Mid-rate progression and rebirth
Checked October 11, 2026. Server operator pages establish published server profiles. Pinned emulator source establishes that revision's implementation, not every private server's live configuration. Values proposed for Veyrenth are labeled separately.
Mid-rate does not define one cap
| Operator | Published base / job cap | Base / job EXP | Rules relevant here |
|---|---|---|---|
| Genesis Ragnarok | 99 / 70 | 50x / 50x | Pre-Renewal; rebirth enabled; no third classes |
| RevivalRO Loki | 255 / 120 | 100x / 100x | Pre-Renewal; base stat cap 255; no third classes |
Higher EXP rates shorten leveling; they do not automatically multiply stat grants, change damage formulas or enable repeatable rebirth. Level, job and stat caps are independent server choices. The sample defaults to a provisional 255/120 profile because the owner requested private-server mid-rate progression. A 99/70 comparison remains available. Squire itself has a provisional first-job cap of 50; 120 is the profile's later-job maximum, not its first-job cap.
Versioned rebirth behavior
Implementation reference: rAthena commit d4b8e7b8f16061cc2496d377ac8f777ce72a4f39. Source URLs and SHA-256 digests are retained in rebirth-source-pin.json.
| Question | Pinned implementation evidence | Veyrenth candidate |
|---|---|---|
| Eligibility | Valkyrie script: supported normal second jobs above Base 98 and Job 49; additional inventory/quest checks | One-time rite at Base 99 / Job 50 after a second discipline. Eligible Veyrenth branches remain to be defined; no automatic universal class access |
| Levels and investment | pc_resetlvl: reset Base/Job to 1, EXP to 0, six base attributes to 1, skills and skill points cleared | Reset investment; previous spent points and old unspent pool are not added again |
| Starting pool | Same function assigns a High Novice 100 available stat points | Fresh 100-point reborn pool, compared with the preview's normal 48-point pool. Difference is 52 once, not 52 per level or +52 to every stat |
| HP/SP | HP calculation and SP calculation apply a 1.25 multiplier to qualifying upper-class values | Preview uses 25% HP/MP once. Not an all-stat or damage multiplier. Class curves remain independent |
| Path memory | Valkyrie records the former advanced job; the implementation grants specific basic quest skills | Preserve Veyrenth lineage/rank records as dormant history. Relearned active ranks, effects and eligibility are separate; no free active effects from dormant ranks |
The historical official May 25, 2005 rebirth article describes 30% HP/SP and 52 allocatable stat points in prose. It does not settle the total starting pool in every subsequent server implementation. That historical 30% and the pinned emulator's 25% must not be presented as one universal rule. The preview explicitly chooses the latter as a tuning candidate.
The Ragnarok quest also has wealth, inventory and route conditions. Those are not imported into Veyrenth without a separate rule. Veyrenth's third-job progression is an original extension; the two servers above explicitly do not prove a third-job system.
Allocation arithmetic
The operator-hosted RevivalRO stats wiki, linked from its server's Wiki navigation, documents these classic-style equations:
- Crossing Base level
xtox+1: grant3 + floor(x/5)points. - Raising a base attribute
stos+1: cost2 + floor((s-1)/10). - Base 1 to 99 grants 1,225 leveling points. Normal total with the 48-point starting pool is 1,273; the reborn 100-point starting pool gives 1,325 under that curve.
- Raising one attribute from 1 to 99 costs 628 points. Job bonuses do not spend these points.
Pinned pc.cpp separates pre-Renewal and Renewal stat costs. Its modern fallback status-point calculation stops normal point growth above level 200 and shifts to trait points; configured tables can override it. Therefore the sample's extension of the classic curve through level 255 is authored Veyrenth prototype arithmetic, not a claim that the current default emulator or Loki necessarily uses that exact curve at 255. The live server's full level-by-level point table was not retrieved.
Explicit temporary Squire values
Website progression.ts is the executable source. Six base stats begin at 1. There are no gender modifiers. Normal starting pool: 48. Reborn starting pool: 100. Stat caps: 255 custom, 99 classic. Job 10 through 50 grants candidate cumulative bonuses STR=floor(job/10), VIT=floor(job/15), DEX=floor(job/25).
After adding job bonuses, the local preview computes:
HP = floor((80 + 18 * BaseLevel) * (1 + VIT / 100) * lifeMultiplier)
MP = floor((20 + 3 * BaseLevel) * (1 + INT / 100) * lifeMultiplier)
Attack = 12 + 2 * STR + floor(DEX / 5)
Hit = BaseLevel + DEX
Flee = BaseLevel + AGI
lifeMultiplier = 1.25 if reborn, otherwise 1
These are not Ragnarok's complete class tables or combat formulas. Gear, cards, traits, monster defense, status resistance and buffs are excluded. Unit tests verify investment, reset and arithmetic behavior, not final combat balance. The page's life selector compares same-level lives and resets allocation; it does not execute the rite or claim that a first-job Squire is already eligible.
Remaining decisions
The production EXP table, exact 255 point table, later class branches, final Squire curves and Blender/Odin implementation remain unapproved. No drop rate is increased because the profile uses 100x EXP. Existing long-term grind and rare crafting goals require their own progression/economy simulations.
