Codex of Midgard

I Getting Started 6 entries

Welcome to Nirvana

Getting Started

Nirvana is a Renewal 255/120 Ragnarök Online realm built for South-East Asia. There is no experience to grind for levels — you begin at the ceiling and everything that follows is horizontal: mastery, collection, status, and story. Our two promises are Honest Power and PvP Is Sacred.

  • 255/120 — max base and job level from the first login.
  • Honest Power — everything money can buy is listed openly at a posted price (the Patron subscription and its perks). Nothing is hidden, random, or sold twice — and everything that matters can also be earned with Glory, the currency you get by killing, competing, and completing.
  • PvP Is Sacred — paid advantages are normalized away inside PvP, so arena, duels and the Throne are decided by skill and build, never by a receipt.
  • Cards only from mobs — the only thing that drops from normal monsters is cards; gear comes from bosses and the Bazaar.

This Codex is the complete encyclopedia of every system on the server. Open a chapter below, or use the search box to jump straight to any topic. The whole book is also readable in game: type @codex (or open The Codex from @menu) to page through every chapter from anywhere, search it, and jump straight into any service it mentions.

Rules & Conduct

Getting Started

Play fair and keep Midgard welcoming.

  • One heartbeat per hand. Automation is allowed only through the sanctioned AFK Farming system (see the Autoattack section). Third-party bots, packet tools, and macros that react faster than a human are bannable.
  • No real-money trading of accounts, items, or currency outside official top-up.
  • No harassment, hate speech, or scamming. Trades are final; verify before you confirm.
  • Anti-cheat is always watching. The Sentinel flags anomalies for staff review, and every enforcement is recorded on a tamper-evident chain you can verify yourself on the website.

Appeals go through the website's Appeal a Restriction page — it works even while the account is restricted, no login session needed. Reports reach staff fastest on Discord.

The 40 Classes

Getting Started

All 40 classes — every third and fourth job, plus two Nirvana-original ones — are open from your first minute, tuned for endgame, and free to swap between. There is no leveling and no respec fee — the only question is what you want to play today.

Job Hub Mastervia @menu
How the Job Hub works
  1. Open the Job Hub Master (@menu, under Getting Started) — every visit is free, forever, from anywhere.
  2. Pick any class tree, then choose Recommended Build (stats and traits spent for you, tuned to that archetype) or Build It Myself (every point handed back to spend by hand) — either way you emerge at 255/120 with the full skill tree and a starter kit: a +7 Booster gear set fitted to your archetype, 100 Fly Wings, 30 Yggdrasil Berries and 5 Tokens of Siegfried, all account-bound.
  3. Returning players can re-spec stats, re-learn skills, replace the starter kit or change job again — unlimited.
  4. Keep multiple characters: generous slots mean a bruiser, a support and a farmer with no compromise.
  5. Every pick greets you with that class's mastery tier and trial status, offers to load its matching APL Rotation template on the spot (Nirvana+), and points you toward the Companion, Sparring Dummy and Buff Butler.

Connects to: class depth is where the game lives — Job Mastery rewards hours in a class, the Trial of the Job examines it, and APL Rotation automates its skill priority. Trying five, fifteen or all forty classes on your account earns its own line of achievements, from Class Curious to Class Completionist. Experiment without fear; the reset is always free. Browse the full roster on the Classes page — art, playstyle, and how each one is actually played here — or check your own progress on the Cockpit's My Build card.

Currencies & Economy

Getting Started

Three currencies power Nirvana:

  • ⚔ Glory — earned by killing mobs (a per-kill drip scaled to mob level, MVPs ×20), competing, and completing objectives. Glory buys nearly everything at the Grand Bazaar. This is the beating heart of the economy.
  • ◈ Crystals — premium currency from website top-up. Buys cosmetics, convenience, and the Nirvana+ subscription — which includes real, openly-priced perks (see the Patron section). What Crystals never do is decide a PvP fight: paid power is normalized away in the arena.
  • Zeny — a supporting currency. It funds safe-refine to +14 at the Master Refiner and small sinks like the Wishing Well; Kafra storage/teleport/cart fees are zeroed and the Stylist runs on Crystals. New players get a starter buffer and the @zeny command to self-top-up.

Prices at scripted vendors float gently via the Central Bank thermostat — a crawling-peg system that keeps the economy stable. See the Economy section for the full architecture.

Your First Day

Getting Started

Your first day in Nirvana starts at the ceiling: maximum level, any class, the whole world open. Here is the honest path from fresh login to belonging.

Job Hub Mastervia @menuDaybreak Heraldvia @menu
The first hour
  1. Pick your class at the Job Hub Master (@menu → Getting Started) — you leave at 255/120 with a full +7 starter kit, wings and potions, all free.
  2. Type @menu — the Concierge is your map to every service in the realm; almost everything in this book opens from it.
  3. Start the Day-0 chain: five firsts — a kill, a fish, a passport stamp, a kopitiam visit, your first Glory — each detected automatically. Claim +35 Glory from the Daybreak Herald when all five are done.
  4. Register a hometown at the Penghulu Kampung, and ask the Sage (@ask) anything you're unsure of.

Then choose a road: the Grand Bazaar to see what Glory buys, the Soul Codex to start collecting, the Arena to start climbing, or the Abyss to see how deep you go. The Legend spine ties all of it into one lifetime number — everything counts from your very first kill.

The Concierge & the Sage

Getting Started

Two guides answer for the whole realm. The Concierge (@menu) is no longer just a directory — it is the server: over two hundred services, boards, shops and halls, every one of them opening right inside the menu, from any map, at any hour. Almost nothing in this book requires walking anywhere anymore. The Sage (@ask) is the oracle: ask anything about Nirvana in plain words and it answers, in game or on this website's Ask-the-Sage page.

Concierge@menuThe Sagevia @menu@ask
Never be lost
  1. @menu — browse by category, use “Search…”, or type @menu ghost / @menu storage / @menu fish to jump straight to a feature by name.
  2. @ask how do I earn Glory fast? — the Sage answers what this Codex answers, and deep-links back into it.
  3. In Izlude, eight Section Desks group everything by theme — Events, Battle, Siege Command, Kampung, Chronicles, the Nirvana+ Lounge, the Grand Exchange, Forge & Training.
  4. On this website, the Cockpit's Navigator tab mirrors the whole menu — live open/closed tags, pinnable favorites, and how to reach every feature.

The handful of places that remain physical are physical for a reason: the Combat Trainer's sparring dummies, the fishing waters, and the Hall of Fame's living statues. Everything else lives in @menu. If you remember one command from this whole book, make it that one.

II Your Time Is Yours 6 entries

APL Rotation

Your Time Is Yours

The APL Rotation engine is SimulationCraft thinking inside Ragnarok: a prioritized list of skill rules — each with its own conditions — executed by native C++ while you steer. It drives both the AFK brain and Combat Assist, where the engine picks skills while you move, target and decide.

Guru Silatvia @menu@rot
How to build a rotation
  1. Open Guru Silat — load a class template tuned to whatever you're currently playing as your starting point; every one of the 40 classes has one, several with a dedicated party-healer variant.
  2. Toggle Combat Assist (@rot on) to let the APL cast while you play manually — or leave it to power your AFK sessions.
  3. Set the brain's temperament with @rot mode: FULL, COPILOT or GUARDIAN.
  4. When a rule misfires, ask the engine why: @rot why dry-runs your list against your current target and shows every rule's pass/fail live. @rot stats shows what has actually been firing.

Also here: saved profiles per character, and auto-switch by map — a farming list for the fields, a burst list for the arena. Requires Nirvana+.

Connects to: the same rotation is the brain of AFK Farming; edit rules from the web on your Cockpit's Companion → Combat Brain page. The Job Hub offers to load your class's template automatically the moment you pick or change job.

AFK Farming (Sanctioned)

Your Time Is Yours

Nirvana's only permitted automation is its own: sanctioned AFK farming, a native C++ brain that fights with your APL rotation, targets sensibly, and keeps earning after you close the client. Because it is server-native and rate-limited, it is fair by construction — third-party tools never are.

Autoattack Mastervia @menu@afk
How to farm while you sleep
  1. Stand where you want to farm (or deploy to a curated Site) and type @afk — your client closes, your character keeps fighting.
  2. Tune everything in-field with @aa: targets, skills, potions, safety rules.
  3. Take a Contract first for structured pay — but abandon it early and it pays nothing.
  4. Claim rewards at the Autoattack Master or from your Cockpit's Expeditions page, where Loadouts bundle a config, a site and a contract into one click.

The rails, honestly stated: requires active Nirvana+; detached sessions are capped at 3 per connection; the brain re-checks your subscription and stops when it lapses. Attended play with @autoattack (client open) is the lighter alternative.

Connects to: APL Rotation is the brain, Expeditions are the destination layer (sites, contracts, loadouts), and the Away Report tells you what happened while you were gone.

