Death drop
When the player kills a monster, sometimes it may leave one random item under its corpse it didn't already have when alive; these items are known as death drops. If a monster is neither a Kop nor a type which can't leave corpses, it has a 1/6 chance of leaving a random item on it.[1] The type of item is dependent on what portion of the dungeon you are in.[2] There is also a penalty against small monsters, who can only leave food rations, leashes, figurines, or items that weigh at most three. The game only tries to generate the item once; if it isn't eligible (as per above), no death drop is left.
Normal dungeon
This table applies to anything except Gehennom, the Rogue Level, and contents of containers.
Item class | Probability |
---|---|
Food | 20% |
Potions | 16% |
Scrolls | 16% |
Weapons | 10% |
Armor | 10% |
Tools | 8% |
Gems | 8% |
Spellbooks | 4% |
Wands | 4% |
Rings | 3% |
Amulets | 1% |
Rogue Level
There are no death drops on the rogue level.
Gehennom
Item class | Probability |
---|---|
Weapons | 20% |
Armor | 20% |
Food | 16% |
Tools | 12% |
Gems | 10% |
Wands | 8% |
Rings | 8% |
Amulets | 4% |
Potions | 1% |
Scrolls | 1% |
Special Drops
Some monsters additionally always leave behind certain non-random body parts:
Monster | Item |
---|---|
dragon | dragon scales (1/3 chance, 1/20 if revived) |
unicorn | unicorn horn (1/20 chance if revived) |
long worm | worm tooth |
iron golem | 2d6 iron chains |
glass golem | worthless pieces of glass |
clay golem | 50 + 1d20 (avg. 60.5) rocks |
stone golem | statue of a stone golem |
wood golem | 2d4 quarterstaffs |
leather golem | 2d4 leather armors |
gold golem | gold |
paper golem | 1d4 blank scrolls |
See also
- Container#Generation for items inside chests and large boxes
- Monster starting inventory
- offensive item
- defensive item
- miscellaneous item
References
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