Overview
Items

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 view

Inspect any item — full description, source, rarity, effects.

/eco item use

Consume / equip — applies the effect immediately.

/eco item info

Look 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:

Common~ 70 %e.g. Bluegill, Crab, Earthworm Bait
Uncommon~ 18 %e.g. Silk Fishing Line, Spinning Lure
Rare~ 8 %e.g. Portable Sonar Rig, Black-Market Buyer
Epic~ 3 %e.g. Phoenix Tear, Voidsteel Filament
Legendary~ 0.8 %e.g. Dragon Scale, Celestial Bait
Mythic~ 0.15 %e.g. Stardust Crystal, Moonwater Vial
Relic~ 0.04 %e.g. Founder Cape, Heirloom Anchor
Uniquecrafted / evente.g. Personalised cosmetics, quest rewards

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_xp

Boost XP gain for one activity for a duration.

work_coins / fish_coins / hunt_coins / cook_coins / craft_coins / crime_coins / heist_coins / gather_coins

Multiplier on coin payout for one activity.

all_xp

Boost XP across every activity.

all_coins

Multiplier on coin payout across every activity.

fish_luck / hunt_luck / gather_luck

Raise the chance of rare-tier rolls for that activity.

crime_success / heist_success / craft_success

Raise the success probability of that activity.

cooldown_reset

Reset one specific cooldown immediately (no duration).

bank_expansion

Permanently raise the member's banked-balance cap.

rob_protection / streak_protection

Block the next /rob attempt or save your streak after a missed claim.

loot_crate

Open a tier-weighted random reward (Common / Epic / Legendary crates).

title

Grant 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_chance

Configured per item on the catalogue. Common items run ~30%, Mythic items run < 0.2%.

server_multiplier

Server-wide drop boost set on the Drops dashboard page (defaults to 1.0).

event_multiplier

Active event multiplier — admins push this up during seasons or community events.

player_boost

Sum of every active luck booster the member has running (fish_luck, hunt_luck, gather_luck, …).

anti_farm_modifier

Drops 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.