|Base price||5 zm|
|Nutrition||(depends on monster)|
|Turns to eat||(weight / 64) + 3|
|Weight||(depends on monster)|
|Conduct||(depends on monster)|
A corpse is the body of a dead monster. It is a very common comestible. Some monsters never drop corpses, some monsters drop corpses occasionally, while others will always drop corpses except in special circumstances.
Even though all corpses are classified as comestibles, that does not imply that they should all be eaten. Some corpses are acidic, poisonous or hallucinogenic; some corpses will give you a property that you may not want; even worse, some corpses are deadly to eat. Normally, you should avoid those corpses unless you have the appropriate resistance or means of curing the condition that they cause. One way to learn which corpses to avoid is to watch which ones your pet eats; for example, a pet will never eat a poisonous corpse (unless the pet is poison resistant). However, there are exceptions to this rule; for example, domestic pets may eat corpses of cats, dogs, bats, violet fungi, leprechauns, nymphs, stalkers, tengu, and your race without adverse effects, and you do not want to eat those corpses unless you have a way of dealing with their negative effects.
Corpse generation odds
Most monsters do not always leave a corpse when they die. Monsters that normally would leave a corpse will never if killed by stoning, disintegration, or digestion. Corpseless monsters such as ghosts or yellow lights will never leave a corpse. Lizards, player monsters, the Riders, and any monster that is larger than size Medium are guaranteed to leave a corpse when killed by normal means; in particular, this means that trolls, whose corpses can be very annoying, will normally always leave a corpse. Golems are guaranteed to leave their special death drops (if applicable) when killed.
For all other monsters, there is a 1 in n chance that the monster will leave a corpse when killed, where n is generated as follows:
- n starts with a value of 2
- Add 1 if the monster is size Tiny
- Add 1 if the monster's generation frequency is "Very Rare", "Not randomly generated" or "Unique".
Monsters will never leave a corpse on the Rogue level. Undead on a graveyard level have 1/9 of the normal chance of leaving a corpse if killed by you, or 1/3 of the normal chance if killed by anything else, further reducing the above odds.
(In a similar vein, some monster types will get replaced when you bring them back to life, e. g. priest corpses become zombies.)
Special corpse behavior
- Lizard and acidic corpses cure stoning.
- Lizard and lichen corpses never rot away, and never cause food poisoning.
- Troll corpses (all T) come back to life 75% of the time.
- The Riders' corpses have a chance to come back to life starting 12 turns after their "death".
- Acid blob corpses never cause food poisoning, they are safe (but damaging) to eat and are suitable for sacrifice until they rot away.
Corpses are generally most useful and safe when fresh, slowly rotting as the turns pass. In most cases, with increasing age corpses become unsuitable for sacrifice or for feeding your pet and become harmful, even deadly, for you to eat, until finally they rot away to nothing.
Corpses do not age while stored in an ice box, and age at only half the normal rate while lying on ice. A tinning kit is also handy for preserving corpses for later consumption, by converting them into tins.
Your god regards a corpse as "fresh" up to a maximum age of 50 and will accept its sacrifice on an altar. If the corpse is too old, "Nothing happens." Even lizard and lichen corpses are subject to this limit, but acid blob corpses are an exception, suitable for sacrifice at any age.
When you yourself eat a corpse, the effect of age is more complex, as the corpse progresses through several degrees of rottenness. The corpse--except lizard and lichen corpses--gains one degree of rottenness every 10 to 29 turns of age, with a +2 bonus for being cursed or -2 for being blessed. Any corpse except an acid blob that reaches a rottenness of 6 is considered "tainted" and will give you fatal food poisoning, besides conferring no nutrition. Otherwise, if the rottenness is at least 4 ("old"), there is a 20% chance that you "feel sick" and lose 1d8 HP. In the absence of other negative effects, unless the corpse is a lizard or lichen, there is still a 1/7 chance of a corpse turning out to be rotten, in the same sense as non-corpse comestibles, with the associated consequences. Otherwise, you receive the full benefit of eating a fresh corpse.
All unrevived corpses except lizards and lichens eventually disintegrate, quietly disappearing from the game. This happens at an age of approximately 250 turns, with some random variation.
In SLASH'EM, corpses sometimes get overgrown with molds. Knowing this fact, players may get extra resistances or lichen corpses. See Fungus.
Corpse benefits and dangers
Acidic or poisonous corpses do 1d15 points of damage, old but otherwise (still) safe corpses sometimes do 1d8 damage.
