> For the complete documentation index, see [llms.txt](https://ragna.gitbook.io/adv/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ragna.gitbook.io/adv/server-changes/price-adjustments.md).

# Price Adjustments

The amount of zeny players receive when selling items to NPCs is not a simple percentage. Instead, it follows a tiered calculation based on the item’s original purchase cost. This approach ensures that selling items remains balanced and does not undermine the overall economy.

### Calculation Method

Items are grouped into brackets according to their purchase price. Each bracket applies a different divisor, producing the final NPC sale value:

* **Low‑cost items (1–500 zeny)** Sale value = purchase price ÷ 8
* **Mid‑range items (501–5,000 zeny)** Sale value = purchase price ÷ 10
* **Upper mid‑range items (5,001–10,000 zeny)** Sale value = purchase price ÷ 15
* **High‑value items (10,001 zeny and above)** Sale value = purchase price ÷ 25

#### Worked Examples

* A 400‑zeny item sells for 50.
* A 2,000‑zeny item sells for 200.
* A 7,500‑zeny item sells for 500.
* A 25,000‑zeny item sells for 1,000.

### Purpose of the System

This structure is designed to keep NPC sales supplemental rather than dominant in wealth generation. It prevents loopholes where players could farm and resell items for disproportionate profit.

#### Guiding Principles

* **Exploit Prevention** – Blocks farming strategies that would yield excessive returns.
* **Controlled Currency Flow** – Keeps zeny circulation at sustainable levels.
* **Progression Integrity** – Ensures advancement comes from gameplay, not NPC resale.
* **Player Market Focus** – Encourages vending and trading between players as the primary economic activity.