The Companion

Your Time Is Yours

The Companion is a rentable AI ally — a real party member built on the living-world engine, fighting beside you as DPS, tank or healer across twenty class kits. It walks, targets, casts and survives on the same combat brain that powers everything else here.

Companion Handlervia @menu@companion
How to field an ally
  1. Rent time at the Companion Handler, pick a kit and a role.
  2. Summon with @companion — it fights with you until dismissed.
  3. Send it on Missions from the board or your Cockpit's Errands page while you do other things.
  4. Steer everything else — blessings, escort behavior, its combat brain — from the Cockpit's Companion page on this website.

Requires Nirvana+. A lighter 3-skill Companion mode also exists inside AFK farming for simple support work.

Training Grounds

Your Time Is Yours

The Training Grounds let you spar a living opponent on demand: a fake adventurer running the real combat AI — the same brains that drive the world's ambient population — in a private ring, with no EXP, no loss, no stakes.

How to spar
  1. Open the Forge & Training desk (Concierge @menu) and call for a sparring partner.
  2. Fight it honestly — it moves, kites and answers like a player.
  3. Walk away any time. Nothing is won, nothing is lost; that is the point.

Connects to: tune your APL Rotation here before trusting it in the arena; @train offers the same idea inside the ranked arena's own cells.

The Small Comforts

Your Time Is Yours

A dozen little servants that give you your minutes back — some free for everyone, the rest part of Nirvana+.

Buff Butlervia @menu@buffsWarp Codexvia @menu@warps
  • Buff Butler (@buffs) — save your buff set once, re-cast it on demand. Free; automatic re-casting is a Patron perk.
  • Warp Codex (@warps) — bookmark places and jump back to them. A few slots free; more for Patrons.
  • Away Report (@away, Patron) — everything that happened while you were gone: kills, Glory, rare loot, one page.
  • Patron field kit@storage anywhere, @loot autoloot, @idall identify-everything, @vend offline vending.
  • Gear Loadouts — save and swap whole equipment sets at the Convenience Desk.

Everything here is reachable through the Concierge (@menu) — if you are doing something tedious in Nirvana, check this list first; it is probably already automated.

Expeditions

Your Time Is Yours

Expeditions are AFK farming with a plan: instead of parking your character wherever you stand, you deploy them to a curated Site, under a Contract, with a saved Loadout — and come back to claim what the expedition earned.

Autoattack Mastervia @menu@afk
How an expedition runs
  1. Sites are named farming zones with level bands and danger ratings — browse them at the Autoattack Master or your Cockpit's Fieldwork page, and deploy straight to one.
  2. Contracts structure the pay: fixed duration, fixed rate, kill milestones on top. Fair warning, honestly posted — abandon a contract early and it pays nothing.
  3. Loadouts (built on the Fieldwork page) bundle a farming config, a site and a contract into one click: apply, deploy, then type @afk and walk away.
  4. Claim at the Autoattack Master or from Fieldwork — pay is computed from time served and milestones hit, the same formula on both surfaces.

Requires Nirvana+, like all detached automation. The Away Report (@away) folds your expedition results into its morning-after summary, so the first thing you read when you return is what the night earned.

Connects to: AFK Farming is the engine underneath; Expeditions are its destination layer. Your Companion's Errands are the same idea for your ally.

III Endgame Pillars 6 entries

Mythic Midgard

Endgame Pillars

Mythic Midgard is the keyed-dungeon endgame: eight classic dungeons re-tuned to scale, run against a key that rises when you beat the timer and falls when you don't. Your first key starts at +5; the ladder runs +0 to +10.

Mythic Midgard Gatevia @menuMythic Vault Keepervia @menu

D1 Buwaya Cave · D2 Old Glast Heim · D3 Bangungot Hospital 2F · D4 Charleston in Distress · D5 Faceworm's Nest · D6 Ghost Palace · D7 Central Laboratory · D8 Temple of the Demon God.

How a week of Mythic works
  1. Open the Mythic Midgard Gate (@menu → Raids & Bosses) and run a dungeon at your key. Beat the par timer and the key climbs; run over and it drops — honest, both ways.
  2. Each week rotates an affix (Fortified, Tyrannical, Bolstering, or a clean no-affix week); from +9 the Spiteful affix is always in play.
  3. Every clear pays Glory scaling with the key, and each run has up to a 15% chance to drop a costume.
  4. Once a week, visit the Mythic Vault Keeper: your best timed key banks a vault chest — Bronze (+1-3, 50 Glory), Silver (+4-6, 180), Gold (+7-8, 380) or Mythic (+9 and up, 650 Glory and a guaranteed cosmetic).

Renown: your best key pays 100 Renown per level into the Legend spine's PvE source. The weekly ladder is below — climb keys, chase affix mastery, leave your name at the top.

Highest Keys This Season

#CharacterDungeonKey LevelScore
1rashid2D1+785
2rashid2D2+665
3RashidD1+565

The Throne (Takhta)

Endgame Pillars

Takhta is Nirvana's single-throne weekly War of Emperium — one castle, one crown, the whole realm's guild scene compressed into one fight. One castle — Kriemhild (prtg_cas01) — one crown, every Sunday 13:00–15:00 UTC (21:00–23:00 MYT). The final 20 minutes are the Final Push, where the deciding break happens and a horn sounds the last stand.

Takhta Heraldvia @menuThe Throne Boardvia @menu
How the siege works
  1. Your guild master declares for the throne through the Takhta Herald before the weekly window — a one-member guild is enough; you only need a guild tag to strike the Emperium at all.
  2. At the appointed hour the castle opens — break the Emperium and the crown changes heads. Hold it when the horn sounds and it is yours for the week.
  3. Not sieging? Predict the winner at the Herald — correct calls pay Glory. Some weeks the Herald also announces a mutator in effect on the castle — Emperium Fever is one: the Emperium's own health swells for the length of the siege, so a break takes real, sustained pressure, not one lucky burst.
  • The reigning guild's master wears a King aura all week, takes the King of Midgard statue on Champions' Row, and every reign pays +300 PvP Renown.
  • Dynasty streaks reward guilds that hold the throne week after week — the chronicle below remembers every reign, guild or otherwise (see below).
  • A Novice Throne bracket (arug_cas01, Mardol), an hour earlier, gives guilds that have never won the main throne their own arena to contest.

No guild shows up? The Throne still moves. Six rival Houses — legends and champions of the realm, not real guilds — contest the crown automatically on any week nobody seizes it for real: two clash, the stronger is favoured but never guaranteed, and the winner is crowned exactly as a guild would be, right down to the chronicle entry below. A real seizure always overrides them the moment it happens, and costs every House rating for having let a mortal hand take what they couldn't hold. The Houses can be told apart from a real guild's reign mainly by name — familiar Houses recur, guild tags don't repeat that way — and by the King and the guild sharing one name, since a House has no separate person to crown.

PvP is sacred here above all: paid advantages are normalized away inside the siege — the crown is won by coordination, not by receipts.

The throne stands empty, awaiting its first king.

Shadow Palace

Endgame Pillars

The Shadow Palace is Nirvana's flagship party raid — a haunted wing of old Glast Heim for a full raid (5–12 players) on instance 1@gl_kh, entered through the Palace Gate (@menu → Raids & Bosses — the gate, the LFG board and the Deep-hall monuments all open from anywhere). Two wings, six bosses, run on Normal or Heroic.

Wing 1 — The Shadow Palace

  • The Gatekeeper — marked slams and shadow guards; the mechanics tutorial.
  • The Bound Twins — a death-pact pair that must fall within the same window.
  • The Hoarder King — a heist-and-burn fight punishing greed.

Wing 2 — The Deep (unlocked by clearing Wing 1 on Heroic)

  • The Warden of the Deep — raid-wide Judgment, marked meteors, and Sentinel adds.
  • The Devourer — a fixate-and-chase gauntlet with a lethal Devouring Maw on Heroic.
  • The First Shadow — a three-phase finale: slams, add waves, then an enraged storm.

The Deep keeps its own weekly lockout and regalia. First clears of every boss are carved into the Hall of the First; a Veteran of the Deep track rewards repeat conquerors (Heroic descents count double). The server-first board is below.

Entry requirements, honestly stated: the Gate demands a party of at least 5 players on 5 different connections — this is a true raid, not a solo farm, and it will not open for alt-stacks. Use the LFG Board beside the Gate to find or found a raid group. Every boss remains unclaimed on the first-kill board: the Hall of the First is still being written, and the next name carved into it could be yours.

Hall of the First

BossDifficultyFirst By
The Gatekeeper — unbroken —
The Bound Twins — unbroken —
The Hoarder King — unbroken —
The Warden of the Deep — unbroken —
The Devourer — unbroken —
The First Shadow — unbroken —
Wing 1 — CLEAR — unbroken —
The Deep — CLEAR — unbroken —

World Bosses

Endgame Pillars

Six named titans walk Midgard: Ifrit the Cinder Sovereign, Randgris the Fallen Valkyrie, Morrigane the Plague Monarch, Detardeurus the Abyssal Wyrm, Boitata the World-Serpent and Kiel D-01 the Severed Choir — each bound to its own field, each with HP scaled to the crowd that answers the call.

