VoC Reference Guide
Added 2025-05-14 23:17:24 +0000 UTC-Skip Density, Go To Political Theater!-
Again! This is a non-narrative reference chapter. You can skip this and come back later if you’re here for the story first.
If you spot anything that you think is sus, then don’t hesitate to comment or ask for clarification. I made it a lot simpler than the behind the veil document to make it more digestible.
📚 What’s Inside:
- 🧭 Timeline of Major Eras (Sundering to Present)
- 🪙 Global Economy & Currency Breakdown
- 🏘️ Lifestyle Costs
- 🍷 Item Pricing (Potions, Food, Lodging)
- 🧙 Mana Springs & Public Magic Access
👉 Jump straight to Chapter 1 to meet Damon and begin the story.
1. Timeline
The First Cycle – Reconstruction After the Sundering
Year (R.S.) — Event
0 R.S. — The Sundering - World-ending conflict among reincarnates reshapes Prime. First Veil of Chaos—a nine greater deities moons converging—that anyone remembers or is on typical record. Ancient races, like the sun elves, may have pre-Sundering records.
Discovery of the Infinite Dungeon - A reality-warping dungeon with spatial floors.
5 R.S. — Founding of Aurelian - Delmore family leads settlement near the Infinite Dungeon.
10 R.S. — Second Veil of Chaos, starting the repeated, decade trial that brings the Seeds of Chaos and dungeons.
80 R.S. — Aurelian’s wealth begins threatening Tenebrin’s political balance.
100 R.S. — A sun elf reincarnate creates the Imperium Coin — a magical and economic unifier.
150 R.S. — Aurelian becomes capital of the Imperium economic system.
179 R.S. — First Assassination of the Tenebrin Royal Family.
188 R.S. — Aurelian Castle completed.
189 R.S. — Civil unrest in Tenebrin triggered by Aurelian’s rising autonomy.
200 R.S. — Imperium Coin becomes global standard, integrated with magical gear.
The Rise and Fall of the Reincarnate Golden Age
Year (R.S.) — Event
280 R.S. — Veil of Chaos begins - Assassination of Imperium’s leader triggers collapse.
300 R.S. — Imperium collapses - Surviving leaders disappear or are killed.
500 R.S. — Sorrel, the dryad, roots her tree body, dedicating herself to Titania and founding new Tenebrin after collapse and Bluerise.
600 R.S. — The Holy Emperor begins colonizing Titania’s lands. Sorrel protects displaced fae in the Garden District.
663 R.S. — Infinite Dungeon ends: Level 77 party hits dead-end at Floor 2,768.
672 R.S. — Merana Thorne is born - A True Neutral reincarnate. Conceived during the Veil of Chaos. Snow Elf births take 2 years.
678 R.S. — Regression confirmed — Floor 2,732 found years later.
697 R.S. — Dungeon floors vanish — widespread panic as infinite depth disappears.
The Age of Crisis – End of the Reincarnate World Order
Year (R.S.) — Event
728 R.S. — Aldwin Thorne (human) is born. By 800 R.S., becomes Archmage and Head Researcher of Bluerise. Master of pre-Vanishing genetics and treaties.
750 R.S. — The God Hunter (around Level 100) emerges, hunting reincarnates.
760 R.S. — Malik Tasnia is born - One of only 3 in this Veil of Chaos cycle.
~767–769 R.S. – Merana vanishes — Merana mysteriously disappears. The act is never made public, and only a few reincarnates are aware. Esgneal—her closest companion and possible lover—begins searching for her.
769 R.S. — Second Assassination attempt on the Tenebrin Royal Family fails.
770 R.S. — The Vanishing - All reincarnates disappear, including Esgneal (Lv. 65 Titania Reincarnate), only excluding Merana (Why? Some people think she caused it), and the three reincarnates born in 760 R.S.
Hell Gate opens in Rashguard, a democratic republic north of Tenebrin; demons flood Prime.
Malik Tasnia’s memories return - One of only three reincarnates to awaken during this crisis.
772 R.S. — Stephen Delmore is born - Future Marquess of Aurelian. Raised in law, divine contract theory, and governance. Mother mysteriously dies, no public information given, assumed to be childbirth.
~775–780 R.S. – Merana returns and discovers Esgneal’s disappearance.
She begins investigations into The Vanishing, though some question whether she’s searching for answers or covering tracks.
