Magic Lamp
A tax on your grinding. 10% of every kill went into a lamp instead of your character. When it filled, you spun a color wheel and prayed for luck. Same effort, wildly different results.
The Exp Tax
You didn’t keep all your earned experience. The game automatically redirected 10% of every kill into a lottery system you couldn’t opt out of.
Kill a monster worth 100,000 Exp? You got 90,000. The rest sat in a lamp until it hit 10,000,000 - then activated for a random reward.
The Color Wheel
| Color | Chance | Quality |
|---|---|---|
| RED | 20% | Best |
| PURPLE | 30% | Good |
| BLUE | 40% | Mediocre |
| GREEN | 10% | Worst |
70% chance of a mediocre or bad outcome. Every lamp activation was a dice roll.
The Reward Gap
At level 81+, the difference was brutal:
| Color | Exp Reward |
|---|---|
| RED | 100,000,000 |
| PURPLE | 30,000,000 |
| BLUE | 10,000,000 |
| GREEN | 5,000,000 |
Getting GREEN instead of RED meant 20x less Exp for the same effort. Two players grinding side by side could have completely different progression speeds based purely on luck.
Cash Shop Amplifier
Sayha’s Blessing, sold for L-Coins, multiplied lamp rewards. Already rolled RED? Use a Blessing and amplify that 100,000,000 Exp even further.
Players who paid got better returns from the same lottery. The lucky got luckier.
Gaming the System
The rewards jumped significantly at certain level thresholds. Optimal play meant:
- Track your lamp charges
- Stop leveling near breakpoints
- Wait until you crossed the threshold
- Then cash in your lamps
Degenerate gameplay where you intentionally slowed progression to optimize a lottery.
On L2Cruma, you keep what you earn. No tax. No lottery. Grind for an hour, know exactly what you’ll get.
See L-Coin Shop for other cash shop amplifiers we removed.