Well, I stated that the odds of finding Mortal Remains when you dig into a grave or causing a spirit to spawn are independent events. So the person in your example will go looting and 1 of 3 things will happen every time he digs (assuming he does not run away when a spirit spawns): 1. He finds some Mortal Remains. 2. A Vengeful Spirit spawns. He kills it, digs again, and finds nothing. 3. A Vengeful Spirit spawns. He kills it, digs again, and finds some Mortal Remains. Now, since the curses only affect the rate at which the spirit spawns, said noob with level 50 prayer will always have a 30% chance of finding remains if he loots a mound, and 40% if he loots a marker. However, if he's cursed (or cursed multiple times), he will need to fight off the spirits more often than not, up to a 100% spawn rate. I posted that you have to defeat a Vengeful Spirit if one so happens to spawn before you can go back to looting the same grave. If you're the guy cursing him, you're doing so with the intent of slowing down the rate at which he gathers remains, or perhaps even causing his death (remember the combined stat/prayer/run drain). Therefore, your team indirectly benefits whether it's through less competition for these resource sites, or just for competition's sake ("Ha! Red team beat blue! [insert name-calling]") I should make the initial probability of spirits spawning more clear though. How about 40%? That way, it'd take 3 curses before the rate is boosted completely to 100%. [And I like your noob examples. Made me lol.] :D