Merana refuses to join the war when asked by Tenebrin royalty for support, claiming neutrality.
777 R.S. — Princess Catelyn is born - Future mother of Damon. Royal rebel.
780 R.S. — Birth of Brand (chaotic good) and Tate (lawful good) — start of a new reincarnate wave.
Malik Tasnia reaches Level 49 through brutal warfare, supporting all other reincarnates, having met with Merana.
Rosen Monarch awakens and devastates the north before vanishing with Malik Tasnia when he is directed by Titania to confront the dragon goddess.
Lord Malik Silverwing and Lady Rose Silverwing become the barons over Emisberg, a seaside territory in Tenebrin's southern coast by purchasing the title from the previous baron.
783 R.S. — Hell forces mysteriously appear in Emisberg, prompting panic, as a hidden, fully grown Chaos Tree appears on an island off its coast.
Mass gatherings to deal with the Chaos Tree bring mass waves of adventurers, who are unified under Lord Malik Silverwing, including the kingdom’s prestigious paladin divisions.
Lord Malik Silverwing leads a daring attack directly into Hell’s encampment with close friends. A mysterious implosion occurs, leaving nothing behind.
Malik Silverwing is presumed dead.
Massive Rosen Flame vortex on an island outside the thriving town of Emisberg. Chaos Tree is utterly destroyed. Hell's forces vanish.
The last traces of the Rosen Monarch—the dragon goddess—are here.
Lady Rose Silverwing vanished, leaving the estate’s care to their banker, a wood elf named Ena. Rumors abound.
Late 783 R.S. Cassy (“Trash Saintess”) is born, a shark demi-human. Born in the arena system. Shows up prophetically in 800 R.S.
The Current Era
Year (R.S.) — Event
785–788 R.S. — Stephen becomes Marquess of Aurelian between ages 13–16, following the mysterious death of his father. Launches reforms and founds the Adventurer Academy.
~789 R.S. — Catelyn is brainwashed by a dark elf vampire lord and prepared for a ritual.
790 R.S. — Ritual succeeds. Damon is conceived. A big plot point here with many mysteries for future series.
Aria, now a Lich, has her soul infused into a necklace. It mysteriously comes into the possession of Stephen, who gives it to Catelyn.
Late 790 R.S., Catelyn gives birth to Damon via a dark ritual at age 13. Hidden plot here yet to be revealed.
Tenebrin monster battle ethics law begins debate in Tenebrin.
791 R.S. — Stephen rescues Catelyn and infant Damon. Vampire escapes with a future twist.
Catelyn is exiled shortly after Damon’s birth once the family learns of her giving birth to a child (they don’t know Damon’s a dark elf or dhampir due to the bracelet).
Catelyn’s arranged marriage with a foreign prince was annulled.
Catelyn gracefully exits the public spotlight to the estate in Aurelia to raise Damon and Aria in seclusion while donating large sums of her monthly royal allowance to public charities.
~790–800 R.S. — Stephen builds covert protections for Damon, Aria, and Catelyn. He constructs an intelligence network of loyalists and gets closer to many reincarnates, including Merana.
~792 R.S. — Zorya finds Ashcroft as a scavenger child and begins training her.
792–800 R.S. — Ashcroft rises to power, inherits a noble house, and manipulates Tamer law.
795–800 R.S. — Zorya infiltrates bureaucratic wards and contracts.
Late 790s — Aria begins regaining memories.
Her emotional bond with Catelyn deepens through experimentation and food.
800 R.S. – Damon’s Awakening
Damon’s Bracelet Fails
Reveals dhampir heritage during the Veil of Chaos when it disrupts the transformation. Catelyn’s eldest sister is visiting and discovers the truth with her guard. Word is leaked. They are arrested for divine deception and treason.Catelyn is Disowned
Removed from royal records.Judicial Trial
Stephen defends Damon. High Cleric Sorrel verifies Titania’s claim. Clemency granted via Divine Contract.Damon is Banished
Sentenced to Hell Campaign at age 15. Officially erased from records.Damon Awakens
Aria speaks through an amulet. Damon begins regaining Earth memories.Sophia Reborn a Monster
Born as an F-tier Raid Boss. Her mind is slipping away. She needs to find a solution to retain her heart-felt memories, as damaged as it is.Departure from Capital
Given 24 hours. Leaves with 30 Imperium steel, Aria’s amulet, Catelyn’s gift.Bond with Copper
Unity Tamer bond with a Razorback Bear cub. Golden seal appears.Zorya identifies Damon as Reincarnate
Offers underground sponsorship. Pierces [System Trickery].Ashcroft’s Contract Signed
Damon agrees to a 50% profit share in the pits.
