Gear, Cosmetics & Stats
Everything you wear, hold, or keep in your pockets on Grindtime feeds into one shared stat sheet. Your armour, your pet, your hat, your charms and your held sword all add together, and every system in the game reads that single total. There's no separate "farming build" and "combat build" hidden away — it's all one sheet, and you can see it any time.
1. The stat sheet#
Every piece of gear grants stats. Stats come in two flavours:
- Percentage (PCT) — shown as
+12.5%. These stack additively from all your sources. - Flat (FLAT) — shown as
+2.0. Health is measured in hearts, Magnet in blocks.
Every stat in the game#
| Stat | Symbol | What it does |
|---|---|---|
| Health | ❤ | +N hearts to your max health (1 = 1 heart = 2 HP) |
| Speed | ⚡ | +% walk speed |
| Damage | ⚔ | +% melee attack damage |
| Crit | ✷ | +% crit chance |
| Crit Damage | ✷ | +% on top of the base 1.5× crit multiplier |
| Attack Speed | ⚡ | +% swing rate |
| Boss Damage | ⚔ | +% damage to arena bosses |
| Fortune | ☘ | The global luck stat — see section 7 |
| Treasure Luck | ⚱ | +% relic find chance |
| Crop Gain | ❀ | +% farming harvest yield |
| Crop XP | ✦ | +% farming XP |
| Currency | $ | +% to every currency you earn |
| Sell Boost | $ | +% from sells (paid in Tokens) |
| XP Boost | ✦ | +% account / skill XP |
| Luck | ♦ | +% crate-key and rare-drop chance |
| Proc | ✸ | +% enchant proc frequency |
| Tool Speed | ⛏ | +% grind (haste-style) speed |
| Magnet | ◎ | +N block auto-pickup radius |
| Tokens / Gems / Shards Find | + | +% to that specific currency's earn |
Two things worth knowing:
- Speed is applied as
0.2 × (1 + Speed)on your walk speed, clamped between 0.05 and 1.0. - Damage is capped at +500% no matter how much you stack.
Your totals refresh instantly whenever you change armour, swap your offhand, equip a pet or put on a hat.
2. The three armour lines#
Grindtime has three completely separate armour lines. They don't compete for the same slots by accident — each one is earned a different way and is good at a different thing.
| Line | Pieces | Earned from | Upgraded with | Leans toward |
|---|---|---|---|---|
| Main set | Helmet, Chest, Legs, Boots | Free from the Merchant | Crops (in your own inventory) | Fortune / Health / XP / Speed |
| Voltweave (Fortune) set | Helmet, Chest, Legs, Boots | Fortune Vendor | Tokens, Gems + compressed crops | Heavy Fortune + utility |
| Boss (Sigil) sets | Helmet, Chest, Legs, Boots + Blade | Boss drops | That boss's Sigils | Health / Boss Damage / Speed |
You can only wear one set of armour at a time, so mixing lines is a real choice — and mixing means you lose the full-set bonuses.
3. The Main set — your free starter gear#
This is the set you start with, and it's the only armour the server ever gives you for nothing.
Getting it#
Walk up to the Merchant NPC and click any of the four armour cells. Every piece you're missing is handed over free at Tier 1. It's never sold, so if you bin a piece you can just go and claim it again.
Tip: Use
/shopsto find the Merchant once you've met one.
Climbing the ladder#
The Main set walks the same 13-crop ladder your Farm Hoe does. World 1's set starts as the Wheat set and ends as the Crimson Roots set. Each tier renames the piece, recolours it, and reforges it into better material:
| Tiers | Material |
|---|---|
| 1–3 | Leather (dyed the tier colour) |
| 4–6 | Chainmail |
| 7–9 | Iron |
| 10–11 | Gold |
| 12 | Diamond |
| 13 | Netherite |
To upgrade: Sneak + right-click the piece in your own inventory, or click it in the /menu hub. One click = one tier. No merchant, no menu required.
