The economy
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.
!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 usekandmfor thousands and millions, like2k. - A deposit is limited by the free space in your bank, so
deposit allonly 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.
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.
- 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,
!workis off there too.
Gathering
Three commands send you out for loot: !hunt, !fish, and !dig. Each one needs a matching tool from the shop.
- 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.
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.
- You can buy up to 1,000 of an item at once, or use
allorhalfto spend based on your wallet. - Item names and short aliases both work, for example
rifle,rod, oriron. - 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 allsells every common and uncommon loot item. Tools, crates, and passive items are kept.- Rare and legendary finds are held back by
!sell allso you don’t sell a prize by accident.!sell all raresincludes 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.
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
!usecommand. Extra crates stay in your inventory. !crateslists 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.
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:
- Write both sides, for example
!trade @sam 2 rifle, 100 coins for 3 deer. - The other player has 60 seconds to react with ✅ to accept or ❌ to decline.
- 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.
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.
- 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.
!profileshows your level, XP progress, job, bank, and active boosts. You can look at someone else with!profile @user.!levelsshows 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,!workshifts,!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
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.