Combat & Cards · Concept

Encounters

Events the game fires on its own while you play: a comet for the whole server, three encounters that belong to you alone.

In short

An encounter is the game coming to you. You never ask for one: it shows up while you are typing something else. It is the only system whose timing and contents you do not choose, only what you do once it is there.

Every game command fires a hidden roll, invisible and free. It lands 4 % of the time as a comet, the one the whole server sees, and 10 % of the time as an encounter that appears for you only. Nothing stacks and nothing is stored: a missed roll is simply gone.

There are four encounters, split across two scopes. The comet is server scope: its message is public and opens 3 seats, one per player, first come first served. The other three are personal scope: they address whoever ran the command, and nobody else can click.

An encounter does not appear just anywhere. A comet needs a public server with at least 50 human members, and a channel an admin has opened to encounters. A personal encounter only needs a solicited channel, meaning a channel where you were just playing, or a direct message to the bot: it will never barge into a channel that asked for nothing.

After a comet the server goes on cooldown: 16 h at first, 3 h for an organization that paid every upgrade, plus a random 0 to 60 min so the timing never becomes predictable. Your personal encounters run their own 6 h timer, and it starts when the encounter appears, claimed or not.

Every encounter, and everything it drops

There are four kinds of encounter. One falls on a whole server at once, the other three come looking for you alone. One tab each, with the real table the game rolls on.

Server-wide Comet

A comet falls on the whole server: every message has a 4 % chance of pulling one down, in a guild of 50 members or more. The first 3 people to claim it each get their own roll on this table.

Seats3 Per message4 % Members50 Drop types21
Drop ChanceUnlocks atWhat you get
Logging haul 6,7 % Stage 1Logs and planks straight from the chopping table.
Mining haul 6,7 % Stage 1Ore and stone straight from the mining table.
Digging haul 6,7 % Stage 1Soil, sand and clay straight from the digging table.
Potion 6,7 % Stage 2A brewed potion, the kind the alchemy station turns out.
Explorer gear 6,7 % Stage 1A piece of exploration equipment, boots or better.
Cooldown reset 6,7 % Stage 1Wipes the cooldown on one of your commands.
Random card 6,7 % Stage 1One card pulled straight out of the library.
Consumable 6,7 % Stage 3A single-use item: a map, a scroll, a repair kit.
Seed 6 % Stage 1A farm seed, ready to plant on your parcel.
Endercoins 5,3 % Stage 2Endercoins, paid straight into your pouch.
Card essence 5,3 % Stage 2Essence, spent on summons and on the Reforge.
Fish 5,3 % Stage 2A catch from one of the fishing spots.
Produce 4,7 % Stage 2A harvested fruit or vegetable, straight from a field.
Ingot 4 % Stage 3A smelted ingot, the metal every tool is made of.
Dark mana 3,3 % Stage 4Dark mana, the only thing the Crypt of Ikaros runs on.
Fertilizer 3,3 % Stage 3Compost or powder, to push a harvest past what it would give.
Rune 2,7 % Stage 2A rune, to add to a tool or to strip one off.
Apothecary stock 2,3 % Stage 3An ingredient the alembic asks for by name.
Alloy 2 % Stage 4A high-tier alloy, the metal behind the best gear in the game.
Dish 1,7 % Stage 5A cooked dish, and the timed buff that comes with it.
Mana 0,70 % Stage 5Raw mana. The rarest thing a comet can hold, and the reason to keep looking up.

A pet at full prestige tilts all of this: up to 22,5 % more chance an encounter finds you, 30 % more out of it, and 30 % chance to walk away from a sprung trap.

A server waits between 3 h and 16 h between two comets, depending on how far its encounter structure is upgraded. You personally wait 6 h between two solo encounters.

The upgrade ladder

An encounter upgrade is a structure your organization votes for and pays: it belongs to the server, never to a player. The ten stages leave the encounters that appear for you alone untouched; they speed up the comet and widen its loot.

Stage Wait between comets Drop tier Extra bundle
Nothing votedwhere an organization stands before any encounter upgrade
Stage 016 h1·
Voted stagesone vote and one payment per stage, in order
Stage 114 h2 +3 %
Stage 212 h2 +6 %
Stage 310 h3 +9 %
Stage 48 h3 +12 %
Stage 56,5 h4 +15 %
Stage 65,5 h4 +18 %
Stage 74,5 h5 +21 %
Stage 84 h5 +24 %
Stage 93,5 h5 +27 %
Stage 103 h5 +30 %

Every stage is paid from the organization treasury: 6 000 endercoins for the first, 500 000 to raise them all. It is a collective purchase, never a personal expense.

Stage 0 is not a lock. An organization that voted nothing still gets its comets, at drop tier 1, which is 7 possible kinds: the upgrade widens the table, it does not open it.

The commands

View information about comets and their rewards. · servers only

enable Enable comet appearances.
channels Configure comet drop channels
pingrole Set the role pinged when a comet appears.
status Display the current status of active comets.
Also disable
>structure
>structures · >str

Manage your structures

vote Propose / view / approve / withdraw in the General Assembly
  • [action] propose / view / approve / withdraw
  • [choice] Choice ID to approve/withdraw (e.g. ACQUIRE:DIVIDEND:1)
Also buydisableenablehtinformationlistmenuprimaryselltop

Manage your pets: care for them and equip one

Also equipfavoritefeedlistplayprestigequillreleaserenamererollskintreatviewwalkwater

Every command has its own entry, with its syntax and arguments. A concept page does not document them, it explains why you type them.