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	<updated>2026-07-26T18:20:16Z</updated>
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		<id>https://wiki.prosperitysmp.com/index.php?title=Banking&amp;diff=133</id>
		<title>Banking</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Banking&amp;diff=133"/>
		<updated>2026-06-12T02:20:38Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Bank is open; link the new Stock market guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|The Central Bank is &#039;&#039;&#039;open&#039;&#039;&#039; — savings, bonds, and stocks are all live. New to investing? The [[Stock market]] page is a full course: how the Prosperity Index works, how to read it like a trader, and how real-world markets work.}}&lt;br /&gt;
&lt;br /&gt;
Bank news - daily market closes, the weekly bank summary, and any rate changes - is posted to the Discord &amp;lt;code&amp;gt;#market-news&amp;lt;/code&amp;gt; channel.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Central Bank&#039;&#039;&#039; is the server&#039;s savings bank. It offers three products: &#039;&#039;&#039;flexible savings&#039;&#039;&#039; (deposit and withdraw any time), &#039;&#039;&#039;7-day bonds&#039;&#039;&#039; (locked for a week at a higher rate), and &#039;&#039;&#039;stocks&#039;&#039;&#039; (the Prosperity Index - the highest long-run returns, with real down weeks). Money in the bank earns weekly returns and still counts toward your net worth. Rates are scaled to server time: one real month is one in-game year, so a good &amp;quot;annual&amp;quot; return arrives in about four real weeks.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Product !! Base rate !! Risk !! Liquidity&lt;br /&gt;
|-&lt;br /&gt;
| Flexible savings || 1% per week || None || Deposit and withdraw any time&lt;br /&gt;
|-&lt;br /&gt;
| 7-day bond || 1.5% per week, locked in when you buy || None || Locked for 7 days; can auto-renew; early exit forfeits interest plus a small penalty&lt;br /&gt;
|-&lt;br /&gt;
| Stocks (Prosperity Index) || Volatile — big bull runs and real crashes (the market moves every hour) || Can lose value fast in a downturn || Buy and sell any time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rates are paid in full each week.&#039;&#039;&#039; The interest pool is funded by taxes and penalties, with the Treasury covering any difference. Bond rates are locked at purchase; flexible rates can change for future weeks.&lt;br /&gt;
* Interest is calculated on the &#039;&#039;&#039;lowest balance you held for the full week&#039;&#039;&#039;, so topping up right before payout does not earn extra.&lt;br /&gt;
* The full rate applies to your entire balance - there are no balance caps.&lt;br /&gt;
* Minimum deposit: &#039;&#039;&#039;$50&#039;&#039;&#039;. One bond at a time per player, from $50 up - no maximum.&lt;br /&gt;
* &#039;&#039;&#039;Capital gains tax:&#039;&#039;&#039; bond interest pays net of a &#039;&#039;&#039;10%&#039;&#039;&#039; tax, and realized stock gains are taxed &#039;&#039;&#039;15%&#039;&#039;&#039; when you sell. Your deposits and principal are never taxed. Tax proceeds flow back into the bank&#039;s interest pool.&lt;br /&gt;
* When a bond matures, the principal plus interest is credited automatically to your flexible savings - or, with &#039;&#039;&#039;auto-renew&#039;&#039;&#039; on (&amp;lt;code&amp;gt;/bond autorenew&amp;lt;/code&amp;gt;), it locks straight into a fresh 7-day bond at the then-current rate, compounding week over week.&lt;br /&gt;
&lt;br /&gt;
=== High-yield tiers ===&lt;br /&gt;
Large accounts earn &#039;&#039;&#039;multiplied rates&#039;&#039;&#039; on savings and bonds. Your tier is set by your total account balance - flexible savings, bond, and stocks combined. It applies to weekly savings interest and to the rate locked into new or auto-renewed bonds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Total account balance !! Rate multiplier !! Flexible !! Bond&lt;br /&gt;
|-&lt;br /&gt;
| Standard || under $50,000 || 1× || 1%/week || 1.5%/week&lt;br /&gt;
|-&lt;br /&gt;
| High-Yield || $50,000+ || 4× || 4%/week || 6%/week&lt;br /&gt;
|-&lt;br /&gt;
| Private Reserve || $150,000+ || 8× || 8%/week || 12%/week&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tiers apply to savings and bonds only — &#039;&#039;&#039;the stock market is the same for everyone&#039;&#039;&#039;, whatever your balance.&lt;br /&gt;
&lt;br /&gt;
Check your tier with &amp;lt;code&amp;gt;/savings balance&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Using the bank ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/savings&amp;lt;/code&amp;gt; || Open the bank menu (works on Bedrock)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/savings deposit &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; || Deposit cash into flexible savings&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/savings withdraw &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; || Withdraw back to your wallet&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/savings balance&amp;lt;/code&amp;gt; || Check your savings and bond&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/bond buy &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; || Buy a 7-day bond at the current locked rate&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/bond status&amp;lt;/code&amp;gt; || See your bond&#039;s maturity time and projected interest&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/bond autorenew&amp;lt;/code&amp;gt; || Toggle automatic renewal at maturity (compounds)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/bond claim&amp;lt;/code&amp;gt; || Exit a bond early (forfeits interest, charges a penalty; you confirm first)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/stocks invest &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; || Buy into the Prosperity Index&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/stocks sell &amp;amp;lt;amount&amp;amp;#124;all&amp;amp;gt;&amp;lt;/code&amp;gt; || Sell back to your wallet at the current value&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/stocks status&amp;lt;/code&amp;gt; || Your position and last week&#039;s market close&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stocks ===&lt;br /&gt;
&#039;&#039;Main article: [[Stock market]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Prosperity Index moves &#039;&#039;&#039;every hour&#039;&#039;&#039; - the same move for every investor, with days that can swing several percent in either direction. The official &#039;&#039;&#039;daily close&#039;&#039;&#039; (the net of the day&#039;s hourly moves) is posted to Discord at 4 AM and shown in &amp;lt;code&amp;gt;/stocks status&amp;lt;/code&amp;gt; alongside the live day-so-far number; the week&#039;s net move is announced in chat at the weekly close. The market runs hot and cold: bull runs can stack double-digit weekly gains, and corrections or crashes can wipe gains back out just as fast. Over the long run the index is built to grow with the server&#039;s economy.&lt;br /&gt;
&lt;br /&gt;
=== Reading the market (beginner tips) ===&lt;br /&gt;
You don&#039;t need spreadsheets to do well here. &amp;lt;code&amp;gt;/stocks&amp;lt;/code&amp;gt; shows the index level, a 24-hour mini-chart, the last seven daily closes, and any current streak — and the daily close posts to Discord every morning. A few patterns cover most of what matters:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Streaks are real.&#039;&#039;&#039; Several green closes in a row usually means a run — riding it has been profitable. Runs always end eventually, so take some profit on the way up.&lt;br /&gt;
* &#039;&#039;&#039;Crashes happen.&#039;&#039;&#039; A violent red day is often followed by more rough days. Stepping out for a day or two after a big drop — or buying the recovery once it stabilizes — are both real strategies.&lt;br /&gt;
* &#039;&#039;&#039;Buying the dip beats panic-selling the bottom.&#039;&#039;&#039; The players who lose the most buy the top of a run and sell the bottom of a crash. Over the long run the index grows with the server.&lt;br /&gt;
* &#039;&#039;&#039;Never invest money you need tomorrow.&#039;&#039;&#039; Rent, food, and gear come first; invest what&#039;s left.&lt;br /&gt;
&lt;br /&gt;
Full price charts are coming to the [https://economy.prosperitysmp.com economy website], where classic chart patterns (double bottoms, breakouts, and the like) will actually be visible — the skills you learn reading them work the same way here as in real markets. There is no lock and no penalty: buy in or sell out whenever you like. New money rides from the &#039;&#039;&#039;next&#039;&#039;&#039; hourly move, so there are no free instant gains. Positions can shrink hard on a bad day - never invest cash you cannot afford to see dip.&lt;br /&gt;
&lt;br /&gt;
Your first deposit asks you to accept the account terms below with &amp;lt;code&amp;gt;/savings accept&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Account terms ==&lt;br /&gt;
&lt;br /&gt;
By making your first deposit, you agree to the terms below. They exist to keep the bank fair and safe for everyone.&lt;br /&gt;
&lt;br /&gt;
=== 1. Your savings are yours ===&lt;br /&gt;
Money you deposit stays yours. Flexible savings can be withdrawn at any time. Bond principal is returned when the bond matures (or earlier, with a penalty). The bank does not charge fees to hold your money, and there are no inactivity fees - your savings remain yours for as long as you have an account.&lt;br /&gt;
&lt;br /&gt;
=== 2. Interest ===&lt;br /&gt;
Savings and bonds earn interest, paid out weekly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rates are paid in full.&#039;&#039;&#039; The rate shown in &amp;lt;code&amp;gt;/savings&amp;lt;/code&amp;gt; is what you receive, funded by the bank&#039;s interest pool (taxes, penalties, and Treasury top-ups).&lt;br /&gt;
* &#039;&#039;&#039;Bond rates are locked when you buy the bond&#039;&#039;&#039; and are honored for the bond&#039;s full term. Interest is paid net of the 10% capital gains tax.&lt;br /&gt;
* &#039;&#039;&#039;Flexible savings rates can change for future weeks.&#039;&#039;&#039; We will never reduce interest you have already been paid; changes only affect future periods.&lt;br /&gt;
* Interest is calculated on the &#039;&#039;&#039;lowest balance you held for the full week&#039;&#039;&#039;, so topping up right before payout does not earn extra - money has to actually sit in the account.&lt;br /&gt;
&lt;br /&gt;
=== 3. Bonds ===&lt;br /&gt;
* A bond locks your money for its full term (currently &#039;&#039;&#039;7 days&#039;&#039;&#039;) at a fixed rate.&lt;br /&gt;
* When it matures, your principal plus interest is credited to your flexible savings.&lt;br /&gt;
* &#039;&#039;&#039;Ending a bond early&#039;&#039;&#039; forfeits all of its interest and charges a small principal penalty. You will always be shown the penalty and asked to confirm before an early exit goes through.&lt;br /&gt;
* Bonds set to &#039;&#039;&#039;auto-renew&#039;&#039;&#039; roll the principal plus paid interest into a new bond at the then-current rate. You can toggle auto-renew at any time before maturity.&lt;br /&gt;
&lt;br /&gt;
=== 3b. Stocks ===&lt;br /&gt;
* Stock positions are revalued hourly by the shared market move - the same percentage for every investor. &#039;&#039;&#039;Values go down as well as up&#039;&#039;&#039; - a down day reduces your position, and that reduction is final.&lt;br /&gt;
* The market is designed to trend upward with the server economy over the long run, but no specific week or return is guaranteed.&lt;br /&gt;
* There is no lock-in: you can sell any part of your position at its current value at any time.&lt;br /&gt;
* &#039;&#039;&#039;Realized gains are taxed 15% at sale&#039;&#039;&#039;, measured against what you originally paid in. Selling at or below your cost basis is never taxed.&lt;br /&gt;
&lt;br /&gt;
=== 4. Exploited, duplicated, or mistakenly-credited money ===&lt;br /&gt;
The Central Bank runs on a real, tracked economy. To keep it fair:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Money gained from a bug, glitch, duplication, lag, or a system/admin error is not a valid balance.&#039;&#039;&#039; Staff may remove or reverse it at any time - even if it has already been spent, traded, moved, or saved into the bank.&lt;br /&gt;
* &#039;&#039;&#039;If your balance changes in a way you cannot explain&#039;&#039;&#039; - a sudden jump, a payment that ran twice, a deposit or interest amount that looks wrong - &#039;&#039;&#039;tell staff right away.&#039;&#039;&#039; Quietly keeping or moving money you know is bugged is treated as abuse of the economy.&lt;br /&gt;
* &#039;&#039;&#039;Do not exploit, and do not help others exploit.&#039;&#039;&#039; Doing so can mean a rollback of the gains, removal from economy systems, and - depending on severity - a ban.&lt;br /&gt;
* &#039;&#039;&#039;Honest reporters are rewarded, not punished.&#039;&#039;&#039; Find a real bug and report it instead of abusing it and you may earn a bug bounty (past finders have earned cash and crates). Reporting in good faith will never get you in trouble.&lt;br /&gt;
&lt;br /&gt;
