Rebirth gates, damage and coin multipliers, what the reset deletes, and the payback math that says whether the next rebirth is worth the grind.
Loot To Forge Rebirth: Gates, Multipliers, and the Payback Math
Quick answer: Rebirth 1 unlocks at Level 25, Rebirth 2 at Level 50, and every gate after that steps up 25 levels — Level 75, 100, 125, 150, 175. Each rebirth permanently adds +0.5 to your damage multiplier and +0.2 to your coin multiplier, and Power is the only stat the in-game warning says the reset deletes. The number guide sites skip: the extra grind a rebirth costs shrinks as 1/(N²−1) while the damage bonus shrinks as 1/(N+1), so the Nth rebirth returns N−1 times more damage per second of extra work than the second one did. Rebirth 7 costs 2.1% more time than Rebirth 6 and still pays a permanent +12.5% damage and +9.1% coins.
- The gate is a level, not a Power total. Train until the Rebirth button on the left of the screen reads 100%, then reset.
- Power keeps climbing past 100%. Everything above the gate is deleted on reset, so overtraining is pure loss.
- Gear, ores, coins, upgrades and your race survive. Confirm what your own account shows before a big reset, because only the Power wipe is verified on screen.
- The biggest lever on how long a cycle takes is your training zone, not the multiplier: community captures list free zones at x2, x8, x15 and a x100 Throne Train Area, with better dummies unlocking after rebirths.
Official source: live game page on Roblox, checked 2026-09-29. The Roblox games API for universe 10684750879 lists Good Bro Studio as developer, a creation timestamp of 2026-08-12, and past 35 million visits.
What a rebirth deletes and what it keeps
The confirm dialog itself is the only hard evidence in this table. The red warning on the button reads that a rebirth resets your Power, and everything else below comes from community captures, so treat the second half as high-confidence but unconfirmed.
| Item | After a rebirth | Confidence |
|---|---|---|
| Power stat | Reset to zero | On-screen warning |
| Level | Kept — the gate is a level, and it does not rewind | Community reports |
| Forged weapons and armor | Kept | Community reports |
| Ore inventory | Kept | Community reports |
| Banked coins | Kept | Community reports |
| Upgrades such as Max Ore Count | Kept | Community reports |
| Index milestones you claimed | Kept | Community reports |
| Damage multiplier | +0.5 per rebirth, stacking | Community, 3 recorded rows |
| Coin multiplier | +0.2 per rebirth, stacking | Community, 3 recorded rows |
| Training dummies | Higher tiers unlock | Community reports |
| Tower Tickets | Rebirth 7 shows x3 in one capture; another guide puts 2 tickets on Rebirth 1 | Disputed, single sources |
| Race and Enhance levels | Kept | Community reports |
The multipliers, the ticket rewards and the keep list all come from player captures of the Rebirth menu, not from a developer post. Open your own menu before committing to an expensive reset and check which rows match your account. If your Rebirth 7 shows tickets and someone else's does not, trust the screen in front of you. Patch notes land in the Good Bro Studio group and the official Discord before they land anywhere else.

The gate table: levels, multipliers, and Robux skips
Three rows have been captured directly from the menu — Rebirth 1, Rebirth 6 and Rebirth 7. Everything between them is filled in from a pattern that fits all three: level 25×N, damage 1+0.5×N, coins 1+0.2×N. That pattern is arithmetic fitted to community data, not an official formula, and Good Bro Studio can change it in any patch.
| Rebirth | Level gate | Damage | vs previous | Coins | vs previous | Robux skip |
|---|---|---|---|---|---|---|
| 1 | 25 | x1.5 | +50.0% | x1.2 | +20.0% | 9 |
| 2 | 50 | x2.0 | +33.3% | x1.4 | +16.7% | not recorded |
| 3 | 75 | x2.5 | +25.0% | x1.6 | +14.3% | not recorded |
| 4 | 100 | x3.0 | +20.0% | x1.8 | +12.5% | not recorded |
| 5 | 125 | x3.5 | +16.7% | x2.0 | +11.1% | not recorded |
| 6 | 150 | x4.0 | +14.3% | x2.2 | +10.0% | 129 |
| 7 | 175 | x4.5 | +12.5% | x2.4 | +9.1% | partly obscured, about 199 |
Damage and coins both step by a flat amount, so the multiplier itself never stops climbing — only the percentage gain falls. At Rebirth 12 you would sit on x7.0 damage and x3.4 coins if the pattern holds. Skip prices rise with the gate, but the two recorded points (9 at Rebirth 1, 129 at Rebirth 6) do not fall on a clean line, so do not budget from a formula.
