Tensura: Reincarnated drops you into a world where you’ll start as one of 15 races, with a Unique Skill handed to you for free, and grow stronger by killing monsters. It’s a lot to take in on the first day, as a menu opens the moment you join and asks you to make your biggest choice before you’ve seen anything.
Your first hour runs from that menu to your first skill, a Smithing Bench and the first of the mod’s metals, and there are a few mechanics along the way that work differently from vanilla. Most of them only cost you a little time if you know about them, whereas finding them out the hard way can cost you a fight or a whole farm.
When You First Join
The Reincarnation menu opens as soon as you join, and you can’t be hurt while it’s open, so there’s no rush to pick. It lists every starting race along with a Random option, and each race shows a difficulty rating, from Easy for sturdy races like the Ogre up to Extreme for the Slime.

Once you’ve picked, you’ll be given one random Unique Skill from a pool of 54, which costs you nothing when it comes this way. Your race decides your starting health, Aura and Magicule, as well as which evolutions are open to you later on, whereas the skill decides most of how you’ll fight.
Which Race to Pick
For a first playthrough, you’ll want to go with the Ogre, which is rated Easy and has a little more health than a normal player. It gets bonuses to attack damage, attack speed and movement as well, along with the Strength skill from the start, so it’s able to handle the first few nights without much trouble.
It also keeps the default alignment, which means you’re able to work toward either ending, as a True Hero or, through the Wicked Oni line, as a Demon Lord. Its first evolution comes from a Fire Spirit, which every Ogre is given the first time it prays in the Labyrinth, though the Labyrinth’s Magicule will poison you below about 7,500 EP, so you’ll want to grow a little before you go.
The Beastfolk is the other Easy pick that keeps both endings open, and it starts with Self-Regeneration, which the Ogre doesn’t get until later. The Giant has a stronger start, with 50 health and four Intrinsic Skills, but it’s Majin, so it can only become a Demon Lord, whereas the Slime is rated Extreme with 10 health and is best saved for a second playthrough.
Your Unique Skill
Whatever skill you’re given, it’s worth keeping for now, as rerolling it isn’t something you’re able to do early on. The free reroll comes from a
Character Reset Scroll, which needs three Pure Magisteel Ingots from a Kiln and wipes all of your progress, whereas a
Skill Reset Scroll keeps your race but charges the new skill’s full cost in Maximum Magicule.
Some skills are a lot stronger than others, like Predator and Great Sage, but every one of them can be built around, and the All Unique Skills page lists what each of them does. Most of them will start working properly once you’ve learned them, which is the first thing you’ll want to do.
The Keys You’ll Use
Most of the mod is played through a handful of keys, and these are the defaults, which you’re able to change in your controls. The status menu on B is where you’ll see your skills, your Aura and Magicule and the slots that skills are pressed from.
| Key | What It Does |
|---|---|
| B | Status menu: skills, Aura, Magicule and slots |
| Z, X, C | Use the skills in your three slots |
| Left Alt | Switch a skill between its modes |
| R | Use your race’s own ability |
| N | Name a mob |
| Shift + N | Choose whether others can name you |
| V | Dodge (experimental) |
Only the skills that are placed in your three slots can be pressed, though there are nine presets of these, which lets you keep one set for fighting and another for training. Scrolling over a skill in a slot will fix that slot to one of its modes, whereas middle-clicking it will take it out again.
The Evolution Menu is opened from your main menu instead, and it’s used to see what your race will need for its next form. It’s worth checking every so often, as some evolutions only need an item to be used, and you might already be carrying it without knowing.
Learning Your First Skill
A new skill arrives in a learning state, and it won’t do anything until you’ve learned it, which catches out a lot of players who think their skill is broken. To learn one, you’ll need to put it in a slot and press it, and each press adds between 1 and 5 learn points until it reaches 100.

