Skip to navigation

The economy

Wallet and bank, jobs, gathering, the shop, crates, trading, robbing, and levels, and how they fit together.
View as Markdown

The economy is a small game inside the bot. You earn coins, keep them safe in a bank, spend them on tools and crates, gather loot, sell it, and trade with other players. Every command here is in the command reference.

FlCoins are the bot’s own currency, tracked separately from the FL Tokens on your FluxerList account. You can convert FlCoins into FL Tokens, but never the other way round. The timed claims pay out FlCoins too. See The three currencies for how they compare with the site’s FL Tokens and the paid FluxShards.

Wallet and bank

You have two balances.

BalanceWhat it is for
WalletWhat you spend, pay, and lose. Robbers can steal from it
BankSafe storage. Robbers can’t touch it. It has a limit, which starts at 5,000 and grows as you level up

!wallet shows your wallet, your bank with its limit, your net worth (wallet plus bank), and your level. Move coins with !deposit and !withdraw.

  • Amounts can be a number, all, half, or use k and m for thousands and millions, like 2k.
  • A deposit is limited by the free space in your bank, so deposit all only moves what fits.
  • Shopping, paying, gifting, bailing, and trade tax all come out of your wallet, not your bank. Withdraw first if you need to.

Keep only what you need in your wallet. Anything you don’t plan to spend in the next while belongs in the bank.

Jobs

!work is a job. Pick one, do a shift every 2 hours for pay, and move up the ladder. There are four branches with three jobs each.

TierYou needPay per shiftShifts per weekJobs
1Nothing, open to everyoneabout 35 to 752Dishwasher, Courier, Apprentice, Farmhand
2Level 5 and 12 lifetime shiftsabout 85 to 1503Line Cook, Driver, Blacksmith, Farmer
3Level 12 and 52 lifetime shiftsabout 180 to 3005Head Chef, Pilot, Engineer, Rancher

The branches are Kitchen (Dishwasher, Line Cook, Head Chef), Delivery (Courier, Driver, Pilot), Workshop (Apprentice, Blacksmith, Engineer), and Farm (Farmhand, Farmer, Rancher). Run !jobs to see every job with its exact pay range and what you qualify for.

CommandWhat it does
!jobs (or !work list)The job board
!work apply <job>Take a job
!workDo a shift
!work statusYour job, weekly quota, and promotion progress
!work promoteMove up to the next tier of your branch
!work resignQuit your job
  • Each shift pays a random amount in your job’s range. 15% of shifts are great (1.5x pay) and 10% are rough (half pay).
  • Shifts also give XP, more on higher tiers.
  • To be promoted you need 12 shifts in your tier 1 job, or 40 in your tier 2 job, plus the level of the next tier. A promotion also gives bonus XP.
  • Keep up with your weekly shift quota or you are fired. After a firing you can’t take a job for 6 hours, and after resigning you can’t for 3 hours. Your lifetime shifts are kept either way, so you can come back at the tier you earned.
  • If a server admin has turned off earning commands, !work is off there too.

Gathering

Three commands send you out for loot: !hunt, !fish, and !dig. Each one needs a matching tool from the shop.

CommandTool neededTool price
!huntHunting Rifle150
!fishFishing Rod100
!digShovel80
  • Each command has a 10 minute cooldown, and the cooldown starts even if you find nothing.
  • Every use has a 5% chance to break your tool, so a tool lasts about 20 uses on average. You can own more than one, and the reply tells you how many are left.
  • A roll can give you one item, a small coin find (digging only), or nothing at all.
  • Loot goes into your inventory. Sell it for coins when you’re ready.
  • If a server admin has turned off earning commands, the gather commands are off there too.

What you can find

Chances are out of each roll. A miss is any roll with no item or coins.

CommandPossible finds (item, sells for)
!huntRabbit (6), Duck (9), Boar (18), Deer (25), Golden Stag (150, legendary). About 15% of rolls find nothing
!fishOld Boot (1), Sardine (3), Trout (6), Salmon (11), Tuna (25), Treasure Chest (90, legendary)
!dig3 to 9 coins directly, Worm (2), Rusty Key (4), Bone (9), Ancient Relic (40), Gem (120, legendary). About 13% of rolls find nothing

The Golden Stag, Treasure Chest, and Gem each turn up on about 3% of rolls. A Treasure Chest is a crate, so you can open it instead of selling it. See Crates.