The payback math: why later rebirths are the better deal
Here is the reasoning most rebirth guides skip, and it inverts the usual advice to reset as fast as possible.
A cycle is the run from one rebirth to the next. Two things change every time you do it. The gate climbs 25 levels, so the run gets longer by a factor of N/(N−1). Your damage multiplier climbs from 1+0.5(N−1) to 1+0.5N, so you fill the bar faster by a factor of (N+1)/N. Multiplying those two together, cycle N takes exactly N²/(N²−1) as long as cycle N−1 — the extra cost is 1/(N²−1). The permanent damage payoff is 1/(N+1). Divide one by the other and the ratio is exactly N−1.
| Rebirth | Extra cycle time | Permanent damage gain | Coins | Damage per second of extra work |
|---|---|---|---|---|
| 2 | +33.3% | +33.3% | +16.7% | 1.0x |
| 3 | +12.5% | +25.0% | +14.3% | 2.0x |
| 4 | +6.7% | +20.0% | +12.5% | 3.0x |
| 5 | +4.2% | +16.7% | +11.1% | 4.0x |
| 6 | +2.9% | +14.3% | +10.0% | 5.0x |
| 7 | +2.1% | +12.5% | +9.1% | 6.0x |
| 8 | +1.6% | +11.1% | +8.3% | 7.0x |
The second rebirth is the break-even point. Everything after it is strictly more time-efficient than the one before, and the advantage grows by a whole step every time. The instinct that early rebirths are the valuable ones is backwards on this curve — the first one feels enormous because you have no multiplier at all to compare against, but it is the most expensive per unit of gain.
This assumes the level gate is the only thing slowing you down. It is not. A new training zone, a better weapon from the forge recipes list, or a race that adds training gains all cut the cycle length far more than the multiplier does.
The payback calculator: plug in your own cycle time
Everything above is a constant. The one number only you can measure is how long your last cycle actually took, from the moment you reset to the moment the Rebirth button hit 100%. Two formulas finish the job.
Extra time this rebirth costs you = your last cycle time ÷ (N² − 1), where N is the rebirth you are about to claim.
Time until the bonus repays that cost = your last cycle time ÷ (N − 1).
Worked example, using a 12-minute cycle at Rebirth 5: claiming Rebirth 6 adds 12 ÷ 35 ≈ 21 extra seconds, and the permanent +14.3% damage repays those 21 seconds in 12 ÷ 5 ≈ 2.4 minutes of play. At Rebirth 7 on a 20-minute cycle it is 20 ÷ 48 ≈ 25 extra seconds, repaid in 20 ÷ 6 ≈ 3.3 minutes. The higher you go, the smaller both numbers get.
Time one full cycle from reset to 100% on the meter, on a session where you change nothing else. From then on the decision is one division: a 15-minute cycle makes Rebirth 6 cost you 26 extra seconds and pay back in 3 minutes. Any cycle length gives the same verdict, because the ratio never changes — only the absolute seconds do.
Five cases where you should hold the reset
The 100% rule is a rule about when, not whether. Five situations are worth a pause.
- You are one stage short of an ore you need. Clear the stage, bank the ore, then reset. Ores survive, so there is no argument for deleting your Power first.
- You unlocked a new training zone this cycle. If the new zone halves your cycle time, the payback math changes completely. Run one cycle on it before you commit, because the table above assumes your zone is unchanged.
- You have unclaimed Index milestones. Milestones such as Power Boost and Ore Bag are claimed by hand, and a reset is a bad moment to find one unclaimed.
- You are saving for a Robux skip. With 129 Robux recorded at Rebirth 6, the skip competes against the time the grind would cost, not the raw level count.