Upgrades are paid in crops — specifically, the crop of the tier you're leaving, which is exactly the crop your hoe is already harvesting. They come straight out of your backpack.
Upgrade costs (per piece)#
The formula is 48 × 1.55^(tier − 2):
| To tier | Crops needed | To tier | Crops needed |
|---|---|---|---|
| 2 | 48 | 8 | 666 |
| 3 | 74 | 9 | 1,032 |
| 4 | 115 | 10 | 1,599 |
| 5 | 179 | 11 | 2,479 |
| 6 | 277 | 12 | 3,842 |
| 7 | 429 | 13 | 5,955 |
That's roughly 16,700 crops to take one piece from Tier 1 to Tier 13, or about 66,800 for the whole set.
What it gives you#
Each piece leads on a different stat, so no two read the same. Values below are per tier — multiply by your tier.
| Piece | Lead stat | Support stat |
|---|---|---|
| Helmet | XP +2.0% | Fortune +1.0% |
| Chestplate | Health +0.25 hearts | Fortune +1.5% |
| Leggings | Fortune +2.0% | XP +1.0% |
| Boots | Speed +1.5% | Fortune +1.0% |
Full-set bonus (wear all four): Fortune +10%, Health +1 heart, XP +5%, Speed +3%
Each piece also carries +0.35 Armor and +0.10 Armor Toughness per tier — so a maxed set is about 18 Armor across four pieces. Deliberately gentle: it should never outclass a boss set.
A fully maxed (Tier 13) Main set gives you roughly +81.5% Fortune, +4.25 hearts, +44% XP and +22.5% Speed.
Trading up to the next world#
Once every piece of your Main set is at max tier, go back to the Merchant and click a piece. Your maxed set is handed over and consumed, and you get Tier 1 of the next world's Main set in return. All 13 tiers of upgrades are wiped — buying the next world's gear is handing the old set over.
Only the World 1 set is handed out free. Past that, if you bin a piece it's gone — so max what you're carrying to trade the set up.
4. The Voltweave set — the Fortune line#
Synth-themed gear built around one thing: Fortune. If you want rare things to happen more often, this is the set.
Getting it#
Find the Fortune Vendor (the Voltweave stall) — a cyborg NPC placed once per world. The world's Fortune pieces are also sold from the Farming Merchant's own row, so you can buy from either.
The pieces#
Four pieces: an HDB synth Goggles helmet, plus a dyed neon-cyan Cuirass / Greaves / Sabatons with an amethyst "wild" trim. Max tier 10.
Values below are per tier:
| Piece | Fortune | Second | Third |
|---|---|---|---|
| Helmet | +3.0% | Crop XP +2.0% | Treasure Luck +1.5% |
| Chestplate | +4.0% | Crop Gain +2.5% | Currency +1.5% |
| Leggings | +3.5% | Currency +2.0% | Proc +1.5% |
| Boots | +2.5% | Speed +2.0% | Treasure Luck +1.5% |
Full-set bonus: Fortune +15%
Each piece adds +0.6 Armor and +0.20 Toughness per tier (24 Armor across a maxed set).
A maxed Tier 10 Voltweave set is +145% Fortune — plus stacked Currency, Crop Gain, Crop XP, Proc, Treasure Luck and Speed.
What it costs#
| Action | Cost |
|---|---|
| Buy Tier 1 (per piece) | 750,000 Tokens + 1 Compressed crop |
| Upgrade to tier N | 40 × N Gems |
| From Tier 6 onward | + 2 × (N − 5) Compressed crops on top |
Compressed crops come from
/compress— 10,000 raw crops fold into 1 Compressed crop. The top Voltweave tiers are designed to soak enormous crop counts.
The Voltweave Charm (offhand trinket)#
A single synth charm held in your offhand. Its stats fold into the same sheet as your armour, so its Fortune counts exactly like a worn piece. Max tier 8.
