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Zen

How money comes in, where it goes, the two caps of 2.1 billion and the price of the things you pay for every week.

Updated on August 10, 2026

Zen is the only currency on the server. It comes in through three doors (a dead monster, selling to an NPC and trading with another player) and it goes out through just as many (repairs, Move, the Chaos Machine, NPC shops and stat redistribution). There is no tax on trades and no personal store fee: zen only changes hands or disappears when you pay for a service the game provides.

  • 2,147,483,647cap in the inventory
  • 2,147,483,647cap in the vault
  • 50%of kills drop zen
  • 1,000,000to redistribute stats

Where zen comes from

The main source is the monster. When it dies, the server rolls the Money drop group, which has a 50% chance, and the amount is not fixed per creature: it is derived from the experience that kill gave you.

zen dropped = (experience gained on the kill + 7) × zen rate

"Money" group: 50% chance per kill
Rule from the server's default drop generator.

The practical consequence of this formula is that a monster that gives more experience gives more zen, always, with no exceptions. There is no monster that is poor in experience and rich in zen. And since experience is already multiplied by the server rate before it turns into zen, touching one touches the other.

SourceHow it works
Dead monster50% chance per kill, amount equal to the experience of that kill plus 7
Selling to an NPCone third of the item's buy price, with a discount for wear
BoxesBox of Luck and the boxes derived from it pay zen when the roll does not give an item
Questssome quests pay zen right on turn-in
Tradingdirect trade or personal store, with no fee at all
Eventsin minigames the monster's zen goes straight to your pocket instead of dropping on the ground

The two caps

You carry at most 2,147,483,647 zen on the character and another 2,147,483,647 in the account vault. They are two independent pots, so the real cap of an account is double that. Getting close to the cap is rare, but the server refuses any operation that would push the balance past it: a sale that would blow the limit simply does not happen, instead of losing the change.

Where zen goes

ExpenseCostNote
Sending a letter1,000per letter, charged when you send it
Redistributing stat points1,000,000sends the character to town and disconnects you
Move to Lorencia, Noria or Elvenland2,000the cheapest destination in the window
Move to Loren Market18,000the most expensive of the classic maps
Move to the Deep Dungeon30,000five floors, same price
Vault expansion quest500,000Zyro, from level 50 on
Inventory expansion quest I1,500,000Zyro, from level 150 on
Inventory expansion quest II3,000,000Zyro, from level 300 on

Repairs, the expense that never ends

Equipped items lose durability and, at zero, stop giving defense and damage. The repair is not a percentage of the item's price: it is a root, which makes the cost grow much more slowly than the value of the piece.

base    = min(buy price / 3 , 400,000,000)
missing = 1 − (current durability / maximum durability)
repair  = 3 × base^0.75 × missing + 1

if durability hit zero:            × 1.4
if you repaired OUTSIDE an NPC:    × 2.5
The server's repair price calculator.

An item whose buy price is 30,000,000 has a base of 10,000,000. Repairing that piece from zero costs about 746,800 at the blacksmith and about 1,867,100 if you use the remote repair. Repairing at the NPC is always the right call whenever you can get back to town.

Redistributing points

The server has the native stat redistribution system turned on. It zeroes the five stats back to your class base and gives all the points back for you to spend again. It costs 1,000,000 zen, has no minimum level, requires you to be in a safe zone, sends the character to town and disconnects you when it is done. Level, experience, master level and skill tree points are untouched.

What selling is worth

Selling to the NPC gives back one third of the buy price, and wear cuts it further. The table below is the same for any item that has durability.

Durability of the pieceFraction of the full saleFraction of the buy price
100%100%33.3%
50%70%23.3%
0% (broken)40%13.3%