A cash item is an inventory item bought with NX (Nexon Cash), the premium real-money currency, from the in-game cash shop rather than from NPC shopkeepers or the Free Market. Cash items live in their own Cash inventory tab, follow their own rules around binding and trading, and almost always have either no NPC sell value or a sell value the player would never realistically use. Most are cosmetic; some are convenience or quality-of-life utilities.
The cash-item economy is intentionally parallel to the meso economy. A character's combat power is governed by their worn equipment, scrolled enhancements, level, and skills. Cash items don't enter that loop directly; cosmetics layer visually over worn gear, conveniences smooth out friction (skill resets, broadcast chat, expanded storage), and the pet system adds an automation layer for routine actions. The premium-currency separation lets Nexon sell visual flair and conveniences without selling power.
Contents
Subcategories
Cash items split into 23 subcategories grouped under six broad themes. Each row links to the corresponding section on Category:Cash items, which lists every item in that subcategory in a sortable table.
| Theme | Subcategories | What they do |
|---|---|---|
| Cosmetic apparel | Cash Hat · Cash Top · Cash Overall · Cash Bottom · Cash Shoes · Cash Gloves · Cash Cape · Cash Shield | Visual overlays for the armor slots. The worn armor still provides stats and defense; the cash item sits on top and changes how the character looks. |
| Cosmetic accessories | Cash Eye Accessory · Cash Face Accessory · Cash Ring · Cash Earring | Visual overlays for the accessory slots. Eye and face accessories are the dominant way to change a character's look without re-rolling. |
| Cosmetic weapons | Cash Weapon | Visual overlay for the wielded weapon. Doesn't affect damage; changes the swing animation's appearance. |
| Pets | Pet · Pet Skill · Cash Pet Equip | The pet companion system: pets that follow the character, skills the pets can use (auto-pickup, auto-potion), and gear that customises the pet. |
| Conveniences | Coupon · Megaphone · Storage · Store Permit · Scroll | Gameplay-affecting (rather than purely cosmetic) utilities. AP-reset coupons, broadcast megaphones, expanded character storage, NPC-store permits. |
| Effects and other | Weather Effect · Other | Environmental cosmetic effects and a catch-all bucket. |
Inventory tab and binding
Cash items live in the Cash tab of the inventory, separate from worn equipment, use-category consumables, etc-category materials, and setup-category items. The Cash tab has its own slot count, typically smaller than the other tabs because the cash inventory is meant to be a personal wardrobe rather than a working bag.
Most cash items are character-bound on purchase, meaning the item can be used only by the character that bought it and cannot be traded, dropped, or moved between characters on the same account. A subset is account-bound instead: tradable between characters on the same account but not between accounts. A small handful are fully untradable and stay on the original character forever.
The binding rules are why most cash items have no NPC sell value, no Free Market resale, and no max stack worth speaking of. Each character carries the cosmetics they bought, and those cosmetics don't circulate.
Durations
A meaningful share of cash items are time-limited. The cash shop sells them for 30, 60, or 90 days, after which the item expires and is removed from the inventory. The duration starts ticking the moment the item is opened from its cash-shop wrapper, not the moment of purchase, so a careful player buys cosmetics in bulk and unwraps them as they're worn.
Some cosmetic apparel comes in permanent versions at a higher NX price, with the same visual but no expiration. Permanent versions are the long-tail purchases for characters that have settled on a look.
Cosmetic-overlay mechanics
A cash hat doesn't replace the worn hat. The mechanic is a render layer: the character's underlying equipment slot still holds the stat-providing armor piece, and the cash item layers on top of it for the visual. Unequipping the cash item reveals the underlying armor; unequipping the underlying armor while keeping the cash item leaves the cash item visible against bare-character defaults.
This is what makes cosmetic-apparel cash items behave like wardrobe rather than equipment. A player can buy a Beret to wear over their Yellow Bandana, accumulate ten more cash hats across as many character moods, and rotate through them without ever giving up the stats from the Yellow Bandana underneath.
Pets and pet skills
Pets are the most mechanically complex cash items. A pet is a small companion that follows the character around the map, with a hunger meter that depletes over time. While alive (hunger-fed), the pet can use pet skills the player has purchased: Auto Move picks up nearby items and mesos automatically, sparing the player a manual loot pass after every fight; Auto HP Potion and Auto MP Potion consume potions from the inventory when the character's HP or MP drops below a configurable threshold, which is a meaningful survival tool for long grind sessions.
Pet skills are sold separately from the pet itself and persist independently of which specific pet is active.
See also
- Category:Cash items: full browseable list of every cash item, split into sortable tables per subcategory.
- Items: top-level items hub.
- Equipment: worn items, the stat-providing layer beneath cosmetic apparel.
- Use items: consumables, including the potions that pet skills automatically consume.
- Inventory: the Cash tab, the one tab with no slot coupon.