ZENKO WIKI / QUESTS / DAILY / AFK
Daily streak · quest board · AFK & idle income · combat levels · the Epoch community fund + holder stipend
Wiki More Quests / Daily / AFK
Daily & Progression Free Rewards

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.

Daily login
7-day streakGold
day 7 chest50,000
full cycle135,000
Quest board
daily tasks4
weekly tasks3
onboarding7
Free Gems
weekly F2P4
weekly holder9–40
EpochFCFS
Daily Login Streak 7-Day · Gold

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.

DayRewardGoldNotes
1Gold5,000Cycle start
2Gold10,000
3Gold10,000
4Gold15,000
5Gold25,000
6Gold20,000
7Grand Chest50,000Wide 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.

RESET IS ON THE UTC DAY

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.

The Quest Board Onboarding · Daily · Weekly

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.

TaskGoalReward
Place a creature on your islandPlace 12 Eggs + 1,500 Gold
Own 4 creaturesOwn 43 Eggs + 2,000 Gold
Own 8 creaturesOwn 83 Eggs + 3,000 Gold
Reach account level 2Lv 23 Eggs (2 basic + 1 forest) + 4,000 Gold
Collect 5 different species5 species3 Eggs + a COMMON relic
Own 14 creaturesOwn 143 Eggs + 6,000 Gold
Build a squad of 20 creaturesOwn 2015,000 Gold + 1 Forest Egg + 5 Gems

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

TaskGoalReward (Gold)
Place a creature on your islandPlace 12,000
Own 3 creaturesOwn 31,500
Hold 30,000 Gold30,0006,000
Equip a relic in the WardrobeEquip 14,000

All four dailies together = 13,500 Gold per day, on top of the login streak.

Weekly Tasks · reset every UTC week

TaskGoalReward (Gold)
Collect 8 different species8 species20,000
Reach account level 5Lv 525,000
Own 3 relicsOwn 320,000

The three weeklies pay 65,000 Gold per week.

AFK Zone & Idle Income Rest · Stamina · Gold

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):

RarityBabyJuvenileAdultElder
COMMON1123
UNCOMMON1234
RARE2357
EPIC3579
LEGENDARY46810
MYTHICAL581114

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.

Rest bonus
rate1.5× / hr
accrual cap8 h
on collectbanked
Stamina rest
while resting+1 / 60s
passive+1 / 120s
empty → full~3 h

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.

STAMINA NEVER OVERFLOWS

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:

  • Gold400 + 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.
MATCH THE FLOOR, KEEP YOUR SQUAD

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.

Combat Levels (auto from XP) Cap 100

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.

ValueFormulaExample
EXP to reach next levelround(8 × level1.42)Lv1→2 = 21 · Lv50→51 = 2,127 · Lv99→100 = 5,535
EXP earned per run20 × dungeon IDD1 = 20 · D25 = 500
Power multiplier1 + 0.06 × (Lv − 1)Lv1 = 1.0× · Lv50 = 3.94× · Lv100 = 6.94×
Idle-income multiplier1 + 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).

LevelEXP to nextTotal to reachEXP / runRuns to next
1820 (D1)1
57920340 (D2)2
1021097660 (D3)4
153742,50880 (D4)5
205634,937120 (D6)5
25 · Adult7738,374140 (D7)6
301,00112,916160 (D8)7
401,50725,658220 (D11)7
50 · Elder2,06843,770260 (D13)8
602,68067,777320 (D16)9
753,679115,846380 (D19)10
904,766179,618460 (D23)11
99 → 1005,456225,941500 (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.

SACRIFICE FODDER FOR EXP

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 Community Fund Gem Faucet

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 tierRoll weightGem pool Gold goalGlimmer DustMana ShardAstral Core
Small55%1,1117,500,0003,0001,500600
Mid35%3,11115,000,0006,0003,0001,200
Big10%5,11130,000,00012,0006,0002,400

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:

Per-Gem recipe
Gold100,000
Glimmer Dust40
Mana Shard20
Astral Core8
"Use again" rebate
materials back1–26%
Gold backnever
per claimrandom

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 heldYour Gem cap
Newcomer< 10,0003
Holder≥ 10,00010
Patron≥ 50,000100
Whale≥ 100,000Unlimited

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.

Weekly Gem Stipend Free · Hold-to-Earn

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 floor4 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 heldWeekly GemsTier
< 10,000 (Lv 5+)4F2P floor
10,0009Holder
50,00020Holder
100,00028Holder
≥ 250,00040Capped

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.

MID-CYCLE TIER TOP-UP

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.