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Knowledge base

Codex

How the realm works, in plain words. Every system, ladder and secret: open a chapter, or search the whole book.

A sunny park with a carousel and hot air balloons
Season 21 · Day 13 of 42

Where do I start?

Six routes through the book, each a handful of chapters in the order they are worth reading.

Your first hourYou have just arrived and everything is open at once. Read these in order.
Making a livingWhere Glory actually comes from, and where it goes.
Playing while you are awayThe realm can keep working after you close the client.
Fighting the endgameWhen you want something that fights back.
Dressing up and showing offNone of it makes you stronger. That is the point.
Other peopleGuilds, rivals, and the realm outside the client.
I Getting Started 9 entries

Welcome to Nirvana

Getting Started

Nirvana is a Renewal 255/120 Ragnarök Online realm (275/120 once you take a fourth job) 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 Everything Shown.

  • 255/120 — max base and job level from the first login, rising to 275/120 at fourth job. Five classes are the exception and stop at job 70: Kagerou, Oboro, Rebellion, Star Emperor and Soul Reaper. That is their own ceiling, not a Nirvana restriction — but know it before you pick one.
  • Honest Power — everything money can buy is listed openly at a posted price (the Patron subscription and its perks). Nothing is hidden or sold twice, and anything random shows its odds before you pay — and everything that matters can also be earned with Glory, the currency you get by killing, competing, and completing.
  • Everything Shown — every price is posted and every roll shows its odds first. Gear upgrades, paid or earned, count on every map, PvP included; paid buffs (Patron's Might, the Power Emporium, the Item Level top-10 buff) are still removed inside PvP and the siege.
  • Everything drops — normal monsters drop their full loot table: cards, gear, consumables and all. Every category runs at 1×, with nothing switched off and no multiplier applied. Bosses and MVPs carry their own tables on top. The Marketplace's own shelves deliberately stock what cannot be hunted, so buying never replaces a drop you could have earned yourself.

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 systems the server itself provides — AFK Farming (see the Autoattack section), the Combat Brain and your Companion. 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.
  • A check may pause you briefly. If something fires that a normal game client cannot do, trading and selling can be paused for a short time while it is reviewed. It takes nothing, marks nothing against you, and lifts on its own — see Justice, Verifiable.
  • About the game client. Nirvana does not install any anti-cheat software on your computer — no DLL, no driver, no launcher agent — and will not. Fair play is checked on the server, from what the server already receives. What the server records about how you play, and the advisory summaries one reviewer may read, are listed in the Privacy Notice.
  • Chat is logged. All in-game chat — including whispers, party, guild and clan — is recorded and scanned automatically for real-money trading, account sales and scam attempts. Logs are read only when an investigation calls for it, never for entertainment, and chat is never shown on the public verification page or on any other player's screen. Keep anything you would not want recorded off the game.

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

Five classes cap at job 70 rather than 120 — Kagerou, Oboro, Rebellion, Star Emperor and Soul Reaper. Their skill trees are built for that ceiling; it is how those classes are made, not something this server imposes. Every other class reaches 120.

All 40 classes — every third job and every fourth job — 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 your class ceiling — 255/120, or 275/120 for a fourth job — 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, and points you toward the Companion, Sparring Dummy and Blessing.

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 40 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 competing, completing objectives, and hunting with your own hands: ordinary monsters pay a small capped drip while you are actually at the keyboard, and everything beyond that comes from objectives rather than grinding. It buys nearly everything on the Marketplace — this is the beating heart of the economy. A free player who works the daily boards and a couple of gathering loops clears 900–1,100 Glory a day without hurrying; pushing every cap roughly doubles that. The full earning map is below.
  • ◈ Crystals — premium currency, and very nearly the one thing on this server you cannot earn by playing. Crystals come from a website top-up, with a single deliberate exception: the Sixteen Wardens can drop a Crystal Shard, and they are the only thing in the world that pays Crystals without a receipt. No quest, errand, mission or event does. The drop rate is low on purpose — it is a reason to hunt them, not a substitute for the shop. They buy cosmetics, convenience, and the Nirvana+ subscription — openly priced, listed in the Patron section. Two hard rules keep them honest: Crystals never decide a PvP fight (paid power is normalized away in the arena), and Crystals never change hands between players — you cannot sell, gift, wager or bounty them to another account, so nobody can turn a receipt into someone else's wallet.
  • Zeny — retired as a currency. Nirvana runs on two currencies and only two. Nothing charges or pays zeny, no shop or stall prices in it, and the server refuses to move it between players: the trade window and mail attachment both decline. The Zeny counter in your game client now shows your Glory — the client insists on checking that number before it will let you buy from a player shop, so we point it at the balance that actually matters. Spend Glory in a stall and watch that counter fall; it is the same money under a label the client will not let us change.
How to earn Glory — the fast lanes first
  1. Just go hunting. While you are at the keyboard, ordinary monsters now pay a steady drip of Glory — roughly 1 Glory every 15 kills, up to 200 a day. No board, no turn-in, no NPC: it simply accrues as you fight, and about fifty minutes of honest hunting fills it. This is the one lane that pays for playing rather than for completing something. Offline Fieldwork and @afk do not earn it — they earn through errand rewards and kill milestones instead.
  2. The daily boards, ~3 minutes for ~280 Glory. The Adventurer's Board pays 90 across five daily tasks (20/15/15/20/20). The Adventurer's Passport stamp rally pays 101, once a day. Guild daily goals pay 30 each for an MVP, a PvP kill and a kill count — 90 more. This is the best Glory-per-minute in the game and most players walk past it.
  3. MVP kills — the biggest ceiling. Every MVP pays by level: 8 (≤70), 15 (≤90), 25 (≤98), 50 (99+), for your first ten each day. Tracked field MVPs pay a further 60 each with no daily limit, so an eleventh kill still pays — a level-99 tracked MVP is 110 Glory in one blow. Kills at level 91+ can also drop a prestige bonus (up to 6 more a day).
  4. Gathering and fishing — the reliable grind. 30 gathers a day pay 1–3 each; sell the ore to Smelter Garn for up to 150 and herbs to Herbalist Mila for up to 100. 40 catches a day pay 1–3 (rare fish far more, a legendary catch +50), and Fishmonger Old Finn buys them back for up to 200. Together that is around 500 Glory a day with no combat at all.
  5. Instances and daily contracts. Each instance boss pays 40 once a day (+2 on Heroic), and the Daily Contracts board adds a small guaranteed top-up. The Commission Board pays up to 600 a day for item turn-ins if you are already farming materials.
  6. Show up to events. Nearly forty happenings fire through a day. A World Boss pays up to 400 (rank 1 takes 124, the top ten 72, and 1.5% of its health or more takes 46). Final blows on Incursions, Guardian Raids and War Effort raids pay 55–60. Smaller events — treasure hunts, races, trivia, hide-and-seek — pay 5–45 each and cost you minutes.
  7. Log in, every day. The login calendar pays Glory for every day you show up.
  8. PvP, if you fight. Open-field kills pay 2 each up to 30 a day (same victim only once per 10 minutes). Ranked wins pay 5, losses still return 1. First Blood of the server day is +5 to one player. FFA Hour adds 1 per kill on top, up to 30 a day, under the same rules — never off your own account, party or guild, and the same victim only once per 10 minutes.
  9. The little rounds. Uncle Raj 5, Uncle Mat 1, Fortune Teller 1, the base faucet 2, the website daily claim 5. (The Wishing Well is not one of these — it is a sink, not a source: five Glory a toss, five tosses a day, and it pays in luck rather than coin.) Small, but they are free and they are every day.

The long game: one-time milestones dwarf any single day. Job Mastery alone pays 50 → 3,000 per tier across ten tiers per job, plus 50/100/200/400/1,000 for collecting 1/5/10/20/all of them. The Soul Codex pays 35 → 600 across six collection milestones, the Hatdex 20 → 150, the Heirloom 200, linking Discord 100. These never repeat — but they are where a committed account's fortune actually comes from.

Tier multipliers — every Glory you earn
  1. Adventurer — ×1. The rates quoted throughout this section are the free rates. Nothing is withheld: every lane above is open to you.
  2. Nirvana+ — ×2. Every earned Glory is doubled at the moment it is paid. The same hunt, the same board, the same catch — twice the reward.
  3. Nirvana+ Ultra — ×4. Quadrupled. An Ultra patron clearing the daily boards takes 1,120 where a free player takes 280.

The multiplier reaches everything you earn by playing — hunting, the daily boards, MVP kills, gathering, fishing, instance clears, the Abyss and Shadow Palace, Mythic vaults, world bosses, every automated event, the arena and every PvP ladder, collections and one-time milestones. Where a vendor caps what he will pay in a day, that purse deepens with your tier too: Smelter Garn holds 150 for an Adventurer and 600 for an Ultra patron.

Two things are deliberately left alone, and both for the same reason — the Glory was never the server's to multiply:

  • Money that was already another player's. A Marketplace or Auction sale pays the seller exactly what the buyer paid. A refunded wager returns exactly what was staked. A bounty you placed pays out exactly what you funded. Multiplying any of those would mint Glory out of someone else's pocket.
  • The Patron Dividend. It already pays back everything you earned since your last login — and what you earned was already multiplied. Scaling it again would compound on itself.

What else Nirvana+ changes: a daily stipend on a 40 base — which your tier multiplies, so 80 a day at Nirvana+ and 160 at Ultra, and double again every Tuesday. A website claim that pays five times over for patrons, multiplied on top of that. And the Patron Dividend, which hands back everything you earned since your last login at 100%, or 150% if you were rested — and since what you earned was already multiplied, the Dividend carries that through with it.

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 your class ceiling (255/120, or 275/120 at fourth job; five classes cap at job 70 instead) 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 coffee house 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 Village Headman, 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.

Every Command You Can Type

Getting Started

Nirvana is driven from the chat box. Most of what this book describes has a command that opens it directly, and you never need to remember any of them — @menu finds everything. This is the full list anyway, because knowing what exists is half of knowing what to do.

If you learn one, learn @menu. It is the Concierge: a searchable index of every service in the realm, and it will take you to almost all of them without your walking anywhere.

The ones you will use daily
  1. @menu — the Concierge. Everything, from one place.
  2. @codex — this book, in game. Add a word to search it: @codex glory.
  3. @ask — ask the Sage a question in plain language.
  4. @daily — your Day Ledger: what is worth doing today and what you have already done.
  5. @wallet — what you hold. @ledger — where it came from and went.
  6. @go — travel to the main towns.

Making a living: @autoattack and @aa farm while you watch; @afk and @afk_end farm while you are gone; @rot builds the rotation that drives both; @duty buys the licences; @away tells you what happened while you slept; @gather mines and harvests.

Your character: @itemlevel rates your gear, slot by slot; @companion summons your ally; @autobuff and @buffme keep you buffed; @changedress hides costume sprites; @resurrect picks you back up; @starter and @longroad walk you through the early chain.

Fighting things: @fall (the Everfall), @arena and @train, @2v2, @pvp, @duel, @ghost, @vengeance, @apexbounty, @mvp, @dispatch, @events, @treasure.

Knowing things: @bestiary, @warps, @weapons, @hunts, @deepsets, @mythicsets, @quarrels, @haki, @devilfruit, @echo.

Other people: @gc speaks in global chat, which is bridged to Discord in both directions — say something here and it appears there. @refer invites a friend. @bug reports a problem and @fairplay reports a player.

A caution about what a command being listed means. Several of these are handed to every account but check your tier inside themselves — @companion, @aa, @afk and @rot among them. Being able to type a command is not the same as being entitled to what it does. @autobuff and @buffme work on every tier; your tier only sets how many buffs run at once. @itemlevel, by contrast, is free to everyone and always has been.

Nirvana+ changes a few: @storage and @idall work for everyone up to a daily limit (3 storage opens and 1 identify-all a day) and are unlimited on Nirvana+; @vend (offline vending), @resetsage (a free stat and skill reset once a day, unlimited on Ultra) and @vote are Nirvana+ commands. @loot and @loottype (auto-loot) are free for everyone.

Connects to: The Concierge, which is @menu given a personality; and Nirvana+, which decides what several of these will do for you.

Your Starter Set

Getting Started

Every class begins with its own ten-piece set — three head slots, armour, garment, shoes, both accessories, a weapon and an off-hand. 38 sets, 370 pieces, one for every class in the game. It is given, never bought, and the Job Hub will replace it free for as long as you want it.

They are not 38 unrelated sets: they are 20 lineages, where the fourth-job set is the matured form of the third-job one. Advance, and your gear advances with you.

10 classes wield a two-handed weapon, which physically blocks the off-hand. Those sets are nine pieces and the weapon carries the missing value, so nobody is worse off for the weapon their class was built around.

The Proof — your first gear grows with you
Your Starter Setvia @menu@starter
  1. You have fought — 100 monsters slain
  2. You have delved — one instance cleared
  3. You have hunted — one MVP felled
  4. You have contested — one player defeated
  5. You have collected — one Ledger achievement

Each one you earn makes every piece of your set stronger. They are independent — skip any and the rest still count, so a player who never fights another player is never held back. Type @starter to see which you hold.

The set also teaches the systems you will meet on far better gear: it has a set bonus that steps at 2, 4, 6, 8 and 10 pieces — so the first time you replace a piece you will watch it drop, which is how sets work everywhere here — and it refines and grades like anything else.

The lineages

  • Dragoncall — Frontline \u00b7 Dragon (Rune Knight → Dragon Knight)
  • Bulwarden — Frontline \u00b7 Bulwark (Royal Guard → Imperial Guard)
  • Arcanum — Caster \u00b7 Arcane (Warlock → Arch Mage)
  • Elementide — Caster \u00b7 Elemental (Sorcerer → Elemental Master)
  • Falconer — Marksman \u00b7 Beast (Ranger → Windhawk)
  • Anthem — Support \u00b7 Song (Minstrel → Troubadour)
  • Cadence — Support \u00b7 Dance (Wanderer → Trouvere)
  • Benison — Support \u00b7 Holy (Arch Bishop → Cardinal)
  • Fistfall — Melee \u00b7 Monk (Sura → Inquisitor)
  • Ironworks — Engineer \u00b7 Siege (Mechanic → Meister)
  • Retort — Engineer \u00b7 Alchemy (Genetic → Biolo)
  • Venomcut — Assassin \u00b7 Poison (Guillotine Cross → Shadow Cross)
  • Sleight — Assassin \u00b7 Trickery (Shadow Chaser → Abyss Chaser)
  • Powdershot — Marksman \u00b7 Guns (Rebellion → Night Watch)
  • Sealcraft — Ninja \u00b7 Ninpo (Oboro → Shiranui)
  • Bladewind — Ninja \u00b7 Blade (Kagerou → Shinkiro)
  • Constellate — Monk \u00b7 Stances (Star Emperor → Sky Emperor)
  • Soulbind — Monk \u00b7 Souls (Soul Reaper → Soul Ascetic)
  • Wildkin — Beast \u00b7 Doram (Spirit Handler)
  • Everything — Novice \u00b7 Hybrid (Hyper Novice)

Nothing here can be bought, and nothing here is the end of anything — it is the floor, and every one of the 35 sets and 19 weapon lines above it is better.

