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Level 250

Final Rebirth Features

When your character reaches base level 250, they will be summoned before the gods and the valkyries for a ritual: to be reborn in a different timeline, together with their faithful Companion. They will start over, stronger than ever, but the road will be long and they will have to walk it without help.

The ritual

How it works

  • When. As soon as you reach base level 250 you are taken to the ritual site. If you are inside an instance, fighting an MVP or in the middle of the War of Emperium, it waits until you leave the instance, the MVP dies or the WoE ends.
  • The place. Gods and valkyries await you. In the centre, a portal opens the ritual: there you choose to accept or to refuse.
  • No way out until you decide. Teleport, butterfly wings, travel commands and party or guild recalls do not work. If you disconnect, you reappear there.
  • Refusing is final. You are warned first and asked to confirm. If you refuse, you can never come back.
  • Only once. You can only be reborn once. A character that reaches 250 again does not return to the ritual.
  • If you accept you are reborn as a Novice High (Doram, as a Summoner), at base level 1 and job level 1, and you keep your items. Your Companion is reborn with you.
  • Your new path. You start without Basic Skill: you learn it with your first job levels, like any novice. From job level 10, the Job Master lets you choose between high classes and expanded classes (Super Novice, Taekwon, Gunslinger and Ninja).
  • Your Companion always has your same base level and job level, and also gets the rebirth benefits. You choose its class path from the website.
  • Where it applies. Everything on this page applies in PvE, PvP, WoE and GvG.

Two paths

Mode A and mode B

When you accept the ritual you choose one of two modes. Everything on this page applies to both; mode B adds further penalties and, in return, HP and SP drain and extra trait points.

Mode A Mode B
@autoplay: skill attack assist Yes No
@autoplay: auto-walk No No
@autoplay pause when idle After 5 minutes, until you move No @autoplay
+25 free trait points on reaching a 4th class No Yes
HP drain: 1% of the damage you deal No Yes
SP drain: 0.1% of the damage you deal No Yes

The price

Penalties

  • You start over from base level 1 and job level 1.
  • −70% experience from monsters, base and job.
  • −70% experience from quests.
  • More experience lost on death: 10% of the level's experience, base and job (the normal rate is 1%).
  • Limited @autoplay: no auto-walk in mode A, and no @autoplay at all in mode B. No offline hunting.
  • Web quests can still be used: while one is running, the character walks on its own (and uses any offline hunting the quest needs) in both modes.
  • No experience boosters: no battle manuals or similar, no VIP bonus, no experience bonus from equipment.
  • No @helpme: you cannot use it, and other players' @helpme cannot summon you.
  • Daily level cap. Base level and job level count separately, the counter resets at 00:00 (Madrid time) and any experience beyond the cap is lost.
Levels you can gain each day
Base level Levels per day
Up to 14 No cap
From 14 to 65 6
From 65 to 99 5
From 99 to 200 3
From 200 to 250 1

The cap depends only on your base level, whatever your class, and applies to job level too.

Getting back to level 250 takes at least about 100 days.

The blessing

Benefits

  • +35% ATK and MATK.
  • +20% max HP and +20% max SP.
  • −20% fixed cast time. It is applied after every other reduction, so on its own it never brings it down to zero.
  • −20% after-cast delay. It is also applied after every other reduction.
  • 35% physical and magical damage reduction, applied to the damage your equipment lets through. It multiplies with your equipment instead of adding up: it never reaches 100%.
  • 35% of your damage pierces the target's DEF and MDEF: of whatever their defence would block, 35% still goes through. It does not pierce card damage reductions or another reborn's reduction. If you already ignore all defence, it adds nothing more.
  • +100 stat points on rebirth.
  • +5 skill points on every class change.
  • +10 skill points on becoming a Gunslinger, Ninja, Super Novice or Summoner. The ritual itself gives no points: you are reborn with 0.
  • If the bonus points would give a class more than its skill tree can use, the bonus is trimmed to exactly what it needs to learn everything.
Total damage reduction
Your equipment's reduction With rebirth
0% 35%
30% 54.5%
50% 67.5%
70% 80.5%
85% 90.25%