=== 5. Account security ===&lt;br /&gt;
To protect the bank and its savers, staff may:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recover money credited in error&#039;&#039;&#039; to your account, as described in section 4.&lt;br /&gt;
* &#039;&#039;&#039;Temporarily freeze an account&#039;&#039;&#039; that shows suspicious activity, while it is reviewed. A frozen account can still be viewed; deposits and withdrawals are paused until the review clears.&lt;br /&gt;
* &#039;&#039;&#039;Review or limit unusually large withdrawals&#039;&#039;&#039; for security. Normal saving and withdrawing should not be affected unless a security review or a temporary bank pause is active.&lt;br /&gt;
&lt;br /&gt;
=== 6. Fair use ===&lt;br /&gt;
* &#039;&#039;&#039;One Central Bank account per player.&#039;&#039;&#039; Using alternate accounts to farm interest or get around limits is abuse of the economy and is handled under section 4.&lt;br /&gt;
&lt;br /&gt;
=== 7. Changes to these terms ===&lt;br /&gt;
We may update these terms as the bank grows. Material changes will be announced. Continuing to use your account after a change means you accept the updated terms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Questions about your account? Ask staff - we&#039;re happy to help.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Taxes on bank money ==&lt;br /&gt;
* &#039;&#039;&#039;Interest and gains are taxed at source&#039;&#039;&#039; — 10% on bond interest and 15% on realized stock gains, withheld automatically when you&#039;re paid. Your deposits and principal are never taxed.&lt;br /&gt;
* &#039;&#039;&#039;Wealth tax:&#039;&#039;&#039; from &#039;&#039;&#039;June 18&#039;&#039;&#039;, money in your flexible savings account counts toward the wealth-tax bracket exactly like wallet cash (it&#039;s instant-access money). &#039;&#039;&#039;Bonds and stocks do not count&#039;&#039;&#039; — invested money is taxed on its gains, not for being held.&lt;br /&gt;
* The wealth tax is only ever charged from wallet cash — nothing is ever force-sold.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Stock market]] - the full investing guide, from chart reading to how real markets work&lt;br /&gt;
* [[Economy]] - server economy overview&lt;br /&gt;
* [[Commands]] - full command reference&lt;br /&gt;
* [[Server rules]] - general conduct rules&lt;br /&gt;
&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Stock_market&amp;diff=132</id>
		<title>Stock market</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Stock_market&amp;diff=132"/>
		<updated>2026-06-12T02:19:44Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Create stock market guide: Prosperity Index mechanics, chart reading, strategy, and real-world market education&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|The market involves &#039;&#039;&#039;real risk&#039;&#039;&#039; — the index can fall for days at a time and your position can lose value. Never invest money you need this week (rent, shop stock, taxes). For account terms, rates, and the bank&#039;s other products, see [[Banking]].}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;stock market&#039;&#039;&#039; on Prosperity is the &#039;&#039;&#039;Prosperity Index&#039;&#039;&#039; — a single, server-wide market operated by the Central Bank. Every investor holds a piece of the same index: when it rises, every position grows by the same percentage, and when it falls, every position shrinks by the same percentage. There are no individual stocks to pick; the skill is in &#039;&#039;&#039;reading the market&#039;&#039;&#039; — knowing when to be invested, when to take profit, and when a drop is an opportunity.&lt;br /&gt;
&lt;br /&gt;
This page is a complete course: how the Prosperity market works, how to read charts and spot patterns like a trader, and how real-world stock markets work. Everything here can be learned by playing — no outside videos required.&lt;br /&gt;
&lt;br /&gt;
== The Prosperity Index ==&lt;br /&gt;
The index started at a level of &#039;&#039;&#039;100&#039;&#039;&#039; at launch, so the level is also its total growth since opening (a level of 110 means +10% all-time). It is the same market for everyone — there are no balance tiers, no private rates, and no way to get a different price than the player next to you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! When !! What happens&lt;br /&gt;
|-&lt;br /&gt;
| Every hour || The index moves. Hourly moves are usually small, but they add up — this is the &amp;quot;heartbeat&amp;quot; you watch during the day.&lt;br /&gt;
|-&lt;br /&gt;
| 4 AM (daily close) || The day&#039;s net move becomes official. Gains and losses are applied to every position, and the close is posted to the Discord &amp;lt;code&amp;gt;#market-news&amp;lt;/code&amp;gt; channel.&lt;br /&gt;
|-&lt;br /&gt;
| Weekly close || The week&#039;s net move is announced in chat — the number that matters most for long-term investors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The market runs hot and cold. Winning streaks can stack large weekly gains, and corrections can wipe gains back out just as fast. Over the long run the index is built to grow with the server&#039;s [[Economy|economy]] — but &amp;quot;long run&amp;quot; is doing real work in that sentence. Any single day or week can go badly.&lt;br /&gt;
&lt;br /&gt;
=== How your money tracks the index ===&lt;br /&gt;
Your position is updated at each &#039;&#039;&#039;daily close&#039;&#039;&#039;, not hour by hour. The hourly moves show where the day is heading; 4 AM is when the result lands on your balance. Three rules follow from this, and they reward honest investing over clever timing:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New money starts earning at the next daily close.&#039;&#039;&#039; A day&#039;s gain is paid on the smallest amount you held for that whole day — so jumping in at 11 PM to grab a green day earns nothing extra.&lt;br /&gt;
* &#039;&#039;&#039;Losses apply to whatever is invested at the close.&#039;&#039;&#039; If a day is going badly, selling before 4 AM genuinely limits the damage — the close only hits what&#039;s still in.&lt;br /&gt;
* &#039;&#039;&#039;Selling mid-day pays your value as of the last close.&#039;&#039;&#039; The day-so-far number in &amp;lt;code&amp;gt;/stocks&amp;lt;/code&amp;gt; is a preview, not yet your money.&lt;br /&gt;
&lt;br /&gt;
=== Costs and taxes ===&lt;br /&gt;
* Minimum investment: &#039;&#039;&#039;$50&#039;&#039;&#039;. No maximum, and no fees to buy or sell.&lt;br /&gt;
* &#039;&#039;&#039;Capital gains tax: 15% of realized gains&#039;&#039;&#039;, withheld automatically when you sell. The bank tracks what you paid in (your &#039;&#039;cost basis&#039;&#039;); if you sell for no gain, there is no tax. Your principal is never taxed.&lt;br /&gt;
* Stocks are &#039;&#039;&#039;exempt from the wealth tax&#039;&#039;&#039; — invested money is taxed on its gains when you sell, not for being held.&lt;br /&gt;
&lt;br /&gt;
== Investing ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/stocks&amp;lt;/code&amp;gt; || Your position, the index level, a 24-hour mini-chart, the last seven daily closes, and any current streak&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/stocks invest &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; || Buy into the index&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/stocks sell &amp;amp;lt;amount&amp;amp;#124;all&amp;amp;gt;&amp;lt;/code&amp;gt; || Sell back to your wallet (15% tax on the gain portion only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/savings&amp;lt;/code&amp;gt; || The Central Bank menu — savings, bonds, and stocks in one place (works on Bedrock)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools for market watchers ==&lt;br /&gt;
* &#039;&#039;&#039;In game:&#039;&#039;&#039; &amp;lt;code&amp;gt;/stocks&amp;lt;/code&amp;gt; is the quick check — level, 24-hour sparkline, recent closes, and streak warnings.&lt;br /&gt;
* &#039;&#039;&#039;The website:&#039;&#039;&#039; [https://economy.prosperitysmp.com/stocks.html economy.prosperitysmp.com/stocks.html] is the full trading desk — candlestick and line charts, 1H/4H/1D/7D views, and live cards for momentum, volatility, trend age, and a plain-English signal. Everything in the &amp;quot;Reading the market&amp;quot; section below can be practiced there.&lt;br /&gt;
* &#039;&#039;&#039;Discord:&#039;&#039;&#039; &amp;lt;code&amp;gt;#market-news&amp;lt;/code&amp;gt; posts every daily close, plus notes when the market is on a notable run.&lt;br /&gt;
* &#039;&#039;&#039;Sector Watch is not the stock market.&#039;&#039;&#039; The sector indexes (&amp;lt;code&amp;gt;/sectors&amp;lt;/code&amp;gt;, [https://economy.prosperitysmp.com/sectors.html sectors.html]) track real job activity in Mining, Farming, Lumber, Combat, and Fishing. They are observe-only for now and have no connection to the Prosperity Index.&lt;br /&gt;
&lt;br /&gt;
== Reading the market ==&lt;br /&gt;
You can do well here with no math beyond percentages. These are the concepts traders actually use, in the order you should learn them.&lt;br /&gt;
&lt;br /&gt;
=== Reading a candlestick chart ===&lt;br /&gt;
The website&#039;s candle view packs four facts into each bar. For a 4H candle, that bar summarizes four hours of moves:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;body&#039;&#039;&#039; (the thick part) runs from where the price &#039;&#039;&#039;opened&#039;&#039;&#039; to where it &#039;&#039;&#039;closed&#039;&#039;&#039; for that period.&lt;br /&gt;
* &#039;&#039;&#039;Green&#039;&#039;&#039; body: it closed higher than it opened. &#039;&#039;&#039;Red&#039;&#039;&#039;: it closed lower.&lt;br /&gt;
* The &#039;&#039;&#039;wicks&#039;&#039;&#039; (thin lines above and below) show the &#039;&#039;&#039;highest and lowest&#039;&#039;&#039; points touched during the period.&lt;br /&gt;
&lt;br /&gt;
What to look for: a long body means conviction (the market moved hard one way and stayed there). Long wicks with a small body mean a fight — the price swung but ended near where it started, which often shows up near turning points. A series of green bodies stacking upward is a trend you can see at a glance.&lt;br /&gt;
&lt;br /&gt;
=== Trend ===&lt;br /&gt;
The trend is the market&#039;s overall direction over days, not hours. The simplest test: look at the 7D chart and ask whether the recent closes are mostly higher or mostly lower than a week ago. Trading &#039;&#039;&#039;with&#039;&#039;&#039; the trend (buying in an uptrend, being cautious in a downtrend) is the single highest-value habit in investing. Single hours are mostly noise — an uptrend has plenty of red hours inside it, and reacting to every one of them is how players churn money away.&lt;br /&gt;
&lt;br /&gt;
=== Momentum ===&lt;br /&gt;
Momentum is the trend&#039;s &#039;&#039;&#039;speed&#039;&#039;&#039; — not just &amp;quot;is it going up,&amp;quot; but &amp;quot;is it going up faster or slower than before?&amp;quot; A run that gained 2% a day and is now gaining 0.5% a day is still rising, but losing momentum, and fading momentum is often the earliest warning that a run is getting old. The website&#039;s momentum card computes this for you; you can also eyeball it from candle bodies getting shorter.&lt;br /&gt;
&lt;br /&gt;
=== Volatility ===&lt;br /&gt;
Volatility is how &#039;&#039;&#039;wide&#039;&#039;&#039; the swings are, regardless of direction. A calm market drifts in small steps; a volatile one lurches. Volatility matters for sizing: in a calm market a large position is comfortable, while in a wild one the same position will hand you stomach-dropping red days — and frightened investors make bad decisions. When the volatility card runs hot, smaller positions keep you rational.&lt;br /&gt;
&lt;br /&gt;
=== Streaks, tops, and dips ===&lt;br /&gt;
The patterns that repeat on Prosperity, written plainly:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Runs are real, and runs end.&#039;&#039;&#039; Several green closes in a row usually means more strength behind it — riding a run has been profitable. But &#039;&#039;&#039;the longer a run goes, the closer the top&#039;&#039;&#039;. Nobody rings a bell at the top; the players who keep their fortunes take profit &#039;&#039;on the way up&#039;&#039;, a piece at a time.&lt;br /&gt;
* &#039;&#039;&#039;Big drops are often followed by strong recoveries&#039;&#039;&#039; — here, more often than not. Buying after a violent red day has minted fortunes. It has also occasionally bought into a second red day, which is why dip-buying is done in stages, never all at once.&lt;br /&gt;
* &#039;&#039;&#039;Downturns can run for a few days.&#039;&#039;&#039; One red close is noise. Three is a downtrend — respect it, and let it show signs of stabilizing before you wade in.&lt;br /&gt;
&lt;br /&gt;
=== The bond benchmark ===&lt;br /&gt;
The most useful question in the whole game: &#039;&#039;&#039;&amp;quot;Do I believe the market will beat 1.5% this week?&amp;quot;&#039;&#039;&#039; That&#039;s what a [[Banking|7-day bond]] pays, guaranteed and locked at purchase. If the market is trending up with momentum, the answer is often yes — stay invested. If the market looks tired or is mid-downtrend and you can&#039;t honestly answer yes, the bond is the better trade that week. Professionals call this &#039;&#039;opportunity cost&#039;&#039;; you can just call it the bond test. Asking it once a day, after the 4 AM close, is a complete investing routine.&lt;br /&gt;