The Day Ledger

Getting Started

This realm runs 45 daily and weekly lanes — hunts, boards, errands, events and claims — worth roughly 3,469 Glory a day before any subscriber multiplier. For most of the server's life there was no way to see them together: each lane lived behind its own NPC, with its own counter and its own reset, and finding out whether you had capped one meant walking to it and asking.

The Day Ledger is the answer. Open it in game with @daily, or on the website under Cockpit → The Day Ledger. Both read the same registry, so they can never tell you two different things.

What it does
  1. Names one thing to do next, and says why it picked it — how much Glory, how many minutes, and what else that same trip finishes.
  2. Plans the whole day in order, best first. Tell it you have twenty minutes and it will plan for twenty minutes.
  3. Knows that lanes feed each other. 21 of them do. One run through an instance also finishes Dungeon Delver; a hundred monsters counts for the Board, the weekly Board, your Daily Contract and the Task Board at once. The plan counts that trip once, not four times.
  4. Warns you what you lose by logging off — a login streak about to break, a milestone calendar day, a weekly with one day left on it.
  5. Says which character to play. Some lanes are yours; some belong to the whole account. It knows the difference and tells you when an alt is sitting on an unclaimed board.

It will not lie to you about time. Gathering has thirty nodes a day and a ninety-second wait between them, so the Ledger calls that forty-five minutes, not "a few". Every estimate is worked out from the lane's real rate, not guessed.

The Day Ledgervia @menu@daily
Dailies
  • Hunting drip — 200 a day (account-wide). Glory trickles in as you kill things, but only while you are actually at the keyboard.
  • MVP hunt — 10 a day. The first ten MVPs you fell each day pay by their level — 8 up to 50 Glory each.
  • MVP prestige drops — 6 a day. Level 91+ MVPs can drop a prestige bonus on top, up to six a day.
  • Open PvP — 30 a day (600s between attempts). Two Glory a kill on any PvP or GvG map. The counter holds Glory, not kills, so the ceiling is fifteen kills.
  • Instance clears — 11 a day. Each of the thirteen tracked instance bosses pays 40 Glory once a day.
  • Hard-instance bonus — 4 a day. Hard instances pay a small bonus on top, twice a day.
  • Mining & foraging — 60 a day (account-wide) (90s between attempts). Mining and foraging spend Life Points (4 a gather, refilling over the day, shared with fishing) and share one ninety-second cooldown.
  • Fishing — 80 a day (account-wide). A catch spends 3 Life Points (refilling over the day, shared with mining and foraging). Most pay a little; a legendary catch pays fifty.
  • Board: Monster Hunter — 100 a day. A hundred kills for twenty Glory at the Adventurer's Board.
  • Board: Into the Fray — 5 a day (600s between attempts). Five PvP kills for fifteen Glory. Only distinct victims count.
  • Stamp Rally — 5 a day. Five towns on today's route. One claim per account per day.
  • Contract: Monster Hunt — 100 a day (account-wide). A hundred kills for five Glory from the Daily Contracts.
  • Contract: Explorer — 3 a day (account-wide). Visit three of the fifteen towns for five Glory.
  • Ghost Duels — 3 a day. Duel a recorded shade of another player.
  • Unleash your will — 3 a day (25s between attempts). Unleash a Haki technique by hand — Armament Coat, Future Sight or Overawe (from rank 2).
  • Arena: rated wins — 5 a day. Five rated 1v1 or 2v2 wins a day, five Glory each.
  • Arena: skirmish wins — 5 a day. Five unranked wins a day, a Glory each.
  • 3v3 wins — 3 a day. Three wins a day at five Glory each.
  • Guild goals — 3 a day. Your share of the guild's daily goals: thirty Glory each, three of them.
  • Board: Champion's Bane. Fell any MVP today for fifteen Glory.
  • Board: Event Goer. Take part in any world event today for twenty Glory.
  • Board: Dungeon Delver. Clear any instance today for twenty Glory. A Wave Defence boss wave counts too.
  • Contract: this week's rotation (account-wide). The third Daily Contract rotates weekly: Angler, Stampede, Merchant's Errand or Veteran.
Weeklies
  • Board: Weekly Slayer — 1,000 a day. A thousand kills across the week for a hundred Glory and three medals.
  • Board: Weekly Warlord — 25 a day (600s between attempts). Twenty-five PvP kills or three instances across the week.
  • Task Board: Slay 100 — 100 a day (account-wide). A hundred kills this week for twenty-five Glory. Account-wide, so any character counts.
  • Task Board: Win 3 events — 3 a day (account-wide). Win any three events this week for forty Glory.
  • Guild weekly goals — 3 a day. Conquest, Legion and Onslaught, shared across the guild.
  • Mythic weekly vault. One vault a week, scaled to your best timed key. Rolls THURSDAY 00:00 UTC, not at midnight.
Events
  • Wave Defence — 90 a day. Hold the line for up to 90 Glory a day. Boss waves also tick your Dungeon Delver daily.
  • World Boss — 400 a day (account-wide). Rank on the damage board when the boss falls. Up to 400 Glory a day.
  • World Boss renown — 3 a day (account-wide). Ten Renown per boss attended, three times a day.
  • FFA Hour — 30 a day (account-wide) (600s between attempts). A bonus Glory per kill while the free-for-all is open.
Errands
  • Smelter Garn — 150 a day (account-wide). Sells your ore. Pays up to 150 Glory a day, and the purse deepens with your tier.
  • Herbalist Mila — 100 a day (account-wide). Buys herbs for up to 100 Glory a day, deepening with your tier.
  • Fishmonger Old Finn — 200 a day (account-wide). Buys your catch, up to 200 Glory a day, deepening with your tier.
  • Commission Board — 600 a day (account-wide). Fill other players' orders. Six hundred Glory on a ROLLING twenty-four hours — it never resets at midnight, it ages out.
  • All-Night Diner (account-wide). Uncle Raj pays five Glory for a visit, once a day.
  • Uncle Mat's Coffee House (account-wide). One Glory and a chat, once a day.
  • Fortune Teller's reading (account-wide). A fortune, a twenty-minute buff and a Glory, once a day.
  • Wishing Well — 5 a day (account-wide). A SINK, not a source — five Glory a toss, five tosses a day.
Claims
  • Login calendar (account-wide). One slot of the thirty-day calendar, claimed automatically on login. Days 7, 14 and 30 pay a costume as well.
  • Daily login Glory (account-wide). Two Glory just for showing up.
  • Website daily bonus (account-wide). Claimed from the Cockpit, not in game.
  • Discord daily (account-wide) (72000s between attempts). Claimed with /daily on Discord, collected from the Daily Herald in game.
Recorded in the Ledger

Five achievements track the routine itself, and none of them can be bought: The First Full Day, A Week Unbroken, A Month Unbroken (which carries a title), Nothing Left On The Table — every lane cleared and every claim collected on the same day — and The Long Game, a hundred full days in total. A “full day” means everything reachable by you: a lane the Ledger marks unavailable, because it wanted five other players or a guild you are not in, is never counted against you.

Connects to: the Cockpit's Reckoning lists what you are already owed; the Concierge's "what should I do next?" now draws on the same ranking.

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: 329 services, boards, shops and halls, every one of them opening right inside the menu, from any map, at any hour — a handful are seasonally gated and say so when you open them. 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 — and when its answer names a place, it offers to take you straight there.

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. Eight Section Desks group everything by theme under a "Quick Views" heading inside @menu itself — Events, Battle, Siege Command, Village, Chronicles, the Nirvana+ Lounge, the Grand Exchange, Forge & Training. They open from anywhere; there is no longer a physical desk to walk to.
  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. Signing in itself is easier now too: link a Google or Discord account from your Cockpit and skip the password entirely.

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 7 entries

Duty Licences

Your Time Is Yours

Some things in Nirvana work while you do not. A duty licence is the time-gate on each: you buy a stretch of hours or days, and during it that duty runs. Every licence can be paid in either currency, so no one is locked out for holding the wrong one.

Duty Deskvia @menu@duty
The licensed duties
  1. Combat Brain — casts your rotation for you.
  2. Fieldwork — hunts on after you close the client.

Blessing (your autobuffs) and Escort (your companions) need no licence: Blessing is open to every tier, and companions come with your tier.

What they cost today — pay in either currency:

  • Combat Brain: 1 hour — 2 Crystals or 40 Glory · 1 day — 6 Crystals or 500 Glory · 7 days — 30 Crystals or 3,000 Glory · 30 days — 100 Crystals or 11,000 Glory
  • Fieldwork: 1 hour — 2 Crystals or 40 Glory · 1 day — 6 Crystals or 500 Glory · 7 days — 30 Crystals or 3,000 Glory · 30 days — 100 Crystals or 11,000 Glory

Subscribers pay less, and the discount is applied in game at the moment you are charged — so the price you see quoted on the website is the full one, and the price you actually pay is lower. Nirvana+ pays 75% of list, Ultra pays 50%.

The Retainer bundle buys Combat Brain and Fieldwork together.

You cannot be locked out at zero. If you hold no licence for a duty and cannot afford the cheapest one in either currency, you are given a free one-hour licence for it — every licensed duty, judged one at a time on that duty’s own price, once a day. The gate is there to pace you, not to strand you.

It reaches you wherever you are: in game it arrives at login, at the Duty Desk, or the moment you type @duty; on the web the Cockpit hands it to you on page load, with no client and no login needed. Both doors spend the same daily allowance, so it is one rescue a day, not one per surface. Anyone who can pay is never given one — that is what keeps it a rescue rather than a way to skip the price.

Every kind of farming runs on the Fieldwork licence — attended @autoattack as well as @afk and the Cockpit launcher. Attended farming is also how you earn the Glory a licence costs, so it can never lock you out: if you have no licence and cannot afford the cheapest one, open @duty and a free grace licence is waiting (once a day).

Every tier pays, and no tier is locked out. This is the deliberate shape of automation here: it is not something a subscription unlocks and a free account is refused. An Adventurer buys the same licences a patron does. What a subscription changes is capacity, not access — every tier can use every Blessing buff, but only so many can be switched on at once — twelve for an Adventurer, twenty-four on Nirvana+, and every buff at once on Ultra; Fieldwork runs one character for an Adventurer, two on Nirvana+, three on Ultra.

Borrow a loadout. The Blessing Library holds buff loadouts other players have shared. Anyone may import one into a profile slot, a few a day; Nirvana+ players may share their own. And when a character away on Fieldwork runs out of healing, SP or combat items, your phone hears about it once, so you can top up the bag, cart or storage before the run ends.

Nothing is confiscated. A lapsed licence stops the duty; it never touches what you built. Your saved rotation rules and your Fieldwork setup are exactly where you left them when you renew.

Where to buy: @duty from anywhere, the Duty Desk through the Concierge (@menu), the Companion Handler, or the Cockpit.

Connects to: Fieldwork, which the Fieldwork licence gates; and the Wallet, which pays for it.

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.

Loadout Mastervia @menu@rot
How to build a rotation
  1. Open Loadout Master — load a class template tuned to whatever you're currently playing as your starting point; every one of the 38 classes has one, and Arch Bishop carries 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. Free for everyone — a free account gets 3 rules and 1 saved build, Nirvana+ raises that to 5 rules and 3 saved builds, and Ultra to 10 rules and 5 saved builds.

Connects to: the same rotation is the brain of AFK Farming; edit rules from the web on your Cockpit's Automation → 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. It is free for every player — no subscription required to start it at all.

Autoattack Mastervia @menu@afk
How to farm while you sleep
  1. Open your Cockpit's Fieldwork page, pick a place and how many hours, press Go — the brain handles gear and targeting itself. Prefer the old way? Stand where you want to farm and type @afk directly; your client closes, your character keeps fighting.
  2. Tune everything in-field with @aa: targets, skills, potions, safety rules.
  3. Most runs bank pay proportionally even if you stop early — very few goals are all-or-nothing, and those say so up front.
  4. Claim rewards at the Autoattack Master or from Fieldwork, where a live tracker and a full post-run report show exactly what the session earned.

The rails, honestly stated: free players get one detached run at a time; Nirvana+ raises the share of loot kept offline and lets you run two characters at once; Ultra keeps the most loot and can run three characters detached at once. The brain re-checks your account's standing and stops cleanly if anything changes. Attended play with @autoattack (client open) is the lighter alternative, and it is likewise free.

Connects to: APL Rotation is the brain, the World Atlas is the destination layer, and the Away Report tells you what happened while you were gone.

The Companion

Your Time Is Yours

The Companion is an AI ally that comes with your tier — 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.

Automation Handlervia @menu@companion
How to field an ally
  1. Open the Companion Handler (or the Cockpit) and pick a kit and a role for each slot your tier gives you.
  2. Summon with @companion — it fights with you until dismissed.
  3. Send it on Missions from the board or your Cockpit's Automation page (Missions tab) while you do other things.
  4. Steer everything else — blessings, escort behavior, its combat brain — from the same Cockpit Automation page.

Every tier fields one, free and forever — Adventurer 1 companion, Nirvana+ 2, Ultra 4, with 3 / 5 / 10 extra Workshop skills per kit on top of what the kit already knows. Nothing is rented, licensed or expiring — and they come along on unattended Fieldwork runs too. A lighter Companion mode also rides along inside free 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.

Training Groundsvia @menu
How to spar
  1. Find the Training Grounds Instructor in Prontera 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+.

