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Rebirth Shop Info

·9726 words·46 mins

No, I haven’t found how to enter it… but here is a list of everything I know… I would appreciate help in the form of people trying things… don’t just speculate try your theories first…

This is the Initial information from the quest at Xicilia Black. (I know we don’t post about quests, but entering rebirth shop is not a quest.)

Quote: I hope you put that dwarf and his friends through a long and painful death.

They certainly deserve it.

But you probably want to know more about my rebirth. It was strange the way

that it happened… suddenly you get a break… whole pieces seem to fit into

place, not a sign of being… what a fool! The answer was there all the time,

it took a small accident to make it happen. AN ACCIDENT.

You see, I had wiped out everything in the area I was in and decided to planar shift to wreak havok elsewhere. As I completed my spell, a lightning bolt struck nearby and I was knocked unconcious. When I awoke I found myself

elsewhere - floating in a vast open void. As I floated toward a bright light

in the center of this void I realized it was an area of creation and

destruction. The bodies of the dead are pulled here by some invisible force

and then vaporized into bright lights. The lights are focused on each other,

forming a glowing orb which periodically erupts and sends tiny elemental

particles back into the world.

It was at this orb that I encountered a strange, ancient creature. When I

approached he spoke to me and told me that the magic here could cause me to be

reborn. That I could start again and become more powerful than before. Of

course, I had to take him up on this offer. I had to know what power awaited

me. The creature waved its arms and instantly I was changed back to a novice

adventurer but with more power within.

The creature then pointed me in the direction of a portal that would return me

to the mortal world. He told me that if I reached the limits of my new power

that I could return and he would show me how to increase my power even further.

I entered the portal and returned to Euridyce, was captured, then escaped,

and now I am back, increasing my power and killing anyone who stands in my way.

So there you have it. The secret is the planar shift spell. Of course, you’ll

have to find the right place and conditions for casting the spell - **it doesn’t

always have the effect that it had on me that night**. It shouldn’t be too hard

  • I’ve figured it out again and have returned to increase my power on several

occassions.

Now begone before I change my mind and decide to kill you. Your corpse would

probably be a decent addition to my undead army.

Driven has found this note…

Quote: The planar shift spell is so unpredictable because the source of its power is

not fully understood. If it were, it is likely that the caster would be able

to control the spell’s teleportation destination. So little is understood that

it is unclear as to whether the planar shift is impacted by the caster’s other

active spells, the current climate, or even the current state of the cosmos.

I managed to wizard eye Teker earlier when he was testing something there…

You weave the threads of magic masterfully!

Epicenter of the Particle Field

Tiny particles of energy and differently colored lights race about

without any certain rhyme or reason except to enclose a pocket in the

center of four huge arms of gas and dust extending outward. The cloud of

sparkling dust slowly glides away from a small, intensely glowing sphere of

energy in the center of the area. Two columns of light, one above and one

below the sphere seem to be feeding the sphere with energy

Exits: North East South West Up Down

Example is standing here. (Faint Blue Aura)

Example glows with a very faint light!

An ancient creature is intensely focused on the sphere of energy.

The ancient is surrounded by an undulating spectral shield.

Your target is in Projects.

The rebirth shop keeper will ping as… tell ancient-creature .

Theorectically, as Xicilia planar shifts around… it’s completely possible at some point wizard eyeing them may reveal them at the shop themselves someday.

What I think we can be sure of, is that accessing the shop involves casting planar shift at the right place, in the right conditions.

I’ve been doing a study of where the planar shift spells teleports you… and it’s not entirely random… it is limited to the intial areas that formed EU… here is a list of the common places where you will end up…

