Hero's Remains are the skeletal remains of the latest dead Hero.
Appearance[]
Hero’s Remains look and act exactly like skeletal remains, the latter being a standard item container similar to an Unlocked chest.
Consequently, you may encounter many skeletal remains in the same dungeon, but only one pile of them will be Hero’s Remains.
Content generation[]
When a Hero truly dies (i.e. no Ankh in inventory, and not a game deletion) in depth depthOfDeath
, one of the 4 equipped item slots is randomly selected (25 % chance each).
- If the selected slot is full, the item is retrieved, but it is cursed, and its level is high-capped by
(depthOfDeath-1)×3/5 + 1
(rounded down), see table below. - If the selected slot is empty, part of the Hero’s gold is retrieved (uniform range
1
toherosGold
), with a minimum of 1 coin, if the Hero didn’t have gold at all.
Then, when another Hero (even with different class) reaches that depth for their first time, s/he will find skeletal remains containing that item or gold.
No other Hero’s Remains will be found until a Hero truly dies again.
Class armor[]
As a class armor doesn’t have a level, there is no high cap applied to it, so it is not degraded when being transferred through remains, even at depth 1.
Item level cap[]
If the retrieved item has a level too high for the depth of death, the level will be high-capped to the following values:
Depth | Level cap |
---|---|
1 | 1 |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 5 |
10 | 6 |
11 | 7 |
12 | 7 |
13 | 8 |
14 | 8 |
15 | 9 |
16 | 10 |
17 | 10 |
18 | 11 |
19 | 11 |
20 | 12 |
21 | 13 |
22 | 13 |
23 | 14 |
24 | 14 |
25 | 15 |
26 | 16 |
For instance, if a +7 ring is left at depth 16 (cap=10), the ring will still be +7; However, if it is left at depth 6 (cap=4), the ring will be +4 only.