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Blood Money Empire

Mugging

Same-city cash grab. Non-lethal - wallet percentage, armor wear, cooldown. Gym stats tilt the scrap.

Updated 4 days ago

Mugging is quick PvP cash theft. Smaller than a kill. Still costs someone.

Rules

  • You and the target must be alive, in the same city, not jailed, and not healing.
  • Player targets must sit within 2 experience ranks of you (higher or lower). NPCs ignore that band.
  • Higher ranks unlock richer NPC marks (and a higher daily NPC mug cap). Street NPCs stay available early.
  • Target needs cash on hand. Banked money stays banked: Banking & Savings.
  • You get a short rotating list of nearby marks (six at a time). Same list on web and in the iOS app.
  • Success steals a percentage of their wallet. Failure grants small XP only.
  • On success the victim takes non-lethal health damage - never below 1 HP.

Cooldown applies between attempts.

Armor

  • Equipped armor cuts mugging damage.
  • Successful muggings wear the victim’s armor (same durability rules as kills).
  • Failed muggings do not damage armor.

Loadout detail: Loadout & Armor.

City Gym

Gym stats nudge mugging success odds. Rank still decides who you can mug.

  • What matters is your offence against their defence - not who has the bigger total. Strength and speed push odds your way; their stamina and dexterity push back.
  • Both sides can take a small health chip. A short fight log may show after the resolve.
  • Equipped melee and armour matter in the scrap. Guns do not.

Train fists and melee at the City Gym. Gun accuracy is a different grind: Shooting Practice.