Warp Codexvia @menu@warps
  • Warp Codex (@warps) — bookmark places and jump back to them. A few slots free; more for Patrons.
  • Away Report (@away, free for everyone) — everything that happened while you were gone: kills, Glory, rare loot, one page.
  • Patron field kit — unlimited @storage anywhere and @idall identify-everything (Adventurers get 3 and 1 a day), @vend offline vending.
  • Gear Loadouts — save and swap whole equipment sets with @loadout.

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.

Fieldwork

Your Time Is Yours

Fieldwork is how this realm keeps playing after you have closed the client. You send a character somewhere, tell it how long to stay, and it hunts — keeping the loot, the experience and its errand pay until you bring it home. It is one system with one page, not a family of them.

Autoattack Mastervia @menu@afk
Sending someone out — three taps
  1. Pick a place. The Cockpit’s Fieldwork tab offers three rails: Good for you right now (a short recommended list), Today’s goals (a rotating set worth extra pay, replaced daily), and The whole world — all 0 places, grouped into five level bands.
  2. Pick how long. 1, 2, 4, 8, 12 or 24 hours.
  3. Send them off. No loadout needed — if you have never set one, a cautious preset is built for you on the spot.

While a run is out you get a live panel: a countdown to the deadline, what your character is fighting, and its health. You can change the mission without stopping the run — retargeting keeps the elapsed time and the kills already banked — or bring them home early. Nothing is lost by ending sooner, with one exception noted below.

Errands — a job with a goal

An errand is a job with a goal: a kill quota, a named quarry, or a line to hold for a set time. Finish it and a bonus lands on top of your normal pay; fall short and you are still paid for what you managed.

There are 1,139 of them, and that is not a curated shortlist — there is one for every monster in the realm that spawns somewhere an unattended character can safely reach. Maps you cannot teleport out of, arenas, siege grounds and instances are all excluded, because an errand you cannot walk away from is not one you should be sent on while asleep. Alongside them sit 46 hand-authored errands with their own written rewards.

1,019 are free at every tier — every ordinary monster, the Forge wardens, and all the hand-authored ones. The 166 boss hunts (miniboss, MVP and world boss) are what a subscription buys. None of them cost anything to start: an errand has no entry fee at any tier.

You can also write your own. The Cockpit’s Fieldwork tab is one box that asks four questions, one at a time, and nothing else: where, what, what orders, and how they fight. Where is a single search box that answers with both places and monsters, in pictures — type payon or poring and you never have to say which you meant. What is the monsters and how long, read back to you as a sentence, priced from what actually spawns there. Answer the four and your character goes.

The box opens already filled in with your last run, so sending the same thing again is four taps and no decisions.

What a subscription changes is scope, never access: how many species one errand may hunt, how long its window can be, and how many you may send out in a day. Every map stays reachable and every errand stays free to start at every tier.

The ready-made ones are still one tap, at the Autoattack Master in game — which will also show you just the errands for the map you are standing on, since that is where you have to be to start one. Composing a new errand is done on the website; it shows up in game straight away.

What it pays: everything the character kills and loots is yours, at that ground’s own drop rate, plus experience, plus Glory from the errand’s own reward and from kill milestones at 20, 50, 100 and 200 kills. You claim it when you bring them in.

Their playbook — standing orders

A character farming without you is not just swinging. It follows a playbook: a numbered list of orders you write in plain English, considered top to bottom, first match wins.

When my health drops below 20% and I have fewer than 5 Red Potions — go home.
When I meet an MVP — move away.
When I have died at least 3 times — stop and come back.

There are five moments an order can be about: when you are hurt, when you die, when you are loaded down, when you meet something big, and while you work. An order can only ask about what that moment actually knows — you cannot ask what turned up before anything has.

Minibosses, MVPs and the World Boss are three separate things your character can be told about, so “fight minibosses while I am healthy, walk away from MVPs, stop for the World Boss” is one playbook rather than a compromise.

Every order tells you whether it is working: each one shows how many times it has fired, and says never fired yet plainly when it has not.

The whole Playbook is free, at every tier, with no limit on how many orders you write. Reacting to bosses, leaving trouble alone instead of dying to it, and the town round trip were sold for one day in September 2026 and then made free: writing orders for your own character is craft, not a product. What a subscription changes is how much your character can do — how many characters at once, how long a run lasts, how many stops it makes, how much of the loot comes home — never what it is allowed to think.

What Fieldwork does not do
  1. Junk is discarded, not sold. The bag-clearing step throws things away to make room. It deliberately pays nothing — paying for farmed junk would be a brand-new Glory faucet, and the button says Discard because that is what it does.
  2. Coming home early still pays. An errand cut short pays in proportion to how much of it you finished — 45 kills of 60 pays three quarters. The one exception is a bounty: a named quarry is either dead or it is not, so there is no partial credit for one.
  3. Glory stops at 1,499,000,000. Anything past the ceiling is forfeited when you claim, with a warning first. Spend before you overflow.

A run can visit more than one map. After the fourth question the box offers + Another stop, and asks the same four again for somewhere else — “kill 200 Poring at Prontera Field, then go to Payon Field and kill 100 Lunatic.” Each stop begins only when the one before it is finished, and your character warps between maps by itself while you sleep.

Every stop keeps its own orders and its own temperament. Questions three and four are asked per stop, not per run, so one trip can be careful at a crowded field and a boss hunter at the next map, and the character changes its mind at the boundary rather than fighting the whole night one way. Both are free at every tier.

Three things worth knowing about a route, because they are what make it safe to leave running overnight. Every stop banks its own reward the moment it completes, so a later stop that runs out of time can never take back what an earlier one already earned. A stop that fails ends the trip rather than skipping ahead — the run stops where it got stuck, and pays for what it did. And each stop carries its own clock, so finishing one early does not steal time from the next.

What a route costs you is the same monster allowance a single errand spends — there is no separate price. An Adventurer’s one monster is therefore one stop; Nirvana+ spends three across the whole trip (three one-monster stops, or one three-monster stop, or two and one); Ultra has no limit.

How many at once: one character for an Adventurer, two with Nirvana+, three with Ultra. Offline runs need a Fieldwork licence, and so does attended @autoattack — with a free grace licence when you cannot afford one.

Connects to: Duty Licences, which gate the offline half; and the Companion, which fights beside you when you are present.

III Endgame Pillars 9 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 (from Thursday 08:00 MYT, when the weekly vault resets) 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.

No keys pushed yet this season.

The Throne

Endgame Pillars

Throne 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.

Throne Heraldvia @menuThe Throne Boardvia @menu
How the siege works
  1. Your guild master declares for the throne through the Throne 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 (capped at 4,000 lifetime from reigns alone).
  • 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.

Inside the siege: paid buffs (Patron's Might, the Power Emporium) are removed; gear and its upgrades count as everywhere else.

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 party of 1 to 12 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.

Shadow Palace Gatevia @menu

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 opens for a party of 1 to 12 — there is no minimum headcount or connection check today, so a small group (or a determined solo push) can walk in and try. Use the LFG Board beside the Gate to find or found a raid group if you'd rather not go it alone. Every boss is still unclaimed on the first-kill board: the Hall of the First has not been written at all yet, 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

Every MVP of the realm can answer as the World Boss: 152 bosses in the pool, twelve of them Titans with their own mechanics, from Ifrit the Cinder Sovereign and Kiel D-01 the Severed Choir to Baphomet the Horned Sovereign and Thanatos, Grief Unbound. The Hunt Board names the next three, each comes down on one of its own fields, and its HP is tuned to the power that answers the call.

World Boss Heraldvia @menuBoss Sponsorvia @menu
How a hunt works
  1. It comes on the realm’s daily event schedule — type @events in game, or check the Season Hub’s horizon, for the next appearance. The World Boss Herald counts down to it.
  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, anyone who dealt 1.5% or more takes 46, and every other qualifier takes 25. The 400 Glory daily ceiling is genuinely daily — it resets at the day roll.
  4. The killing blow earns a bonus, and a kill rolls for the boss's unique trophy for its top five raiders only — 5% for the top raider, 2% for ranks two to five (a titan that withdraws never drops one).

The weekly hunt: fell 3 World Bosses in a week (kills, not withdrawals) for +30 Glory; fell 6 and the realm hears it — +60 Glory and the Champion 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). Recent slayings are below.

No titans have fallen yet.

The Everfall

Endgame Pillars

The Everfall is a solo roguelike descent: each run is private, built fresh, and paced for roughly 20-30 minutes of real combat rather than a quick clear. Nothing you carry in decides it — the boons you draft on the way down do, and they are lost with the run.

Everfallvia @menu@fall

Every floor is harder than the one below it, and the exact numbers are published rather than hidden: the Everfall page lists what bars floor one and what waits at the Apex, and in game the Everfall lobby will tell you the same under “What waits below”. Both read the live difficulty rows the run engine spawns from, so neither can describe a descent the server is not actually running.

How a descent works
  1. Type @fall, or find the Everfall Lobby (@menu → Raids & Bosses). A fresh instance opens for you alone. Ask the lobby “What waits below” first if you want the exact numbers before you commit.
  2. Clear the floor, then choose a door. Every floor announces what bars it — how many foes, their health, what they hit for — and reports your clear time when it is done, so you can feel the curve steepening instead of guessing at it.
  3. Take the door that suits the run you are building. They are not equivalent: Combat continues the fall, Elite trades harder foes for finer boons, Shrine offers a bargain in the dark, Treasure pays Fall Shards, and an Echo door holds either a rival who fights or a fallen trader who does not. A rival banks the floor just as clearing it would, and is sized against that floor accordingly — it is one dangerous opponent instead of a room of them, not a way past the floor.
  4. Draft at the Font of Boons. Sixteen boons across four pools — Edge (offense), Ward (defense), Tide (sustain) and Omen (chaos). The Font tells you which pool each one belongs to, because the pool matters beyond the boon itself: each of the four Everfall set pieces grows with every boon you hold in its own pool, and every one of the sixteen feeds one. A committed run wears its gear differently than a scattered one.
  5. If the Apex wears a real player's name, it is no easier for it: an Apex echo is raised to the same strength the nameless Faller would have had. Whose echo it is changes the story, never the difficulty.
  6. Push as deep as you can. Difficulty climbs step by step rather than in cliffs, so a bad run still feels like a real fight rather than a wall. The deepest floor puts the Apex in your way — one thing, alone, with more health than a whole floor above it.
  7. Runs that end — win or fall — are remembered: your character is captured as an Echo, and may reappear in someone else's later descent as a rival, a merchant, or even the Apex itself. A tribute ledger tracks what your Echoes have paid forward to other adventurers.

Do not count on surviving a lethal blow. Second Wind — one more stand, once per fall, at a fraction of your health — is a rare boon you must be offered and choose, not something the Everfall grants you. Most descents never see it. Plan as though the next blow is the last one, because usually it is.

What a fall pays. Glory is banked floor by floor as you clear them, so a run that ends badly still paid for the depth you reached. A few falls each day are rewarded and there is a daily Glory ceiling; past that you may keep descending for the depth and the record alone. End a fall deep enough and you leave an Echo behind, which pays you tribute every time another adventurer meets it. The exact caps are listed on the Everfall page and in the lobby, read live from the same rows the engine runs on.

Beyond a single run: an account-scoped dynasty tracks your Everfall crest and Favor across seasons; seasonal titles are paid out through the same reward pipeline as other seasonal ladders. Progress here is convenience and prestige — nothing about it is pay-gated.

Eight achievements track the descent: your first banked floor, floors three and five, conquering the Apex, leaving an Echo behind, putting someone else's Echo down, claiming tribute your own Echo earned, and a hundred floors banked all told. Two of them carry a wearable title: Apexbreaker for conquering the Apex, Hundredfall for the hundred floors. Those are separate from the seasonal ladder titles (The Unfallen, Deepwalker, Faller), which are paid at Harvest and reset with the season.

Connects to: the Echo you leave behind is a real part of someone else's Everfall story — descend often, and Midgard remembers you for it.

A Fight That Knows You

Endgame Pillars

Nirvana runs one shared adaptive difficulty curve instead of dozens of separately hand-tuned dials. Behind the scenes it is called NVSCALE: every character carries a Combat Power — a read of overall strength from four parts, Offence, Defence, Sustain and Utility (the support kit you have learnt, so a healer or a bard is not read as weak) — and fights scale to it wherever it matters: open-world spawns, instances, and shared bosses alike. Gear counts through the stats it gives you (your Item Level is not added again), and the top-10 Item Level boost is left out, so being near the top never makes your own monsters harder.

Measured, not only modelled: the Training Grounds Instructor runs a Combat Trial — sixty seconds on a Training Dummy, every hit counted (only yours: anyone else hitting it changes nothing). Your result is yours to see on the Power page; across the realm, trials teach Combat Power what each class line really deals, so a build the model misjudges gets corrected.

What this changes for you
  1. A stronger character meets a harder version of the same fight; a newer character isn't thrown at content built for a veteran. The gap closes from both directions.
  2. Content shared by a group scales to the group, not to whoever happens to be strongest — nobody carries dead weight in the math. An instance takes its difficulty from your party the moment it opens and keeps it for the whole run, and a Devil Fruit Keeper scales to whoever found it.
  3. A scaled monster is tougher all round: its health, its attack, its magic and (more gently) its defences.
  4. The curve is one shared foundation, so a fix or tuning pass in one place benefits everything built on it, instead of one-off patches drifting out of sync with each other.

Already paid off once: the very first thing this curve fixed was The Abyss — its old floor-by-floor difficulty used to jump around unevenly (some deep floors were quietly easier than shallower ones above them). That is gone; depth now means what it should.

Connects to: The Abyss, World Bosses, the Gauntlet, Job Trials and the Weekly Trial all draw from this one curve. A few set-pieces deliberately keep their own hand-built difficulty instead — Shadow Palace, Mythic Midgard and The Everfall — because there the encounter design is the difficulty.

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 — Throne throne reigns (300 per reign).
  3. Mastery — Job Mastery collection milestones (up to 6,000 at all 38 jobs).
  4. Economy — Tycoon net worth and raid world-firsts.
  5. Social — Crew 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.

No legends yet — the ladder awaits its first climber.

Hall of Seasons

Endgame Pillars

Nirvana runs in seasons, each one straight run from its reset to its end, under the same rules all the way through. At the very end comes the Harvest: the ladders freeze and are read, champions are paid, rewards post, and the world resets for the next age.

Seasonal Quartermastervia @menu
What resets, what never does
  1. Resets each season: seasonal score, 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 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. The current season, past champions and the archive are below — deeper instruments for the season (the Constellations chart, the seasonal Ledger, live Pulse) live on the Season Hub, a seven-instrument observatory built around this same data.

