奇遇 — what fires them, what closes them, and what they pay

A 奇遇 is not a quest you accept. Every one of them is already running on your character from the moment you create it, and the journal page only shows the ones you have already stumbled into. This page is what the game's own data says fires each of them, what the entry conditions actually check, and which of the 122 the shipped data cannot deliver.

A 奇遇 is a record, and you own all of them from birth

At character creation the game walks the whole quest table and accepts every 奇遇 and every 悬赏解密 whose accept check passes. For both types the accept check is a constant that is always true (PlayerQuest.Init, CanAcceptQuest). The same loop runs again at the end of every save load, so a 奇遇 added by a patch appears on an old character the next time you load.

The data holds 122 奇遇 and 61 悬赏解密. A running character shows 121 and 60 in its live lists because one of each has already self-completed (content-free placeholder rows, not encounters you did).

Consequences that matter while playing:

The journal only lists 奇遇 you have already touched

The 奇遇 page is built from PlayerQuest.GetQiyuShowQuestLog, which keeps a 奇遇 only if at least one of its steps has already been recorded. Until then it is running invisibly. The page is grouped by region and the tab is the 奇遇's own region tag, so the five 奇遇 with no region tag can never appear on it at all.

The trigger machinery

Each 奇遇 is a group of numbered steps. A step is one row carrying a condition expression, an optional prerequisite step, and optional side effects (items in, items out, a script, an attribute change). 685 rows across the 122 奇遇.

The expression. A leading flag says whether all the clauses must hold or any one of them (645 rows require all, 39 require any). Each clause is a type id plus parameters, and a clause can be negated with a trailing !, though no 奇遇 in this build uses negation.

Only 17 clause types are understood on the 奇遇 path. ConditionPrototype.GetNewConditionType maps exactly seventeen of the game's ~130 condition ids onto something the 奇遇 evaluator can check; everything else falls through to NewConditionType.None, and the evaluator's default branch returns false. Every clause the 122 奇遇 actually use is one of the seventeen (all 838 checked), so nothing is dead on that account.

Eleven of the seventeen are used at all. This is the whole vocabulary of 奇遇 triggers in this build:

Clause Count What it reads
ECT_AutoChat 558 a specific dialogue has been shown to you
ECT_ISBEATSOMENPC 142 a named NPC is in your beaten list (mode 1) or your killed list (mode 0)
ECT_Item 64 you are holding N of an item right now
ECT_IsBubbleChatHappened 57 a specific NPC 闲谈 group has played to the end near you
ECT_MailFinish 5 a specific letter from a specific NPC has resolved
ECT_NPCATTRI 5 an attribute of a specific unit clears a threshold — every use targets the player
ECT_PlayerWeaponType 2 the weapon class in your first slot (3 = bare hands)
ECT_PlayerAttackCount 2 your lifetime basic-attack count
ECT_DemolishObject 1 a specific breakable object has been smashed
ECT_IsNpcAutoChatFinished 1 an NPC's own auto-dialogue finished
ECT_KillNpcCount 1 your total kill count

What is not in that list is the point. No 奇遇 in this build is gated on time of day, on the calendar, on 好感 or 情分, on sect membership or sect standing, on 境界, or on any combat attribute. Guides that tell you to come back at night or wait for a festival are describing something else.

On what clock the check runs

The evaluator is not polled. Two paths wake it:

Walking somewhere, the clock, opening a menu: none of these moves anything.

The dialogue record is written when the window opens, not when it closes (NpcChatView.ShowNpcTalk calling SocialManager.AddPlayerAutoTalk), and the 奇遇 dispatch is then deferred half a second and further held until no other UI is open (SocialManager.WaitSendEvent). A 奇遇 that ticks over "a moment after you close the box" is doing exactly that.

闲谈: 20 metres, and which line you get is a coin flip

57 clauses across the table, and 42 of the 122 entry points, are an overheard 闲谈, the community's "stand near the NPC and listen to them mutter". That description is exactly right.

