The complete encyclopedia of Nirvana — every system, ladder and secret. Open a chapter, or search the whole book.
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.
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.
Play fair and keep Midgard welcoming.
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.
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
@menu, under Getting Started) — every visit is free, forever, from anywhere.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.
Three currencies power Nirvana:
@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 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
@menu → Getting Started) — you leave at 255/120 with a full +7 starter kit, wings and potions, all free.@menu — the Concierge is your map to every service in the realm; almost everything in this book opens from it.@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.
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.
@menuThe Sagevia @menu@ask
@menu — browse by category, use “Search…”, or type @menu ghost / @menu storage / @menu fish to jump straight to a feature by name.@ask how do I earn Glory fast? — the Sage answers what this Codex answers, and deep-links back into it.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.
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
@rot on) to let the APL cast while you play manually — or leave it to power your AFK sessions.@rot mode: FULL, COPILOT or GUARDIAN.@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.
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
@afk — your client closes, your character keeps fighting.@aa: targets, skills, potions, safety rules.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 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
@companion — it fights with you until dismissed.Requires Nirvana+. A lighter 3-skill Companion mode also exists inside AFK farming for simple support work.
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.
@menu) and call for a sparring partner.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.
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
@buffs) — save your buff set once, re-cast it on demand. Free; automatic re-casting is a Patron perk.@warps) — bookmark places and jump back to them. A few slots free; more for Patrons.@away, Patron) — everything that happened while you were gone: kills, Glory, rare loot, one page.@storage anywhere, @loot autoloot, @idall identify-everything, @vend offline vending.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 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
@afk and walk away.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.
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.
@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.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.
| # | Character | Dungeon | Key Level | Score |
|---|---|---|---|---|
| 1 | rashid2 | D1 | +7 | 85 |
| 2 | rashid2 | D2 | +6 | 65 |
| 3 | Rashid | D1 | +5 | 65 |
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.
@menuThe Throne Boardvia @menu
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.
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
Wing 2 — The Deep (unlocked by clearing Wing 1 on Heroic)
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.
| Boss | Difficulty | First 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 — | |
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
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.
| Boss | Map | Top Raider | Raiders | Duration | When | |
|---|---|---|---|---|---|---|
| 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 |
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).
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.
| # | Character | Tier | Renown | Sources |
|---|---|---|---|---|
| 1 | Rashid | Vanguard | 560 | |
| 2 | rashid2 | Drifter | 0 | |
| 3 | baby | Drifter | 0 | |
| 4 | rashidtest | Drifter | 0 | |
| 5 | rashidjob | Drifter | 0 | |
| 6 | rashidyaya | Drifter | 0 | |
| 7 | hiiiii | Drifter | 0 | |
| 8 | asdasdasd | Drifter | 0 | |
| 9 | asdsadsadasd | Drifter | 0 |
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
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 is still being written — champions will be enshrined here at the first Harvest.
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
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.
| # | Character | Souls |
|---|---|---|
| 1 | Rashid | 3 |
| 2 | rashid2 | 1 |
| 3 | hiiiii | 1 |
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
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.
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
Alt+U) to browse and claim.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 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
@gearscore anywhere for your full breakdown — free for everyone, no subscription needed.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 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.
@devilfruit shows the registry: every fruit, its power, and who carries it now.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 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
@menu → Character). Your count, perks and next price are all on the stone.Requires: nothing but Glory and patience. Paid in the earned currency by design — this ladder cannot be skipped with a credit card.
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
Connects to: the Hall of Records keeps the all-time streak records; the Wall keeps this season's.
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
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.
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
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.
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
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.
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
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.
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
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.
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
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.
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
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.
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
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.
| Item | Category | Rarity |
|---|---|---|
| Valkyrie Feather Band | Armor | Mythic |
| Costume Hat of the Sun God (Upper) | Costumes | Mythic |
| Valkyrie Helmet | Headgear | Mythic |
| Eternal Egg Shell | Armor | Mythic |
| Costume Valkyrie Hair | Costumes | Mythic |
| Costume Valkyrie Circlet | Costumes | Mythic |
| Valkyrie Helm | Headgear | Mythic |
| Guardianship Eternal Love | Armor | Mythic |
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
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 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
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 is Nirvana's subscription — Nirvana+. It rests on three pillars: your time, your power, and your standing.
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.
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
@menu → Market) and stock your stall — pricing is yours, escrow is the house's.Connects to: the Wanted board covers the buying side — post what you need and let sellers come to you.
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
@menu) to see the current release and how many serials remain.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.
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.
@menuWall of Patronsvia @menu
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.
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
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 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 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 — 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
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 — 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
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.
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
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.
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
@menu → services) and choose Donate a headgear.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 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.
@menuProvenance Readervia @menu
Two ranks of statues stand there:
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.
| Pedestal | Champion |
|---|---|
| Pedestal 0 | ??? |
| Throne | ??? |
| Arena | ??? |
| Renown | ??? |
| Boss Hunter | ??? |
| Guild / WoE | ??? |
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
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 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
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 (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
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 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
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 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
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.
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.
@menuMak Dukunvia @menu
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.
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
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.
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: Prajurit → Wira (1200) → Pahlawan (1400) → Panglima (1600) → Raja (1800) → Nirvana (2000).
@menu@arenaValor Quartermastervia @menu
@arena — choose Rated (Elo) or Skirmish (casual). Everyone starts at 1000.@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.
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.
@menu@2v2
@2v2 and choose Rated (Elo + Glory) or Skirmish (casual).guild_vs4 arena. From the 60-second mark Frenzy bleeds everyone harder and harder — stalling is death.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.
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
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 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
@ghost save — that snapshot is what others will face.@duel to browse the registry and pick an opponent; the fight runs in a private instance.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.
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
@apexbounty) for the current most-wanted and their prices.@vengeance summons your killer's Echo for a private revenge duel — settle it even if they logged out.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.
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.
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 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
@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.@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.
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
@events shows what's live and what's next — the Event Guide (@menu) keeps the full board.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.)
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.
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.
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 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.
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.
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.