World Boss Heraldvia @menuBoss Sponsorvia @menu
How a hunt works
  1. Three scheduled windows a day — 03:30, 11:30 and 14:30 UTC — plus surprise appearances rolled roughly once an hour. The World Boss Herald counts down to the next one.
  2. When the announce lands, get to the named field. You have 15 minutes before the titan withdraws.
  3. Deal at least a sliver of its health (0.05%) to qualify. Top raider takes 124 Glory, top ten take 72, every meaningful share is paid.
  4. The killing blow earns a bonus, and every kill rolls for the boss's unique trophy — five times likelier for the top raider.

The weekly hunt: fell 3 different titans in a week for +30 Glory; fell all six and the realm hears it — +60 Glory and the Juara Boss pedestal on Champions' Row. Server-first kills are carved permanently and pay Renown; attendance itself pays +10 Renown per boss (up to three a day). A Boss Sponsor can even bankroll an extra spawn with doubled trophy odds. Recent slayings are below.

Recent Slayings

BossMapTop RaiderRaidersDurationWhen
Randgris the Fallen Valkyrie prt_fild01 0 15:00 08 Aug
Ifrit the Cinder Sovereign moc_fild12 0 15:00 08 Aug
Kiel D-01 the Severed Choir ra_fild02 0 15:00 08 Aug
Boitata the World-Serpent gef_fild00 0 15:00 08 Aug
Morrigane the Plague Monarch pay_fild08 0 15:00 07 Aug
Randgris the Fallen Valkyrie prt_fild01 0 15:00 07 Aug
Ifrit the Cinder Sovereign moc_fild12 0 15:00 07 Aug
Kiel D-01 the Severed Choir ra_fild02 4 15:00 07 Aug
Detardeurus the Abyssal Wyrm yuno_fild07 0 15:00 07 Aug
Morrigane the Plague Monarch pay_fild08 0 15:00 07 Aug

Legend & Renown

Endgame Pillars

Renown is the spine of Nirvana — one lifetime number that every system feeds and nothing resets. It is not a currency and cannot be spent: it is the measure of everything you have done here.

Legend Heraldvia @menu

The seven tiers: Drifter (0) → Adventurer (your first point) → Vanguard (500) → Champion (2,000) → Hero (6,000) → Legend (15,000) → Eternal (35,000).

The six sources — where Renown comes from
  1. PvE — Soul Codex captures and your best Mythic key.
  2. PvP — Takhta throne reigns (300 per reign).
  3. Mastery — Job Mastery collection milestones (up to 6,000 at all 40 jobs).
  4. Economy — Tycoon net worth and raid world-firsts.
  5. Social — Geng trophies, the Heirloom, mentorship graduates.
  6. Events — everything else that awards Renown directly: contracts, trials, the Abyss, arena tiers, world bosses, exploration.

Renown runs on two tracks: lifetime (permanent, shown here) and seasonal (re-baselined each season for the ladder race). Tier-ups at Hero and above echo to Discord. The Hall of Legends below shows each climber's total — and the six-source bars beside it show how they built it.

Hall of Legends — Lifetime Renown

#CharacterTierRenownSources
1RashidVanguard560
2rashid2Drifter0
3babyDrifter0
4rashidtestDrifter0
5rashidjobDrifter0
6rashidyayaDrifter0
7hiiiiiDrifter0
8asdasdasdDrifter0
9asdsadsadasdDrifter0

Hall of Seasons

Endgame Pillars

Nirvana runs in 42-day seasons, each a five-act story: Prelude (150% gains — the warm-up), Launch, Live, Climax (double seasonal gains) and Harvest, when the ladders are read, champions are paid, and the world resets for the next age.

Season Heraldvia @menuSeasonal Quartermastervia @menu
What resets, what never does
  1. Resets each season: seasonal score, the Season Pass, competitive ladder standings, the Throne.
  2. Never resets: lifetime Renown, your Glory, titles, collections, achievements — history is permanent, and past standings are archived, not erased.
  3. Top finishers keep a permanent season title and are paid Glory at Harvest — delivered even if you are offline when the season closes.

The Season Pass (via the Season Herald) is 50 tiers of rewards on a free track, with a premium track for Crystals; XP flows from nearly everything you do, up to a daily ceiling, so unclaimed progress is never lost — Crystals can also skip ahead or gift Premium to another player. A handful of tiers are Crossroads — pick one of several rewards instead of a fixed one, yours to keep once chosen. Reaching max tier converts extra XP into permanent Ascension stars instead of going to waste, and a Weekly Focus pick boosts one category at a time. The Seasonal Quartermaster next door sells each season's exclusive, account-bound gear set — when the season ends, so does the stock — and runs optional Glory-wagered Pass Gambits on your own weekly performance. (Patron's Pass, the older subscriber-only pass, retired 2026-08-07 — its "long journey" idea lives on as Ascension stars above.) Current phase, past champions and the archive are below.

Season 1 Prelude Day 1 of 42 ⚡ Prelude: +50% seasonal gains

Season 1 is still being written — champions will be enshrined here at the first Harvest.

IV Progression & Mastery 8 entries

Soul Codex

Progression & Mastery

The Soul Codex is Nirvana's capture collection: 150 monster souls across four rarity tiers, bound one by one as you hunt. Every kill of an uncaptured species rolls a capture — 12% for Common souls, 6% Uncommon, 2% Rare, and 0.5% for the ten Legendary souls, which live only in true MVPs (Baphomet, Thanatos, Randgris and their peers).

Soul Codexvia @menuSoul Rangervia @menu
How to build the Codex
  1. Hunt. Captures roll automatically on every kill of a species you haven't bound.
  2. Stack the odds: the Soul Ranger sells Soul Cages (3 Glory, five a day) — crack one for triple capture rate for 60 seconds and pull your target then.
  3. Browse your collection by tier at the Soul Codex — each soul's page shows who else has bound it.

Milestones pay once each: 25 souls → 35 Glory, 50 → 90, 75 → 120, 100 → 240 and the realm names you Soul Tamer, 125 → 300, and the full 150 → 600 Glory, the CODEX MASTER announce and the Spirit Crown — a headpiece only completionists wear. Every capture also feeds Renown's PvE source (20 per soul). Community totals and the top collectors are below.

5Souls Captured
3Collectors
3Species Bound

Top Collectors

#CharacterSouls
1Rashid3
2rashid21
3hiiiii1

Job Mastery

Progression & Mastery

Job Mastery rewards time-in-craft: every kill earns the job you are playing Mastery Points (1-3 by target level, up to 400 a day per job), climbing ten tiers from 200 MP to the Grandmaster tier at 6,500. With 40 jobs and free resets, the deep game is mastering them all.

Mastery Advisorvia @menuHall of Masteryvia @menu
How mastery pays
  1. Play any of the 40 classes — points accrue automatically as you kill.
  2. Each tier pays Glory (50 at tier 1 rising to 3,000 at tier 10, with a server announce); tier 4 grants your class's unique title, from Blade of the North to Eternal Beginner.
  3. The collection meta is where Renown lives: mastering 1 / 5 / 10 / 20 / all 40 jobs pays escalating Glory and up to 6,000 Renown into the Mastery source.
  4. Master all 40 and you are the Grandmaster of Midgard — announced realm-wide, and your likeness takes the Grandmaster statue on Champions' Row.

Connects to: the Hall of Mastery tracks the realm's top collectors; Job Mastery tier 10 in any single job is also a stage of The Heirloom.

Achievements & Trophy Hall

Progression & Mastery

Nirvana ships 188 custom achievements on top of the classic set — a trophy for nearly everything in this book, from first blood to full Codex mastery, each carrying score and many carrying titles.

Hall of Renownvia @menu
How the trophy game works
  1. Achievements unlock automatically as you play — open the in-game achievement window (Alt+U) to browse and claim.
  2. The Hall of Renown tracks your Achievement Score and the realm's top-20 scoreboard, and pays capstones at 1,000, 2,500 and 5,000 score.
  3. Titles attach to many milestones — wear your proudest.

Honest caveat: a handful of newer titles currently display in the achievement list but render blank above your head — they await a client patch, and your unlocks are safe on the server in the meantime.

Connects to: nearly every chapter of this Codex writes into the achievement ledger; the Trophy Hall on your Cockpit's character page shows your rarest pulls.

GearScore

Progression & Mastery

GearScore is one number that sums your equipment — refines, cards, slots and tier, computed natively by the engine. It gates nothing: it exists so you, your rivals, and the realm's systems can see where your kit stands at a glance.