The mechanics, read out of NpcBubbleChatRegulator and BubbleChatData:

The conversation option: shown, hidden, or greyed out

The other big entry class is a conversation option that only exists once you have earned it. These are rows in the interaction table, always in the 交谈 group and always of the script type, and the nameplate marker keys off exactly that: an NPC gets the 奇遇 icon over their head when they have at least one such row whose show-condition passes and whose hide-condition does not (UnitHead, RefreshUnitHeadQuestInfo).

Three condition slots, and they do different jobs:

Slot Effect
condition option is hidden until this passes
condition2 option is hidden again once this passes — almost always "you have already had this dialogue"
condition3 option is shown but locked, with the failure printed as its label

Those slots are evaluated by the game's full condition switch, not the seventeen-entry 奇遇 subset, and that is where the second-order gating lives. Money thresholds, sect standing, 好感, realm and the rest can gate the option that starts a 奇遇 even though they can never gate a 奇遇 step directly. 万事通's rumour options, for instance, are locked until you carry more than 1,600 银两.

The 奇遇 marker loses to the quest markers. Main-quest and side-quest icons are tested first in the same chain, so an NPC who is also a live quest target shows no 奇遇 icon even when they have one waiting.

Why every 奇遇 has twice as many steps as it has beats

The steps come in pairs. The odd one has no prerequisite and repeats the previous pair's condition; the even one carries the prerequisite and the next condition. The odd row exists to fire the notification and to display the hint: its journal text ends with a coloured sentence telling you what to do next, and the even row is the same text with the hint replaced by the outcome.

The rule is in QuestLog.CheckQiYuCond: a newly recorded step with no prerequisite pops the 灵光一现 flash and goes on the notify list; a step with a prerequisite is filed silently. And neither happens for a 奇遇 with no region tag.

Ordering, branches, and what closes a 奇遇 off

Order is per-step, not global. 342 of the 685 steps name a prerequisite step; the other 343 can be satisfied in any order. A step with an unmet prerequisite is inert; its condition is not even read.

One step can end the whole thing. 85 steps carry a force-finish flag: the moment such a step is recorded, ConditionPrototype.IsQiYuGroupAchieved returns true and the 奇遇 completes regardless of what else is outstanding. 49 奇遇 have exactly one, and 16 have two or more, marking the ones with mutually exclusive endings: 爱吃鱼的狗, 云鹤疑云, 月下剑舞, 盗圣珍宝, 何仇何怨, 光头侠客, 婚宴惊变, 水贼肆虐, 小鬼难缠, 瓜保熟吗 (five endings), 除魔卫道, 寒门书生, 险途崎岖, 善人善粥, 慈悲为怀, 何为菩提.

The branch you did not take stays blank forever. When an ordinary quest finishes, the game marks all its remaining conditions achieved. For a 奇遇 it deliberately does not (QuestLog.OnFinish), so the other ending's journal entries never fill in and the 奇遇 cannot be resumed for them.

57 奇遇 have no force-finish step at all and need every step recorded.

What actually closes one off permanently. No 奇遇 step in this build has a time limit or a dynamic visibility flag, so the mechanism that permanently hides a step never applies to them. What closes one off is killing the NPC whose conversation option you still needed, taking the wrong branch of a two-ending chain, or, for the 64 clauses that ask you to be holding an item, selling or using that item before the clause is checked, since it reads your bag, not your history. (悬赏解密 clue cards read history instead; see below.)

Eleven that cannot start, one that cannot be walked, and one that reads the wrong record

Read out of the data rather than reported:

Eleven 奇遇 have a named title, a region, and zero steps. 昂贵的秘籍, 论道会友 (云鹤村); 寸草不生, 流云之试 (枰栌); 焦尾琴, 服气辟谷, 臭棋篓子 (淮陵); 嚣张跋扈, 进献之宝 (豫京); 遭劫掠的货商, 梅花傲雪 (雁州). Their condition group is empty. They are accepted at birth, no event can ever dispatch them, and they can never appear in the journal. Unfinished content, not something you missed.

