The Undercity
Enter the City

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 % + Σ stat × weight − tier difficulty + gear crime bonus) ÷ 100, clamped between 5% and 95%. Stats include gear and active drug effects, and the Σ stat × weight sum gets the residence bonus (+5% in a tier 2 district, +10% in tier 3). 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 × 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 — replaying the request cannot change the outcome.
Crime catalog
TierCrimeMin levelEnergyBase %Jail riskRewardXPStat weights
T1 · PickpocketSwipe a Phone1562%3%$60–$1406SPD 0.35, CUN 0.15
T1 · PickpocketLift a Wallet1565%2%$50–$1505SPD 0.3, CUN 0.2
T2 · ShopliftingShoplift Jewelry3845%5%$180–$38014SPD 0.2, CUN 0.35
T2 · ShopliftingShoplift Electronics3850%4%$150–$40012SPD 0.25, CUN 0.3
T2 · ShopliftingRaid Warehouse41042%5%$200–$42015SPD 0.2, CUN 0.2, STR 0.2
T3 · Grand TheftSteal a Sedan61248%7%$400–$90025SPD 0.3, CUN 0.25, STR 0.1
T3 · Grand TheftJack a Sports Car71440%8%$500–$95030SPD 0.35, CUN 0.2, STR 0.1
T3 · Grand TheftHijack a Cargo Truck81532%8%$700–$1,20035SPD 0.15, CUN 0.2, STR 0.3
T4 · HeistRob a Credit Union122025%11%$1,500–$4,00060SPD 0.15, CUN 0.3, DEF 0.1, STR 0.2
T4 · HeistCrack the City Vault152520%13%$2,000–$5,00080SPD 0.1, CUN 0.35, DEF 0.1, STR 0.2
T5 · Grand HeistRob the Museum182818%14%$6,000–$14,000130SPD 0.2, CUN 0.35, DEF 0.15, STR 0.1
T5 · Grand HeistCrack the Casino Vault243214%17%$10,000–$24,000200SPD 0.15, CUN 0.4, DEF 0.15, STR 0.2
T5 · Grand HeistRaid the Federal Reserve303810%21%$20,000–$50,000320SPD 0.15, CUN 0.4, DEF 0.2, STR 0.25
Jail sentence by crime tier
TierSentence
T1 · Pickpocket5 min
T2 · Shoplifting10 min
T3 · Grand Theft15 min
T4 · Heist20 min
T5 · Grand Heist25 min
Item drop chance per successful crime, by rarity and crime tier
RarityT1 · PickpocketT2 · ShopliftingT3 · Grand TheftT4 · HeistT5 · Grand Heist
Street12%10%6%4%3%
Hustler2%4%6%6%5%
Syndicate——2%3%5%
Kingpin———0.8%1.5%
Godfather———0.02%0.05%

The Big Score

  • Who and when. Unlocks at level 40. Daily limit: 1. The target is the same for the whole city and turns at 20:00 São Paulo time, along with the day's attempt; each target favours different stats.
  • The odds. Your gear counts at 20% and the drugs you took count in full, over the stats the day's target favours. Never above 60%. Costs 75 energy.
  • If it fails. 60% chance of jail (jail gear helps), for 30 minutes.
  • If it works. $600,000–$1,400,000, raised by your reward bonus, plus 10,000 XP, and a 10% chance of a Godfather piece. The money goes into a Bag, not your pocket, and the whole city is told.
  • The Bag. It can't be spent, deposited, mailed or given to your gang. Every fight you lose, the winner takes 10% of what's left in it, and not your pocket; an account that ever shared your device takes nothing. After 4h on the street it cools off and goes to your bank; in jail, in hospital or shielded by an active war, the clock stops. With a Bag in hand, or enlisted in a war, you can't pull another score. In the PvP hunt, the carrying filter also shows who holds a Bag, the fattest first.
  • Special Order. On the score's card, name one of the 12 Godfather pieces the score can drop. When a Godfather drops, it is the piece on order 50% of the time; otherwise one of the others. Free, and you can change it whenever you like: it counts from the next score and clears itself when the piece arrives. No guarantee.