DYNASTIES Pre-Alpha

Rebirth

Rebirth is the endgame's second beginning. You give up your level, your skill ranks and the tier of
your gear — and you get back a stronger character than the one you gave up, plus a class you never
had.

It is meant to be a trade, not a reward. Everything below is what you pay and what you're paid.

Plan it first. The Reborn Path Explorer shows exactly which skills you keep, reset or
lose on every class-to-class road — and, if there's one skill you can't live without, which path
keeps it.

Before you go

requirement
Level 120 — or 110 if you are a Water Taoist
Class tier fully promoted in your current class
Item one CelestialStone
Bag four free slots — the rite ends by handing you things, and refuses to begin without room

Getting the CelestialStone. Bring one normal gem of each of the seven colours — Phoenix,
Dragon, Fury, Rainbow, Kylin, Violet and Moon — plus one bottle of Clean Water to Celestine in
Twin City (365, 92). Seven gems of the same colour will not do; she wants the full set, one of each.
Have all eight and she refines them the moment you talk to her — there is no "are you sure".

Clean Water comes off the Water Lord — Celestine calls him the Water Evil Elder — on the
Adventure Island, roughly one kill in five. Nothing else in the world carries it, so that fight is the
real gate on your first rebirth.

The ritual

Take the stone to Alex, the Rebirth Master, who stands in the Canyon (436, 311), and choose the
class you want to live as next.

He asks once whether you are sure. He means it — nothing here is reversible.

What rebirth costs you

Your level. You restart at 15, with no experience.

Your skill ranks — but only some of them. What happens to each skill depends on the pairing of
the class you are leaving and the one you are entering:

  • A few are lost outright. Short, deliberate lists — the skills that define the class you are
    giving up.
  • Many drop to level 0. You keep them and re-earn the ranks; what they used to be is remembered.
  • The rest are untouched and keep their rank.

That third line is why the pairing matters more than anything else about rebirth. Some skills survive
one road and not another, and choosing which road you take is the build.

Two worth knowing before you choose:

pairing outcome
Trojan → Archer keeps Cyclone at full rank — it is on neither list for that road
Warrior → Archer loses Superman — it is named on that road's delete list
Warrior → Water Taoist keeps Superman — the only road out of Warrior into another class that does
any road out of Archer loses the whole Archer kit

Roads chain. A rule only ever looks at the class you are leaving and the class you are entering, so a
skill that survived an earlier rebirth stays with you until some later road names it. A Warrior who becomes
a Water Taoist and later an Archer still has Superman at full rank: no road out of Water Taoist mentions
it. Which road you take first is often the one that decides.

Your gear's tier. Every item you are wearing drops to the lowest tier of its own family. A
level-130 helmet becomes the earliest helmet of the same line.

Your gear's quality is never touched. Refinement, sockets and quality survive rebirth exactly as
they were. A super-quality item comes back super-quality, just earlier in its line. Items in your
inventory are not affected at all — only what you are wearing.

What rebirth gives you

A second class. The skills that survive the road come with you, and the trainers of your new class
teach you its skills from level 15 on, exactly as they did in your first life — the rite itself teaches
you nothing; you go and learn them. This is the real prize: a reborn character fights with two kits.

Bonus attribute points, scaled by the level you gave up — the longer you waited, the larger the
bank. Water Taoists who wait past 120 are paid the most.

A gift, of your choosing. The only part of rebirth you decide rather than have decided for you, and
Alex asks before the rite begins. Either a super gem — Phoenix (crit), Dragon (attack), Fury
(rage), Rainbow (dodge), Kylin (defence), Violet (magic) or Moon (mana) — or a blessing on one
piece of gear you are already wearing. One or the other, never both.

Which class should I pick?

You keep what you had, so choose for what you lack:

pick if you want
Trojan survivability and the sturdiest melee line
Warrior raw physical damage and shields
Archer range, and the strongest single-target burst
Taoist healing and support, the only self-sufficient line

There is no wrong answer — a reborn character is stronger than an unreborn one whatever the
combination — but the pairing is yours for the rest of that life.

