Spirit City Act 1
Spirit City Act 1 is the entry point into the Raid game mode, set in a city of the dead patrolled by soul reapers and their captains. Unlike Story stages, Raid only runs in a single Hard-tier difficulty, so there is no Normal fallback to fall back on while gearing up. The stage runs 15 waves and roughly 300 total enemy spawns, opening with 7x Soul Reaper and 9x Soul Footsoldier and climbing to a final wave of 15x Soul Reaper, 10x Soul Footsoldier, and 1x Crimson Fang alongside Glam Reaper, the boss that anchors the act.
Four enemy modifiers show up across the wave list: Immunity (the enemy cannot be stunned, slowed, or otherwise crowd controlled), Tank (trades speed for a larger health pool), Sprinter (trades health for a large burst of movement speed), and Bulwark (turtles behind a periodic defensive window that blunts incoming hits). Immunity is the one to plan around specifically, since any team leaning on crowd control to lock down waves will find it does nothing against Immunity-tagged spawns.
Every clear of Spirit City Act 1 pays a flat 125 Gems, 125 Gold, 145 Player EXP, and 1000 Unit EXP, plus 2 copies of a Spirit City food item and 10 Raid Tokens (mirrored by 10 Spirit City Tokens, a zone-specific currency). On top of the flat reward, this act carries two separate 5% pity-20 equipment drops, Ichigo's equipment and Kenpachi's equipment, and a smaller 2.5% chance at a Sword item with no pity counter. Because Raid gates access to two specific unit's equipment pieces that do not appear anywhere else, it is worth running even before a team can comfortably clear Act 2 or Act 3.
Details
Wave breakdown
Wave 1 opens with 7x Soul Reaper, 9x Soul Footsoldier.
By the midpoint, wave 8 of 15 throws 14x Soul Footsoldier, 5x Soul Reaper at the field.
The final wave caps the act with 15x Soul Reaper, 10x Soul Footsoldier, 1x Crimson Fang, with Glam Reaper anchoring the push.
Farm efficiency
Because Raid pays the same flat 125 Gems and 125 Gold on every clear regardless of act, Act 1 is the fastest of the three Spirit City raids to clear and therefore the most efficient Gem source per hour for a team that cannot yet handle Act 2 or Act 3's tougher bosses. Its real long-term value, though, is the Ichigo and Kenpachi equipment pity, both of which only drop from this specific act, so it stays worth running in rotation even after a team out-scales the Gem reward.
FAQ
Is Spirit City Act 1 available on Normal difficulty?
No. Raid stages, including all three Spirit City acts, only run on Hard. There is no Normal mode to fall back on while a team is still gearing up.
What is the boss of Spirit City Act 1?
Glam Reaper closes out the act, appearing in the final wave alongside a full spawn of Soul Reapers, Soul Footsoldiers, and a Crimson Fang elite.
What equipment drops from Spirit City Act 1?
Ichigo's equipment and Kenpachi's equipment each have a 5% drop chance with a 20-clear pity counter, and a Sword item can drop separately at 2.5% with no pity. These equipment pieces are exclusive to this act.
What enemy modifiers appear in Spirit City Act 1?
Immunity (cannot be stunned, slowed, or otherwise crowd controlled), Tank (trades speed for a larger health pool), Sprinter (trades health for a large burst of movement speed), and Bulwark (turtles behind a periodic defensive window that blunts incoming hits).
Other maps
Source-checked
Extracted from Anime Expeditions client data (maps.json, stage-drops.json, enemy-modifiers.json). updated · GuideDex staff. Report a correction.