Per tier: Fortune +3.0%, Health +0.15 hearts, Damage +2.0%, Crit +1.5%, Speed +1.0%, Crop Gain +2.0%, Crop XP +2.0%
At Tier 8 that's +24% Fortune, +1.2 hearts, +16% Damage, +12% Crit, +8% Speed, +16% Crop Gain, +16% Crop XP.
| Action | Cost |
|---|---|
| Buy Tier 1 | 2,500 Tokens + 1 Compressed crop |
| Upgrade to tier N | 30 × N Gems |
| From Tier 6 onward | + 2 × (N − 5) Compressed crops |
It's bought from the same Fortune Vendor panel.
5. The Boss sets — Sigil gear#
Combat armour. It isn't sold anywhere — the pieces drop from the boss they belong to. There are seven boss sets, one per personal boss, and each is a 4-piece set plus an upgradeable Blade.
How they work#
- Fight the boss. Pieces drop from the fight.
- Salvage spares with
/salvage— a boss piece salvages into that boss's Sigils (a stored balance, not an item). - Upgrade at the Warrior (or the Armoury) by spending those Sigils.
The Warrior NPC is the world's fighting stall: your boss set on one row and the blade beside it. You can also reach every set from the Armoury panel.
The seven sets#
Stats shown are per tier. "Set bonus" applies when you wear all four pieces.
| Set | Boss | Sigil | Max tier | Per-tier stats | Full-set bonus |
|---|---|---|---|---|---|
| Sproutguard | The Sproutling | Sproutling Sigil | 8 | Health +0.30, Boss Dmg +3.0%, Speed +1.0% | +2.0 hearts, Boss Dmg +12% |
| Carapace | The Beetle Lord | Beetle Sigil | 8 | Health +0.40, Boss Dmg +3.5%, Speed +1.0% | +2.5 hearts, Boss Dmg +14% |
| Bloomplate | The Bloom Tyrant | Bloom Sigil | 9 | Health +0.45, Boss Dmg +4.0%, Luck +1.5% | +3.0 hearts, Boss Dmg +16% |
| Petalshroud | The Petal Geist | Geist Sigil | 9 | Health +0.55, Boss Dmg +4.5%, Speed +1.2% | +3.5 hearts, Boss Dmg +18% |
| Reefplate | The Reef Mind | Reef Sigil | 9 | Health +0.65, Boss Dmg +5.0%, Luck +1.8% | +4.0 hearts, Boss Dmg +20% |
| Emberplate | The Ember Horn | Ember Sigil | 10 | Health +0.75, Boss Dmg +5.5%, Speed +1.4% | +4.5 hearts, Boss Dmg +22% |
| Crimsonscale | The Crimson Maw | Maw Sigil | 10 | Health +0.90, Boss Dmg +6.5%, Luck +2.0% | +5.0 hearts, Boss Dmg +25% |
Look, protection and cost#
| Set | Base material | Trim | Armor/tier | Toughness/tier | Salvage/tier | Upgrade cost |
|---|---|---|---|---|---|---|
| Sproutguard | Leather | Emerald Sentry | 0.6 | 0.15 | 8 Sigils | 30 × tier |
| Carapace | Leather | Copper Coast | 0.7 | 0.20 | 10 Sigils | 36 × tier |
| Bloomplate | Diamond | Amethyst Rib | 0.9 | 0.30 | 12 Sigils | 44 × tier |
| Petalshroud | Diamond | Quartz Ward | 1.0 | 0.35 | 14 Sigils | 52 × tier |
| Reefplate | Diamond | Lapis Tide | 1.1 | 0.40 | 16 Sigils | 60 × tier |
| Emberplate | Netherite | Gold Eye | 1.3 | 0.50 | 18 Sigils | 70 × tier |
| Crimsonscale | Netherite | Redstone Spire | 1.5 | 0.60 | 20 Sigils | 80 × tier |
The helmet is a Visage — it wears the boss's own head.
