Equipment
Three slots of rolled gear that boosts everything else you do.
Replace [prefix] with your server's prefix.
Equipment is the economy's progression system. Every piece rolls its own effects when it's created, so no two items are alike, and you can wear three at once.
Your Inventory
// Syntax
[prefix]inventory [member]
// Example
;inv

Tabs cover equipped gear, the backpack, materials and merging. Every item shows its id — that's what the commands below take.
// Syntax
[prefix]equip [item id] [slot]
[prefix]unequip [slot|all]
// Example
;equip 1234
;unequip 2
Leave the slot off and Serenity picks the first free one.
Rarities and Effects
| Rarity | Positive effects | Strength per effect |
|---|---|---|
| Common | 1 | +2 – 5% |
| Uncommon | 1 | +3 – 7% |
| Rare | 1 – 2 | +5 – 10% |
| Epic | 2 | +7 – 14% |
| Legendary | 2 | +10 – 18% |
Every item also rolls one negative effect. There is no such thing as a clean item — a legendary with +18% earnings might come with −8% gambling, and the trick is matching an item's downside to something you don't do.
| Effect | What it changes |
|---|---|
| Earnings | daily, work, slut, heists, the wheel |
| Gambling | Every payout on the gambling page |
| Lab Earnings | What a lab collection pays |
| Rob Power | How much a successful rob takes |
| Rob Defense | How much a robber takes off you |
| Luck | Success rolls, including slut and lab robs |
| Crate Luck | Loot crate drop quality |
| Gathering Luck | Material rarity when gathering |
| Gathering Yield | Material quantity when gathering |
| Craft Savings | Material cost when crafting |
| CD Reduction | How long your cooldowns run |
Every effect type is capped at +30% in total. A second item with the same effect is wasted once you're at the cap — spread your slots across different effects instead.
Durability
Gathering wears equipment down. When a piece runs out of durability it breaks and is gone; Serenity tells you in the channel when it happens. Crafted gear starts at 150 durability, the Void Amulet at 200.
Merging
Sacrifice several items of the same rarity for a shot at the next rarity up. The
merge tab in [prefix]inventory handles it.
| Sacrifice | Items | Cash | Chance of an upgrade |
|---|---|---|---|
| Common | 25 | 500,000 | 76% |
| Uncommon | 20 | 1,000,000 | 67% |
| Rare | 15 | 3,000,000 | 50% |
| Epic | 10 | 8,000,000 | 30% |
| Legendary | 5 | 15,000,000 | +1 star, guaranteed |
A merge can also skip a rarity — a stack of commons occasionally comes back epic or even legendary — and a failed merge returns nothing at all.
Stars
Legendary items can be starred up to 5 stars, and each star adds +10% to all of that item's positive effects.
// Syntax
[prefix]star [item id]
// Example
;star 1234
| Star | Cost |
|---|---|
| 1 | 20,000,000 |
| 2 | 35,000,000 |
| 3 | 55,000,000 |
| 4 | 80,000,000 |
| 5 | 120,000,000 |
Merging five legendaries is the other route to a star, and it doesn't cost cash at the star prices above.
Getting Rid of Things
// Syntax
[prefix]scrap [item id]
// Example
;scrap 1234
Scrapping is permanent
The item is destroyed with nothing in return. It only works on unequipped items, which is the only guard rail there is.
Trading
// Syntax
[prefix]trade [member]
// Example
;trade @member
Opens a trade window both sides have to confirm. Items only — cash goes through
[prefix]transfer.
The Shop
// Syntax
[prefix]shop
[prefix]buy [item]
// Example
;shop
;buy shield
The shop sells the two laboratory consumables:
| Item | What it does |
|---|---|
| Shield | Blocks a rob attempt, or halves an experiment loss |
| Booster | Doubles the next lab collection |
Prices scale with your own net worth — a percentage of what you're holding, with a floor of 750,000 for a shield and 1,000,000 for a booster. Getting richer makes these more expensive, not less.