Economy Premium · €5.99
Your server's own currency: earned by chatting, daily rewards, levels and game wins - spent in a shop you stock yourself, on lootboxes and pets.
Your server's own currency with its own name and symbol. Members earn it with a daily reward, by chatting, by levelling up and by winning games against each other, and spend it in a shop you stock yourself - on items, roles and lootboxes that hold coins, items, roles and pets.

Lootboxes
Members buy a box with the currency, or find one by winning a game, and open it with /open (or from /inventory) for one reward: some of the currency, a pet, a shop item, a role or another box.
Five ready-made boxes come switched on: Mystery Bag, Common Crate, Rare Chest, Epic Vault and Pet Egg. Switch one off or remove it under Ready-made boxes. To change one, add your own box and pick it under Start from: when you save, its rewards, price and rarity are copied in, and you can change all of it afterwards. The ready-made box itself stays as it is. Start from only fills a box that has no rewards yet.
Your own boxes can have any name and emoji (also one of your server's), a price (0: not for sale, only from games and other boxes) and up to 15 rewards. Two boxes, or a box and a shop item, cannot share a name. A box that is switched on needs at least one reward that can come out.
Rather switch a box off than remove it: members keep the boxes they own either way, but only a box that is still there shows its name in /inventory.
Drop rates
Every reward has a rarity. Under Drop rates you give each rarity a weight (60, 25, 10, 4 and 1 to start with). A box shares a rarity's weight among its rewards of that rarity: a box with two rare rewards gives each half of the rare share. A reward can also have a fixed chance in percent instead: it stays exactly that, and the others share the rest. When every reward of a box has a fixed chance, together they have to make 100%.
A reward Pangobot cannot hand out right now (a role above Pangobot or with staff permissions, a box that is switched off, a sold-out item) is left out, and the others become a little likelier. A box with nothing left to give is not sold, not found in games, and not used up when someone opens it.
Shop items in a box: pick one from your shop, or leave it at any item of that rarity - the more items of a rarity you have, the less likely each one. An item with a role hands the role out; one without goes into the inventory and is announced in the log channel - so only while Pangobot can post there.
A role from a box follows the shop's rules: a member who has it already gets a tenth of the box's price instead (at least 10, but never more than the box cost). The same goes for a shop item a member already has as often as one may. The chances are the same for every member.
Pets
Pets come from lootboxes. Nine come ready (Cat, Dog, Hamster, Bunny, Fox, Owl, Panda, Unicorn, Dragon); add your own or change them under Pets - a name, an emoji, a rarity and a bonus: more from /daily, from chatting or from game wins, or a better chance at rare and better rewards from lootboxes.
Only a happy pet gives its bonus, and all pets of a member together give at most +50% of each kind. Members look after their pets with /pets care or the button under /pets view; under Care you pick how often that is needed: off, relaxed (every 3 days, free, never runs away), normal (daily, costs 10, runs away after 7 days), strict (twice a day, costs 25, runs away after 3 days) or your own. A member who cannot pay for all their pets looks after as many as their money covers, the ones waiting longest first.
A pet only runs away for time in which its owner was asked to look after it: when you switch care on or make it stricter, every pet gets a full care period under the new rule, and days with Economy switched off (or Pangobot offline) do not count. /pets view shows when each pet wants care next, and when one that was missed would run away.
A member keeps up to 10 pets (you can change that); a pet won beyond that is paid out in the currency instead. Members can rename a pet (AutoMod's rules apply to the name) and let it go (they are asked first). Renaming a kind of pet in the list keeps the bonus of the pets members already have.
Lootboxes from games
Under Lootboxes from games you choose which box a win can find, in which game, and how likely. The wins that could pay out the currency count, whether or not you pay anything for them: wins against another member, at most ten an hour and five a day against the same opponent. A server starts with a 10% chance at a Common Crate in every game.
Who may change it
Lootboxes, pets and drop rates bring money and roles too. Changing what they are worth - rewards, prices, rarities, weights, pet bonuses, care, game drops - takes someone who can hand out every role money buys (Manage Roles and a role above it), like the other ways to make money come faster. Names, descriptions and emoji anyone with access may change - a renamed item, pet or box is still the same one. Selling more of a shop role - a higher stock, a higher limit per member, a copy of the item - takes the same as a lower price: someone who can hand that role out.
Commands
<required> [optional] - "who may use it" is Discord's default; a server's admins can change it per command under Server Settings > Integrations.
/balance
Everyone/balance [member]How much money you (or someone else) have
membermember, optionalDefaults to you
/daily
Everyone/dailyCollect your daily reward
/pay
Everyone/pay <member> <amount>Give some of your money to another member
membermemberWho gets itamountwhole numberHow much
/rich
Everyone/richThe richest members of this server
/shop
Everyone/shopBrowse the shop and the lootboxes
/buy
Everyone/buy <item>Buy something from the shop
itemtextWhat to buy
/currency
Manage Server/currency <action> <member> <amount>Add, take or set a member's balance (managers)
actiontextWhat to do (add · take · set)membermemberWhose balanceamountwhole numberHow much
/inventory
Everyone/inventory [member]Your lootboxes, items and pets (or someone else's)
membermember, optionalDefaults to you
/open
Everyone/open <box>Open one of your lootboxes
boxtextWhich box
/pets
Everyone/pets view [member]See your pets (or someone else's)
membermember, optionalDefaults to you
/pets careLook after all your pets
/pets rename <pet> <name>Give one of your pets a name
pettextWhich petnametextIts new name
/pets release <pet>Let one of your pets go
pettextWhich pet
Settings
Everything you can set for this module in the dashboard, in the order the page shows it.