&lt;br /&gt;
== Strategies that work ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strategy !! How it works !! The catch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buy and hold&#039;&#039;&#039; || Invest and ignore the daily noise. The index is built to grow with the economy long-run, so patience alone has positive odds. || You will sit through crashes without flinching. Most players can&#039;t.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ride the run, skim the top&#039;&#039;&#039; || Stay invested while the trend and momentum are up; each time the run stretches on, sell a slice (say 20–25%) and bank it. || Skimming means giving up some upside if the run keeps going. That&#039;s the price of never being the player who round-tripped a fortune back to zero.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buy the dip — in stages&#039;&#039;&#039; || After a violent drop, buy a first slice. If it falls again, buy another. Never spend your whole reserve on the first red day. || Sometimes the knife keeps falling. Stages limit the damage; all-in doesn&#039;t.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steady drip (dollar-cost averaging)&#039;&#039;&#039; || Invest a fixed amount on a schedule — say $500 every Sunday — regardless of the price. You automatically buy more units when it&#039;s cheap and fewer when it&#039;s expensive. || Boring. Also the strategy with the best track record for people who don&#039;t want to watch charts, which is most people.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whatever the strategy, &#039;&#039;&#039;keep your living money out of the market.&#039;&#039;&#039; Rent for your [[Plot rental|plot]], shop restocking cash, and tax money stay in your wallet or flexible savings. The market is for money you can leave alone.&lt;br /&gt;
&lt;br /&gt;
== Mistakes that lose money ==&lt;br /&gt;
Every one of these has already cost a Prosperity player real money. They are all psychology, not math:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buying the top (FOMO).&#039;&#039;&#039; The market&#039;s been green for a week, chat is celebrating, so you finally go all-in — at the very point the bond test says the run is old. If the excitement is what convinced you, you&#039;re late.&lt;br /&gt;
* &#039;&#039;&#039;Panic-selling the bottom.&#039;&#039;&#039; The worst trade on the server is buying a happy top and selling a terrified bottom — it converts a temporary loss into a permanent one. If you wouldn&#039;t sell calmly, don&#039;t sell scared.&lt;br /&gt;
* &#039;&#039;&#039;Going all-in.&#039;&#039;&#039; With everything invested you can&#039;t buy dips, can&#039;t pay rent without selling at a bad time, and can&#039;t think straight on red days. An uninvested reserve is a weapon, not laziness.&lt;br /&gt;
* &#039;&#039;&#039;Revenge investing.&#039;&#039;&#039; Doubling down to &amp;quot;win back&amp;quot; yesterday&#039;s loss is how a bad day becomes a bad month. The market doesn&#039;t know what you lost and doesn&#039;t owe it back.&lt;br /&gt;
* &#039;&#039;&#039;The gambler&#039;s fallacy.&#039;&#039;&#039; &amp;quot;Four red days — tomorrow &#039;&#039;has&#039;&#039; to be green.&amp;quot; No it doesn&#039;t. Streaks shift the odds here, but nothing is ever due. Decide on the trend in front of you, not on what feels fair.&lt;br /&gt;
* &#039;&#039;&#039;Confusing the market with the [[Casino|casino]].&#039;&#039;&#039; The casino is entertainment priced with a house edge — play long enough and you lose, by design. The market has long-run growth behind it but real short-run pain. Treating the market like a slot machine (all-in, instant gratification, revenge bets) imports the casino&#039;s results into the one place built to actually pay you.&lt;br /&gt;
&lt;br /&gt;
== How real stock markets work ==&lt;br /&gt;
The Prosperity market is modeled on the real thing, so what you learn here transfers. Here is the real version, plainly.&lt;br /&gt;
&lt;br /&gt;
=== What a stock actually is ===&lt;br /&gt;
A stock (or &#039;&#039;share&#039;&#039;) is a small slice of &#039;&#039;&#039;ownership in a company&#039;&#039;&#039;. Own a share of a company with 1 million shares and you own one-millionth of it — its factories, its brand, and a claim on its future profits. Companies sell shares to raise money to grow; investors buy them hoping the company becomes more valuable, and some companies also pay out a slice of profit to shareholders directly each quarter (a &#039;&#039;dividend&#039;&#039;). That&#039;s the foundational difference from Prosperity: a real share is a claim on a real business&#039;s earnings, not just a number that moves.&lt;br /&gt;
&lt;br /&gt;
=== How prices are set ===&lt;br /&gt;
There is no official in charge of a stock&#039;s price. Real markets are a continuous &#039;&#039;&#039;auction&#039;&#039;&#039;: buyers post what they&#039;re willing to pay (&#039;&#039;bids&#039;&#039;), sellers post what they&#039;ll accept (&#039;&#039;asks&#039;&#039;), and the exchange matches them millions of times a day. The price is simply the last match — which means a price is just &#039;&#039;&#039;what the next person will pay&#039;&#039;&#039;. That&#039;s why news moves prices instantly: a great earnings report makes buyers raise their bids before a single product ships. Prices move on &#039;&#039;expectations&#039;&#039; of the future, not on the present — by the time everyone knows something is good, it&#039;s already in the price.&lt;br /&gt;
&lt;br /&gt;
=== Market indexes ===&lt;br /&gt;
Nobody can follow thousands of stocks, so the world watches &#039;&#039;&#039;indexes&#039;&#039;&#039; — single numbers that average a basket of them. The famous ones are the &#039;&#039;&#039;S&amp;amp;P 500&#039;&#039;&#039; (500 of the largest US companies — when news says &amp;quot;the market was up today,&amp;quot; it usually means this), the &#039;&#039;&#039;Dow Jones&#039;&#039;&#039; (30 giants, the oldest measure), and the &#039;&#039;&#039;Nasdaq&#039;&#039;&#039; (technology-heavy). The Prosperity Index works the same way: one number standing in for the health of the whole economy. In real life you can invest directly in an index through an &#039;&#039;index fund&#039;&#039; — which is essentially what every Prosperity investor is doing.&lt;br /&gt;
&lt;br /&gt;
=== Bulls, bears, and crashes ===&lt;br /&gt;
* A &#039;&#039;&#039;bull market&#039;&#039;&#039; is a sustained rise (the nickname: a bull attacks upward with its horns). A &#039;&#039;&#039;bear market&#039;&#039;&#039; is a fall of 20% or more from the peak (a bear swipes downward). A &#039;&#039;&#039;correction&#039;&#039;&#039; is a smaller drop, around 10% — uncomfortable, routine.&lt;br /&gt;
* Real history is dramatic. The crash of &#039;&#039;&#039;1929&#039;&#039;&#039; wiped out roughly 89% of the US market&#039;s value and fed the Great Depression. The &#039;&#039;&#039;dot-com bust&#039;&#039;&#039; (2000) erased fortunes built on internet hype. The &#039;&#039;&#039;2008 financial crisis&#039;&#039;&#039; halved the market in months. The &#039;&#039;&#039;2020&#039;&#039;&#039; pandemic crash dropped it ~34% in five weeks — followed by one of the fastest recoveries ever.&lt;br /&gt;
* The pattern across a century: &#039;&#039;&#039;crashes are normal, recoveries have followed every one of them so far&#039;&#039;&#039; — for the &#039;&#039;index&#039;&#039;. Individual companies are different: many businesses in those crashes went to zero and never came back. That asymmetry is the core argument for indexes over stock-picking, and it&#039;s why diversification matters.&lt;br /&gt;
&lt;br /&gt;
=== Why markets grow over the long run ===&lt;br /&gt;
Markets aren&#039;t magic money printers — they grow because the &#039;&#039;&#039;underlying economies grow&#039;&#039;&#039;. Companies earn profits, reinvest them, invent things, and become genuinely more valuable; prices follow, unevenly and with terrifying interruptions. The US market has averaged roughly &#039;&#039;&#039;10% per year over the last century&#039;&#039;&#039; — an average that includes 1929, 2008, and every crash between.&lt;br /&gt;
&lt;br /&gt;
The engine that turns that into wealth is &#039;&#039;&#039;compounding&#039;&#039;&#039;: gains earning gains. A handy shortcut is the &#039;&#039;&#039;rule of 72&#039;&#039;&#039; — divide 72 by the yearly return to get the years to double your money (at 10%, about 7 years; double again and again and modest savings become fortunes). On Prosperity the same arithmetic runs faster, since one real month is roughly one in-game year — which is why steady investing here visibly snowballs within weeks.&lt;br /&gt;
&lt;br /&gt;
=== How ordinary people invest well ===&lt;br /&gt;
Decades of evidence point to a humbling conclusion: &#039;&#039;&#039;boring beats clever.&#039;&#039;&#039; The approach that consistently works for regular people, almost word-for-word what works on Prosperity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buy index funds, not lottery tickets.&#039;&#039;&#039; Most professional stock-pickers fail to beat the index over time. Owning the whole market is the percentage play.&lt;br /&gt;
* &#039;&#039;&#039;Invest on a schedule&#039;&#039;&#039; (dollar-cost averaging) instead of trying to guess the perfect day.&lt;br /&gt;
* &#039;&#039;&#039;Stay in.&#039;&#039;&#039; &amp;quot;Time in the market beats timing the market&amp;quot; — the market&#039;s best days cluster right next to its worst ones, and people who flee crashes miss the rebounds.&lt;br /&gt;
* &#039;&#039;&#039;Diversify.&#039;&#039;&#039; Never bet everything on one company, one idea, or one asset.&lt;br /&gt;
* &#039;&#039;&#039;Only invest money you won&#039;t need soon&#039;&#039;&#039; — the only people forced to sell at the bottom are the ones who needed the money.&lt;br /&gt;
&lt;br /&gt;
And the rule that protects you from every scam ever invented: &#039;&#039;&#039;nobody can guarantee market returns.&#039;&#039;&#039; Anyone promising &amp;quot;guaranteed 20%&amp;quot; or pressuring you to act before you can think is stealing from you. Real risk-free rates are low (that&#039;s the bank); everything paying more carries risk — on Prosperity and everywhere else, forever.&lt;br /&gt;
&lt;br /&gt;
=== Prosperity vs. the real thing ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Prosperity Index !! Real markets&lt;br /&gt;
|-&lt;br /&gt;
| What you own || A position in one server-wide index || Shares of specific companies, or index funds&lt;br /&gt;
|-&lt;br /&gt;
| What drives it || The server&#039;s economy over the long run, with hot and cold streaks || Company earnings, economic growth, news, and crowd psychology&lt;br /&gt;
|-&lt;br /&gt;
| Price discovery || One shared move per hour, identical for everyone || Continuous auction between millions of buyers and sellers&lt;br /&gt;
|-&lt;br /&gt;
| Hours || 24/7, daily close at 4 AM || Trading hours (US: 9:30 AM–4 PM Eastern, weekdays)&lt;br /&gt;
|-&lt;br /&gt;
| Timescale || Compressed — one real month ≈ one in-game year, so &amp;quot;annual&amp;quot; returns arrive in weeks || A doubling can take a decade&lt;br /&gt;
|-&lt;br /&gt;
| Income while holding || None from stocks (bonds and savings pay the steady interest) || Some stocks pay dividends&lt;br /&gt;
|-&lt;br /&gt;
| Taxes || 15% on realized gains, withheld automatically || Capital gains taxes, rates vary by country and holding period&lt;br /&gt;
|-&lt;br /&gt;
| Guarantees || None — it can and does crash || None whatsoever. Anyone who says otherwise is lying.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| Bull / bear market || Sustained rising market / falling market (bear: down 20%+ from the peak)&lt;br /&gt;
|-&lt;br /&gt;
| Rally || A strong rise after a flat or falling stretch&lt;br /&gt;
|-&lt;br /&gt;
| Correction || A moderate pullback (~10%) inside a larger uptrend&lt;br /&gt;
|-&lt;br /&gt;
| Crash || A violent, fast drop&lt;br /&gt;
|-&lt;br /&gt;
| Dip || A short-lived drop — &amp;quot;buying the dip&amp;quot; means treating it as a discount&lt;br /&gt;
|-&lt;br /&gt;
| Drawdown || How far you are below your peak value&lt;br /&gt;
|-&lt;br /&gt;
| Trend || The market&#039;s overall direction over days or weeks&lt;br /&gt;
|-&lt;br /&gt;
| Momentum || The speed of the trend — fading momentum often precedes a turn&lt;br /&gt;
|-&lt;br /&gt;
| Volatility || The size of the swings, regardless of direction&lt;br /&gt;
|-&lt;br /&gt;
| Mean reversion || The tendency of extreme moves to be pulled back toward normal&lt;br /&gt;
|-&lt;br /&gt;
| Position || The money you currently have invested&lt;br /&gt;
|-&lt;br /&gt;
| Cost basis || What you paid in — gains are measured against it&lt;br /&gt;
|-&lt;br /&gt;
| Realized / unrealized gain || Profit you&#039;ve locked by selling / profit still on paper&lt;br /&gt;
|-&lt;br /&gt;
| Capital gains tax || Tax charged on realized gains only (15% here)&lt;br /&gt;
|-&lt;br /&gt;
| Taking profit || Selling part of a winning position to bank the gain&lt;br /&gt;