The shop

!shop lists everything for sale, with what each item does and what you own. !buy <item> [amount] buys it.

ItemPriceWhat it does
Shovel80Needed for !dig
Fishing Rod100Needed for !fish
Wooden Crate120A basic crate
Hunting Rifle150Needed for !hunt
XP Tonic80+50% XP for 1 hour. Start it with !use
Padlock250Stops the next robbery on your wallet
Coin Charm90+50% coins from claims and gather finds for 1 hour. Start it with !use
Iron Crate300A better crate
Lifesaver600Saves you from the fine and jail if a robbery of yours fails
Golden Crate650The best crate
  • You can buy up to 1,000 of an item at once, or use all or half to spend based on your wallet.
  • Item names and short aliases both work, for example rifle, rod, or iron.
  • Anything in the shop resells for half its price.
  • !item <name> shows the details of any item: rarity, sell price, where it comes from, and how many you own.

Items and inventory

!inventory (aliases !inv, !bag) shows what you own as an image. Add text to get a plain list instead.

Items come in five kinds:

  • Tools are used automatically by their command. They can break.
  • Loot is anything you find. It exists to be sold, gifted, or traded.
  • Crates are opened with !use.
  • Passive items (Padlock and Lifesaver) work just by sitting in your inventory and are used up when they trigger. See Robbing and jail.
  • Boosts (XP Tonic and Coin Charm) are started with !use. See Levels and XP.

Items have a rarity: common, uncommon, rare, or legendary. It decides the colour in your inventory and a few selling rules below.

Selling

!sell <item> [amount] turns items into wallet coins at their fixed sell price. You can sell up to 100,000 of one item per command.

  • !sell all sells every common and uncommon loot item. Tools, crates, and passive items are kept.
  • Rare and legendary finds are held back by !sell all so you don’t sell a prize by accident. !sell all rares includes them.
  • Crates can be sold too, at the price shown by !item.

!sell all after a gathering session is the quick way to cash out. Check !inventory first if you’re hoping to keep something.

Crates

Crates are the gamble of the economy. You buy one (or catch a Treasure Chest while fishing), open it with !use <crate>, and get coins, an item, or both over several crates.

CratePriceAverage payoutWhere from
Wooden Crate120about 107Shop
Iron Crate300about 275Shop
Golden Crate650about 589Shop
Treasure Chestnot sold, sells for 90about 181Fishing

Average payout counts items at their sell price. On average the shop crates pay back a little less than they cost, so they are a fun sink for coins, not a reliable income. The Treasure Chest is the exception: opening it is worth about twice what it sells for.

  • Each crate gives one roll: either a coin payout or one item.
  • Higher crates have better odds at rare items. The top drops are a Diamond Ring (Wooden), a Gold Bar (Iron), and a Royal Crown worth 3,000 (Golden).
  • You can open up to 10 crates per !use command. Extra crates stay in your inventory.
  • !crates lists every crate with its price, average payout, best drop, and how many you own.
  • !preview <crate> shows the full drop table with the chance of each result.

Crates are fully rolled and saved before anything is shown, so the animation never changes the outcome.

Watch the opening on the web

When you open a single crate, the bot can also post a link to a page that plays the opening as a scrolling reel and shows what you got. A few things to know:

  • The link only appears if the bot’s host has set up a public address for it, so you may not see one on every bot.
  • It’s a replay of a result that’s already saved. The page does not roll anything.
  • The link stops working after 1 hour or if the bot restarts. The result card in chat stays either way.
  • Opening several crates at once gives the summary card only, with no web link.

Trading, gifting, and paying

You can move value to other players three ways. All three share the same rules, which exist to stop people funnelling coins between their own accounts.

CommandWhat movesTax
!pay <@user> <amount>Coins from your wallet10% of the amount, destroyed. They receive the rest
!gift <@user> <item> [amount]Items10% of the items’ sell value, taken from your wallet and destroyed
!trade <@user> <your offer> for <their offer>Items and coins both waysOnly on the value gap. A fair swap is free

Shared limits:

  • Your economy account must be at least 24 hours old before you can send.
  • Per rolling 24 hours, you can send at most 25,000 and receive at most 50,000. Items count at their sell value. The send and receive limits are shared across pay, gifts, and trades.
  • You can’t pay or gift yourself or a bot, and a player has to exist in the economy (or be mentioned) to receive.