Each press costs five times what the skill normally would and puts it on a 10 second cooldown, which means it can take a while to get through. Now and then a press might backfire as well, giving you a random negative effect and taking a few learn points away, so you’ll want to do it somewhere safe rather than in the middle of a fight.
Your First Goals
There’s no quest line to follow in the mod, though these are the things that are worth doing in your first hour, roughly in the order you’ll get to them. None of them need anything from later in the game, and each of them will lead on into the next one.
Survive the First Nights
A bed and a small house
The mod’s monsters hit a lot harder than vanilla ones, so it’s worth getting a bed and a small house up before anything else. With one door left open, you’re able to stand inside and hit whatever follows you while it’s stuck trying to get in, and a Shield will help as well, as you can block a hit and then swing back while it’s down.
Kill Monsters for EP
Every kill makes you stronger
Every mob you kill will add a share of its EP to your Maximum Aura and Magicule, which is the main way that your own strength is able to grow. Early on, you’ll want to stick to the weaker ones, like Cattledeer, Goblins, Horned Rabbits and Hound Dogs, which are easy enough to handle while you’re still small, though they’ll be worth very little once you’ve grown past them.
New skills will unlock as your EP climbs, and a message in chat will tell you when one is ready to learn. Strength will arrive at 3,000 EP and is used to boost your attack, whereas Coercion comes at 5,000 EP, and they’re the first two that you’ll want to learn once they turn up.
Start on Self-Regeneration
500 Slimes
Self-Regeneration is unlocked by killing 500 Slimes, and any kind of Slime will count toward it, so it’s worth killing every one you come across from the start. It heals you over time, which makes the early fights a lot easier, and it’s needed later on for the stronger healing skills as well.
A couple of other skills are unlocked by eating rather than fighting, which is why it’s worth keeping your Spider Eyes and Rotten Flesh. Eating 100 Spider Eyes will unlock Poison, and eating 100 Rotten Flesh unlocks Corrosion, so they’re both easy to pick up while you’re out hunting.
Gather Hipokute
Your healing comes from it
Hipokute Grass is what every healing potion in the mod is made from, and its flower makes the
Full Potion. It grows wild in small patches, though you’ll find the most of it in the Ancient Forest, and it’s worth bringing back some
Hipokute Seeds to start a farm.
Build a Smithing Bench
Where most gear is made

The
Smithing Bench is crafted from a Crafting Table, a Smithing Table, Paper and Planks, so it’s worth grabbing any Sugar Cane you find for the Paper. Each of its recipes needs a Gear Schematic, and getting your first Monster Leather will give you the schematic for Monster Leather armor, which is the first set you’ll want to make.
Mine Silver
The first new metal
Silver Ore generates underground anywhere below Y 32, which makes it the first of the mod’s metals that you’re likely to find. Getting your first
Silver Ingot also gives you the Silver Gear Schematic, so you’re able to craft Silver gear on the bench straight away.
Get a Netherite Pickaxe
Magic Ore needs one
Magic Ore is found deeper, mostly between Y -64 and Y 10, but it can only be mined with a Netherite Pickaxe, as a Diamond one won’t drop anything. You’ll need a second Netherite Ingot for the
Kiln as well, so a trip to the Nether is the next big step, though Predator is able to eat Magic Ore without a pickaxe at all.
Mistakes That Catch New Players Out
A few of the mod’s mechanics work differently from vanilla, and they tend to cost new players a fight or a farm before they find out. If your Magicule ever hits 0, you’ll fall into Sleep Mode for about 90 seconds, which leaves you unable to move or attack, so it’s worth watching it whenever you’re using skills.
Every death takes 5% of your EP, which doesn’t matter much on the first day but adds up quickly as you grow. It’s worth fighting monsters near your strength rather than far above it, as the loss is taken from everything you’ve built.
Hipokute only grows properly where there’s a lot of Magicule around it, so seeds planted in most places will turn into Wheat instead. The Ancient Forest is the safe place for a farm, as it has plenty of Magicule, though a few other spots will work as well, which are listed with the rest of the Hipokute details.
Races with the default alignment will turn Holy at their third form, and after that a Marionette Heart can no longer make you Majin. So if you’d like to become a Demon Lord as a default race, it’s worth deciding before your third evolution, as the choice closes once you’ve taken it.
Where to Go After That
Once you’re past about 7,500 EP, the Labyrinth is worth a visit, as its Magicule will refill yours a lot faster than the Overworld does and you’re not able to die inside it, which makes it the safest place to learn and master skills. You’re able to pray there once a day for a Spirit as well, which gives you new Spiritual Magic.
Once you’ve got Silver gear and a stack of Magic Ore, the Progression Guide picks up from the Kiln onward, through the Magisteel metals, the monster armor sets and the bosses. Your race will also be working toward its first evolution as you play, and the Evolution System page explains what each one needs.
If you’d like to get more out of your monsters, taming and Naming will turn them into subordinates that fight for you. Both of them work from early on, and around twenty of the mod’s mobs can be tamed with the right food, like Horned Rabbits and Slimes.
Frequently Asked Questions
The Ogre is the easiest race to start with, along with the Beastfolk, as it’s rated Easy, has extra health and attack and keeps the default alignment, so both endings stay open. The Giant has an even stronger start, though it’s Majin and can only become a Demon Lord.
New skills start in a learning state, so you’ll need to put the skill in one of your three slots and press it until it reaches 100 learn points. Each press has a 10 second cooldown, and it will start working normally once it’s been learned.
You’re able to, though not on the first day, as the Reset Scrolls are made from Mithril, Orichalcum or Pure Magisteel Ingots. The Character Reset Scroll rerolls your Unique Skill for free but wipes your progress, whereas the Race Reset Scroll keeps your skills.
Pick your race, learn your Unique Skill and start killing monsters for EP, then build a Smithing Bench and go looking for Silver and Magic Ore. Gathering Hipokute early is worth it as well, as it’s what the healing potions are made from.





