> For clean Markdown of any page, append .md to the page URL.
> For a complete documentation index, see https://docs.fluxerlist.com/llms.txt.
> For AI client integration (Claude Code, Cursor, etc.), connect to the MCP server at https://docs.fluxerlist.com/_mcp/server.

# 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](/bot-commands).

> **Note**
>
> FlCoins are the bot's own currency, tracked separately from the FL Tokens on your FluxerList account. You can [convert FlCoins into FL Tokens](/bot-economy-convert), but never the other way round. The [timed claims](/bot-tokens) pay out FlCoins too. See [The three currencies](/currencies) for how they compare with the site's FL Tokens and the paid FluxShards.

## Wallet and bank

You have two balances.

| Balance | What it is for                                                                                                              |
| ------- | --------------------------------------------------------------------------------------------------------------------------- |
| Wallet  | What you spend, pay, and lose. Robbers can steal from it                                                                    |
| Bank    | Safe storage. Robbers can't touch it. It has a limit, which starts at **5,000** and grows as you [level up](#levels-and-xp) |

`!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.

> **Tip**
>
> 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.

| Tier | You need                        | Pay per shift    | Shifts per week | Jobs                                      |
| ---- | ------------------------------- | ---------------- | --------------- | ----------------------------------------- |
| 1    | Nothing, open to everyone       | about 35 to 75   | 2               | Dishwasher, Courier, Apprentice, Farmhand |
| 2    | Level 5 and 12 lifetime shifts  | about 85 to 150  | 3               | Line Cook, Driver, Blacksmith, Farmer     |
| 3    | Level 12 and 52 lifetime shifts | about 180 to 300 | 5               | Head 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.

| Command                   | What it does                                   |
| ------------------------- | ---------------------------------------------- |
| `!jobs` (or `!work list`) | The job board                                  |
| `!work apply <job>`       | Take a job                                     |
| `!work`                   | Do a shift                                     |
| `!work status`            | Your job, weekly quota, and promotion progress |
| `!work promote`           | Move up to the next tier of your branch        |
| `!work resign`            | Quit 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](/bot-tokens#turning-earning-off), `!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.

| Command | Tool needed   | Tool price |
| ------- | ------------- | ---------- |
| `!hunt` | Hunting Rifle | 150        |
| `!fish` | Fishing Rod   | 100        |
| `!dig`  | Shovel        | 80         |

* 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](/bot-tokens#turning-earning-off), 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.

| Command | Possible finds (item, sells for)                                                                                                    |
| ------- | ----------------------------------------------------------------------------------------------------------------------------------- |
| `!hunt` | Rabbit (6), Duck (9), Boar (18), Deer (25), Golden Stag (150, legendary). About 15% of rolls find nothing                           |
| `!fish` | Old Boot (1), Sardine (3), Trout (6), Salmon (11), Tuna (25), Treasure Chest (90, legendary)                                        |
| `!dig`  | 3 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](#crates).

## The shop

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

| Item          | Price | What it does                                                             |
| ------------- | ----- | ------------------------------------------------------------------------ |
| Shovel        | 80    | Needed for `!dig`                                                        |
| Fishing Rod   | 100   | Needed for `!fish`                                                       |
| Wooden Crate  | 120   | A basic crate                                                            |
| Hunting Rifle | 150   | Needed for `!hunt`                                                       |
| XP Tonic      | 80    | +50% XP for 1 hour. Start it with `!use`                                 |
| Padlock       | 250   | Stops the next robbery on your wallet                                    |
| Coin Charm    | 90    | +50% coins from claims and gather finds for 1 hour. Start it with `!use` |
| Iron Crate    | 300   | A better crate                                                           |
| Lifesaver     | 600   | Saves you from the fine and jail if a robbery of yours fails             |
| Golden Crate  | 650   | The 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](#robbing-and-jail).
* **Boosts** (XP Tonic and Coin Charm) are started with `!use`. See [Levels and XP](#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`.

> **Tip**
>
> `!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.

| Crate          | Price                  | Average payout | Where from |
| -------------- | ---------------------- | -------------- | ---------- |
| Wooden Crate   | 120                    | about 107      | Shop       |
| Iron Crate     | 300                    | about 275      | Shop       |
| Golden Crate   | 650                    | about 589      | Shop       |
| Treasure Chest | not sold, sells for 90 | about 181      | Fishing    |

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.

| Command                                         | What moves                | Tax                                                                |
| ----------------------------------------------- | ------------------------- | ------------------------------------------------------------------ |
| `!pay <@user> <amount>`                         | Coins from your wallet    | 10% of the amount, destroyed. They receive the rest                |
| `!gift <@user> <item> [amount]`                 | Items                     | 10% of the items' sell value, taken from your wallet and destroyed |
| `!trade <@user> <your offer> for <their offer>` | Items and coins both ways | Only 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.

| Rule                   | Value                                                                                                                                |
| ---------------------- | ------------------------------------------------------------------------------------------------------------------------------------ |
| Cooldown               | 30 minutes                                                                                                                           |
| Chance of success      | 40%                                                                                                                                  |
| On success             | You take 10% to 25% of their wallet, up to 5,000                                                                                     |
| On failure             | You 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 hold  | At least 200, to cover the fine                                                                                                      |
| Their wallet must hold | At least 100                                                                                                                         |
| Protection             | Nobody can be robbed twice within 10 minutes                                                                                         |
| New accounts           | Under 24 hours old, you can neither rob nor be robbed                                                                                |

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

> **Warning**
>
> 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.

| Action                   | XP                                          |
| ------------------------ | ------------------------------------------- |
| `!work` shift            | 15 for tier 1, 22 for tier 2, 32 for tier 3 |
| `!hunt`, `!fish`, `!dig` | 6 each                                      |
| `!checkin`               | 25                                          |
| `!weekly`                | 60                                          |
| `!hourly`                | 5                                           |
| `!beg`                   | 2                                           |
| `!trivia`                | 8 for a correct answer                      |
| `!scramble`, `!math`     | 6 for a correct answer                      |
| `!rob`                   | 12 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](/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](/bot-economy-convert).

## 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

#### Get started

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

#### Gather and sell

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

#### Bank your coins

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

#### 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.