Armory Kioskvia @menu@gearscore
How to use it
  1. Type @gearscore anywhere for your full breakdown — free for everyone, no subscription needed.
  2. The Armory Kiosk links your shareable Adventurer Card and Hikayat pages on this website — your build, worn cosmetics and story, one link to drop in any chat.

Where it echoes: your score is stamped into your Ghost when it is captured (so challengers know what they are duelling), read by the realm's guidance systems when they nudge you toward upgrades, and shown on your web Armory card. Chase it for its own sake — a rising GearScore is the quiet ladder under every other one.

Devil Fruits

Progression & Mastery

Devil Fruits are Nirvana's rarest power: nine world-unique fruits — three awakened so far (Mera Mera, Gomu Gomu, Tori Tori), six still sealed in lore. One holder per fruit, in the whole realm. Eat one and its power is yours until you swap it or lose it — and every claim, eat and drop is written into a public Hall of Fame.

How fruit-bearing works
  1. @devilfruit shows the registry: every fruit, its power, and who carries it now.
  2. Fruits enter the world through play — when one surfaces, the realm knows.
  3. Holding one begins mastery: kills or days held advance it toward Awakening, the fruit's full power. Patrons master 50% faster.

Requires: the system is Nirvana+-gated. The full registry and Hall of Fame live on this website's Devil Fruits page — and your Cockpit shows your own mastery progress.

Rebirth

Progression & Mastery

Rebirth is the account prestige ladder: ten rebirths, each bought with earned Glory at a rising price, each adding a permanent perk from your chosen list — capped at a ceiling comparable to a good accessory, so prestige stays prestige and never becomes a power wall.

Rebirth Altarvia @menu
How to be reborn
  1. Open the Rebirth Altar (@menu → Character). Your count, perks and next price are all on the stone.
  2. Pay the Glory and choose your perk. The cost climbs with each rebirth — the tenth is a life's work.
  3. Burn Incense (300 Glory or 100 Crystals) to discount the next rebirth — down to a floor of 10% of its base cost, never free.

Requires: nothing but Glory and patience. Paid in the earned currency by design — this ladder cannot be skipped with a credit card.

The Pusaka

Progression & Mastery

The Pusaka is a season heirloom with teeth: a mark of your unbroken run that grows as long as you keep faith with it — and unlike everything else in this book, it can be lost. That is what makes carrying one mean something.

Keeper of the Pusakavia @menuPusaka Wallvia @menu
How to carry one
  1. Take up your Pusaka at the Keeper and learn its terms — what sustains it, what breaks it.
  2. Keep the streak. The realm's longest unbroken runs are honored on the Pusaka Wall.
  3. Break faith and it is gone — start again, humbler.

Connects to: the Hall of Records keeps the all-time streak records; the Wall keeps this season's.

Server Firsts

Progression & Mastery

Some things can only ever happen once. The Hall of Legends is the realm's book of firsts — the first raid boss felled, the first world titan brought down, the first name on every ladder that matters — each carved permanently with the name that did it.

Hall of Legendsvia @menu
How to be first
  1. There is no signup. Do something no one has done, and the Hall writes it down on its own.
  2. Browse the Hall to see which firsts are still unclaimed — on a young realm, that list is long, and every line of it is an open invitation.

Connects to: raid world-firsts also pay Renown into the Economy source; the Shadow Palace's Hall of the First and the World Boss server-first announces all feed this ledger.

V Solo Endgame 6 entries

The Abyss

Solo Endgame

The Abyss is the endless solo tower: no clear condition, no party, only depth. Foes multiply and harden with every floor, a mini-boss guards every tenth, and the run ends when you fall — or when the hour runs out.

The Abyssvia @menu
How a descent works
  1. Enter through The Abyss — a private instance opens for you alone.
  2. Clear each floor to descend. Enemy count grows to packs of twelve; health and damage compound every floor.
  3. Each run has a hard one-hour limit. Your deepest floor is your record — and records are written when you fall, so a run that ends on your shield ends in the book.

Milestones, paid once each with a realm-wide announce: floor 10 → 30 Renown, 25 → 60, 50 → 120, 100 → 250. Depth records are also kept per job on the website's Abyss page — every class has its own summit to claim. The deepest descents are below.

Connects to: beating your own best floor is a daily Solo Contract; the Trophy Butler in your Estate displays your depth.

No one has descended yet — the dark is waiting.

Trial of the Job

Solo Endgame

The Trial of the Job is a proving gauntlet keyed to whatever class you walk in as: three escalating waves of aspirants, then a Trial Champion — a Valkyrie with triple health — as the finale. Clear it and that job is mastered, permanently, account-wide.

Trial Mastervia @menu
How to master the 40
  1. Change to the job you want to prove (the Job Hub makes this free).
  2. Open the Trial Master and enter — a private instance, 30 minutes, you against the gauntlet.
  3. First clear on each job pays +300 Renown. Repeat clears prove nothing twice.
  4. Trials are counted across every character on your account — split the 40 however you like.

The summit: master all 40 jobs and the realm itself announces you as the Master Tactician of Midgard, worth +3,000 Renown in one stroke — among the largest single awards in the game. The Master Tacticians' board is below.

Connects to: pairs naturally with Job Mastery (the long ladder) — the Trial is the exam, Mastery is the career.

No job trials cleared yet.

Explorer's Journal

Solo Endgame

The Explorer's Journal rewards knowing Midgard rather than fighting it: twelve riddles about the world's towns, towers and secrets. Answer one and the discovery is inscribed forever — no combat, no level, just curiosity.

Explorer's Guildvia @menu
How discovery works
  1. Open the Explorer's Guild and choose Attempt a discovery — pick any unsolved riddle.
  2. Type your answer. Correct answers inscribe instantly; wrong ones cost nothing but pride. Wander, learn, return.
  3. Your journal page tracks every inscription and your explorer rank.

Ranks rise with discoveries and pay Renown once each: 3 → Wayfarer (+200), 6 → Pathfinder (+400), 9 → Trailblazer (+700), and all twelve → Pengembara (+1,200 Renown), a wings costume, and a realm-wide announce naming you a true traveler. The foremost explorers are below.

Connects to: a new inscription is a daily Solo Contract objective; your discoveries display in your Estate.

No discoveries logged yet.

Solo Contract Board

Solo Endgame

The Solo Contract Board is the daily thread that ties the solitary endgame together: three contracts a day, drawn from your own solo disciplines, each measured against where you stood this morning — the board snapshots your records at first visit, so every contract asks for genuine progress today, not credit for last month.

Solo Contract Boardvia @menu
The daily rotation (3 of these 4)
  1. Abyss Delver — descend past your best floor.
  2. Codex Collector — bind 2 new souls to your Soul Codex.
  3. Pathfinder — inscribe 1 new Explorer's Journal discovery.
  4. Renown Seeker — earn 200 Renown from any source.

Rewards: each contract pays 75 Renown the moment you turn it in — no accept step, the board simply checks your progress. Clear all three in one day for a streak bonus of 50 Renown per consecutive day, up to 350 at a seven-day streak. Miss a day and the streak resets to one — the board rewards habit, not bursts.

Requires: nothing, but the contracts only move if you engage the systems they measure — the Abyss, the Soul Codex, the Journal and the Renown spine.

Connects to: all contract Renown lands in Legend's Events source. A separate, older Daily Contracts board beside this one pays small Glory for casual dailies (kill 100 monsters, visit 3 towns, a weekly special) — worth a tap on the way past.

Personal Estate

Solo Endgame

The Personal Estate is your own instanced home — a private hall whose very architecture is your résumé. Its grandeur grows from what you have done: your Renown tier plus every furnishing you have earned, climbing seven named ranks from Wandering Tent through Homestead, Cottage, Estate, Manor and Grand Villa to Royal Palace.

Estate Stewardvia @menu
How to build a palace
  1. Open the Estate Steward and step into your home.
  2. Inside, the Trophy Butler recites your legend: Renown, Codex captures, Abyss depth, raid firsts.
  3. Furnish it — the Coin Fountain, Glory Banner and Trophy Hall each cost 200 Glory and each raises grandeur a step.
  4. The rest is your Renown tier: a Legend-tier adventurer with a full set of décor holds a Royal Palace.

Visitors: anyone can look up your estate by name through the Steward — every visit is counted, and the Grandest Estates ladder below ranks the realm's homes by grandeur and fame. One estate per character; the hall itself is conjured when you enter and folds away when you leave.

No estates raised yet.

Weekly Trial

Solo Endgame

The Weekly Trial is the realm's scored gauntlet: eight escalating waves in a private arena, every kill worth points, every second counted. One ladder, one week, then the slate wipes and the race restarts.

Weekly Trial Heraldvia @menu
How a run scores
  1. Enter through the Weekly Trial Herald. The instance allows 15 minutes — speed is the whole game.
  2. Each cleared wave banks wave × 200 points (7,200 for all eight).
  3. Finish all eight and your remaining time converts to bonus points — a clean sub-10-minute clear is worth up to 1,200 more.
  4. Your best run pays Renown at 1 per 20 points — roughly 400+ for a strong full clear.

