Show Up, Get Paid
Zenko's daily loop hands you free resources just for logging in, resting, and finishing quick tasks. Under the shipped 2026-07-01 economy, almost all of this pays in Gold — the abundant grind currency (Gold values are ×2.5 across the game). Gems stay scarce and are earned mainly from the community-funded Epoch and the free weekly stipend. Everything on this page is repeatable — most of it every UTC day.
The 7-Day Calendar
Claim once per UTC day. Each claim advances your streak by one and pays that day's tile. After day 7 the cycle loops back to day 1 with a fresh grand chest. Miss a day and the streak resets to 1 — you start the calendar over. Every tile pays Gold.
| Day | Reward | Gold | Notes |
|---|---|---|---|
| 1 | 5,000 | Cycle start | |
| 2 | 10,000 | — | |
| 3 | 10,000 | — | |
| 4 | 15,000 | — | |
| 5 | 25,000 | — | |
| 6 | 20,000 | — | |
| 7 | 50,000 | Wide grand tile — then loops to day 1 |
A full uninterrupted week banks 135,000 Gold. Each claim also awards +200 account XP toward your trainer level.
The calendar rolls over at 00:00 UTC, not local midnight. Claiming yesterday and again today continues the streak; skipping a whole UTC day sends you back to day 1 (a 5,000 tile), so long streaks are the real prize.
Quests track your live account state — no separate event log to grind. When a task's target is met, claim it for the reward. There are three periods: a one-time onboarding chain, resetting daily tasks (UTC day), and resetting weekly tasks (UTC week). Every quest claim also grants +150 account XP.
Getting Started (one-time)
A brand-new trainer is Gold-walled to a handful of creatures, so this chain hands out Eggs and Gold along the natural first-hour loop — pacing you organically toward a ~20-creature squad. It's the one place daily play grants free Eggs and a starter Gem drop.
| Task | Goal | Reward |
|---|---|---|
| Place a creature on your island | Place 1 | 2 Eggs + 1,500 Gold |
| Own 4 creatures | Own 4 | 3 Eggs + 2,000 Gold |
| Own 8 creatures | Own 8 | 3 Eggs + 3,000 Gold |
| Reach account level 2 | Lv 2 | 3 Eggs (2 basic + 1 forest) + 4,000 Gold |
| Collect 5 different species | 5 species | 3 Eggs + a COMMON relic |
| Own 14 creatures | Own 14 | 3 Eggs + 6,000 Gold |
| Build a squad of 20 creatures | Own 20 | 15,000 Gold + 1 Forest Egg + |
Chain total: 16 basic + 2 forest Eggs, ~36,500 Gold, one Common relic, and 5 Gems. The Gold buys ~14 more cheap basic Eggs on top — 20 creatures is very reachable.
Daily Tasks · reset every UTC day
| Task | Goal | Reward (Gold) |
|---|---|---|
| Place a creature on your island | Place 1 | 2,000 |
| Own 3 creatures | Own 3 | 1,500 |
| Hold 30,000 Gold | 30,000 | 6,000 |
| Equip a relic in the Wardrobe | Equip 1 | 4,000 |
All four dailies together = 13,500 Gold per day, on top of the login streak.
Weekly Tasks · reset every UTC week
| Task | Goal | Reward (Gold) |
|---|---|---|
| Collect 8 different species | 8 species | 20,000 |
| Reach account level 5 | Lv 5 | 25,000 |
| Own 3 relics | Own 3 | 20,000 |
The three weeklies pay 65,000 Gold per week.
Passive Idle Trickle
Every creature placed on your island dribbles a little Gold each hour just by being there — your town is alive even while you're gone. Since the economy rework, this is a deliberately tiny "ambient" faucet: dungeons and raids are where Gold really comes from. Per-creature base rate by rarity & life stage (Gold/hour):
| Rarity | Baby | Juvenile | Adult | Elder |
|---|---|---|---|---|
| COMMON | 1 | 1 | 2 | 3 |
| UNCOMMON | 1 | 2 | 3 | 4 |
| RARE | 2 | 3 | 5 | 7 |
| EPIC | 3 | 5 | 7 | 9 |
| LEGENDARY | 4 | 6 | 8 | 10 |
| MYTHICAL | 5 | 8 | 11 | 14 |
Happiness (×0.5 to ×1.5), variant, relic charms, and each combat level (+1.5% income/level) multiply on top — but the base stays deliberately negligible next to dungeon Gold. Idle income accrues while offline up to an 8-hour cap.
