Lunia prices everything in a three tier currency, and almost every item carries its own trading rules. Neither is explained in game, so this page does it.
How money is counted
Gold splits down twice:
| Unit | Worth |
|---|---|
| 1 Gold | 100 Silver |
| 1 Silver | 100 Copper |
So a price tag reading 2 Gold 25 Silver is 22,500 Copper, and a cheap potion at 4 Silver is 400 Copper. Carried gold is capped at 400,000 Gold. Hit that ceiling and payouts break: quest turn-ins are refused with a gold overflow error, and some rewards arrive as mail instead.
What things cost
Real shop prices, so you know when you are being fleeced:
| Item | Buy | NPC pays you back |
|---|---|---|
| Small Health Potion | 4 Silver | 2 Silver 80 Copper |
| Giant Recovery Potion | 1 Gold 74 Silver | 1 Gold 21 Silver 80 Copper |
| Fortification Stone | 5 Silver | 1 Silver |
| Cold Shining Jewel | 2 Gold | 40 Silver |
| Novice weapon, 1st grade (Lv1) | 10 Silver 10 Copper | 1 Silver 1 Copper |
| Novice weapon, 3rd grade (Lv21) | 2 Gold 25 Silver | 22 Silver 50 Copper |
| Ancient Rodesian Weapon I (Lv60) | 14 Gold 60 Silver | 1 Gold 46 Silver |
| Gillan's Supreme Weapon (Lv70) | 220 Gold | nothing |
| Legend Stage Key (1 day) | 30 Gold | 5 Copper |
| MYTH Entrance Key (7 days) | 180 Gold | 30 Copper |
There is no fixed buyback percentage. Every item stores its own sell price. Potions return 70 percent, shop gear 10 percent, refining materials 20 percent. Keys, recipes and most quest items return a token 5 Copper whatever they cost you, and MYTH weapons, ladder gear and fishing rods return nothing at all. Selling a stack pays the sell price times the stack size.
The shops
| Shop | Stock |
|---|---|
| Beginner Weapon/Armor Store | 33 items in each of six equipment tabs |
| Merchandise Store | 15 potions, 5 keys, 25 crafting items, 9 reagents, 59 fishing items, 12 boxes, 10 others |
| Remote Shop | Travelling cut-down: 12 potions, 9 class supplies, 6 boxes |
| High Class Weapon/Armor Store | 131 weapons plus 12 per armor slot |
| Key Trader | 12 stage keys, 4 Gold to 24 Gold each |
| MYTH Items Merchant | Both MYTH keys, mid tier potions and Jewel of Life |
| Devildom Merchant | Five door keys at 10, 20, 40, 80 and 160 Gold |
| Barter Store | Gold plus a material, see below |
| Achievement Shop | 50 entries, mostly cosmetic, paid in Gold plus Achievement Coins |
| Ladder Reward Merchant | Duelist gear bought with Gold plus ladder points |
| Gold Shop | Two big ticket items, limited per account per month |
Barter: gold is only half the price
The Barter Store never takes plain gold. Every line wants a currency item too, usually Soul Traps:
| Reward | Gold | Also costs |
|---|---|---|
| God of Lunia's Item Box | 10 Gold | 2 Soul Traps |
| Strange Magic Box | 150 Gold | 30 Soul Traps |
| Brilliance Soldin Weapon Box | 1,500 Gold | 300 Soul Traps |
| Super Bait x250 | 2 Silver | 1 Soul Trap |
| Engineering Tool Box | 20,000 Gold | 400 Soul Traps |
The Chaos Coin Bank tab turns elemental souls into Chaos Coins, and the rate is nowhere near uniform. Light souls buy roughly twice what Moon souls do:
| Souls handed in | Gold | Coins you get |
|---|---|---|
| 30 Soul of Moon | 50 Gold | 3 |
| 30 Soul of Wind | 46 Gold 67 Silver | 3 |
| 30 Soul of Fire | 32 Gold 50 Silver | 4 |
| 35 Soul of Darkness | 24 Gold | 5 |
| 35 Soul of Water | 18 Gold 33 Silver | 6 |
| 35 Soul of Light | 14 Gold 29 Silver | 7 |
Ladder gear works the same way with ladder points: weapon 2,600, chest 2,400, legs 2,200, head 2,100, support 2,000, feet 1,900, hands 1,800, plus 2,418 Gold for the first four slots and 1,188 Gold for the rest.
Read the trading conditions
Before buying or equipping, check whether the item is tradable now, whether use binds it, and whether it has an expiry. A cash-shop origin does not by itself establish that it is bound. Stage-only items are not permanent inventory rewards. Some effects activate automatically while others require use; read the item description.
Check the exact name, quantity, options, remaining duration and final gold amount in the confirmation window. An item that can be sold before use may lose its resale value after equipping. Do not treat a merchant contract as permission to trade every restricted item; its specific conditions still apply.
The player market
Listing costs a percentage of your asking price, with no flat charge on top:
| Listing duration | Fee |
|---|---|
| 1 day | 2.1% |
| 3 days | 2.3% |
| 5 days | 2.5% |
| 7 days | 2.7% |
You can hold 50 active listings and the browser shows 20 per page.
Where gold actually comes from
Episode quests pay in Copper for a long time: 50 Copper for the first, creeping up through 99, 198 and 298, and the later ones still top out around 83 Silver. Suppression quests pay 2 Gold. Real income comes from clearing stages and selling what drops, not from quest rewards.
The sinks are steeper. Three class quests charge 500, 800 and 1,000 Gold to complete, one daily conversion quest costs 10,000 Gold outright, and the Gold Shop sells a rebirth book for 50,000 Gold and a pet box for 5,000 Gold, both limited per account per month.
Per item numbers live in the item browser; quest payouts are in the quest browser.