The weekly affix rotates every Monday through four states: a clean fair fight week, Berserk (foes hit far harder), Frenzy (four extra foes per wave) and Hardened (foes endure much longer) — the same week is the same test for everyone, so the ladder is honest. Weekly standings reset; lifetime bests endure below.

No trials run yet.

VI Economy & Trade 7 entries

The Grand Bazaar

Economy & Trade

The Grand Bazaar is the realm's item source: nearly the entire catalogue, priced in Glory or Crystals across a five-tier rarity system, browsed and bought from this very website.

Grand Bazaar (Post Master)via @menu
How buying works
  1. Browse the Grand Bazaar — six aisles: the catalogue, the Night Market, the Wanted board, your Wishlist, the Collection and your Orders.
  2. Buy with Glory (earned) or Crystals (topped up). Patrons take 10% off storewide.
  3. Delivery is automatic: your parcel arrives in-game within a minute of logging in, refine, cards and enchants intact. Unclaimed parcels auto-refund after 30 days — nothing is ever lost.
  4. Gift any item to another player at checkout, message included — announced to them when they claim it.

Rhythms worth knowing: an eight-item Weekly Spotlight rotates with limited stock; Collections reward completing themed sets; the Wishlist watches prices for you. Featured items and catalogue counts are below.

23,476Items Available
29,439Total Catalogue

Featured This Week

ItemCategoryRarity
Valkyrie Feather BandArmorMythic
Costume Hat of the Sun God (Upper)CostumesMythic
Valkyrie HelmetHeadgearMythic
Eternal Egg ShellArmorMythic
Costume Valkyrie HairCostumesMythic
Costume Valkyrie CircletCostumesMythic
Valkyrie HelmHeadgearMythic
Guardianship Eternal LoveArmorMythic

Economy Architecture

Economy & Trade

Nirvana runs a managed economy — tools that keep prices honest, money moving, and every sink worth its cost. The working pillars:

Central Bankvia @menuWanted Boardvia @menu
  1. The Central Bank — a crawling-peg thermostat over scripted prices and faucets, stepping at most 2% a day within hard bounds. It currently holds everything steady at 1.0× — the lever exists, resting.
  2. Price history — the Wardrobe Registry recalls the last sales of any item: average, floor and ceiling, so you never sell blind.
  3. Velocity — Fashion Rentals cycle a luxury aura weekly: rent it for 7 days, taste it for a day, or buy it outright.
  4. The Wanted Board — Crystal buy-orders held in escrow: post what you want, the Crystals wait, the filler collects. (It opens once the realm's population can sustain it.)
  5. Civic sinks — the Grand Project pools Glory into public works chosen at random (fountains, bridges, towers) with a realm-wide celebration at completion, and Baron's Hall crowns the week's wealthiest as pure status.

Where the money goes: Glory enters through play (kills, events, ladders) and leaves through the Bazaar, the Garden, cosmetics and civic works. Crystals enter only through top-up and leave only through posted prices. Zeny remains for refining, auctions of status, and community building. Nothing is hidden — this page and the Grand Bazaar section are the whole map.

Tycoon

Economy & Trade

Tycoon turns commerce into a ladder. The Broker appraises your commercial empire — lifetime market sales, your live vending stall, every active listing — and converts net worth into Trade Renown: 10 Renown per million zeny of worth, up to 3,000 at a 300-million empire.

Brokervia @menu
How to climb the ranks
  1. Sell — the Gerai stalls, the market, your vending shop: settled sales all count.
  2. Visit the Broker for an appraisal; your rank updates on the spot.
  3. The six ranks: PeddlerShopkeeper (300) → Merchant (800) → Trader (1,500) → Magnate (2,500) → Tycoon of Midgard (3,000) — the final promotion is announced to the whole realm.

Connects to: Trade Renown is the Economy source of the Legend spine. The Tycoons' board below ranks the realm's merchant princes by pure commercial weight.

No fortunes appraised yet.

Patron (Nirvana+)

Economy & Trade

Patron is Nirvana's subscription — Nirvana+. It rests on three pillars: your time, your power, and your standing.

  • RM25 a month (or prepay 90 or 180 days for a better rate), with a second tier — Nirvana+ Ultra, RM45 a month — that doubles the daily stipend and Crate, adds free Happy Hours, a wider bazaar cap and more. Every month you stay subscribed advances your streak.
  • Your time back — sanctioned AFK farming, the rotation engine, autobuff, offline vending and a rentable companion.
  • Real power, stated openly: boosted EXP and drop rates, extra storage, no death penalty, and subscriber-only grounds and services.
  • Daily Glory stipend while active, plus a Tuesday bonus and a 10% discount across the Grand Bazaar.
  • A 72-hour grace window on lapse, and Cuti Passes to protect a streak you have earned.

How to subscribe: open the Nirvana+ page in your Player Cockpit on this website. When online checkout is available you can pay there directly (FPX / card); otherwise the same page connects you to a GM on Discord who sets you up. Nirvana+ is honest about what it sells: convenience and advantage, at a posted price. Nothing here is hidden, random, or sold twice.

Pasar Malam

Economy & Trade

The Pasar Malam is the player-to-player night market — where the Bazaar sells the realm's goods, the Pasar sells yours. Its heart is the Gerai Desk: hand your wares to the Stall Keeper and a synthetic vendor sells them for you, online or off — no parked merchant required.

Gerai Deskvia @menu
How to trade with players
  1. Open the Gerai Desk (@menu → Market) and stock your stall — pricing is yours, escrow is the house's.
  2. Sales settle into your ledger; collect whenever you like. Settled sales also grow your Tycoon net worth.
  3. Browse everyone's stalls in the market row — or from this website's Night Market aisle in the Grand Bazaar.
  4. Big-ticket items? The web Lelong auctions run open-bid sales with full public history.

Connects to: the Wanted board covers the buying side — post what you need and let sellers come to you.

The Collector's Vault

Economy & Trade

The Collector's Vault sells what can never be sold again: numbered editions. Each release is a fixed run — every copy serial-stamped with its edition number and first owner's name, resale-blocked, gone forever when the run sells out.

Collector's Vaultvia @menu
How editions work
  1. Open the Collector's Vault (@menu) to see the current release and how many serials remain.
  2. Buy one and the serial is burned into the item itself — #7 of 50, first held by you — readable by anyone, forever.
  3. The full registry of every serial and its owner is public on this website's Vault page.

Connects to: the Provenance Reader on Champions' Row reads these ownership seals; the Open Crystal Auction moves rare pieces the same transparent way — every bid public, every history kept.

The Patron's Road

Economy & Trade

Subscribe and a whole wing of the Concierge opens: the Patron's Road — every Nirvana+ service in one place, reachable from anywhere the moment you're a Patron. This is the map of what patronage unlocks — each covered in depth by its own system, all of them one @menu away.

Patron's Deskvia @menuWall of Patronsvia @menu
  • Patron's Might — the cumulative power ladder your tenure climbs.
  • Power Emporium — direct-purchase draughts at posted prices.
  • Patron Armory — gear and refine tickets; the Wall of Patrons honors every supporter.
  • The Patron Forge & Enchant Atelier — deterministic +15/+16 refining and pick-your-line enchanting.
  • The Patron's Lounge — the members' parlor, now a menu of its own: the monthly Crate, the Lounge Exchange, the Eternal Flame Aura, the rotation Preview, storage anywhere via the Vault — and a daily guest pass to share ten minutes of it with a friend.
  • Patron Fields — reserved hunting grounds in Prontera's reach.
  • Monthly Card, Dividend, Trickle, Happy Hour — the steady drip: daily stipend, double Glory, weekly Crystals, personal double-rate windows.

How to walk it: subscribe from your Cockpit's Nirvana+ page (RM25/month; Ultra RM45), then start at the Patron's Desk. Everything is posted-price and openly listed — see Patron (Nirvana+) for the philosophy, and remember: none of it follows you into PvP.

VII Community & Culture 14 entries

Geng (Crews)

Community & Culture

A Geng is a crew — smaller and looser than a guild, built around one shared weekly ambition: 1,000 kills together. Up to six names on the roster, one banner, and a trophy case that remembers every week you made it.

Geng Mastervia @menuGeng Boardvia @menu
How a crew works
  1. Found one at the Geng Master for 10 Glory — name it well, names are unique.
  2. Recruit up to six members. Every member's kills count toward the weekly 1,000.
  3. Hit the goal and Monday's reckoning pays +1 Trophy to the crew and 25 Glory to each member online for it.
  4. The Geng Board ranks crews by trophies — the count that never resets.

The stakes: trophies feed every member's Social Renown (10 per trophy) — but disband the crew and its trophies die with it. Loyalty is the whole game.

No crews formed yet.