The higher-tier wall#
From Tier 6 upward, every upgrade costs a second currency on top of the Sigils:
| Set | Extra cost from Tier 6 |
|---|---|
| Sproutguard | 15 Gems per over-threshold tier |
| Carapace | 18 Gems |
| Bloomplate | 25 Gems |
| Petalshroud | 30 Gems |
| Reefplate | 40 Shards |
| Emberplate | 45 Gems |
| Crimsonscale | 60 Compressed Crimson Roots |
The set Blade#
Every boss set carries a fifth, held piece: a tiered sword that upgrades alongside the armour.
| Set | Attack Damage / tier | Boss Damage / tier |
|---|---|---|
| Sproutguard | +1.0 | +2.0% |
| Carapace | +1.1 | +2.2% |
| Bloomplate | +1.25 | +2.6% |
| Petalshroud | +1.35 | +3.0% |
| Reefplate | +1.45 | +3.4% |
| Emberplate | +1.6 | +3.8% |
| Crimsonscale | +1.8 | +4.4% |
The blade's Boss Damage only counts while it's in your main hand. Its Attack Damage is a real item attribute, so it applies whenever you're holding it.
6. Soulbound — the rules for all gear#
Every armour piece, every pillar tool (hoe, pickaxe, axe, rod, sword), your Backpack and the Fortune trinket are marked Soulbound. Here's exactly what that means:
✅ You CAN#
- Move it anywhere inside your own inventory
- Hotbar it, swap it, shuffle it around
- Put it on and take it off freely
- Shuffle it through your own 2×2 crafting grid
- Keep it on death — soulbound items are pulled out of your drops and handed straight back on respawn
❌ You CANNOT#
- Drop it (Q or Ctrl-Q)
- Put it in any chest, container, or trash — including shift-clicking into an open container
- Put it in an anvil, grindstone, or enchanting table
- Put it in an item frame or on an armour stand
- Let a hopper or dropper move it
If you try, you'll get: "That item is soulbound — it stays with you."
The Backpack is stricter still — it's pinned in place and never moves at all.
7. Fortune — the luck stat#
Fortune is the single most important stat in the game, and it's worth understanding properly.
Fortune isn't just "more money". It's the one number every rare roll in Grindtime reads. Stack Fortune from any source — armour, pets, charms, potions — and all of the following get better at once:
What Fortune boosts#
| System | Effect |
|---|---|
| Grind drops | A chance equal to your Fortune % for any grind-zone break to drop two instead of one |
| Special crops | Multiplies how often glowing special crops spawn while you farm |
| Idols | Multiplies the per-crop idol drop chance (clamped at guaranteed) |
| Treasure relics | Multiplies your total relic find chance |
| Boss Hearts | Multiplies the combined Heart drop factor |
| Crate luck | Bends the crate table toward rarer rewards without adding or removing any prize |
| Fishing | Widens your catch bias toward rarer fish |
How the crate maths works#
Crates don't get "extra rolls". Instead, Fortune raises every reward's weight to a power below 1 — which shrinks the big common weights proportionally more than the tiny jackpot weights. You see rarer rewards more often, but nothing is ever added or removed from the pool. It's hard-capped so even a colossal Fortune stack can never invert the ordering.
Where Fortune comes from#
- Main set — up to ~81.5% at full max
- Voltweave set — up to ~145% at Tier 10
- Voltweave Charm — up to +24%
- Pets — Wheat–Beetroot pets and Crimson pets lead on Fortune
- Hats — Hard Hat (+2%), Capybara (+2%)
- Fortune Boosters — multiply on top of everything (capped at ×3)
See your live Fortune total any time in /stats or the multiplier panel.
8. Charms — permanent passives#
Charms are collectible passives that never come off. Find a charm item, right-click it to unlock at Tier I, and claim a duplicate to tier it up — I → II → III. Once owned, a charm is permanently active. Nothing to equip.
