The Undercity
Enter the City

Wiki

How The Undercity works β€” every rule, formula and number.

Every number on this page is read from the live game rules, not typed by hand. When the balance changes, the Wiki changes with it.

The Undercity is a browser crime MMO. You start with $500 in your pocket, a base of 5 in every stat and a full energy bar, and you build from there: commit crimes for cash and XP, train your stats, gear up, buy property and businesses, join a gang and fight for Manhattan's districts.

  • Cash vs bank. Money in your pocket can be stolen in PvP; money in the bank is 100% safe. Everything you buy is paid from your pocket, so withdrawing is the moment of exposure.
  • Energy is the action currency. Max 100 (more with a residence), regenerating 1 point every 3 minutes β€” empty to full in about 5 hours. It regenerates while you are offline, in jail or in hospital.
  • HP only matters in fights. Max HP = 100 + your Strength (base and gear) + any HP bonus from gear. 1 HP regenerates every 2 minutes. Losing a fight costs HP; hitting 0 sends you to the hospital.
  • XP and levels. XP comes from successful crimes only. Going from level L to L+1 costs round(50 Γ— L^1.6) XP. The level cap is 50; XP keeps counting past it for the rankings.
  • Stat points. Every level grants 5 stat points (a total budget of 250 at the cap). One training action spends one point.
  • Newbie protection. You cannot be attacked or raided while you are under level 5 OR your account is younger than 24 hours. Both conditions must clear before you become a target.
  • Everything is decided on the server. Every roll (crime, fight, loot, casino) is seeded and computed in the database β€” nothing is rolled in your browser, and every timer counts on the server clock.
XP curve
LevelXP to next levelTotal XP at this level
1500
215250
5657951
101,9916,687
153,80820,100
206,03443,440
3011,544127,481
4018,292272,332
50β€”489,709

Crimes are the main source of cash, XP and loot. There are 13 crimes in 5 tiers, unlocked by level. Each attempt costs energy and rolls once for success; a failure can land you in jail.

  • Success chance = (base % + Ξ£ stat Γ— weight βˆ’ tier difficulty + gear crime bonus) Γ· 100, clamped between 5% and 95%. Stats include gear and active drug effects. The Crimes page shows your live chance for every crime.
  • Reward. A success pays a random amount between the crime's min and max, boosted by any "Crime Reward" gear bonus, and grants its fixed XP. Failures pay nothing.
  • Jail. After a failure a second roll checks the crime's jail risk (plus "Jail Risk" modifiers from gear and drugs). A bust locks you up for tier Γ— 5 min, so tier 1 = 5 min and tier 5 = 25 min. Penthouse and Mansion shorten sentences by 10% / 20% (never below 30 seconds).
  • Loot. Each success rolls at most one item drop. Rarities are checked rarest first with the chances in the table below; the item is then picked from the pieces that drop on that tier. Consumables can drop on the same roll (Soda: 10% on any tier).
  • No client dice. The roll is seeded from your id, the crime and the server time β€” replaying the request cannot change the outcome.
Crime catalog
TierCrimeMin levelEnergyBase %Jail riskRewardXPStat weights
T1 Β· PickpocketSwipe a Phone1562%6%$60–$1406SPD 0.35, CUN 0.15
T1 Β· PickpocketLift a Wallet1565%5%$50–$1505SPD 0.3, CUN 0.2
T2 Β· ShopliftingShoplift Jewelry3845%12%$180–$38014SPD 0.2, CUN 0.35
T2 Β· ShopliftingShoplift Electronics3850%10%$150–$40012SPD 0.25, CUN 0.3
T2 Β· ShopliftingRaid Warehouse41042%13%$200–$42015SPD 0.2, CUN 0.2, STR 0.2
T3 Β· Grand TheftSteal a Sedan61248%18%$400–$90025SPD 0.3, CUN 0.25, STR 0.1
T3 Β· Grand TheftJack a Sports Car71440%22%$500–$95030SPD 0.35, CUN 0.2, STR 0.1
T3 Β· Grand TheftHijack a Cargo Truck81532%20%$700–$1,20035SPD 0.15, CUN 0.2, STR 0.3
T4 Β· HeistRob a Credit Union122025%30%$1,500–$4,00060SPD 0.15, CUN 0.3, DEF 0.1, STR 0.2
T4 Β· HeistCrack the City Vault152520%35%$2,000–$5,00080SPD 0.1, CUN 0.35, DEF 0.1, STR 0.2
T5 Β· Grand HeistRob the Museum182818%38%$6,000–$14,000130SPD 0.2, CUN 0.35, DEF 0.15, STR 0.1
T5 Β· Grand HeistCrack the Casino Vault243214%45%$10,000–$24,000200SPD 0.15, CUN 0.4, DEF 0.15, STR 0.2
T5 Β· Grand HeistRaid the Federal Reserve303810%55%$20,000–$50,000320SPD 0.15, CUN 0.4, DEF 0.2, STR 0.25
Jail sentence by crime tier
TierSentence
T1 Β· Pickpocket5 min
T2 Β· Shoplifting10 min
T3 Β· Grand Theft15 min
T4 Β· Heist20 min
T5 Β· Grand Heist25 min
Item drop chance per successful crime, by rarity and crime tier
RarityT1 Β· PickpocketT2 Β· ShopliftingT3 Β· Grand TheftT4 Β· HeistT5 Β· Grand Heist
Street12%10%6%4%3%
Hustler2%4%6%6%5%
Syndicateβ€”β€”2%3%5%
Kingpinβ€”β€”β€”0.8%1.5%
Godfatherβ€”β€”β€”0.02%0.1%