The Heirloom

Community & Culture

The Heirloom is a seven-stage account questline that walks you through the breadth of Nirvana — combat, craft, wandering, mastery and war — and ends with the realm announcing that you forged the Warisan Midgard.

Keeper of Relicsvia @menu
The seven stages
  1. Accept the call from the Keeper of Relics.
  2. Prove your resolve — 500 kills (counted from acceptance).
  3. Know the sea — catch 5 fish.
  4. Walk every road — complete 3 passport stamp rallies.
  5. Master a craft — take any one job to Mastery tier 10 (6,500 MP).
  6. Face your shadow — 5 PvP kills.
  7. Return to the Keeper and claim what you forged.

The forging pays +200 Glory, a permanent +500 Social Renown, and a realm-wide announce — one of the few honors that touches almost every system in this book to earn. Stage five is the long road; start your mastery early.

Taman Sari (Garden)

Community & Culture

Taman Sari — the Living Garden — is Nirvana's daily ritual of patience: plant a seed, tend it, return when it has grown. One plot per account, no combat, pure rhythm.

Garden Keepervia @menu
How to grow
  1. Buy a seed from the Garden Keeper — all prices in Glory: Benih Bunga (2, grows in 6h), Benih Herba (5, 12h), Benih Kayu (10, 24h), Benih Ajaib (20, 48h).
  2. Tend your plot up to four times — each visit shaves 5% off the remaining grow time.
  3. Harvest: Bunga returns 10 Glory, Herba 25, Kayu 55 — and the Bunga Ajaib blooms for 110 Glory and a realm-wide announce.

Every seed roughly quintuples its cost — the garden is a friendly return on remembering to come home. Uprooting early forfeits the seed, so plant what your schedule can keep.

Connects to: the garden sits in Alberta's harbor quarter beside the realm's other quiet rituals — check your Cockpit's My World card to watch your plot from the website.

Kampung Halaman (Hometown)

Community & Culture

Kampung Halaman — your hometown. Claim one of fifteen towns as where you are from, and the server remembers: your returns are counted, your town's pride is tallied, and coming home after a long time away is celebrated out loud.

Penghulu Kampungvia @menu
How to belong
  1. Open the Penghulu Kampung and register your hometown — free, fifteen towns to choose from (Prontera to Umbala).
  2. That's it. Every return visit after seven days away is counted to your name and your town's ledger.
  3. Homesick for somewhere else? Changing costs 10 Glory.
  4. The Penghulu's leaderboard shows which towns command the most sons and daughters.

Balik Kampung — the homecoming blessing: log in after time away and the realm welcomes you back with Glory scaled to how long you were gone — 7 days → +5, two weeks → +15, a month → +35, three months → +80 with a server-wide announce, and a full year away returns you as legend: +150 Glory and the whole realm told of it. No signup needed; it simply happens at login.

Connects to: hometown culture runs deep in the kampung — the kopitiam, the warung, Thursday's hauntings and the durian season all share the Kampung Folk menu (@menu). Your first-day guide suggests registering here before anything else; now you know why.

Hat Collection (Hatdex)

Community & Culture

The Hatdex is your account's headgear log — every distinct hat you have ever worn, counted automatically. Nothing is handed in and nothing is lost: wear a hat once and it is recorded forever, even if you sell it the next minute.

Hatdex Keepervia @menu
How it works
  1. Every login, all six head slots (upper/mid/lower, gear and costume) are scanned and any new hat is recorded. Only worn hats count — a hat sitting in storage is invisible to the Hatdex.
  2. Got new hats mid-session? Open the Hatdex Keeper and choose Scan equipped headgears now — swap a hat on, scan, swap the next.
  3. The Keeper also shows your latest 20 entries and your next milestone.

Milestones pay once each, account-wide: 10 hats → +20 Glory, 25 → +40, 50 → +80, and at 100 hats the server itself announces you as a Headgear Collector alongside +150 Glory. Blow past a threshold without visiting? The Keeper back-pays every tier you crossed.

Connects to: the collectors' leaderboard is below; the all-time collection record is kept by the Hall of Records (the old Batu Bersurat stones, now read from @menu); the Museum is where hats go to be given up rather than counted.

No hats catalogued yet.

Museum of Midgard

Community & Culture

The Museum of Midgard is where a treasured headgear stops being yours and becomes the realm's. Donate a hat to the Curator and it is destroyed forever — in exchange, your name joins the donor wall, graded by the rarity of what you gave up. It is the purest flex on the server: proof you could afford to let go.

Museum Curatorvia @menuMuseum Wallvia @menu
How to donate
  1. Equip the headgear you want to immortalize in your upper head slot — the Curator checks only that slot.
  2. Open the Museum Curator (Concierge @menu → services) and choose Donate a headgear.
  3. The Curator appraises it — Exalted, Rare, Common or Trash, by the item's sell value — and warns you it cannot be returned.
  4. Confirm. The hat is unequipped, deleted and enshrined; the Museum Wall shows the ten most recent donations in rarity colours.

Limits and rewards: each account has 5 display cases — five donations, ever, so choose what you enshrine. Donating is free, needs no level, and has no cooldown. When the museum's total collection reaches 100, 250, 500 and 1,000 pieces, the realm hears of it and every donor online at that moment receives +5 Glory — a small bow to the people who built the collection.

Connects to: the full donor wall lives on this website's Museum page. The Hatdex is the museum's opposite — there you keep every hat and count them.

The museum awaits its first donation.

Champions' Row

Community & Culture

Champions' Row is a boulevard of living statues in the Prontera Sanctuary (prt_church) — real characters' likenesses standing in stone while their claim holds. Walk the row and you are reading the server's power structure in bronze.

Champions' Row Boardvia @menuProvenance Readervia @menu

Two ranks of statues stand there:

  • Five Champion Statues — the Arena Legend (top Elo, re-checked every 5 minutes), the King of Midgard (crowned by Takhta), the Angler of Nirvana (fishing), the Season Luminary (top season score) and the Grandmaster of Midgard (all 40 jobs mastered). Talk to any statue to see who holds it, their record, and how many days they have stood.
  • Six Juara pedestals — Takhta, Arena, Renown, Boss, Guild and Piala. Two are contested today: Juara Renown, crowned at each PvP season's end, and Juara Boss, crowned only by a full 6-of-6 World Boss week. The rest stand vacant — an invitation, not a bug: nobody has yet done what they demand.
How to get on the Row
  1. Arena Legend: take #1 on the ranked PvP ladder — the statue updates itself within 5 minutes.
  2. King of Midgard: win the weekly Takhta siege.
  3. Juara Boss: fell all six World Bosses in a single week.
  4. Grandmaster: master every one of the 40 jobs.

Connects to: coronations and dethronements are announced server-wide and echoed to Discord. The Provenance Reader beside the Board reads Cap Pemilik ownership seals — numbered editions stamped into items from the Patron Armory, Collector's Vault and auctions.

Reigning Champions

PedestalChampion
Pedestal 0???
Throne???
Arena???
Renown???
Boss Hunter???
Guild / WoE???

Fashion Week

Community & Culture

Fashion Week is the server's recurring style contest — no stats, no gear score, just the best look in Midgard. Dress a character, name the outfit, and submit it exactly as worn.

Fashion Boothvia @menuFashion Boardvia @menu
How to enter
  1. Dress your character — the Booth captures your look exactly as currently worn, all three headgear layers included.
  2. Open the Fashion Booth between Monday and Friday — submissions close on the weekend.
  3. Name your theme (up to 40 characters) and confirm.
  4. Changed your mind? Submit again any weekday — the new look replaces the old. One entry per account per week.

Judging and rewards: at week's end the staff crown a winner from the board. The champion's name and theme are announced to the whole server, they collect +20 Glory, and the win is recorded permanently on the Fashion Board's past-winners list. Entering is free, every week, forever.

Connects to: build your look from the Cosmetic Boutique, the Mystery Crate and Fashion Rentals. A separate, faster Fashion Contest world event also appears in the Almanac — same spirit, different judges.

Datukship

Community & Culture

Datukship is a weekly sealed-bid auction for six honorary town titles — Datuk Prontera, Datuk Morocc, Datuk Payon, Datuk Geffen, Datuk Alberta and Datuk Izlude. Hold one and the realm knows a patron of that town when it sees one. Pure status, bought at whatever the market will bear.

Majlis Datukvia @menuDatuk Boardvia @menu
How to bid
  1. Open the Majlis Datuk any day Monday to Saturday — Sunday is reveal day and bidding is closed.
  2. Pick one of the six titles and enter your bid — minimum 10,000 zeny. You must hold the zeny when you bid, but it is only taken if you win.
  3. Bids are sealed: the board shows how many rivals bid on each title, never how much.
  4. You can raise or change your bid any time before Sunday.

The reveal: every Sunday at midnight the highest bidder on each title is crowned for the week — announced server-wide, zeny collected, plus +10 Glory to the winner. Can't cover your winning bid when the hammer falls? A 500z forfeit and public shame, and the crown passes down the list. No bids leaves a title vacant — and a vacant title is the cheapest crown you will ever see.

