VIP Benefits
VIP time belongs to your account. VIP equipment shells and Premium Point purchases are separate systems: owning one is not the same as buying account time.
Free And VIP Accounts
| Benefit | Free Account | Active VIP Time |
|---|---|---|
| Monster experience | Normal progression calculation | 15% extra experience in the experience callback |
| Normal monster loot | Normal item chances | 10% higher item roll chances, capped at the maximum chance; not a guarantee of 10% more items |
| Automatic blessing | No VIP automatic purchase | Missing blessings can be purchased together for 50,000 gold: bank first, otherwise inventory |
| VIP duration | No active time | Account-wide expiry; added days extend existing unexpired time |
| Earned VIP time | The one-time VIP Quest at 300 rebirths grants 7 days | |
When account time expires, time-dependent benefits stop; it does not erase your rebirths. The loot bonus applies to normal monster loot rolls, not fixed chapter-currency amounts or every separately rolled reward. VIP does not remove progression gates.
VIP Equipment Shells
Tier armor

Place your matching tier armor in your backpack. Use the VIP shell

Use the shell on armor of the same vocation and slot. Equip the loaded shell

The loaded shell retains the inserted tier item's progression and owner.








No matching appearances.
Shells receive compatible tier equipment. Move the tier item to your backpack, then use the shell on it. The inserted item must match the shell's vocation and equipment slot and must not belong to another player. A loaded shell retains the tier item's progression and owner; replacing an insert requires backpack room to return the previous item.
Loaded VIP Gear retains the inserted equipment's attributes and progression. The table shows additional individual bonuses at T10, not replacement equipment stats. Each percentage is multiplied by min(1.0, 0.5 + 0.05 × max(0, Tier)). T0, T1, T4, T5, T9, and T10 apply 50%, 55%, 70%, 75%, 95%, and 100% respectively; higher Tiers add no further VIP-specific scaling. Boot speed is always +25. Combined maximum HP and mana percentages retain their existing rounding.
Individual VIP Gear Bonuses At T10
| Slot | Warrior | Archer | Mage | Shaman |
|---|---|---|---|---|
| Helmet | +1% damage; +3% maximum HP | +1% damage; +2% maximum HP; +1% maximum mana | +1% damage; +3% maximum mana | +1% damage; +2% maximum HP; +2% maximum mana |
| Armor | +2% damage; +5% maximum HP | +2% damage; +4% maximum HP | +2% damage; +2% maximum HP; +3% maximum mana | +2% damage; +3% maximum HP; +2% maximum mana |
| Legs | +1% damage; +3% physical protection | +1% damage; +2% physical protection; +2% elemental protection | +1% damage; +3% elemental protection | +1% damage; +2% physical protection; +2% elemental protection |
| Boots | +1% damage; +25 speed | |||
| Shield | +2% damage; +3% physical protection | +2% damage; +2% physical protection; +2% elemental protection | +2% damage; +3% elemental protection | +2% damage; +2% elemental protection; +2% maximum mana |
| Amulet | +1% damage; +2% maximum HP | +1% damage; +2% maximum HP | +1% damage; +3% maximum mana | +1% damage; +2% maximum HP; +2% maximum mana |
| Weapon | Sword / Axe / Mace: +5% damage | Bow: +5% damage | Staff: +5% damage | Staff: +5% damage |
The Shaman Staff accepts matching Tier rods; there is no separate VIP Rod. The backpack adds no combat bonuses. An owned, equipped VIP backpack counts as one set piece without an insert. Empty wearable shells, retired rings, wrong-vocation pieces, and items bound to another owner do not count.
Vocation Set Milestones
Set effects are cumulative at four, six, and eight valid equipped pieces of your vocation and do not scale with inserted Tier. Seven pieces keep the four- and six-piece effects but cannot activate the eight-piece effect.
| Vocation | Pieces | Ability | Additional Effect In PvE |
|---|---|---|---|
| Warrior | 4 | Battle Momentum | +3% damage; +1% maximum HP |
| Warrior | 6 | Emergency Bulwark | +5% maximum HP; +2% physical protection |
| Warrior | 8 | Warbringer | +8% damage; +2% physical protection for 8 seconds |
| Archer | 4 | Deadeye Rhythm | +3% damage; an additional +1% damage from 3-5 tiles away, integrated with Deadeye Range |
| Archer | 6 | Evasive Rush | +3% maximum HP; +2 dodge points, subject to existing caps |
| Archer | 8 | Hunter's Focus | +8% damage; +15 speed for 8 seconds |
| Mage | 4 | Arcane Echo | +3% damage; +1% maximum mana |
| Mage | 6 | Mana Aegis | +5% maximum mana; +2% elemental protection |
| Mage | 8 | Arcane Overload | +10% damage for 8 seconds |
| Shaman | 4 | Primal Echo | +3% damage; +2% outgoing healing |
| Shaman | 6 | Renewal | +3% maximum HP; +3% maximum mana; restore 0.1% maximum HP and mana every 2 seconds |
| Shaman | 8 | Natural Convergence | +8% damage; +10% outgoing healing for 8 seconds |
In PvP, VIP damage, protection, and dodge additions are halved, including Deadeye Rhythm's extra ranged damage (+0.5%). Primal Echo adds +1% outgoing healing and active Natural Convergence adds +5% outgoing healing in PvP. Healing uses PvP values while the healer or recipient is in player combat or combat-locked; peaceful healing keeps PvE values. Regeneration and Verdant Bond healing are not multiplied. Maximum HP, maximum mana, regeneration, and speed are unchanged. Existing vocation passives and other progression systems remain separate. Existing shared caps still apply: damage amplification 30%/15% in PvE/PvP, resistance 60%/40%, and dodge 15/8 points.
Eight-piece abilities activate on successful damage for 8 seconds, with a 30-second cooldown. They replace the old generic eight-piece damage effect. Removing or invalidating a required piece ends the active effect immediately; re-equipping does not reset its cooldown. Effects from different vocations or outdated sets do not stack. Existing weapon handedness and equip restrictions still apply.
The VIP backpack has 36 slots, preserves automatic currency conversion, and can deposit carried currency every 5 minutes while keeping a 1,000,000-gold reserve. Equipment bonuses do not require active account VIP time. See equipment and binding rules.
Vanguard Island Houses
House ownership starts at 201 rebirths. Purchase with either Premium Points or Ancestral Task Points. Prices depend on house size: 65-250 Premium Points or 250-1,000 Ancestral Task Points. Weekly rent is 13-50 Premium Points or 50-200 Ancestral Task Points.
Use !buyhouse premium or !buyhouse ancestral when buying. Use !houserent premium or !houserent ancestral to change the currency for future rent. The selected wallet is charged automatically; an insufficient balance can cost you the house. No other currency is substituted. Account VIP time alone does not pay rent.
Castles
Castles are a separate property system with configurable floors and monster spawns, not a standard house or an automatic VIP-time reward. Available properties and purchase conditions are handled separately; do not buy account time expecting a castle to be included.