Four stats drive everything: Strength, Defense, Speed and Cunning. All start at 5. Training on the Training page spends one stat point and some energy to raise a stat by 1.

  • Strength β€” main PvP attack stat, raid power, and +1 max HP per point.
  • Defense β€” main stat for resisting PvP attacks; light help on tier 4–5 heists.
  • Speed β€” best stat for tier 1–3 crimes; helps both attack and defense in PvP; counts toward raids.
  • Cunning β€” best stat for tier 2, 4 and 5 heists and for raids; barely matters in PvP.
  • Budget. You earn 5 points per level, 250 in total at level 50. Points already spent are read from the stats themselves (stat βˆ’ 5), so there is no respec.
  • Energy cost of one training action = 5 + floor(stat Γ· 25): it grows as the stat grows.
  • On top of training: equipped gear adds flat stats or % effects, a residence in a tier 2 / tier 3 district adds +5% / +10% to all stats, and drugs add timed buffs and debuffs.
Training energy cost by current stat value
Stat valueEnergy per action
55 energy
256 energy
507 energy
758 energy
1009 energy
15011 energy
20013 energy

Attack other players to steal the cash in their pocket. A fight costs 10 energy and is resolved by a single roll against your attack power versus their defense.

  • Attack power = STR Γ— 1.0 + SPD Γ— 0.5 + CUN Γ— 0.3. Defense power = DEF Γ— 1.0 + SPD Γ— 0.4. Both include gear, residence and active drug effects.
  • Win chance = attack Γ· (attack + defense), clamped between 2% and 98%. Nobody is ever a sure thing. "PvP Power" multiplies your power before that division β€” equal Power on both sides cancels out, and the closer a fight is, the more a point of it moves the odds.
  • Winning steals 10% of the target's pocket cash β€” all of it, however much they are carrying, with no ceiling β€” less if the loser wears gear with "PvP Steal Loss", which shrinks what leaves their pocket in either direction, whether they were attacked or attacked and lost. Banked money is untouchable.
  • Losing costs the loser 20 HP. If that drops them to 0 they go to the hospital for 2 minutes (a drug's "Hospital Time" effect can shorten or lengthen that; gear cannot β€” gear discounts the bill instead) and leave with full HP. If YOU lose an attack you started, the defender takes 10% of your pocket (same cap) and you take the damage.
  • Rules of engagement. Targets must be within Β±5 levels of you, not in jail, not in hospital and not under newbie protection. 30 seconds between attacks, and the same player only once every 2 hours. Territory wars waive the level bracket and the same-target cooldown between the gangs at war.
  • Hunting. The target list is a random sample of the city, with members of gangs you are at war with always on top. Filter by name or gang tag. Pocket wealth is shown as a fuzzy band, never the exact amount: πŸ’Έ under $10,000, πŸ’° from $10,000, πŸ’°πŸ’° from $100,000, πŸ’°πŸ’°πŸ’° from $1,000,000.
  • Online means active in the last 5 minutes. Victims see the theft in real time, and every fight β€” started by you or brought to you β€” is kept in the Combat Log.

Two ways to lose time. Jail comes from failed crimes and failed raids; the hospital comes from fights, overdoses and failed raids. Both lock you out of actions until the timer runs out or you pay.