AREAID:486 ROOMID:25151 ROOM:Around the Crater’s Edge

AREAID:486 ROOMID:25150 ROOM:Edge Of The Rocky Crater

AREAID:487 ROOMID:25201 ROOM:Cumulus Formations

AREAID:487 ROOMID:25205 ROOM:Mammatus Formations

AREAID:487 ROOMID:25220 ROOM:The Jaws Of The Storm

AREAID:487 ROOMID:25212 ROOM:Mammatus Formations

AREAID:487 ROOMID:25209 ROOM:Mammatus Formations

AREAID:487 ROOMID:25217 ROOM:Nimbostratus Front

AREAID:488 ROOMID:25253 ROOM:The Swirling Smoke

AREAID:488 ROOMID:25288 ROOM:The Abyssal Portal

AREAID:488 ROOMID:25274 ROOM:Higher In The Darkness

AREAID:488 ROOMID:25262 ROOM:The Smoke Filled Skies

AREAID:488 ROOMID:25267 ROOM:Lost In The Toxic Darkness

AREAID:488 ROOMID:25277 ROOM:The Edge Of Darkness

AREAID:488 ROOMID:25257 ROOM:Pocket of Dirty Air

AREAID:488 ROOMID:25261 ROOM:The Smoke Filled Skies

AREAID:488 ROOMID:25292 ROOM:The Smoky Shores Of The Abyss

AREAID:489 ROOMID:25303 ROOM:Canyon of Salt

AREAID:489 ROOMID:25301 ROOM:Canyon of Salt

AREAID:489 ROOMID:25305 ROOM:Atop The Salt Formation

AREAID:490 ROOMID:25361 ROOM:The River Of Magma

AREAID:490 ROOMID:25362 ROOM:The River Of Magma

AREAID:490 ROOMID:25367 ROOM:The River Of Magma

AREAID:490 ROOMID:25383 ROOM:The River Of Magma

AREAID:490 ROOMID:25386 ROOM:The Magma Pool

AREAID:490 ROOMID:25387 ROOM:The Magma Pool

AREAID:490 ROOMID:25351 ROOM:The Ancient Lava Flow

AREAID:490 ROOMID:25368 ROOM:The River Of Magma

AREAID:490 ROOMID:25363 ROOM:The River Of Magma

AREAID:490 ROOMID:25357 ROOM:The River Of Magma

AREAID:490 ROOMID:25358 ROOM:The River Of Magma

AREAID:490 ROOMID:25359 ROOM:The River Of Magma

AREAID:490 ROOMID:25360 ROOM:The River Of Magma

AREAID:491 ROOMID:25414 ROOM:The Lake of Fire

AREAID:491 ROOMID:25402 ROOM:The Valley of Flame

AREAID:491 ROOMID:25425 ROOM:The Gates to Hell

AREAID:491 ROOMID:25408 ROOM:The Valley of Flame

AREAID:491 ROOMID:25404 ROOM:The Valley of Flame

AREAID:491 ROOMID:25406 ROOM:The Valley of Flame

AREAID:491 ROOMID:25445 ROOM:Slab of Volcanic Rock

AREAID:491 ROOMID:25410 ROOM:The Valley of Flame

AREAID:492 ROOMID:25501 ROOM:Entering the Thunderhead

AREAID:492 ROOMID:25528 ROOM:Atop the Dark, Flashing Funnel

AREAID:492 ROOMID:25515 ROOM:Bottom of the Dark Funnel

AREAID:492 ROOMID:25532 ROOM:Turbulent Downdrafts of Energy

AREAID:492 ROOMID:25533 ROOM:Dark, Swirling Arms

AREAID:492 ROOMID:25505 ROOM:Tempestuous Dark Thunderhead

AREAID:492 ROOMID:25512 ROOM:Charged Pathway Through the Clouds

AREAID:492 ROOMID:25509 ROOM:Center of the Storm

AREAID:492 ROOMID:25503 ROOM:Flashes Within the Nimbus

AREAID:492 ROOMID:25530 ROOM:The Thundering Cloudbase

AREAID:493 ROOMID:25627 ROOM:Circle of Smoldering Stone

AREAID:493 ROOMID:25601 ROOM:Above the Alien Landscape

Now breaking down the information… it suggest there is a correct condition and place…

  1. PLACE
  • It could be that planar shift must be cast from a specific room.

  • It could be that the place is “EU” and it does not require a specific room.

  1. CONDITIONS
  • There was a reference in the necromancers story that it was “One Night.” This may be important or it may be just part of the dialogue. Put the game time in your prompt.

  • There was a reference to a lightning bolt… this has caused many to assume plane of lightning, but keep an open mind… it may just be a reference to the weather.

  • The note Driven found hints that the spells you have up may influence planar shift. If this was to be true, it more likely that “no spells up” would be a correct condition because there is already precedents in the game for that type of thing, but keep an open mind.

  • The story points out that all mobs were dead when planar shift was cast. This may be important, or maybe it’s just part of his story.

  • It does seem certain that Planar Shift spell is the mechanism by which one arrives at the shop.

  • Perhaps the reference to the Cosmos in Driven’s note was a reference to an astrological house. Maybe the time? Keep an open mind.

  • Maybe something else… did I mention to keep an open mind?

When playing around trying to find the rebirth shop… your probably going to get frustrated, and you’ll arrive by chance and then be unable to figure out how you finally got there… it’s for this reason if you do arrive at rebirth shop you need to be ready to immediately collect data… type these commands and post to the forum… time, score, reading, where. Make sure you change your prompt to look something like the following so you can log the time and the weather which maybe important…

prompt <$hhp $mma $vmv $aac $Z #$w# $Q $f%>

Personally, I doubt all the mobs in the zone need to be killed. I’m 50/50 on the idea that you have to be in a certain room when you cast for it to work. It wouldn’t surprise me if the weather has to be stormy to enter or something related to storms.

Teker has told me “A number of clues have been added in game that will pop at various rates. I’ll keep adding more or increase the pop rates as time goes by.” We are probably already ready for the next one, as it seems the rebirths have already lost interest in finding it for now.

As Gorka knows, but for the benefit of others trying to find the rebirth shop… we cleared out the Lightning Plane of all mobs today, used control weather to induce lightning storms, and tried planar shifting from various rooms at 12am onward. We tried this with and without spells up.

No luck. I will be camped out in the zone shifted as a tree if anyone else wants to experiment in here.

I’ve been studying Xicilia Black, the weather when they planar shift, the time, and I have also set a trigger to fire planar shift at the same time they do it. There doesn’t seem to be any useful information from this. They planar at any time and any weather… and if I planar at the same time, we don’t land in the same room. They do however end up in the same rooms that we do commonly.

There is something written upon it:

Some time after the dwarven expedition, individual

adventurers reported

seeing a Juju Zombie in the Plane of Salt. It appeared

to be starving, but

would not let anyone close enough to feed it. A large

party was sent out to

capture or kill the zombie, but they were unable to get

close to it. After

that, the zombie was never seen again.

This info added by Tau, I’m just back home, will look into things more.

cast ‘wiz’ rebirth

Ok.

Rebirth Shop Test Room

The shopkeeper is here running in test mode. That means: .

                                                                      .
  1. Only immortals can buy the effects. .

  2. The xp and gold isn’t being charged when purchased. .

  3. You can sell items back to the shop. .

                                                                       .
    
                                                                       .
    

Take a look at the xp and gold costs and how they change with purchases.

All items should get more expensive as you purchase more.

Exits:

The rebirth shopkeeper is here.

You peer intently all around, and see:

  You see nothing special. : right here

examine note

There is something written upon it:

The dwarves snickered. “Who are you?”, another dwarf asked.

“I am Xicilia Black,” she sneered.

The dwarves snickered again, and then circled to speak where the woman could

not hear them. Surely this frail woman could not be the most feared

Necromancer Xicila Black. They decided that the woman had become delusional

due to whatever experience she had just been through. They agreed that they

would take her back to Settlestone, to receive medical care for her wounds.

The dwarves took shifts through the night, to make sure that the woman did not

pass or harm herself.

The next morning the fellowship packed their things and gated back to

Settlestone, taking the woman with them. I will miss their company. It has

become much quieter since they left.

A tattered note crumbles in your hands.

Found on a note in Plane of Salt

On the final day of the Dwarven Expedition to Euridyce, the leaders of the

fellowship decided to retire early due to inclement weather. The members of

the party spent much of the day at the Inn, drinking and recalling stories

of their trip and of past adventures. As the day turned into night, the

group became more raucous and the sounds of the celebration echoed through

the Planar Nexus.

That is, until an explosion occurred outside. The sound of the blast was

loud enough that we all covered our ears instinctively to protect ourselves.

The building shook slightly as if a distant quake had occurred. Some

focused upon the door to see if something was outside. Some watched the

lamps swinging slightly over their heads. Some looked at each other. But

no one spoke a word.i

I’ve planar shifted in every room in salt plane, with no spells up, during a storm at night to no avail.

Perhaps I needed to hold my left ear, with my index finger up my right nostril… or maybe it needs to be the left nostril… who knows. Of course the area was not clear of all mobs for obvious reasons… It was just me.

