Draft:Monster remains

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Omega 0.90.4

Monster remains are corpses and body parts created after a creature's death. They can provide food, special effects, alchemical ingredients or quest evidence. They are separate from possessions carried by the living creature: a monster's weapon can be stolen before death, while a newly generated head, heart or crown cannot.[1]

Death and drops

Normal death handles experience, carried property and remains separately. Merely seeing an enemy disappear does not prove that this procedure occurred.[2]

Event or form Carried possessions Remains and experience
Ordinary common creature, normal death Dropped regardless of sight 50% chance of remains; kill experience requires line of sight
Non-common form, including named arena opponents Dropped Guaranteed remains on normal death, except Death; experience still requires line of sight
Death reaches normal death Current possessions drop Revives and strengthens instead of leaving a corpse; experience follows its current value and the ordinary sight check
Vanishes, for example after thief guild recognition No ordinary drop No ordinary corpse or kill experience
Antioch grenade kills its target Normal death happens first The explosion then clears all ground objects at that square, including newly dropped loot and remains

The arena's naming process changes the form's uniqueness setting, so its corpse rule differs from an ordinary specimen of the same species. Conversely, a name or disguised appearance alone is not proof of a guaranteed corpse. Check the form described by the entity article.[3]

The remains take their displayed name, weight and base value from the dead creature. They begin identified, neutral and unenchanted. A crown, jewel, dust or head can still belong to the remains category rather than being equipment, jewelry or an artifact in its own right.[4]

Eating remains

Eat accepts both food and remains. It runs the selected eating effect and consumes one unit, even if the result says the remains were inedible. Cancelling selection consumes none. For an ordinary edible corpse, the command adds six food-reserve points, with the result raised to at least zero, before the flavor message.[5]

Body size, corpse weight and an appetizing name do not increase this six-point nourishment. Food reserve above 48 causes vomiting and is reset to 12. The normal hourly check consumes one point. Countryside eating also runs an hourly check, so the net gain can differ from the meal's listed nourishment.[6]

Which effect applies

Remains construction checks ordinary edibility first, then poison, then the species-specific special effect. The first applicable rule wins. A special effect mentioned elsewhere in the source is not usable if an earlier rule replaced it.[7]

Rule Ordinary result Examples
Edible creature Six food-reserve points Rabbit, horse, elephant, dragonette
Poisonous, but not already edible Attempts to add 5–24 poison; no ordinary food gain Hornet, night gaunt, frost demon
Special eating effect Species-specific effect below; ordinary six-food gain does not apply unless stated Fnord, floating eye, unicorn and others
Listed human-corpse cases Alignment -10; if previously lawful, food becomes 33, otherwise adds eight; hunger limits still apply Mendicant priest, merchants, guards, ordinary/history humans, ninja and thieves
Low-nutrition fallback Adds one food point Grunt, aggravator fungus, goblin, geek, tove, Tasmanian devil, cateagle
Tainted fallback Lowers food reserve to at most four Sewer rat, catoblepas, rodent of unusual size, Eater of Magic
Otherwise No useful nutrition or effect; the attempt still consumes the remains Many trophies and inedible bodies

Poison immunity prevents the ordinary poisoning effect, but does not turn poison remains into food. Human-corpse treatment is an explicit list of identities, not a rule for every creature displayed as @. Denebian slime's threatening eating message does not actually apply the disease it describes.[8]

Special effects

This table describes ordinary neutral, +0 remains. Blessing or altering an item can affect effects which reuse the corresponding scroll or potion behavior; the linked entity pages give their specific conditions and limitations.[9]

Remains Effect and useful distinction
Tse-tse fly, torpor beast Attempts sleep with strength 6; no food
Transparent nasty Adds ordinary temporary invisibility; no food
Blipper Ordinary teleportation; no food
Floating eye Clairvoyance; no food, and not general permanent sight protection
Astral fuzzy Sets displacement to a random 0–5; it can replace a longer existing duration
Servant of law Moves alignment 0–19 toward Chaos; if already Chaotic, also awards ten times the resulting absolute alignment in XP
Servant of chaos Moves alignment 0–19 toward Law; if already lawful, also awards ten times the resulting alignment in XP
Astral vampire Effect of a noncursed +0 enchantment scroll, including its target-dependent risks; no food
Manaburst Ordinary spell-learning effect; no food
Rakshasa True sight; no food
Coma beast Alertness; no food, and not the same as sleep immunity
Fnord +1 current Intelligence; does not raise maximum Intelligence or provide food
Behemoth Current Strength becomes at least maximum Strength + 10; maximum does not rise; food becomes 24
Invisible slayer Invisibility becomes 666 unless already at least 1000; adds six food
Unicorn Sets poison-immunity contribution to 1000; does not clear existing poisoning or provide food

These outcomes follow the corpse's actual assigned effect and its subsequent handler. They do not copy the living creature's immunities. In particular, a poison-immune monster can leave poisonous remains, and gaining poison immunity need not remove poison already present.[10]

Other uses

Quest remains can be more valuable intact than as food, money or equipment. Examples include the Goblin King's head for the Duke, the Eater's heart for Collegium succession, the LawBringer's Crown for the Circle and the Demon Emperor's Regalia for Legion succession. The quest checks the required creature identity, not merely any corpse with a similar displayed name.[11]

Suitable ordinary food remains can also be offered under the feeding rules. That is different from eating them yourself: a horse still requires grain, and other recipients' greed or need can take priority over hunger.[12]