Season 0 Day 13 of 42

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

The Oath

Endgame Pillars

On a season that opens it, the Oath is an opt-in league sworn at the Oath Warden in Izlude. Swear it and the character starts over as a Novice with one life: when it dies, it is gone for good. In exchange the Oath pays boosted EXP and drops, and the few who reach the top are crowned with permanent buffs.

What the Oath changes
  1. You start over. What you carried is kept safe in a stash and comes back to you if you fall or when the season ends. Your account is never touched.
  2. Death is final. No revives, no Yggdrasil Leaf, no Resurrection. The character is locked the moment it falls, and deleted after a short grace window.
  3. It is a league apart. Hardcore characters trade, mail, vend and share loot only with each other, and automation and companions do not act for them.
  4. Each account has a few lives per season, set by the season. A death does not give a life back.
  5. Survivors keep what they built. When the season ends, a survivor becomes an ordinary character and keeps its level and gear.

Every Oath is written on the Hall of the Living; every death on the Hall of the Fallen, with its killer, where it happened and how many days it lasted. Both are on the Season Hub. Deaths and the first to reach the top are announced on Discord.

A fair death, and more to play for (Hardcore Flagship, 2026-11)
  1. Every death is explained. The Fallen row shows how it ended: the killer, the killing blow and the last seconds. A death the server caused (a stall or a crash) is given back by itself; any other death can be appealed from its row.
  2. A dropped connection is not a death. If your link drops in a fight, the Soul Anchor holds you unharmed for a few seconds and takes you off the map. Quitting on purpose is not anchored.
  3. Players cannot touch you unless you swear the Blood Oath (@bloodoath): one way, announced, its own ladder.
  4. Choose your risk. Oath Tiers (@oathtier) make monsters harder and pay more; afflictions sworn at the Oath (No Potions, Naked, Blind and more) pay Legacy; Nightfall, Dread events and the weekly Gauntlet bring danger to you.
  5. Legacy is earned by your account for every milestone and kept across runs and seasons. It buys looks, titles, a character slot and comfort days for your normal characters (@legacyshop), never power under the Oath.
  6. Lanes. Ironman (no trade, no party, no shared storage), the Group Oath (one fall ends the group; the rest retire alive) and Oath Races (@race).
  7. Help for the honest. @dash and @decoy, Last Call to nearby friends, the Last Feather (@feather make: one killing blow survived, never against an MVP or where players fight), @hcstatus, @hcstorage in towns, @waystone between towns.
  8. Places of its own. The Crucible (an Oath-only field with its Lord), the Sanctum of statues (@sanctum), Oath Trials at each job change, the Reckoning once a month, Relics of the fallen to avenge.
  9. After the summit. Ascend at the cap (@ascend), or carry on into the Eternal league and climb its ranks (@eternal).
IV Progression & Mastery 15 entries

Soul Codex

Progression & Mastery

The Soul Codex is Nirvana's capture collection: 155 monster souls across four rarity tiers, bound one by one as you hunt. A World Boss outside the list leaves a Titan Soul instead, on a shelf of its own (it never moves the 155). Every kill of an uncaptured species rolls a capture — 12% for Common souls, 6% Uncommon, 2% Rare, and 0.5% for the fifteen Legendary souls, which live only in true MVPs (Baphomet, Thanatos and their peers) and in all six World Bosses — every raider who qualifies in a World Boss fight rolls for its soul.

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 155 → 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.

0Souls Captured
0Collectors
0Species Bound

No souls captured yet — be the first.

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 38 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 38 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 38 jobs pays escalating Glory and up to 6,000 Renown into the Mastery source.
  4. Master all 38 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 over 290 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.

Item Level

Progression & Mastery

Item Level answers one question: how good is the gear you wear? Every equipped piece gets its own level from 1 to 999, built from its required level and grade, its own attack or defence, the refine (each step past +10 and past +15 is worth more), the enchant grade, the cards and enchants in it, its random options, and a bonus when it is part of a set you have active. Weight does not count, and costumes and ammo count nothing. Your Item Level is the average over your ten main slots (a two-handed weapon fills both hands), with each shadow slot weighing a quarter of a main slot; an empty slot counts 0, so filling and upgrading every slot is how it climbs. It replaced GearScore in October 2026.

Armory Kioskvia @menu@itemlevel
How to use it
  1. Type @itemlevel anywhere for every slot's level, your weakest slot (where an upgrade helps most) and the content it suggests (the old @gearscore still works) — free for everyone, no subscription needed.
  2. Suggested Item Levels for content (Everfall, Mythic Midgard, the Shadow Palace, the Eight Quarrels, the Abyss) are a hint, never a lock: you can always go in.
  3. The ten highest Item Levels online get a small boost (+15 for first, +10 for second to fifth, +5 for sixth to tenth), never on PvP, siege or battleground maps.
  4. The Armory Kiosk links your shareable Adventurer Card and Saga 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 Item Level is the quiet ladder under every other one.

Equipment Sets

Progression & Mastery

Nirvana has 35 equipment sets across 7 families — 280 pieces in all. Every set steps at 2, 4, 6 and 8 pieces, and the six-piece step is always reachable with the core six (three head slots, mail, cloak and boots), so it never costs you an accessory slot.

None of these is a weapon — armour and accessories only. Weapons and off-hands are their own family, The Three Tiers, which has its own chapter.

The Long Road

The open grade, in three subscription tiers. Bought with Glory. Every grade behaves identically inside PvP — the paid scaling is suppressed there, so a Sovereign and a Wayfarer hit exactly as hard in the arena.

  • Wayfarer's — The open grade. Eight pieces, head to toe and both trinkets, built around elemental mastery. 150,000 Glory a piece.
  • Vanguard's — Winged. Adds elemental penetration and a stronger ward on top of the Wayfarer base. 300,000 Glory a piece.
  • Sovereign's — Dark-regal. The furthest the road goes: Holy attunement and Coma against the Undead. 600,000 Glory a piece.

The Four Hunts

One set per monster tier, earned by hunting. The general-purpose PvE ladder.

  • Trailblazer's — For the daily grind: everything that is not boss-flagged. 200,000 Glory a piece.
  • Warden's — For the boss-flagged monsters that drop no MVP prize. 400,000 Glory a piece.
  • Slayer's — For the 178 monsters that award an MVP prize. 800,000 Glory a piece.
  • Titan's — For the six. World Bosses are MVPs too, so the Slayer's set still helps — this one helps more. 1,500,000 Glory a piece.

The Mythic Eight

Eight sets from Mythic Midgard. Each has two faces: it works everywhere in the world, and gets substantially stronger inside a Mythic dungeon.

  • Bonecarver's — Endurance. Neutral resistance is the most valuable defensive line in the game, and this set carries it everywhere. Earned in Buwaya Cave.
  • Gravewatch — Attrition. Leeches from the undead, and works in every undead place on the map, not only Glast Heim. Earned in Old Glast Heim.
  • Nightward's — Nightmares. Shadow resistance and Sleep counterplay, built for the hospital's particular cruelty. Earned in Bangungot Hospital 2F.
  • Boilerplate — Machine-breaking. Pierces armour and refuses to be moved, which is most of what the factory does to you. Earned in Charleston in Distress.
  • Venomweave — Venom. The only set built around Poison resistance, and it drains the things that carry it. Earned in Faceworm's Nest.
  • Stonecourt — The weight of stone. Critical-weighted, for beasts that die faster than they can be out-tanked. Earned in Ghost Palace.
  • Coldroom — Experiment. The magic-weighted answer to the undead, where Gravewatch is the physical one. Earned in Central Laboratory.
  • Godsbane — The divine. Ghost resistance and DEF-ratio attacks, for the things wearing a person's shape. Earned in Temple of the Demon God.

The Shadow Palace

Four raid sets, two wings by two tiers. The Palace kills with percent-of-HP blows that ignore DEF, resistance and even Max HP — so these are built on healing and movement, the only two things that actually help there.

  • Gatekeeper's Vigil — The entry raid set. Healing received, stronger potions and the footwork to leave the box. Earned in Palace, Normal.
    Inside its own content: healing received, stronger potions and movement speed.
  • Bound Regalia — Add control. Kill the Shadow Guards before they stack ATK on the boss. Earned in Palace, Heroic.
    Inside its own content: ASPD and damage to the adds.
  • Warden's Judgment — The support set, and the only Holy-facing set on the server - the Warden is the sole Angel among every boss. Earned in The Deep, Normal.
    Inside its own content: healing given, Max SP and SP regeneration.
  • The First Shadow — The capstone. Burst for the burn windows, against the Demons that are all three Deep bosses. Earned in The Deep, Heroic.
    Inside its own content: damage to Demons, ignore their DEF and critical rate.

Everfall

Four roguelike sets, one per boon pool. Each grows with every boon you draft in its own pool, so no two runs wear the same set the same way.

  • Edgekeeper — Offence. Grows with every EDGE boon you draft, so no two runs wear it the same. Earned in the EDGE boons.
    Inside its own content: ATK and Critical, per EDGE boon held.
  • Wardkeeper — Defence. Grows with every WARD boon you draft. Earned in the WARD boons.
    Inside its own content: DEF and MDEF, per WARD boon held.
  • Tidekeeper — Sustain. Grows with every TIDE boon you draft. Earned in the TIDE boons.
    Inside its own content: Max HP and healing received, per TIDE boon held.
  • Omenkeeper — Chaos, from the all-epic pool. Grows with every OMEN boon you draft. Earned in the OMEN boons.
    Inside its own content: MATK and LUK, per OMEN boon held.

The Abyss

Four depth sets, one per milestone floor. Each is proof you got that deep, and each steps up as you descend — at floors 25, 50 and 75.

  • Tenfold — Proof you reached floor 10. Like all Abyss sets, it grows as you descend. Earned in floor 10.
    Inside its own content: damage stepping up at floors 25, 50 and 75.
  • Five-and-Twenty — Proof you reached floor 25. Earned in floor 25.
    Inside its own content: damage stepping up at floors 25, 50 and 75.
  • Half-Hundred — Proof you reached floor 50. Earned in floor 50.
    Inside its own content: damage and MATK stepping up at floors 25, 50 and 75.
  • The Hundredth — Proof you reached floor 100. Themed on countering the deep rather than joining it. Earned in floor 100.
    Inside its own content: the full depth curve.

The Eight Quarrels

Eight PvP-only sets arranged in a counter web — each beats two others and loses to two. They do nothing at all outside PvP. Earned with Quarrel Tokens, never bought: no Glory price, no Crystal price, no subscription.

  • Hammerfall — The bruiser. Beats Ashcaller and Thousandcut; loses to Almsgiver and Farshot. Earned in PvP.
  • Ashcaller — The caster. Beats Bulwark and Foulwind; loses to Hammerfall and Cutpurse. Earned in PvP.
  • Bulwark — The anchor. Beats Thousandcut and Farshot; loses to Ashcaller and Almsgiver. Earned in PvP.
  • Thousandcut — The cutter. Beats Foulwind and Cutpurse; loses to Bulwark and Hammerfall. Earned in PvP.
  • Foulwind — The debuffer. Beats Farshot and Almsgiver; loses to Thousandcut and Ashcaller. Earned in PvP.
  • Farshot — The marksman. Beats Cutpurse and Hammerfall; loses to Foulwind and Bulwark. Earned in PvP.
  • Cutpurse — The assassin. Beats Almsgiver and Ashcaller; loses to Farshot and Thousandcut. Earned in PvP.
  • Almsgiver — The sustainer. Beats Hammerfall and Bulwark; loses to Cutpurse and Foulwind. Earned in PvP.
How to use them
  1. Browse every set, piece by piece, on the Marketplace's Sets page — full ladders, art and prices.
  2. In game, @deepsets opens the Shadow Palace, Everfall and Abyss sets (and trades their tokens); @quarrels opens the PvP eight and shows the counter web in full.
  3. Wear six before you chase eight — the sixth piece is the biggest single jump in every set.
  4. Collecting all four sets of a content family unlocks a further bonus on every piece of it.

In PvP too. The Long Road's paid grades count on every map, PvP included, at a posted price; the only sets that are strong in PvP by design — the Quarrels — cannot be bought at all.

The Three Tiers

Progression & Mastery

The Three Tiers is a weapon line for every class in the game, each in three tiers, plus a matching off-hand for every line that can wear one — 57 weapons and 42 off-hands in all. Each line has ONE signature effect that grows as the tier rises, rather than three unrelated weapons.

There are 19 lines covering all 38 classes. That is not a shortcut: a class and its fourth job share one weapon line because the game itself cannot tell them apart for equipment purposes — a Rune Knight and a Dragon Knight are the same class to the item system. So a line is exactly one class's weapon, at every stage of that class's life.

The rules that matter
  1. Bought with Glory or Crystals, your choice. Every tier is on the Marketplace shelf at a posted price in both currencies. Nothing here is behind a subscription.
  2. Tiers chain. Tier II requires that you already hold Tier I, and Tier III requires Tier II. The weapon matures; you do not start over.
  3. In PvP all three tiers are identical. Everything above Tier I switches off on PvP, GvG, Battleground and siege maps. A Tier III buyer and a Tier I owner fight exactly evenly — and because Glory buys the same weapon Crystals do, nobody is priced out of it either.
  4. 5 of the 19 lines are two-handed, and a two-handed weapon physically cannot be worn with an off-hand in Ragnarok. Those weapons carry the off-hand's protection themselves, so no class is worse off for the weapon its class was built around.

