serenity

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
The inventory with equipped items, backpack and their rolled effects

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

RarityPositive effectsStrength per effect
Common1+2 – 5%
Uncommon1+3 – 7%
Rare1 – 2+5 – 10%
Epic2+7 – 14%
Legendary2+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.

EffectWhat it changes
Earningsdaily, work, slut, heists, the wheel
GamblingEvery payout on the gambling page
Lab EarningsWhat a lab collection pays
Rob PowerHow much a successful rob takes
Rob DefenseHow much a robber takes off you
LuckSuccess rolls, including slut and lab robs
Crate LuckLoot crate drop quality
Gathering LuckMaterial rarity when gathering
Gathering YieldMaterial quantity when gathering
Craft SavingsMaterial cost when crafting
CD ReductionHow 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.

SacrificeItemsCashChance of an upgrade
Common25500,00076%
Uncommon201,000,00067%
Rare153,000,00050%
Epic108,000,00030%
Legendary515,000,000+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
StarCost
120,000,000
235,000,000
355,000,000
480,000,000
5120,000,000

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:

ItemWhat it does
ShieldBlocks a rob attempt, or halves an experiment loss
BoosterDoubles 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.