Commit illegal actions for cash and XP, but every attempt risks damage, arrest or extra Wanted Level. The late-game Wipe Criminal Record crime removes your full criminal record on success, but it needs heavy tools and carries high federal risk.
How it works
- At ranks 1–5, street crimes (min rank 1) show the real catalog success chance — pickpocket and shoplift start around 65–70%. Vandalism and graffiti do not need spray paint.
- If those early street crimes fail, you usually get away empty-handed instead of going to jail. Jail is still possible, just no longer the default.
- Jobs stay available from rank 1 while you are not in jail — use them when you want cash without crime risk.
- Crime cooldowns now scale with potential payout: low-yield crimes stay fast, while high-yield crimes get clearly longer cooldowns.
- Guideline by reward tier: up to €500 ≈ 1.5 min, up to €2,000 ≈ 5 min, up to €10,000 ≈ 15 min, up to €30,000 ≈ 30 min, above that ≈ 60 min.
- There is no hard daily cap on crimes; active players can keep playing as long as they manage cooldowns, risk and resources.
- Armed crimes show on each card which weapon type you need (pistol, shotgun, rifle, SMG, sniper). Wear a matching weapon on slot 1 or 2 in Inventory — a gun only in your backpack does not count.
- The Crimes screen defaults to On your rank. Ready-to-commit crimes are listed first; below that are same-rank crimes that still need a weapon, drugs, tools or a car. All crimes also shows crimes that need a higher rank.
- Your active gym and shooting-range bonuses (up to +8% each) are shown on the Crimes screen; they raise success chance as the server calculates (train more via the Training hub / gym + range).
- If you complete at least one gym session and one shooting-range session on the same UTC calendar day, the server adds a small extra crime success chance (+0.5%). The Crimes screen shows when this combo is active.
- Crimes with a vehicle requirement use your selected crime vehicle from Garage or Marina. Only a vehicle that is actually in your current country and not in transit or listed for sale counts.
- Drug requirements in crimes are shown in grams and follow the same quantities as your drug inventory and storage.
- If a crime cannot start because of a missing vehicle, the wrong weapon, or missing ammo, the error message should now show the real cause instead of a generic retry.
- Every crime attempt: you take 5-15 HP damage and Wanted Level rises by 1-4 points depending on success or failure.
- Arrest chance scales fast with Wanted Level: Wanted 5 = 25%, Wanted 10 = 50%, Wanted 18+ = maximum 90%.
- On arrest you go to prison. Sentence = max(wanted level × 10, 5) minutes. Bail = wanted level × €1.000. Even if a crime seems successful at first but you get caught right after, the final outcome still counts as an arrest: required tools are confiscated, the used crime weapon is lost, and vehicles can also be seized.
- Some crimes require a vehicle, tool or minimum rank. Missing these will prevent the crime from starting.
- XP earned raises your rank, unlocking better crimes and higher rewards.
- FBI Heat rises with heavier crimes. Above heat 50 the FBI becomes active with even higher arrest chances.
Tips
- Start with pickpocket, shoplift, vandalism or graffiti. A fail usually means no loot, not jail — then run a job for safe cash.
- Use fast beginner crimes to build XP while waiting for big cooldowns.
- Always bail out if your Wanted Level is high — sitting in jail blocks all your loops.
- Keep HP above 30 before starting a crime run: every attempt costs HP and at 0 HP you spend 3 hours in ICU.