The nineteen lines

    The Three Tiersvia @menu@weapons
  • Dragon's Wrath — Rune Knight / Dragon Knight (2hSword, 2-handed, no off-hand)
    The charge that does not stop. Every blow it lands makes the next one heavier.
  • Aegis Royal — Royal Guard / Imperial Guard (1hSpear, 1-handed, with off-hand)
    A guard's weapon. It answers being hit, not hitting.
  • Starfall — Warlock / Arch Mage (2hStaff, 2-handed, no off-hand)
    Cast, and the sky answers. The longer the fight, the shorter your casting.
  • Elementum — Sorcerer / Elemental Master (Book, 1-handed, with off-hand)
    Every element at once, and none of them wasted.
  • Windhawk's Eye — Ranger / Windhawk (Bow, 2-handed, no off-hand)
    Distance is the weapon. This only sharpens it.
  • The Long Refrain — Minstrel / Troubadour (Musical, 1-handed, with off-hand)
    A song that pays for itself. The longer you play, the less it costs.
  • Benediction — Arch Bishop / Cardinal (Mace, 1-handed, with off-hand)
    Struck to bless. Every hit you take makes your healing land harder.
  • Hundred Fists — Sura / Inquisitor (Knuckle, 1-handed, with off-hand)
    Speed compounding into speed. It rewards never stopping.
  • Piston Heart — Mechanic / Meister (1hAxe, 1-handed, with off-hand)
    Built, not found. It hits harder the better it is made.
  • Green Verdict — Genetic / Biolo (1hSword, 1-handed, with off-hand)
    It takes what it deals. Damage out, health back.
  • Twin Verdict — Guillotine Cross / Shadow Cross (Katar, 2-handed, no off-hand)
    Two edges, one answer. Built entirely around the critical hit.
  • Stolen Name — Shadow Chaser / Abyss Chaser (Dagger, 1-handed, with off-hand)
    It takes more than life. Strike, and their power is briefly yours.
  • Last Round — Rebellion / Night Watch (Gatling, 2-handed, no off-hand)
    Volume over precision, until the volume becomes precision.
  • Shinobi's Vow — Oboro / Kagerou / Shinkiro / Shiranui (Dagger, 1-handed, with off-hand)
    Never where the blow lands. Evasion turned into offence.
  • Solar Crown — Star Emperor / Sky Emperor (Book, 1-handed, with off-hand)
    The body as the weapon. It raises everything at once.
  • Soulcaller — Soul Reaper / Soul Ascetic (Staff, 1-handed, with off-hand)
    It spends nothing. Cast long enough and the spirit pays you back.
  • Nine Tails — Spirit Handler (Staff, 1-handed, with off-hand)
    Neither hand nor mind alone — it sharpens both at once.
  • Beginner's Luck — Hyper Novice (1hSword, 1-handed, with off-hand)
    It should not work. It keeps working anyway.
  • The Last Dance — Wanderer / Trouvere (Whip, 1-handed, with off-hand)
    Momentum as armour. Keep moving and nothing lands.

Browse every tier, with its full effect list and price, on the Marketplace. In game, @weapons shows your own line, what you hold, and what the next tier adds.

The Prismatic Forge

Progression & Mastery

The Prismatic Forge turns Glory into cosmetics. It is a wheel, and it is honest about being one: the odds are printed, the streak is counted, and a long run of bad luck is guaranteed to end.

The Prismatic Forgevia @menu

The pool holds 20 sigils — 12 common, 6 rare, 2 prismatic.

How a spin works
  1. Random Forge — 150 Glory for a spin at the whole pool.
  2. Chosen Forge — name the tier you want and pay for the privilege: 300 Glory for a Common, 2,000 for a Rare, 27,000 for a Prismatic.
  3. Wear anything you have ever unlocked, free, from My Sigils.

The pity is real and it is steep. A Prismatic starts at a 2% chance and climbs the longer you go without one — 10%, then 22%, then 40%, then 65% — and at spin 60 it is certain. The counter resets when a Prismatic lands, and only then. You are never more than sixty spins from one.

A duplicate is never a loss. Pulling something you own pays Ember instead — 2 for a Common, 6 for a Rare, 20 for a Prismatic — and Ember buys sigils outright at 15, 45 and 150. Every spin moves you forward, even the ones that repeat.

Connects to: the Wallet, which funds it; and Hat Collection, which records what you have unlocked.

Covenants

Progression & Mastery

A covenant is an oath sworn on a single piece of equipment. You pledge something you are wearing, the oath tracks that exact item rather than you, and keeping it earns a reward that is certain — no cost, no gamble, no chance of breaking what you pledged.

The Oathkeepervia @menu

That certainty is the whole point. Refining is a wager; an oath is work. It is the slow, safe road to the same place, and it reaches into the high refines where the wager gets ugliest.

The oaths on offer:

  • Slayer of the Restless (500 Undead) — a hunt for one kind of monster. Pays a guaranteed +1 refine.
  • Abyss-Bane (200 Demons) — a hunt for one kind of monster. Pays a guaranteed +1 refine.
  • Trophy Hunter (10 MVPs) — a hunt for MVPs. Pays a new random option on the item.
  • Unbroken Oath (7 days, no death while worn) — survive 7 days without dying while it is worn, within 10 days. Pays a guaranteed +1 refine.
Swearing one
  1. Wear the item. It needs a history of its own — something freshly created has nothing to swear on yet.
  2. Choose the slot, then choose the oath. One oath per item at a time.
  3. Come back when it is done. The reward is applied to the same item you pledged.

The rules are strict, and they are told to you first. An oath of survival ends the moment you die wearing the item — not at the deadline, immediately. Swap the item out between finishing and claiming and it is no longer the thing you swore on. An item cannot swear the same oath twice. And an item that cannot be refined will not be allowed to swear an oath that pays a refine — that is checked when you pledge, not discovered when you claim.

Connects to: Equipment Sets and Item Level, which the refine feeds; and Achievements, which records the first oath you keep.

The Bestiary

Progression & Mastery

The Sixteen Wardens are named elite monsters, one for each kind of thing the armour sets were built to kill. That is not decoration: every PvE set family declares a element and a race it hunts, and there are exactly twelve such pairings across them all, plus the four monster tiers the Four Hunts are named for. So every set in the game now has a monster that is literally what it was designed to fight.

They spawn on the maps that already host their own kind — the undead warden where the undead are — so hunting a race for its set puts you where its warden walks. One at a time, on a long respawn. They are meant to be met, not farmed.

What they drop
  1. MVP and mini-boss cards, at a small rate. The real prize.
  2. Gear from the families you can already buy — the Long Road, the Four Hunts, and Tier I of The Three Tiers. Deliberately never the earned sets: the Mythic, Palace, Everfall and Abyss sets are promised as coming from their own content, and the Eight Quarrels are earned in PvP or not at all. A field monster handing those out would make those promises false.
  3. Glory purses, and rarely a Crystal Shard — the only thing in the world that pays Crystals without a top-up.

12 walk the fields; 4 are apex wardens, an escalating ladder ending in one that was bound for a reason. The apex four carry the boss flag, so a Convex Mirror will find them; the rest will not announce themselves.

The roster

    The Bestiaryvia @menu@bestiary
  • The Shapeless Hour — Neutral / Formless, anthell01
    It has no edges to find and no face to read.
  • Gravewarden — Undead / Undead, pay_dun02
    It was buried properly. That was the mistake.
  • The First Shadow's Get — Dark / Demon, odin_tem02
    Something the Deep sent up to see who was knocking.
  • Boilerkin — Neutral / Demon, kh_kiehl01
    Machine-souled, and it does not tire.
  • The Venom Choir — Poison / Insect, mjolnir_11
    A swarm that has learned to agree with itself.
  • Stonecourt Alpha — Earth / Brute, prt_maze01
    The biggest thing in a place full of big things.
  • The Coldroom Keeper — Earth / Undead, ein_dun01
    It keeps the cold, and it keeps what the cold took.
  • Godsbane's Echo — Ghost / Demihuman, lhz_dun04
    It wears a face you almost recognise.
  • The Bound Regent — Dark / Demihuman, gl_knt02
    Crowned once, bound since, furious throughout.
  • The Judged — Holy / Angel, odin_tem03
    It was sent to judge, and it stayed to rule.
  • The Five-and-Twentieth — Dark / Undead, gl_prison1
    Twenty-five floors down, something started counting back.
  • The Hundredth Light — Holy / Formless, tra_fild03
    The deep ends in light. Nobody expected that.
  • The Trailbreaker (apex) — Neutral / Formless, anthell01
    First of the four. Everything after this is worse.
  • The Warden Eternal (apex) — Earth / Brute, prt_maze01
    Second of the four. It has held this ground a long time.
  • The Slayer's Answer (apex) — Dark / Demon, odin_tem02
    Third of the four. It answers anything that hunts it.
  • The Titan Unbound (apex) — Holy / Angel, odin_tem03
    Last of the four. It was bound for a reason.

Every warden has its own achievement, and slaying ten earns another. See The Ledger, or type @ledger in game.

The Ledger

Progression & Mastery
The Ledgervia @menu@ledger

The Ledger is the trophy cabinet for everything this realm has ever minted. Until now none of it was recorded: you could own all eight pieces of a Mythic set and the game would never once say so. There are 80 achievements — one for every armour set, one for every weapon line, one for every warden, a capstone for each family, and one at the end for all of it.

How it works
  1. Sets and weapons check themselves. Hold every piece of a set and the achievement lands on your next login, or the moment you open @ledger.
  2. Warden kills are tracked by the engine the instant the warden dies — nothing to claim, nothing to check.
  3. Family capstones carry a title, worn from the Alt+U panel.
  4. The Whole Ledger — every family finished — pays 7 days of Nirvana+ Ultra and a 7-day Fieldwork licence. Once per account, ever, on any character.

Nothing here can be bought. The Ledger is the one part of the realm where the only currency is having actually done it.

Devil Fruits

Progression & Mastery

Devil Fruits are Nirvana's rarest power: world-unique fruits, Paramecia, Logia and Zoan, in five tiers from Common up to Mythical, the last including Yami Yami, Gura Gura and Nika themselves. Each exists exactly once in the whole realm, and only one account can hold it at a time. A fruit bonds to you the moment you find it and stays until you let it go or lose it. Every bond, Awakening, hunt and Fruit Rival lands in a public Hall of Fame.

Devil Fruit Appraiservia @menu@devilfruit
How fruit-bearing works
  1. @devilfruit shows your fruit and its rung; @devilfruit appraise shows the next one. @devilfruit hunts, rivals, compass, trial, path, tech 1|2|3, form and release do the rest. The Abyssal Orchard on this website shows every fruit, who holds it, and the live hunts and Fruit Rivals.
  2. Any kill can reveal a wild fruit, and the chance slowly grows while you go without one. Mythic keys, the Shadow Palace, the Throne, PvP, events, Ghost Duels and Nemeses can grant one too.
  3. Holding a fruit begins mastery: Attuned, then Mastered, then the Awakening Trial against an Echo of your own fruit, then one of two Awakening Paths. Each rung unlocks a Technique, fired with @devilfruit tech 1, 2 or 3 or from the Fruit Technique items on your hotbar.
  4. A fruit that leaves its holder becomes a Reincarnation hunt. Its clues sharpen over time from a region to a map to a ring to the exact spot; a Fruit Omen or unattended runs in its region sharpen your own clue up to the ring, and the exact spot comes from the clock, from walking close, from the Fruit Compass, or from felling that fruit's Rival.
  5. A fruit left wild too long is claimed by a Fruit Rival, and defeating the Rival takes it. If you already hold a fruit, felling the Rival shows you the exact spot of that fruit's Reincarnation hunt, and you can trade your fruit for it at its Strange Fruit.

Free to play: finding, holding, mastering and awakening a fruit need no subscription. Nirvana+ climbs every rung ×1.5 faster (Ultra ×2) and adds the monthly Fruit Compass. The full Orchard and Hall of Fame live on this website's Devil Fruits page, and your Cockpit shows your own progress.

94Fruits
0Held
1Wild
0Live Hunts
0Fruit Rivals

Haki

Progression & Mastery

Haki is Nirvana's answer to Devil Fruit — three ladders every character can climb, no luck required. Busoshoku (Armament) hardens your body and, at high enough rank, lets you strike through a Logia holder's elemental immunity. Kenbunshoku (Observation) sharpens reflex and instinct into real evasion. Haoshoku (Conqueror's) is rarer by effort, not by dice — it only grows from overcoming what should have overcome you.

Haki Instructorvia @menu@haki
How Haki works
  1. @haki status shows your three ladders, your Resolve, and what's next.
  2. Each Haki grows only from the actions that match its nature — landing decisive hits, surviving and evading, overwhelming something above you. What you fight decides what a kill is worth: something that could have killed you is worth many times something that could not.
  3. Spend Resolve to unleash one: Armament Coat, Observation's Future Sight (counted in blows, not seconds), or Conqueror's Overawe — which another Conqueror answers with a Clash.
  4. @haki loadout sets rules that fire them for you, including while you are away.
  5. @haki ledger is your personal logbook — every rank-up, MVP and close call is a real recorded Moment, not just a number.
  6. Rank 7, Supreme, is not earned by XP — it is held. See the Three Thrones on this website's Haki page.

Requires: nothing to start, and every rank is free — Haki has no paid gate of any kind. Nirvana+ buys faster Resolve regeneration and a second auto-fire loadout, never a rank. The full ladders, Thrones and public Will Ledger live on this website's Haki page.

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 Keepsake

Progression & Mastery

The Keepsake 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 Keepsakevia @menuKeepsake Wallvia @menu
How to carry one
  1. Take up your Keepsake 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 Keepsake Wall.
  3. Miss a season and it doesn't vanish — it tarnishes, stepping down a tier. Full loss only follows several missed seasons in a row, and even then the Keeper offers restoration: 110 Glory per tier to earn it back.

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

The Founders. The first 100 accounts ever registered on this server are Founders, permanently. It is not bought, not earned and never re-issued — it is simply who arrived first. On your next login a Founder receives an account-bound Galaxy Circlet costume, the wearable Founder title, and a server-wide announcement naming them. The costume and the announcement find you on their own — the title is the one thing you put on yourself, from Alt+U.

Not to be confused with a Founder Pack, which was a purchase (now retired — no longer sold, though packs already bought still redeem in game) and carries its own separate titles — Founding Adventurer, Founding Hero and Founding Legend, by tier. The Founder title above cannot be bought at any price.

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.

The descent's difficulty curve has since been smoothed floor-to-floor, so depth climbs evenly instead of in uneven jumps — see A Fight That Knows You 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 38
  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 38 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 10 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, up to 1,200 more for finishing fast.
  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 10 entries

The Marketplace

Economy & Trade

The Marketplace is the whole marketplace on one page — the server's own shelves and every player-run stall side by side, browsed and bought from this website. The shelf carries the entire item catalogue: every one of the tens of thousands of items in the game is listed and purchasable, not a curated pick of them.

