All ideas tagged "resurrection"

#4248

 · 
vanilla

When a python is resurrected, it gets a special message “The python stops pining for the fjords” as a Monty Python reference.

#4047

 · 
Bard Patch

You can attune pets to the Lyre of Orpheus (possibly only if you are a bard and it’s your own quest artifact). Attuned pets that die near the harp leave no corpse (so they can’t be resurrected twice via undead turning), but can be resurrected later by invoking it. This replaces its current invoke power.

For a more balanced implementation (so you can’t let multiple pets die over thousands of turns and then invoke it to get an instant army), it will only resurrect one pet, possibly allowing the player to pick which.

For a simpler implementation, only the last attuned pet to have died near the Lyre gets resurrected.

#4019

 · 
vanilla

Zombies get weaker every time they revive, and possibly eventually get to a point where they just stop reviving.

Add a system for casting ritual spells: more powerful and more expensive spells which have some esoteric effects you can’t get otherwise. The main differences between ritual and normal spellcasting are that they consume valuable, hopefully non-renewable components, take a number of turns to cast instead of taking effect instantly, and may require you to be in or set up certain circumstances.

Various ritual spells that have been proposed:

  • Ball spells which consume a gem as focus and create a ball of elemental power that hits surrounding squares but not you. (Long casting times would probably make rituals infeasible for combat though.)
  • Temporarily increase your carry cap by a great amount. (Other new intrinsics as required.)
  • Resurrect a corpse as a tame monster (necromancy).
  • Grant temporary intrinsic life saving.
  • Single controlled polymorph with a greatly increased duration.
  • Summon a demon, demon lord, or demon prince. Requires 5 cursed candles and a marker (to draw the classic pentagram). If summoning a named demon lord, it’s either random or there’s some expensive way to control who shows up. The demon lord could be peaceful, but with current behavior this is useless. Possibly summoning them allows you to make a pact with them.
  • Remove the graveyard status from a level (would need to be expensive, and perhaps involve the Book of the Dead, and multiple different headstones).
  • Grow a tree. This consumes at least a piece of fruit. For anti-farming the tree should probably not produce fruit or bees when kicked.
  • Create a portal between two levels of your choice (doesn’t work with the Amulet obviously, but otherwise works)
  • Create an artifact (that is, you somehow imbue an item with properties it can’t normally get).
  • Bless items. Consumes a blessed scroll of remove curse.
  • Genocide a genocidable monster. Consumes a figurine of that monster plus other costly things.
  • Reverse genocide a monster. The monster may or may not have to be normally reverse-genocidable. Consumes a figurine of that monster plus other moderately expensive things.
  • Charge something. Requires a rare ingredient - perhaps a dilithium crystal.
  • Summon tame elemental(s). Among other things, ingredients include: a potion of water, any beatitude (water); a rock (earth); lit candles, a lit oil lamp, or a lit potion of oil (fire); an amulet of magical breathing (air).
  • Create a magic lamp. Needs an oil lamp (of course) and a figurine or mask of a djinni (or possibly a nearby live djinni).
  • Make the current level non-teleport. Requires a scroll of teleportation and that the caster be standing on an anti-magic field at (?) either the start or the end of the ritual.
  • Create a fountain. Requires a statue of a medium-sized or larger monster, which gets destroyed (by turning it into the centerpiece of the fountain). There may be potential for wishing abuse; perhaps the fountain should be flagged so that it can’t produce a wish-granting water demon.
  • Turn a regular knife into an athame. Components include other bladed weapons with positive enchantments adding up to 20 or something; all of these charges will be drained to +0 in the creation of the athame. The resulting athame is +0, regardless of the charges on the component weapons or original knife.
  • Create a tame golem or golems. Requires a large amount of total weight of objects made out of the golem’s material.
  • Summon a coaligned angel or other minion of your deity as a pet.
  • Create a tame wood nymph from a tree (only once per tree).

Ritual spells come in spellbooks like usual, but aren’t stored in your spell list. Instead, reading the spellbook prompts you if you want to begin its ritual and tells you the necessary ingredients and circumstances you need to satisfy as preconditions. If you meet all the conditions and answer yes, you initiate the ritual. (For simplicity, this should probably burn up / expend all the components instantly.) You cannot begin a ritual while in the process of casting another ritual; this should probably be implemented as a precondition.

