======Reincarnation====== {{:abilities:reincarnation.png?nolink}} A unit with this ability may reincarnate upon death. Whether they reincarnate into the same or different form (or at all) depends on a number of factors explored by [[:user:loggy:reincarnation|Loggy]], but the main takeaways are: * Reincarnation can only occur inside the reincarnating unit's pretender's [[dominion]]. * Reincarnation delivers the reincarnating unit to their pretender's home citadel. * Units can reincarnate even if [[Soul-Slay|Soul-Slayed]], and recover from [[Afflictions]] much like a [[Pretender]] being recalled. * Units need to have a certain level of [[Experience]] for a chance to come back as a **unit**; at least 11 XP and no greater than 99, with 40-to-50 XP being the surest bet. * The number in brackets after this ability's name indicates the chance of a successful reincarnation **after** the unit's Experience is checked; it's the **maximum** percent chance of coming back as a unit. * With Experience higher than 50, there is a chance of the Reincarnating unit returning as a point of Dominion somewhere on the map **instead** of returning as a unit; this is guaranteed to happen if your XP is 100 or higher. On top of that, if any of the reincarnating unit's [[magic]] paths exceed its [[Pretender|Pretender's]] magic paths, there is a chance the unit will boost one such magic path for the pretender as well. ===== The Path to Reincarnation ===== Numerous dice rolls are involved in deciding what happens. First the universe checks if your unit becomes one with their Pretender. A 1d50 roll is made against the unit's XP minus 49, winning ties; if the roll wins, your unit **doesn't** become one with their Pretender. If the unit **does** become one with their Pretender, a 1d8 is rolled to pick a random Arcane [[Magic]] path. The level that unit has in the resulting path is then set against their Pretender's level in that path. A 1d3 roll is made against the unit's level, plus one, minus the Pretender's level; if the roll **loses**, winning ties like the last roll, the Pretender gains a **+1 level boost** in that path. No matter what happens, if the unit **does** become one with their Pretender, they generate another [[Temple]] check for their Dominion that turn; this effectively adds another Dominion candle somewhere on the map, unless the Dominion is already at its limit or especially weak. If the unit **does not** become one with their Pretender, the universe checks if it deserves to reincarnate. First a 1d30 roll is made against the unit's XP minus 9, winning ties. If this first roll **loses**, a separate 1d100 roll is tossed against the value of their Reincarnation trait to determine if the unit will actually do it; if this second roll **wins**, your unit **does** reincarnate. If the unit **does** reincarnate, by succeeding in that first large roll, failing the second, and succeeding in the third, it heals [[Afflictions]] as a Pretender being recalled would. Its form is then picked from one of three "castes", decided by smaller rolls. ====Caste 1: The Lowest==== A 1d4 is rolled to see whether or not the unit is eligible for Caste 1; I suppose the same judge doesn't handle all of these cases. If this is a 1, the universe checks how many the unit has **directly killed** (their kill stat, listed in their XP menu), adds 1 to it, and compares it to another 1d4 roll; if the roll **wins**, and it always wins ties, the unit is reincarnated as a member of Caste 1. It should be noted that [[arcoscephale-la|Late Arcoscephale]] has a different list of Reincarnation forms from the other three nations that have Reincarnating units; Caste 1 for them is the Bandar, while Caste 1 for the Monkey Kingdoms is the Markatas. Alternatively, Reincarnating non-Commanders have a 1-in-3 chance to come back as an utterly-unequipped Vanara. ====Caste 2: The "Highest"==== If the unit is not eligible for Caste 1, or was eligible for Caste 1 but won their roll, another 1d4 roll is done against their kill stat plus 1; if this roll **loses**, and it always wins ties, the unit is reincarnated as a member of Caste 2. For Late Arcoscephale, Caste 2 is Mankind, specifically the Hoplite or Hypaspist Commanders. For the Monkey Kingdoms, Caste 2 is the Bandar. ====Caste 3: Yourself==== Those who stay out of Caste 1 and win their roll for staying out of Caste 2 get reincarnated as a member of Caste 3; their form before dying, to be specific. Is this reincarnation, or resurrection? Probably somewhere in between. Caste 3 is the **only** Caste that lets you keep your Magic paths, by the way. [[Commander|Commanders]] who reincarnate into Caste 1 or Caste 2 lose theirs. A mage with Reincarnation thus needs to have fewer than 3 kills if they wish to return as a mage, though they'll still risk the 25%-at-most chance of returning as something less than ideal. {{tag>unit-abilities}}