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#Pets, Mutations & Income

Every animal has a species, a mutation and a size. Together they decide how much Cash it earns.

Animals on a plot with name and income labels
Labels show mutation, species, rarity and income per second.
Pets on plot panel with Unequip buttons
The Pets panel: equip, unequip or Equip Best.

#Rarities

The 59 species use 11 rarities: Common, Uncommon, Rare, Epic, Legendary, Mythic, Cosmic, Secret, DIVINE, ETERNAL and ADMIN. Rarity is a label and a colour. Income comes from the species' Income value, which grows with each zone.

ExampleRarityBase income/s
BunnyCommon5
LionLegendary175
T-RexMythic6 750
KrakenMythic151 875
DragonLegendary1 265 625
Bubblegum ElephantDIVINE20 000 000
Lollipop StegosaurusETERNAL65 000 000
Cursed GolemDIVINE451 500 000

Some special animals, like Mosasaurus and Fire Dragon, use a BestMultiplier instead: they earn a multiple of the player's best regular animal.

#Mutations

MutationWeightIncome ×
Normal8 8001
Golden8502
Diamond2504
Galaxy708
Rainbow2510
Hacker313
BlackHole116
Candy118
Nightmare024

The mutation is rolled when an egg hatches. Nightmare cannot be rolled; it only comes from fusion. During an admin event, 10 % of hatches get the event's mutation (Disco gives Rainbow).

#Size

Hatched animals get a size between 0.65× and 1.78×, which multiplies their income. Fusion keeps the average size of its three inputs.

#Pet income

pet income = species income × mutation multiplier × size

Only equipped animals earn. Equipped animals walk around inside the plot fence.

#Selling and gifting

  • Sell at the Sell pad in the lobby. An animal sells for SellIncomeSeconds (100) seconds of its income.
  • Gift an animal to a player within 80 studs. Both players must allow gifting in Settings.