Post Masterprontera (160, 176)or via @menu
How buying works
  1. Search once at the Marketplace and you see every way to get an item: the shelf price, each stall's asking price, any live auction, and anyone publicly asking to buy it. Each stall offer carries a fair-price badge worked out from what the item has actually sold for, so you can tell a bargain from a mark-up at a glance.
  2. Buy with Glory (earned) or Crystals (topped up). Patrons take 10% off the server's own shelves, Ultra Patrons 15% — a stall's asking price is the seller's, so no discount applies there.
  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. A shelf purchase is committed the moment you click; a stall purchase is handed to the keeper and settles in about ten seconds, and the page shows you which stage it is at.
  4. Gift any shelf item to another player, message included — announced to them when they claim it.
  5. Standing Orders watch a Wishlist item's price for you and buy the moment it drops to your target — checked at login, Glory only, one purchase per order, because nothing can spend from an account that is offline. The Wishlist page tells you exactly which orders are armed and why one has not fired.
Looking things up
  1. The Marketplace is also the item database. Every item in the game has a page — 29,412 of them — whether or not a single person is selling it.
  2. The shelf opens on what you can actually buy. By default the browse shows only items with supply somewhere — the shelf, a stall, an auction or a wanted post — because a storefront full of things nobody sells is a catalogue, not a shop. One tick of Show items with no supply opens the whole 27,319 back up, and the count at the top always tells you which of the two you are looking at. Every item page stays directly reachable either way; it is only the default view that narrows.
  3. Choose your own view: a card grid for browsing by eye, or the dense table for comparing numbers across many items at once. Sort by name, price, item ID, type, required level, attack, magic attack, defence, weight or slots — in either view.
  4. Sift by type and sub-type, where it is worn, which job can equip it, required level, price, slots, whether it can be refined or graded, and which stats it carries. Every filter shows how many items it would leave you.
  5. Each item page carries the full record: attack, magic attack, defence, weight, range, slots, item level, required level, the jobs that can wear it, the NPC buy and sell prices, and the in-game description — beside its live price on the shelf, in the stalls and at auction.
  6. Dropped By lists every monster that carries the item and the real chance of each. Follow any of them to that monster's own page: its stats, its whole drop table with current market prices beside each drop, and the maps it spawns on. Instance-only spawns are labelled as such, because they are not somewhere you can simply walk to.
  7. Some items have no description on record and a few have no type — those pages say so rather than showing you a blank panel. Nothing here is invented to fill a gap.
What things cost
  1. Price follows the level requirement. The higher the base level a piece of gear demands, the dearer it is — a level 1 knife is under a hundred Glory, level 100 gear runs a few thousand, and the level 200+ tier costs tens of thousands. Two items with the same requirement are separated by how strong they are, but level is the spine and it never bends: nothing at a lower requirement costs more than something at a higher one.
  2. Consumables, materials, ammunition and cards keep their own prices — a potion's worth has nothing to do with attack or defence, and a card's effect lives in its script, which the price model cannot read. Those were left exactly as they were rather than guessed at.
  3. Costumes sit outside that rule entirely. Almost every costume is a flat 10,000 Glory or its Crystal price, whichever you would rather spend — a costume changes nothing but how you look, so pricing one by the level it demands would say something untrue about what it does. A small number are priced differently, and their own pages are the authority. Most of the collection is withdrawn at the moment while it is being reworked, so it shows as no supply — but a little over a hundred costumes are still on the shelf and buyable today. Their pages, previews and drop sources all still work, and the ones that drop in dungeons still drop.
  4. A short list of items is reserved for the server owner. They are still listed, still searchable, and their entries still show everything on record — but they cannot be bought by anyone else, and the page says so plainly instead of hiding them. These are the engine's own development and test items: things like Angra Manyu, whose 5,000 attack at level 1 exists for debugging, not for playing.
What can and cannot move
  1. Anything you buy through the Marketplace binds to your account. Shelf goods and stall goods alike arrive yours to keep and use, but not to pass on — they cannot be re-listed, traded or handed to another character outside your own account. Refine, cards, enchants and grade all survive the delivery intact; only the ability to move it on is spent.
  2. Items the game marks untradeable can never be listed, whether or not they happen to be bound to you right now. Quest rewards, event pieces and anything else flagged that way stay where they are — the deposit picker simply will not offer them, and the Stall Keeper will not take them.
  3. Your own deposits come back exactly as they went in. Pulling an item out of your locker never binds it — it was yours and unbound when you put it there, and it is yours and unbound when you take it out.
  4. You cannot buy from your own stall, in-game or on the web. Both doors are shut, so a stall is a place to sell to other people rather than a way to move goods between your own characters.
  5. Listing prices sit inside a band staff can set at either end, so a listing can be neither given away for nothing nor priced as a disguised transfer of Glory.

Selling is the same page. Hand goods to a Stall Keeper and they sell for you around the clock, even while you are logged out — list, reprice, unlist and watch your sales feed without leaving the Marketplace.

Rhythms worth knowing: the market keeps hours — keepers open and close on their own schedules, and the front page shows who is trading now and who opens next. The Marketplace Index quotes one honest market number from real completed trades, and says so plainly when there has not been enough trading to quote one at all.

29,644Items On Sale
29,644Items Catalogued

The Four Hunts

Eight pieces each — head to toe, no weapon and no shield — built for one kind of prey. Bonuses stack at 2, 4, 6 and 8 pieces. Bought with Glory; no subscription, every tier can buy every set. See every set and your progress →

SetHuntsPiecesGlory / piece
Trailblazer'sNormal monsters8200,000
Warden'sMini-bosses8400,000
Slayer'sMVPs8800,000
Titan'sWorld Bosses81,500,000

The Long Road

An eight-piece set — head to toe and both accessories — in three grades, built around elemental mastery: each slot covers a different element, and the set turns that into resistance and damage against every element at once. Bought with Glory. Every piece refines and grades, and the set bonus steps at 2, 4, 6 and 8 pieces — the six-piece step is the core six, reachable without spending either accessory slot. A higher grade is stronger against monsters in every respect — but on PvP, GvG, Battleground and siege maps every grade performs exactly as the Wayfarer's does. Paying never gives you an edge over another player. See every set and your progress →

GradeWhoPiecesGlory / piece
Wayfarer'sEveryone8150,000
Vanguard'sNirvana+8300,000
Sovereign'sNirvana+ Ultra8600,000
Set bonusWayfarer'sVanguard'sSovereign's
2 pieces Resistance to every element +3% Resistance to every element +5% Resistance to every element +7%
4 pieces Damage to every element +3%, magic damage +3% Damage to every element +5%, magic damage +5% Damage to every element +7%, magic damage +7%
6 pieces Element resistance +3% again, stun resistance +10% Element resistance +5% again, stun resistance +20% · Ignore elemental defence Element resistance +7% again, stun resistance +30% · Ignore elemental defence
8 pieces 6% chance when struck of turning Neutral Brace, plus 8% chance when struck of +20% resistance to every element Brace, plus Coma against Undead and a 7% chance on attack of +20% all-element damage and a Holy weapon

Those are PvE numbers. On a PvP, GvG, Battleground or siege map all three columns collapse to the Wayfarer one.

The Mythic Eight

Eight eight-piece sets, one for each Mythic Midgard dungeon, built against what that dungeon actually throws at you — its element and the race that lives there. They are earned, not bought: each dungeon drops its own Sigil on a clear, and three Sigils buy any piece you choose at the Mythic Vault, so a full set is about 24 clears. See every set and your progress →

Each set works anywhere in the world — its element resistance, its damage against that race, and +5% drop rate and +5% EXP from that race at four pieces. Inside its own dungeon every number roughly doubles and the set gains movement speed and its signature effect. Clear the dungeon wearing six pieces and you carry a Afterglow out with you: two hours of better drops and EXP against that race, anywhere.

SetDungeonCountersPieces
Bonecarver's Buwaya Cave Neutral / Formless 8
Gravewatch Old Glast Heim Undead / Undead 8
Nightward's Bangungot Hospital 2F Shadow / Demon 8
Boilerplate Charleston in Distress Neutral / Demon 8
Venomweave Faceworm's Nest Poison / Insect 8
Stonecourt Ghost Palace Earth / Brute 8
Coldroom Central Laboratory Earth / Undead 8
Godsbane Temple of the Demon God Ghost / Demihuman 8

The Eight Quarrels

Eight eight-piece sets, one per combat role, arranged so that each one beats two others and loses to two. No set beats everything and none loses to everything — read your opponent and bring the answer.

They do nothing outside PvP. Every bonus is switched off the moment you leave a PvP, GvG, Battleground or siege map. And they are earned, never bought: they cost Quarrel Tokens, which drop only from PvP, and have no Glory price and no Crystal price. A subscription buys you nothing here. See every set and your progress →

SetRoleStrong againstWeak against
Hammerfall the bruiser Ashcaller, Thousandcut Almsgiver, Farshot
Ashcaller the caster Bulwark, Foulwind Hammerfall, Cutpurse
Bulwark the anchor Thousandcut, Farshot Ashcaller, Almsgiver
Thousandcut the cutter Foulwind, Cutpurse Bulwark, Hammerfall
Foulwind the debuffer Farshot, Almsgiver Thousandcut, Ashcaller
Farshot the marksman Cutpurse, Hammerfall Foulwind, Bulwark
Cutpurse the assassin Almsgiver, Ashcaller Farshot, Thousandcut
Almsgiver the sustainer Hammerfall, Bulwark Cutpurse, Foulwind

The counters are real mechanics, not flavour: an anti-melee set carries damage-type-specific resistance that blunts melee and nothing else, the anti-caster set carries magic resistance, the anti-crit set is simply harder to critical. A fully refined set cuts roughly 45% of its prey's damage and about 10% of everyone else's — deliberately under half, because two sets that each halved the other would produce a fight neither could end.

Sets of the Deep Places

Twelve eight-piece sets — four from the Shadow Palace, four from Everfall, four from the Abyss. Each works anywhere in the world (its element resistance, its damage against that content's race, and +5% drop rate and EXP from it) and roughly doubles inside the place it came from. They are earned with that system's own sigil: three sigils buy any piece, so a full set is 24 sigils — each system paying at its own rate (the Everfall one per floor cleared, the Palace one or two per boss, the Abyss in bunches at depth milestones) — and a Palace sigil will never buy an Abyss piece. See every set and your progress →

Each family hooks into its own content. Abyss sets grow as you descend, stepping at floors 25, 50 and 75. Everfall sets grow with the boons you draft, each reading its own pool. And the Shadow Palace sets give healing and movement rather than armour — because the Palace kills with blows that take a share of your health and bypass DEF, resistance and even Max HP, so nothing else would help. Own all four of a family and every piece of it gains a further bonus.

The Shadow Palace
SetEarnedCountersAt home it adds
Gatekeeper's Vigil Palace, Normal Undead / Undead healing received, stronger potions and movement speed
Bound Regalia Palace, Heroic Shadow / Demihuman ASPD and damage to the adds
Warden's Judgment The Deep, Normal Holy / Angel healing given, Max SP and SP regeneration
The First Shadow The Deep, Heroic Shadow / Demon damage to Demons, ignore their DEF and critical rate
Everfall
SetEarnedCountersAt home it adds
Edgekeeper the EDGE boons Neutral / Formless ATK and Critical, per EDGE boon held
Wardkeeper the WARD boons Shadow / Undead DEF and MDEF, per WARD boon held
Tidekeeper the TIDE boons Shadow / Demon Max HP and healing received, per TIDE boon held
Omenkeeper the OMEN boons Undead / Undead MATK and LUK, per OMEN boon held
The Abyss
SetEarnedCountersAt home it adds
Tenfold floor 10 Neutral / Formless damage stepping up at floors 25, 50 and 75
Five-and-Twenty floor 25 Shadow / Undead damage stepping up at floors 25, 50 and 75
Half-Hundred floor 50 Shadow / Demon damage and MATK stepping up at floors 25, 50 and 75
The Hundredth floor 100 Holy / Formless the full depth curve

Looking Things Up

Economy & Trade

The Marketplace is also the realm’s encyclopedia. Every item and every monster has a page, whether or not a single person is selling it — so the page that tells you what a thing is is the same page that tells you where to get it. This chapter is about looking things up rather than buying them.

Post Masterprontera (160, 176)or via @menu

Six lanterns run along the top of the page: Marketplace itself, Sets, Buy Orders, Orders, Your Stall, and the Satchel where things you have bought but not yet collected wait for you.

Every item in the game has a page — 29,412 of them, and 2,691 monsters have one too. 3,088 items list what drops them, and every drop line carries a live price chip, so a drop table doubles as a shopping list. A monster page needs no login — deliberately, so that a link to one is never a dead end for someone who is not signed in.

Finding a thing
  1. Search across everything from the box at the top — shelf stock, player stalls, auctions and buy orders at once.
  2. Or filter. Type and subtype, location, job, level range, slots, refine, enchantment grade, price bounds, and individual stats.
  3. Read it two ways. The grid is a storefront of cards; the table is a dense ledger that sorts, and is the better view when you are comparing stats rather than shopping. Switching keeps your sort.

Items with no supply are hidden by default. Most of the catalogue is encyclopedia rather than stock, and a browse full of things nobody is selling is a browse you cannot shop from. Turn them back on when you are reading rather than buying.

Headgear shows you how it will look. Where art exists, a hat or garment page renders it worn — front and back, male and female, because capes and wings hang behind you. Recolours of one hat share a picture: the preview keys on the sprite, not the item. A missing preview is ordinary and falls back to the item’s icon.

Buying, and what happens after
  1. From the shelf — charged and settled on the spot.
  2. From a player’s stall — your money is held rather than spent, and the purchase completes in game. Two purchases in flight cannot spend the same Glory twice; the held amount is counted against your balance immediately.
  3. Offline — you do not need to be logged in to buy. The charge settles the next time your account is online, and the goods arrive by parcel.

Bought and gifted goods do not appear in your bag out of thin air — they are delivered. The Satchel is the web-side view of that queue, and the Post Master is where it lands in game.

Connects to: The Post Master, which delivers everything bought here; the Wallet, which pays for it; and the Bestiary, whose monsters link straight into their own drop tables.

The Post Master

Economy & Trade

Nothing you buy appears in your bag by magic. It is delivered. The Post Master holds anything bought, gifted, refunded or withdrawn until you can take it, and hands it over the moment you can — which is usually before you have thought to ask.

