VIP System
Seven tiers of paid power. The more you spent, the stronger you became. Stop spending, and monthly point decay dragged you back down. A subscription model disguised as progression.
How It Worked
Accumulate VIP Points through cash shop purchases. Each tier unlocked permanent passive bonuses that made you measurably stronger than non-paying players.
The Advantage Gap
| Tier | Exp Bonus | Drop Rate | PvP Damage | Stats |
|---|---|---|---|---|
| Free | - | - | - | - |
| Tier 4 | +25% | +250% | - | +1 all |
| Tier 7 | +35% | +250% | +15% | +2 all |
At Tier 7, you dealt 15% more damage in PvP. Same gear, same class, same skill - but you hit harder because you paid.
The Subscription Trap
VIP points decayed monthly:
| Tier | Points Lost |
|---|---|
| Tier 1 | -300/month |
| Tier 4 | -1,320/month |
| Tier 7 | -10,560/month |
Stop paying? Watch your bonuses disappear. The system demanded continuous spending to maintain what you’d already “earned.”
Reaching Tier 7
| Tier | Points Required |
|---|---|
| 1 | 300 |
| 4 | 3,500 |
| 7 | 40,000 |
VIP scrolls came from the cash shop. The math was simple: sustained real-money investment.
The Competition Problem
Picture two players in PvP. Identical builds, identical gear, identical skill. One is Tier 7 VIP. One is free.
The VIP player:
- Deals 15% more damage
- Has +2 to all base stats
- Leveled 35% faster to get here
- Found 2.5x more drops along the way
That’s not a fair fight. It’s a paid advantage wearing a skill costume.
On L2Cruma, everyone starts equal. Same stats. Same rates. Same damage. Your skill decides fights, not your subscription.