Open /charms to see your collection.
| Charm | Tier I / II / III | What it does | Where it comes from |
|---|---|---|---|
| Cadence | 5% / 10% / 15% | + to grind-earned currency output | Grind milestones |
| Familiar Bond | 10% / 20% / 30% | + to your active pet's power | Pet crates & eggs |
| The Cut | 2% / 4% / 6% | Skims + of every auto-sell, paid as Gems | Shard Shop |
| Bruiser → Wrecker | 20% / 40% / 60% | + damage to bosses & their minions | Boss drops |
| Sticky Fingers | 10% / 20% / 30% | Chance to keep your key when you open a crate | Crate drop |
| Big Catch → Record Catch | ×1 / ×2 / ×3 | Scales your fishing bonus-catch drops | Rare fishing catch |
| Overtime | 3% / 6% / 10% | + to ALL grind output — the flagship | Top crate & Invincible-boss drops |
| Emberglass | 10% / 20% / 30% | + booster potency | Events & Shard Shop |
| Grinder's Ledger | 10% / 20% / 30% | + grind XP (skill + account) | Milestone rewards |
Two charms rename at Tier III — Bruiser becomes Wrecker, and Big Catch becomes Record Catch.
9. Hats#
Hats sit in your helmet slot and carry a small flat stat bonus. One at a time. Open /hats for the wardrobe — filter by rarity, or show only what you own.
Most hats are crate-only (pull them from the Cosmetic Crate); a few can be bought outright with Credits. Some are week-gated and unlock later in the season.
| Hat | Rarity | Bonus | Week | Credits |
|---|---|---|---|---|
| Brown Paper Bag | Common | Speed +2% | 1 | Crate only |
| Hard Hat | Common | Fortune +2% | 1 | Crate only |
| Cowboy Hat | Uncommon | Sell Boost +2% | 1 | Crate only |
| Lemon Slice | Uncommon | Luck +1.5% | 1 | Crate only |
| Watermelon | Uncommon | Shards Find +2% | 2 | Crate only |
| Turkey | Rare | XP +2% | 2 | Crate only |
| Rubber Duck | Rare | Gems Find +2% | 2 | Crate only |
| Pumpkin | Rare | Luck +2% | 2 | Crate only |
| Cherry Blossom | Rare | XP +2.5% | 3 | Crate only |
| Poke Hat | Epic | Tokens Find +2% | 3 | Crate only |
| Shark | Epic | Boss Damage +2.5% | 3 | Crate only |
| Drowned | Epic | Gems Find +2% | 3 | 20,000 |
| Jet Pilot Helmet | Epic | Tool Speed +3% | 4 | Crate only |
| Capybara | Legendary | Sell Boost +3%, Fortune +2% | 4 | 25,000 |
| Galaxy | Mythic | Sell Boost +4%, XP +3% | 4 | 50,000 |
Rarer hats are rarer crate pulls — Legendaries and Mythics land on the jackpot beat.
Note: a hat occupies the same slot as an armour helmet, so wearing one means giving up your set helmet (and, with it, the full-set bonus).
10. Pets#
Pets are grind-earned. They are never bought — there is no pet shop and no Credit price.
Each of the 13 crops has its own pet set of two pets (a common and a rarer one), for 26 pets total. A pet drops only while you farm its crop, and levels only on that crop.
Getting one#
- Drop chance: roughly 1 in 50,000 per matching-crop harvest
- The Luck stat improves those odds
- A duplicate you already own pays 250 pet XP instead
- New unlocks are announced server-wide
Levelling and prestige#
- Pets level 1 → 50 by farming their crop
- At max level you can prestige, which resets to level 1 and moves the pet up one Rank
- Only your active pet contributes stats and gains XP
| Rank | Name prefix | Particle trail |
|---|---|---|
| 0 | (none) | — |
| 1 | Polished | Happy Villager |
| 2 | Radiant | Glow |
| 3 | Prismatic | Witch |
| 4 | Ascended | End Rod |
Each rank adds +25% to every one of the pet's stats and +15% to its XP gain — so higher ranks get stronger and level faster.