Resting at the AFK Zone
Park your trainer by the campfire in Town to start a rest session. While resting you bank two things at once:
- Boosted Gold — you accrue 150% of your hourly Gold rate (a +50% bonus on top of your normal idle income), collectable whenever you return.
- Faster Stamina — +1 Stamina every minute while resting, exactly double the passive +1-every-2-minutes regen.
A rest session banks up to the same 8-hour cap, then stops accruing until you collect and re-rest.
Stamina (the dungeon throttle)
Stamina is the soft gate on dungeon runs. The bar caps at 180 and refills +1 every 2 minutes passively (a full empty-to-full in ~6 hours, or ~3 hours while resting). In a hurry? Buy an instant full refill for 150 $ZOLANA — one flat offer, regardless of how empty the bar is. The $ZOLANA is routed to the treasury and burned.
Regen stops at the 180 cap — resting past full just wastes the timer. Kick off a dungeon run before you rest so the banked stamina goes to work.
Fainting & Revival
Stamina isn't the only cost of a run. A squad creature whose HP hits 0 during a dungeon or raid faints — up to 2 creatures per run — and is benched until you pay to revive it. This is the real bite of over-reaching a floor: send a party that comfortably out-powers the content and casualties fall to zero.
Reviving a fainted creature costs either Gold or a flat $ZOLANA skip:
- Gold — 400 + 400 × Level1.30, scaling with the creature's own level (≈8,400 at Lv 10, ≈65,000 at Lv 50). Legendary and Mythical creatures pay ×1.5.
- $ZOLANA — a flat 50 $ZOLANA per creature at any level, the premium "get me back in the fight" skip.
Faint risk is driven by how far your party out-powers the floor's recommended power. Farm at or above recommended and revives stay an occasional cost; squeak a clear well under it and you'll bleed creatures — and Gold — every run.
Each creature has a combat level (1–100), a progression axis separate from its evolution stage. Levels come purely from dungeon EXP — every creature in a claimed party gains 20 × dungeon ID EXP per run — and they apply automatically. There is no Gold cost and no button to press: the moment a creature banks enough EXP, it levels up on the spot.
Leveling rework (faster, especially early): the EXP curve was reworked so leveling is quicker across the board, with the biggest boost to the early levels — a fresh hatchling climbs fast, and because evolution is level-gated, quicker leveling means quicker evolutions too. Higher levels still ramp up so the cap stays a real achievement.
| Value | Formula | Example |
|---|---|---|
| EXP to reach next level | round(8 × level1.42) | Lv1→2 = 21 · Lv50→51 = 2,127 · Lv99→100 = 5,535 |
| EXP earned per run | 20 × dungeon ID | D1 = 20 · D25 = 500 |
| Power multiplier | 1 + 0.06 × (Lv − 1) | Lv1 = 1.0× · Lv50 = 3.94× · Lv100 = 6.94× |
| Idle-income multiplier | 1 + 0.015 × (Lv − 1) | Lv50 = 1.735× · Lv100 = 2.485× |
So leveling is a double reward: more combat power to push deeper dungeons, and a gentler bump to that creature's idle Gold. Levels are hard-capped at 100.
EXP table (milestones)
EXP needed to reach the next level, and the total banked to reach that level from Lv 1. "Dungeon" is roughly the deepest a creature of that level can farm (each run there gives 20 × dungeon ID EXP).
| Level | EXP to next | Total to reach | EXP / run | Runs to next |
|---|---|---|---|---|
| 1 | 8 | — | 20 (D1) | 1 |
| 5 | 79 | 203 | 40 (D2) | 2 |
| 10 | 210 | 976 | 60 (D3) | 4 |
| 15 | 374 | 2,508 | 80 (D4) | 5 |
| 20 | 563 | 4,937 | 120 (D6) | 5 |
| 25 · Adult | 773 | 8,374 | 140 (D7) | 6 |
| 30 | 1,001 | 12,916 | 160 (D8) | 7 |
| 40 | 1,507 | 25,658 | 220 (D11) | 7 |
| 50 · Elder | 2,068 | 43,770 | 260 (D13) | 8 |
| 60 | 2,680 | 67,777 | 320 (D16) | 9 |
| 75 | 3,679 | 115,846 | 380 (D19) | 10 |
| 90 | 4,766 | 179,618 | 460 (D23) | 11 |
| 99 → 100 | 5,456 | 225,941 | 500 (D25) | 11 |
Highlighted rows are the evolution gates — a creature evolves to Adult at Lv 25 and Elder at Lv 50 (Juvenile at Lv 10). Every party creature in a claimed run banks the same EXP, so leveling several at once is efficient — and sacrificing fodder transfers EXP directly for an even faster path.
