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Random encounters

The rare ambushes and lucky gifts that can follow a crime, a shift, a gym session or a trip: when they happen, who is protected, what winning means.

Last checked Category The streets

Vesper City is never quite predictable. After certain things you do, the city may throw something at you: a rival who has been waiting in an alley, or a stroke of luck. Neither happens often.

When they can happen

After a crime, a job shift, a gym session, or when you arrive from a trip. At most one encounter per action, and only when you are free: never while you are in jail, in hospital, on the road or busy. You get a notice when one happens, and the full story is a click away.

Ambushes

An NPC rival from the Rivals list (Rivals and Locals) jumps you.

  • How often: about 0.5% of the time after one of those actions, and at most once every 24 hours. Luck never changes it.
  • Who is protected: nobody below level 10 is ever ambushed, and neither is a new player still under protection (see Fights).
  • Who attacks: a rival within 3 levels of yours (one from your district first). If none is that close, the nearest in level; above level 70 that can be a top rival risen to your level.
  • The fight: it plays out at once, like a Quick fight, with your gear. By default you fight at your normal strength. A gut feeling can occasionally steer you clear before it starts, and that counts as the day's ambush.
  • If you win: a little XP (25% of that rival's) and pocket change (10% of the rival's cash).
  • If you lose: a short stay in hospital, 10 to 30 minutes, and nothing else: never your money or your items. See Jail and hospital.
  • A draw: if nobody is down after the exchanges, nothing is won or lost.

Lucky gifts

A stroke of luck that fits where you are.

  • How often: about 0.2% of the time after the same actions, a little more with Luck, from level 1. At most 1 a day. For an active player that is about one every few days.
  • Cash: worth about 5% of a day's income at your level, give or take 20%.
  • Items: about 15% of gifts are an item instead: usually a common consumable worth at most $1,000, and now and then a collectible.
  • Never: Gold, gear, or packs.

Your record

Your record counts the ambushes (by result) and the lucky finds (cash or item type) you have had.

Tips

  • Heal up before the next crime run: an ambush can come at any time after level 10.
  • Keep your gear in good shape: ambushes use it.