Connects to: a genuine zeny sink, and one of the few places raw wealth converts directly into visible, time-boxed status. Titles reset weekly — dynasties must be defended.

Gotong-Royong

Community & Culture

Gotong-Royong (mutual aid) is the server building something together. One community project is open at a time — a landmark with a zeny goal — and every contribution, small or large, is credited by name. When the goal is met, the whole realm celebrates and every contributor is paid.

Ketua Gotongvia @menu
How to contribute
  1. Open Ketua Gotong to see the current project, its progress bar, and your own total so far.
  2. Choose Contribute zeny — 1,000 / 5,000 / 10,000 / 20,000 per visit.
  3. Each account can give up to 20,000 zeny per project — breadth over whales, by design.
  4. Check the Roll of Honor for the project's top ten contributors.

The projects: the Merdeka Arch (500,000z → 50 Glory to every contributor), then the Festival Lantern Row (300,000z → 30 Glory), then the Prontera Bridge (800,000z → 80 Glory). Progress is announced realm-wide at every quarter mark. If you are offline when a project completes, your reward waits — claim it on your next visit.

Connects to: a rare, honest zeny sink in a Glory economy — and the cooperative counterweight to every competitive ladder in this book. Completions are announced on Discord too.

Mentorship

Community & Culture

Mentorship pairs a proven adventurer with a newcomer, and pays both for the climb. It is the realm's most honest social ladder: your reward arrives only when someone you taught actually grows.

Mentorship Matronvia @menu
How pairing works
  1. Mentors register at the Matron — you need base level 90+ or Champion-tier Renown.
  2. Mentees (base 40 and under) choose a registered mentor — who must be online, on a different account and a different connection. No self-dealing, by design.
  3. As the mentee reaches levels 30 / 50 / 70 / 99, both sides earn 100 / 150 / 200 / 400 Renown — the mentee instantly, the mentor banked at the Matron to claim on their next visit.
  4. Level 99 graduates the pair, announced realm-wide.

The long game: each graduate adds 150 to your Social Renown (up to 1,500), and career milestones at 1, 5 and 15 graduates pay cosmetic honors — fifteen alumni earns the mentor's wings. The realm's great teachers are ranked below.

No mentors have taken an apprentice yet.

The Stronghold

Community & Culture

The Stronghold is your guild's own instanced hall — funded by members, upgraded by the guild master, and grand in exact proportion to what the roster gives. Guild Renown here is simple arithmetic: the sum of every member's lifetime Renown.

Stronghold Stewardvia @menu
How a hall rises
  1. Any member donates through the Stronghold Steward: Glory builds the treasury and your personal ledger; zeny fills the war chest.
  2. Personal giving pays Renown once per milestone: 500 Glory → 100, 2,000 → 300, 5,000 → 600, 15,000 → 1,200 Renown.
  3. The guild master spends the treasury to raise the hall, level 1 to 10 — each level costs level×500 Glory and level×5M zeny, so the last floors are a true guild project.
  4. Step inside together — the hall is your guild's own instance.

Below: the Grandest Halls, and the Guild Renown Ladder — every guild weighed by its members' combined lifetime Renown. Recruit legends, or make them.

No guild has raised a Stronghold yet.

The guild Renown ladder is unwritten — found a guild and be its first entry.

Kampung Life

Community & Culture

The kampung is where Nirvana stops being a ladder and becomes a neighborhood — a circle of small rituals, gossip and luck, all free, all flavored home, and every one of them now answers from anywhere: @menu → Kampung Folk.

Pak Matvia @menuMak Dukunvia @menu
  • Kopitiam Pak Mat — the daily gossip oracle. Call for coffee and whatever the realm is whispering; your first visit is one of the Day-0 firsts.
  • Warung Pak Mamak — the always-open social table.
  • Mak Dukun's Ramalan — your fortune, read once a day.
  • Pak Bomoh & Malam Jumaat — Thursday nights the ghosts walk; ask him why.
  • Kak Ayu's Buah Tangan — souvenirs that can only be gifted, never bought for yourself.
  • Musim Durian — when Pak Durian's season arrives, the whole realm smells it.
  • Surat Dalam Botol — messages in bottles, cast and found while fishing.

Connects to: your Kampung Halaman hometown, the Datukship auctions and the Gotong-Royong projects share the same Kampung Folk menu — community here isn't an address anymore, it's a party line that always picks up.

Hall of Records

Community & Culture

Midgard keeps its all-time bests in stone. The Batu Bersurat — inscribed record stones in Morocc — hold the realm's permanent records: highest Arena Elo ever reached, richest Glory hoard, largest hat collection, longest streaks, the most austere Pilgrim's Vows. Not this week's ladder — ever.

Hall of Recordsvia @menuRecords Boardvia @menu
How records fall
  1. Play. The stones watch every relevant number on their own.
  2. Beat an all-time mark and your name replaces the old one — quietly permanent until someone beats yours.
  3. Event records (fastest Outbreak clear and kin) live on the Records Board.

Connects to: the Midgard Live page on this website shows the realm's population in real time — where everyone is, right now. Records are the past; that map is the present.

VIII Combat Depth 5 entries

Ranked PvP Arena

Combat Depth

The Ranked Arena is the 1v1 ladder: queue from anywhere with @arena, get matched, fight best-of-three, and let Elo tell the truth. Six tiers stand between a fresh fighter and the summit: PrajuritWira (1200) → Pahlawan (1400) → Panglima (1600) → Raja (1800) → Nirvana (2000).

Arena Marshalvia @menu@arenaValor Quartermastervia @menu
How the ladder works
  1. Type @arena — choose Rated (Elo) or Skirmish (casual). Everyone starts at 1000.
  2. Best-of-three rounds in a private cell. New ratings swing hard (K-factor 40 below 1200) and settle as you climb (10 above 1600).
  3. Rated wins pay +5 Glory (five a day); skirmish wins and even rated losses return +1 — the queue always pays something.
  4. Practice first? @train spawns a bot opponent through the same arena — unrated, unlimited.

Nobody else queued? You still fight. Wait past the matchmaking window and the arena seats you against a Ghost instead — a captured Echo carrying someone's real gear, real skills and their own saved combat rotation, drawn from the public Ghost registry (or your own reflection if none fits). It counts as a real rated match at reduced stakes: your rating moves, the Ghost owner's duel rating never does — they get credit toward their own Ghost Duels standing instead. If their Echo set a banner or a taunt, expect to hear from it when it appears and again when the match ends.

The week has a mood. A rotating mutator can be in effect for both the 1v1 and 2v2 ladders — no healing, damage turned up, a faster start, forced movement speed, consumables shut off, or a clean week with none at all. Whatever it is applies the moment a round begins and clears the moment it ends, so it never lingers into practice or training matches.

Spoils of rank: the Valor Quartermaster sells tier-gated regalia for Crystals — from the Prajurit Badge to the Raja Crown, plus a Kill Streak Cloak that also demands 100 lifetime PvP kills. Tier promotions are announced realm-wide and pay Renown milestones (100 at Pahlawan up to 800 at Nirvana). Paid power is normalized away here — the ladder is skill, build and nerve. Top ten below.

The arena ladder is empty — claim the top.

2v2 Bracket Arena

Combat Depth

The 2v2 Bracket Arena is team PvP with no team required: queue alone with @2v2 from anywhere, and the matchmaker builds two balanced pairs out of four queued fighters — the highest-rated is teamed with the lowest, the middle two join forces. No pre-mades, no stomps by design.

2v2 Arena Marshalvia @menu@2v2
How to fight
  1. Type @2v2 and choose Rated (Elo + Glory) or Skirmish (casual).
  2. When four are queued, teams form on the spot — same-connection pairings are refused outright.
  3. Best of three rounds, 90 seconds each, on the guild_vs4 arena. From the 60-second mark Frenzy bleeds everyone harder and harder — stalling is death.
  4. Win two rounds and take the match. Abandoning one costs a 5-minute deserter lockout.

Ratings and rewards: Rated shares your Elo ladder profile with the 1v1 arena but keeps separate 2v2 win/loss records, computed by its own formula — 2v2's swings are symmetric per side rather than the 1v1 ladder's shared-expectation shape, so don't expect an identical number for an identical-looking result. New blood swings hard (K-factor 40 below 1200 rating), veterans barely move (10 above 1600). A rated win pays +5 Glory (daily capped), a skirmish win +1, and even a rated loss returns +1 — showing up is never worthless. Tier promotions are announced server-wide and pay PvP Renown at the same milestones as the 1v1 ladder. The week's mutator (see Ranked PvP Arena) applies here too — but an empty seat never fills with a Ghost the way it can in 1v1: a teammate can't be conjured, only a solo opponent can.

Requires: nothing — free, always on, any class. Suspended only during the Piala tournament and season freezes.