A zombie overlord can remove nearby ground remains to attempt a hostile summon of their original species. It checks only the top item at each nearby square, and consumes that remains entry even when no valid summoning space exists near the player.[13]

Alchemy

Ambrosias buys or transforms remains only when the species has a recipe. Both services have the same eligibility test. A part with positive resale value can still have no alchemical use; the shop's complete transformation table lists the actual products.[14]

Service or property Rule
Selling Pays floor(remains base value / 3), consuming one unit
Transformation fee max(10, twice the remains' base value)
Product Replaces the selected object with the recipe's current base item definition
Wands, rods and staves Set to 20 charges
Enchantment If the product's base enchantment is zero, use the original species' template level; otherwise retain the base enchantment
Blessing If the product's base blessing is zero, make it +1; otherwise retain that base blessing or curse
Identification No separate full-identification service; the resulting state comes from the base item definition

The ingredient's own enchantment or blessing is not transferred. A transformed were-human can leave zero-value remains with an eligible species identity: transformation then costs the minimum 10 Au and uses that species' template level, not the were-human's retained combat level.[15]

This is not a guarantee of an uncursed or maximally enchanted product. Demonblade keeps its +8 enchantment and -8 curse; the vorpal sword keeps +5 and Firestar keeps +7. The cloak of protection has a mutable base enchantment, so earth-elemental alchemy can give +6 or +2 depending on earlier cloak construction.[16]

Ordinary alchemical ingredients cannot be merged into stacks through the inventory's normal equality check: their stored species identity is nonzero, and that check requires both identity/charge fields to be zero. Transformation overwrites one selected object with one product; it is not a quantity-based conversion menu.[17]

Strategy

Identify the use before eating or selling a trophy. A cheap ingredient can produce useful charged equipment, while a valuable quest heart may be needed intact for promotion. Eating is irreversible even when the message says it was inedible. Preserve hunger capacity when relying on ordinary meat: exceeding the limit can leave you much hungrier than before the meal.

Alchemy's advantage is a predictable product, not the highest cash offer. Compare other shops when selling is the goal, and check a recipe's retained curse before equipping its result. Against a zombie overlord, retrieve important remains promptly. For guaranteed recovery, distinguish an ordinary kill from disappearance or an explosion that removes the ground loot afterward.

References

  1. mon.c in Omega 0.90.4, lines 134–203; item.c in Omega 0.90.4, lines 63–139; command3.c in Omega 0.90.4, lines 774–827.
  2. mon.c in Omega 0.90.4, lines 134–203; mmove.c in Omega 0.90.4, lines 228–241.
  3. guild1.c in Omega 0.90.4, lines 436–450; mon.c in Omega 0.90.4, lines 134–203; itemf3.c in Omega 0.90.4, lines 277–286; lev.c in Omega 0.90.4, lines 341–369.
  4. item.c in Omega 0.90.4, lines 63–73; iinit.h in Omega 0.90.4, line 438; minit.h in Omega 0.90.4, lines 5–306.
  5. command2.c in Omega 0.90.4, lines 130–158; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 390–399.
  6. aux1.c in Omega 0.90.4, lines 716–748; aux3.c in Omega 0.90.4, lines 26–47; command2.c in Omega 0.90.4, lines 148–157.
  7. item.c in Omega 0.90.4, lines 63–139.
  8. itemf1.c in Omega 0.90.4, lines 419–424; effect3.c in Omega 0.90.4, lines 537–545; itemf1.c in Omega 0.90.4, lines 662–750.
  9. item.c in Omega 0.90.4, lines 63–139; iinit.h in Omega 0.90.4, line 438.
  10. item.c in Omega 0.90.4, lines 80–139; itemf1.c in Omega 0.90.4, lines 78–158; itemf1.c in Omega 0.90.4, lines 224–230; itemf1.c in Omega 0.90.4, lines 483–489; itemf1.c in Omega 0.90.4, lines 535–542; itemf1.c in Omega 0.90.4, lines 689–750; itemf1.c in Omega 0.90.4, lines 892–898; effect2.c in Omega 0.90.4, lines 362–387; effect2.c in Omega 0.90.4, lines 411–418; effect2.c in Omega 0.90.4, lines 528–555; effect3.c in Omega 0.90.4, lines 537–545.
  11. guild1.c in Omega 0.90.4, lines 82–100; guild1.c in Omega 0.90.4, lines 219–242; guild2.c in Omega 0.90.4, lines 275–296; guild2.c in Omega 0.90.4, lines 462–482; inv.c in Omega 0.90.4, lines 1596–1665.
  12. inv.c in Omega 0.90.4, lines 410–460.
  13. mspec.c in Omega 0.90.4, lines 538–556; effect3.c in Omega 0.90.4, lines 7–43.
  14. site1.c in Omega 0.90.4, lines 805–874.
  15. site1.c in Omega 0.90.4, lines 845–869; mspec.c in Omega 0.90.4, lines 407–440.
  16. iinit.h in Omega 0.90.4, line 222; iinit.h in Omega 0.90.4, lines 236–240; item.c in Omega 0.90.4, lines 235–243; site1.c in Omega 0.90.4, lines 845–869.
  17. item.c in Omega 0.90.4, lines 63–73; inv.c in Omega 0.90.4, lines 1376–1384; inv.c in Omega 0.90.4, lines 1470–1491; minit.h in Omega 0.90.4, lines 5–306; site1.c in Omega 0.90.4, lines 845–869.