|-&lt;br /&gt;
| Dollar-cost averaging (DCA) || Investing fixed amounts on a schedule, ignoring price&lt;br /&gt;
|-&lt;br /&gt;
| Diversification || Spreading money across assets so one failure can&#039;t ruin you&lt;br /&gt;
|-&lt;br /&gt;
| Compounding || Gains earning gains — the engine of long-term wealth&lt;br /&gt;
|-&lt;br /&gt;
| Index || One number averaging many assets to represent a whole market&lt;br /&gt;
|-&lt;br /&gt;
| FOMO || Fear of missing out — the emotion that buys tops&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Banking]] — account terms, savings, bonds, and the high-yield tiers&lt;br /&gt;
* [[Economy]] — how the server economy fits together&lt;br /&gt;
* [[Casino]] — the other place money moves fast, and why it&#039;s different&lt;br /&gt;
* [[Commands]] — full command reference&lt;br /&gt;
&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=74</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=74"/>
		<updated>2026-05-30T02:29:56Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Add Dungeons to nav + Hunter row&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the official wiki for &#039;&#039;&#039;Prosperity SMP&#039;&#039;&#039;, a Minecraft survival economy server running Paper 1.21.8.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
New to the server? Read the [[Getting started|new player guide]] to learn how to join, pick a job, and earn your first paycheck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server address:&#039;&#039;&#039; &amp;lt;code&amp;gt;play.prosperitysmp.com&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bedrock port:&#039;&#039;&#039; &amp;lt;code&amp;gt;19132&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Version:&#039;&#039;&#039; Paper 1.21.8 (Java + Bedrock cross-play)&lt;br /&gt;
&lt;br /&gt;
== Quick links ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:33%;&amp;quot; | Gameplay&lt;br /&gt;
! style=&amp;quot;width:34%;&amp;quot; | Progression&lt;br /&gt;
! style=&amp;quot;width:33%;&amp;quot; | Reference&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Getting started]]&lt;br /&gt;
* [[Jobs]]&lt;br /&gt;
* [[Dungeons]]&lt;br /&gt;
* [[Economy]]&lt;br /&gt;
* [[Trading]]&lt;br /&gt;
* [[Auction house]]&lt;br /&gt;
* [[Direct trading]]&lt;br /&gt;
* [[Contracts]]&lt;br /&gt;
* [[Real estate]]&lt;br /&gt;
* [[Resource world]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skill trees]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Drills and harvesters]]&lt;br /&gt;
* [[Master Smith]]&lt;br /&gt;
* [[Crates]]&lt;br /&gt;
* [[Titles]]&lt;br /&gt;
* [[Stipends]]&lt;br /&gt;
|&lt;br /&gt;
* [[Server rules]]&lt;br /&gt;
* [[Commands]]&lt;br /&gt;
* [[Frequently asked questions|FAQ]]&lt;br /&gt;
* [[Zoning regulations]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jobs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Pays for !! Key unlocks&lt;br /&gt;
|-&lt;br /&gt;
| [[Miner]] || Stone, ores, deepslate || [[Drills and harvesters|Drills]], [[Master Smith]] upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Farmer]] || Crops || [[Drills and harvesters|Harvesters]], auto-replant&lt;br /&gt;
|-&lt;br /&gt;
| [[Builder]] || Placing blocks || [[Contracts|Civic contracts]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodcutter]] || Logs || Tree-felling upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter]] || Hostile mobs || [[Dungeons]], ranks E-S, combat gear&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherman]] || Fish || Rod enchants, rare-fish perks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plugin !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| [[ChestShop]] || Player-owned shops&lt;br /&gt;
|-&lt;br /&gt;
| [[Simulated ChestShop]] || Automated market activity engine&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin shop]] || Server shop (&amp;lt;code&amp;gt;/shop&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| [[Essentials]] || Homes, teleportation, mail&lt;br /&gt;
|-&lt;br /&gt;
| [[BOLT]] || Chest and door locking&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Voice Chat]] || Proximity voice (Java mod)&lt;br /&gt;
|-&lt;br /&gt;
| [[CoreProtect]] || Block inspection&lt;br /&gt;
|-&lt;br /&gt;
| [[Plot rental]] || Land rental (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bedrock setup]] || Bedrock Edition connection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
* [https://discord.gg/prosperitysmp Discord server]&lt;br /&gt;
* [[Lore]] — world history&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Hunter&amp;diff=73</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Hunter&amp;diff=73"/>
		<updated>2026-05-30T02:29:56Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Hunter rework: E-S ranks + dungeon focus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|The Hunter career is being reworked into the server&#039;s dungeon-clearing path. Ranks and the first dungeon are live; per-kill dungeon experience and the full [[Skill trees|skill tree]] are still rolling out.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hunter&#039;&#039;&#039; is one of six [[Jobs|jobs]] on Prosperity SMP and the server&#039;s combat career. Hunters earn wages by killing hostile mobs and progress by clearing [[Dungeons|dungeons]]. A Hunter&#039;s job level sets their &#039;&#039;&#039;rank&#039;&#039;&#039;, from E up to S, which determines the dungeons they can take on.&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
Run &amp;lt;code&amp;gt;/jobs join hunter&amp;lt;/code&amp;gt; or select Hunter from &amp;lt;code&amp;gt;/jobs browse&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Ranks ==&lt;br /&gt;
The Hunter&#039;s job-level tiers are shown as ranks. Your displayed title is your current rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hunter level !! Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1 || E-Rank Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 10 || D-Rank Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 20 || C-Rank Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 30 || B-Rank Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 40 || A-Rank Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 50 || S-Rank Hunter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranking up is the core of the Hunter path: higher ranks unlock harder, more rewarding [[Dungeons|dungeons]]. You raise your rank by earning Hunter job experience — from hunting hostile mobs out in the world and from clearing dungeons.&lt;br /&gt;
&lt;br /&gt;
== Dungeons ==&lt;br /&gt;
Hunter is the career built around [[Dungeons|dungeons]] — instanced boss challenges run solo or with a party. Clearing one awards a cash bounty, a loot crate, and Hunter experience toward your next rank. See the [[Dungeons]] page for how to enter and what to expect.&lt;br /&gt;
&lt;br /&gt;
== Pay rates ==&lt;br /&gt;
Hunters earn approximately $0.50 per hostile mob killed. Pay varies slightly by mob type, with stronger mobs paying more.&lt;br /&gt;
&lt;br /&gt;
== Stipends ==&lt;br /&gt;
Hunters have a 10% chance per kill to receive 2 arrows as a [[Stipends|stipend]] drop.&lt;br /&gt;
&lt;br /&gt;
== Prestige ==&lt;br /&gt;
The Hunter prestige tool is a bow with Power V, Infinity, and Unbreaking V. See [[Prestige]] for costs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Dungeons]] — the dungeon system&lt;br /&gt;
* [[Jobs]] — overview of all jobs&lt;br /&gt;
* [[Skill trees]] — Hunter skill tree nodes&lt;br /&gt;
* [[Stipends]] — bonus item drops&lt;br /&gt;
* [[Titles]] — title progression&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Dungeons&amp;diff=72</id>
		<title>Dungeons</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Dungeons&amp;diff=72"/>
		<updated>2026-05-30T02:29:55Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Create Dungeons page (MythicDungeons system, ranks, rewards)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dungeons&#039;&#039;&#039; are instanced player-versus-environment challenges on Prosperity SMP. One to four players enter a private copy of a dungeon, fight through custom monsters, defeat a boss, and earn rewards. Dungeons are the focus of the [[Hunter]] career and are graded by Hunter rank.&lt;br /&gt;
&lt;br /&gt;
== Entering a dungeon ==&lt;br /&gt;
Dungeons are launched from the dungeon entrance near spawn. Right-click a dungeon sign there to begin (admins can also use &amp;lt;code&amp;gt;/md play&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solo:&#039;&#039;&#039; you are sent straight into your own private instance.&lt;br /&gt;
* &#039;&#039;&#039;Party:&#039;&#039;&#039; the [[#Parties|party]] leader starts the dungeon, each member confirms with &amp;lt;code&amp;gt;/ready&amp;lt;/code&amp;gt;, and the whole group enters a shared instance together.&lt;br /&gt;
&lt;br /&gt;
Dungeons work for both Java and Bedrock players.&lt;br /&gt;
&lt;br /&gt;
== Ranks ==&lt;br /&gt;
Dungeons are graded from &#039;&#039;&#039;E&#039;&#039;&#039; (easiest) to &#039;&#039;&#039;S&#039;&#039;&#039; (hardest), matching the [[Hunter]] rank system. Your Hunter rank is set by your Hunter job level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank !! Hunter level&lt;br /&gt;
|-&lt;br /&gt;
| E || 1&lt;br /&gt;
|-&lt;br /&gt;
| D || 10&lt;br /&gt;
|-&lt;br /&gt;
| C || 20&lt;br /&gt;
|-&lt;br /&gt;
| B || 30&lt;br /&gt;
|-&lt;br /&gt;
| A || 40&lt;br /&gt;
|-&lt;br /&gt;
| S || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Higher-rank dungeons have tougher monsters and richer rewards. Leveling the Hunter job raises your rank and opens harder content. The &#039;&#039;&#039;E-rank&#039;&#039;&#039; dungeon is open now, with further ranks rolling out over time.&lt;br /&gt;
&lt;br /&gt;
== Parties ==&lt;br /&gt;
To run a dungeon as a group:&lt;br /&gt;
# Form a party with &amp;lt;code&amp;gt;/party invite &amp;lt;player&amp;gt;&amp;lt;/code&amp;gt;; invited players accept with &amp;lt;code&amp;gt;/party join &amp;lt;leader&amp;gt;&amp;lt;/code&amp;gt; or by clicking the chat prompt.&lt;br /&gt;
# The party leader starts the dungeon.&lt;br /&gt;
# Each member confirms with &amp;lt;code&amp;gt;/ready&amp;lt;/code&amp;gt;; once everyone is ready, the party is teleported in together.&lt;br /&gt;
&lt;br /&gt;
Up to four players can share a single dungeon instance.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Defeating a dungeon&#039;s boss rewards every participating player with:&lt;br /&gt;
* a &#039;&#039;&#039;cash bounty&#039;&#039;&#039;,&lt;br /&gt;
* a &#039;&#039;&#039;loot crate&#039;&#039;&#039; (opened normally — no key needed), and&lt;br /&gt;
* &#039;&#039;&#039;[[Hunter]] experience&#039;&#039;&#039; toward your next rank.&lt;br /&gt;
&lt;br /&gt;
Monsters inside also drop materials. Reward payouts have a short cooldown, so dungeons are repeatable — though the wear your gear takes is the real cost of farming them.&lt;br /&gt;
&lt;br /&gt;
== Coming prepared ==&lt;br /&gt;
Dungeons are a serious fight. Bring full armor, a good weapon, plenty of food, and golden apples, and expect your equipment to take heavy durability damage on a full run. Death in a dungeon is a setback, so play carefully.&lt;br /&gt;
&lt;br /&gt;
== The first dungeon ==&lt;br /&gt;
The opening E-rank dungeon winds down through a flooded, abandoned mine and opens into a vast stone hall, where &#039;&#039;&#039;The Deepwarden&#039;&#039;&#039; — an ancient stone guardian — awakens. It calls reinforcements, slams the ground with a telegraphed shockwave, and turns more dangerous below half health. A solo player in full diamond gear can clear it with some effort; a party makes it smoother.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Rooms wake as you enter them — clear the monsters before pushing on.&lt;br /&gt;
* Watch for the boss&#039;s slam wind-up and step out of the impact zone.&lt;br /&gt;
* Skeletal archers are dangerous at range — close in or break line of sight.&lt;br /&gt;
* Carry spare gear or repair materials; a full clear is hard on your equipment.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Hunter]] — the dungeon-clearing career and rank system&lt;br /&gt;
* [[Jobs]] — all six careers&lt;br /&gt;
* [[Crates]] — the loot crates dungeons award&lt;br /&gt;
* [[Getting started]] — new-player guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=71</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Main_Page&amp;diff=71"/>
		<updated>2026-05-29T22:05:58Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Add Auction house + Direct trading to gameplay nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the official wiki for &#039;&#039;&#039;Prosperity SMP&#039;&#039;&#039;, a Minecraft survival economy server running Paper 1.21.8.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
New to the server? Read the [[Getting started|new player guide]] to learn how to join, pick a job, and earn your first paycheck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server address:&#039;&#039;&#039; &amp;lt;code&amp;gt;play.prosperitysmp.com&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bedrock port:&#039;&#039;&#039; &amp;lt;code&amp;gt;19132&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Version:&#039;&#039;&#039; Paper 1.21.8 (Java + Bedrock cross-play)&lt;br /&gt;
