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.
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.
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 0 | 16 h | 1 | · |
| Voted stagesone vote and one payment per stage, in order | |||
| Stage 1 | 14 h | 2 | +3 % |
| Stage 2 | 12 h | 2 | +6 % |
| Stage 3 | 10 h | 3 | +9 % |
| Stage 4 | 8 h | 3 | +12 % |
| Stage 5 | 6,5 h | 4 | +15 % |
| Stage 6 | 5,5 h | 4 | +18 % |
| Stage 7 | 4,5 h | 5 | +21 % |
| Stage 8 | 4 h | 5 | +24 % |
| Stage 9 | 3,5 h | 5 | +27 % |
| Stage 10 | 3 h | 5 | +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.
Neighbouring concepts
Encounters touch four other systems. Each has its own page.
The commands
View information about comets and their rewards. · servers only
disableManage your structures
[action]propose / view / approve / withdraw[choice]Choice ID to approve/withdraw (e.g. ACQUIRE:DIVIDEND:1)
buydisableenablehtinformationlistmenuprimaryselltopManage your pets: care for them and equip one
equipfavoritefeedlistplayprestigequillreleaserenamererollskintreatviewwalkwaterEvery command has its own entry, with its syntax and arguments. A concept page does not document them, it explains why you type them.