Five more have no name and no region tag and are internal records: two are the "attack 50 times with a spear / with bare hands" markers, one is a kill counter, one waits on a single dialogue, and one is gated behind a step of the 英雄榜 main quest. None can show in the journal, and none of them pops the 灵光一现 flash, because that notification is suppressed for untagged 奇遇.

The kill-count 奇遇 is mis-keyed. Its only step asks for a cumulative kill count of 1. That clause registers a trigger keyed on (kill, <the required count>) rather than on an NPC id (QuestPrototype.RegisterCondDef), and nothing ever dispatches that clause type by sweep, so it can only fire if you kill the NPC whose prototype id is literally 1.

险途崎岖 contains the only step in any 奇遇 that is not a condition expression. It is a "walk to (1398, 955)" step, and the 奇遇 evaluator does not read that kind of step: it iterates the parsed clause list, finds it empty, and marks the step achieved (ConditionPrototype.UpdateNewAchievedState). The step's attached script therefore runs as soon as its prerequisite (killing the five wolves) is met, wherever you happen to be standing. The community reports this 奇遇 as one that hangs; this is the mechanism a fix would have to address.

伐木之斧's first step reads a record that is never written. Its opening clause asks that dialogue 956961 has been shown to you. 956961 is not a conversation line: it is 杨淳雄's 闲谈 mutter (chat type 4, group 2154). Overhearing a 闲谈 writes the group into the happened-chats list; it does not write the line into the shown-dialogues list, which is what this clause reads. Across all 685 奇遇 steps this is the only clause where the two records are crossed, and it is the 奇遇 the community singles out as broken. The NPC's own conversation option correctly asks for the 闲谈, so the chain is playable and its force-finish step is reachable; the 奇遇's first journal entry never opens.

Three 奇遇 hand out an item through an option whose take-back throws. Five interaction rows in the whole game write their remove-items list with & between entries, and the parser splits that field on ; (InteractSlot.DoInteactAddOrRemoveItems). The bare integer parse that follows is outside the try block that guards the add-items half. So: the item is granted, the exception fires, the materials are never taken, and the dialogue-close callback is left un-cleared so it runs and throws again on the next dialogue you close. The five rows are 居胥's 拿出云母 and 材料我已收集齐了 (伐木之斧), 沈悠's 拿出胡杨木和狼背筋 (江海图志·雁州), and 岑不龄's and 师寒's hand-over options (岑家嫁女). 拿出云母 also asks to take ten 云母, ten 赤铜 and ten 昆吾石 where the option's own requirement is three 云母 and nothing else.

悬赏解密 is a deduction board, not a quest chain

61 records, of which 48 carry content and 13 are empty placeholders. They never complete by condition: the finish check returns false for the type outright (PlayerQuest.CanFinishQuest). They complete only by solving the board, which force-finishes them.

How one works:

  1. Clues arrive. A 悬赏解密 lists 2–8 clue cards. A card becomes visible when its own show condition passes, and there are only three of those in the whole table: you have heard a specific dialogue (94 cards), you have ever obtained a specific item (57), or a specific 闲谈 group has played (26). The item clause reads your lifetime acquisition record, not your bag, so selling the item does not lose the clue. Once a card unlocks it is cached permanently.
  2. You pair them. Each card names the cards it matches. Dropping a set together is rejected unless every card in it matches every other, and unless the set is exactly the size the first card's match list expects (JieMiViewTuiLun.CheckTuiLun).
  3. You answer. A matched pair with a question attached puts up four answers, one right.
  4. All pairs right → solved, and the quest is force-finished. Wrong answers play the failure animation and leave the board open, so nothing is lost by guessing.

Only one 悬赏解密 in the table carries a completion reward group; the payoff is the story and whatever the clue items themselves were.

