> ## Documentation Index
> Fetch the complete documentation index at: https://wiki.pogware.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Prices and rewards

> Fixed supply prices, housing costs, vehicle values and clean-cash or Dirty Money rewards.

All amounts below are game currency. Player listings have seller-chosen prices; these tables show fixed prices and rewards only.

## Shop supplies

Suppliers take carried cash. Prices are per item.

| Item | Shop | Price | Carry weight |
| - | - | -: | -: |
| Parts | Industrial supplies | \$30 | 1 |
| Wood | Industrial supplies | \$15 | 1 |
| Drill bit | Industrial supplies | \$35 | 1 |
| Cash register | Industrial supplies | \$200 | 5 |
| Electronics | Convenience store | \$50 | 1 |

A purchased Cash register is reusable. Deploy it at **Market** to list inventory items. The listing price is the total for the offered quantity, and sales use cash. The physical register and listings are temporary in that server; deploying it does not consume the owned register. Stolen ATMs and Sticky notes cannot be listed for sale.

## Crafting materials

| Crafted item | Calculated material purchase total | Direct crafting fee |
| - | -: | -: |
| Toolkit | \$75 | None |
| Pistol | \$170 | None |
| Rifle | \$340 | None |

These totals assume you buy every ingredient at its fixed shop price. See [recipes](/crafting/recipes) for quantities, unlocks and locations. Toolkits and firearms have no fixed supplier sale price.

## Housing

House design purchases and paid plot access use bank funds. Design ownership survives the end of plot access.

| Purchase | Cost | Terms |
| - | -: | - |
| Starter home design | Free | Claim once per character |
| Compact home design | \$5,000 | Permanent design ownership |
| Family home design | \$12,000 | Permanent design ownership |
| Executive home design | \$24,000 | Permanent design ownership |
| Luxury Estate design | \$40,000 | Permanent design ownership |
| Free Starter plot | Free | If available; Starter home only; current server session |
| Paid plot access | \$250 | One payment for that server session, no recurring payments or release refund |
| Placing an owned design | No additional charge | Requires a suitable plot you control |

See [housing](/tutorials/housing) for availability, placement and the ten-minute same-server reconnect grace.

## Vehicles and attributes

| Purchase or sale | Amount | Balance used |
| - | -: | - |
| Compact vehicle | \$1,200 | Bank payment |
| Compact dealership resale | \$600 | Bank credit |
| Utility Van | \$4,500 | Bank payment |
| Empty Utility Van dealership resale | \$2,250 | Bank credit |
| First extra genetic point | \$1,000 | Bank payment |
| Second extra genetic point | \$2,000 | Bank payment |
| Third extra genetic point | \$3,000 | Bank payment |
| Bank deposit/withdrawal fee | None | Transfer between cash and bank |

Genetics starts with two points and caps at five. Visit the Medical center for additional points. See [vehicles](/vehicles/vehicle-stats) and [attributes](/tutorials/getting-started) for restrictions.

## Rewards

**ATM Dirty Money is a future-use inventory item. It cannot be spent or deposited; laundering is not available.** Deliveries, register robberies and the café safe still reward clean cash. ATM supplies cost clean cash, so its face value is not currently spendable earnings.

| Activity | Reward available | Completion conditions |
| - | -: | - |
| Civilian delivery shift | \$150 | Industrial pickup and Convenience drop-off completed within ten minutes |
| Convenience store or Gas station register robbery | \$300 | Hold up the clerk with an equipped firearm for 60 seconds, then collect the drawer cash within 90 seconds |
| Coffee shop register robbery | \$300 | Complete the ten-second armed barista hold-up and at least five-second register break-in, then collect the bills |
| Coffee shop safe | \$600 extra | A combination note has a 25% chance in normal robberies; clear its covering bill stack, inspect the revealed note, open the safe with its combination and collect the cash |
| Stolen ATM | \$600 in Dirty Money | Finish drilling, retrieve all bundles and secure the Dirty Money at your own press |

These are available totals, not guaranteed earnings from starting an activity. Robberies require a Civilian character. Clerk and barista hold-ups require an equipped, owned firearm; start them through the clerk's world interaction. ATM theft requires an equipped Toolkit crowbar and Strength 1. Follow the activity's prompts and remain nearby and alive. Register and safe cash must be collected explicitly. Café safe cash is additional to register cash and is not available in every robbery. ATM [bit costs and pauses](/tutorials/atm-robbery) require clean funds and delay collection; no fixed net profit or hourly income is promised.

New characters receive **\$1,000 cash and \$2,000 bank funds** once at creation. This is starting money, not a repeatable activity reward. Completed crafts grant the XP listed in [recipes](/crafting/recipes); deliveries and register/safe robberies pay clean cash; ATM robberies award Dirty Money. These are not genetic points.


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