  • Bail and hospital bill share one base price: 5 Γ— the biggest max reward of any crime you have unlocked. It jumps at tier boundaries, not with every level. "Bail Cost" and "Hospital Bill" gear effects reduce it, capped at 90% β€” you always pay at least 10%.
  • Hospital times. PvP knockout: 2 minutes. Overdose: a random span in the drug's range (see Dealer). Failed raid: βˆ’30 HP and 10 minutes if that knocks you out.
  • Jail times. Failed crime: tier Γ— 5 minutes. Failed raid: 15 minutes + 5 minutes for every defense installed on the business you hit.
  • Leaving the hospital restores full HP β€” by the clock or by paying. You never walk out one hit away from going back in.
  • While locked up you can still use the chat, the bank and your profile. Releases are automatic and use the server clock; the app checks on every action, so a clock set wrong on your phone cannot cheat the timer.

The bank is the only safe place for cash. Deposits are free, instant and unlimited, and there is no interest, no fee and no minimum.

  • Deposit from anywhere with the button in the top bar. Withdrawing only happens on the Bank page β€” that trip is deliberate: cash in your pocket is what rivals can see and steal, 10% of it every time they beat you, with no ceiling. Walking around rich is a decision.
  • Recurring costs pull from the bank. Business bribes and property upkeep charge your pocket first and then your bank balance, so banking your money never costs you a shop or your home.
  • Net worth for the Wealth ranking counts cash + bank + your residence's price + everything you have sunk into your businesses: what each slot cost, every upgrade, and every defense.

Gear moves between players on the Market. Anyone can list items; buyers choose how many units to take from a listing.

  • A listing is stock at a unit price. "6 pants for $600" means six $100 pants; a buyer can take 1, 3 or all 6. Minimum $1 per unit.
  • Fee. The seller receives the price minus 10% (amounts under $10 pay no fee). The seller is notified on every sale.
  • Expiry. Listings last 48 hours, then the items return to the seller's inventory.
  • Price guide. The market shows recent sale prices per item so you can price against the going rate.
  • Quick sell. Any item can be sold instantly to the city for 30% of its base price. The unit you have equipped is never sold by mistake.
  • Where gear comes from. There is no NPC store for gear: every piece in the game dropped from a crime at some point (see Items).

59 pieces of gear across 5 rarities, worn in 15 loadout slots. Gear is the only way to add power beyond training, and it never wears out.

  • Slots: helmet, body armor, fists, pants, feet, belt, 3 weapon slots, 3 backpack slots and 3 jewelry slots. One item per slot; a stack can have one unit equipped.
  • Effects. Core stats (STR/DEF/SPD/CUN, or "All Stats") add directly. Percentage effects are summed across everything equipped: Crime Success, Crime Reward, Jail Risk, PvP Power, PvP Steal Loss, Hospital Bill, Bail Cost, Business Income, Max Energy, Max HP.
  • Rarities, rarest last: Street, Hustler, Syndicate, Kingpin, Godfather. Higher rarities only drop from higher crime tiers.
  • The Items page is the full codex: every item, which tiers it drops on, its per-tier drop chance, base price and quick-sell value, with the ones you own highlighted.
Street Β· 11Hustler Β· 14Syndicate Β· 14Kingpin Β· 12Godfather Β· 8
Drop chance by rarity and crime tier (same table as Crimes)
RarityT1 Β· PickpocketT2 Β· ShopliftingT3 Β· Grand TheftT4 Β· HeistT5 Β· Grand Heist
Street12%10%6%4%3%
Hustler2%4%6%6%5%
Syndicateβ€”β€”2%3%5%
Kingpinβ€”β€”β€”0.8%1.5%
Godfatherβ€”β€”β€”0.02%0.1%

Drugs restore energy and grant timed effects β€” usually a buff paired with a debuff. You buy them from player-run drug spots (bocas) on the Dealer page, keep them in your Stash and use them from there.