The thirteen martial-arts rumour boards cannot be opened. 风神腿, 排云掌, 天霜拳, 伤心小箭, 天罡童子功, 弹指神功, 孔雀翎, 天外飞仙, 幻箭诀, 追星赶月, 柳叶刀, 惊武回风拳 and 火雷引 each have two clue cards, and all 26 cards unlock on a 闲谈 condition pointing at a dialogue id that is a plain conversation line with group 0. Both clue evaluators resolve that id to its 闲谈 group and ask whether that group has played; no NPC in the game owns group 0, so the answer is always no. There are zero 闲谈 clue conditions in the entire table that point at a real group. The moves themselves are obtainable (the community's routes to them are scripted quest chains at named NPCs, and one of them, 惊武回风拳, is handed over by the 光头侠客 奇遇), but this deduction tier is unreachable as shipped.

The 48 real boards, with what unlocks their cards:

悬赏解密 Cards Card sources Questions
云鹤疑云 6 item×5, dialogue×1 2
菩提奇缘 2 dialogue×2 1
婚宴惊变 6 dialogue×4, item×2 3
雁门疑云 4 dialogue×4 2
三才三艺 6 dialogue×3, item×3 3
珈南遗迹 4 dialogue×2, item×2 2
沙匪宝藏 4 item×3, dialogue×1 2
澄心石像 4 dialogue×4 2
蛮蛮比翼 2 dialogue×1, item×1 1
侠窟秘藏 5 dialogue×3, item×2 2
韩洲遗物 5 item×3, dialogue×2 2
淮陵谜案 8 dialogue×5, item×3 4
藩王秘宝 7 dialogue×5, item×2 3
枯荣秘宝 4 item×3, dialogue×1 1
龙凤秘宝 4 dialogue×4 2
洞天秘宝 2 dialogue×1, item×1 1
沙鼠藏宝 4 dialogue×3, item×1 2
炎鸿铸剑 6 dialogue×3, item×3 3
仙州奇遇 6 dialogue×5, item×1 2
神武将军 4 item×3, dialogue×1 2
豫京迷案 6 dialogue×6 3
龙脉秘藏 2 dialogue×1, item×1 1
渊者组织 4 item×4 2
龙脉福岛 4 dialogue×3, item×1 2
百战刀圣 4 item×3, dialogue×1 2
家仇难消 4 dialogue×4 2
外村诡影 2 item×1, dialogue×1 1
迷途枫影 8 item×6, dialogue×2 4
神石下落 4 dialogue×3, item×1 2
鹰眼老七 2 dialogue×2 1
客栈真相 4 dialogue×4 2
罪与罚 2 dialogue×2 1
无涯迷阵 2 item×1, dialogue×1 1
往事疑云 8 dialogue×7, item×1 4
失窃疑云 2 dialogue×2 1
the 13 武学 rumour boards 2 each 闲谈×2 — unreachable, see above 1

The only numeric prerequisites in the system

Five 奇遇 records across three named chains gate on a player attribute. These are the whole of the hard numeric requirements anywhere in 奇遇:

奇遇 Requires
购买岛契 银两 ≥ 200,000 — buys the island deed from the trader near 不夜京's 御者
兵家传承 (two records) 兵学 ≥ 100
机杼传承 (two records) 墨学 ≥ 100

They re-check on every change to any of your attribute fields, so they open the moment you cross the line rather than on a zone or a day boundary.

What the community says, and what survives

Checked against 52PK's 枰栌 list, 游侠网's 枰栌 and 雁州 lists, 游民星空's 枰栌 guide and 九游's "有什么奇遇".

