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