Earning
Daily, work, the lucky wheel, robbing — and the cooldowns behind all of it.
Replace [prefix] with your server's prefix.
The Rotation
These are the commands you run whenever their timer is up. Everything pays into cash.
| Command | Cooldown | Pays |
|---|---|---|
[prefix]daily | 24 hours | 1,000 – 18,000, plus streak bonus |
[prefix]luckywheel | 24 hours | 3,000 – 11,000 |
[prefix]work | 1 hour | 1,000 – 5,000 |
[prefix]slut | 1 hour | 1,000 – 6,900, or a fine |
[prefix]rob | 20 minutes | Up to 15% of a target's cash |
[prefix]heist | 24 hours | 10,000 – 100,000, if it lands |

// Syntax
[prefix]cooldowns [member]
// Example
;cd
Daily and Streaks
;daily
The base payout is random between 1,000 and 18,000. On top of that comes a streak bonus, which is why claiming every day is worth more than the number suggests:
| Streak | Bonus |
|---|---|
| 3 days | +3% |
| 14 days | +5% |
| 30 days | +10% |
| Donator | +20% |
The donator bonus stacks with the streak bonus, so a donator on a 30 day streak claims +30%.
Miss two days in a row and the streak resets to 1. You have a full 48 hours from your last claim, not 24 — one late day won't kill a long streak.
// Syntax
[prefix]dailystreak
// Example
;dstreak
Shows your streak as a calendar, month by month, with every claimed day marked.

Work and Slut
;work
;slut
work gives you a random job and pays 1,000 – 5,000. It always works.
slut pays more — up to 6,900 — but only lands about half the time. Get caught
and you pay a fine instead, up to the amount you would have earned. Luck from
equipment pushes the success rate up, to a maximum of 85%.
The Lucky Wheel
// Syntax
[prefix]luckywheel
// Example
;lw
A wheel spins in the channel and lands on a colour. Every colour is a fixed payout between 3,000 and 11,000, once a day. There's nothing to bet and nothing to lose.
Robbing
// Syntax
[prefix]rob [member]
// Example
;rob @member
You need money in your bank to attempt a rob — that's what you're staking. The target needs at least 1,000 in cash, because cash is all you can take.
| Outcome | What happens |
|---|---|
| Success | You take between 1,000 and 15% of their cash |
| Caught | 20% of your bank is gone; 5% of that goes to the member as compensation |
Roughly one attempt in three succeeds. Equipment shifts this in both directions — luck and rob power for the thief, rob defense for the victim — and an Iron Skin Potion cuts what a successful thief gets by 15%.
The defence against robbing is [prefix]deposit.
There is no way to steal bank money, so a member who banks everything is simply
not a target.
Voting
Voting for Serenity pays 50,000 every 12 hours and hands you a key for a
loot crate. The link sits in [prefix]cooldowns
as soon as the timer is up.