Claim Verdict
"Blue NPCs will start a 奇遇 if you stand near them while they talk to themselves" Right, and it is the single largest entry class — 42 of 122. The parts they leave out are the 20-unit radius, the 10-second cooldown, and that the NPC re-rolls which of their 闲谈 groups plays
"Stand in front of them and wait for the 灵光一现, or for the 奇遇 icon, then talk" Right on both, and the icon has a caveat they do not give: main-quest and side-quest markers are tested first, so a quest-target NPC never shows it
Coordinates given per NPC Accurate. Every one spot-checked matches the NPC's spawn x,z in the prototype table to within a metre or two. Those NPCs walk, so treat them as a search area
伐木之斧 "is bugged, you cannot finish it even holding the 云母" A real defect is there, and it is the only one of its kind in the whole 奇遇 table — but the defect as read blocks the journal entry, not the force-finish step. What actually hangs needs measuring in game
迫而为丐 "can be repeated for unlimited rewards" Contradicted. The option that pays out is hidden the moment its own dialogue is recorded, and that record is written when the box opens
险途崎岖 "gets stuck, don't do it yet" Confirmed, with a mechanism. It carries the only walk-to-a-coordinate step in any 奇遇, and the 奇遇 evaluator treats such a step as already satisfied
慈悲为怀 rewards 化境卷·登云梯 Wrong item. 登云梯 is a 技能卷 and it comes from 跳河男子 in 淮陵. 慈悲为怀 grants nothing directly
何为菩提 rewards 化境卷·行游逍遥; 善人善粥 rewards 化境卷·浪涌 and 善粥配方 Not in the readable data. Both chains grant their payoff through an attached script, which is packed in an asset bundle. Neither is contradicted; neither is confirmed
Names: 京城食神, 甜咸之争, 金半两的货物, 四象钥匙系列 Renamed or invented. This build calls them 豫京食神, 咸甜之争, 货物纠纷 and 四象龙珠
陈家仓库, 恶人腰牌, 伏明棍法, 龙虎玉佩, 浩然刀式, 醉生梦死, 遗失物品, 荒郊野岭, 采集药材, 秘窟钥匙 listed as 奇遇 Not 奇遇. None of these names exists as a 奇遇 in the quest table; they are other quest types
龙脉秘藏 listed as a 奇遇 It is a 悬赏解密, a two-card deduction board
九游's list: 神秘商人奇遇, 隐藏剧情奇遇, 江湖高手切磋奇遇, 神秘山洞奇遇, 江湖传闻奇遇, 角色专属奇遇, 节日活动奇遇 All fabricated. None of those categories exists in the data. 奇遇 are not typed, not random, not seasonal and not per-protagonist

Nothing in the community material mentions that all 122 are running from character creation, that none of them pays a completion reward, that eleven of them have no content at all, that thirteen 悬赏解密 boards cannot be opened, or that 好感, sect standing, the calendar and the clock gate no 奇遇 step anywhere in the game.

Where this was read

PlayerQuest.Init / CanAcceptQuest / AcceptQuest / CanFinishQuest / FinishQuest / DispatchQiyuByTrigger / DispatchQiYuConditionCheck / GetQiyuShowQuestLog / GetXuanshangJiemiQuestLogs / GetQuestLogByType / UpdateAutoFinishQuest / Load, QuestLog.CheckQiYuCond / GetAllQiYuCondType / OnFinish / CheckJieMiShowCond / CheckHaveOneJiemiItemCanShow, QuestPrototype.RegisterCondDef / RegisterTrigger / ParseXuanShangJieMiShowConds, ConditionPrototype.ParseNewCondition / GetNewConditionType / CheckOneNewCondDef / UpdateNewAchievedState / IsQiYuGroupAchieved / IsCanShow / OnAchieved, ConditionCheck.IsMatchConditions / CheckETC_Bubble / CheckETC_Item_Geted / CheckConditionSocial, QuestJieMi.CheckStrShowCondition, JieMiViewTuiLun.CheckTuiLun, NpcBubbleChatRegulator / BubbleChatData, SocialManager.AddPlayerAutoTalk / WaitSendEvent, NpcChatView.ShowNpcTalk / OnClickClose, InteractSlot.Handle_IT_SCRIPT / DoInteactAddOrRemoveItems, UnitHead.RefreshUnitHeadQuestInfo, and the tables questprototype, condition_group, questjiemi, npc_interact, dialoguelist, npc_prototype, item_base, loot_items.