  • Prices are set by shop owners, at or above wholesale. The table shows reference retail prices.
  • Overdose risk = (drug's base risk + its streak increment Γ— doses taken in the last 60 minutes) Γ— (1 + "Overdose Risk" effects). A dose every hour resets the streak; chaining doses climbs fast.
  • Overdosing sends you to the hospital for a random time in the drug's range (shortened or lengthened by "Hospital Time" effects). The risk meter on the Dealer page reads: low ≀ 15%, moderate ≀ 30%, high ≀ 50%, dangerous ≀ 75%, critical above that.
  • Soda is a consumable that drops from crimes: βˆ’50% overdose risk for its duration. Adrenaline refills energy to max.
  • Shop owners can pull stock from their own boca straight into their stash.
Drug catalog
DrugReference priceEnergyDurationEffectsBase OD riskOD hospital
Weed Β· Stoned$50+1520 min-3 SPD, -5% Jail Risk, -2 STR, +3% Crime Success3%20 min – 40 min
Speed Pill Β· Wired$100+2015 min+3 SPD, -2 DEF5%30 min – 1 h
Cocaine Β· Cocaine Rush$1,000+5010 min+5 CUN, +8% Jail Risk, +5 STR15%40 min – 1 h 15 min
Heroin Β· Numbed$2,000+7510 min-8 SPD, -5 CUN, +10 DEF, -5 STR, -10% Crime Success, -30% Hospital Time25%1 h – 1 h 30 min
Adrenaline Shot Β· Berserker$6,000MAX5 min+8 SPD, +22% PvP Power, +8 STR, +50% Hospital Time50%1 h 30 min – 2 h

Own up to 5 establishments. Five types earn passive income into a till; the boca earns per drug sale. Every business sits in a district and pays a daily police bribe.

  • Opening cost = the type's base cost Γ— the multiplier for the rung you are filling: Γ—1, Γ—1.5, Γ—2.25, Γ—3.4, Γ—5. Selling frees that rung, so a replacement costs what the old one did instead of the top of the ladder. Reopening a seized shop costs the full base again.
  • Passive income accrues into the till for up to 7 days, then stops until you collect it on the Business page. Income is multiplied by the shop level: Γ—1, Γ—1.6, Γ—2.5, Γ—3.8, Γ—6 for levels 1–5. Upgrades cost $50,000, $200,000, $600,000, $1,500,000.
  • Bribe. Each business pays its daily bribe from your cash, then your bank. After 3 unpaid days it closes and its stock is seized.
  • Boca. Restock at wholesale, set your own sale price (at or above wholesale) and earn on every sale to another player. "Business Income" gear boosts both passive income and boca sales.
  • Protection. If the district is held by a gang you are not in, that gang skims its protection cut from your passive income (see Territory).
  • Security = level Γ— 40 + installed defenses. Defenses are permanent one-time purchases; all five together cost $25,100,000 for +5,700 security.
  • The till is what raiders steal. Collect often, or defend.
  • Selling hands back 75% of everything you sank into a business β€” its slot price, its upgrades and its defenses. The other 25% is the penalty, and the level and defenses are gone for good. Unsold stock comes back at what it cost you.
Business types
TypeOpening costIncomeBribe
Boca (Drug Spot)$10,000 β†’ $15,000 β†’ $22,500 β†’ $34,000 β†’ $50,000$10,000β€”$100 / day
Pawn Shop$120,000 β†’ $180,000 β†’ $270,000 β†’ $408,000 β†’ $600,000$120,000$3,000 / day$300 / day
Chop Shop$240,000 β†’ $360,000 β†’ $540,000 β†’ $816,000 β†’ $1,200,000$240,000$6,000 / day$600 / day
Gun Store$480,000 β†’ $720,000 β†’ $1,080,000 β†’ $1,632,000 β†’ $2,400,000$480,000$12,000 / day$1,200 / day
Nightclub$1,000,000 β†’ $1,500,000 β†’ $2,250,000 β†’ $3,400,000 β†’ $5,000,000$1,000,000$25,000 / day$2,500 / day
Casino$2,400,000 β†’ $3,600,000 β†’ $5,400,000 β†’ $8,160,000 β†’ $12,000,000$2,400,000$60,000 / day$6,000 / day
Defense upgrades
DefenseCostSecurity
Pit bulls$100,000+100
Alarm system$500,000+300
Armed guards$2,500,000+800
Panic room$7,000,000+1,500
Military defense$15,000,000+3,000

Rob a rival's business: a successful raid empties its uncollected till into your pocket. Raids cost no energy but come with cooldowns and a heavy price for failing.