&lt;br /&gt;
== Quick links ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:33%;&amp;quot; | Gameplay&lt;br /&gt;
! style=&amp;quot;width:34%;&amp;quot; | Progression&lt;br /&gt;
! style=&amp;quot;width:33%;&amp;quot; | Reference&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Getting started]]&lt;br /&gt;
* [[Jobs]]&lt;br /&gt;
* [[Economy]]&lt;br /&gt;
* [[Trading]]&lt;br /&gt;
* [[Auction house]]&lt;br /&gt;
* [[Direct trading]]&lt;br /&gt;
* [[Contracts]]&lt;br /&gt;
* [[Real estate]]&lt;br /&gt;
* [[Resource world]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skill trees]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Drills and harvesters]]&lt;br /&gt;
* [[Master Smith]]&lt;br /&gt;
* [[Crates]]&lt;br /&gt;
* [[Titles]]&lt;br /&gt;
* [[Stipends]]&lt;br /&gt;
|&lt;br /&gt;
* [[Server rules]]&lt;br /&gt;
* [[Commands]]&lt;br /&gt;
* [[Frequently asked questions|FAQ]]&lt;br /&gt;
* [[Zoning regulations]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jobs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job !! Pays for !! Key unlocks&lt;br /&gt;
|-&lt;br /&gt;
| [[Miner]] || Stone, ores, deepslate || [[Drills and harvesters|Drills]], [[Master Smith]] upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Farmer]] || Crops || [[Drills and harvesters|Harvesters]], auto-replant&lt;br /&gt;
|-&lt;br /&gt;
| [[Builder]] || Placing blocks || [[Contracts|Civic contracts]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodcutter]] || Logs || Tree-felling upgrades&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter]] || Hostile mobs || Dungeon access, combat gear&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherman]] || Fish || Rod enchants, rare-fish perks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plugin !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| [[ChestShop]] || Player-owned shops&lt;br /&gt;
|-&lt;br /&gt;
| [[Simulated ChestShop]] || Automated market activity engine&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin shop]] || Server shop (&amp;lt;code&amp;gt;/shop&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| [[Essentials]] || Homes, teleportation, mail&lt;br /&gt;
|-&lt;br /&gt;
| [[BOLT]] || Chest and door locking&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Voice Chat]] || Proximity voice (Java mod)&lt;br /&gt;
|-&lt;br /&gt;
| [[CoreProtect]] || Block inspection&lt;br /&gt;
|-&lt;br /&gt;
| [[Plot rental]] || Land rental (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bedrock setup]] || Bedrock Edition connection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
* [https://discord.gg/prosperitysmp Discord server]&lt;br /&gt;
* [[Lore]] — world history&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Trading&amp;diff=70</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Trading&amp;diff=70"/>
		<updated>2026-05-29T22:05:57Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Add direct trading + auction house methods; fix stale no-trade-window note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Trading&#039;&#039;&#039; on Prosperity SMP happens through several mechanisms. Player-to-player commerce drives the [[Economy|economy]], with the [[Admin shop]] serving as a guaranteed fallback.&lt;br /&gt;
&lt;br /&gt;
== Trading methods ==&lt;br /&gt;
&lt;br /&gt;
=== ChestShop signs ===&lt;br /&gt;
The primary trading method. Place a chest with a [[ChestShop]] sign to sell items to other players while online or offline. Shops in the market district get the most traffic. Best for high-volume, commonly traded commodities.&lt;br /&gt;
&lt;br /&gt;
=== Direct trading ===&lt;br /&gt;
Run &amp;lt;code&amp;gt;/trade &amp;amp;lt;player&amp;amp;gt;&amp;lt;/code&amp;gt; to open a secure two-player [[Direct trading|trade window]]. Both players place items and cash, both confirm, and the exchange happens atomically — neither side can take the goods without giving up their own. Best for one-to-one deals, gifts, and high-value handoffs.&lt;br /&gt;
&lt;br /&gt;
=== Auction house ===&lt;br /&gt;
Run &amp;lt;code&amp;gt;/ah&amp;lt;/code&amp;gt; to open the [[Auction house]], a server-wide board of fixed-price listings. Sellers set a price and any player can buy; the item and cash change hands instantly. Best for one-off, high-value, or hard-to-display items such as enchanted gear and rare drops.&lt;br /&gt;
&lt;br /&gt;
=== Admin shop ===&lt;br /&gt;
Run &amp;lt;code&amp;gt;/shop&amp;lt;/code&amp;gt; to access the [[Admin shop]]. It offers guaranteed floor prices for common materials. Use it when no player shops are buying what you have.&lt;br /&gt;
&lt;br /&gt;
=== Direct payment ===&lt;br /&gt;
Use &amp;lt;code&amp;gt;/pay &amp;amp;lt;player&amp;amp;gt; &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; to send money directly. Useful for service payments or deals negotiated in chat. For trades involving items, prefer direct trading, which protects both sides.&lt;br /&gt;
&lt;br /&gt;
== Price discovery ==&lt;br /&gt;
; /market command&lt;br /&gt;
: Run &amp;lt;code&amp;gt;/market &amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; to see the median unit price based on recent player-to-player transactions across ChestShop and the auction house. This is the best indicator of what an item is actually worth.&lt;br /&gt;
&lt;br /&gt;
; /find command&lt;br /&gt;
: Run &amp;lt;code&amp;gt;/find &amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; to locate player shops currently selling or buying a specific item. Shows the shop owner, price, location, and current stock.&lt;br /&gt;
&lt;br /&gt;
; Admin shop prices&lt;br /&gt;
: The [[Admin shop]] sets a floor. If &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; shows a higher price than the admin shop, you can earn more by selling to players.&lt;br /&gt;
&lt;br /&gt;
== Setting good prices ==&lt;br /&gt;
# Check &amp;lt;code&amp;gt;/market &amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; before setting your [[ChestShop]] price or auction listing.&lt;br /&gt;
# Undercut existing sellers by a small margin to move inventory faster.&lt;br /&gt;
# For items with no market data, check the [[Admin shop]] price and mark up 20-50%.&lt;br /&gt;
# High-demand items (diamonds, iron, food) sell fastest in the market district.&lt;br /&gt;
# Niche items (decorative blocks, rare drops) sell slower but at higher margins, and often do best on the auction house.&lt;br /&gt;
&lt;br /&gt;
== Supply and demand ==&lt;br /&gt;
Prices change based on player activity:&lt;br /&gt;
* When many players mine (supply up), ore prices tend to drop.&lt;br /&gt;
* When a new building project starts (demand up), building material prices rise.&lt;br /&gt;
* [[Contracts|Civic contracts]] create artificial demand for specific materials at fixed prices.&lt;br /&gt;
* The server&#039;s economic dashboard monitors these trends automatically.&lt;br /&gt;
&lt;br /&gt;
== Trade safety ==&lt;br /&gt;
* All [[ChestShop]] transactions are logged by [[CoreProtect]].&lt;br /&gt;
* Scamming is prohibited under [[Server rules]]. Staff can verify transactions and issue refunds.&lt;br /&gt;
* [[BOLT]] protects your chest contents — only the shop interface is exposed to buyers.&lt;br /&gt;
* For secure item-and-cash swaps with another player, use [[Direct trading]]. It holds both offers and exchanges them atomically, so neither side can take the goods without paying.&lt;br /&gt;
* For fixed-price public sales, list items on the [[Auction house]], where the buyer&#039;s payment and your item change hands in a single instant transaction.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Direct trading]] — secure two-player trade window&lt;br /&gt;
* [[Auction house]] — fixed-price marketplace&lt;br /&gt;
* [[ChestShop]] — how to create shop signs&lt;br /&gt;
* [[Admin shop]] — server-run fallback shop&lt;br /&gt;
* [[Economy]] — how money flows through the server&lt;br /&gt;
* [[Getting started]] — includes shop setup walkthrough&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Direct_trading&amp;diff=69</id>
		<title>Direct trading</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Direct_trading&amp;diff=69"/>
		<updated>2026-05-29T22:05:56Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Create Direct trading page (/trade secure swap window)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Direct trading&#039;&#039;&#039; lets two players swap items and cash in a single secure window. Both players place their offers, both confirm, and the exchange happens atomically — neither side can take the goods and run. It replaces the old &amp;quot;drop the items and trust the other player to &amp;lt;code&amp;gt;/pay&amp;lt;/code&amp;gt;&amp;quot; method, which has cost players items in the past. Start a trade with &amp;lt;code&amp;gt;/trade &amp;amp;lt;player&amp;amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Starting a trade ==&lt;br /&gt;
&lt;br /&gt;
# Run &amp;lt;code&amp;gt;/trade &amp;amp;lt;player&amp;amp;gt;&amp;lt;/code&amp;gt; to send a request. The other player has 30 seconds to respond.&lt;br /&gt;
# The other player accepts by clicking &#039;&#039;&#039;[Accept]&#039;&#039;&#039; in chat, or by typing &amp;lt;code&amp;gt;/trade accept&amp;lt;/code&amp;gt;. They can refuse with &amp;lt;code&amp;gt;/trade deny&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once accepted, a shared trade window opens for both players.&lt;br /&gt;
&lt;br /&gt;
Both players must be online, but there is &#039;&#039;&#039;no distance limit&#039;&#039;&#039; — you can trade across any world. Each player can be in only one trade at a time.&lt;br /&gt;
&lt;br /&gt;
== The trade window ==&lt;br /&gt;
&lt;br /&gt;
The window is split down the middle: your offer on the left, the other player&#039;s offer on the right. Both players see the same window, and it updates live as either side makes changes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item slots:&#039;&#039;&#039; 12 per player. Shift-click an item from your inventory to add it to your side; click it in the window to take it back.&lt;br /&gt;
* &#039;&#039;&#039;Cash slot:&#039;&#039;&#039; click your cash slot, then type an amount in chat to add money to your side. Type &amp;lt;code&amp;gt;clear&amp;lt;/code&amp;gt; to remove it.&lt;br /&gt;
* &#039;&#039;&#039;Ready button:&#039;&#039;&#039; click it when you are satisfied with both offers. It turns green.&lt;br /&gt;
* &#039;&#039;&#039;Cancel button:&#039;&#039;&#039; ends the trade at any time, with nothing changing hands.&lt;br /&gt;
&lt;br /&gt;
Items and cash are only &#039;&#039;&#039;reserved&#039;&#039;&#039; while the window is open. They are not removed from your inventory until the trade completes, and a cancelled trade leaves everything exactly where it was.&lt;br /&gt;
&lt;br /&gt;
== Confirming ==&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;both&#039;&#039;&#039; players have clicked Ready, a 3-second countdown begins. When it finishes, the swap executes: each player receives the other&#039;s offered items, and the cash is transferred.&lt;br /&gt;
&lt;br /&gt;
To prevent last-second switches, &#039;&#039;&#039;any change to either offer resets both Ready buttons.&#039;&#039;&#039; If someone adds, removes, or alters an item — or changes the cash amount — both players must click Ready again. Either player can also un-ready during the countdown to stop the trade.&lt;br /&gt;
&lt;br /&gt;
At execution, the server re-checks that both players are still online and still hold everything they offered. If anything is missing, the trade aborts and nothing is lost. Any items that do not fit in a player&#039;s inventory drop at their feet.&lt;br /&gt;
&lt;br /&gt;
== Fees ==&lt;br /&gt;
&lt;br /&gt;
Direct trading has &#039;&#039;&#039;no fee&#039;&#039;&#039;. The full amounts are exchanged exactly as offered.&lt;br /&gt;
&lt;br /&gt;
== What transfers ==&lt;br /&gt;
&lt;br /&gt;
All item data is preserved: enchantments, [[Master Smith|master tools]], armor trims, custom names, and durability all carry over unchanged. Cash moves through the server&#039;s economy ledger, so trades are visible to the economy systems, and high-value trades are logged for staff review.&lt;br /&gt;
&lt;br /&gt;
== Bedrock players ==&lt;br /&gt;
&lt;br /&gt;
Direct trading works on [[Bedrock setup|Bedrock Edition]]. The trade window is a standard chest menu rendered natively by Geyser. Because clickable chat links can be unreliable on Bedrock keyboards, the &amp;lt;code&amp;gt;/trade accept&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/trade deny&amp;lt;/code&amp;gt; commands are always available as a reliable alternative to clicking &#039;&#039;&#039;[Accept]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/trade &amp;amp;lt;player&amp;amp;gt;&amp;lt;/code&amp;gt; || Send a trade request&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/trade accept&amp;lt;/code&amp;gt; || Accept an incoming request&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/trade deny&amp;lt;/code&amp;gt; || Decline an incoming request&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/trade cancel&amp;lt;/code&amp;gt; || Cancel the trade you are currently in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade safety ==&lt;br /&gt;
