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, 2026Zen 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
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.
| Source | How it works |
|---|---|
| Dead monster | 50% chance per kill, amount equal to the experience of that kill plus 7 |
| Selling to an NPC | one third of the item's buy price, with a discount for wear |
| Boxes | Box of Luck and the boxes derived from it pay zen when the roll does not give an item |
| Quests | some quests pay zen right on turn-in |
| Trading | direct trade or personal store, with no fee at all |
| Events | in 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
| Expense | Cost | Note |
|---|---|---|
| Sending a letter | 1,000 | per letter, charged when you send it |
| Redistributing stat points | 1,000,000 | sends the character to town and disconnects you |
| Move to Lorencia, Noria or Elvenland | 2,000 | the cheapest destination in the window |
| Move to Loren Market | 18,000 | the most expensive of the classic maps |
| Move to the Deep Dungeon | 30,000 | five floors, same price |
| Vault expansion quest | 500,000 | Zyro, from level 50 on |
| Inventory expansion quest I | 1,500,000 | Zyro, from level 150 on |
| Inventory expansion quest II | 3,000,000 | Zyro, 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
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 piece | Fraction of the full sale | Fraction of the buy price |
|---|---|---|
| 100% | 100% | 33.3% |
| 50% | 70% | 23.3% |
| 0% (broken) | 40% | 13.3% |