  • Raid power = STR Γ— 1.0 + SPD Γ— 0.6 + CUN Γ— 0.8 (with gear). Chance = power Γ· (power + the shop's security), clamped between 5% and 95%. A typical mid-game raider has about 120 power.
  • Success steals 50% of the pending till, capped at $500,000, and empties the till. Bocas hold no till, so raid the cash businesses.
  • Failure: jail for 15 minutes + 5 minutes per defense on the target, βˆ’30 HP (and 10 minutes in hospital if that knocks you out), a fine of 10% of your pocket cash (at least $1,000), the owner learns your name, and no raiding for 4 hours.
  • Cooldowns. 10 minutes between your raids; each shop can only be hit once every 60 minutes.
  • Targets. Owners must be level 5+ and older than 24 hours. The target feed is a random sample with war rivals first; search by business or owner name.

A residence gives quality-of-life perks only β€” more energy, faster regen, shorter jail sentences β€” never combat stats directly. You own one home at a time, in a district of your choice.

  • District tier scales everything: tier 2 costs Γ—1.5 with upkeep Γ—1.3, regenerates 10% faster, +10% to the energy bonus and +5% to all stats; tier 3 costs Γ—2.5 with upkeep Γ—2.0, 20% faster regen, +20% energy bonus and +10% to all stats.
  • Upkeep is charged every 7 days from cash, then bank. 2 unpaid weeks in a row and you are evicted. If a gang you are not in holds the district, it skims its protection cut from the upkeep.
  • Moving costs the full price of the new place; the old one is not refunded.
Residences (tier 1 prices)
HomePriceUpkeepMax energyRegenJail time
Safehouse$25,000$500 / week+101 / 2 minβ€”
Apartment$150,000$3,000 / week+201 / 1 min 30 sβ€”
Penthouse$750,000$12,000 / week+301 / 1 min-10%
Mansion$3,000,000$40,000 / week+501 / 45 s-20%

A gang is 30 players with a shared treasury, a private chat and a claim on Manhattan. Creating one costs $5,000; joining is by invitation only.

  • Roles. The Boss (founder) and Capos can invite, claim districts and declare wars. Soldiers fight and contribute. Only the Boss takes money back out of the treasury β€” either by withdrawing it, or by handing out a bonus, which splits any amount evenly across every member regardless of rank.
  • Two kinds of money. Deposits from members pay for claims and wars β€” they are spent first and the weekly count never shares them out. Protection skimmed from businesses and homes in your districts that belong to outsiders is what the territory itself earns, and that is the only money the weekly count splits.
  • The weekly count. Every Friday at 18:00 (America/Sao_Paulo) the territory pot is split by rank: 51% to the Boss, 29% shared among the Capos, 20% shared among the Soldiers. An empty rank hands its share sideways, never up β€” with no Capos it is 51/49 to the Soldiers, with no Soldiers it is 51/49 to the Capos, and a Boss with nobody under them takes the lot. Whatever does not divide evenly stays in the pot for next week. Everyone is warned 3 days before.
  • Respect is the gang score: +100 for every territory war won. It drives the Gangs ranking.
  • Name 3–24 characters, tag 2–5, shown next to every member's name.
  • Gang chat is private to members. Leaving is free; the treasury stays.

Manhattan is 9 districts. Holding one is purely economic β€” no combat bonus β€” but it taxes every non-member business and residence on it.

  • Claiming a neutral district costs the treasury the district's claim price (Boss or Capo). A freshly claimed or conquered district is immune for 5 days.
  • Protection cut. The holder skims the district's percentage from the passive income of non-member businesses and from non-member residence upkeep. Members pay nothing β€” so the revenue panel is always relative to YOUR gang: what it would collect from everyone else.
  • Declaring war on a held, non-immune district costs $50,000 / $150,000 / $500,000 for tier 1 / 2 / 3, paid by the treasury (Boss or Capo).
  • Phases. 2 hours of preparation (everyone is notified), then up to 24 hours of open PvP. Every member of both gangs is enrolled automatically.
  • War attacks use the normal PvP formula but ignore the Β±level bracket and the same-target cooldown. Each member sent to the hospital at least once counts against their side.
  • Winning. The war ends when one side is fully hospitalized or 24 hours pass. Fewer members hospitalized wins; a tie keeps the district with the defender. The winner takes the district, 5 days of immunity and +100 respect.
Districts, north to south
DistrictTierClaim costProtection cut
Harlem1$100,00012%
Upper East Side3$400,00022%
Hell's Kitchen1$120,00015%
Midtown3$450,00022%
Greenwich Village2$220,00018%
SoHo2$250,00020%
Lower East Side2$200,00018%
Chinatown2$250,00018%
Financial District3$500,00025%

Blackjack and European roulette, dealt entirely on the server. Bets come from pocket cash only. The house edge is the standard one β€” about 2% at blackjack and 2.7% at roulette β€” with no extra rake.