How a trade works:

  1. Write both sides, for example !trade @sam 2 rifle, 100 coins for 3 deer.
  2. The other player has 60 seconds to react with ✅ to accept or ❌ to decline.
  3. The swap happens in one go, or not at all. If either of you no longer has everything, nothing is exchanged.

If the sides aren’t equal in value, the player giving more pays a 10% tax on the difference, from their wallet. Both players need to be able to cover their offer, and coins in a trade come from the wallet. You can have one open offer at a time, with a short pause between offers.

Robbing and jail

!rob <@user> tries to steal from another player’s wallet. The bank is always safe.

RuleValue
Cooldown30 minutes
Chance of success40%
On successYou take 10% to 25% of their wallet, up to 5,000
On failureYou pay a fine of 12% of your wallet (at least 50). Half is destroyed and half goes to the victim, and you go to jail for 45 minutes
Your wallet must holdAt least 200, to cover the fine
Their wallet must holdAt least 100
ProtectionNobody can be robbed twice within 10 minutes
New accountsUnder 24 hours old, you can neither rob nor be robbed

Nobody is pinged or messaged. The victim sees it in their wallet.

Robbing is a gamble. Against a player with the same wallet as yours it is roughly break-even, and it pays better against richer players. Don’t count on it as income.

Protecting yourself

  • Padlock (250): stops the next robbery on you. The robber pays a fine and the padlock is used up.
  • Lifesaver (600): if you get caught robbing, it is used up instead of you paying the fine and going to jail.
  • Keep coins in the bank.

Jail

A failed robbery puts you in jail, where you can’t rob. !jail shows when you get out. !bail pays 300 from your wallet to leave right away.

Levels and XP

Most of what you do in the economy earns XP, and XP raises your level. Nothing needs setting up.

ActionXP
!work shift15 for tier 1, 22 for tier 2, 32 for tier 3
!hunt, !fish, !dig6 each
!checkin25
!weekly60
!hourly5
!beg2
!trivia8 for a correct answer
!scramble, !math6 for a correct answer
!rob12 for a success, 2 for a failure
  • Level 2 starts at 80 XP, level 3 at 240, level 4 at 480, and each level asks for more than the last.
  • Every level pays a reward of 40 FlCoins times the new level, so level 5 pays 200. The bot posts a level-up card when it happens.
  • Every level adds 500 to your bank limit, on top of the starting 5,000.
  • !profile shows your level, XP progress, job, bank, and active boosts. You can look at someone else with !profile @user. !levels shows the 10 highest levels as a leaderboard card.

Boosts

!use tonic or !use charm starts a boost for 1 hour. Using another of the same kind adds an hour, up to 6 hours in total.

  • XP Tonic multiplies the XP you earn by 1.5.
  • Coin Charm multiplies the FlCoins you earn by 1.5 from !checkin, !hourly, !work shifts, !weekly, !beg, the minigames, and loose coins from !dig. It does not change item sell prices, crates, or robbing.

Converting FlCoins to FL Tokens

!convert turns FlCoins into FL Tokens at 200 to 1, up to 5 tokens per rolling 24 hours. It only goes one way, and the FlCoins you spend are destroyed. The full breakdown, charts, and worked examples are on Converting FlCoins to FL Tokens.

Richlist

!richlist shows the 10 richest players by net worth, which is wallet plus bank, as a leaderboard card with each player’s wallet and bank. Players with nothing aren’t listed.

How it all fits together

1

Get started

Earn your first coins with a job or a claim, then buy a tool. Check what’s available with !shop.

2

Gather and sell

Run !hunt, !fish, and !dig every 10 minutes, then !sell all.

3

Bank your coins

!deposit what you don’t need, so robbers can’t take it.

4

Spend on upgrades

Buy crates, a Padlock, or a Lifesaver. Trade your spare finds with other players.

Coins that leave the economy are destroyed, not handed to anyone: transfer tax, half of every robbery fine, bail, and the small loss built into shop crates. That keeps coins from piling up without limit.