The membership pays 46% of itself back, in stones
✍️ Alice・愛麗沙
The bundled membership is 1,290 M-coin for 30 days, and it hands part of that back to you every morning. The daily raw deka stones are not an item, they are unclaimed shop currency: refine one and it becomes 10 deka, and deka trades one-for-one with M-coin. At the printed rate of two stones a day that is 60 a month, 600 M-coin returned — 46.5% of the ticket price refunded on the spot, for a real outlay of 690 M-coin. Read that number carefully, because three different records disagree about the daily rate and 690 is the most pessimistic of the three. Bought separately the three component memberships total 1,670, so the bundle is a 22.8% discount. Only four effects have no free substitute at all: guaranteed extra-loot proc, gathering yield x2, processing speed +50%, pet EXP +100%. Everything else — silver, stones, wings — just opens a tap that was already running. The +20 silver a day converts to 60 extra dungeon runs a month, or 11.5 M-coin per run against the real outlay. And the mistake people make most often: membership benefits cover every character on the server, while the adventurer pass premium tier activates per character. Same shop, opposite rules.
Take the word “subscription” apart first
In most mobile games a membership is pure outflow: you pay, you get a modifier for a while, the money is gone. This one is not, and the difference is not the quality of the effects. It is the stones that land in your mailbox every day.
A raw deka stone is not an item. It is shop currency that has not been claimed yet, and the conversion chain is fixed by the game rather than by a market: refine the stone and you get 10 deka; deka is one-to-one with M-coin inside the shop. So one stone is 10 M-coin, and sixty stones are 600. That is not an appraisal, it is the published exchange rate multiplied out.
Which makes the real shape of the subscription this:
- You pay: 1,290 M-coin
- Returned within the month: 600 M-coin
- Real outlay: 690 M-coin — 53.5% of the sticker.
Hold on to 690, because every “is this worth it” below has to be divided by that, not by 1,290. Evaluate something that refunds nearly half of itself at its sticker price and your conclusions skew pessimistic in a systematic way.
One note on money, since there is no storefront of your own to price this in. The Taiwan store charges NT$1 = 4.6 M-coin at every denomination, which puts the sticker at NT$280 and the real outlay at NT$150 there. Those are the Taiwan store’s observed numbers, not a universal price. The transferable part of this article is the ratio, not the currency: multiply whatever your own store charges by 53.5% and that is your real outlay.
The bundle discount is 22.8%, and this is three separate products
The three memberships are sold individually as well. A surprising number of players do not know that, and it happens to be the exact fact that decides whether you should buy the bundle.
| Membership | Individual price | Its own daily stones |
|---|---|---|
| Life | 490 M-coin | 1 |
| Dungeon Crawler | 490 M-coin | 1 |
| Adventurer | 690 M-coin | 2 |
| Bought separately | 1,670 M-coin | 4 |
| Bundled membership | 1,290 M-coin | 2 as printed |
1,670 minus 1,290 is 380 M-coin, a 22.8% discount. Not a trivial margin — but it is not by itself an argument for buying the bundle. That argument depends on how many of the three you would actually use.
Those three individual prices are the Taiwan storefront’s. Korea sells the same three-part bundle but has never published component prices — we checked the Korean game press, Inven and the community wikis. So the price column travels only as an illustration; what travels properly is the structure: three products, sold together for less than their sum.
There is a contradiction here that has to be printed rather than smoothed over, and it comes in three versions:
- The bundle’s own line says 2 stones per day.
- The three components listed separately give 1 + 1 + 2 = 4 per day. Both of those come from the same official membership notice.
- A Korean player tally of 180 stones across 30 days — that is 6 per day (community guide site, medium confidence).
None of the three defeats the other two. We are not going to pick one on the publisher’s behalf, and we are not going to invent an average. The 46.5% above is computed on the most conservative figure, 2 per day. If the real credit is 4, the refund rate doubles to 93% and the outlay falls to 90 M-coin. If it is the Korean tally’s 6, the subscription returns more than it costs. One look in the mailbox settles this, and until you have looked, budget with 2: the cost of underestimating is a pleasant surprise, and the cost of overestimating is an overspend.
Silver: those 20 buy attempts, not power
Silver is the effect people discuss most, and the one most consistently overvalued.
| Scenario | Silver | Runs it buys | What it means |
|---|---|---|---|
| Auto-regen only (free to play) | 48 per day | 4.8 runs | This is a free player’s dungeon allowance for one day |
| Plus the full membership’s daily grant | 68 per day | 6.8 runs | 42% more than free to play |
| Filling from 0 to the regen-stop line | 100 | 10 runs | Takes 50 hours — a little over two days |
| Sleeping 8 hours while holding the full 100 | −16 | −1.6 runs | While regen is stopped the tap is off, and none of that comes back |
All of it converted from the official numbers in the table above: +1 every 30 min, regen stops at 100, full membership adds 20 a day. The divisor — 10 per run — is a Korean figure that Taiwan has never published, so read the “runs” column as an order of magnitude rather than a count.Gold efficiency
A free player accrues 48 a day. The full bundle adds 5 + 5 + 10 = 20, taking you to 68. At the published cost of 10 silver per normal dungeon run, your allowance goes from 4.8 runs a day to 6.8 — 60 extra runs a month.
