Player guide

Rebirth: what you keep, gain and lose

In short: Exactly which skills survive each rebirth path, which are lost and which reborn skill you gain -- generated from the server's own table.

The short version: rebirth keeps almost every skill you know, drops them all to level 0, and then adds or removes a few depending on which class you were and which you choose. Nothing here is a surprise: Eternity now spells out the exact gains and losses for your chosen path and waits for you to confirm before the rite begins.

⚡ There is a tool for this. The Rebirth Planner lets you pick your path — one rebirth or two — and assembles the exact list of skills you would end up with. The tables below are the same rules written out, if you would rather read them.

Choosing your rebirth class is the biggest decision in the game, and the skill you end up with depends on both ends of the change — the class you are leaving as much as the one you are taking. Reborn as the same class and you are given that class's signature reborn skill; cross to another and you instead give up the skills that do not travel.

The rule in three lines

  1. Everything you know is kept, except what the tables below say you lose.
  2. Every kept skill drops to level 0. It climbs back much faster than the first time — a skill you had at level 4 jumps straight back to 4 once you re-reach level 2 of it.
  3. Stay in your class and you gain its reborn skill. Change class and you gain nothing new, but lose the skills that belong to the old one.

Every combination, with what survives it

The tables are generated from the server's own rules, so they cannot drift out of date.

How to read them. Find the class you are now; each row is one of your skills and each column is a class you might become. Follow the row across to see whether that path lets you keep it.

The rows are the skills your own masters teach, plus anything a rite takes that they do not (marked not trainer-taught — a Warrior's FlyingMoon comes out of a book, so it is not part of the kit, but the rite still takes it). Everything else you know — weapon skills, other book skills, whatever you carried from an earlier life — survives unless it appears here.

Reading it for your SECOND rebirth. The same rules run again, and you read exactly the same table — only now "you are" is the class you became at your first rebirth, not the one you started the game as. Two things are different the second time:

  • Everyone gains Bless, whichever path they take.
  • You can hold only one reborn skill, ever. CruelShade, Reflect, Pervade, Dodge and the Archer's Poison are granted for staying in a class, so a cross-class rite grants none — and the second rebirth is your second chance to claim one. Take Trojan → Warrior and then Warrior → Warrior, and you finish with Reflect and no CruelShade.

If you are a Trojan

✓ you keep it · ✗ the rite takes it

Skill→ Trojan→ Warrior→ Water Tao→ Fire Tao→ Archer
Cyclone✓✓✓✓✓
Accuracy✓✓✓✓✓
Hercules✓✗✗✗✗
SpiritHealing✓✓✓✓✓
You gainCruelShade————

If you are a Warrior

✓ you keep it · ✗ the rite takes it

Skill→ Trojan→ Warrior→ Water Tao→ Fire Tao→ Archer
Accuracy✓✓✗✗✗
Shield✗✓✓✓✓
Superman✗✓✓✗✗
Roar✓✓✓✓✓
Dash✗✓✗✗✗
FlyingMoon (not trainer-taught)✓✓✗✗✗
You gain—Reflect———

If you are a Water Taoist

✓ you keep it · ✗ the rite takes it

Skill→ Trojan→ Warrior→ Water Tao→ Fire Tao→ Archer
Cure✓✓✓✓✓
Thunder✗✗✓✓✗
Lightning✗✗✓✓✗
Volcano✗✗✓✗✗
SpeedLightning✗✗✓✗✗
Revive✗✗✓✓✗
Fire✗✗✓✗✗
Meditation✓✓✓✓✓
HealingRain✗✗✓✓✗
StarofAccuracy✓✓✓✗✗
MagicShield✓✓✓✗✓
Stigma✓✓✓✗✓
Invisibility✗✗✓✓✓
Pray✗✗✓✗✗
AdvancedCure✗✗✓✓✗
Nectar✗✗✓✗✗
You gain——Pervade——

If you are a Fire Taoist

✓ you keep it · ✗ the rite takes it

Skill→ Trojan→ Warrior→ Water Tao→ Fire Tao→ Archer
Cure✓✓✓✓✓
Thunder✓✓✓✓✓
Lightning✗✗✓✓✗
Volcano✗✗✗✓✗
SpeedLightning✗✗✗✓✗
Fire✓✓✗✓✓
Meditation✓✓✓✓✓
FireMeteor✗✗✗✓✗
FireRing✗✗✗✓✗
FireCircle✗✗✓✓✗
Tornado✗✗✗✓✗
Bomb (not trainer-taught)✗✗✗✓✗
FireofHell (not trainer-taught)✗✗✗✓✗
You gain———Dodge—

If you are an Archer

✓ you keep it · ✗ the rite takes it

Skill→ Trojan→ Warrior→ Water Tao→ Fire Tao→ Archer
Fly✗✗✗✗✓
Scatter✗✗✗✗✓
RapidFire✗✗✗✗✓
ArrowRain✗✗✗✗✓
Advanced Fly✗✗✗✗✓
Intensify✗✗✗✗✓
You gainPoisonPoisonPoisonPoisonFreezingArrow

The buffs everyone asks about

Kept is the rule; these are the exceptions worth knowing before you choose.

SkillWhose kitTaken from
CycloneTrojannever for Trojans
SupermanWarriora Warrior who becomes Trojan, Fire Taoist, Archer
StigmaWater Taoista Water Taoist who becomes Fire Taoist
ShieldWarriora Warrior who becomes Trojan
AccuracyTrojan, Warriornever for Trojans; a Warrior who becomes Water Taoist, Fire Taoist, Archer
DashWarriora Warrior who becomes Trojan, Water Taoist, Fire Taoist, Archer
IntensifyArcheran Archer who becomes Trojan, Warrior, Water Taoist, Fire Taoist

Things worth knowing before you commit

  • A skill you lose stays drawn on your bar until you log in again. The 5065 client has no way to be told that a skill is gone, so the rite ends by disconnecting you — log back in and the bar is correct.
  • The reborn skill only comes from staying put. Trojan to Trojan gives CruelShade, Warrior to Warrior gives Reflect, and so on. If you cross classes, no reborn skill is granted.
  • Archers are the exception to the "gain nothing" rule: whatever they become, they carry Poison with them and give up their bow skills.
  • The second rebirth grants Bless to everyone, on top of whatever the table says.
  • The reborn summons are not in these tables at all. SummonGuard and your class's own summon come from the Spirit Master at the Promotion Centre, are open only to the reborn, and stay with you through a second rite.
  • Your attributes reset and you are handed a large lump of free points, sized by the level you reborn at — see the rebirth guide for that half of the rite.

Where to find them

NPCWhereCell
Eternitythe Market298, 217
Spirit Masterthe Promotion Centre48, 45

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