Economy & Currencies

Here, players can find information relevant to the different types of currencies and heir functions, as well as how economy systems work and interact with different currencies.

## FsD Icon

Friends Dollars **FsD($)**, is the primary currency used to purchase most things in the game. **FsD($)** are stored in the player's **Wallet**. **FsD($)** can also be stored in the player's **Stash** in order to guarantee that it can not be spent. **FsD($)** Can not be directly bought, shared or exchanged between players. **FsD($)** can be acquired in many ways, a comprehensive list of all the ways a player can earn **FsD($)** is listed below.

### FsD($) Acquirement Methods

* **Exchange:** Exchanging **Blue Chips** or **White Chips** for **FsD($)**.
* **Work Self:** Working yourself in the **Works Menu**.
* **Work Pet:** Working the player's acquired **Pets** in the **Works Menu**.
* **Pet Being Sold:** When one of your **Pets** gets bought by another player.
* **Player Being Bought:** When the player is bought by another player.
* **Dailies:** When completing a **Daily Task**.

### FsD($) Expenditure Methods

* **Pet Purchases:** Used to acquire **Pets**.
* **Gift Purchases:** Used to acquire **Pets**.

## Blue Chip Icon

**Bluechips(B)**, is the premium currency used to purchase things in the game, as well as for exchange and gain access to specific actions. **Bluechips(B)** are stored in the player's **Wallet**. **Bluechips(B)** can only be purchased from the **Store**, and can not be acquired in any other way. **Bluechips(B)** Can be gifted to another player. Also, **Bluechips(B)** can be used in various ways, these are listed below.

### Bluechips(B) Acquirement Methods

* **Purchases:** Acquired from buying it at the **Store**.

### Bluechips(B) Expenditure Methods

* **Change Name:** Used to change a player's name.
* **Exchange:** Can be exchanged in to **FsD($).**
* **Lock Pet:** Can be used to **Lock a Pet**.
* **Work Charge:** Can be used to acquire more **Work Charge**

## White Chip Icon

**Whitechips(W)**, is the hard currency used to purchase things in the game, as well as for exchange. **Whitechips(W)** are stored in the player's **Wallet**. **Whitechips(W)** can be earned from specific events and from completing challenges and tasks, and can not be acquired in any other way. **Whitechips(W)** can not be gifted to another player. Also, **Whitechips(W)** are always spent in place of **Bluechips(B)** in any transaction until they are depleted. **Whitechips(W)** has a maximum cap limit and can not be stored higher than that limit.

### Whitechips(W) Acquirement Methods

* **Daily log in:** Acquired from hitting Daily log in goals.
* Other Tasks and Missions to be added

### Whitechips(W) Expenditure Methods

* **Change Name:** Used to change a player's name.
* **Exchange:** Can be exchanged in to **FsD($).**
* **Lock Pet:** Can be used to **Lock a Pet**.
* **Work Charge:** Can be used to acquire more **Work Charge**

## Energy Icon

**Energy(E)**, is a renewable currency used to complete works in the game. **Energy(E)** is stored in the player's **Wallet**. **Energy(E)** is replenished automatically as time passes, **Energy(E)** can also be purchased and earned from completing tasks and missions. **Energy(E)** is spent automatically when a player works or is worked. **Energy(E)** has a maximum cap limit and can not be stored higher than that limit.

### Energy(E) Acquirement Methods

* **Time: Energy(E)** is replenished automatically based on how much time has passed.
* **Daily log in:** Acquired from hitting Daily log in goals.
* **Purchases:** Acquired from buying it at the store.
* Other Tasks and Missions to be added

## Mojo Icon

**Mojo(M)**, is a renewable currency used by a **Pet** in order for that pet to be **Evolved**. Players that own a **Pet** can evolve it if it has the required **Mojo(M). Mojo(M)** is replenished automatically as time passes, **Mojo(M)** can also be purchased and earned from completing tasks and missions. **Mojo(M)** is stored in the player's **Wallet**.

### Mojo(M) Acquirement Methods

* **Time: Mojo(M)** is replenished automatically based on how much time has passed.
* **Daily log in:** Acquired from hitting Daily log in goals.
* **Purchases:** Acquired from buying it at the store.
* Other Tasks and Missions to be added

### Energy(E) Expenditure Methods

* **Evolve:** Used when a **Pet** Evolves

## Ticket Icon

**Tickets(T)**, are a renewable currency used to be able to buy **Pets** in the game, in order for a player to buy a pet they need a **Tickets(T)**. **Tickets(T)** are stored in the player's **Wallet**. **Tickets(T)** are replenished automatically as time passes, **Tickets(T)** can also be purchased and earned from completing tasks and missions. **Tickets(T)** are spent automatically when a player buys a **Pet**.

### Energy(E) Acquirement Methods

* **Time: Tickets(T)** are replenished automatically based on how much time has passed.
* **Daily log in:** Acquired from hitting Daily log in goals.
* **Purchases:** Acquired from buying it at the store.
* Other Tasks and Missions to be added

### Energy(E) Expenditure Methods

* **Buy:** Used to be able to buy a **Pet**.