What pets give you#
A pet's stats grow from small at level 1 to a cap at level 50, then scale again with rank. The spread depends on where its crop sits on the ladder:
| Crop band | Common pet leads on | Rare pet adds |
|---|---|---|
| Tiers 1–4 (grains & roots) | Fortune, XP | Sell Boost, Magnet |
| Tiers 5–7 (flowers) | XP, Luck | Tokens Find, Speed |
| Tiers 8–12 (corals) | Tokens Find, Tool Speed | Sell Boost, Luck |
| Tier 13 (Crimson) | Sell Boost, Fortune | XP, Boss Damage |
Pets further up the ladder are stronger — a Crimson pet is worth roughly 2.4× a Wheat pet at the same rank, and the rare variant of any set is worth 1.35× its common.
The pets#
| Crop tier | Common | Rare |
|---|---|---|
| 1 | Wheat Wisp | Harvest Hare |
| 2 | Spud Sprite | Tuber Troll |
| 3 | Carrot Cub | Root Rabbit |
| 4 | Beet Beetle | Ruby Root |
| 5 | Lilac Moth | Blossom Fae |
| 6 | Rose Finch | Thorn Knight |
| 7 | Peony Pup | Bloom Warden |
| 8 | Tube Tadpole | Coral Crab |
| 9 | Brain Blob | Reef Thinker |
| 10 | Bubble Guppy | Foam Drake |
| 11 | Ember Eel | Cinder Serpent |
| 12 | Horn Hermit | Reef Ram |
| 13 | Crimson Creep | Root Wyrm |
Your pet follows you as a floating head, and its Magnet stat auto-pulls nearby dropped items.
Commands#
/pets— your collection: equip, rename, prestige/petshop(/petdex) — the codex: every pet in the game and the crop it drops from
11. Cosmetics#
Cosmetics are pure show — they give no stats. Open /cosmetics (/wardrobe) to browse and equip.
One cosmetic = one slot#
A "Toxic Name" colours your name and nothing else. Themes therefore ship as sets of eight, one per slot, so you chase the pieces and mix themes freely:
| Slot | What it changes |
|---|---|
| Name | Your name colour |
| Rank | Your rank's colour |
| Prestige | Your prestige badge colour |
| Chat Message | The colour of your chat text |
| Prefix | A badge before your rank, in chat and tab |
| Suffix | A badge after your name |
| Emoji | A custom glyph beside your name |
| Join | The colour of your join announcement |
The five themes#
| Theme | Rarity | Look |
|---|---|---|
| Sky | Common | Flat sky blue |
| Neon | Rare | Magenta → cyan gradient |
| Toxic | Rare | Acid green gradient |
| Grinder | Legendary | Animated — whole-text neon flow |
| Scanline | Legendary | Animated — CRT scanline sweep |
The two Legendaries genuinely move on your screen — the client's GPU animates them. That's what makes them the jackpot pull. (If you're not using the resource pack, they render near-white instead.)
Exclusives#
Two cosmetics can never drop from a crate:
- Recruiter Prefix —
[RECRUITER], animated - Recruiter Title —
⚡ brought the crew
Both are earned only at the top rung of the referral ladder. At Grindtime's size, that's three to five players ever. The scarcity is the reward.
Where cosmetics come from#
Cosmetics arrive as vouchers from the Cosmetic Crate and the Seasonal Crate. Right-click a voucher to redeem it into your wardrobe — or list it on the auction house, since the cosmetic id rides inside the item.
Two bonus categories in /cosmetics#
- Titles — suffix tags earned by mastering crops
- Size — a free self-service model-scale toggle, no unlock needed:
| Tiny 0.1× | Miniature 0.25× | Small 0.5× | Short 0.75× | Normal 1.0× |
| Tall 1.25× | Big 1.5× | Giant 2.0× | Huge 2.5× | Titanic 3.0× |
Pick Normal (or re-click the size you're wearing) to go back to default.
12. Weathers#
Weathers are server-wide buff events. They roll in free on their own, and any player can buy one for everyone with Credits.
Open /weathers (/weather, /events) to see what's live, what's available, and to summon or extend.