&lt;br /&gt;
Direct trading is the safest way to exchange items with another player one-on-one. Because the swap is atomic, there is no point at which one player holds both sides. Scamming through other means remains prohibited under the [[Server rules]], and trades are logged for staff review.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Trading]] — overview of every way to trade on the server&lt;br /&gt;
* [[Auction house]] — fixed-price public marketplace&lt;br /&gt;
* [[ChestShop]] — player-owned shop signs&lt;br /&gt;
* [[Server rules]] — scamming and trade-fraud rules&lt;br /&gt;
* [[Commands]] — full command reference&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Auction_house&amp;diff=68</id>
		<title>Auction house</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Auction_house&amp;diff=68"/>
		<updated>2026-05-29T22:05:56Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Create Auction house page (/ah fixed-price marketplace)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The auction house&#039;&#039;&#039; is a server-wide marketplace where players list items at a fixed price for any other player to buy. It complements [[ChestShop]] signs: ChestShop is best for high-volume commodity trading, while the auction house suits one-off, high-value, or hard-to-display items such as enchanted gear, named tools, and rare drops. Open it with &amp;lt;code&amp;gt;/ah&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Despite the name, the auction house is not a bidding system. Each listing has a single fixed price set by the seller, and the first buyer to pay that price receives the item.&lt;br /&gt;
&lt;br /&gt;
== Listing an item ==&lt;br /&gt;
&lt;br /&gt;
# Hold the item stack you want to sell.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;/ah sell &amp;amp;lt;price&amp;amp;gt; [hours]&amp;lt;/code&amp;gt; — for example, &amp;lt;code&amp;gt;/ah sell 1500 24&amp;lt;/code&amp;gt;.&lt;br /&gt;
# The stack moves into the marketplace and becomes visible to everyone in &amp;lt;code&amp;gt;/ah&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The price is the total asking price for the whole held stack. The optional &amp;lt;code&amp;gt;hours&amp;lt;/code&amp;gt; value sets how long the listing stays up before it expires; it defaults to 24 hours and can be at most 72 hours.&lt;br /&gt;
&lt;br /&gt;
=== Fees ===&lt;br /&gt;
&lt;br /&gt;
A listing fee is charged the moment you list, and a sale cut is taken when the item sells:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Listing fee:&#039;&#039;&#039; $5 plus 1% of the asking price, paid up front.&lt;br /&gt;
* &#039;&#039;&#039;Sale cut:&#039;&#039;&#039; 5% of the sale price, deducted from your proceeds at the time of sale.&lt;br /&gt;
&lt;br /&gt;
The listing fee is &#039;&#039;&#039;not refunded&#039;&#039;&#039; if you cancel the listing or it expires. This deters listing spam, so set prices deliberately.&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Limit !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Active listings per player || 5&lt;br /&gt;
|-&lt;br /&gt;
| Minimum price || $1&lt;br /&gt;
|-&lt;br /&gt;
| Maximum price || $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
| Default duration || 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| Maximum duration || 72 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Browsing and buying ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;/ah&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/ah browse [page]&amp;lt;/code&amp;gt; opens the marketplace, showing 45 listings per page, newest first.&lt;br /&gt;
* &amp;lt;code&amp;gt;/ah search &amp;amp;lt;query&amp;amp;gt;&amp;lt;/code&amp;gt; filters listings by item name.&lt;br /&gt;
* Hovering over a listing shows its full details: quantity, price, time remaining, seller, and any enchantments or custom lore.&lt;br /&gt;
* Clicking a listing buys it immediately. The cash leaves your balance and the item is delivered to your inventory, or dropped at your feet if your inventory is full. There is no separate confirmation step, so click carefully.&lt;br /&gt;
&lt;br /&gt;
== Managing your listings ==&lt;br /&gt;
&lt;br /&gt;
; /ah me&lt;br /&gt;
: Shows your active listings. Shift-click a listing to cancel it. The item returns to your [[#Mailbox|mailbox]], and the listing fee is not refunded.&lt;br /&gt;
; /ah cancel &amp;amp;lt;id&amp;amp;gt;&lt;br /&gt;
: Cancels a specific listing by its ID — the same action as shift-clicking in &amp;lt;code&amp;gt;/ah me&amp;lt;/code&amp;gt;.&lt;br /&gt;
; /ah history&lt;br /&gt;
: Shows your last 50 settled listings, both sold and expired.&lt;br /&gt;
&lt;br /&gt;
== Mailbox ==&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;code&amp;gt;/ah mailbox&amp;lt;/code&amp;gt; to claim items that have come back to you: listings that expired with no buyer, or ones you cancelled. Click an item to collect it; if your inventory is full, it drops at your feet. Mailbox items &#039;&#039;&#039;never expire&#039;&#039;&#039;, so nothing is lost by being offline.&lt;br /&gt;
&lt;br /&gt;
Cash from a sale does not go to the mailbox. Sale proceeds — the sale price minus the 5% cut — are paid &#039;&#039;&#039;directly into your account balance&#039;&#039;&#039; the moment the item sells.&lt;br /&gt;
&lt;br /&gt;
== Bedrock players ==&lt;br /&gt;
&lt;br /&gt;
The auction house works on [[Bedrock setup|Bedrock Edition]]. The browse and mailbox screens are standard chest menus that Geyser renders natively, and every command behaves the same as on Java.&lt;br /&gt;
&lt;br /&gt;
== Trade safety ==&lt;br /&gt;
&lt;br /&gt;
* Buying is instant and atomic: the cash and the item change hands together, so there is no risk of paying without receiving the item.&lt;br /&gt;
* Every sale is recorded in the server transaction ledger and feeds the [[Consumer Price Index]], so auction prices appear in &amp;lt;code&amp;gt;/market&amp;lt;/code&amp;gt; data.&lt;br /&gt;
* High-value sales are logged for staff review.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Trading]] — overview of every way to trade on the server&lt;br /&gt;
* [[Direct trading]] — private, secure item-and-cash swaps between two players&lt;br /&gt;
* [[ChestShop]] — player-owned shop signs for bulk commodities&lt;br /&gt;
* [[Item worth]] — how the worth engine estimates fair prices&lt;br /&gt;
* [[Commands]] — full command reference&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Bedrock_setup&amp;diff=67</id>
		<title>Bedrock setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Bedrock_setup&amp;diff=67"/>
		<updated>2026-05-29T03:11:21Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Add ChestShop 15-char limit + account linking guidance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bedrock Edition&#039;&#039;&#039; players can join Prosperity SMP through Geyser and Floodgate, which translate between Java and Bedrock protocols. All gameplay features work on both editions.&lt;br /&gt;
&lt;br /&gt;
== Connection details ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Server address || &amp;lt;code&amp;gt;play.prosperitysmp.com&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Port || &amp;lt;code&amp;gt;19132&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== From a console (Xbox, PlayStation, Switch) ===&lt;br /&gt;
&lt;br /&gt;
Consoles cannot directly enter custom server addresses. Use one of these workarounds:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BedrockConnect&#039;&#039;&#039; — a DNS-based redirect. Change your console&#039;s DNS settings to point to a BedrockConnect server, then select a &#039;&#039;Featured Server&#039;&#039; to enter the custom IP. See [https://bedrockconnect.net BedrockConnect.net] for instructions.&lt;br /&gt;
* &#039;&#039;&#039;Phantom&#039;&#039;&#039; — a local proxy that runs on a PC on your network and advertises the server to your console&#039;s LAN game list.&lt;br /&gt;
&lt;br /&gt;
=== From mobile or Windows 10/11 ===&lt;br /&gt;
&lt;br /&gt;
Open Minecraft Bedrock, go to &#039;&#039;Servers&#039;&#039; &amp;gt; &#039;&#039;Add Server&#039;&#039;, enter the address and port above.&lt;br /&gt;
&lt;br /&gt;
== Account linking ==&lt;br /&gt;
&lt;br /&gt;
Bedrock players receive an automatically generated username with a &amp;lt;code&amp;gt;.&amp;lt;/code&amp;gt; prefix (Floodgate format). The Bedrock Xbox Live account is linked to a server profile automatically on first join.&lt;br /&gt;
&lt;br /&gt;
Bedrock players who also own a Java Edition account can optionally link their accounts so both clients access the same server profile, balance, and inventory. To link, connect to &amp;lt;code&amp;gt;link.geysermc.org&amp;lt;/code&amp;gt; on one account and follow the prompts to generate a code, then connect on the other account and submit the code. &#039;&#039;&#039;Account linking should be done before accumulating data on the server&#039;&#039;&#039; — linking after a Bedrock player has built up balance, plots, or job levels may orphan that progress on the Bedrock profile.&lt;br /&gt;
&lt;br /&gt;
== Known differences ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Java !! Bedrock&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Voice Chat]] || Supported (mod required) || Not available (use Discord)&lt;br /&gt;
|-&lt;br /&gt;
| Custom textures || Resource pack auto-loads || May require manual download&lt;br /&gt;
|-&lt;br /&gt;
| Inventory management || Standard || Slight UI differences&lt;br /&gt;
|-&lt;br /&gt;
| Command autocomplete || Full tab completion || Partial (depends on command)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ChestShop sign name limit ==&lt;br /&gt;
&lt;br /&gt;
[[ChestShop]] signs cap owner names at &#039;&#039;&#039;15 characters&#039;&#039;&#039;. The Floodgate prefix (&amp;lt;code&amp;gt;.&amp;lt;/code&amp;gt;) counts toward that limit, so Bedrock IGNs longer than 14 characters are truncated on the sign. The server&#039;s [[Simulated ChestShop]] internally resolves truncated names back to the full Floodgate UUID, so sales pay correctly regardless of the truncation.&lt;br /&gt;
&lt;br /&gt;
If a Bedrock-owned shop is not paying correctly, report it on Discord and provide the owner&#039;s full IGN.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
; Cannot connect&lt;br /&gt;
: Verify the address is &amp;lt;code&amp;gt;play.prosperitysmp.com&amp;lt;/code&amp;gt; and port is &amp;lt;code&amp;gt;19132&amp;lt;/code&amp;gt;. Restart Minecraft if the server does not appear.&lt;br /&gt;
&lt;br /&gt;
; Kicked for flying&lt;br /&gt;
: Bedrock movement packets sometimes trigger anti-fly detection. This is handled server-side — if you are kicked repeatedly, report it on Discord.&lt;br /&gt;
&lt;br /&gt;
; Skin not showing&lt;br /&gt;
: Bedrock skins may not render for Java players. This is a Geyser limitation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Getting started]] — new player guide&lt;br /&gt;
* [[Frequently asked questions|FAQ]] — common issues&lt;br /&gt;
* [[Simple Voice Chat]] — voice chat (Java only)&lt;br /&gt;
* [[ChestShop]] — player-owned shop system&lt;br /&gt;
&lt;br /&gt;
[[Category:Plugins]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Simulated_ChestShop&amp;diff=66</id>
		<title>Simulated ChestShop</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Simulated_ChestShop&amp;diff=66"/>
		<updated>2026-05-29T03:11:21Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Add sale notification + bedrock support sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Simulated ChestShop&#039;&#039;&#039; is a custom-built automated market activity engine developed specifically for Prosperity SMP. Unlike off-the-shelf plugins, it was designed from scratch to integrate with the server&#039;s [[Consumer Price Index|CPI tracking]], [[Monetary policy engine|monetary policy engine]], and [[Economy|economic dashboard]]. It creates background buying activity at player-owned [[ChestShop]] signs, ensuring shops see traffic even during low-population hours.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
At low player counts, player shops can sit idle for hours. This discourages players from setting up shops, which weakens the [[Economy|player-driven economy]]. The Simulated ChestShop solves this by having a server-managed bank account (CentralBank) purchase items from player shops at fair market prices.&lt;br /&gt;
&lt;br /&gt;
The system &#039;&#039;&#039;only buys&#039;&#039;&#039; — it does not sell items to players. It is a pure liquidity injection from the CentralBank reserve into player hands.&lt;br /&gt;
&lt;br /&gt;
== Custom development ==&lt;br /&gt;
&lt;br /&gt;
The Simulated ChestShop was purpose-built as a Skript plugin (sim-chestshop.sk) rather than using an existing solution. This allows deep integration with the server&#039;s other custom systems:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Consumer Price Index|CPI]] awareness&#039;&#039;&#039; — the system reads real market prices to determine fair buy values, and its own transactions are excluded from CPI calculations to prevent feedback loops.&lt;br /&gt;
