Job Rebirth¶
Job Rebirth is a standalone prestige layer for individual jobs. When a job has nothing left to earn — level 99 with every Job Point spent — you can rebirth it: the job returns to level 1 and its Job Points are wiped clean. In exchange you bank Rebirth Points, a currency you spend on permanent stat boosts. Every cycle leaves your character stronger; the only price is the climb back.
It runs entirely alongside Ascension — the same menu of stats, completely separate progress. The two stack.
How to Unlock¶
Rebirth becomes available on any job that reaches level 99 with all 2,100 Job Points spent. That is the only gate — no quest, no key item. Master the job and the altar will let you rebirth it.
The Altar¶
The Job Rebirth altar is in RuLude Gardens, accessible via the !rebirth command. Speak to it on a qualifying job to rebirth — or visit any time to spend Rebirth Points you have already banked.
How Rebirth Works¶
Rebirth is a three-step cycle:
- Master the job — Reach level 99 and spend all 2,100 Job Points.
- Rebirth at the altar — Choose Rebirth this job and confirm. The job resets to level 1 and its Job Points are fully wiped.
- Earn Rebirth Points — Each rebirth grants 10–20 RP: 10 for your 1st rebirth, +2 per additional rebirth, capped at 20.
Rebirth is permanent
A rebirth cannot be undone. Your level and Job Points on that job are wiped the moment you confirm. Everything you have bought with Rebirth Points — and the points themselves — are kept.
What a Rebirth Costs You¶
- Level → 1. You re-level the job from scratch.
- Job Points wiped. Every category, gift, and capacity point on that job is cleared to zero.
- Only the reborn job is affected. Your other jobs — their levels, Job Points, and gear — are untouched.
What You Gain¶
- 10–20 Rebirth Points banked for that job (base 10, +2 per rebirth, cap 20).
- Spent on permanent per-job stat boosts that survive every future rebirth.
Rebirth Points¶
RP is a per-job currency — each job earns and spends its own pool, and the boosts apply only while that job is your main. Spend them at the altar's Spend Rebirth Points menu. Each category has a cost per level and a hard cap; buy a level and the effect applies instantly — no relog needed.
Reading your stats: your points go into the green +N, not the base number
FFXI shows every attribute as base + bonus — for example, STR 125 +135.
- The base (the first number) comes from your level, job, and race. It never moves — not from Rebirth, gear, food, or buffs.
- Every bonus — gear, food, and the levels you buy here — stacks into the green +N on the right.
So buying 1 level of Strength raises the green +N by one, and your total STR (the number that actually drives Attack and damage) goes up with it.
RP Spend Table¶
The boost menu is the same catalog Ascension offers. Cheaper stats cost 1 RP per level; premium combat perks cost up to 3 RP.
Base Stats
| Stat | Per Level | RP / Level |
|---|---|---|
| Strength | +1 STR / level · max +50 | 1 |
| Dexterity | +1 DEX / level · max +50 | 1 |
| Vitality | +1 VIT / level · max +50 | 1 |
| Agility | +1 AGI / level · max +50 | 1 |
| Intelligence | +1 INT / level · max +50 | 1 |
| Mind | +1 MND / level · max +50 | 1 |
| Charisma | +1 CHR / level · max +50 | 1 |
| Max HP | +20 HP / level · max +1,000 | 1 |
| Max MP | +20 MP / level · max +500 | 1 |
Melee & Magic
| Stat | Per Level | RP / Level |
|---|---|---|
| Accuracy | +10 Accuracy / level · max +500 | 1 |
| Attack | +20 Attack / level · max +1,000 | 1 |
| Defense | +5 Defense / level · max +250 | 1 |
| Evasion | +5 Evasion / level · max +250 | 1 |
| Magic Accuracy | +20 Mag.Acc / level · max +1,000 | 1 |
| Magic Attack | +20 Mag.Atk / level · max +1,000 | 1 |
| Magic Damage | +10 Magic Dmg / level · max +250 | 2 |
Ranged
| Stat | Per Level | RP / Level |
|---|---|---|
| Ranged Accuracy | +10 R.Acc / level · max +500 | 1 |
