Encounter Sites
Encounter sites are multi-room dungeons discovered during exploration. Each site contains mobs distributed across several rooms that must be cleared one at a time. Clearing all rooms unlocks a chest reward containing materials and a chance at a recipe.
Discovery
While exploring a zone, each turn carries a 0.15% chance of discovering an encounter site. Sites come in three sizes determined by their total mob count:
| Size | Mob Count |
|---|---|
| Small | 2–3 |
| Medium | 4–6 |
| Large | 7–10 |
Mobs are distributed across rooms when the site is generated. You must clear rooms sequentially. The next room becomes available only after the current one is fully defeated.
If mob family tracking is enabled, encounter-site family discovery is biased toward the tracked family using a 4x weight boost, while non-tracked families are suppressed to 0.35x. Tracking also reduces overall ambush and site result rate to 0.75x normal. If the tracked family cannot build a valid site at the current tier, site generation falls back to the normal non-tracked family pool.
Mob Decay
Mobs in an unfinished encounter site decay at a rate of 0.25 mobs per hour (equivalent to one mob every four hours). If all remaining mobs in unfinished rooms decay before you finish, the site auto-clears and you receive the chest reward.
Rooms that were fully cleared through decay rather than combat do not contribute to the auto-resolve loot bonus. Plan accordingly: the longer a site sits unfinished, the lower your expected chest quality.
Combat Modes
Each room can be fought in one of two ways:
Auto-Resolve
Auto-resolve uses your active combat template to simulate the entire room instantly, up to 100 rounds. You do not control individual rounds, but you receive a bonus on the final chest: rooms cleared by auto-resolve contribute proportionally to a loot multiplier (up to 1.5x on material rolls) and a recipe chance multiplier (up to 1.5x).
Manual Combat
Manual combat lets you control each round individually. You can switch combat templates between rounds and target specific mobs within the room. Manual combat does not grant the auto-resolve chest bonus, but gives you full tactical control, which is useful when your template is not optimised for the mob types present.
Turn Cost
Each mob fought costs 50 turns, regardless of combat mode. Turn cost is calculated per mob, so a room containing three mobs costs 150 turns total.
Splash Cascade
Encounter site combat features a mechanic called Splash Cascade. When your attack misses its primary target, the attack bounces to another living enemy in the room. Each bounce independently re-rolls hit chance against the new target. This means missing one mob does not waste your action entirely when multiple enemies remain. The attack can still connect with a different mob.
Equipment Durability
Encounter site combat degrades equipped weapon and armour durability just like open-world encounters. Each hit you land reduces weapon durability, and each hit you take reduces armour durability. See Durability & Selling for the per-hit degradation rate.
Resource Management
HP, stamina, and mana carry over between rooms rather than resetting. However, all three regenerate naturally while you are between fights. You can also choose to rest before starting the next room to recover resources before engaging.
XP Rewards
Defeating mobs in encounter sites grants combat skill XP through the same pipeline as zone combat. XP is distributed to the attack skill associated with your equipped weapon (melee, ranged, or magic). XP is only granted when an entire room is fully cleared. Defeating individual mobs within a room does not award XP until the last mob in that room falls. Mob prefixes that carry XP multipliers apply normally.
Chest Rewards
Clearing all rooms unlocks a chest. Chest rarity, material rolls, and recipe chance scale with the number of rooms in the site:
| Rooms | Chest Rarity | Material Rolls | Recipe Chance |
|---|---|---|---|
| 1 | Common | 1–2 | 0.5% |
| 2 | Uncommon | 2–4 | 2.0% |
| 3 | Rare | 3–6 | 5.0% |
| 4+ | Epic | 5–9 | 8.0% |
Auto-resolve bonus: rooms cleared via auto-resolve contribute proportionally to a multiplier on material rolls (up to 1.5x) and recipe chance (up to 1.5x). A site where every room was auto-resolved receives the full multiplier; partially auto-resolved sites receive a proportional share.
Activity Lockout
While you have an active encounter site, other combat actions (including zone combat and expeditions) are disabled until the site is completed or abandoned. This prevents resource states from conflicting across simultaneous combat contexts.
Key Constants
| Constant | Value | Description |
|---|---|---|
ENCOUNTER_SITE_CHANCE_PER_TURN | 0.15% | Chance per exploration turn of discovering an encounter site |
ENCOUNTER_SITE_DECAY_RATE_PER_HOUR | 0.25 | Mobs lost per hour in an unfinished site |
ENCOUNTER_TURN_COST | 50 | Turns consumed per mob fought |
AUTO_RESOLVE_MAX_ROUNDS | 100 | Maximum rounds simulated during auto-resolve |
AUTO_RESOLVE_DROP_MULTIPLIER | 1.5x | Maximum chest material roll multiplier from auto-resolving all rooms |
AUTO_RESOLVE_RECIPE_MULTIPLIER | 1.5x | Maximum recipe chance multiplier from auto-resolving all rooms |