Connects to: your rating feeds the Valor ladder and Champions' Row; see Ranked PvP Arena for the tier ladder itself.

Open PvP & Duels

Combat Depth

Outside the queues and schedules, Nirvana runs a drama layer over every open PvP surface — first blood, kill streaks and bounties that follow you wherever the fighting breaks out: event battlegrounds, the weekly siege, all of it.

Bounty Boardvia @menuHall of Valorvia @menu
  • First Blood — the first PvP kill of each server day pays +5 Glory and a realm-wide announce. One per day, ever; be quick.
  • Kill streaks — chained kills without dying climb the ladder of names: Berapi (5), Garang (10), Raja Pembunuh (15) and LEGENDA at 20, each paying Glory and Pass XP, the top two announced to the whole server. Reaching LEGENDA is worth +250 PvP Renown — once in a lifetime, so it counts.
  • Streak bounties — from 15 kills up, the server itself puts a price on your head that grows with every 5 kills. Whoever ends the streak claims the whole pot. Bounties stay live for 2 hours.
  • Player bounties — hate someone productively: pay 10–500 Glory at the Bounty Board to mark them. The kill that lands it collects automatically; the realm is told who paid.
Also under the Hall of Valor
  1. 3v3 Party Wars — bring a party of exactly three to the Party War Captain; first team to 5 kills in 10 minutes. Winners +5 Glory (3 wins/day).
  2. Guild Challenge — guild master vs guild master, most kills in 10 minutes on the guild arena, server-funded prize to the victor.

Fair-play rails: kills against the same victim only pay once per 10 minutes, and nothing — streaks, bounties, first blood — can be farmed off a same-connection target. There is deliberately no private duel-invite system: every fight that pays is a public one.

Make it yours: the kill line itself is customizable — pick a kill style (default slew, or something with more edge: annihilated, humiliated, bested, outpaced) from your Cockpit's Ghost page. It's account-wide and shows up the next time you take someone down on the open field.

Connects to: the Hall of Valor tracks your season and lifetime tallies; ranked ladders live in Ranked PvP Arena and 2v2.

Ghost Duels

Combat Depth

Ghost Duels let you fight players who aren't online: an Echo is a frozen snapshot of a real character — gear, skills, and a combat brain to drive them — and any Echo in the public registry can be challenged, any hour, any day.

Concierge@ghost
How to duel the absent
  1. Capture your own Echo with @ghost save — that snapshot is what others will face.
  2. Type @duel to browse the registry and pick an opponent; the fight runs in a private instance.
  3. Climb the duel ladder, or run the Gauntlet and challenge the reigning Champion.
  4. Set your Echo's privacy — or delete it — from your Cockpit's Ghost page.

Connects to: the public Ghost Gallery on this website shows the registry, ladder and Champion; duel ratings soften back toward center each season. Your Echo carries your GearScore, so challengers know what they're walking into.

Nemesis & Vengeance

Combat Depth

The Nemesis system remembers who wronged you — and prices their head. Its ledger tracks your rivals and the realm's Apex targets: the most-wanted names, with standing bounties for whoever brings them down.

Apex Bounty Boardvia @menu@apexbounty
How the hunt works
  1. Check the Apex Bounty Board (@apexbounty) for the current most-wanted and their prices.
  2. Killed unfairly? @vengeance summons your killer's Echo for a private revenge duel — settle it even if they logged out.
  3. Watch for the Shadow Uprising: a recurring invasion where clones of the Elo top ten walk the world — cut down a champion's shadow and say you beat them.
  4. Tune how much the realm needles you about your rivals with the intensity dial on your Cockpit's Nemesis page.

Connects to: the website's Bounty Board page tracks Apex targets and fallen Echoes; the drama layer's player bounties (see Open PvP) are the manual version of what Nemesis does automatically.

IX Live Events 3 entries

Zombie Outbreak

Live Events

The Zombie Outbreak is the realm's recurring communal fight: without warning, 100 undead — wandering corpses, ghouls, skeleton warriors — flood the streets of one of five cities (Prontera, Payon, Geffen, Izlude or Aldebaran), and everyone present fights the same shared clock.

How it plays
  1. Watch for the server-wide announce naming the besieged town — it also lands on Discord.
  2. Get there fast: the town has 10 minutes before the horde retreats on its own.
  3. Every undead you personally fell pays +1 Glory and Season Pass XP.
  4. Drop the full hundred in time and every defender still in the town who scored at least one kill collects a +5 Glory clear bonus.

When it strikes: two windows a day — 08:00 and 15:00 UTC — each with a coin-flip chance of an actual outbreak, so expect roughly one a day and never exactly on schedule. The fastest clear ever recorded is kept on the Records Board; beat it and your defence becomes the standard.

Connects to: kills here feed your lifetime event tally and the Season Pass. The Outbreak is one face of the wider auto-events family — check @events in-game or the Season Hub's Almanac for the whole board.

Gathering & Mining

Live Events

Gathering is Nirvana's hands-on trade layer: ore veins and herb patches across six field maps, worked through a deliberate reaction minigame — when the node trembles you have three seconds and three choices, and only the true Strike! lands. It cannot be botted, and that is the point.

Herbalist Milavia @menu@gather
How a gathering day works
  1. Type @gather to see today's count and every node location — mining at Mjolnir, the Geffen quarry and the Payon seam; herbs at the Prontera, Payon and Mjolnir fields.
  2. Click a node, wait for the tremor, hit Strike! (or Harvest) within 3 seconds. A miss costs nothing; a hit pays the material plus a little Glory.
  3. You get 30 gathers a day across the account, one cast every 90 seconds — a calm ritual, not a grind.
  4. Sell the haul from anywhere: Smelter Garn buys ore (up to 150 Glory a day) and Herbalist Mila buys herbs (up to 100) — both open straight from @menu.

Fishing is the third trade: five waters from Comodo's fields to Amatsu, 40 casts a day, the realm's fish counter feeding derbies, contracts and even the Day-0 chain. By design, gathering awards no trophies and no Renown — it is the quiet, honest corner of the economy.

The Living Calendar

Live Events

Nirvana runs on a scheduled pulse: an event director that fires nearly forty distinct happenings through every day — treasure hunts, coin rushes, wave defenses, riddles, races, invasions, night markets, fishing derbies, convoy escorts, King-of-the-Hill, trivia, the Outbreak, the World Boss windows and more.

Event Guidevia @menu@events
How to ride the calendar
  1. @events shows what's live and what's next — the Event Guide (@menu) keeps the full board.
  2. Most events announce themselves realm-wide (and to Discord) when they fire; some windows are certain, some roll dice.
  3. The Season Hub's Almanac on this website documents the whole family, event by event.

Rewards are steady, small and everywhere — Glory, Season Pass XP, event-chain achievements. If the realm ever feels quiet, check the board; something is always minutes away. (Staff can pause the calendar globally — if everything shows “off” at once, that is deliberate, not broken.)

X Ward & Key 3 entries

Account Sentry

Ward & Key

The Account Sentry is your login watchtower: every sign-in to your account — when, from where, which connection — laid out plainly, so you are the first to know if someone else ever holds your keys.

How to watch your door
  1. Open Cockpit → Sentry on this website. Free for every account: the last 7 days of logins, new-connection flags included.
  2. Patrons see 90 days of history — and can enable Discord alerts that DM you the moment a new connection touches the account.
  3. See something you don't recognize? Change your password immediately and reach staff on Discord.

Connects to: pair it with Google or Discord sign-in (see The Player Cockpit) and your account's door has two locks and a camera.

Justice, Verifiable

Ward & Key

Enforcement on Nirvana is designed to be checked, not trusted. Every anti-cheat action is written to a tamper-evident chain — and two public pages, usable without logging in, keep the system honest.

The two pages
  1. Verify a Record — given a case reference, the page walks the entire evidence chain from genesis to verdict and proves it unbroken. No account needed.
  2. Appeal a Restriction — works while restricted: it verifies your credentials without needing a login session, so a banned account can always still speak.

The watcher itself: the Sentinel flags anomalies for staff review; no enforcement lands without human eyes and a recorded verdict. Play honestly and the whole apparatus stays invisible to you.

The Player Cockpit

Ward & Key

This website is not a brochure — it is a control panel. The Player Cockpit is your account's home: eleven pages covering your world's live state, your automation, your rivals, your cosmetics and your security.

What lives there
  1. Cockpit home — characters, balances, rearrangeable world cards, the daily web bonus and the Grimoire of Commands.
  2. Companion / Nemesis / Ghost / Mythic / Palace / PvP — every major system's personal dashboard.
  3. Nirvana+ to subscribe and manage; Customize for cosmetics with the free earn-path always shown; Sentry for security; Residents to put your name in the living world.
  4. Sign in with Google or Discord — link either from your account page and never type a password here again.

Every card carries its own “How to use this” guide, and every page links back into this Codex. The website and the world are one system — what you set here, the realm obeys there.

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