2. Skills, Feats & Class Mechanics
Feat Trees & Spell Types
Feats are not individual skills—they're trees that unlock branches of abilities.
Example: Black Magic Feat unlocks Water, Ice, Lightning, Fire, Earth, Air, and even Unity Spells.
Having Fire Magic alone only unlocks fire spells, but combining it with Black Magic allows cross-scaling upgrades and unification.
Method
Description
1. Action-based Use
Skill Feats earned by profession (e.g., [Riding], [Forging]). Takes months/years.
2. Divine Patronage
Gods grant Feats via quests. Power varies by god’s tier (Demigod → God → Greater Deity).
3. Feat Books
Created by C-tier+ Scribes. Sacrifice a Tier of one’s own or another’s Feat to create a [Volume of Feat] that can be instantly gained at the F-tier Normal Grade level.
4. 5-Level Bonuses
Every 5 levels, pick 1 of 3 Feats offered based on Class/Subclass.
5. Reincarnate Perk
Reincarnates get unique Feats and expanded access paths, but often get into traps, thinking they can game the system. There are many drawbacks to typical ‘game-breaking’ mechanics. Feat Trees unlock combinations. It is better to get racial and legacy/path trees than ordinary ‘end-game’ feats due to the expansion over time. What good is a level 90 spell if it costs 25k mana and you’ve only got 50?
How Feats Are Obtained
Feat Points
+3 points per level (up to Lv. 100)
Extra points from achievements (e.g., defeating strong enemies/completing tasks)
Used to unlock or enhance Feats, Feat Trees, and Subskills
Locked Skills
Powerful but non-upgradeable Feats.
Reincarnates receive a discounted cost for these.
Can only be transferred via:
Skill Book → sacrifices 1 tier from donor
Divine Gift (initial path choice)
Feat vs Skill Books
Type --- Sacrifice --- Effect
Volume of Feat Tree --- All Tiers --- Creates transferable Feat (Fire Magic). Requires B-Tier+
Volume of Feat --- -2 Tiers --- Creates transferable Feat (Fire Magic)
Volume of Skill --- -1 Tier --- Creates transferable Skill (Fireball)
3. Classes, Races, & Reincarnate Mechanics
Class
All reincarnates start with an F-tier Class at Level 1 (typical residents of the world only obtain their Class at Level 5 and Subclass at 10).
All Greater Deities can have only one reincarnation of every Class (17 total Classes/Reincarnates per Greater Deity).
Reincarnates can choose from Mythic, Forgotten, or Godlocked Paths/Lineage depending on divine favor.
If a deity’s reincarnate turns against them or joins another faction, they need to wait until they’re dead to refill that spot.
Racial Tiers
The world recognizes distinct racial hierarchies:
- Normal Races (F-tier): Humans, Wood Elves, Dwarves, Halflings, etc.
- Advanced Races (E-tier): [Revealed as encountered]
- Greater Races (D-tier): [Revealed as encountered]
- Heroic Races (B-tier): Dark Elves, Snow Elves, [Others Unknown]
- Legendary Races (A-tier): Sun Elves, [Others Unknown]
- Mythical Races (S-tier): [Unknown - Lottery Only]
Note: Races each have racial Feats they’re born with. Higher-tier races face greater social expectations, more base Feats, and have base Vulnerabilities alongside their advantages, such as [Sun Elf Pride], or for dark elves, [Sunlight Vulnerability].
4. Reincarnate Perks
Feature --- Benefit
Early Specialization --- Start with Class and Subclass (e.g., Fire Wizard) at Lv. 1
+5 Skill Points --- Extra stats at Level 1
3 S-tier Feats --- Free feat points to distribute (288 total)
Personal Quest --- Optional divine goal with rare reward
Race Selection --- Select from F (Cost 3 Feat Points) to S-tier (96 Feat Points) or Randomized (Free).
5. Leveling & Experience
Leveling System Overview
Think of spirit and EXP like a balloon; EXP is just spiritual strength and refinement of the soul (body/spirit/intelligence combined): overfill = burst. Underfill = useless.
