> For the complete documentation index, see [llms.txt](https://docs.cyberkongz.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.cyberkongz.com/kollect/encounters.md).

# Encounters

<figure><img src="/files/DpRYjn9O4a3lingkZDC5" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/xkrl14wy9STCUgyvnWfS" alt=""><figcaption><p>An opponent during an Encounter</p></figcaption></figure>

### Overview

Encounters are an exciting new counterpart to [Events](/kollect/events.md).

Similarly to[ Events](/kollect/events.md), Encounters are an on-chain occurrence during an [Adventure Run](/play/adventure-runs.md), whereby your CyberKongz VX triggers an opportunity to face an opponent and potentially win Kredits or Mystery Boxes.

The outcome of an Encounter is determined by the [Gear Score](/play/gear-score-gs.md) of the VX used.&#x20;

Higher[ Gear Score](/play/gear-score-gs.md) is directly correlated with increased Encounter win chances.

<figure><img src="/files/HDLvDDcmUHDmOVdrqo99" alt="" width="375"><figcaption><p>Loot available for Events and Encounters</p></figcaption></figure>

### Winning an Encounter

If a VX wins an Encounter, the Adventure Run will be deemed as successful resulting in:

* Winning Kredits or new Mystery Boxes
* No impact on HP

The rarity of loot available are determined by the tier of [Adventure Run](/play/adventure-runs.md) engaged:

<figure><img src="/files/335RmrO51JITFgFIUcBc" alt=""><figcaption><p>Recommended Level and Gear Score ranges per tier</p></figcaption></figure>

Encounter winning probabilities for each tier start low and increase linearly with [Gear Score](/play/gear-score-gs.md). This continues until the maximum range is reached.

### Losing an Encounter

If a VX loses an Encounter, the [Adventure Run](/play/adventure-runs.md) will be deemed as unsuccessful resulting in:

* No loot
* Loss of [HP](/play/health-points-hp.md)

The [HP](/play/health-points-hp.md) lost during an Encounter is determined by the tier of [Adventure Run](/play/adventure-runs.md) engaged:

<figure><img src="/files/2IjfQso5hH6gyqfliJks" alt=""><figcaption><p>Range of HP loss possible in each tier</p></figcaption></figure>

If the HP of a VX reaches zero, it will be knocked out and unable to carry out anymore runs until the daily HP reset which takes place at **06:00 am UTC**.\
During a reset, knocked out VX are restored to a default of 10 HP.

Players are able to continue with Adventure Runs with any HP above zero.

During a knockout whilst at 0 HP, any gear attached to a CyberKongz VX will become bound to the VX until it is back up above 0 HP, at which point gear may be able to be removed or changed as required.

Players will have the option to revive their VX sooner than the daily reset, using an [**Elite Medipack**](/play/health-points-hp.md)**.**

{% hint style="info" %}
Encounters are dynamic and subject to changes/updates in between seasons.
{% endhint %}