Apart from the component cost, rituals act as a constant drain on your Pw until the ritual is complete. If something distracts you in the middle of the ritual, you can go take care of it and then resume the ritual as long as you have the Pw left to finish it. (You could also drink gain energy during the ritual.) The only way for a ritual to fail, possibly backfiring with bad effects, is for you to run out of Pw while it is incomplete.

In addition to its preconditions, each ritual also has some postconditions: common to all rituals is that you have been casting the ritual for at least some length of time, but there may be others, such as standing on the square where you began the ritual, or have another item, or kill a monster, or something. There may also be other conditions such as “moving off the space where the ritual started breaks and halts the ritual”.

Every time you stop casting a ritual (whether it succeeded or failed), it increments the spellbook’s spestudied field; the book will eventually disintegrate after casting it a certain number of times.

#3865

 · 
vanilla

When an item-using monster rises from the dead, it automatically picks up any useful items on its square.

#3535

 · 
vanilla

Corpses dropped by zombies are always or often cursed. Removing the curse from them makes them less likely to revive. This could even be made as strict as every time a zombie drops a corpse and a revival timer is actually set on it (as opposed to a rotting-away timer), it is made cursed.

#3518

 · 
vanilla

A new magical candle object. Zombie corpses within its light radius will not revive.

#3509

 · 
vanilla

There is some interaction you can do at an altar when you bring a zombie corpse there (not sacrificing it, since it will be too old) that sets the soul of the creature free, which will stop it from reviving.

#3250

 · 
vanilla

Corpse traps, which act like statue traps but instead revive a corpse that is on that square when the player steps onto it or otherwise interacts with the corpse.

#2957

 · 
Zombie Apocalypse Patch

When an undead turning beam is zapped over the corpse of an undead monster that’s set to revive, the corpse is either destroyed outright or the revive timer is canceled so it won’t revive. (In this second scenario, zapping the corpse again with no revive timer set on it could resurrect it like normal.)

Remove covetous warping entirely. However, a change like this would need to take into account that it makes the vast majority of boss fights a lot easier and more boring in that they would tend to consist just of the hero and boss standing next to each other hitting each other until the boss dies, so it would need to come with some improvements to boss fights, such as more interesting tactical AI where they will disengage momentarily and multiple forms (i.e. you “kill” it and then it becomes stronger before finally being defeated).

#2393

 · 
vanilla

Add the turn a pet was created into the edog struct, so the game can measure how long and loyal of a relationship you have with it. Pets that stay tame for a long time get some combat buffs such as a damage boost or more hit points. They are also more likely to come back tame if killed and resurrected.

Note that if a pet is momentarily untamed and then retamed, it resets the “turn it became a pet” counter.

#1710

 · 
vanilla

Whenever a zombie steps over a zombie corpse, it revives.

#1437

 · 
vanilla

Cancelled trolls won’t rise from the dead.

#1085

 · 
vanilla

A troll killed by fiery or acidic means (including Fire Brand) cannot revive.

#583

 · 
vanilla

Buff zombies, to make them more of a threat. Import FIQHack zombification (a zombie bite will place you 90-100 turns away from turning into a zombie, each additional bite decreases the timer by around 10 turns, but it will go away by itself if the timer doesn’t dip below 40); boost their difficulty, but keep their HD low; allow them to revive themselves less frequently than trolls, but also revive themselves whenever another zombie steps over their corpse.

#544

 · 
vanilla

In variants with reviving undead, you can apply a weapon downwards at a dead zombie’s corpse to destroy it so that it can’t revive. This may take several turns.

#201

 · 
vanilla

Allow taming of player monsters in bones with one prerequisite: you must tame its ghost, draw the ghost over the corpse, and then revive the corpse. To facilitate this, killing a player monster should always generate a ghost over the corpse, possibly with a gravestone and 80% of inventory being cursed.

#60

 · 
vanilla

Buff late-game undead, because undead’s significance in Gehennom tends to be pointless since they aren’t scary by the time the adventurer gets there.

  • Zombies can resurrect in Gehennom akin to GruntHack zombies.
  • Spectres, which are like wraiths but much faster and with more attacks.
  • Vampire mages.
  • Skeletal dragons.
  • Minotaur zombies.
  • Z might need to be made ungenocideable.
  • GruntHack-like zombies, which inflict zombification sickness and eat your brain to drain Int.
  • Shades can generate in graveyards in Gehennom.

#7

 · 
vanilla

Add a high level monster spell “raise dead”, which resurrects nearby corpses as hostile monsters.