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Moonlighter 2: The Endless Vault Endless Vault Gold Gates

Lifetime totals I–V, the 300k one-day VII run, and what each gate opens.

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Vault Unlocks

The Endless Vault is the brass device in Tresna that turns lifetime shop earnings into story keys, town unlocks, and gear. It is not a donation box. Gold is not consumed when a challenge completes. If you have 80,000 in the purse and Vault II asks for 50,000 earned, you still have 80,000 after the cutscene. Spending 25,000 on Ms Scratch’s shop expansion also does not rewind the meter. This page is the gold table for challenges I–IV, V at 500,000, and VII at 300,000 in one day. Use it with the Endless Vault guide and the shop prices tool. Weapon hammer timing sits on the Weapons Tier List.

The game shipped 1.0 on 2 September 2026 with seven story challenges plus an Infinite Vault afterwards. Endless Vault VI is the sixth narrative key from the Blob-Life patch (20 May 2026). Digital Sun did not publish a lifetime gold number for VI the way I–V are listed. This table lists every published gold target you should plan around: I 10,000, II 50,000, III 120,000, IV 200,000, V 500,000, and VII 300,000 in one day. Do not invent a wallet figure for VI; finish the Codex trial that patch names.

Gold table

ChallengeGold targetWhat it is
Endless Vault I10,000 lifetimeFirst key. Happens in a handful of honest shop days.
Endless Vault II50,000 lifetimeShop expansion path, Hex path, Julien’s portal, patches.
Endless Vault III120,000 lifetimeMid-game key. Town and perk room continue to open.
Endless Vault IV200,000 lifetimeBurning Hammer for Andrei. Ultimate melee recipes.
Endless Vault V500,000 lifetimeFifth key, Greed Colosseum access, late narrative.
Endless Vault VIUnpublishedBlob-Life narrative key. No published lifetime gold number.
Endless Vault VII300,000 in one dayEndgame gold spike. Opens the repeating golden Vault.

Lifetime means earned across the save, not held. Dying in a dungeon does not erase Vault progress. Selling at Cheap still counts; you simply earn less per relic. The Vault stops counting a challenge the moment you hit the number, so if you are 2,000 short of 10,000, do not dump a 2,000-stamp Legendary and a full Uncommon shelf in the same morning. Bank the extra for II.

VII is different. It is 300,000 gold in a single shop day, not 300,000 more lifetime. That is a bag of high-rarity, high-quality relics, calendar hearts, Perfect Stamps, and a shop that is already at a high level. 1.0’s shop level 5 and Infinite Vault exist so this number is a skill check, not a typo.

What the gates actually unlock

I (10k). Tomo’s Merchant’s Grimoire and The Gallery open. You are still on Merchant weapons, but the second biome is the new job.

II (50k). This is the first real fork. Ms Scratch (Doña Guita) can offer a 25,000 gold shop expansion for extra showcases. A portal south of the Moonlighter holds the Weird Prisoner arm; pay 500 gold and Julien steps out with patches. Hex unlocks as a dungeon path with no extra quest. Julien’s tailoring and Tomo’s research both become worth gold instead of curiosity.

III (120k). Mid-game key. Expect more town vendors, perk room, and the sense that Gallery and Aeolia are now the job, not a visit.

IV (200k). The important gear gate. The Vault grants the Burning Hammer. Andrei crafts Ultimate Short Sword, Large Sword, Spear, and Gauntlets (2,000 gold plus Echo Links, Moon Flowers, or Oneiric Stones depending on class). If you care about the weapons list, this is the number you chase on purpose.

V (500k). Greed and Glory tied the Greed Colosseum and the fifth narrative key to this layer: a post-boss wave gauntlet across biomes. You should already have Blo-Beam, a named melee, and a backpack Sliver has stretched.

VI (Blob-Life narrative key). The May 2026 drop added the sixth story challenge. The published lifetime table stops at V’s 500,000 and then jumps to VII’s one-day 300,000. This wiki will not guess a gold number for VI. If the cube or Codex is asking for the sixth trial, play the beat Blob-Life introduced instead of stamping a Legendary into a made-up target.

VII (300k in one day). 1.0’s capstone gold challenge. Completing it opens the golden / Infinite Vault loop: repeating high-gold days, cosmetics, and the merchant flex the achievement list calls out. Hardcore is a separate 1.0 toggle; it does not change these numbers, it only makes death expensive.

How to hit the numbers without wasting a Legendary

  1. Stamp Perfect. Faces and stamps are on the shop prices page.
  2. Put quality on Rares and above, not on Silence Shells, as the relics list argues.
  3. Watch the Codex calendar. Hearted biome days are how 50k arrives before you are bored of Kalina.
  4. Buy showcases when Scratch offers them. Four shelves cannot print 200k at a sane pace.
  5. Do not spend every coin the night before a Vault turn-in on cosmetics. The challenge does not take the gold, but you still need potions, hammer crafts, and slots.
  6. For VII, plan a dedicated day: full bag, shop perks first, then Expensive only after the meter is full, no Overpriced dead air.

The Vault is the spine of Tresna. Moloch stranded Will here; the device is the deal that lets a shopkeeper buy a way forward. Treat the table as a schedule. I and II happen while you learn. IV is a gear appointment. V is endgame adjacent. VI is the Blob-Life story key without a published gold figure. VII is a one-day performance. More tools sit in the Tools Hub. Version context sits in 1.0 notes.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Does the Vault take my gold?

No. Challenges track gold earned. Completing I–V does not empty your purse. VII is a one-day earnings target, still not a fee.

Is Vault III 120,000 or 125,000?

Plan for 120,000 lifetime gold. That is the gate this wiki uses for challenge III.

What does Vault IV give me?

The Burning Hammer for Andrei, which unlocks Ultimate melee crafts at 2,000 gold plus class materials.

How is challenge VII different?

It asks for 300,000 gold in a single shop day, not 300,000 more lifetime. Prepare a high-rarity bag and a fully perked shift.

Can I overshoot a challenge on purpose?

The Vault stops counting that challenge once the target is met. Bank extra relics for the next gate instead of dumping everything in one morning.