Combat

Combat is surprisingly in-depth, detailed, yet fast-paced on Nirvana.

It takes a little getting used to, especially the quick rate of exchanging shots, but over time you can be proficient with a little trial and error.

This section aims to break down some of the major features and aspects of combat for both new and more experienced players.

In general combat is turn-by-turn based, and each turn takes place in the span of one heartbeat (one second).

 

Party Mode

It is possible to have several players join together and pool their experience in-game. The percentages and shares of who gets what experience has default values and can be adjusted by the party leader to maximize benefit options.

Parties do not cost coins to operate, and are great for multiple players taking on a very difficult monster, or for a higher level player taking along a newbie for faster level advancement cruise.

 

Player Versus Player

Typically known in-game simply as “PK”, player killing is an entirely optional feature within Nirvana. However it should be noted that:

  • While PvP is completely optional, there are some realms within Nirvana which have the PvP property of their rooms enabled by default. This makes for an open PvP experience. A good sign that you are in an open PvP realm are that it is tailored for experienced players, and has rather ominous descriptions as you enter.
  • There are level restrictions to prevent bullying, even if both player participants have their PvP flag enabled. If a player has less than 5 levels than another, only the lower level player can initiate combat.
  • Some rooms have a “no combat” flag so that their occupants are not spammed by constant fighting. This usually is for rooms which have higher amounts of foot traffic.
  • Once a player is killed in PvP combat, their PvP flag is reset and must be manually re-enabled should the player choose to re-engage in PvP fighting. They could of course still participate in PvP fighting within an open PvP realm.