What was checked live, and what was not. Two things were confirmed against the running game: the live quest counts (121 奇遇 / 60 悬赏解密 against 122 / 61 in the table, with the save file naming the two self-completed placeholders), and the conversation-option model. The trainer's interaction endpoint reports 邢泰 offering exactly the two 奇遇 options the data holds for 丢失的手镯, one shown and one withheld for want of the item, and 万事通 offering the rumour options with the same show/hide pattern the table predicts.

Everything else is a code and data reading and has not been measured: the 20-unit 闲谈 radius and its timings, the four broken records, the 悬赏解密 clue gating, and the entry point of every row in the table below. Two of those are worth measuring first because a wrong reading would matter most: whether 伐木之斧 can in fact be force-finished despite its crossed record, and whether any of the thirteen 武学 deduction boards can be opened by some route the data does not show.

One thing the data cannot tell you. 34 of the 685 steps run an attached script when they complete, and those scripts live in an asset bundle rather than in the readable tables. Where a chain's reward is not listed below, that is usually where it went.

Every 奇遇 in the data

122 rows, grouped by the region tag the journal uses. Steps is how many journal rows the chain has, roughly twice the number of things you actually do. How it starts is the first step with no prerequisite, resolved back to the NPC that delivers it; coordinates are that NPC's spawn x,z from the prototype table, and NPCs walk, so treat them as a place to look rather than a spot to stand. What it hands you lists only items granted outright by a step or by the conversation option that advances it; the generic treasure-chest loot groups several chains also roll are left out, and so is anything an attached script grants.

Two entries need reading with the section above: 伐木之斧 starts from 杨淳雄's 闲谈 at (1511, 1063) in the game but from a record the 奇遇 cannot see, and 险途崎岖's escort step is auto-satisfied.

No region tag

奇遇 Steps How it starts What it hands you along the way
(无名) 1 cumulative kill count —
(无名) 2 scripted conversation —
(无名) 1 50 basic attacks with the right weapon class —
(无名) 1 50 basic attacks with the right weapon class —
(无名) 1 scripted conversation —

云鹤村

奇遇 Steps How it starts What it hands you along the way
丢失的手镯 8 overheard 闲谈 — 邢泰(1098,1496) 葡萄酒
毕生之憾 4 scripted conversation; NPC 冯尔真(1099,1491) 化境卷·藏刀式、玉浮梁
竹间棋奕 6 scripted conversation; NPC 崇明知(1016,1512) 棋艺·临碣棋经·凡阶、银气散、化境卷·六龙回日
伤重之人 6 scripted conversation; NPC 乌孙行(1161,1476) —
昂贵的秘籍 0 — —
论道会友 0 — —
爱吃鱼的狗 10 overheard 闲谈 — 司昌盛(1063,1475) —
井中之物 4 overheard 闲谈 — 狗子(1086,1500) —
缅怀故人 2 scripted conversation —
瀑布锻体 2 overheard 闲谈 — 郑婶(1048,1477) —
落跑公主 6 overheard 闲谈 — 甄寅(1089,1477) —
年久失修 2 overheard 闲谈 — an unlisted villager —
菩提石像 8 talk to 永觉(1076,1530), pick 「请问大师如何能够心安?」 —
云鹤疑云 3 scripted conversation; NPC 任沛(1165,1488) 不夜京情报一
天门山上 4 talk to 万事通(1111,1481), pick 「询问江湖人士的传闻」 不夜京情报一
金光圃旁 8 talk to 万事通(1111,1481), pick 「询问江湖人士的传闻」 —
酒楼轶闻 2 scripted conversation —
虞令羽之墓 6 scripted conversation; NPC 步琪(1005,1487) —
菩提奇缘 4 scripted conversation; NPC 村长(1144,1501) —
月下剑舞 6 scripted conversation; NPC 村长夫人(1144,1500) —
江湖醉 6 talk to 李承誉(1096,1489), pick 「听李承誉嘀咕」 《飞檐走壁》、化境卷·五花滚身
何为霞璃 4 overheard 闲谈 — 秦一(1011,1532) 霞璃配方、破浪刀身
落水之人 2 scripted conversation —
茅草暗藏 2 万事通 sends a letter —
轻功高手 2 万事通 sends a letter —
琉璃重宝 2 overheard 闲谈 — 昝歌云(1086,1466) 化境卷·疏影横斜
神秘书信 4 scripted conversation; NPC 王铁(1073,1493) —
焕然一新 4 万事通 sends a letter —
盗圣珍宝 10 scripted conversation; NPC 万事通(1111,1481) —
机杼传承 8 scripted conversation —
购买岛契 6 银两 >= 200,000 岛契
机杼传承 3 墨学 >= 100 —
兵家传承 1 兵学 >= 100 —
兵家传承 2 兵学 >= 100 —
机杼传承 1 墨学 >= 100 —
飞仙剑客 2 scripted conversation —
飞仙剑客 1 beat/kill 沙匪 —

