Land & money
How to own a piece of the world, and every honest way to pay for it.
Claiming
Land is claimed a chunk at a time with /claim, standing in the chunk you want. Inside a
claim nobody else can build, break, open a chest or trample your crops. /claim show draws
the edges so you can see what you have.
Your first eight chunks are free. The ninth costs $300, and every chunk after that costs 10% more than the one before — so a modest base is cheap and a private continent is not. Ranks, levels and vouchers all add free chunks on top of the eight.
| Chunk | Costs | Which is |
|---|---|---|
| 1st to 8th | Free | Enough for a house, a farm and some room around them. |
| 9th | $300 | Ten catches. |
| 12th | $399 | Still an afternoon. |
| 20th | $856 | A day's tasks. |
| 30th | $2,220 | You are building something now. |
| 50th | $14,936 | The point of the curve. |
/unclaim sells a chunk back for half what it cost, so shrinking a claim is a
real decision rather than a free undo.
| Command | What it does |
|---|---|
/claim | Claim the chunk you are standing in. |
/claims | Everything you own, and what it cost. |
/claim show | Draws the borders around you. |
/unclaim | Sells a chunk back at half price. |
Each claim has its own settings — who may build, who may open containers, whether animals can be hurt — and you can trust individual players without handing over everything.
You cannot claim in the hub, and you cannot claim the strip either side of x = 0 where
the two halves meet. That seam has to stay walkable for everybody.
Towns
A town is a group claim with roles. Found one, invite people, and give them jobs: who can build, who can spend from the town bank, who can invite. A town has its own spawn, its own chat and its own level.
Members can be given plots inside town land — their own patch, protected from other members, without handing them the keys to the whole place.
Making money
Nearly all of it comes from playing with Pokémon, which is the whole idea. The numbers below are what the server pays; everything else is other players paying you.
| Source | Pays | Notes |
|---|---|---|
| Catching | $30 | Every catch. The steady income, and it never dries up. |
| Beating a wild Pokémon | $12 | Adds up while you are training anyway. |
| A new Pokédex entry | $150 | Paid once per species, the first time you catch one. |
| Daily tasks | $300 – $4,000 | Four a day at rolled difficulties: $300 easy, $700 medium, $1,600 hard, $4,000 legendary. |
| Logging in | $100 – $500 | A seven-day streak, climbing each day, with a crate key at the end of it. |
| Voting | $250 | Plus a Vote Crate key, on every site, every day. |
| The Legacy | Varies | Every rung pays for the work it asked, and every twentieth pays triple. |
| Gyms | Varies | Each badge pays once. |
| Selling materials | Small | Sell Materials in /shop buys crops, ore and blocks. Farming and mining are pocket money here, not a career. |
| Chest shops | You set it | Sell to other players while you are offline. |
| The GTS | You set it | Sell Pokémon network-wide. The server takes 5%. |
| Bounties | They set it | Somebody wants a particular Pokémon and has put money on it. |
Spending it
| Thing | Costs | Notes |
|---|---|---|
| Claim chunks | From $300 | Eight free, then $300 and 10% more each time. |
| A player warp | $20,000 | Puts your shop or your town on the public warp list for everybody. |
| The GTS's cut | 5% | Taken from the sale, not from the listing. |
| Bounties | You set it | Held when you post it, paid when somebody delivers. |
| Shops and other players | Market | Most money on the network moves between players, not to the server. |
Chest shops
Sneak-right-click a chest holding the item you want to trade, set your prices, and it becomes a shop. Buyers do not need you online. You get a message when something sells, which you can turn off in settings if it becomes noise.
Shops are protected the way claims are: nobody can break the sign, and nobody can quietly put a hopper underneath.
The GTS
/gts lists a Pokémon for sale to the whole network — both halves and the hub. Sort by
price, filter, search by species. A listing runs for three days, the server takes 5% of what it sells for,
and anything that does not sell comes back to you rather than vanishing.
Wonder Trade is the other end of the same idea: put one in, get somebody else's back straight away, and find out what it is afterwards.
Mail carries things
/mail sends letters to players whether they are online or not, and a letter can carry money,
items and crate keys. Claiming one hands everything over immediately.
You cannot post things to yourself — that is either a slip or a way around the GTS's cut.
What money cannot buy
Ranks are real money and they are worth being clear about: no rank multiplies anything you earn. No XP bonus, no money bonus, no better catch rates, no head start on the Legacy. What you get is room and toys — more homes, more land, more shops, cosmetics, morphs. What each rank carries →
A server where paying wins is a server where not paying loses. That line is not moving, and it is written into the design rather than being a promise someone made once.