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Rule · 500.9

Revival

Two things bring a dead unit back: an Everlasting timer, and a Phylactery Vessel. They differ in what pays for them, when they land, and where the unit stands afterwards. Everything past that is one shared procedure, and this is it.

This rule is part of the Comprehensive Rules, where every cross-reference resolves in one page.

  1. 500.9aEverlasting revives 10 seconds after the death, if combat is still running. It searches the dying unit's own board half for a free slot, and retries on later ticks while none is open — a revival can be delayed indefinitely by a full board.
  2. 500.9bPhylactery spends a stored Vessel the moment the death has finished resolving, and returns the unit to the cell it died in. It runs no timer, searches for nothing, and cannot fail for want of a slot.
  3. 500.9cBoth causes hand off to the same body from here. A revived unit returns at full Vitality, with its battle-start numbers rebuilt: resonance passives and persistent Scrip grants are reapplied, and every status, timed effect, and combat stat change from the previous life is gone.
  4. 500.9dCharge restarts from empty. A revival never hands back the activation the unit was charging when it died.
  5. 500.9eOnce-per-life rune effects are re-armed, so a defy-death rune can save the same unit again in its next life.
  6. 500.9fA revived unit is a new target incarnation: Rabid excludes it for one activation, and new-target rune effects can fire for it again.
  7. 500.9gEverlasting is re-resolved from the unit's own ability plus any grant that was made for the whole battle, so a battle-long grant survives the revival and can revive the unit again.
  8. 500.9hRevival dispatches two trigger channels — one the revived unit hears about itself, one its living allies hear — and both carry the cause.
  9. 500.9iOnly the self channel filters on that cause. A line on the revived unit's own card that names Phylactery is refused on an Everlasting revival and the reverse, so a runtime Everlasting grant on a Phylactery bearer never crosses the two.
  10. 500.9jThe allied channel is generic. A card that listens for an ally reviving answers every revival on its side — Phylactery or Everlasting, and whether or not the revived ally carries Phylactery at all.
  11. 500.9kA revival listener may aim at the revived ally, or at the unit that killed it. Both causes carry the killer: Phylactery resolves at the death and still has it in hand, and Everlasting holds the killer's identity for the 10 seconds the unit is down. Either way, if the killer is gone or is no longer a legal target, the clause falls back to the listener's own Focus roll rather than fizzling.
  12. 500.9lThe Reliquary rune hands its revived bearer Speed until that unit's next activation, which clears it. Reapplying it does not add; the larger amount stands. An ordinary Speed buff written on a revival listener is not this effect and lasts as long as any other buff.
  13. 500.9mA revival and every passive it triggers pool into one Vessel Point batch, which is what stops a chain of revival listeners from paying for the revival after it.

See also Everlasting Phylactery Rabid Dread Freeze

In 500 Damage, Mitigation, and Death