Belrath has made the observation that according to the story they gated back to SS, suggesting that fargate was up, (Grand Master Twivel). It’s a possibility, but it’s hard to tell what’s a hint and whats just part of the story. There are 16 houses, some of them very rare… would this negate the other conditions or include them?

The possibilities are still too many to try in my opinion. If indeed it is the plane of salt, it’s 50 rooms times an almost endless amount of conditional computations. I’m waiting for the next clue.

Seems we are at a stalemate. No further elimination of the possibilities, although I planar shifted in most of the rooms, at night, in a storm, without spells during house of heat today. I’ve only popped old notes otherwise.

examine note

There is something written upon it:

One of the dwarves, Grundor I believe, slowly made his was to the doors

of the Inn. He took great care to be silent, and he clung to his axe as

he made his way across the room. Grundor peeked out the doors and around

the corner, and gazed in the direction of the Great Monolith. He turned to

the group and waved at them to follow him. Then he headed out the door.

The rest of the dwaves grabbed their weapons and followed. Those of us

curious enough to know what had happened, followed them.

At the base of the monolith, a woman was slumped over, resting against the

stone. She was nearly naked, but had been carrying a large pile of armor

and other equipment, which now laid on the ground next to her. She was weak

and her exposed skin was covered in welts, as if she had been burned severely.

“What happened to you?”, one of the dwarves asked.

“I have been reborn.”, the woman answered quietly. “Bow before me you

miserable dwarves, for I am now more powerful than you can ever imagine.”

A tattered note crumbles in your hands.

There is something written upon it:

I heard Xicilia Black had a magical staff forged that allows her to planar

shift into undiscovered places.

A tattered note crumbles in your hands.

query cyclops about staff

Pheremos, the Nexian Smith tells you ‘Ahh yes, the staff of the reborn…Here is a little bit of

information for you:’

Object ‘staff reborn’, Item type: STAFF

Item is: GLOW HUM PERSONAL MAGIC CAN-SHAPESHIFT FLOAT

Weight: 2, Value: 1000000gold, Worn in: TAKE HOLD

Has 0 charges, with 0 charges left.

Level 40 spell of:

(none)

The item has 1 additional magical ability.

Only those who are at least supreme avatars, and have been reborn may use

this item.

Requires: 10000000 coins, 1x a single drop of water (0),

1x an oblong pebble (0), 1x a tiny vortex (0), 1x a puff of smoke (0),

1x a cube of elemental salt (0), 1x a smoldering eyestalk (0),

1x a flask of elemental flame (0), 1x a cloud of floating embers (0),

1x a clockwork puzzle box (0), 1x a jagged sliver of bone (0),

1x an orb of positive energy (0), 1x a mirror of shadows (0),

1x a tome of evil scriptures (0), 1x a pair of devil’s horns (0), 1x a vial of aether (0),

1x a bundle of uncut rubies (0), 1x an ancient clay tablet (0),

1x a clutch of salmon roe (0), 1x a balloon (0), 1x a reborn particle (0)

The cp’s I caught a whiff of before rebirth shop actually went in, and I had started already to collect them realising they were for something upcoming. It wasn’t until I got the note today, and talked to the cyclops I now realise what they are for. Waza and Suna also helped find some of them when I let them in on what I knew… some of these cp’s I didn’t know about. I assume the staff is a key to take you immediately to rebirth shop? Certainly beats what I’ve been trying to do so far.

Are these cp’s even zoned yet? Singing wealth is not showing them on any continent.

1x a single drop of water (0),

1x an oblong pebble (0),

1x a tiny vortex (0),

1x a puff of smoke (0),

1x a reborn particle (0)

Or does this mean that they are proc loaders? Will there be clues? It may take months to find them. I’m in a rush… :twisted:

There is something written upon it:

Patient File: XIPF-0026326877

I was introduced to a rather interesting woman today. She was brought to the

infirmary from the Planar Nexus by a group that was mapping the area. Her

entire body is badly burned, as if she had been hit by a bolt of lightning. As

if that wasn’t unusual enough, the wound pattern seems to indicate that the

damage originated inside her body. It’s as if the lightning was inside her

and struck outward.

I’ve started a course of treatment to heal her wounds, and if she is returned

to good health and manages to avoid the plague, I will refer her somewhere

that she can receive the mental health treatment she also needs.

A confidential file crumbles in your hands.

You are guys are doing well and are definitely on the right track. I thought I might clarify a few things based on the contents of the previous posts.

You have correctly discovered that there are 2 ways to reach the rebirth shop. The staff forge and planar shifting under the correct conditions.

I will check and see if all the staff cps are popping.

For the planar shift spell, there are 5 conditions that must be met to get to the rebirth shop.

  1. You have correctly identified the place for where to cast the spell.

  2. You have correctly identified the weather required.

  3. You have identified the time of day as a condition but have not figured out the correct time(s). A few people have popped the clue for this but the information has not been posted here.

4 and 5) These are spells that must be active when casting the spell. There’s a clue out there with this information or you might be able to experiment to figure it out.

Happy hunting!

Thanks for your post Teker, I think most of us had given up on the “non-staff” entry for sure, I suspect some of us will start digging again now that the conditions are narrowed.

I’m probably one of the people whose popped the timing note and junked it. Will have to check logs as I actually examine all notes now before junking them.

Regarding some of the cp’s that I can’t sing for. Neptune has told me they are proc loaded, and they are assigned to “zones” and those zones one would wisely assume are on “EU.”

Genuine thanks to you and Neptune for the clarifications that could have otherwise literally driven me to quit.

l timepiece

The outside of this golden locket has been scortched by

some kind of powerful

attack. On the inside, two tiny bone arms with hands

have been fastened to

a pin in the center of the locket. It appears they are

designed to rotate

around the pin, however both arms are currently stuck in

an upright position.

The initials XG have been carved into the inside lid of

the locket…It has a soft glowing aura!

From an outdoors room in Plane of Salt.

What spells am I missing?

weather

The sky is lit by flashes of lightning and your foot

tells you bad weather is due.

[1444hp/132ma/479mv, +146hr/+71mr, -11.0, -%]

time

It is 12 o’clock am, on the Day of the Sun

The 13th day of the Month of the Winter Wolf, year 1065.

The manipulation of raw magic is very strong.

Mother Nature’s presence can be felt everywhere today!

The greatest struggles offer even greater lessons.