Range --- EXP Rules
Lv. 1–29 --- 100% EXP if enemy is within ±5 levels
Lv. 30–55 --- Gradual EXP loss outside ±5 levels
Lv. 55–70 --- 5% max EXP gain outside ±5 levels
Lv. 70+ --- System debuffs slow leveling further
Leveling Up:
+3 Stat Points
+3 Feat Points
Level 5 Unlock Class (normal citizens/reincarnates get it instantly)
Level 10 Unlock Subclass (normal citizens/reincarnates get it instantly)
Class and Subclass Tier Upgrades at certain breakpoints
Party Leveling
Credit only goes to those who:
Deal damage
Debuff directly
Land system-linked action
Healers must act offensively to get EXP unless using specific Feats.
Party Share EXP (F-tier) allows 1–10% EXP redistribution.
Level Differential EXP Loss
Difference --- EXP Gained (Lv. 1–29)
Levels ±0–5 --- 100% --- Meaning within 5 levels, you get 100% EXP.
Level ±6 --- 81%
Level ±7 --- 62%
Level ±8 --- 43%
Level ±9 --- 24%
Level ±10+ --- 5%
6. Resurrection Penalties
Spell Tier --- EXP Loss --- Stat Loss --- Memory Loss --- Body Integrity
S-Yellow --- All --- -5 All --- Last Month --- No Healing
S-Purple --- All --- None --- Last 2 Weeks --- Minor healing
S-Red --- 50% --- None --- 1 hr --- Major Healing
S-Pearlescent --- 10% --- None --- Last Minute --- Perfect
Divine --- None --- None --- None --- Full Restoration
7. Dungeons & Raids
Dungeon Origins
Star fragments crash into land → consume life/land/mana → create dungeons.
A forest dungeon contains twisted trees, wild beasts, and nature-born horrors. The dungeon becomes more warped the further it grows and the higher its Tier.
Once maturing at max S-tier, dungeons break, releasing all threats in a flood.
Shadow Pits = corrupted ley line zones (10× difficulty)
Dungeon Growth & Floors
Tier --- Floors --- Level Bracket
F --- 10 Floors --- Lv. 1–10
E --- 20 Floors --- Lv. 10–15
D --- 30 Floors --- Lv. 15–20
C --- 40 Floors --- Lv. 20–25
B --- 50 Floors --- Lv. 25–30
A --- 75 Floors --- Lv. 30–35
S --- 100 Floors --- Lv. 35–40
Shadow Pits multiply floors (F-tier = 100 floors, not 10)
Red glowing gates are naturally a Tier higher with unique additions (higher density mobs, stronger singular bosses, or multiple champion-tier or named mobs).
Raid Floors
Every 10th floor in a dungeon = Raid Boss (like our MC’s auburn-haired GF)
Regenerates monthly with new traits
Dungeon Rot
Dungeons parasitize:
Crops
Sunlight (creates cloud cover)
Water
Spreads into the environment
Chaos Trees
Pearlescent-glowing dungeons with infinite randomized floors
Grow until destroyed
Dungeon breaks happen every new Raid Boss completion (you’ll see what that means with Sophia’s chapters).
Must destroy both top (reach the top as it continues to grow, unlocking the basement) and bottom cores (unlocked after destroying the top core, it continues to grow and can become a Darkvein dungeon that links to the surface).
Dungeon Breaks
Once full energy is gathered, monsters escape.
Creates overworld monsters and sentient dungeonborn.
The Infinite Dungeon
Once rewarded adventurers up to Lv. 90, but that has changed.
8. Economic
The Legacy of Imperium
Imperium was a global trading empire established by a legendary reincarnate seven centuries ago, achieving total economic dominance over 180 years of perfecting his system—he was a sun elf, so that explains the long life (you have no idea! But you’ll find out with Aria. :) Trust).
This reincarnate, known for his ingenuity and ambition, introduced a universal currency system to replace fragmented regional currencies. Over just about two centuries, as we established, he built trust for conversion or (through dirty and hostile tactics) obtained all of a nation’s currency to the point of forcing them to convert, since he had all their currency, resulting in the first global bank, accepted across all nations.
He established a system and invented enchanting, detection, and replicating devices with clear instructions on economics. However, these ‘printing presses’ only went up to silver.
