|Components||holy amulet, holy symbol, prayer book, holy relic|
|Learned At||170 levels faith.rituals.curing.target|
|Targets||others (player ghost)|
|Description||Raises a player from the dead.|
|Notes||(returns a portion of the experience earned before death)|
|Priestwiki||Discworld ritual help|
Resurrect is a priest ritual that brings a dead player back to life, returning some of the xp they had when they died and some of their known spells or rituals at the same time.
This ritual costs 270 GP, and is performed on the ghost of a player.
You kneel in prayer. You close your eyes, and contemplate higher things. You chant the ritual for body preservation. You recite the prayer for body regeneration. You chant the ritual for summoning the image of Death. You call upon Pishe to protect you from Death's aura. You communicate your needs to Death. As Death gives his answer, flickering, changing images run through your mind, and you are frozen for a moment by visions of how the ghost of <player> has died in the past.
You see a vague and wavering vision of a city guard as Death responds. Death tells you: OH, HIM. WHY NOT. SEEMS LIKE COMING BACK FROM THE DEAD IS NEARLY AS POPULAR AS DYING THESE DAYS. The image of Death vanishes. <Player> starts to glow softly. Flickering traces of your vision remain with you as a cautionary example.
Towards the end of the ritual, there is a line that indicates the success of the ritual in returning xp. In increasing order, these are
- Flickering traces of your vision remain with you as a cautionary example.
- A few traces of your vision remain with you as a cautionary example.
- A few flashes of your vision remain with you as a cautionary example.
- A few scenes from your vision remain with you as a cautionary example.
- All of the important moments from your vision remain with you as a cautionary example.
What the target sees
What others see
The dead player is returned to life. They regain a percentage of the xp they had on them when they died, as well as some or all of their spells or rituals. However, they will have 0 hp when they return to life (making it easy to immediately die again if attacked before they're healed up).
XP returned to the ex-ghost
Some of the xp the player had when they died will be returned to them. (They will also retain any xp they earned while dead.) The portion they get back is capped at 75%, and is dependent on the priests faith.rituals.curing.target (as well as any ritual modifiers).
- A 516 cu.ta bonus, possibly less, is enough for the ghost to get the maximum amount of xp back even far from a high altar.
- A 476 bonus, possibly less, is enough for the maximum return with a slight overall bonus to performance, as from being in the rain.
- A 458 bonus is enough for the maximum return, but only under the best possible (controllable) circumstances: being at a high altar in the rain, having just prayed.
The percentage of xp returned appears to be independent of the amount of xp at death; if someone can get a 70% return with no visible ritual bonuses or penalties, they'll get a 70% return whether the amount of xp at death is under 50k, or whether it's 30 million (the maximum amount of xp someone can have).
The relationship between cu.ta bonus and percentage return seems to be fairly linear overall. Without any visible ritual bonuses or penalties...
- A 304 bonus gets a 38% return.
- A 350 bonus gets a 48% return.
- A 380 bonus gets a 56.1% return.
- A 420 bonus gets a 64.1% return.
- A 450 bonus gets a 70.0% return.
Being at a high altar, in the rain, seems to add about three percentage points to that, and being far from a high altar (with Genua being the test location) seems to subtract one or two percentage points. Performing from a rod seems to subtract four or five percentage points.
There's a very large penalty for being in a witch-owned or wizard-owned area (such as Granny Weatherwax's roof), or being at another god's high altar. It seems to amount to about nine percentage points. As far as res returns go, this is like having your cu.ta bonus lowered by 40 or 50 points. Therefore, if someone happens to die in such a place, it's far better to step outside for the actual resurrection.
XP awarded to the performer
In addition to the normal command xp from performing the ritual, and heartbeat xp received during the (rather lengthy) ritual, on success the performer will receive some extra xp, dependent on the amount of xp that was returned to the target. The amount seems to be approximately equal to the ghost's returned xp (ignoring xp gained while dead) raised to the power of .78. This does, however, seem to be penalized if the performer's xp rate is high enough, though the details are not yet known. As an example, the resurrector gets about 90% of their expected res xp at an unknown xp rate between 514396/hour and 650824/hour, and about 55% of their expected res xp at an unknown rate between 867390/hour and 1003818/hour.
This ritual cannot be bestowed as a ward.
Depending on your settings, you may need to permit someone before they can perform Resurrect on you. The syntax to do this is:
permit resurrect from <living>
You can change this with "options auto death", separately allowing or disallowing either everyone, or friends specifically, to perform resurrect on you without needing to use permit.
- Resurrect alts
- Death (Includes list of npcs that cast the Raise Dead ritual)
- Raise Dead