[1444hp/137ma/479mv, +146hr/+71mr, -11.0, -%]

sc

Driven upwards. (Reborn) (level: 40)

Your levels: Mo: 40 Dr: 40 Ma: 40 Ne: 40 Cl: 40 Wa: 40

Th: 40 Ba: 40 Av: 40

You are 56 years, 16 months, 33 days old.

You are a citizen of Bal Harbor.

You are a devout worshipper of Blaster.

You spread goodness and joy everywhere you go.

You have visited most of this area.

You’ve seen 76.2% of the world.

You aren’t controlling any followers right now. [0.0]

You have (1444/1444+146) hit, (139/744+71) mana and (479

/479+98) movement points.

Your armor class is -11.0.

You have +28 to hit, +53 on damage and up to 5 attacks.

You have 8494368 gold coins.

You have three hundred and twenty-four drachma.

You have 5256079 honor.

You have 25270897599 unused experience points.

You have been playing for 442 days, 22 hours, 24

minutes.

You are a member of Legends.

You are well-attuned to the channelling stratum.

Str: 22[19], Int: 19[19], Wis: 19[19], Dex: 21[19], Con:

22[19] (103[95])

You are standing.

Your song can affect as many as nine people.

You are affected by the following spells:

Mindbar

Detect Evil

Detect Good

Detect Magic

Detect Invisible

Sense Life

Infravision

Darksight

Perception

Invisibility

Darkness

God Sanctuary

Dark Cloak

Protection from Evil

Resist Fire

Avatar Blessing

Resist Cold

Resist Webs

Covered in grease

Purity

Restiveness

Spectral Shield

Petrified Armor

Greater Fluidity

Wraithform

Demonic Aura

Improved Haste

Fly

Water Breathing

Rejuvenation

Nature’s Restoral

Greater Mobility

Strength

Aptitude

Insight

Quicken

Vitality

Undead Visage

Fortune

You are imbued with the following spells:

wraithform at level 40 (2 charges)

[1444hp/139ma/479mv, +146hr/+71mr, -11.0, -%]

cast ‘planar’

Ok.

You are transported in a column of flames!

The Valley of Flame

Tiny fires flare up to either side of the pathway

here. Showers of

BLEAH!

There are certainly other spells that may need to be up. Also it’s not clear whether you need to planar from plane of salt, or a specific room in plane of salt.

I read the notes again, and maybe I am overseeing things but there is a slightly odd reference to Xicilia in regards to the plague which makes me think something resistant/healing spell could be worth trying.

I’ve popped a lot of notes now, to the point where I doubt there are new ones, unless new ones have been added in the reboot. I suspect the clue about the spells, we potentially already have, but can’t see.

It’s also not clear whether these two spells are fine with other spells being up, or perhaps they don’t work well with others.

I’m focusing most of my effort on forging the staff, but admit this may take longer than jagging the conditions to planar in first.

Ok, so things are coming together, but we still could be ages out from establishing access.

It seems we have 3 of the 5 conditions…

  1. Plane of Salt - Any outdoor room

  2. Weather must be stormy

  3. Must be midnight

  4. Some spell

  5. Some spell

Regarding the staff… I have loaded the following components…

*** 1x a cube of elemental salt (0), SALT PLANE

*** 1x a smoldering eyestalk (0), MAGMA PLANE

*** 1x a cloud of floating embers (0), LIGHTNING PLANE

*** 1x an orb of positive energy (0), POSITIVE PLANE

*** 1x a pair of devil’s horns (0), CAINA

*** 1x a bundle of uncut rubies (0), FIRE PLANE

*** 1x an ancient clay tablet (0), EARTH PLANE

*** 1x a clutch of salmon roe (0), WATER PLANE

*** 1x a balloon (0), AIR PLANE

*** 1x a tome of evil scriptures (0), GEHENNA

*** 1x a jagged sliver of bone (0), PLANE OF ICE

*** 1x a vial of aether (0), ETHER PLANE

*** 1x a mirror of shadows (0), NEG PLANE

I have these to go… in these zones…

1x a flask of elemental flame (0), FIRE PLANE EXT

1x a clockwork puzzle box (0), PLANAR NEXUS

The following are proc loaders which neptune has told me…

Neptune (tell): they dont load normally is why

Neptune (tell): and they are assigned to the areas, not the mobs in particular’

1x a single drop of water (0), (WATER PLANE EXT???)

1x an oblong pebble (0), (EARTH PLANE EXT???)

1x a tiny vortex (0), (AIR PLANE EXT????)

1x a puff of smoke (0), (SMOKE PLANE????)

1x a reborn particle (0) ???

I need people to run Neptunes original planes and kill the small mobs so the proc loaders can be found. Tomorrow is an EU day so I’d appreciate the help. Help has been a bit thin besides from Waza and Driven this far.

What spells am I missing?

You’re getting closer…

I followed the story line and started poking around the BH Asylum. Critter has been running the area for a couple days and has popped a couple of confidential files off the aged gnome. So far 2 have popped but don’t have anything to do with Xicilia… my guess is there are other mons that pop the files as well.

What spells am I missing?

Bless, and possibly bard songs, but I’m leaning toward Hermetic Resonance being required.

Hermetic Resonance fits the story with bad things happening when there are 2 hermetic resonances active, including being bad for the fabric of existence. I once used it against Lord Morrigan in Castle Black and and up being blasted into another zone, drained of all my mana.

I’m currently trying to planar shift from Plane of Salt rooms with multiple spells up, including Hermetic Resonance, which spell to protect against is a question. Leaning towards lightning bolt or thunder clap.

Here is a list of all spells, with a marking of what Driven had up, and what is a necro spell… Obviously I haven’t removed those spells of the type which don’t have a duration on the character.

