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Rebirth

Rebirth lets a player exchange configured Money progression for a persistent rebirth count and upgrade points. The rules are in settings/gameplay.yml: rebirth.

Price curve

rebirth:
  currency: money
  base-cost: 100000
  cost-growth: 1.01
  maximum-rebirths: 10000

The price for rebirth N is:

base-cost × cost-growth ^ (N - 1)

The configured currency must exist in content/currencies.yml.

Configurable reset behavior

rebirth:
  reset:
    currencies: [money]
    sword-skins: true
    zone-and-stage-progress: true
Setting
Behavior

currencies

Resets only the listed wallets to their configured starting balance

sword-skins

Removes purchased sword skin tiers and equips the order-1 default skin

zone-and-stage-progress

Returns progression to the starting zone and stage 1

Use currencies: [] to preserve all wallet balances. Setting either boolean to false preserves that part of progression.

A successful rebirth always charges its price, even when every additional reset option is disabled. The profile update is committed atomically so a partial reset cannot be saved.

Rebirth upgrades

The bundled upgrade tracks are:

  • Soul multiplier;

  • Essence multiplier;

  • enchant proc chance;

  • damage multiplier.

Each track defines bonus-per-level and max-level. One available rebirth point is consumed per purchased upgrade level. Keep the combined maximums aligned with the progression you intend players to complete.

Sword Attributes

Rebirth count also unlocks levels in content/sword-attributes.yml. These are separate from spendable rebirth upgrade points: the configured required-rebirth gates each attribute level.

  • /rebirth opens the rebirth menu.

  • menus/rebirth.yml controls the purchase screen.

  • menus/rebirth-upgrades.yml controls upgrades.

  • menus/rebirth-leaderboard.yml controls leaderboard presentation.

  • /dga player <player> rebirths <add|remove|set> <amount> changes the count within safe limits.