There are over a hundred devices that print iron and steel, tightly controlled by the bank, politically neutral, and outside of governmental controls; their fragile balance is only maintained by their reputation and the mysterious Twelve Zodiac. There are also only three machines for silver (one is currently in the Hell-controlled city in the north).
He personally created all gold and platinum with mysterious enchantments that are hidden to this day. If other reincarnates discovered the truth, they haven’t voiced it.
The key to Imperium’s success was its unique magical enhancement. Each coin is enchanted with the C-tier Impervious spell, and Silver with A-tier, granting iron to steel the following traits:
Indestructibility: High resistance to scratches, wear, and capable of withstanding an E-tier Fireball.
Distinct Appearance: A brilliant, distinctive sparkle in all lighting conditions, including candlelight.
Tracking Feats: Connected to a monitoring system in-house with the Imperium Bank that tracks authenticity and why large purchases are typically handled with a representative for authentication.
Longevity: Despite the fall of the Imperium Empire and the assassination of its founder, the currency has retained its value due to its durability, universal ease of use, trust, and reputation as a magical item in itself. In fact, some beginner adventurers even string together Imperium iron as a makeshift chain mail because of its enchantments!
Imperium Currency Tiers
Name --- Comparison
Iron (ip) --- Lowest currency.
Steel (sp) --- 100 Iron.
Copper (cp) --- 100 Steel / 10,000 Iron.
Silver (sp) --- 100 Copper / 1,000,000 Iron.
Gold (gp) --- 100 Silver / 1,000,000 Steel / 100,000,000 Iron.
Platinum (pp) --- 100 Gold / 1,000,000 Copper / 10,000,000,000 Iron.
Metal of the Gods
Beyond the standard currency. Not just rare, practically impossible to find. There is no ‘mithril’ chain armor because that, in itself, would be game-breaking. If there is currently one of this type, it is only in myth because no one has confirmed it. These are demigod materials, potentially used between demigods and deities for transactions if the creator managed to create them. Some theorize the reincarnate’s deity crafted them, others think it is just a tall tale told to children by bankers. Whatever the truth underneath legend, the stories persist.
Metal Name --- Value Comparison (as told by bankers)
Mithril (mp) --- 100 Platinum / 1,000,000 Silver / 10,000,000,000 Steel.
Orichalcum (op) --- 100 Mithril / 1,000,000 Gold / 100,000,000,000 Silver.
Adamantite (ap) --- 100 Orichalcum / 1,000,000 Platinum / 10,000,000,000 Copper.
Rune (rp) --- 100 Adamantite / 1,000,000 Mithril / 1,000,000,000,000 Iron.
Economic Scale and Market Trade
A large, modest city of approximately 100,000 inhabitants experiences a daily wealth transfer of 150 silver pieces (150 million iron pieces).
Trade Value Over Time
Period --- Imperium Currency Equivalent
Daily Market Value
40 Silver (400,000 Steel / 40,000,000 Iron).
Monthly Trade
12 Gold.
Annual Trade
1.44 Platinum.
This market flow showcases the immense scale of city economies and highlights the enduring influence of Imperium’s currency system across the world.
9. Lifestyle & Pricing
In the world of Prime, a person's lifestyle determines their quality of life, social standing, and access to resources. The cost of maintaining a particular lifestyle varies greatly—from mere survival in the streets to the opulent luxuries of royalty.
Lifestyle Tiers
Lifestyle --- Price/Day --- Description
Wretched --- 0–5 ip
Inhumane conditions with no home—sneaking into barns, huddling in crates, and relying on others. Constant threats of violence, disease, and hunger. Beneath notice.
Squalid --- 5 ip
Leaky stable, vermin-infested hut or flophouse. Rife with violence and disease. Often exiled or marked by failure. Little to no legal protection.
Poor --- 10 ip
Simple food and lodging. A flophouse room or tavern common area. Some legal protection, but crime and disease are still threats.
Modest --- 1 sp
Stable food, clean but simple lodging. Outside slums—boarding houses, temples. Ideal for students, laborers, and hedge wizards.
Comfortable --- 2 sp
Decent clothing, reliable private room or cottage. Occasional luxuries. Merchants, officers, and tradespeople live here.
Wealthy --- 5+ sp
Luxury housing, private staff, spacious rooms. Merchant princes, famous adventurers, or elite royal servants.
Aristocratic
– Low Aristocracy -- 20+ sp
Rural nobles with local power and land.