Spell			Driven	Necro
darkness		X	X
darksight		X	X
detect evil		X	X
detect good		X	X
detect invisibility	X	X
detect magic		X	X
mindbar			X	X
protection from evil	X	X
sense life		X	X
spectral shield		X	X
undead visage		X	X
wraithform		X	X
aptitude		X	O
avatar sight		X	O
dark cloak		X	O
demonic aura		X	O
fly			X	O
fortune			X	O
grease			X	O
greater fluidity	X	O
improved haste		X	O
infravision		X	O
insight			X	O
invisibility		X	O
mobility		X	O
natures restoral	X	O
perception		X	O
petrified armor		X	O
purity			X	O
quicken			X	O
rejuvenation		X	O
resist cold		X	O
resist fire		X	O
resist webs		X	O
restiveness		X	O
vigor			X	O
vitality		X	O
water breathing		X	O
animate dead		O	X
arms of the abyss	O	X
banish undead		O	X
bone armor		O	X
condemnation		O	X
control undead		O	X
corpus severance	O	X
crimson scourge		O	X
curse			O	X
death pact		O	X
deathwatch		O	X
demon bind		O	X
destruction		O	X
dispel good		O	X
dispel magic		O	X
embalm			O	X
energy drain		O	X
fear			O	X
hellstrike		O	X
infuse soul		O	X
knock			O	X
lethargy		O	X
pestilence		O	X
putrefy			O	X
reign of the spider	O	X
silence			O	X
simulacrum		O	X
speak with dead		O	X
spirit marker		O	X
spirit watcher		O	X
summon			O	X
summon undead		O	X
tenebrous claw		O	X
unholy aura		O	X
vampiric touch		O	X
vision			O	X
wall of flesh		O	X
weaken			O	X
winds of fortune	O	X
word of pain		O	X
acid blast		O	O
acid shower		O	O
aegis			O	O
aerial servant		O	O
annihilation		O	O
armor			O	O
atonement		O	O
attunement		O	O
avalanche		O	O
awaken			O	O
awaken the abyss	O	O
beyond the shadows	O	O
bless			O	O
blessing of the avatar	O	O
blindness		O	O
blizzard		O	O
brambles		O	O
brothers in arms	O	O
brothers in valor	O	O
burning hands		O	O
call followers		O	O
call lightning		O	O
call of the cuillen	O	O
call of the sidhe	O	O
canopied arbor		O	O
chain lightning		O	O
charm person		O	O
chill bane		O	O
chill touch		O	O
chronos incantation	O	O
circle of healing	O	O
cleanse			O	O
closing weave		O	O
colour spray		O	O
control weather		O	O
convocation		O	O
corona			O	O
corrosive surge		O	O
create food		O	O
create water		O	O
cry of the avatars	O	O
cure blind		O	O
cure critic		O	O
cure deafness		O	O
cure light		O	O
cure minor		O	O
cure normal		O	O
cure serious		O	O
damnation		O	O
dance of the many	O	O
dance of the seven 	O	O
dark mace		O	O
dawnfire		O	O
demon touch	O	O
detect disease	O	O
detect poison	O	O
disintegrate	O	O
dispel evil	O	O
dream talk	O	O
dreams of the castle	O	O
earthquake	O	O
echolocation	O	O
elemental resistance	O	O
enchant weapon	O	O
extinction	O	O
eye of the beholder	O	O
faerie fire	O	O
familiar	O	O
fare thee well	O	O
feast	O	O
fire bane	O	O
fireball	O	O
firestorm	O	O
firewind	O	O
flame strike	O	O
flames at midnight	O	O
flesh golem	O	O
fluidity	O	O
fog	O	O
force field	O	O
freeze	O	O
freshwater	O	O
frostbolt	O	O
garden	O	O
gate	O	O
glamour	O	O
gods of war	O	O
goodberry	O	O
grace	O	O
greater heal	O	O
greater lloyds beacon	O	O
greater refresh	O	O
haste	O	O
haunted dirge	O	O
heal	O	O
hedge maze	O	O
hellfire	O	O
hermetic resonance	O	O
hermetic ward	O	O
hymn of an artisan	O	O
hymn of the morning star	O	O
ice ray	O	O
ice storm	O	O
identify	O	O
identify	O	O
iron skin	O	O
knights blessing	O	O
knights prayer	O	O
kylas delight	O	O
lightning bolt	O	O
lion chorus	O	O
lloyds beacon	O	O
locate object	O	O
magic lantern	O	O
magic missile	O	O
magic rope	O	O
mantra of the ancient tribes	O	O
march of the heroes	O	O
mass fly	O	O
mass invisibility	O	O
mass water breathing	O	O
mass web	O	O
meteor swarm	O	O
mirror image	O	O
mobility	O	O
moon aura	O	O
morning glory	O	O
natures revival	O	O
natures upheaval	O	O
oghams psalm of discipline	O	O
passage	O	O
phase door	O	O
planar shift	O	O
preserve food	O	O
prismatic spray	O	O
raise dead	O	O
reflection	O	O
refresh	O	O
regeneration	O	O
reign of confusion	O	O
relocation	O	O
remove curse	O	O
remove disease	O	O
remove poison	O	O
resist poison	O	O
restoration	O	O
rina cruinne	O	O
sacred reprieve	O	O
sanctuary	O	O
sanctuary for the body	O	O
sanctuary for the soul	O	O
sandstorm	O	O
scrybite	O	O
shield of faith	O	O
shield of thorns	O	O
shocking grasp	O	O
sleep	O	O
song of the mist	O	O
spark shower	O	O
spell shield	O	O
spiritual hammer	O	O
stamina	O	O
stone skin	O	O
stone to flesh	O	O
succor	O	O
sunbeam	O	O
supplication	O	O
talshans diablerie	O	O
talshans tribute	O	O
telepathy	O	O
teleport	O	O
there and back again	O	O
thunder clap	O	O
tiger endurance	O	O
turn undead	O	O
twister	O	O
ventriloquate	O	O
walk of the cheetah	O	O
wall of sleep	O	O
wealth and glory	O	O
web	O	O
wellberry	O	O
will o the wisp	O	O
willow wind	O	O
wizards eye	O	O
word of recall	O	O
word of torment	O	O

If someone wants to do better than Driven - which shouldn’t be hard given this list, then be my guest.

There are two things I would suggest…

  1. Favour necro spells - include the ones Driven missed. (O X)

  2. Don’t discount what the notes say about Xicilia’s health or condition. It might be possible that one of the spells that needs to be up might be a disease or negative affect.

I have taken a gander at the loading of the staff components

and it appears as if some of them mysteriously unloaded

themselves from consideration and selection. That should

be resolved now.

Let us know if you run into any more issues.

Thanks, hope that helps.

-Neptune

Took almost 2 days of cycling Asylum, but I finally popped the final clue off the analyst.

There is something written upon it:

Patient File: XAPF-00734673023

We have not been able to locate Xicilia for several

days, which leads me

to believe she has escaped the facility. I have asked

our guests if any

of them have seen her. One of the madmen upstairs

reported that she entered his room through the crack below the door, as a cloud of

mist, and threatened

to kill him and then reanimate his corpse if he told

anyone. One of the

orderlies also saw her in the courtyard that same

morning. When he went to

apprehend her, she uttered some strange words and a

thick fog surrounded her.