  • Blackjack pays 3:2, a regular win 1:1, a push returns the stake. Dealer stands on 17. Double down and split are available; blackjack after a split counts as 21.
  • Roulette (single zero): straight up 35:1, dozens and columns 2:1, red/black, odd/even and low/high 1:1. Zero loses every outside bet.
  • Limits. Minimum bet $10 and no maximum β€” the table takes whatever you are carrying, right up to your last dollar in hand. At most 60 wagers per hour (a wager is one deal or one spin).

Four boards, each showing the top 100 plus your own position.

  • Level β€” by level, then XP (XP keeps counting past level 50).
  • Wealth β€” by net worth: cash + bank + residence price + everything sunk into your businesses, slot price, upgrades and defenses included.
  • PvP β€” by fights won.
  • Gangs β€” by respect, with members and treasury.

70 achievements across 11 categories track your criminal legacy; 7 of them award a title. Titles show under your name (up to 3 at once).

  • Categories: Crime (12), PvP (9), War (6), Economy (9), Casino (6), Drugs (7), Gang (4), Business (5), Items (6), Social (3), Progression (3).
  • Boutique titles are pure cosmetics bought with cash on the Boutique page, gated by level. No power, no stats.
  • Trophies are awarded automatically for net-worth, level and PvP milestones and shown on your profile.
Boutique titles
TitlePriceMin level
Street Rookie$25,0001
Hustler$50,0005
Made Man$100,00010
Shot Caller$175,00015
Kingpin$250,00020
Ghost$400,00025
Untouchable$750,00035
Godfather$1,500,00050
Trophies
TrophyMilestone
πŸ’΅First StackNet worth β‰₯ $100,000
πŸ’°MillionaireNet worth β‰₯ $1,000,000
🏦TycoonNet worth β‰₯ $10,000,000
πŸ‘‘EmpireNet worth β‰₯ $100,000,000
πŸ”₯RisingLevel 10
⭐VeteranLevel 25
🌟LegendLevel 50
πŸ₯ŠBrawler10 PvP wins
βš”οΈEnforcer50 PvP wins
πŸ’€Warlord100 PvP wins

Your street name, avatar, titles and record are your public face. Other players can inspect your profile, whisper you, and hunt you.

  • Street name. Unique across the city, ignoring case, accents and extra spaces β€” "RafaΓ©l" and "RAFAEL" are the same name. Picked once for free; afterwards it can be changed with Gold (20 Gold, once every 30 days). Your old name stays reserved for you for 30 days.
  • Avatar. 12 free presets; swap any time on your profile. No photo uploads.
  • Chat. A global room, a private gang room, and whispers (direct messages). Messages are filtered for abuse; you can report a message and block a player.
  • Presence. A player shows as online when active in the last 5 minutes.
  • Notifications cover fights, thefts, sales, releases, gang invites and wars; push notifications are available in the apps.

Gold Bars are the premium currency. Gold buys convenience and cosmetics β€” never stats, cash, gear or an edge in a fight.

  • Energy refill: 20 Gold refills your energy to max, at most 2 times per day. That daily cap is the whole point: paying tops out at roughly twice a free player's energy, no more.
  • Street name change: 20 Gold, once every 30 days, after your free first pick.
  • Regen booster: 30 Gold for +25% energy regeneration over 24 hours, one at a time. Modelled against every residence: with the two refills it tops out at 1.67Γ— a free player, under the 2Γ— ceiling.
  • The Family Plan: 25 Gold to leave the hospital on the spot, up to 4 times a day. Every discharge restores full HP anyway, so this buys only the wait.
  • The Fixer, gang branch: rename the gang for 50 Gold or change its tag for 30, Boss only, once every 30 days each. Paid from the Boss's own Gold.
  • Packs. Bigger packs are cheaper per Gold. Availability and payment methods depend on the platform (web, App Store, Google Play).
Gold packs
PackGoldUSDBRL
100 Gold100US$ 4.99R$ 19,90
550 Gold+50 bonus500 + 50US$ 21.99R$ 87,90
1200 Gold+200 bonus1000 + 200US$ 39.99R$ 159,90

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