+1 Stone Skipping Rebirth Skill Pads: Rebirth Gates and Skill Multipliers
Skill pads in +1 Stone Skipping unlock at 0, 2, 4, and 6 rebirths: Teal 1× SKILL, Green 4×, Purple 10×. See each pad's gate, multiplier, and training value.
The Skill pads in +1 Stone Skipping unlock by rebirth count: the Teal 1× SKILL pad is open from the start, the Green 4× SKILL pad opens at 2 rebirths, the Purple 10× SKILL pad opens at 4, and the next pad gates at 6 rebirths. That fourth pad's multiplier isn't readable in current gameplay footage — it was still LOCKED at 5 rebirths — so it stays unknown here rather than being filled in with a guess.
Comparison
| Pad | Rebirths required | Multiplier | Observed state |
|---|---|---|---|
| Teal pad | 0 | 1× SKILL | UNLOCKED from the start |
| Green pad | 2 | 4× SKILL | LOCKED before 2 rebirths, UNLOCKED after |
| Purple pad | 4 | 10× SKILL | UNLOCKED at 4 rebirths (AUTO tag seen in use here) |
| Next pad | 6 | Unknown | LOCKED at 5 rebirths; label unreadable in footage |
Where the Skill pads are and how they work
The pads sit right where you spawn — long colored strips, each marked with a number inside the pink-blue counter icon plus a multiplier. Standing on an unlocked pad multiplies your Skill gains while you throw there. The LOCKED and UNLOCKED labels in the table above are read straight from gameplay footage, the pad names are color descriptions rather than official labels, and the table is a footage reading — not developer documentation.
Training value: what an unlocked pad does to Skill gains
Each unlocked pad multiplies every Skill gain while you stand on it and throw. That compounding is the visible payoff of rebirthing: bigger Skill gains feed faster levels, a bigger multiplier, and longer throws.
Pad behavior across rebirths and practical use
The gates sit at fixed rebirth counts (0/2/4/6). In one fresh-account session that reached 5 rebirths in about 14 minutes, the 10× pad unlocked at rebirth 4 and the player was standing on it with AUTO throwing active by the end — the practical loop is to rebirth, ride the new pad's multiplier, and repeat. Right after that session's rebirth moment, the player was back at Palm Beach throwing short distances again, with pad progression tied to the rebirth counter. The footage did not show the complete reset scope, so treat the table above as a pad unlock reference only — reset rules and rebirth timing are separate questions.
Signals about pads beyond the Purple pad
The only signal about higher-multiplier pads is indirect. Around the creator's seventh rebirth, while training in world two, a long-session player describes their training spot as "a,000x" — per the auto-generated transcript, most plausibly a garbled "1,000× Skill" ("A,000 times X skill on this here"). The transcript never identifies that as one of the spawn pads and states no rebirth gate for it, so it cannot confirm the multiplier of the pad gated at six rebirths or document any pad beyond the Purple pad.
What to recheck in-game
- The 6-rebirth pad's multiplier. Reach 6 rebirths and read the pad's label directly — that is the only place its value is currently readable.
- Pads past the spawn area. No confirmed pad list exists beyond the spawn-area pads or in later worlds; a new pad could exist anywhere the game has been extended.
- Stacking behavior. Nothing currently documents whether pad multipliers stack with potions, pets, the level multiplier, or other boosts — check your Skill gain numbers on and off a pad if you run multiple boosts.
- Balance changes. Pad gates and multipliers are balance-sensitive, so recheck every requirement and multiplier after any rebirth or training balance update.
Related Guides
Rebirth Guide
Know when the first rebirth unlocks, what resets, what you keep, and why each loop makes throws stronger.
Throw Distance
See exactly how throw distance is scored and which upgrades and pads make each throw land farther.
Zone Order & Unlocks
Every zone in order with its Skill threshold, so you know when to push and what unlocks next.