Xicilia has not been seen since.

A confidential file crumbles in your hands.

Mod Ability - History - Xp Cost / Gold Cost
#


  1. +1 Max Strength - 0 of 1 - 50.00 B / 25.00 M

  2. +1 Max Intelligence - 0 of 1 - 50.00 B / 25.00 M

  3. +1 Max Wisdom - 0 of 1 - 50.00 B / 25.00 M

  4. +1 Max Dexterity - 0 of 1 - 125.00 B / 62.50 M

  5. +1 Max Constitution - 0 of 1 - 50.00 B / 25.00 M

  6. +1 Hit Points - 0 - 2.50 B / 1.25 M

  7. +1 Mana Points - 0 - 2.50 B / 1.25 M

  8. +1 Movement Points - 0 - 2.50 B / 1.25 M

  9. +1 Hit Point Regen - 0 of 40 - 6.25 B / 3.12 M

  10. +1 Mana Point Regen - 0 of 10 - 25.00 B / 12.50 M

  11. +1 Movement Point Regen - 0 of 30 - 8.33 B / 4.17 M

  12. +1 Hit Roll - 0 of 3 - 37.50 B / 18.75 M

  13. +1 Damage Roll - 0 of 3 - 50.00 B / 25.00 M

  14. +1 Bonus Circle Damage - 0 of 30 - 5.00 B / 2.50 M

  15. +1 Flail Damage - 0 of 30 - 5.00 B / 2.50 M

  16. +1 Bonus Hand Damage - 0 of 6 - 25.00 B / 12.50 M

  17. +1 Kick Damage - 0 of 30 - 5.00 B / 2.50 M

  18. +1 Bonus Spell Damage - 0 of 30 - 5.00 B / 2.50 M

  19. +1 Bonus Stab Damage - 0 of 60 - 2.50 B / 1.25 M

  20. +1 Bonus Weapon Damage - 0 of 6 - 25.00 B / 12.50 M

  21. -0.1 Armor Class - 0 of 3 - 25.00 B / 12.50 M

  22. +1 Bonus Charisma - 0 of 3 - 5.00 B / 2.50 M

  23. +1 Bonus Damage Reduction - 0 of 3 - 25.00 B / 12.50 M

  24. +1 Bonus Heal Bonus - 0 of 30 - 5.00 B / 2.50 M

  25. +1 System Shock - 0 of 3 - 5.00 B / 2.50 M

  26. +1 Bonus Undead Control - 0 of 3 - 5.00 B / 2.50 M

  27. -1 Save Breath - 0 of 3 - 5.00 B / 2.50 M

  28. -1 Save Paralyzation - 0 of 3 - 5.00 B / 2.50 M

  29. -1 Save Petrification - 0 of 3 - 2.50 B / 1.25 M

  30. -1 Save Poison - 0 of 3 - 2.50 B / 1.25 M

  31. -1 Save Spell - 0 of 3 - 25.00 B / 12.50 M


Gold coins will be deducted from your bank account if you donot have

enough gold in hand at time of purchase.

Kudos to Teker (and Neptune) for a great quest line and method of getting to the rebirth shop. It took us quite a while to figure all of this out. I will not post the full condition on the forum so that others have the pleasure of having the excitement of reading the clues appropriately and seeing their knowledge pay off. I will not spoil the surprise of what the area is actually like, either, but I strongly advise against being in the room when a 9x40 rebirth planar shifts under the proper conditions. Strongly.

Happy hunting!

And what about the people who dont like such riddles and thus lose that part of the game?

Just ask me or someone else ingame… I at least wanted to give people the option of discovery.

Hrmm, looks like there is no cap on how much hp/mana you could buy. Or am i missing something?

That’s correct, plant consumed by humans or other animals as food.

However the exponential modifier will kick in fairly quickly I would imagine, so I wouldn’t get too excited. I’m really pleased to see it. I’m hoping shop might be expanded at some point, ie, perm spells? For example you probably just lost 3 dam on your warcry for solo in the changes recently, so net effect of buying damage in the shop is already 0. Considering the eq and proc weapon changes recently, +6 weapon damage is closer to 5% of the improvement we’ve had recently. The mage gauntlets are the most insane increase ever, next to the already insane Sphairai and Winterblade. To some degree the shop improvements are really quite constrained compared to almost anything that’s gone in the past year. Having already purchased most of the working damages in the shop and being a player who measures numbers, although I am definitely more powerful, I am not getting xp much faster, because literally half the game++ is spent actually moving between targets… and +6 dam on typical xp mobs won’t even kill a mob a whole round faster… what we will notice though is groups kill group mobs far quicker.

One might assume that a players power constrains his own ability to gain xp… and it does… but game mechanics such as regen, moving between mobs, the time each round takes, xp caps actually control the speed of the game more than we imagine. I think we will sense grouping is more powerful before we see powerful players… The way the game works at the moment solo, even +10 dam hardly would kill a typical xp mob 1 round faster… but add +10dam to everyone in the group… Already groups can run half the epics back to back without a regen, and the xp/time is fairly poor. I think any problems that arise are more likely to be seen in grouping first rather than solo. Already groups eat through 40m mobs in 2-3 rounds, that your typical epic just isn’t worth the xp… this is a sign that typical group mobs are immensely weaker, as a proportional of group power, than they have ever been. Solo player power has always mostly been about technique not damage, you fight one round and then retreat. As demonstrated by the recent change to warcry, removing that hp shield now means you have to heal for most mobs, that’s caused me to run far slower… even though my damage has been numerically increasing. XP caps effectively strangle all improvements anyway because they limit the xp reward no matter the player power. You might notice that with all this extra power the xp caps haven’t moved in years, so the real effect of more power is only really run speed, which I mentioned is limited more than half by regen and movement.

I see I have waffled on, far to long… the point I am making is that rebirth shop for a solo player is actually pretty conservative… But it’s effect on grouping in time will be quite noticeable I think. If a solo player has a power level of 100 and gains 10% not a lot happens. But if a group has a power level of 1000 and gains 10% it gains far more.

Quote: The mage gauntlets are the most insane increase ever.