Shown next to every amount: balances, the shop, lootboxes and the log.
Purchases and manual balance changes.
Earning
0 switches a source off.
When “Daily reward (/daily)” is not 0.
When “Daily reward (/daily)” is not 0 and when “Extra per day in a row” is not 0.
When “For a message” is not 0.
When “For reaching a level (needs Leveling)” is not 0.
Ten paid wins per hour at most. Games against the bot pay nothing.
An item with a role hands that role out. An item without one is announced in the log channel, for your staff to hand over.
Lootboxes members buy with the currency or win in games, and open with /open. Remove one or switch it off; to change one, start your own box from it.
Your own name, emoji, price and rewards - or start from a ready-made box and change it.
Fills in a ready-made box's rewards, price and rarity when you save. Change them afterwards as you like.
Only with “Reward”: “Currency”.
Only with “Reward”: “Currency”.
Only with “Reward”: “A pet”.
Only with “Reward”: “A shop item”.
Only with “Reward”: “A role”.
Only with “Reward”: “Another lootbox”.
Leave at 0 and the rarity decides (see Drop rates).
A win against another member (needs Minigames) can find a box. Ten wins an hour at most, five a day against the same member. Wins against the bot find nothing.
Drop rates
How likely each rarity is when a box is opened. A box shares a rarity's weight among its rewards of that rarity - the more rare rewards a box has, the less likely each one is.
Pets come from lootboxes. A happy pet gives its owner a bonus.
Not with “Bonus”: “No bonus”.
Pet care
How often pets want looking after (/pets care).
A pet that is not looked after in time stops giving its bonus, and may run away. After a change every pet gets a full care period under the new rule, and days with Economy switched off do not count.
Only with “Care”: “Custom”.
Only with “Care”: “Custom”.
At least two care periods, so a member can miss one. Only with “Care”: “Custom”.
A pet won beyond that is paid out in the currency instead.
Limits
- Items: up to 25
- Ready-made boxes: up to 5
- Your own boxes: up to 15
- Per box - Rewards: up to 15
- Lootboxes from games: up to 10
- Pets: up to 25
- A balance holds up to 1,000,000,000,000; one /pay or /currency moves at most 1,000,000,000.
Good to know
- A shop item with a role hands that role out at once. An item without one is announced in the log channel for your staff to hand over (a custom emoji, a shout-out ...), so a shop with such an item needs a log channel. While Pangobot cannot post there (the channel was deleted, or Pangobot lacks the permission), those items are not sold and nothing is charged. The log channel has to be one you may write in yourself: the names of shop items are posted there.
- Roles with staff permissions (Administrator, Manage Server / Roles / Channels / Messages, Ban, Kick, Timeout and the like) cannot be put in the shop. A role that gets such a permission later, or is moved above Pangobot's role, is not sold any more, and nothing is charged.
- One purchase at a time per member: a second
/buywhile a role is still being handed out is refused, and right after a purchase an item with that role counts as bought for half a minute - a double click cannot pay twice. - Set a source to 0 to switch it off.
- The daily reward can grow for every day in a row, up to a number of days you choose.
- Game winnings need Minigames, level rewards need Leveling. Games against Pangobot pay nothing, and paid wins are limited: ten an hour, and five a day against the same opponent. Each level pays only once per member, even after their XP was lowered and earned back.
- Join, boost and pin notices, webhook posts and messages that AutoMod removes earn nothing for chatting.
- Shop roles stay with those who could hand them out. Making a shop role cheaper (a second, cheaper item with the same role included) and making money come faster (higher rewards, a shorter chat cooldown) take someone who can hand out every role the shop sells: Manage Roles and a role above it. The server owner always may.
/currency add,takeandset(Manage Server) change a balance by hand; it is logged. Adding money, or setting a balance higher than it is, also takes being able to hand out every role the shop sells - and so does raising someone's XP with/setxpwhile levels pay out the currency. Taking money, or setting a lower balance, does not.- Limits: a wallet holds up to 1,000,000,000,000, and
/payand/currencymove up to 1,000,000,000 at a time. A payment the other wallet cannot hold is refused. - In a channel where a member may not write (#announcements, for example), their economy commands still work, but only they see the answer.
/shopis a menu only the member sees: they switch between items and lootboxes, pick one to see it (a box shows what is inside and how likely each reward is) and buy it with a button - a Buy button that cannot work says why (sold out, already yours, not enough money)./buylists every item and box as you type. - If you change a price or an item while a member has the shop open, their Buy button buys nothing and the shop opens again with the new prices.
- The symbol is shown next to every amount. A standard emoji or one of your server's own also goes on the shop's buttons; a plain symbol like
$is only shown in the text. - Shop items can have an emoji, a rarity, a stock (sold out after that many) and a limit per member (items won from a box count too). An item without a role also goes into the member's
/inventory. Renaming an item keeps what was sold of it. /richlists only members who are on the server (somebody who has just left can still show up for up to a minute). Members who leave keep their balance in case they come back.