- You just forged a weapon and have not enhanced it. The next section explains why this is the one delay that matters.
Enhance before you rebirth
The Enhance system arrived in the 2026-09-26 update and the title now carries the [Enhance] prefix. It spends Ember Stones and coins to raise a gear piece one step at a time, and two things matter for rebirth: which stat each piece raises, and how the cost curve bends.
| Enhance fact | Value | Source |
|---|---|---|
| Weapon enhance raises | Power | Community |
| Armor enhance raises | Defense | Community |
| Cost per step | Ember Stones plus coins, rising every level | Community |
| Success chance | Falls every level; about 33% around +7 | Community observation |
| Failure penalty | Around +6 and above, a miss can cost a level | Community observation |
| Ember Stone sources | Frostbound Tower, Enhancement Quests, dungeon drops | Community |
| Free stones | Code 50000CCU grants 50, listed in the official game description | Roblox game description, checked 2026-09-29 |
Because gear and its enhance levels survive the reset, enhancement is the one upgrade you should finish before clicking Rebirth, never after. Pushing a weapon from +3 to +6 while your multiplier is high is cheaper than doing it on a rebuilt account, and the failure risk around +6 is exactly where you do not want to be holding your only good blade.
Redeem 50000CCU for stones first, spend the stones on the weapon you will keep, claim any Index milestone, then rebirth. The codes page tracks which codes are live, because the current code is the cheapest Ember Stones in the game and it expires without warning.
Update timeline that moves these numbers
| Date | Change | Effect on rebirth |
|---|---|---|
| 2026-08-12 | Game created, Roblox API timestamp | Base gates and multipliers set here |
| 2026-09-20 | Races update | Adds a permanent passive layer, can shorten cycles for free |
| 2026-09-26 | Enhance system and Enhancement Event quests | Changes what you should buy before a reset |
| 2026-09-28 | Title and description update | Current gate data reflects this build |
Races matter more to this page than it looks. A race that grants training gains reduces your cycle time, which means the fixed 25-level step buys more progress per rebirth. Roll your race before you start measuring cycles, otherwise your payback numbers are built on a rate you are about to replace — the races guide covers the buff list.
FAQ
Should I rebirth the second the bar hits 100%?
Yes, once you have finished what you were saving for. Power keeps rising after the meter fills, and all of that extra Power is deleted on reset, so every minute of training past 100% is a minute you paid for and threw away. The exceptions are the five hold cases above.
Does rebirth wipe my weapons and ores?
Community reports across several sources say no — forged weapons, armor, ore inventory, coins, upgrades and claimed Index milestones all survive. Only the Power stat is confirmed by the in-game warning, so verify on your own account the first time.
Is it worth paying Robux to skip a rebirth?
Only when the recorded skip price is small relative to your time. Nine Robux at Rebirth 1 is noise; 129 Robux at Rebirth 6 is a real decision. Compare it against the extra time from the table above, which at Rebirth 6 is under 3% of a cycle, and against what else you would spend the Robux on.
Why does progress feel slower after Rebirth 7?
Two reasons, and only one of them is the game. Your Power is at zero, so your damage floor is back to baseline and the next stage takes longer to crack. Second, the gates keep climbing 25 levels at a time, so the raw number on the bar grows even as the multiplier grows. The multiplier still wins on the payback table — Rebirth 7 returns six times the damage per second of extra work that Rebirth 2 did. If progress genuinely stalls, check your training zone first, since that lever is worth more than any multiplier.
Do rebirth bonuses stack or replace each other?
They stack additively. The captured rows show a flat +0.5 damage and +0.2 coins per rebirth rather than a replacement, so seven rebirths lands you on x4.5 damage and x2.4 coins. The percentage gain you see in the table is just the smaller slice of a bigger pie.
Related Guides
- Races and race buffs — training-gain buffs shorten every cycle, so roll before you measure payback.
- Weapons and skills — the weapon, not the multiplier, is usually the biggest Power jump per cycle.
- Ore stages and drop routes — bank the ore you need before a reset, since ores survive it.
- Forge recipes — the gear you forge now is the gear you keep after the reset.
- Working codes — free Ember Stones and coins, best redeemed before you rebirth.