Help me understand this, Gorka, because that was not my intent. My intent was to add something fun, cool, and exciting, providing an pretty sweet Huzzah moment, not something that seriously hypes power in some massive, huge way. So, for example, I believe it takes about 20 blasts to earn an unleash on the largest epic in the game. How that plays out in real mage life is that they occasionally get this huge blast that is sweet, but their average xp run stays about the same. So on paper their damage output went up by some large amount, but it wasn’t amortized across all the mobs that it took to get there, so their average pain level against typical mobs is the same. On the one mob they unleash against, it’s sweet, but that’s not the average case. Typical xp runs for a mage will still involve approximately the same number of heals, the same number of blasts… what am I missing?

I think the point I’m trying to make is that power increases should be measured by xp/hour, not raw total damage #’s. Take the extreme example… I give you an item that requires 50 blasts to do 500k damage… your total damage output went up by some absurd amount, but your xp run didn’t really change that much other than 1 easier mob.

It would appear that warriors have a different perspective on damage than monks, thieves, mages, and clerics do. You say +10 damage doesn’t matter that much in solo… eh? A monk with +10 damage does 150 more on his deathtouch, which means all of those mobs that deathtouched to 15% now die. Whether or not the mob dies on a deathtouch matters a huge amount, because even 1 round of fighting against a 5mil mob does 300+ damage, which is 62 mana of heals. So if the mob suddenly dies now, your runs extend a huuuuuuge amount. Mages and clerics have the exact same issue. If their blast goes up by 50 effective spell bonus (between saves and spell bonus), then that means that many more mobs die to the blasts without ever entering battle. That’s a huge bump in xp/hour even though their damage only crept up by a small margin.

So when you look at the increases in the rebirth shop vs. something like the mage gauntlets, I would say for most players, the mage gauntlets don’t even move the needle on the power scale, whereas the rebirth shop is freaking amazing. The extension of their solo runs and xp/hour goes up a lot more due to the shop than the gauntlets or the Sphairai.

And yes, groups will see an increase in power as well.

I agree not everyone measures the importance of damage by how much more xp they can run in a time frame. In my opinion, this is how it should be viewed - because this is the objective of damage.

Here’s a run stat from shadow keep today… using some measures on my msdp.STATUS.

“REPORT Run Time: 456 Run XP: 119646511 XP Rate: 944577718.42105”

“REPORT Time Resting: 44 Time Standing: 248 Time Fighting: 146 Time Sleeping: 0”

You’ll notice that I spend 54% of the time not even fighting. This is game play that’s not affected by my power or rebirth shop, that I can’t currently do anything about… it’s resting to gain hp’s, it’s running room to room, it’s casting spells. Generally no matter what you do in this game, half the time of an xp run is spent not fighting. This is the point I made.

Now lets break down prime power gain from rebirth shop… Bare in mind I just had to buy my damage back that I lost from my warcry…

Monk +6 per attack, 6 * 5 for strike, 6 * 10 for grip.

Warrior +6 per attack. (Plus small amount for massive/crits - not much to broadside if it even works)

Mage, 30 dam per spell, 3 saves * (5 dam roughly) = +45 per spell.

There is a perception out there that warriors are powerful, but that’s actually not true in a damage sense. Mages and monks do more damage. Warriors have skills that are allow it to attack without taking damage. That’s what makes a warrior powerful… but warriors probably come in 3rd or 4th in this game in regards to damage.

My simple observation is that unless I kill a mob, a round quicker than I did before… my xp over time will not increase… and to kill a mob quicker in one round I need substantially more power than +6 dam. This is why even with rebirth shop, even though I am more powerful (and I’ve neglected to point out the OP of my procs) it’s probably not enough power to make me kill a mob 1 round quicker, and therefore get more xp over the same time. However with group the extra power is all added up among all the players… so the effect of rebirth shop is going to reflect strongly on groups and less on solo.

Rebirth shop is fantastic, it’s earned advantages… but it’s conservative. 5000hp procs and 300 disint’s 1/6 is completely OP. I’m not the only older player who thinks so. I’m not even really against it… but it’s the truth, and we should recognise it. There were some legit reasons mages have recently been bolstered, but essentially a lot of their propaganda and victim hood and shifting to warriors as perpetrators was untruths and lies. And when I lose 3 dam, and mages get 5000k dam procs, a decent person could understand my confusion.

The maths behind my claim that rebirth shop probably won’t increase solo xp runs is this…

In order to get more exp in a given time frame, a player must kill a mob at least 1 round sooner than he did previously.

If my damage per round is 5 x 100 melee attacks (500), and a mob has 2500hp, I will kill it in 5 rounds.

To get xp faster I must kill the mob in 4 rounds, meaning I would need to do 625 damage in 4 rounds to get xp faster.

So basically in this case, for rebirth shop to cause players to get more xp solo, I would need 125 extra damage per round, or techincally, about +20/25 weapon damage. Rebirth shop gives +6.

However this equation doesn’t work for groups… because groups will add up all the players extra damage and mobs will die faster. Grouping will be the first change we will notice and it’s already the case in the game.

Hi,

There are plenty ways to drop a mob faster however it almost appears the fixated approach drew multiple conclusions on how the Reborn Shop would not benefit since “exp received in a time frame” won’t improve unless the maths works out.

So the point I’m getting here is this - let’s change the Reborn shop and not the approach?

Why are we even comparing Warrior’s damage output to a monk or mage?

As for the mage artifact and as a mage prime, I do not find any practical use for it. In my case, raw energy is the way to go. But that doesn’t mean I can’t have fun with the item or I find it “useless” or “conservative”. It has it’s place and it sure is hella fun. Mage and Suna are approaching lvl 7-8 on the mage artifact and it really shines in small epic groups. And perhaps the occasional grab after multiple solo/group runs.

I can clear the whole of lyme with Dr and he doesn’t even output half the damage Mage does. Is damage really the question here? :lol:

R,

M

I agree with dr. Mages are useless! and evil!

Mage primes should be removed from the game, and the mage cup, should be renamed the pew Pew PEW!!! cup.

My main issue is still the same, your adding bonus bonus… but not base abilities… I cannot get the 110 heal bonus i need too max… so.. now i can… get more bonus heal bonus..

It seems the code for bonus bonus stuff got changed, to be broken like the code for max stats. Stats no longer limited by classo… and you don’t need heal bonus to use the bonus heal bonus anymore…? Can we get a list of updates/rewrites cause thats a major change in itself.

Can’t speak for other classes/playstyle but i think 6 hand dam + 3 dam from rebirth shop will definitely make me run much faster. I’m already seeing the difference in my runs with the hand dam clasp from EU. i’d imagine with an extra 9 dam, i’ll be splorking more stuff with grip.

