Difference between revisions of "Death drop"

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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.{{refsrc|mon.c|2200|version=NetHack 3.6.0}}  
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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 not a [[Kop]] or [[corpseless]], it has a 1/6 chance of leaving a random item on it.{{refsrc|mon.c|2200|version=NetHack 3.6.0}} Death drops can be left even if the corpse [[Corpse#Corpse generation odds|failed to generate]], but any circumstances that explicitly prevent the monster from leaving a corpse will prevent a death drop as well (e.g. [[stoning]], [[drawbridge]], [[disintegration]], [[digestion]], [[undead]] on a [[graveyard]] level, and a few others).{{refsrc|mon.c|2289|nethack=3.6.1}} There is also a penalty against small monsters, who can only leave [[food ration]]s, [[leash]]es, [[figurine]]s, or items that [[weight|weigh]] at most three units. The game only tries to generate the item once; if it isn't eligible (as per above), no death drop is left.
 
 
Death drops can be left even if the corpse [[Corpse#Corpse generation odds|failed to generate]], but any circumstances that explicitly prevent the monster from leaving a corpse ([[stoning]], [[drawbridge]], [[disintegration]], [[digestion]], [[undead]] on a [[graveyard]] level, and a few others) will prevent a death drop as well.{{refsrc|mon.c|2289|nethack=3.6.1}}
 
  
 
Death drops use the normal object generation mechanism, so the object class of the dropped item depends on which level the monster was killed in. {{refsrc|mkobj.c|26|version=NetHack 3.6.0}} See [[Object#Item generation]] for a table of object class probabilities.
 
Death drops use the normal object generation mechanism, so the object class of the dropped item depends on which level the monster was killed in. {{refsrc|mkobj.c|26|version=NetHack 3.6.0}} See [[Object#Item generation]] for a table of object class probabilities.
 
There is also a penalty against small monsters, who can only leave [[food ration]]s, [[leash]]es, [[Figurine|figurines]], or items that [[weight | 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.
 
  
 
As of 3.6.0, cloned monsters (such as [[gremlins]] that have multiplied) cannot leave death drops, nor can any monster occupying the player's square (such as engulfers or mounts).{{refsrc|mon.c|2202|version=NetHack 3.6.0}}
 
As of 3.6.0, cloned monsters (such as [[gremlins]] that have multiplied) cannot leave death drops, nor can any monster occupying the player's square (such as engulfers or mounts).{{refsrc|mon.c|2202|version=NetHack 3.6.0}}
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Revision as of 03:24, 5 April 2020

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 not a Kop or corpseless, it has a 1/6 chance of leaving a random item on it.[1] Death drops can be left even if the corpse failed to generate, but any circumstances that explicitly prevent the monster from leaving a corpse will prevent a death drop as well (e.g. stoning, drawbridge, disintegration, digestion, undead on a graveyard level, and a few others).[2] There is also a penalty against small monsters, who can only leave food rations, leashes, figurines, or items that weigh at most three units. The game only tries to generate the item once; if it isn't eligible (as per above), no death drop is left.

Death drops use the normal object generation mechanism, so the object class of the dropped item depends on which level the monster was killed in. [3] See Object#Item generation for a table of object class probabilities.

As of 3.6.0, cloned monsters (such as gremlins that have multiplied) cannot leave death drops, nor can any monster occupying the player's square (such as engulfers or mounts).[4]

Special drops

Some monsters additionally always leave behind certain non-random body parts:[5]

Monster Item
dragon dragon scales (1/3 chance, 1/20 if revived)
unicorn unicorn horn (1/2 chance if revived)
long worm worm tooth
iron golem 2d6 iron chains
glass golem 2d4 worthless pieces of glass
clay golem 49 + 1d20 (avg. 59.5) rocks
stone golem statue of a stone golem
wood golem 2d4 quarterstaffs
leather golem 2d4 leather armors
gold golem 100-200 gold pieces (Luck-weighted)
paper golem 1d4 blank scrolls
gray ooze a small glob
brown pudding
black pudding
green slime

See also

References

This page is a stub. Should you wish to do so, you can contribute by expanding this page.

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.