* &#039;&#039;&#039;[[Monetary policy engine]] integration&#039;&#039;&#039; — every bank-to-player payout is classified as a TRANSFER_TO_PUBLIC event, feeding the engine&#039;s source-flow ratio analysis.&lt;br /&gt;
* &#039;&#039;&#039;Demand governor&#039;&#039;&#039; — an adaptive controller that adjusts buying intensity based on time of day, player count, real buyer activity, and bank health. The system backs off when real buyers are active and fills in when the market is quiet.&lt;br /&gt;
* &#039;&#039;&#039;Per-shop persona system&#039;&#039;&#039; — transactions use randomized buyer names in logs for natural appearance.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
# The system maintains a shopping list of approximately 130 common items with internal maximum buy prices.&lt;br /&gt;
# Every few minutes, it scans active player [[ChestShop]] signs for eligible items.&lt;br /&gt;
# If a shop sells an item on the list at or below the max price, the system may purchase.&lt;br /&gt;
# The shop owner receives payment to their balance, identical to a normal sale.&lt;br /&gt;
# If the shop owner is online, the system sends a chat notification: &#039;&#039;+$X sale: &amp;lt;buyer&amp;gt; bought Yx &amp;lt;item&amp;gt; from your shop.&#039;&#039;&lt;br /&gt;
# Purchased items are removed from the chest (the bank does not stockpile).&lt;br /&gt;
&lt;br /&gt;
From the shop owner&#039;s perspective, the transaction looks identical to a real player purchase.&lt;br /&gt;
&lt;br /&gt;
== Sale notifications ==&lt;br /&gt;
&lt;br /&gt;
When a simulated buyer purchases from a player&#039;s shop, the shop owner receives a chat message identifying the buyer persona, item, quantity, and payment amount. The notification only fires if the seller is online at the moment of sale; offline sellers see no notification but their balance reflects the sale on next login.&lt;br /&gt;
&lt;br /&gt;
The notification was added on 2026-05-28 in response to player feedback that sim shop sales were silently increasing balances without indication of source.&lt;br /&gt;
&lt;br /&gt;
== Bedrock shop owners ==&lt;br /&gt;
&lt;br /&gt;
The system supports player shops owned by Bedrock Edition players. Floodgate&#039;s bedrock-prefix (&amp;lt;code&amp;gt;.&amp;lt;/code&amp;gt;) is preserved on the sign and routed through the system&#039;s UUID resolver, which looks up the player&#039;s full Bedrock IGN even when the shop sign truncates names longer than 15 characters.&lt;br /&gt;
&lt;br /&gt;
== What the system buys ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Mining || Cobblestone, stone, deepslate, iron ingot, gold ingot, diamond, coal, redstone, lapis, copper&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Oak log, spruce log, birch log, planks&lt;br /&gt;
|-&lt;br /&gt;
| Farming || Wheat, carrots, potatoes, sugar cane, melon, pumpkin&lt;br /&gt;
|-&lt;br /&gt;
| Food || Cooked beef, cooked chicken, bread&lt;br /&gt;
|-&lt;br /&gt;
| Building || Glass, bricks, sand, gravel&lt;br /&gt;
|-&lt;br /&gt;
| Mob drops || String, gunpowder, bones, leather, feathers&lt;br /&gt;
|-&lt;br /&gt;
| Nether/End || Quartz, glowstone, chorus fruit, blaze rod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items the system will NOT buy ===&lt;br /&gt;
&lt;br /&gt;
Beacons, totems of undying, ender pearls, shulker boxes, elytra, mob spawners, and other high-value or exploit-prone items are excluded from the sim shop&#039;s purchase list. Players can still sell these to the [[Admin shop]] at a floor price.&lt;br /&gt;
&lt;br /&gt;
== Demand controls ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Control !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Daily spending cap || Bank stops buying after a server-wide daily limit&lt;br /&gt;
|-&lt;br /&gt;
| Per-owner cap || No single shop owner receives more than a set share of the daily budget&lt;br /&gt;
|-&lt;br /&gt;
| Per-shop cooldown || Waits between purchases from the same shop&lt;br /&gt;
|-&lt;br /&gt;
| Intensity profiles || Activity scales with server population and time of day&lt;br /&gt;
|-&lt;br /&gt;
| Bank floor || Stops all activity if the CentralBank balance drops below a safety threshold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economy integration ==&lt;br /&gt;
&lt;br /&gt;
The system is tightly integrated with the server&#039;s custom economic infrastructure:&lt;br /&gt;
&lt;br /&gt;
* Transactions are flagged &amp;lt;code&amp;gt;simulated: true&amp;lt;/code&amp;gt; in the transaction log.&lt;br /&gt;
* The [[Consumer Price Index|CPI]] &#039;&#039;&#039;excludes&#039;&#039;&#039; simulated transactions — it reflects real player prices only.&lt;br /&gt;
* The [[Monetary policy engine]] classifies payouts as transfers from reserve, not new money creation.&lt;br /&gt;
* A 7-day lagged CPI snapshot prevents the system from chasing its own price signal.&lt;br /&gt;
&lt;br /&gt;
== Visibility ==&lt;br /&gt;
&lt;br /&gt;
The system is intentionally invisible to players except for the sale notification described above:&lt;br /&gt;
&lt;br /&gt;
* No command reveals bank buy prices or the shopping list.&lt;br /&gt;
* The [[Economy|/market command]] shows real player data only.&lt;br /&gt;
* Shop owners cannot distinguish simulated purchases from real ones in the transaction log.&lt;br /&gt;
&lt;br /&gt;
== Admin commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop status&amp;lt;/code&amp;gt; || Bank balance, daily spend, pause state&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop pause&amp;lt;/code&amp;gt; || Pause all activity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop resume&amp;lt;/code&amp;gt; || Resume activity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/simshop refill &amp;amp;lt;amount&amp;amp;gt;&amp;lt;/code&amp;gt; || Add funds to CentralBank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These require staff permissions.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Consumer Price Index]] — the price index (excludes simulated trades)&lt;br /&gt;
* [[Monetary policy engine]] — the inflation management system&lt;br /&gt;
* [[Item worth]] — the unified pricing engine used by tooltips&lt;br /&gt;
* [[Economy]] — how money flows through the server&lt;br /&gt;
* [[ChestShop]] — how to create player shops&lt;br /&gt;
* [[Admin shop]] — the separate server-run shop&lt;br /&gt;
* [[Trading]] — trading methods and price discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Plugins]]&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=ChestShop&amp;diff=65</id>
		<title>ChestShop</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=ChestShop&amp;diff=65"/>
		<updated>2026-05-29T03:11:20Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Add Item worth pricing reference + tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ChestShop&#039;&#039;&#039; is the player-owned shop system on Prosperity SMP. Players create buy and sell signs on chests to trade items with other players. All shops in the market district use this system.&lt;br /&gt;
&lt;br /&gt;
== Creating a shop ==&lt;br /&gt;
&lt;br /&gt;
# Place a chest where you want your shop.&lt;br /&gt;
# Place a sign on the chest (or on a block adjacent to it).&lt;br /&gt;
# Write the following on the sign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Line !! What to write !! Example&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;Leave blank&#039;&#039; (your name fills in automatically) ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Quantity per transaction || &amp;lt;code&amp;gt;64&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Price: &amp;lt;code&amp;gt;B&amp;lt;/code&amp;gt; for buy, &amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt; for sell, or both || &amp;lt;code&amp;gt;B 100:S 50&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Item name || &amp;lt;code&amp;gt;Diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Buy price (B)&lt;br /&gt;
: The amount a &#039;&#039;customer pays you&#039;&#039; to buy items from your chest.&lt;br /&gt;
; Sell price (S)&lt;br /&gt;
: The amount &#039;&#039;you pay a customer&#039;&#039; when they sell items to your chest.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
A sign reading:&lt;br /&gt;
&lt;br /&gt;
 (your name)&lt;br /&gt;
 64&lt;br /&gt;
 B 500&lt;br /&gt;
 Diamond&lt;br /&gt;
&lt;br /&gt;
This sells 64 diamonds to customers for $500 per transaction.&lt;br /&gt;
&lt;br /&gt;
A sign reading:&lt;br /&gt;
&lt;br /&gt;
 (your name)&lt;br /&gt;
 16&lt;br /&gt;
 B 200:S 100&lt;br /&gt;
 Iron Ingot&lt;br /&gt;
&lt;br /&gt;
This sells 16 iron ingots for $200, or buys 16 from customers for $100.&lt;br /&gt;
&lt;br /&gt;
== Setting prices ==&lt;br /&gt;
&lt;br /&gt;
Hover over an item in your inventory to see the [[Item worth]] tooltip. The &#039;&#039;Market Est&#039;&#039; line shows the engine&#039;s estimate of the item&#039;s fair player-market value, which is a useful reference for pricing your ChestShop signs. The &#039;&#039;Admin Sell&#039;&#039; line shows what the admin shop pays — you generally want to charge more than that.&lt;br /&gt;
&lt;br /&gt;
You can also run &amp;lt;code&amp;gt;/market &amp;lt;item&amp;gt;&amp;lt;/code&amp;gt; to see recent real player-trade data for the item, if any exists.&lt;br /&gt;
&lt;br /&gt;
== Item names ==&lt;br /&gt;
&lt;br /&gt;
The sign has a 15-character limit per line. For long item names, use the short alias. Examples include splash potion variants (mapped to &amp;lt;code&amp;gt;Strength II&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Fire Res 8:00&amp;lt;/code&amp;gt;, etc.). Check the alias board near spawn or ask staff if your item name does not fit.&lt;br /&gt;
&lt;br /&gt;
== Finding shops ==&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;code&amp;gt;/find &amp;lt;item&amp;gt;&amp;lt;/code&amp;gt; to search for player shops selling or buying a specific item. Results show the shop owner, price, location, and stock.&lt;br /&gt;
&lt;br /&gt;
== Chest locking ==&lt;br /&gt;
&lt;br /&gt;
All chests are automatically locked by [[BOLT]]. Only the chest owner can access the contents. The shop sign allows customers to interact with the buy/sell interface without opening the chest.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Stock your chest before creating the sign — an empty shop cannot sell.&lt;br /&gt;
* Use [[Item worth]] tooltips or &amp;lt;code&amp;gt;/market &amp;lt;item&amp;gt;&amp;lt;/code&amp;gt; to see going rates before setting prices.&lt;br /&gt;
* Place shops in the market district for maximum visibility.&lt;br /&gt;
* Shops work while you are offline.&lt;br /&gt;
* The [[Simulated ChestShop]] may buy from your shop in the background at any time, with no required setup on your part.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Admin shop]] — the server-run fallback shop&lt;br /&gt;
* [[Item worth]] — item pricing tooltips&lt;br /&gt;
* [[Simulated ChestShop]] — the simulated buyer&lt;br /&gt;
* [[Getting started]] — includes a shop setup walkthrough&lt;br /&gt;
* [[Commands]] — full command reference&lt;br /&gt;
&lt;br /&gt;
[[Category:Plugins]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Admin_shop&amp;diff=64</id>
		<title>Admin shop</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Admin_shop&amp;diff=64"/>
		<updated>2026-05-29T03:11:19Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Add endgame items + Item worth link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;admin shop&#039;&#039;&#039; is the server-run shop on Prosperity SMP, powered by the EconomyShopGUI plugin. It provides guaranteed floor prices for common materials so players always have a buyer, even when no player shops are stocked.&lt;br /&gt;
&lt;br /&gt;
== Accessing the shop ==&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;code&amp;gt;/shop&amp;lt;/code&amp;gt; from anywhere to open the admin shop GUI. Browse categories and click items to buy or sell.&lt;br /&gt;
&lt;br /&gt;
The shop is organized into categories:&lt;br /&gt;
&lt;br /&gt;
* Ores and minerals&lt;br /&gt;
* Building materials&lt;br /&gt;
* Farming and food&lt;br /&gt;
* Tools and equipment&lt;br /&gt;
* Miscellaneous&lt;br /&gt;
&lt;br /&gt;
== Pricing philosophy ==&lt;br /&gt;
&lt;br /&gt;
Admin shop prices are intentionally set as a &#039;&#039;&#039;floor&#039;&#039;&#039; — slightly below what player [[ChestShop|shops]] typically charge. This ensures:&lt;br /&gt;
&lt;br /&gt;
* New players always have somewhere to sell materials.&lt;br /&gt;
* Player-run shops remain competitive (the admin shop does not undercut active sellers).&lt;br /&gt;
* Players can use the [[Item worth]] tooltip to see the admin floor before deciding whether to sell.&lt;br /&gt;
&lt;br /&gt;
For each item, the admin shop may be configured as &#039;&#039;buy-only&#039;&#039; (the shop sells to you), &#039;&#039;sell-only&#039;&#039; (you sell to the shop), or &#039;&#039;both&#039;&#039;. Common raw materials are typically sell-only — the server pays a floor price but does not sell them back to players, leaving that role to the [[ChestShop|player market]].&lt;br /&gt;
&lt;br /&gt;
== Endgame items ==&lt;br /&gt;
&lt;br /&gt;
The admin shop pays a guaranteed floor price for several endgame materials that previously had no reliable buyer. The server does &#039;&#039;&#039;not&#039;&#039;&#039; sell these items back to players — they are sell-only.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Admin floor (player → server)&lt;br /&gt;
