Laboratory
A business that earns cash by the hour, with upgrades, specializations and thieves.
Replace [prefix] with your server's prefix.
The laboratory is the economy's idle income: it produces cash every hour whether you're around or not. It costs 5,000,000 to start, so it's a mid-game purchase rather than a first move.
Buying In
// Syntax
[prefix]lab buy
// Example
;lab buy
You start at level 0 with 100 ampoules — the consumable the lab burns while it runs.

// Syntax
[prefix]lab status
// Example
;lab status
Everything about the lab lives in this one embed: how full it is, what it earns, what the next upgrade costs, and when you can collect again.
The Loop
Keep it stocked
[prefix]lab buy-ampoules 50— the lab burns ampoules per hour and stops producing without them. A single ampoule costs 5% of your hourly earnings.Let it run
Earnings accrue once an hour, up to a storage cap. Past the cap the lab sits idle and you're wasting time.
Collect
[prefix]lab collectpays out everything accrued and starts the clock again.Upgrade
[prefix]lab upgraderaises the level by one. Higher levels earn more per hour, hold more ampoules — and burn more of them.
| Collection interval | 1 hour |
| Storage cap | 12 hours of earnings (24 with the storage specialization) |
| Maximum level | 15 |
| Ampoule cost | 5% of hourly earnings each |
| Ampoules burned | 5 per hour at level 0, +1 per level |
Storage is the thing that catches people out. Once the lab is full it stops earning entirely, so a lab left for a weekend pays the same as one left overnight.
Specializations
// Syntax
[prefix]lab specialize
// Example
;lab spec
Costs 5,000,000 and is permanent — you pick once and live with it.
| Specialization | Effect |
|---|---|
| Efficiency | +40% earnings per hour, but +40% ampoule consumption |
| Storage | Storage cap goes from 12 to 24 hours |
| Volatile | Every collect is a coin toss: 40% chance of double, otherwise 40% of normal |
Efficiency is the straight upgrade if you check in often, storage suits people who don't, and volatile is a gamble that averages out slightly below the others.
Boosters and Shields
;lab boost
;lab shield
Both consume an item from your inventory — buy them in the shop or pull them out of a loot crate.
- Booster — doubles the next collection.
- Shield — blocks the next rob attempt on your lab, and halves the loss if an experiment goes wrong.
Experiments
// Syntax
[prefix]lab experiment [percent]
// Example
;lab experiment 50
Stakes a percentage of your accrued, uncollected earnings on a gamble. The more you stake, the worse the odds and the bigger the return:
| Stake | Chance | Multiplier |
|---|---|---|
| Up to 30% | 65% | 1.4x |
| Up to 50% | 45% | 1.8x |
| Up to 80% | 25% | 2.5x |
You can stake between 10% and 80%. A shield halves what you lose when it fails.
Robbing a Lab
// Syntax
[prefix]lab rob [member]
// Example
;lab rob @member
Targets another player's uncollected earnings — a lab that was emptied a minute ago is not worth robbing.
| Outcome | What happens |
|---|---|
| Success | You take 30% of their accrued earnings |
| Failure | You lose 15% of your own accrued earnings |
The base success rate is 35%, and a luck roll can push it to at most 55%. A shield on the target blocks the attempt outright.
[prefix]lab collect is the only real defence: earnings that are already in your
cash balance can't be taken by a lab robbery.
Selling Up
// Syntax
[prefix]lab sell
// Example
;lab sell
Refunds 10% of what you put in — the purchase price plus every upgrade. It's a way out, not an investment.