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Earn

Gather resources, commit crimes, rob users, go on heists, and work your job to stack cash.

How earning works

Every earn command runs through a shared engine that handles streaks, multipliers, criticals, jail, and wanted level. Understanding this system helps you maximize your income.

Streak multiplier

Run earn commands back-to-back within 60 seconds of each other to build a streak. Each consecutive earn within that window adds +5% to your payout, stacking up to +50% at a 10-command streak.

Critical hits

Every earn roll has a chance to land a crit or a bad-luck outcome: Active boosts can modify these chances.

Earn multiplier

Active boost items (purchased from the shop) stack a multiplier on top of all earnings. Check ;boosts to see what’s currently active.

Gathering commands

Low-risk, no-fail earn commands. These always succeed.
Track and hunt animals in the wild. Scenarios include rabbits, deer, boars, and rarer catches. Payout scales with the animal’s rarity.
Cast your line. One of the fastest cooldown earn commands. Catches range from small bait fish to large tuna.Alias: ;f
Dig for ores and gems underground. Coal, iron, gold, and rare gemstones all have different payout ranges.
Gather herbs, mushrooms, and wild plants. Consistent mid-tier payouts.
Unearth buried finds. Anything from old coins to buried treasure.
Log timber. Oak, pine, mahogany, and rare exotic wood all have different values.
Harvest your crops. Long cooldown but high payout. Worth scheduling around your session.
Craft items from materials. Moderate cooldown and consistent payouts.
Scavenge through junk piles. Quick mid-tier command.
Open loot boxes. Payout varies by box tier.
Explore new locations for hidden riches. Longer cooldown, higher top-end payout.
Full treasure hunt expedition. One of the highest individual payouts in the game. Worth the wait.
Epic adventure with the highest possible payout. Use boost items before running for maximum returns.

Risky commands

These commands have a success rate and can fail, potentially fining you or sending you to jail. Your wanted level (see below) modifies success rates.
Ask strangers for money. Low payout but shortest cooldown. Can occasionally fail with a small fine. No jail risk.
Search locations for valuables. Can fail with a small fine but no jail risk.
Commit criminal acts for big rewards. Failure results in a fine (50–50–200), bumps your wanted level, and has a 35% chance of jail (1–3 hours).
Pick pockets in a crowd. Moderate risk with jail chance on failure.
Go on patrol. Can backfire and result in jail time.

Work

Work your job to earn a salary. Unlike other earn commands, work earnings go into a pending salary that you collect manually.
Work a shift at your current job (1h cooldown). Earnings accumulate in pending salary. After 50 shifts you get a +20% salary bonus; after 200 shifts the bonus becomes +50%.

Wanted level

Failing risky commands (crime, pickpocket, patrol) bumps your wanted level from β˜…β˜†β˜†β˜†β˜† up to β˜…β˜…β˜…β˜…β˜…. Higher wanted levels actually increase your success rate on risky commands β€” but also increase the severity of consequences when you do fail.
Shows your current wanted level and the exact modifiers it applies.

Jail

Check if you’re currently jailed. Shows remaining time and exact release timestamp.Aliases: ;cell, ;sentence

Getting out early

Pay bail to free yourself or a jailed friend. Bail cost is calculated as (remaining_minutes Γ— $50), capped at $5,000.

Rob

Steal money directly from another user’s wallet.
  • Base success rate: 45%
  • Steals up to 25% of the victim’s wallet (minimum $50)
  • Both you and the victim have a 5-minute cooldown after an attempt
  • If the victim has an active Rob Shield boost, the attempt is blocked entirely
  • On fail: fine + wanted level bump + 35% jail chance
You cannot rob someone who is already in jail, and you can’t rob while jailed yourself.

Heist

Organize a group heist for massive payouts. The leader pays the buy-in upfront to open a lobby.
A lobby opens for 60 seconds. Other users can join (and also pay the buy-in) or bail out (refund). Once the timer expires, the heist resolves.
A lobby opens for 60 seconds. Other users can join (and also pay the buy-in) or bail out (refund). Lobbies are stable across bot restarts β€” if the bot restarts mid-lobby, it resumes without losing members. Once the timer expires, the heist resolves:
  • Success: Payout is split equally among all members. Buy-ins returned.
  • Fail: All members go to jail (60–180 minutes). Buy-ins are lost.
  • Extra crew members above the minimum increase the success rate by +10% per extra person.
Coordinate in your server before running ;heist β€” the 60-second lobby window is tight.