|-&lt;br /&gt;
| Netherite ingot || $1,000&lt;br /&gt;
|-&lt;br /&gt;
| Netherite scrap || $350&lt;br /&gt;
|-&lt;br /&gt;
| Ancient debris || $200&lt;br /&gt;
|-&lt;br /&gt;
| Elytra || $1,500&lt;br /&gt;
|-&lt;br /&gt;
| Totem of Undying || $300&lt;br /&gt;
|-&lt;br /&gt;
| Shulker shell || $25&lt;br /&gt;
|-&lt;br /&gt;
| Shulker box (empty) || $30&lt;br /&gt;
|-&lt;br /&gt;
| Netherite Upgrade Smithing Template || $120&lt;br /&gt;
|-&lt;br /&gt;
| Armor Trim Smithing Templates (sampled) || $100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Player-market prices for these items are typically higher. Use the [[Item worth]] tooltip&#039;s Market Est line to see the engine&#039;s estimate of fair player-market pricing.&lt;br /&gt;
&lt;br /&gt;
== Buying vs selling ==&lt;br /&gt;
&lt;br /&gt;
The GUI shows the price and direction for each item. Most items show two prices side-by-side; if only one is shown, that direction is the only one supported.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[ChestShop]] — player-owned shops with custom pricing&lt;br /&gt;
* [[Item worth]] — item pricing tooltips and engine details&lt;br /&gt;
* [[Simulated ChestShop]] — the simulated buyer that keeps low-traffic shops liquid&lt;br /&gt;
* [[Jobs]] — earning money through job wages&lt;br /&gt;
* [[Getting started]] — new player guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Plugins]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Item_worth&amp;diff=63</id>
		<title>Item worth</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Item_worth&amp;diff=63"/>
		<updated>2026-05-29T03:05:50Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Create Item worth page (HoverWorth + worth engine v2)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;item worth&#039;&#039;&#039; system is a server-side pricing engine that estimates the market value of every Minecraft item and displays the estimate as a tooltip line when a player hovers an item in any inventory. The system deployed on 2026-05-28.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Item worth combines four data sources to produce a single per-item estimate:&lt;br /&gt;
&lt;br /&gt;
# The admin shop floor price, set by the server in [[Admin_shop|admin shop]].&lt;br /&gt;
# The simulated market&#039;s maximum bid price (the [[Simulated_ChestShop|sim shop]]).&lt;br /&gt;
# Real player-to-player trade medians, drawn from [[ChestShop]] transaction logs.&lt;br /&gt;
# The cost of crafting the item from priced ingredients (recipe-cost).&lt;br /&gt;
&lt;br /&gt;
The engine blends whichever sources are available for a given item into a single market estimate. When no direct source exists, the engine falls back to a category median (for example, all wood-family items share a category) and, as a last resort, a global median.&lt;br /&gt;
&lt;br /&gt;
== Tooltip display ==&lt;br /&gt;
&lt;br /&gt;
When a player hovers an item, two lines appear at the bottom of the tooltip:&lt;br /&gt;
&lt;br /&gt;
 Admin Sell: $X&lt;br /&gt;
 Market Est: $Y&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admin Sell&#039;&#039;&#039; line reports the price the admin shop pays the player when the player sells the item to the shop. For items the server does not buy, the line reads &amp;lt;code&amp;gt;not bought&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Market Est&#039;&#039;&#039; line reports the engine&#039;s best estimate of the item&#039;s player-to-player market value. The estimate is annotated with a confidence indicator:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| (no tag) || Derived from admin shop and sim shop data; medium confidence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;(7d median)&amp;lt;/code&amp;gt; || Derived from real player trades in the past seven days; high confidence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;(recipe)&amp;lt;/code&amp;gt; || Computed as the sum of ingredient costs; high confidence for stable recipes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;(rough)&amp;lt;/code&amp;gt; || Derived from a category or global median; low confidence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Market Est value reflects the engine&#039;s best guess at what a fair player-to-player price would be. It is not a guarantee of price discovery.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
The engine maintains worth values for every item that has an in-game item form. Items without a direct admin-shop price are still priced through recipe inference or category median, so hovering any item in inventory will produce a tooltip.&lt;br /&gt;
&lt;br /&gt;
As of 2026-05-28 the engine maintains 1,859 priced items: 471 from direct admin shop or sim shop data, 235 from recipe inference, and 1,153 from category-median fallback.&lt;br /&gt;
&lt;br /&gt;
== Recipe inference ==&lt;br /&gt;
&lt;br /&gt;
For items not directly priced, the engine attempts to derive a price from the item&#039;s crafting recipe. The bucket, for example, is priced at three times the iron ingot&#039;s worth. Wood-family items follow a deterministic pattern: oak planks cost one-quarter of an oak log, an oak slab costs half a plank, and an oak door costs two planks.&lt;br /&gt;
&lt;br /&gt;
The engine supports multi-step recipe convergence. The price of a bookshelf, for example, is derived from the price of a book, which is derived from the price of paper, which is derived from the price of sugar cane (an admin-priced material).&lt;br /&gt;
&lt;br /&gt;
== What the tooltip is not ==&lt;br /&gt;
&lt;br /&gt;
The displayed value is an estimate, not a binding price. Sellers may price items above or below the estimate at their discretion. The admin shop pays its listed floor price and not the Market Est; that figure is shown only for reference.&lt;br /&gt;
&lt;br /&gt;
The estimate does not include sentimental or aesthetic value. Enchanted items, named items, and items with custom NBT may carry higher player-market value than the engine reports.&lt;br /&gt;
&lt;br /&gt;
== Tracking inflation ==&lt;br /&gt;
&lt;br /&gt;
The engine is wired to apply two adjustment multipliers when their data sources activate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inflation multiplier:&#039;&#039;&#039; a server-wide adjustment derived from the [[Monetary_policy_engine|monetary policy engine]]. The multiplier remains at 1.0 until the policy engine exits its bootstrap period (approximately 2026-06-05).&lt;br /&gt;
* &#039;&#039;&#039;Scarcity multiplier:&#039;&#039;&#039; a per-material adjustment based on the cumulative extraction count for ores in mineable worlds (resource world, nether, end). The multiplier remains at 1.0 until extraction passes 10 percent of the theoretical worldgen budget for that material.&lt;br /&gt;
&lt;br /&gt;
Both multipliers operate as no-ops while their source systems are still ramping up, and will begin scaling worth values automatically once those systems go active.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Economy]] — server economy overview&lt;br /&gt;
* [[Crates]] — crate progression system&lt;br /&gt;
* [[ChestShop]] — player-run shops&lt;br /&gt;
&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
	<entry>
		<id>https://wiki.prosperitysmp.com/index.php?title=Crates&amp;diff=62</id>
		<title>Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.prosperitysmp.com/index.php?title=Crates&amp;diff=62"/>
		<updated>2026-05-29T03:05:50Z</updated>

		<summary type="html">&lt;p&gt;VxMac: Crates v2: no keys + gambling crate + milestone details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crates&#039;&#039;&#039; are sealed containers that grant a random reward when opened. They are obtained primarily through [[Jobs|job]] progression and serve as a secondary income stream alongside Jobs payments and player trading.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The crate system deployed on 2026-05-26 groups crates into four reward tiers per career, plus a prestige tier, a gambling variant, and a one-time welcome crate. Opening a crate is a single right-click action; &#039;&#039;&#039;no keys are required.&#039;&#039;&#039; The crate item itself is the container. The reward is selected at random from the crate&#039;s reward table, with the chance of each reward determined by its weight.&lt;br /&gt;
&lt;br /&gt;
== Tiers ==&lt;br /&gt;
&lt;br /&gt;
There are four reward tiers in the standard career crate progression. The tier of a dropped crate matches the player&#039;s current level in the relevant job at the time of the drop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Level range !! Typical rewards&lt;br /&gt;
|-&lt;br /&gt;
| Welcome || One-time only || Starter materials, small cash stipend&lt;br /&gt;
|-&lt;br /&gt;
| Apprentice || Job level 1-15 || Common career items, modest cash&lt;br /&gt;
|-&lt;br /&gt;
| Master || Job level 16-35 || Mid-tier ingots, enchanted gear, blocks&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || Job level 36-50 || High-value materials, rare enchanted items&lt;br /&gt;
|-&lt;br /&gt;
| Prestige (P1) || Available after reaching [[Prestige|prestige]] 1 || Master tools, vouchers, soulbound utilities&lt;br /&gt;
|-&lt;br /&gt;
| Prestige (advanced) || Available after prestige 2 and above || Endgame and cosmetic rewards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A career crate&#039;s reward pool is themed to its job. The Miner Legendary crate, for example, weights heavily toward diamond, netherite, and Fortune-enchanted gear, while the Farmer Legendary crate favors crops, bonemeal, and Replenish-enchanted tools.&lt;br /&gt;
&lt;br /&gt;
== How crates are obtained ==&lt;br /&gt;
&lt;br /&gt;
Crates drop from three sources:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Milestone level-ups.&#039;&#039;&#039; A career crate is granted at every fifth job level (5, 10, 15, 20, 25, 30, 35, 40, 45). Reaching level 50 grants three crates instead of one.&lt;br /&gt;
# &#039;&#039;&#039;Random Jobs payments.&#039;&#039;&#039; Each Jobs Reborn payment carries a small chance to drop a crate. The base rate is 0.03 percent per payment.&lt;br /&gt;
# &#039;&#039;&#039;Server events.&#039;&#039;&#039; Admins may grant crates as event rewards, contest prizes, or compensation.&lt;br /&gt;
&lt;br /&gt;
Prestige crates are granted exclusively upon completing a prestige tier and cannot be obtained through normal drops.&lt;br /&gt;
&lt;br /&gt;
== Opening crates ==&lt;br /&gt;
&lt;br /&gt;
To open a crate, hold the crate item in the hotbar and right-click. The opening animation plays at the player&#039;s location and the reward is added to the player&#039;s inventory. If the inventory is full, the reward drops at the player&#039;s feet.&lt;br /&gt;
&lt;br /&gt;
The opening animation uses the CSGO-style scrolling reveal. The animation cannot be skipped.&lt;br /&gt;
&lt;br /&gt;
=== Mass opening ===&lt;br /&gt;
&lt;br /&gt;
Holding shift while right-clicking a stack of crates opens all crates in the stack sequentially. Rewards accumulate in the inventory. Large stacks may take several seconds to fully process.&lt;br /&gt;
&lt;br /&gt;
== Gambling crate ==&lt;br /&gt;
&lt;br /&gt;
The gambling crate is a paid variant available through the &amp;lt;code&amp;gt;/gamble&amp;lt;/code&amp;gt; command. The command costs &#039;&#039;&#039;$325 per pull&#039;&#039;&#039; and rolls a single reward from the gambling crate&#039;s table. The expected value of a pull is approximately $288, giving the house an edge of about 11 percent.&lt;br /&gt;
&lt;br /&gt;
The gambling crate&#039;s reward pool covers five outcome ranges:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bust&#039;&#039;&#039; (45 percent total): rotten flesh or dirt&lt;br /&gt;
* &#039;&#039;&#039;Small win&#039;&#039;&#039; (32 percent): $100-$150 cash, iron or a single diamond&lt;br /&gt;
* &#039;&#039;&#039;Decent win&#039;&#039;&#039; (17 percent): $550 cash, 16 diamond, or an enchanted book&lt;br /&gt;
* &#039;&#039;&#039;Big win&#039;&#039;&#039; (5 percent): $2,400 cash, netherite scrap, or enchanted diamond armor&lt;br /&gt;
* &#039;&#039;&#039;Jackpot&#039;&#039;&#039; (1 percent): a $10,000 cash prize, a random soulbound utility, or a random master tool&lt;br /&gt;
&lt;br /&gt;
Players are limited to 20 pulls per day. The jackpot is broadcast server-wide when it hits.&lt;br /&gt;
&lt;br /&gt;
The command requires the &amp;lt;code&amp;gt;gambling.use&amp;lt;/code&amp;gt; permission, which is granted to the citizen group by default.&lt;br /&gt;
&lt;br /&gt;
== Mending books ==&lt;br /&gt;
&lt;br /&gt;
Mending is not available from the standard Master crate. The only legitimate source of Mending on Prosperity SMP is the [[Master_Smith|master tool]] obtained from a Prestige P1 crate. Master tools carry the Mending enchantment as a baked-in property and cannot be transferred to other items.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Jobs]] — career system and prestige&lt;br /&gt;
* [[Item worth]] — item pricing tooltips&lt;br /&gt;
* [[Getting started]] — new player guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>VxMac</name></author>
	</entry>
</feed>