Feed an unwanted creature to another to transfer combat EXP directly (the classic "fodder → level" loop). A sacrifice's worth scales with its rarity and stage, plus 50% of the level-EXP already invested in it, so leveled fodder isn't wasted. See Dungeons & Raids.
Note: your trainer's account level is a separate track, gained from daily/quest claims, hatching, and breeding — it's what quests like "Reach account level 5" measure.
The Epoch crystal is the game's shared, community-funded Gem faucet. It runs in three phases: players donate resources to fill live global bars → once every bar hits its goal the Epoch opens → then everyone races to mint Gems first-come-first-served until the pool runs dry. Donating IS the purchase — there's no double-pay.
1 · Fill the bars (donation phase)
Every Epoch rolls a hidden Gem pool tier that sets how much the community must collectively donate. The four live bars — Gold plus the three base dungeon materials — must all be filled:
| Pool tier | Roll weight | Gem pool | Gold goal | Glimmer Dust | Mana Shard | Astral Core |
|---|---|---|---|---|---|---|
| Small | 55% | 1,111 | 7,500,000 | 3,000 | 1,500 | 600 |
| Mid | 35% | 3,111 | 15,000,000 | 6,000 | 3,000 | 1,200 |
| Big | 10% | 5,111 | 30,000,000 | 12,000 | 6,000 | 2,400 |
A Big Epoch is a rare server-wide event (30M Gold + 12k/6k/2.4k materials). Since every dungeon drops all three base materials, any player can contribute to every bar.
2 · Mint Gems (open phase)
Once open, each Gem costs a fixed recipe and is claimed FCFS from the rolled pool until empty:
Gold is the heavy sink and is never refunded. Each claim rebates a random 1–26% of that Gem's materials (not Gold) as credit toward your next one — the "use again" hook that keeps you minting while the pool lasts.
3 · Your claim cap ($ZOLANA-gated)
How many Gems you personally may mint from an open pool scales with the $ZOLANA you hold:
| Tier | $ZOLANA held | Your Gem cap |
|---|---|---|
| Newcomer | < 10,000 | 3 |
| Holder | ≥ 10,000 | 10 |
| Patron | ≥ 50,000 | 100 |
| Whale | ≥ 100,000 | Unlimited |
The pool itself is the hard cap on total emission — even Whales are bounded by how many Gems remain when they arrive, and every minted Gem burns 100k Gold plus 74–99% of its materials.
Separate from the Epoch, every wallet can claim a free weekly Gem stipend — no materials, no Gold, paid on top of the Epoch pool. It comes in two forms:
- F2P floor — 4 Gems/week for everyone, once your account reaches level 5 (an anti-bot gate, so throwaway accounts can't farm free Gems).
- Holder bonus — hold ≥ 10,000 $ZOLANA and you skip the level gate and get a bigger, concave, hard-capped bonus instead. Holding always pays more.
The holder curve is bounded and sub-linear — it uses a square-root scaling so whales can never runaway-mint. Holdings above 250,000 $ZOLANA earn no extra, and the weekly ceiling per wallet is 40 Gems:
| $ZOLANA held | Weekly Gems | Tier |
|---|---|---|
| < 10,000 (Lv 5+) | 4 | F2P floor |
| 10,000 | 9 | Holder |
| 50,000 | 20 | Holder |
| 100,000 | 28 | Holder |
| ≥ 250,000 | 40 | Capped |
Your live on-chain balance is re-synced at claim time, so the stipend reflects what you hold right now. The cooldown is a rolling 7 days per wallet.
Buy more $ZOLANA partway through the week? Claim again and you'll receive only the positive difference up to your new tier — no need to wait out the cooldown. Move from 10k (9 Gems) to 50k (20 Gems) mid-cycle and a top-up claim pays the extra 11 Gems on the spot.