Divide the real outlay of 690 M-coin by those 60 runs and each additional run costs 11.5 M-coin; even at the 1,290 sticker it is 21.5. As the price of a dungeon’s rewards that is cheap. But be precise about what is being bought: 60 more runs does not make your character 60 runs stronger. The bottleneck on combat power has never been entry count; it is enhancement materials and runes. Silver buys throughput of materials and gold, which is worth the most to a player running life skills and barter, and the least to a player who only wants to push progression.
The membership also raises silver’s accrual ceiling from 100 to 150. That cell is routinely misread as “50 free silver”. It is actually 25 extra hours of buffer — one per thirty minutes, and the ceiling is a ceiling, not a balance. Hit it and accrual simply stops.
The four effects with no substitute
Everything above is available free, just slower. These four are not — nothing in the game hands you the same thing without paying.
Guaranteed extra-loot proc (bundle only). The bonus-loot roll on clearing a dungeon or hunting ground fires every time. It is the only membership effect that touches drop expectation at all; the rest are throughput. The Taiwan store lists it under the name “good hunch, guaranteed”.
Gathering yield x2 (Life). Same node, same durability, same idle time, twice the output. Idle gathering’s rate is capped by node respawn, and this is the one multiplier that is not subject to that cap — because what it multiplies is the result of each gather, not the number of gathers.
That one carries a scope caveat. The Korean write-up files “gathering yield x2” underneath the exclusive part-time work entry rather than presenting it as a global passive. If that phrasing reflects the implementation, the doubling reaches only membership part-time work and not every swing of your pick in the field. The store notice does not split the line that finely, so we hold both readings open — do not multiply your entire idle income by two until you have measured it yourself.
Processing speed +50% (Life). Processing’s physical ceiling is one batch per station at a time, ten hours maximum, which caps you at two batches a day. Cut the time by half and ten hours becomes five, and the day holds four. This is the only thing we have found that breaks the two-batch daily ceiling, and for anyone queueing long batches it is worth considerably more than the silver.
Pet EXP +100% (Adventurer). Korean players put a pet’s climb to max level at two weeks minimum. This halves it.
The Adventurer tier also carries one line that is easy to skim past: dismantle yield +20%. Dismantled gear parts are themselves the entry ticket to barter — ten ore exchanges a day — so that 20% is not a free-floating number. It lands directly on a production line you are already running every day.
One player who should not buy the bundle
If your daily loop is “log in, clear barter, queue processing, log out”, the bundle is a waste for you.
The reason is direct: you never use the extra-loot proc, because you do not run dungeons; you never use pet EXP; you never use the revival consumable. The two things you actually want — gathering x2 and processing speed +50% — sit entirely inside the Life membership, one product out of three.
Run the logic the other way and it holds equally. A player who only runs dungeons and never touches life skills wants the Adventurer tier’s pet and dismantle lines plus the Dungeon Crawler’s revival item and alchemy cost -5% — and on the Taiwan store’s numbers those two together are 1,180 M-coin, a mere 110 less than the bundle. At that point buying the bundle is the better deal. The dividing line is whether you run life skills at all. Nothing else.
A trap where the rule inverts
Two products that look like the same category have opposite scopes, and the cost of getting it wrong is asymmetric.
Membership benefits apply to every character on the server. Subscribe on your main and all six alts draw the silver, the stones and the gathering bonus too. That is why membership and alts multiply rather than add: an alt’s daily allowances are already separate, and membership enlarges each of them.
The adventurer pass premium tier activates per character — and an unactivated ticket is destroyed the moment the season ends. Bought on an alt, it is thrown away.
Same shop, same checkout flow, opposite rules, and no official page puts the two side by side. Asking “is this thing per-server or per-character?” before paying is the cheapest safety habit available in this game’s cash shop.
The conclusion
Compute the real outlay first, then evaluate the effects. The sticker is 1,290 M-coin; the conservative real outlay is 690, and every comparison made at sticker price undervalues the product. Within that 690, ranked by what they are actually worth: processing speed +50%, gathering x2, guaranteed extra-loot proc, pet EXP +100% — and only then silver and the other throughput lines.
Do: check the mailbox for the real daily credit first, since 2 versus 4 versus 6 is the difference between a 46.5% refund, a 93% refund, and a subscription that turns a profit. Life-skill players should buy the Life membership alone. Dungeon-focused players should just take the bundle. Ignore: percentage lines like gold +5% and gear sale price +5% — their denominators are too small to change any decision.
Two things would overturn this page:
- If the bundle actually credits 4 stones a day, the real outlay drops from 690 M-coin to 90, and every “is it worth it” threshold above loosens by an order of magnitude. Six a day and it is outright profitable. This is the weakest cell in the article and also the easiest one to verify.
- If the membership contents have been revised without the notice being updated, the itemised list above needs rebuilding from scratch. Its shelf life runs only to the next shop revision.