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Rebirth & Permanent Upgrades
Rebirth spends this life’s score for Emeralds, then wipes Gold-bought training so the next life starts leaner but with permanent bonuses.
What is Rebirth?
It is a lobby action, not something that happens automatically at 5:00. You must be signed in. Confirming Rebirth grants Emeralds from your current Rebirth Score, resets Gold and Gold-bought basic upgrades, keeps Ruby and Luck, and increments your Rebirth count. Daily rewards also require at least one successful Rebirth.
How to Unlock Rebirth
Reach a best survival of 300 seconds (5:00) in the current life. Failed runs still count toward that best if they were long enough. The lobby shows the requirement versus your this-life best.
Rebirth Score
Score accumulates on eligible kills during every run of this life, including runs that die before 5:00. It is not a per-run counter that vanishes on death. A successful Rebirth sets the score back to 0 and also clears this-life best survival (your all-time Records best is separate).
Base points before the time loot multiplier: regular enemy 1, calamity shaman 5, mid-boss 50, final boss 200. Event creatures, chests, clones, and a few no-reward units add 0. The same time multiplier used for Gold/Ruby loot then applies (×1 / ×2 / ×3 / ×4 / ×5 at 0 / 5 / 10 / 20 / 30 minutes).
Earning Emeralds
Emeralds from Rebirth equal the conversion of your score at the moment you confirm. Unspent Emeralds from earlier Rebirths stay with you.
How Emerald Rewards Are Calculated
If score is 0, you gain 0. Otherwise:
Emeralds = 150 × (score ÷ 2217)0.86, then rounded down to a whole number.
The 2217 constant is the scaling reference, not a score cap. Higher score still pays more, with diminishing returns. Example: score 2217 yields 150 Emeralds; half that score yields less than 75 because of the 0.86 exponent.
What Resets?
| Item | On successful Rebirth |
|---|---|
| Gold | Set to 0, then Starting Gold (if purchased) is applied |
| Gold-bought basic upgrades (Attack, Max HP, Pierce, Range, Atk Speed, Move Speed, Gold Gain, Boss Damage) | Reset to 0 |
| Rebirth Score | Reset to 0 |
| This-life best survival | Reset to 0 (you must reach 5:00 again to Rebirth) |
| Run skills, orbs, and run bonuses | Not kept (they already end with the run) |
What Is Preserved?
| Item | On successful Rebirth |
|---|---|
| Ruby | Kept |
| Luck | Kept (1–5) |
| Emeralds you already have | Kept, then Rebirth gain is added |
| Permanent Rebirth upgrades | Kept |
| Nickname, Records, rankings bests | Kept (rankings never decrease) |
Ruby is not spent or wiped by Rebirth. Luck is the only basic upgrade that uses Ruby, which is why it survives when Gold training does not.
Permanent Upgrades
Bought with Emeralds in the Rebirth panel. Cost is 50 × (current level + 1) for every row (50, 100, 150…). Attack, Max HP, HP Regen, and Starting Gold have no level cap. Others stop at a stat cap or a listed max.
| Upgrade | Per level | Max |
|---|---|---|
| Attack | +10% Attack (multiplicative with the trained Attack total) | Unlimited |
| Max HP | +10% Max HP | Unlimited |
| Crit Chance | +2% Crit Chance | Stops at the 80% Crit Chance cap |
| Magnet | +5% Magnet | Stops at +85% bonus Magnet |
| HP Regen / 5s | +20 HP every 5 seconds | Unlimited |
| Range | +5 Range stat | 5 levels (+25) |
| Dmg Reduction | +1% | Until 50% cap |
| Evasion | +1% | Until 50% cap |
| Gold Discount | −5% Gold prices for basic training | 16 levels (80% off) |
| Starting Gold | Gold after Rebirth becomes 500 × n × (n+1) (Lv1 = 1,000, Lv2 = 3,000, Lv3 = 6,000…) | Unlimited |
Gold Discount does not change Ruby Luck prices or Emerald costs.