枰栌

奇遇 Steps How it starts What it hands you along the way
货物纠纷 4 overheard 闲谈 — 金半两(906,917) —
咸甜之争 7 scripted conversation; NPC 匡何峰(847,958) —
豫京食神 16 scripted conversation; NPC 屈画(926,933) 秘法:扫雪烹茶、皇帝炒饭配方、化患丹配方
江海图志·枰栌 4 talk to 沈悠(1007,865), pick 「这位兄台收成如何?」 鱼饵×10、枰栌钓竿、枯龙卷·残页
金利来之害 12 overheard 闲谈 — 董良骏(1003,775) —
良配佳缘 6 talk to 张春兰(958,782), pick 「张姨,这份金利来你拿去补补身子吧」 介绍信
少女之恼 4 overheard 闲谈 — 孔莹(870,792) 生发水
名酒醉生 2 overheard 闲谈 — 丁淑仪(898,816) 秘法:鹤傍池边、化境卷·二郎担山
酒中豪杰 8 overheard 闲谈 — 夫浩歌(958,929) 醉生配方、化境卷·镇鬼伏邪
何仇何怨 4 overheard 闲谈 — 易虞(1004,793) 化境卷·四童献铲
祖传宝刀 8 overheard 闲谈 — 林玲(936,891) 拂笑手
捉迷藏 4 overheard 闲谈 — 英子(984,786) 钉子、化境卷·越云泽
贪吃误事 4 overheard 闲谈 — 董涛(881,802) 糖人
美味糖人 4 overheard 闲谈 — 盛云(891,938) 糖人、武林趣闻一
教训熊孩子 4 overheard 闲谈 — 沈大娘(995,798) 武林趣闻二、化境卷·六合无风
武林趣闻 2 overheard 闲谈 — 施海(929,835) —
光头侠客 4 scripted conversation; NPC 齐玉(844,917) 香包、惊武回风拳
寸草不生 0 — —
四象龙珠 16 scripted conversation; NPC 空虚子(946,982) —
惩奸除恶 8 scripted conversation; NPC 谭彦杉(898,832) 孟章密匙、化境卷·银蛇刺喉
流云之试 0 — —
耳聋眼花 4 scripted conversation; NPC 步婶(878,792) —
婚宴惊变 28 scripted conversation; NPC 长天逸(896,782) 十全大补安胎丸、磅礴枪、一瞬惊云枪、枰栌文会入场令牌
走火入魔 2 overheard 闲谈 — an unlisted villager —
腰疼大婶 2 overheard 闲谈 — 张春兰(958,782) 介绍信

