Gangs: Joining, Ranks, Perks and the Gang House
A gang is your crew. It lets you hold turf, share a base, pool money in a gang bank and unlock perks for everyone in it. Every gang command starts with /gang (or /g for short), and /gang help lists them all.
Joining or starting a gang
/gang listshows every gang, how many members it has and who to ask for an invite.- To join, ask a member to
/gang invite <your name>, then type/gang accept(or/gang decline). - To start your own, type
/gang create <name>. Names are 2 to 24 characters: letters, numbers, spaces and- _ '. You become the Boss. /gangon its own shows your gang's status./gang leavetakes you out.- When you log in, the server puts you in a party with your gang members who are online, so you see each other on the map and share XP. A party holds up to 8 players.
Ranks
| Rank | Can do | Bank withdrawals per day |
|---|---|---|
| Recruit | Use the gang house | None |
| Soldier | + use the gang bank | 5,000 Dukes |
| Officer | + invite and kick | 25,000 Dukes |
| Underboss | + promote, set the gang house, buy perks | 100,000 Dukes |
| Boss | Everything | No limit |
/gang promote <player>and/gang demote <player>change ranks./gang kick <player>removes someone./gang memberslists everyone./gang logshows the gang's history: joins, deposits, withdrawals and purchases.- The Boss can
/gang rename <name>or/gang disband.
The gang house
Stand inside your land claim and type /gang sethouse (Underboss and up). Every member of your gang then has door and storage access to the secure containers there. /gang clearhouse removes it.
With the Safe House perk, /gang home teleports you to the gang house. The cooldown is 60 minutes, or 30 minutes if your gang has 12 or more points in The Crew.
Gang XP and levels
Your gang earns XP together:
| How | XP |
|---|---|
| Finishing a trader contract | 150 |
| Having a member online when a blood moon ends | 400 |
| Keeping your turf through a contest window your gang fought in | 300 |
| Capturing or claiming a turf (once a day per turf) | 600 |
| A player your gang recruited reaching level 10 | 500 |
A gang can earn up to 10,000 XP a day. Gangs go up to level 20, and every level after the first gives one perk point - 19 in total.
Perks
/gang perks shows your gang's points and every perk. An Underboss or the Boss buys one with /gang perks buy <id>, using the id shown in the list.
Perks come in four branches. Tier 1 perks cost 1 point, tier 2 cost 2 and tier 3 cost 3. To buy a tier 2 perk your gang needs at least 1 point spent in that branch, and 5 points for tier 3. /gang perks shows each perk's id, so you know what to type.
The Turf - for gangs that hold and fight over turf
- Lay of the Land - every turf's owner and next contest window marked on your gang's map and compass
- Forewarned - your gang is alerted the moment a rival starts scoring in turf you hold
- Dug In - after you capture a turf, its next contest window is skipped
- Groundskeeper - your turf scores for you from the moment its window opens, so your defence starts ahead
- Second Claim - hold two turfs at once instead of one
- Squatter's Rights - lose a turf and keep its bonus for 24 hours afterward
The Books - for the gang bank and turf income. See The Gang Bank and Turf Upgrades for the full list: The Ledger, Generous Terms, Deep Vault, Clean Hands, Skim Off The Top, Fence Contacts and Death Duties.
The Operation - turf upgrades: Expand the Operation, Reinforced Safe and Bigger Stash, two levels each. These cost perk points and Dukes from the gang bank, are permanent, and belong to your gang, so a rival who takes your turf gets none of them. See The Gang Bank and Turf Upgrades.
The Crew - for the members themselves
- Roll Call -
/gang membersshows who is online and whether they are on your turf or out in the wilds - Quartermaster - raises how much you can deposit into the gang bank at once
- Safe House - unlocks
/gang home - Second Wind - members lose half as much experience on death
- Shared Marks and Care Package - not active yet. Do not spend points on them until they are announced.
What holding turf gives your members
While your gang holds a turf, every member gets its bonus:
- The Still - a little more from harvesting crops and butchering, and faster cooking on the grill
- The Chem Lab - faster crafting at the chemistry station
- The Scrap Yard - a little more from scrapping, mining and chopping wood
- Gun Runner's Cache - slightly better trader prices and slower weapon wear
For everything else about turf, see Turf: How to Claim It, Hold It and Get Paid.