Divine Reborn

Divine power

  • Whoever completes the ritual becomes a Divine Reborn. Everything in this section also applies to their Companion, who is reborn with them, and it works everywhere: PvE, PvP and WoE.
  • All your attacks hit an area. Normal attacks and single-target skills (a Fire Bolt, for example) also hit the enemies on the cells around the target (3x3). Skills that already hit an area get two more cells per side (from 5x5 to 7x7).
  • Buffs 50% stronger and twice as long, on top of any other duration bonus you already had. Double duration applies to all your buffs; the extra strength applies to stat, attack speed, defense, flee, critical, casting and barrier buffs (Blessing, Increase AGI, Kyrie Eleison, Adrenaline Rush, songs and dances…).
  • Heals 50% stronger.
  • Autocast from cards and items (those that cast a skill when you attack, get hit or use a skill): twice the chance and twice the level, never above the maximum level of that skill.
  • When you are revived, by any means (Resurrection, Yggdrasil Leaf, Kaizel…), a level 10 Kyrie Eleison protects you for 10 seconds.

Step by step

How and when each modifier applies

The Divine Reborn percentages are not added to your gear's: each one comes in at a specific point of the calculation and multiplies whatever reaches that point. This is the order.

Physical hit (normal attacks and weapon skills)

  1. The ATK parts are gathered: stat ATK, weapon ATK, equipment ATK and mastery ATK. The +35% ATK is added here, based on weapon and equipment ATK.
  2. Bonuses from your gear and cards (by race, size, element…), on weapon and equipment ATK.
  3. Reductions from the target's gear and cards. If the target is a Divine Reborn, it then takes 35% off what is left.
  4. The skill's multiplier and flat additions.
  5. The target's DEF (gear DEF first, then VIT DEF). If you are the attacker, 35% of what DEF removed is added back.
  6. Final modifiers and the target's statuses (Kyrie Eleison, Assumptio, Safety Wall…), which multiply separately.

Magic hit

  1. Your MATK already carries the +35% on its total: it comes before everything else.
  2. Your gear bonuses and the target's gear reductions; if the target is a Divine Reborn, then the −35% on what is left.
  3. S.MATK and the skill's multiplier.
  4. The target's MDEF; if you are the attacker, 35% of what MDEF removed is added back.
  5. The target's statuses (Assumptio, Energy Coat…), separately.

Piercing example: a 10,000 hit against a defense that removes half drops to 5,000; of the 5,000 lost, 1,750 come back, so 6,750 lands. If you already ignore all defense, nothing is added. Piercing does not go through card reductions or another Divine Reborn's −35%.

Areas

  • Each enemy hit by the extra area is calculated in full and on its own, with every step above and its own defense. Damage is not split between them.
  • The extra area is one more cell on each side: a 3x3 around the target for single-target skills, and from 5x5 to 7x7 for skills that already hit an area.
  • Mode B life steal is taken from every hit that actually lands, area hits included.

Casting

  • −20% fixed cast and −20% after-cast delay: they apply last, after all your other reductions (cards, Bragi, Suffragium…), and multiply what is left. That is why they never bring anything to zero on their own.

Buffs

  • The strength (+50%) is set when the buff is cast and does not change while it lasts, even if the Divine Reborn walks away or logs out.
  • Duration: first the skill's normal duration, then any duration bonuses you already had, and finally ×2. Cap: 24 hours.
  • Penalties some buffs carry (the DEF Concentration removes, the speed Defender removes) do not grow.

Heals

  • The normal heal is calculated with all its bonuses (Meditatio, gear, heal received, HPlus) and the target's penalties (Critical Wound…), and multiplied by 1.5 at the end.
  • Kaahi does not get that 1.5: its bonus is your INT (+1% per point, applied last). It never heals more than the missing HP or more than the hit's damage. SP is charged for what it actually heals: 5 SP per level of healing (if it heals what level 1 heals, it costs what level 1 costs), and never more than 5 × level.