Many monsters have a chance of giving one or more intrinsics upon eating their corpse. The chance of gaining an intrinsic from a corpse that could provide it is based on the monster's base level and any other intrinsics the monster could provide. If a monster could provide multiple intrinsics, then there is an equal chance of each being conveyed, even if you already possess the intrinsic. Once one intrinsic is picked from the list, there is a level in 15 chance for most intrinsics that it will be conveyed. Telepathy, teleportitis, and teleport control are exceptions; telepathy is guaranteed, while teleportitis and teleport control are level in 10 and level in 12 chances, respectively. Killer bee and scorpion corpses are also an exception; they have a (5 + level) in 20 chance of giving poison resistance.
Many other corpses also have special behaviors that are treated separately from the main intrinsics.
Corpses that are beneficial in a way
- wraith (level up; slightly different results in SLASH'EM)
- giant (strength up)
- mind flayer (intelligence up or gain the telepathy intrinsic)
- floating eye (telepathy intrinsic)
- stalker (gives you permanent invisibility and see invisible when eaten while invisible, otherwise gives you temporary invisibility; but stuns you for 60 turns either way. You may not want invisibility.)
- quantum mechanic (you get the speed intrinsic if you don't already have it, but lose it if you do. It is poisonous)
- blobs, jellies, fungi (F), gelatinous cubes and puddings (often hurts you a little, but a good way to gain intrinsics if you are observing vegan/vegetarian conduct. Black puddings are not vegetarian, and brown puddings are vegetarian, but not vegan. Don't eat yellow molds or violet fungi unless you can unhallucinate yourself or are wielding Grayswandir.)
- lizard (if needed; cures stoning, lowers stun + confusion to two rounds, will not rot, but does become unsuitable for sacrifice)
- unicorn (poison resistance. Killing unicorns of your own alignment massively lowers your Luck, but eating unicorns, even of the same alignment, has no such effect.)
- dragon (gain intrinsics that that dragon has, so red dragons give fire resistance, black dragons give disintegration resistance, green dragons give poison resistance, etc; however, yellow, gray and silver dragons confer nothing. Baby dragons don't give intrinsics.)
- tengu (gain intrinsic teleport control, but also has chance of conferring teleportitis or poison resistance)
- Wizard of Yendor (gain intrinsic teleport control, but may also confer teleportitis; This is cannibalism for humans (except Caveman), but this may be acceptable at the point of the game, you meet him, because you will aggravate monsters due to his interventions anyway)
- elves (gain sleep resistance, don't do this if you're an elf)
- flesh golems (gain fire, cold, shock, sleep, or poison resistance)
- newts (can gain 1-3 energy, or increase your maximum energy if you are currently at max)
- nurse (restores hitpoints to maximum, but is cannibalism for humans (except Cavemen))
- chameleon (polymorphs you - useful if you have polymorph control)
- doppelganger (polymorphs you - useful if you have polymorph control; This is cannibalism for humans (except Cavemen) )
As a general rule, monsters with a fiery attack (red molds, red dragons, etc.) tend to confer fire resistance and monsters with a cold attack (brown molds, white dragons, etc.) tend to confer cold resistance.
Corpses that are harmful in a way
- kobolds, rabid rats, baby green dragons, vampire bats (poisons you, no beneficial effect except nutrition; okay for poison-resistant characters like orcs, barbarians or if you have acquired poison resistance)
- bats and stalkers (stuns you for a while; see above for benefits to eating stalkers)
- mimics (you can't move for a while)
- cockatrice, chickatrice, Medusa (you die of stoning; okay if you're petrification resistant)
- Death, Famine, Pestilence (you die)
- green slimes (slimes you)
- your own race (cannibalism gives you the aggravate monster intrinsic and lowers luck by 2-5 points unless you're a caveman or orc)
- cats and dogs (gives aggravate monster, unless you're a caveman or orc)
- werecreatures (you become one, considered cannibalism for humans)
- keystone kops (considered cannibalism for humans)
- chameleons and doppelgangers (causes you to polymorph, and eating a doppelganger is considered to be cannibalism for humans)
- leprechauns, nymphs and tengu (if you don't want teleportitis; some people see it as a benefit, though, especially with teleport control; see above for benefits to eating tengu)
- green molds (give you acid damage for no benefit)
- yellow molds and violet fungi (cause hallucination)
- any undead (mummy, vampire, zombie) corpse - it is already old and has a chance to cause food poisoning; also possibly cannibalism
- However: Corpses from undead can be tinned. The tinning process de-rotten-ifies the corpse and makes it safe to eat. Usually only worthwhile for elf and giant zombies/mummies; the former give sleep resistance, the latter an increase in strength. If you have no tinning kit but a unicorn horn, eat the corpse and cure yourself if it's rotten.
- mon.c, line 1556
- dig.c, line 787
- mon.c, line 239
- pray.c, line 1161
- dog.c, line 690
- dog.c, line 668
- eat.c, line 1250
- eat.c, line 1258
- eat.c, line 1307
- mkobj.c, line 650
- eat.c, line 1288