The second rebirth

Rebirth can be done twice. The second is not a level check. It is a quest, and the quest is the
Evil Abyss.

requirement
Rebirths one. You must be reborn already.
Level 120 again. Water Taoists too; the Abyss makes no exception.
The Abyss Arthur's, Bryan's and Angela's tests done, and Satan dead.

Getting in. The RebornMaster in Twin City (354, 341) opens the way for any reborn hero at 120.
Down there it is free-PK and nothing keeps you: Bruce, by the arrival point, sends you home
whenever you ask. The tests do not expire. Come and go as you like.

Arthur's task: restore his strength. He needs three Pure Vigor. Each one is a chain, and he
tells you the next step whenever you talk to him:

  1. Kill the Abyss monsters for Moss, Dream Grass and Soul Aroma. Together they open the
    Earth Seal, which summons a Hill Spirit. Kill it for a Ghost Horn. Three horns and Arthur
    makes an Evil Tooth.
  2. The tooth and the three herbs open the Water Seal: a Swift Devil, which drops a Feather
    Stone
    . Three stones become an Immortal Stone.
  3. The Immortal Stone and the herbs open the Fire Seal: a Banshee, which drops a Vigor
    Fragment
    . Three fragments become an Impure Vigor.
  4. Put the Impure Vigor in the Cleansing Stove: a Cleansing Devil, which drops one Pure Vigor.

Yes, that is the whole chain three times over — and it is steeper than it reads: every seal you open takes a
set of herbs, and the Water and Fire seals also keep the tooth or stone you bring, so each summon costs you
another round of the step before it. It is meant to be a stretch. Two things make it a shorter one: the
eight Abyss lords (Serpent Spirit, Hades Lord, Demon Lord, Fiend Lord, Fury Ape, Demon Bat, Fury
Skeleton, Fearless Beast) drop herbs far more often than the common monsters, and the seals only ever hold
one summoned beast at a time — if a Hill Spirit is already loose, the Earth Seal will not open until it
is dead. Herbs only drop while Arthur's test is open; once he has his three Pure Vigor, the Abyss stops
handing them out.

Bryan's task: raze the mountain. The grievance of the dead has piled into a mountain 40,000 metres
high, and every monster you kill in the Abyss sinks it: one metre for the common monsters, six and twenty
for the stronger kinds, and five hundred for each of the eight lords. Ask Bryan and he tells you how far
it has sunk and how much still stands.

Angela's task: break the Binding Curse. Eight cursed spirits (Andrew, Peter, Philip, Timothy,
Daphne, Victoria, Wayne, Theodore) must be broken in that order — nine rounds of eight — until the curse
has shed every drop of its blood. A spirit killed out of turn is a wasted kill, nothing worse; the kill
itself tells you who is next. Angela then sends you after the Squama Bead: any of the eight Abyss lords
drops it, but only now that she has asked.

Satan. The bead opens the Satan Seal. Satan dies three times, as Satan, as Beast Satan and as
Fury Satan, and only the last death counts — and it counts for whoever lands the killing blow on Fury
Satan. Bring friends, but take the last hit yourself. The three forms keep standing if you fall, and the seal
will not open again while one of them lives. Angela confirms it: the Abyss is cleansed.

Dying in the Abyss costs nothing but the walk back from the entrance.

Eternity. The rite itself is performed by Eternity in Dreamland — take the Canyon passway, and
Eternity stands on the island you land on, a short walk east (544, 537). Eternity will not begin while
any test is unfinished, and says which one. The rite works
exactly like the first: level 15, the same skill rule, the same gear down-level, a new class, bonus
points, and a super gem or a blessing of your choosing.

What only the twice-born get. The Bless skill, the prayer of the second life. And from the
second rebirth onward all experience you earn is reduced. The second life is meant to be lived
slowly.

Last updated 2026-09-13