The rules#
- They stack. Several can run at once and every one applies. Two XP weathers really is ×4 XP.
- Nothing caps how many you can buy.
- Click to buy, click again to extend. Buying starts a weather that isn't running; clicking a live one adds its own duration again at the same price.
- A free one rolls in roughly every 30 minutes (±5 minutes of jitter), and it only ever adds a weather nobody is running — a paid weather keeps every second the buyer paid for.
- The whole server gets a chat shout-out naming the buyer. Go and thank them.
- Each running weather gets its own boss bar showing exactly what it's doing and how long is left (up to 6 bars, then the rest collapse into a "+N more" bar).
The 13 weathers#
| Weather | Buff | Duration | Credits |
|---|---|---|---|
| Neon Dawn | +100% XP Gain | 10m | 150 |
| Voltage Storm | +100% Tokens Gain | 10m | 150 |
| Chrome Rain | +75% Sell Value | 10m | 150 |
| Midnight Drive | +100% Pet XP | 10m | 125 |
| Redline Heat | +50% Enchant Proc Rate | 8m | 250 |
| Vapor Haze | +200% Luck | 10m | 250 |
| Starfall | +50% Crop Yield | 8m | 250 |
| Cyan Bloom | +100% Momentum Build | 12m | 250 |
| Special Surge | +200% Special Crop Rate | 10m | 300 |
| Ultraviolet | +100% Gems Gain | 10m | 350 |
| Prism Drive | +100% Shards Gain | 10m | 350 |
| Afterglow | +50% All Currency, +50% XP | 15m | 500 |
| Synthwave Surge | +100% All Currency, +100% XP, +100% Sell | 5m | 1,200 |
Special Surge changes how often special crops appear — never what one pays.
Ambient visuals#
Every weather brings its own particle motif, and some touch your client-side sky (time of day, or rain for Chrome Rain). None of this changes the world's real time or weather — it's per-player only. You can switch the whole ambient layer off in /options if you'd rather have a clean screen.
The two admin specials#
You can't buy these — they're fired by staff, and they're announced in-game and on Discord.
⚡ ADMIN BOOSTER — a flat multiplier on everything: every currency, XP, enchant procs, the lot. It rides the normal booster system, so it shows in your booster list and HUD. Join mid-window and you're topped up with whatever time is left. It gets its own gold countdown bar.
🌆 OVERDRIVE — the big one. Every weather fires at once, and a flat ×5 multiplier lands on top of the whole stack. Default length 10 minutes. Do not waste it.
13. Don't confuse these two: /armor vs your armour#
They sound the same and they're completely different things.
| What it is | |
|---|---|
| Your armour sets | The Main / Voltweave / Boss gear above. Worn on your body, opened from the Merchant, Fortune Vendor, Warrior or the Armoury. |
/armor | A currency sink. A single account-wide level you buy with Shards for a flat global multiplier. Nothing is worn. |
How /armor levels work#
- 30 levels max
- Each level = +4% to every currency (level 30 = +120%)
- Level 0 → 1 costs 1,000 Shards, and each level costs 1.9× the last
- Prestige-gated: every 5 levels needs one more prestige (levels 5–9 need P1, 10–14 need P2, and so on)
14. Command cheat-sheet#
| Command | What it opens |
|---|---|
/menu | The hub — your tool and armour in the middle, every system on the frame |
/shops | Vendor directory — every merchant you've met, by world |
/stats | Your live stat sheet |
/salvage | Salvage boss pieces into Sigils |
/compress | Fold raw crops into Compressed crops |
/pets | Your pet collection — equip, rename, prestige |
/petshop | The pet codex — every pet and its crop |
/hats | Hat wardrobe |
/charms | Your charm collection |
/cosmetics | Cosmetic wardrobe (also /wardrobe) |
/weathers | Live weather, the full set, summon and extend |
/armor | The Shards multiplier ladder (not your worn gear) |
/options | Toggle weather visuals and other client-side settings |
/bosses | Boss information |
/backpack | Your grind backpack |