If i’m lucky, i could clear most grip area in lyme without regen. Extra dam will make it even easier and faster. But then are you willing to run for hours without regen everyday? i’d rather take it slow and enjoy myself :lol: but thats just me.

On the gauntlets. i actually enjoy seeing mages getting excited when it proc.. Haven’t seen mages so happy for awhile. Mage is a pure DPS class. I think they should always have higher damage output compared to… say warrior :shock: I still think they need some sort of buff to help them sustain their mana in group…. Its boring to see mage running out of mana and end up chopping in group but thats another topic.

Cheers,

Vege (i’m not edible)

I forged the staff of the reborn today. It turned out to be a lot of work for a number of reasons. I had to figure out what the mobs were for the regular loading cp’s, the random proc loading cp’s were broken and wouldn’t load, and then there was an issue with one of the cp’s being temp. All issues have seemingly been rectified. Most of the cp’s are identified on the eqlist. Those that aren’t you’ll have to work out yourself, or you can pay me a princely sum for being a lazy ass as my spares are currently on auction. Regarding the reborn particle cp, you’ll need to visit the rebirth shop first using the other method of access of which the notes and information are well documented in this thread. I shant be saying more.

I’d like to offer a sincere thank you to the immortal staff for making the rebirth shop happen. I am a warrior without much intelligence, and a puzzle entry for me was the worst possible entry. I don’t mind hard work and cycling, but I hate it when puzzles stop me going forward. However as it turned out, the notes provided all the information that was needed, and the story line was really enjoyable and the entry method and idea well thought out. Yes, there were some implementation issues, but no ones perfect. A special thanks to those who did actually help me Waza, Driven and Suna.

1x a bundle of uncut rubies - FIRE PLANE

1x an ancient clay tablet - EARTH PLANE

1x a clutch of salmon roe - WATER PLANE

1x a balloon - AIR PLANE

1x an orb of positive energy - POSITIVE PLANE

1x a mirror of shadows - NEG PLANE

1x a vial of aether - ETHER PLANE

1x a pair of devil’s horns - CAINA

1x a tome of evil scriptures - GEHENNA

1x a cube of elemental salt - SALT PLANE

1x a smoldering eyestalk - MAGMA PLANE

1x a cloud of floating embers - LIGHTNING PLANE

1x a jagged sliver of bone - PLANE OF ICE

1x a flask of elemental flame - FIRE EXT

1x a clockwork puzzle box - PLANAR NEXUS

1x a tiny vortex - EU - RANDOM

1x a single drop of water - EU - RANDOM

1x an oblong pebble - EU - RANDOM

1x a puff of smoke - EU - RANDOM

1x a reborn particle - WHERE MIGHT IT BE? ;)

The Cyclopean Foundry

A blazing furnace of green and blue fire mixing with bright yellow and

orange flames roars against the south wall, within which belches a rolling

smoke through a hole in the cavern ceiling. Flickering orange light dances

upon the roughly hewn walls of red stone, and a gigantic anvil stands in

the center of the area. Several items of metal including swords and armor

have been piled to either side. The floor of the foundry is a mix of bits

of charcoal and red sand, each which has covered every article with a fine

layer of each. The heat permeates the air, giving it a pressurized feel as

steam hangs in the air above a huge cauldron of water.

Exits: North

A huge, four-armed cyclops pounds away at his anvil.

forge staff

Pheremos, the Nexian Smith takes your components and begins forging them together.

A few moments later…

receive staff

Pheremos, the Nexian Smith tells you ‘Now don’t tell that witch that I made you that! She’ll kill us

both!’

Pheremos, the Nexian Smith also gives you a page of instructions for the staff of the reborn.

You feel informed:

Object ‘staff reborn Gorka’, Item type: STAFF

Item is: GLOW HUM PERSONAL MAGIC RESTRUNG CAN-SHAPESHIFT FLOAT

Weight: 2, Value: 1000000gold, Worn in: TAKE HOLD

Has 0 charges, with 0 charges left.

Level 40 spell of:

(none)

The item has 1 additional magical ability.

Only those who are at least supreme avatars, and have been reborn may use

this item.

l page

There is something written upon it:

The staff of the reborn can be used at The Great Monolith to return

to Genesis.

A few moments later…

The Great Monolith

A wide area with rubble rounding the edges of a flat, red sand is

dominated by a huge black, shining monolith of what appears to be onyx. As

the alien moons revolve around the sky, the shadow of the great structure

swivels like the shadow of a great sun dial. The sky is forever dark,

spotted by thousands of tiny points of light varying in hue from white to

dark purple, each twinkling with their own regularity like the facets of a

wondrous gem. Footprints of all types mark the soft, dry sand, and lead

into all directions, as they disappear into the alien landscape.

Exits: North East South West Up Down

A gnarly, blood-stained blade whispers death here…It glows red!..It has a soft glowing aura!

A bejeweled book of conflagration lies forgotten on the ground…It emits a faint humming sound!

A great black monolith eclipses the sky, casting a shadow upon the ground.

hold reborn

You grab the staff of the reborn.

use staff

You emphatically raise the staff of the reborn into the air.

Your body is turned into a pile of salt which is absorved by a nearby puddle.

You suddenly find yourself elsewhere.

Edge of Nothingness

The arms of gas and dust begin to dissispate as the entire mass swirls

about its center, and otherwise lead back to the east. Points of light

blink within the dust and gas, against nad otherwise immense and

overwhelming darkness. Small particles race about in all directions like

tiny insects made entirely of pure energy.

Exits: East

Wunderbar!

Great initiative G, well done!

R,

M

Let it be known that at some point in the not too distant future, I intend to change the process of rebirthing (ie the rebirth command) so that it can only take place at the rebirth shopkeeper. I don’t have an exact date but if you’re on the fence or thinking about rebirthing, you might want to get moving on that.

Is the ability to rebirth more than once going to be enabled, given the renewable drachma issue?

And if so would the player also be able to achieve another 3 3x40 tokens?

I’ve just worked out what I would buy with 3000+ more drachma and 3 more 3x40 tokens, and the truth is the benefit of these things is fairly negligible, when you consider the real benefits were already purchased in the first play through and rebirth. In the light of proc weapons, and mage gauntlets the benefits of these things would be but a footnote - far less than rebirth or avatar shop even, but still progression.

Multiple reborn sounds fun. I was told last time that there may be a stacking remort/reborn bonus (up to 3 times) for multiple reborn. Is this in the pipeline?

:lol: