Rebirth

Description
Resurrect target party member, teleporting him to your current location. All of target's skills are disabled for 10...4 seconds. This spell consumes all your remaining energy.

Usage Notes
The skill range for Rebirth is the same as any other spell, which is usually big enough to summon a dead ally to your location, away from the aggro range of hostile monsters. While the casting time is shorter than Resurrect and Restore Life by 2 seconds, Rebirth imposes 2 huge penalties. First, the spell consumes all the caster's remaining energy, leaving him useless to give even the simplest healing. Second, the resurrected ally's skillbar is disabled for a set period of time, depending on the caster's level in Protection Prayers. This period is 4 seconds with 12 in said attribute, though getting extra attribute points from armor and runes may push it down even further to 3 seconds.

While there is no recharge time for the spell, having it drain all the caster's remaining energy prevents the caster from immediately raising a second ally after the first, and will leave the caster useless for quite some time while waiting for energy to regenerate.

Just like Resurrect, this spell recovers the dead ally's health and energy minimally. Because of its teleportation nature, it's possible to exploit it to summon dead allies across cliffs, ledges, rivers, or any other terrain barrier on the maps. The other massive advantage of the teleportation is that Rebirth's range is a bit larger than the aggressive circle on the mini-map, meaning that after losing a battle, party members can be brought back to life safe and sound and not in the middle of a group of monsters baying for blood. As such it is best used post-battle, win or lose, definitely not during.

Acquisition

 * Ettin's Back: Quest, Dropping Eaves
 * Amnoon Oasis: Trainer, Tengsao

Related Skills

 * Resurrection Signet
 * Resurrect
 * Restore Life
 * Unyielding Aura
 * Vengeance
 * Light of Dwayna