Items, Rarity & Drops
Every activity in the economy can drop items. Items have rarity, source, marketplace eligibility, and effects. This page covers the inventory, the rarity tiers, the random-drop engine, and how items move between members.
Your inventory
Run /inv (or !inv) to open your inventory sheet. The card lists every stack with the item name, rarity, quantity, kind, source, whether it's marketplace-eligible, and whether it's currently protected from theft.
Inventory is per-server. If you switch servers, you'll see a different bag. Each member has a base inventory cap configurable on the Holdings dashboard page; bag-expansion items raise the cap permanently.
/eco item viewInspect any item — full description, source, rarity, effects.
/eco item useConsume / equip — applies the effect immediately.
/eco item infoLook up an item by id without owning it.
Rarity tiers
Every item ships with a rarity. The rarity determines drop weight, sell-back floor, and which shelves of the catalogue / marketplace surface it. The visible tiers, in ascending power:
Drop weights here are illustrative — the actual weight per item is set in the catalogue and influenced by item-source multipliers, anti-farm modifiers, and active luck boosters.
Item effects
Items can carry an effect that applies when a member runs /eco item use. Effects come in two shapes: timed multipliers (boost X for Y minutes) and instant actions (cooldown reset, bag expansion, role grant).
work_xp / fish_xp / hunt_xp / cook_xp / craft_xp / gather_xp / crime_xp / heist_xpBoost XP gain for one activity for a duration.
work_coins / fish_coins / hunt_coins / cook_coins / craft_coins / crime_coins / heist_coins / gather_coinsMultiplier on coin payout for one activity.
all_xpBoost XP across every activity.
all_coinsMultiplier on coin payout across every activity.
fish_luck / hunt_luck / gather_luckRaise the chance of rare-tier rolls for that activity.
crime_success / heist_success / craft_successRaise the success probability of that activity.
cooldown_resetReset one specific cooldown immediately (no duration).
bank_expansionPermanently raise the member's banked-balance cap.
rob_protection / streak_protectionBlock the next /rob attempt or save your streak after a missed claim.
loot_crateOpen a tier-weighted random reward (Common / Epic / Legendary crates).
titleGrant a permanent profile title.
Effects stack additively across timed multipliers (two stacked +25% XP boosters give +50%), capped per the activity's configured ceiling. Active effects show on the top of your /inv card with the time remaining.
Marketplace eligibility & protection
Two flags govern what members can do with an item:
isMarketplaceEligible
If true, the item can be listed on the player marketplace and offered to specific users. Quest rewards, admin-minted items, bound cosmetics, and certain unique drops are marked false.
isProtected
If true, the item is bound to the member who owns it — it cannot be sold, traded, or stolen. Useful for personalised cosmetics and event participation rewards.
origin
Stored alongside every inventory row: PLAYER_CREATED, ADMIN_GRANTED, EVENT_REWARD, QUEST_REWARD, DROP, STOLEN. The marketplace filters out non-tradeable origins automatically.
Random drop engine
Activities can drop items on top of their normal payout. The engine resolves every drop through the same formula:
probability =
base_chance × server_multiplier × event_multiplier × player_boost × anti_farm_modifier
base_chanceConfigured per item on the catalogue. Common items run ~30%, Mythic items run < 0.2%.
server_multiplierServer-wide drop boost set on the Drops dashboard page (defaults to 1.0).
event_multiplierActive event multiplier — admins push this up during seasons or community events.
player_boostSum of every active luck booster the member has running (fish_luck, hunt_luck, gather_luck, …).
anti_farm_modifierDrops the probability when the member has been farming the same activity in a tight loop. Resets when they switch activities or take a break.
Drop caps
Even with maximum boosts, drops respect ceilings. Caps are configured on the Drops dashboard page:
Per user / day
Hard ceiling on total items dropped to one member in 24 hours.
Per user / week
Rolling 7-day ceiling per member.
Per server / day
Total drops across the server in 24 hours.
Per server / week
Rolling 7-day ceiling for the whole server.
Per rarity / day
Rare-tier ceiling per day, prevents same-tier flooding.
Legendary / week
Legendary drops capped weekly across the server.
Mythic / month
Mythic drops capped monthly across the server.
Cooldown gates
Drops can only fire when the activity itself isn’t cooled down.
When a cap blocks a drop, the activity card still shows its normal coin payout — the drop just doesn't fire. The audit log records the blocked roll for transparency.
How items enter your inventory
Activity drops
Fishing, hunting, gathering, cooking, crafting, crime, heist — every successful activity rolls for a drop.
Daily / weekly bonuses
The streak system can include a bonus item at high streak counts.
Random server drops
The drop engine spawns money or items into a configured channel based on activity. Members claim with a button.
Shop purchases
The catalogue surfaces items members can buy with /shop.
Marketplace purchases
Buying from another member transfers the stack to your inventory.
Crime / heist loot
Successful theft can lift an item from the victim’s bag (rarity-weighted).
Selling, using, and disposing of items
/eco item useApply the item’s effect immediately. Consumes the item./sellSell to the bot at the floor price. Useful for filler stacks./sell marketOpen the sell flow targeting the player marketplace — pick price and recipient./marketOpen the web marketplace to browse listings and list multiple items at once./offersAccept or decline incoming p2p offers — buyers can target you specifically.See the dedicated Marketplace guide for the complete buy / sell / offers workflow.