> For the complete documentation index, see [llms.txt](https://aincrad-legacy.gitbook.io/aincrad-legacy-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://aincrad-legacy.gitbook.io/aincrad-legacy-docs/economy-and-social/global-bonuses.md).

# Global Bonuses

Our cash shop system differs from what you commonly expect from MMOs. Most cash shops focus on improving a particular user's experience - the one who actually put money in gets something out of it. **That idea is dead here.**

Aincrad Legacy uses **server-wide cash shop bonuses**: everything in the cash shop that interacts with gameplay is a bonus that is bought by a single person and applied to the **entire server**. When someone activates one, a broadcast names the generous Adventurer who turned it on.

## How it works

Every Global Bonus follows the same rules:

* Buying the matching cash-shop item triggers the bonus **server-wide** for its duration (**6 hours** for most bonuses).
* If another purchase is made while the bonus is active, it gains **another stack** and the duration is **refreshed** in full. Each bonus has its own step per stack and its own **cap** - once capped, new purchases only refresh the duration.
* When a bonus **expires, its stacks are cleared** back to the first-time-buy value. If the community wants to keep a bonus stacked and going, just keep refreshing it before it runs out.
* There is **no personal-only version** - every Global Bonus is shared by the whole server.

### Knowing what is active

* While any Global Bonus is running, every player carries a **Global Bonus** status icon. The icon itself grants nothing - it is a reminder that server-wide bonuses are live, and it disappears once the last one ends.
* Type **`@globalbonus`** in chat to list every active bonus with its current value and exact time remaining.
* The **Global Bonus Board** NPC shows every bonus's current value and time remaining at a glance.

## Base rates

This bonus family covers all of the game's base rates:

```
- Character XP
- Adventure XP
- Mastery XP
- Col gained
- Drop rate
- Fame gained
```

Each of these is its own separate bonus. They are straightforward: while active, the rate is increased as a **final multiplier on top of all your other bonuses** (gear, Monster Essences, roles). Col gained applies to Col earned from monsters and quest rewards - sales and trades are excluded.

The boosted rates **reflect on all tooltips** and server-side displays, **except quests** - their shown info is controlled by the client (technical limitation).

* Starts at **+8%** on the first purchase.
* Each stack adds **+8%**, up to a maximum of **+40%**.
* Lasts **6 hours**, refreshed on every purchase.

## Mutated rolls

Based on actual rolls: whenever a monster is killed, the system rolls to check if the respawned one will be [Mutated](/aincrad-legacy-docs/world-and-monsters/mutated.md). This bonus makes the system roll **additional times, always keeping the rarer hit**.

* Starts at **+1 extra roll** on the first purchase.
* Each stack adds **+1 roll**, up to a maximum of **+3**.
* Lasts **6 hours**, refreshed on every purchase.

## Death penalty

A direct reduction of the [penalty that incurs from dying](/aincrad-legacy-docs/getting-started/death-penalty.md).

* Starts at **-6%** penalty on the first purchase.
* Each stack adds **-6%**, up to a maximum of **-30%**.
* Lasts **6 hours**, refreshed on every purchase.

## Field boss

A direct reduction of the number of monsters that need to be killed for a [Field Boss](/aincrad-legacy-docs/world-and-monsters/field-boss-hunts.md) to appear.

* Starts at **-5%** killcount on the first purchase.
* Each stack adds **-5%**, up to a maximum of **-25%**.
* Lasts **6 hours**, refreshed on every purchase.

## Increased item rarity

A plain % increase in the rarer [rarity](/aincrad-legacy-docs/economy-and-social/loot-boxes.md) outcomes of dropped equipment, while reducing the normal outcome in the same proportion.

* Starts at **+20%** on the first purchase.
* Each stack adds **+20%**, up to a maximum of **+100%**.
* Lasts **6 hours**, refreshed on every purchase.

## Drop rolls

Based on actual rolls: whenever you kill a monster, the system rolls to check which items it has dropped. This bonus makes the system roll **an additional time for each item** the monster can drop - the item drops if any roll succeeds.

* This bonus **cannot stack** - buying it again just refreshes the duration.
* Lasts **1 hour**.

## Rarity rolls

Based on actual rolls: whenever a piece of equipment drops, the system rolls to check what [rarity](/aincrad-legacy-docs/economy-and-social/loot-boxes.md) it will be. This bonus makes the system roll **additional times, always keeping the rarer hit**. It stacks with Increased item rarity.

* Starts at **+1 extra roll** on the first purchase.
* Each stack adds **+1 roll**, up to a maximum of **+3**.
* Lasts **6 hours**, refreshed on every purchase.


---

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