to the tower when you can see it, and let the reward preview on that entrance replace the word “probably.” The first-hour farm, if the plot is still empty, is the beginner guide. Token math after you own a pile stays on traits.
Public notes name Tower Dungeons as a Trait Token source. One Trait Token rerolls the trait on a character. The Plaza walk tied traits to the tower and called the tower a probable reward.
No. It said better traits for the tower, then probably rewards. Trait Tokens as the dungeon reward come from the notes. The walk did not count a drop.
Unpublished. This page does not print a floor list. Floor 2 in the same Plaza walk was a base expansion for more characters, not a dungeon floor.
No enemy list is published, and the Plaza walk has no combat. Boss names are not filled in here.
Unpublished. Notes name the token and do not give a count per clear. Other rewards are mentioned only as possible, with no item names.
TRAITS grants 25 Trait Tokens and ADMINABUSE grants 20. That is 45 if both redeem. A Slayer III expects about 18 tokens. Berserk expects about 132. The codes start the pile. The tower is the named repeatable source after that.
Slayer for Damage, or Berserk for Damage and Health ×1.5. Keep Phoenix, Angelic, or Sovereign if you already rolled them. Fortune and Midas are the Cash rows for crate farming.
Party rules are unpublished. The 8-player figure is the server size, not a squad requirement. Read the entrance prompt on your server.
On the Plaza traits panel, one token per reroll, on a character who will stay placed. Odds and keep order are on traits. Code strings are on codes.
Matched by build plan, shared topics, and guide progression — not random related links.