豫京

奇遇 Steps How it starts What it hands you along the way
慈恩大师 6 scripted conversation; NPC 慈恩(1492,444) —
绝命之托 4 scripted conversation; NPC 陈吾(1459,440) 天工图谱·卷四、化境卷·神遇
除魔卫道 12 scripted conversation; NPC 耿才俊(1405,527) —
包香诱人 6 overheard 闲谈 — 殷汶鑫(1517,379) 化境卷·南轩松
偶感流疾 6 scripted conversation; NPC 柳载仁(1446,292) 化境卷·天地同归
豫京恶霸 4 scripted conversation; NPC 康友(1526,383) —
赌瘾难戒 5 scripted conversation; NPC 杜苟(1525,451) —
博闻多识 4 overheard 闲谈 — 虎子(1464,451) —
师徒情深 4 scripted conversation; NPC 宇夏山(1453,565) 精制空冥玉
皇宫窃案 4 overheard 闲谈 — 士兵(1396,499) —
寒门书生 8 overheard 闲谈 — 芒景(1412,499) 上品玄脉丹
嚣张跋扈 0 — —
孤寡老人 8 scripted conversation; NPC 康友(1526,383) —
走失的女儿 10 talk to 姜鹭(1431,511), pick 「大婶,您这是怎么了?」 —
棋圣首徒 4 overheard 闲谈 — 江六儿(1554,377) —
假扮恶人 8 overheard 闲谈 — 南鸿(1544,409) 化境卷·游刃
进献之宝 0 — —
要账 12 scripted conversation; NPC 马工(1425,476) 化境卷·霸王击
旧时爱恨 6 scripted conversation; NPC 白飞尘(1437,439) 化境卷·龙叩首
忧郁之事 6 scripted conversation; NPC 小薇(1471,447) 晷针

淮陵

奇遇 Steps How it starts What it hands you along the way
拜先贤 2 scripted conversation; NPC 王溪(319,365) —
万世开太平 2 scripted conversation —
岑家嫁女 14 overheard 闲谈 — 岑不龄(211,581) 化境卷·余光横照、喜服、福喜饼
思乡之情 6 talk to 乌桢(241,661), pick 「阁下愁眉苦脸可是有什么苦恼?」 化境卷·苍松劲
焦尾琴 0 — —
服气辟谷 0 — —
水贼肆虐 14 overheard 闲谈 — 邓宇(297,659) —
神秘来信 6 scripted conversation; NPC 陈璞(209,660) —
小鬼难缠 6 scripted conversation —
爱狗大蓝 6 overheard 闲谈 — 小包子(197,586) —
江海图志·淮陵 6 overheard 闲谈 — 沈悠(232,692) 八方凌云丹配方
地痞流氓 6 overheard 闲谈 — 王崇城(195,565) 化境卷·宜尊贤
臭棋篓子 0 — —
跳河男子 8 overheard 闲谈 — 冉骏(248,629) 技能卷·登云梯
瓜保熟吗 13 scripted conversation; NPC 阿强(196,576) —
心有所募 6 overheard 闲谈 — 师师(221,715) —
淮陵美酒 8 overheard 闲谈 — 裴蒙(200,636) —
独闯淮陵 4 scripted conversation —

雁州

奇遇 Steps How it starts What it hands you along the way
重赋难堪 10 scripted conversation; NPC 包老爷(1506,1007) 玄门劲、化境卷·血流漂杵
神女飞天 4 scripted conversation; NPC 刑名(1596,968) —
珈南剑 8 talk to 刑名(1596,968), pick 「还是卖给你吧」 —
雁州要事 12 overheard 闲谈 — 谭峰(1518,964) —
险途崎岖 13 scripted conversation; NPC 蒋思聪(1397,953) —
迫而为丐 4 scripted conversation; NPC 岳樊(1511,1051) 残鸳配方、技能卷·正气诀
遭劫掠的货商 0 — —
江海图志·雁州 4 overheard 闲谈 — 沈悠(1550,1121) 化境卷·白骨化
善人善粥 11 scripted conversation —
壮志凌云 6 overheard 闲谈 — 陈千柳(1492,976) 化境卷·天翻地覆
慈悲为怀 7 overheard 闲谈 — 行尘(1520,1015) —
雁门争乱 8 scripted conversation —
伐木之斧 10 scripted conversation; NPC 居胥(1558,967) 伐木斧
雁州寻宝 12 overheard 闲谈 — 小虾仁(1586,1049) 标记着地点的地图、化境卷·丹心还昭
嚣张纨绔 14 overheard 闲谈 — 归春(1546,1013) —
梅花傲雪 0 — —
何为菩提 24 scripted conversation; NPC 间真(1622,1053) —