Post Masterprontera (160, 176)or via @menu
How a parcel reaches you
  1. You do not have to do anything. Parcels are handed over automatically when you log in, and again every minute you stay online.
  2. Or collect them yourself — walk up to the Post Master, or claim them from the Cockpit without logging in at all.
  3. On the website they live in the Satchel, the last lantern on the Marketplace bar. It is the same queue seen from the other side.

Nothing is ever lost to a full bag. If you are too heavy to carry something, that parcel is skipped and told to you plainly — it stays waiting. Deliveries come in batches of thirty, and if you have more than that the rest follow immediately.

What you get is exactly what was sent. Refinement, cards, enchantment grade and every random option travel with the item. This is worth saying because it has been got wrong before, three separate times, and each time the fix was to carry the whole item rather than a description of it.

Parcels expire after 30 days. An unclaimed one is swept at that point and refunded — your money comes back and shelf stock is restored. You lose the item, not the value. Thirty days is long enough that this should never happen to anyone who logs in.

What arrives bound, and what does not. Most purchased goods are account-bound on delivery, and the item page says so before you buy. The exception is your own property coming home: anything you withdraw from your own stall returns exactly as it went in, unbound.

Gifts carry a message and name their sender, and are announced to you when you claim rather than when they were bought — so a surprise stays one.

Connects to: The Marketplace, which fills this queue; the Wallet, which a refund returns to; and Your Stall, whose withdrawals ride the same rail.

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. Right now prices sit exactly at baseline and faucets sit exactly at baseline — the lever is a live dial, not a display piece.
  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, or buy it outright.
  4. Commissions — post a Glory buy-order and it fills automatically the next time someone sells that item. The old Wanted Board, which escrowed Crystal buy-orders, is closed: it was the one place Crystals could pass between two players, and Crystals are top-up currency that must never become tradeable. Any order still open there can be cancelled for a full refund.
  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 a nightly Glory Baron 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 — they are never earned in play and never move between players, so the Crystal supply is exactly what has been bought and nothing else. Zeny is retired outright — refining, status auctions and community works all run on Glory now, so there is no third pool to track. 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: 1 Renown per 10 Glory of worth, up to 3,000 at 30,000 Glory traded.

Brokervia @menu
How to climb the ranks
  1. Sell — the market stalls, the marketplace, your vending shop: settled sales all count.
  2. Visit the Broker for an appraisal; your rank updates on the spot.
  3. The six ranks: Peddler → Shopkeeper (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.

Patron's Deskvia @menu
  • The free tier is called Adventurer. Nirvana+, RM15 a month is the first paid tier — one price, monthly, no bundles to work out. Nirvana+ Ultra, RM30 a month sits above it — the daily Crate doubles, and Ultra adds its own headline perks: a wider bazaar discount, three simultaneous Fieldwork characters (an Adventurer runs one, Nirvana+ two), three Companions out at once, the deepest duty-licence discount, and a growing set of "world-class" perks including the right to name a world Resident. Every month you stay subscribed advances your streak.
  • Your time back — sanctioned AFK farming (free for everyone now — Patron buys a better share of the loot and more characters at once, not access), the rotation engine, offline vending and a companion that comes with your tier. Blessing (autobuff) is open to every tier; Patron switches on more buffs at once.
  • Real power, stated openly: +150% drop rate, +200%/+200% base and job EXP, +300 storage slots, and no death penalty.
  • Daily Glory stipend (a 40 base, multiplied by your tier: 80/day on Nirvana+, 160 on Ultra) while active, plus a Tuesday bonus and a 10% discount across the Grand Bazaar — Ultra takes 15%.
  • A 72-hour grace window on lapse, so a late renewal does not cost you the streak you have earned.

How to subscribe: message the owner on WhatsApp +60 12-838 9199 (wa.me/60128389199) with your account name and the tier you want. It is RM15 a month for Nirvana+ and RM30 for Ultra, and the owner applies the tier to your account by hand — there is no online checkout. The Nirvana+ page in your Player Cockpit shows what each tier includes and how long yours has left. Nirvana+ is honest about what it sells: convenience and advantage, at a posted price. Nothing here is hidden, random, or sold twice.

The Wallet

Economy & Trade

For a long time this realm would tell you what something cost and never what you had spent. You could see a balance in a shop header and nowhere else; there was no way, anywhere in the game or on the website, to answer the simplest question a player asks about their own money: where did it go?

@wallet is the answer, and the Cockpit carries the same thing on its own Wallet page. Both show your balances, every movement of Glory and Crystals with the map it happened on, a breakdown of your spending by what it was actually for, and a handful of facts drawn from your own history — your biggest single purchase, where in the world you spend most, your best earning day.

Two ledgers stand behind it, and the Wallet is honest about which is which. The engine has recorded every Glory movement for months, but only the amount, the moment and the map — never the reason. From 29 August 2026 every purchase and every payout also records what it was for. So your movement history reaches back; your itemised spending starts from that date and fills in as you play. The Wallet says so plainly rather than showing you an empty panel and letting you wonder.

Crystals were not tracked at all until that same day — the ledger only ever watched Glory. They are tracked now, which means Crystal spending becomes visible for the first time, and the realm's own conservation checks cover them too.

What you will not find here is a leaderboard, or a line telling you that you spend more than some percentage of other players. Too few accounts have enough history for such a number to mean anything, and an invented statistic is worse than none at all.

The Walletvia @menu@walletBanker Aleenavia @menu

Night Market

Economy & Trade

The Night Market is a real weekly event layered on top of the Marketplace: five festive stalls that open in Payon every Friday night, Glory only, restocked and announced fresh each week.

Stall Deskvia @menu

Day-to-day player stall trading (the Stall Desk, escrow, ledgers) is all part of the Marketplace itself now — see The Marketplace above for how selling and buying actually work.

Every stall on the street charges Glory. Walk up to a consignment stall or a resident's stall in game and the board reads [Glory] <shop name> — the game client draws its shop window with a hardcoded Zeny column no matter what a shop really charges, so that prefix and the notice you get on opening the shop are what actually name the currency. Ignore the column; your Glory is what moves.

Your own shop is Glory too. Open a shop with the Vending skill and it is priced in Glory by default, at every tier — the street does not split in two. What Nirvana+ adds is the currency picker: price your shop in one of the collectable coins instead, if you would rather barter. The choice is the perk, not the access — and Zeny is not one of the choices, because Zeny is retired.

Connects to: Commissions cover the buying side — post what you need in Glory and let sellers come to you. (The Crystal-denominated Wanted Board is closed; see the Economy section.)

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 — the first release, the Crown of Season One, is a run of 20.
  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.

What Patronage Unlocks

Economy & Trade

Subscribe and two whole categories open in the Concierge menu — Patron Perks and Patron Prestige & Shops, 30 services between them, 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 purchases climb. Only Crystals you actually bought count: comped and bonus Crystals do not move it. Reach a tier once and you keep its power permanently, even if the ladder is later recalculated.
  • 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. Open to every tier; Adventurers pay 150% of the Patron price.
  • Patron Waypoints — the zero-walk travel network; Adventurers get one hop a day, Patrons unlimited.
  • The Patron's Lounge — the members' parlor: the monthly Crate, the Lounge Exchange, the Eternal Flame Aura, the rotation Preview, storage anywhere via the Vault — and a guest pass to share it with a friend.
  • Patron Fields — reserved hunting grounds in Prontera's reach; free players get 30 minutes a day here, Patrons unlimited.
  • Monthly Card, Dividend, Trickle, Happy Hour — the steady drip: daily stipend, double Glory, weekly Crystals, personal double-rate windows. Happy Hour is not Patron-only: every tier gets free activations each month (1 for Adventurer and Nirvana+, 2 for Ultra).

How to walk it: ask the owner on WhatsApp (+60 12-838 9199) for a subscription — your Cockpit's Nirvana+ page shows what each tier includes — then open @menu and look for either category. 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 15 entries

Crews

Community & Culture

A Crew 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.

Crew Mastervia @menuCrew Boardvia @menu
How a crew works
  1. Found one at the Crew 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 Crew 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.

Guilds

Community & Culture

A guild here is more than a chat channel with a name. It levels, it earns, it holds a shared purse, and it can spend that purse on things no individual can buy.

Guild Recruitervia @menuGuild Stewardvia @menu
Finding one, or filling one
  1. The Guild Recruiter lists guilds looking for people, with their size, their master and a note from them.
  2. Joining is by invitation — the board shows you who to speak to, then you whisper them. It does not invite you itself, deliberately: a guild chooses its own members.
  3. Leading one? Set your notice on the same board and you appear on it.

Guilds level from 1 to 20, and they level by doing the things guilds do. The Guild Steward sets goals: daily ones for hunting, PvP and sheer volume of kills, and weekly ones for holding a castle or grinding out a long campaign. Everyone who contributed is paid when a goal completes — not just whoever landed the last hit.

There is a daily ceiling on how much any one member can contribute. That is on purpose. It means a guild advances because its people played, not because one person played enormously, and it makes a small active guild competitive with a large idle one.

Levels pay in cosmetics — a crest at 3, a war-cloak at 8, a crown at 12, a banner at 16 and a demon crown at 20. They are claimed once per account and are yours to wear. From level 5 the guild master can also call a rally once a day: a full heal and a strong buff for everyone online.

The Treasury, and the one rule that matters
  1. Any member can deposit Glory. It goes into a shared fund.
  2. There is no withdrawal. None. The fund can only ever be spent, on the perks below.
  3. The master spends it on a Rally Supply (a buff and a feed for the whole guild) or a Guild Broadcast to the whole server. An officer trusted with storage can call a Guild Feast.

Why one-way? Because a treasury you can withdraw from is a treasury a master can empty and walk away with. Deposits here are permanent by design, and you are told so before you confirm. What you put in becomes something the guild can use, and it can never become something one person can take.

Connects to: The Stronghold and the Throne, where guilds fight over castles; and Glory, which fills the purse.

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 Midgard Legacy.

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.

Living Garden

Community & Culture

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: Flower Seed (2, grows in 6h), Herb Seed (5, 12h), Timber Seed (10, 24h), Magic Seed (20, 48h).
  2. Tend your plot up to four times — each visit shaves 5% off the remaining grow time.
  3. Harvest: the Flower returns 10 Glory, the Herb 25, the Timber 55 — and the Magic Bloom 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 Keeper stands in Izlude beside the realm's other services — check your Cockpit's My World card to watch your plot from the website.

Hometown

Community & Culture

Hometown — 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.

Village Headmanvia @menu
How to belong
  1. Open the Village Headman 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.

Homecoming — 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 and from here the whole realm is told you are back, three months → +80, 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 village — the coffee house, the diner, Thursday's hauntings and the durian season all share the Village 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 Inscribed Stones 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 Arena rating, re-checked every 5 minutes), the King of Midgard (crowned by Throne), the Angler of Nirvana (fishing), the Season Luminary (top season score) and the Grandmaster of Midgard (all 38 jobs mastered). Talk to any statue to see who holds it, their record, and how many days they have stood.
  • Six Champion pedestals — Throne, Arena, Renown, Boss, Guild and Cup. The hardest to claim are Champion Renown, crowned at each PvP season's end, and Champion Boss, crowned only by a full 6-of-6 World Boss week.
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 Throne siege.
  3. Champion Boss: fell six World Bosses in a single week.
  4. Grandmaster: master every one of the 38 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.

No champions crowned yet.

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.

Stewardship

Community & Culture

Stewardship is a weekly sealed-bid auction for six honorary town titles — Steward of Prontera, Steward of Morocc, Steward of Payon, Steward of Geffen, Steward of Alberta and Steward of 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.

Stewards' Councilvia @menuSteward Boardvia @menu
How to bid
  1. Open the Stewards' Council 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 100 Glory. You must hold the Glory 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, the bid collected, plus +10 Glory to the winner. Can't cover your winning bid when the hammer falls? A 20 Glory 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 Glory sink, and one of the few places raw wealth converts directly into visible, time-boxed status. Titles reset weekly — dynasties must be defended.

Common Work

Community & Culture

Common Work (mutual aid) is the server building something together. One community project is open at a time — a landmark with a Glory 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.

Works Foremanvia @menu
How to contribute
  1. Open Works Foreman to see the current project, its progress bar, and your own total so far.
  2. Choose Contribute Glory — 1 / 5 / 10 / 20 per visit.
  3. Each account can give up to 20 Glory 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 Glory → 50 Glory to every contributor), then the Festival Lantern Row (300 → 30), then the Prontera Bridge (800 → 80). 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: 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 Glory through the Stronghold Steward: it builds the treasury and your personal ledger.
  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×5,500 Glory, 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.

Neighbourhood Life

Community & Culture

The village 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 → Village Folk.

Uncle Matvia @menuFortune Tellervia @menu
  • Uncle Mat's Coffee House — the daily gossip oracle. Call for coffee and whatever the realm is whispering; your first visit is one of the Day-0 firsts.
  • Uncle Raj's Diner — the always-open social table.
  • Fortune Teller's Reading — your fortune, read once a day.
  • Shaman & Spirit Night — Thursday nights the ghosts walk; ask him why.
  • Souvenir Keeper's Souvenirs — souvenirs that can only be gifted, never bought for yourself.
  • Durian Season — when Durian Farmer's season arrives, the whole realm smells it.
  • Message in a Bottle — messages in bottles, cast and found while fishing.

Connects to: your Hometown hometown, the Stewardship auctions and the Common Work projects share the same Village 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 Inscribed Stones — inscribed record stones in Izlude — hold the realm's permanent records: highest Arena rating 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 the Valor Rating tell the truth. Six tiers stand between a fresh fighter and the summit: Recruit → Soldier (1700) → Champion (1900) → Warlord (2100) → Sovereign (2300) → Nirvana (2500). Every tier below Nirvana has three divisions (III, II, I) of 100 Valor Points, and the top 100 of Nirvana are Apex, shown with their place.

Arena Marshalvia @menu@arenaValor Quartermastervia @menu
How the ladder works
  1. Type @arena — choose Rated (Valor Rating) or Skirmish (casual). Everyone starts at 1500, which reads Recruit I, 0 VP.
  2. Best-of-three rounds in a private cell. A new fighter's rating is uncertain, so it moves a lot; it settles as you play more matches. A win never costs points and a loss never gains them; climbing back from behind adds a catch-up bonus and, from the third win in a row, a streak bonus. After a promotion you are shielded for three losses.
  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 touches the arenas most weeks — no healing, damage turned up, a harder start, forced movement speed, consumables shut off, or a clean week with none at all. Some mutators run on both the 1v1 and 2v2 ladders together, others are universal across every mode, and a couple are reserved for the free-for-all or the siege alone. Whatever is active 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 Recruit Badge to the Sovereign's 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 Champion 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 (Valor Rating + 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, doubled for each further desertion within 24 hours.