| Ranged Attack | +20 R.Att / level · max +1,000 | 1 |
Combat Traits
| Stat | Per Level | RP / Level |
|---|---|---|
| Store TP | +2 Store TP / level · max +100 | 2 |
| TP Bonus | +10 TP Bonus / level · max +500 | 2 |
| Quad Attack | +1% Quad Attack / level · max 50% | 2 |
| Dual Wield | +1% Dual Wield / level · max 25% | 2 |
| Critical Rate | +1% Crit / level · max 50% | 2 |
| Critical Damage | +2% Crit Dmg / level · max 100% | 3 |
| Counter | +1 Counter / level · max +50 | 2 |
| Parry Rate | +1% Parry / level · max 25% | 1 |
| Subtle Blow | +1 Subtle Blow / level · max +50 | 1 |
| Weaponskill Damage | +2% WS Dmg / level · max 100% | 3 |
| Skillchain Damage | +2% SC Dmg / level · max 100% | 3 |
Mitigation
| Stat | Per Level | RP / Level |
|---|---|---|
| Physical Dmg Taken − | −1% Phys. DT / level · max −25% | 3 |
| Magic Dmg Taken − | −1% Mag. DT / level · max −25% | 3 |
| Haste | +1% Haste / level · max 25% | 3 |
Magic Support
| Stat | Per Level | RP / Level |
|---|---|---|
| Spell Interrupt Down | +1% SIRD / level · max 50% | 2 |
| Fast Cast | +1% Fast Cast / level · max 50% | 2 |
| Enspell Damage | +10 Enspell Dmg / level · max +500 | 2 |
| Cure Potency | +2% Cure Potency / level · max +50% | 2 |
| Refresh | +1 Refresh / level · max +10 MP/tick | 3 |
Utility, Resistances & Skills
| Stat | Per Level | RP / Level |
|---|---|---|
| Treasure Hunter | +1 TH / level · max +50 | 2 |
| Gilfinder | +2% Gilfinder / level · max +100% | 1 |
| Status Resistance | +2 Status Res. / level · max +100 | 1 |
| Elemental Resistance | +10 to all 8 elements / level · max +500 each | 1 |
| All Skills | +2 to every combat & magic skill / level · max +100 each | 1 |
Boosts are permanent and stacking — they re-apply automatically every time you zone in or change main jobs.
The Trial of Mastery¶
Each rebirth stacks a −15% EXP penalty on that job, capped at −90%. The penalty is per-job — it only slows the job that has been reborn, and disappears the instant you switch to anything else. You always keep at least 10% of normal EXP, so the climb is always possible — but a many-times-reborn job is a true endgame grind.
| Rebirth | EXP Penalty (that job) | Effective EXP |
|---|---|---|
| 1st | −15% | 85% |
| 2nd | −30% | 70% |
| 3rd | −45% | 55% |
| 4th | −60% | 40% |
| 5th | −75% | 25% |
| 6th and beyond | −90% (cap) | 10% |
Rebirth vs Ascension¶
Rebirth and Ascension are separate systems that share one menu of stats. Because they track independently, their boosts stack — a stat you have maxed through Ascension can be raised again through Rebirth.
| Ascension | Job Rebirth | |
|---|---|---|
| Currency | Ascension Points | Rebirth Points |
| Earned by | Prestige trials at the Altar | Rebirthing a maxed job |
| Spent at | Ascension Altar (Provenance) | Rebirth altar (RuLude Gardens, !rebirth) |
| Boost menu | 42 categories | The same 42 categories |
| Progress | Tracked independently | Independent — stacks with Ascension |
Important Notes¶
- Per-job isolation. Rebirth Points earned on Warrior stay on Warrior; points earned on Black Mage stay on Black Mage. You cannot transfer RP between jobs.
- Boosts apply on main job only. Set your reborn job as main before zoning in to activate its bonuses.
- Permanent and self-restoring. What you buy with RP re-applies automatically on every zone-in and job change, and survives every future rebirth.
- Stacks with Ascension. The two systems cap independently, so a fully-invested character can raise the same stat through both.
- The EXP penalty is per-job. A reborn job's penalty never touches your other jobs, and lifts the moment you switch off it.
- No rebirth cap. Rebirth a job as many times as you are willing to re-level it. The EXP penalty plateaus at −90%, so the commitment stays steady from the sixth rebirth onward.
Last updated: 2026-06-19 16:09 UTC