serenity

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.

The lab status embed: ampoules, level, earnings per hour, storage and shield
// 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

  1. 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.

  2. 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.

  3. Collect

    [prefix]lab collect pays out everything accrued and starts the clock again.

  4. Upgrade

    [prefix]lab upgrade raises the level by one. Higher levels earn more per hour, hold more ampoules — and burn more of them.

Collection interval1 hour
Storage cap12 hours of earnings (24 with the storage specialization)
Maximum level15
Ampoule cost5% of hourly earnings each
Ampoules burned5 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.

SpecializationEffect
Efficiency+40% earnings per hour, but +40% ampoule consumption
StorageStorage cap goes from 12 to 24 hours
VolatileEvery 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:

StakeChanceMultiplier
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.

OutcomeWhat happens
SuccessYou take 30% of their accrued earnings
FailureYou 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.