Ratings and rewards: Rated 2v2 has its own Valor Rating ladder, separate from the 1v1 arena, with the same tiers, divisions and Valor Points. Each fighter is rated against the opposing pair, so a win lifts both teammates and a loss lowers both; a newcomer's rating moves more than a veteran's. A drawn match leaves every rating as it was. 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 Cup 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), Sovereign Pembunuh (15, +100 Glory and +20 Renown) and LEGENDA at 20 (+200 Glory and +45 PvP Renown), the top two announced to the whole server.
  • 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; last team standing wins (10-minute limit; on time, most kills wins). 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 Ghosts & Rivals 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: a 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.

Ghost Duel Heraldvia @menu@duelConcierge@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, @duel wager <amount> <name> to back yourself with Glory, or @duel gauntlet to run the ladder in one sitting.
  3. Climb the duel ladder, or challenge the reigning Champion directly.
  4. Set your Echo's privacy — or delete it — from your Cockpit's Ghosts & Rivals 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 Item Level, 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 Arena top ten walk the world — cut down a champion's shadow and say you beat them.
  4. You don't have to wait to be wronged: mark a rival yourself from your Cockpit's Ghosts & Rivals page, and tune how much the realm needles you about them with the same page's intensity dial.

When it finally beats you: the Fallen Echo

A Nemesis that keeps killing you does not stop at killing you. Once it reaches its highest tier it tears a copy of you loose — a corrupted duplicate that walks out into the field where it broke you, hostile to everyone. It carries your name and your level, and it takes the body of the Bio Lab duplicate matching your class: a Knight’s Echo rises as Seyren Windsor, a Wizard’s as Kathryne Keyron, an Assassin’s as Eremes Guile, and so on down all twelve branches. It is not you: it hits like a monster and it dies like one, and anybody can put it down.

You are told the moment it happens, the realm hears about it, and it shows on your Cockpit until it is dealt with. Anyone who comes near it gets a whisper — and if the name on it is yours, the whisper says so. Cut it down and your dignity is restored, whoever lands the blow; everyone nearby shares the credit.

It spawns in the field, never in a town. There is no time limit and no escaping it quietly: it stands there wearing your name until someone puts it down.

The Echo's Boon

Everyone who helps bring an Echo down takes something from it: +10 to all stats and +50% drop rate for 30 minutes, multiplied by your tier the same way Glory is — ×2 for Nirvana+, ×4 for Ultra. It is a hunting boon and it knows it: it works in fields, dungeons and towns, and sleeps in PvP maps, WoE castles, battlegrounds and instances. The clock keeps running while it sleeps, so 30 minutes means 30 minutes.

One boon per account per day, however many Echoes fall — later kills still pay their Glory, they just add no second boon. Check it any time with @echo, or on the Cockpit's Ghosts & Rivals page.

The Echo's Boonvia @menu@echo

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. Ghost Duels and Nemesis share one home now — the Cockpit's Ghosts & Rivals page.

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.
  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: on the realm’s daily event schedule — @events shows when the next outbreak is due. 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. 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 does not wait for you to start something. The realm runs its own calendar — events fire on their own schedule, announce themselves, and pay whoever turns up. You do not sign up for any of them; you notice them and go.

Event Guidevia @menu@events

Running right now, in rough order of how often you will meet them: MVP Gauntlet · Trivia · Bandit Raid · Incursion · Race · Monster Riddle · Wave Defence · Dice.

How to catch one
  1. Watch the announcements. Every event says so when it starts; most say where.
  2. Check the board. @events lists what is scheduled.
  3. Just turn up. There is no queue and no party requirement on the ordinary ones — the reward is for taking part.

Some are quizzes you answer in chat, some are fights that spill into a field, and some are races. They are deliberately short. The calendar is meant to interrupt you pleasantly, not to become a second job.

Connects to: The Day Ledger, which counts several of these toward your daily lanes; and Glory, which most of them pay.

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 three public pages, usable without logging in, keep the system honest.

The three 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.
  3. A standing token — the positive mirror of the case reference: a shareable link that proves your account is clean, for anyone who wants to show it off or check a trade partner.

The watcher itself: the Sentinel flags anomalies for staff review; an AI Counsel assists that review under a database-level restriction that makes it structurally unable to issue a ban on its own — advisory only, by design. No enforcement lands without human eyes and a recorded verdict. Play honestly and the whole apparatus stays invisible to you.

The Companion observer is advisory. It is the server's own behaviour analysis, not the Companion ally you summon. It writes down how you normally play and flags departures from it for a person; it is clamped to a low weight in the server code and cannot by itself reach any penalty.

Nothing is watched in secret, and nothing is decided by a machine. Since 30 August 2026 every single detection is streamed to staff the moment it happens — not just the ones that add up to a case. That cuts both ways, and deliberately so: it means a false flag is seen and dismissed in minutes rather than quietly accumulating against you for weeks. The same change stopped the detectors watching the server's own shopkeepers and companions, who had been generating flags simply for behaving like the NPCs they are.

A single detection is not a verdict, and the system says so in as many words on every message it sends. Cases are built from many signals across different detectors, tiers move both up and down, and the whole chain stays verifiable by you on the pages above.

One thing a machine can do on its own: pause you, briefly. If a check fires that an ordinary game client structurally cannot trigger, your account may be placed on a temporary security hold — trading, selling, storage and mail are paused, in game and on the marketplace, usually for about half an hour. A hold is not a ban and not a verdict. It takes nothing from you, records nothing against your account, does not touch your standing on this page, and lifts by itself — you do not need to contact anyone or appeal it. It exists for a plain reason: evidence is perishable, and a short pause is what lets a human look at something properly instead of reading about it the next morning. If you ever see one, the Cockpit's Account & Security page shows exactly how long is left.

Another thing a machine can do: ask you to prove you are at the keyboard. If automated play is suspected — including when another player reports it — a short picture challenge can appear, and your actions are paused while it is open. Pass it and nothing happens. Miss it and you are returned to character select, and a low-confidence note is recorded for a person to read. It is not a ban, it does not restrict your account, and it does not touch your standing on this page. It says what it is doing rather than watching quietly. Besides the hold and this challenge, a machine may also reach you through a rare, harmless probe — a picture check, or a short whisper from a named server character — and nothing happens to your account whichever way you answer; the Privacy Notice lists every kind.

What We Detect, and What We Cannot

Ward & Key

How Nirvana keeps play fair — and the honest limits. Nirvana checks fair play entirely on the server, from the actions the server already receives when you play — the timing of your attacks and skills, how you move, what you pick up and use, trades and shop flows, when you log in, and who you share a connection with. Nothing is installed on your computer: no DLL, no driver, no launcher agent, and there never will be.

What this lets us see. Programs that play for you (bots), inhuman timing (speed and no-delay), impossible movement (position hacks), reading things your character cannot see (ESP against hidden players), item and currency duplication, and real-money trading patterns — because all of these change what the server receives, and a program’s footprint differs from a person’s.

What we deliberately cannot see. We cannot read your computer’s memory, your files, or your game’s graphics data. So a client that only changes how the game looks — a modified GRF that removes weather, resizes a sprite, or re-skins a map — is invisible to us, because it changes nothing the server receives. We detect such tools only by their consequences: if a visual edit lets a character act on something it should not be able to, that action is what we measure. Pure memory reading that never changes a packet is, likewise, something we honestly cannot detect.

Probes. Rarely, and with strict limits (a few a week at most), the server may ask you a harmless question to tell a person from a program — a townsperson you may know from the city whispering a simple question (which map you are on, your level, or a word to say back), a Poring walking past, an ordinary item lying nearby, or last of all a picture check. It never happens in a fight, a boss, PvP, an instance, a trade or a conversation, and some of these moments are shown to players at random so that seeing one means nothing. Nothing happens to your account whichever way you respond; the outcome is noted for one human reviewer. Your answer is checked by simple rules and not kept.

Your standing. Your account page (and both apps) shows your standing: any hold, the checks you were asked and how they ended, and any decision a person made, with the way to appeal. It never shows a score.

Reporting a bot. You can report a player you believe is a bot (@report <name> in game, or from the apps). A report never punishes anyone by itself: enough reports from different, trusted players make the server look more closely, and reports that turn out false count for less over time.

Conduct. Some unfair play is not a program: taking kills from strangers, training monsters onto other players, taking a party member’s loot before their turn, standing on a portal to block it, a name made to look like staff or a well-known player, a trade that strips a stranger of their items, and harassment in public chat. The server notices these patterns and a person looks; the outcome is a warning, a mute or a short spell of restricted rates, never automatic.

Every month we publish the numbers: how many holds, appeals and decisions there were, in groups of five or more so nobody can be singled out.

Advisory AI. To help our single reviewer read a case, we may send a pseudonymised summary of gameplay statistics (never your chat, password, IP or character name) to Anthropic PBC; its model returns an advisory summary only. It decides nothing.

Retention. Behaviour baselines, scores and summaries are kept for a bounded time (see the Privacy Notice) and never sold.

No machine bans anyone. Every penalty is decided by a person; the automatic measures are a short, self-lifting trading hold, a picture challenge whose failure returns you to character select (never a ban, and it counts against nothing), and the harmless probes above.

· Beyond the Game 3 entries

The Player Cockpit

Beyond the Game

This website is not a brochure — it is a control panel. The Player Cockpit is your account's home: twenty-four 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. Automation — one page with tabs for Fieldwork, Blessing, the Combat Brain and Escort. Rotation, Autobuff, Missions and the old Expedition page all fold into it; if you remember them as separate pages, they are all here now.
  3. The Cast — who is walking the world right now.
  4. The Day Ledger (Planner) — what is worth doing today. Wallet — what you hold and where it went. Power — exactly how the realm is scaling difficulty to you.
  5. Ghosts & Rivals, Mythic, Palace, Everfall, PvP — every major combat system's personal dashboard.
  6. Devil Fruits, Haki, Navigator — the newer progression and world-browsing pages.
  7. Nirvana+ to see what your subscription includes; Customize for cosmetics with the free earn-path always shown; Sentry for security; Residents to put your name in the living world.
  8. Sign in with Google or Discord — link either from your account page and never type a password here again.
  9. Report a problem — a real bug-report form, under Realm. Say what went wrong and what you were doing when it did; it reaches the owner within seconds and you can follow its status on the same page. If you think your account was actioned unfairly that is not a bug report — file an appeal from Account Sentry instead.

If something is broken, tell us. Until recently this server had no way for a player to report a problem at all — the only way anything got noticed was if someone happened to mention it. There is now a proper report form, and every report raises an alert to the owner immediately rather than sitting in a queue. The most useful thing you can write is what you were doing just before it went wrong; that one line is usually the difference between a bug we can fix and one we cannot reproduce.

You do not have to log in to finish a purchase. Anything you buy on this site is charged and applied straight away, even with the game closed — a duty licence starts running, a Resident goes to staff review, an entitlement unlocks. Only one side ever takes your money: while a character of yours is in the world the game server does it, and otherwise the website does. A purchase that hands you a physical item completes the same way, but the item itself waits as a parcel and is handed over the next time you play — an item needs somewhere to go.

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.

Discord

Beyond the Game

A good deal of Nirvana happens outside the client. The Discord server is not a noticeboard bolted onto the game — it reads the same database, and a fair number of things you would open the client for can be done from your phone instead.

Link your account first
  1. Type /link in Discord. It hands you a sign-in link.
  2. Sign in once. That is the whole process.
  3. /mylink tells you which account you are linked to, if you ever forget.

No sign-in in Discord? Type /verify instead: the bot shows you a 6-digit code to type on Account > Connected sign-ins or in Midgard Pocket. It also works the other way: the website gives you a code, and you type /verify code: followed by it. Your Discord roles then follow your account by themselves.

Everything personal below needs that link; everything public does not.

Checking on the realm: /status and /online for the player count, /who to look up a character, /rank for the top of the ladder, /leaderboard for a specific board, /event for what is scheduled next, /market and /price for what things are selling for, /card and /mob to look up an item or a monster.

Checking on yourself: /profile for your character, /mystats for everything at once, /everfall for your runs and your best floor, /plan for what is still worth doing today ranked by Glory per minute, and /rewards for the linking milestones.

Doing things: /daily queues five Glory for you to collect in game. /lfg posts and reads the party-finder board. /bounty posts a job for someone else to take. /refer tracks who you invited. /sage asks the Sage a question — the same Sage as @ask in game, and the answer arrives in the channel when it is ready. /tickets mine shows anything you have raised.

Being told things. /alert subscribes you to a direct message when something you care about happens: any of the six world bosses, a Mythic reset, or the weekly trial changing its affix. It will not subscribe you to ordinary monsters, and it will explain why rather than failing silently.

Global chat runs both ways. @gc in game appears in the community channel, and the channel appears in game. You can hold a conversation with someone who is not logged in.

What the roles mean. /sync reads your real progress and gives you the roles you have earned — supporter and streak roles for subscribers, prestige roles at 500, 2,000 and 5,000 lifetime prestige, a founder role if you were early. It only ever touches the roles it manages; anything you picked yourself is left alone.

Connects to: The Concierge, whose Discord Herald pays out the linking milestones in game; and the Sage, who answers on both sides.

Watching the Realm

Beyond the Game

Some of this realm is easier to see from outside it. These pages need no login and are meant to be shared — they are how you show someone what happens here without asking them to install a client first.

Four windows
  1. Midgard Live — where everybody is, right now, drawn as a heat map over the world and refreshed every half-minute. The quietest and the busiest corners of the realm, at a glance.
  2. Your Saga — one character's life as a timeline: what they achieved, when, and in what order. It is built to be linked; send someone your saga rather than a screenshot.
  3. The Bounty Board — which apex hunts are open and who is being hunted.
  4. The Ghost Gallery — the registry of ghosts: recorded shadows of real characters, and what they were carrying when the recording was made.

The Hall of Records keeps the all-time standings — hats collected, legend earned, longest login streak, arena rating, oaths kept. Unlike a season ladder these never reset. What is written there stays written.

Connects to: Ghosts & Rivals, whose duels fill two of these boards; and Records, which is the same idea inside the game.

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