– High Aristocracy --- 50+ sp
City nobles with national or international influence.
Royalty
– Royal Sons/Daughters --- 1+ cp
Opulence beyond most aristocrats.
– Queens/Kings --- 5+ cp
World-shaping rulers.
Wealth Breakdown and Living Costs
Wretched: Survives on scraps, begging, and luck.
Squalid: Eats barely enough, often extorted or mistreated.
Poor: Stable but unpleasant, with rare comforts.
Modest: Reliable food, lodging, and basic indulgences.
Comfortable: Secure lifestyle with moderate prestige.
Wealthy+: Access to power, servants, and assets.
10. Item Costs & Services
Prices reflect the economy of Prime based on Imperium’s currency.
Potions
Item --- Cost --- Description
Lesser Healing Potion --- 25 ip
Heals surface wounds. Safe for children.
Healing Potion --- 3 sp
Repairs minor internal injuries.
Lesser Mana Potion --- 15 ip
Restores 50 Mana.
Mana Potion --- 70 ip
Restores 200 Mana.
High Mana Potion --- 2 sp
Restores 500 Mana.
High Maximum Mana Potion --- 30 sp
Boosts max Mana by 500 for 5 mins.
Lesser Potion of Invisibility --- 25 sp
Grants [F-tier] invisibility for 1 minute.
Beverages:
Clean Water
20 oz Tankard --- 1 ip
Gallon (6x) --- 6 ip
Barrel (40 gal) --- 2.5 sp
256 servings
Ale
20 oz Tankard --- 2 ip
Gallon (6x) --- 12 ip
Keg (15.5 gal) --- 2 sp
100 servings
Barrel (40 gal) --- 5 sp
256 servings
Wine
Common (pitcher) --- 12 ip
Basic wine.
Fine (bottle) --- 10 sp
Aged, known vintage.
Exquisite (bottle) --- 50 sp
Rare and perfectly aged.
Food & Dining
Banquet (event) --- 10 sp
Full service w/ drinks and meals.
Bread (loaf) --- 2 ip
Basic food staple.
Soup (bowl, 25 oz) --- 3 ip
Hearty meal.
Cheese (4 oz) --- 8 ip
Single serving.
Cheese (wheel, 80 oz) --- 1.6 sp
20 servings.
Meat (½ lb chunk) --- 20 ip
Small cuts or off-cuts.
Meat (3–4 lb slab) --- 2 sp
High-quality, serves 3–4.
Lodging Costs (per day)
Lodging Type --- Cost --- Description
Squalid --- 3 ip --- Shelter and protection ring.
Poor --- 5 ip --- Small room, basic services.
Modest --- 50 ip --- Clean, basic comfort.
Comfortable --- 1 sp --- Private and pleasant.
Wealthy --- 3 sp --- Luxury and full services.
Aristocratic --- 15 sp --- Opulent and exclusive.
Meal Costs (per day)
Lifestyle --- Cost --- Description
Squalid --- 1–2 ip --- Minimal nourishment.
Poor --- 5 ip --- Soup and bread.
Modest --- 30 ip --- Daily hearty meal.
Comfortable --- 65 ip --- Quality food with variety.
Wealthy --- 1 sp --- Lavish daily meals.
Aristocratic --- 2 sp --- Gourmet multi-course service.
Services
Service Type --- Cost
Modest Service --- 20 ip
Comfortable Service --- 35 ip
Wealthy Service --- 1 sp
Aristocratic Service --- 3 sp
Animal Upkeep
Animal Type --- Cost --- Description
Horse --- 50 ip --- Grain, stable, water, care.
Small Animal --- 1–5 ip --- Basic food and water.
Medium Animal --- 10–25 ip --- Some meat/veggie feed.
Large Animal --- 40–80 ip --- Grain, water, and shelter.
Mana Springs
Mana Springs are regulated and often under noble control to ensure fair use and safety.
Spring Tier --- Cost --- Mana Recovery Rate --- Description
F-tier --- 15 ip (flat fee) --- 10 mph (0.167 mpm)
For the lower class. Low-grade.
E-tier --- 10 ip/hour --- 100 mph (1.67 mpm)
Clean and regulated.
D-tier --- 1 sp/hour --- 500 mph (8.3 mpm)
Public servant tier.
C-tier --- 20 sp/hour --- 5,000 mph (83 mpm)
Adventurer-exclusive.
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