Tainted Corpse (resource node)
A tainted and decaying corpse.
Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? Is it not only the scent of a shameful past, and of the days spent suffering because of it? - Philosopher Sallustius
Where to find
- Generated inside dungeon rooms as floors are rolled: Filthy Corpse Pile Room in Festering Burrow (F1 ~6% · F2 ~4% · F3 ~9% · F4 ~7% · F5 ~0% of visits, 2 per room). - full table in Spawns in the world below
On deconstruct / gather
Gather workload: 800
Drop pool: DROP_DirtyCorpses
| Item | Amount | Chance |
| 8 | 80% | |
| 3 | 20% |
Drop pool: DROP_DirtyCorpses2
| Item | Amount | Chance |
| 8 | 80% | |
| 3 | 20% |
Construction
| Construction workload | 0 |
| Durability | 3000 |
| Vision range | 8 |
| Faction | Neutral |
| Rotatable | no |
| Indoor only | no |
| Housing | no |
| Leaves remnant | yes |
| Selectable | yes |
Spawns in the world
| Where | Region | Type | Floors | Per room | Chance per floor |
|---|---|---|---|---|---|
| Festering Burrow Common Event Dirty Corpses | FesteringBurrow | Event | 1, 2, 3, 4, 5 | 2× | F1 6% · F2 4% · F3 9% · F4 7% · F5 0% |
This building is placed into the room templates below. "Chance per floor" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). "Per room" = how many of this building the template places.
This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.