http://crawl.chaosforge.org/api.php?action=feedcontributions&user=R.daland&feedformat=atomCrawlWiki - User contributions [en]2024-03-28T10:05:58ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=ARCHIVED_R.Daland%27s_Draconian_of_Ashenzari_Guide&diff=33107ARCHIVED R.Daland's Draconian of Ashenzari Guide2014-10-26T07:10:55Z<p>R.daland: R.daland's Draconian Wizard of Ashenzari guide</p>
<hr />
<div><br />
Draconians are an optimal -- perhaps ''the'' optimal -- species to play as a melee/mage hybrid. This character guide assumes a Wizard background with Ashenzari as a god choice.<br />
<br />
'''Pros/Cons of the Draconian'''<br />
* '''Pros'''<br />
** High survivability in the early game<br />
** Likely to acquire a freebie ranged attach in the breath weapon<br />
** No major aptitude penalties<br />
** Intrinsic AC that increases as you level<br />
* '''Cons'''<br />
** Unable to use body armor slot<br />
** Level slowly<br />
<br />
For most species/backgrounds, a hybrid strategy involves playing a pure melee character or pure mage through the early game, and branching out later. With draconians, you can play a hybrid strategy throughout the game. For example, if a Deep Elf mage runs across a jackal pack in Dungeon 1 or 2, they may run out of spell points and be forced to run. But after a Draconian Wizard has killed half the pack with Magic Dart, they usually have enough combat toughness to wipe out the remainder of the pack. This is a perfect instance of the more general theme of playing a Draconian: '''use magic to kill or weaken enemies at range; when the magic runs out or the enemies are vulnerable, swoop in and clean up the remnants with melee/stabbing'''.<br />
<br />
----<br />
<br />
'''Early game'''<br />
<br />
I prefer the Wizard background because it gives you three indispensable spells -- [[Magic Dart]], [[Blink]], and [[Mephitic Cloud]]. It is entirely possible to use Magic Dart as you primary offensive ranged attack up through the end of the Lair. Blink is essential for escaping from uniques that are currently too tough (especially Grinder and Sigmund). Mephitic Cloud is ridiculously overpowered, simultaneously rendering enemies almost incapable of attacking you and vulnerable to stabbing. Thus, your early game should focus on acquiring these spells and getting the miscast rate down under 10 percent.<br />
<br />
As soon as the game begins, turn off all skills, and focus [[Spellcasting]] and [[Conjurations]]. Conjurations is necessary to increase the damage output of Magic Dart -- the average damage rises quickly until Conjurations reaches somewhere between 7 and 10. An underappreciated fact is that Spellcasting increases spell power just as much as Conjurations (because overall spell power is determined from the ''average'' of Spellcasting and other relevant schools). Spellcasting will help you get precious memorization points earlier, and increases your pool of magic points. Focussing Spellcasting early will help you be ready to cast Mephitic Cloud as soon as you reach level 3 and are able to memorize it.<br />
<br />
When you do get Mephitic Cloud, it is worth it to focus Air and Poison magic until they reach maybe 3 or 4. This is a cheaper way to boost the spell power of Mephitic Cloud than by getting the same number of levels in Conjurations or Spellcasting (since skills cost more exponentially more XP to level up). Also, it is possible you will branch into Poison or Air magic later, and having a couple of levels now will make it easier to cast your first offensive spell when you're ready (e.g. Poisonous Cloud, Freezing Cloud, Airstrike). In the meantime, cast it whenever you are near a group of enemies and start stabbing. The ability to stab is the primary reason that a short blade is preferred for this build. So if you do go this route, at some point when you have the training to spare, you will want to turn on Short Blades and Stealth, and get them up to maybe 8. With Ashenzari's skill boosts, that will be sufficient to one-shot hydras -- not bad for a hybrid!<br />
<br />
Until you have Blink and Mephitic Cloud memorized and down to under 10 percent failure rate, try to only engage weak enemies (kobolds, goblins, hobgoblins; try not to engage snakes and worker ants since they move quickly and can poison you). It is usually possible to achieve this by the end of Dungeon:2, and sometimes even by the end of Dungeon:1, if the random number generator is feeling especially favorable. In the meantime, grab the first weapon you see (usually a club) and look for short or long blades. Though Draconians are superficially appealing for Unarmed Combat, your damage output is higher with a weapon at the very beginning. Do not train your weapon however -- you want to wait until later to develop a particular weapon skill. If a dagger or nicely enchanted Short Blade comes your way, you might want to use that for the time being -- Stabbing will become a viable option in the mid-game, and Short Blades offer a favorable hit:delay ratio when they are untrained. An especially attractive option is to grab a venom-branded weapon -- though ineffective on undead and demons, multiple poisonings plus kiting can take down almost everything you will encounter in the early game, as long as you can dodge or absorb the hits it takes to get your lethal dosage into the enemy.<br />
<br />
If you have extra spell levels, also memorize [[Cloud of Flame]]. Weak, intelligent enemies will not cross it unless berserked or confused. A wonderfully cowardly tactic is to cast Cloud of Flame, stand on the far side, and pelt the enemy with Magic Darts. Non-sapient enemies (including zombies and skeletons) will ignore the flame, and walk straight onto the tile. Thus, if you plant yourself adjacent to cloud, on the opposite side of these enemies, they will essentially self-immolate. The only things to watch out for are enemies with ranged attacks (orc priests, centaurs) and powerful uniques who care more about killing you than getting roasted themselves. Even Sigmund will fall after 4-5 turns on a cloud of flame, but in the earliest levels, even 2-3 hits from Sigmund's scythe can fell the overconfident adventurer.<br />
<br />
A wonderful variation on this tactic is to lure a powerful enemy or unique into a corrider with at least 3 spaces between you and the enemy. Then insulate yourself with a Cloud of Flame, and then fire off a Mephitic Cloud. All but the most powerful enemies will become confused within 2 turns; with any luck they will stumble into the cloud of flame. You can hasten their death by casting additional clouds of flame after the mephitic cloud dissipates. This tactic is a bit expensive in magic points and hunger level, so it is only worth using against strong enemies that you can't take down otherwise (such as Sigmund). <br />
<br />
Once these spells are at the appropriate failure rate, it is really a matter of just putting one foot in front of the other. By the time you reach Dungeon:10, you will likely have hit four milestones:<br />
* reached level 7 and found out your color<br />
* found the entrance to the Lair<br />
* found the entrance to the Orcish Mines<br />
* found the Ecumenical Temple, and/or an altar to Ashenzari<br />
<br />
Although numerous god choices are possible, this guide assumes you will take Ashenzari. A key benefit of Ashenzari is the '''passive mapping''' ability. The ability to detect thin/thick walls is nice, but where this ability really shines is in the ability to detect nearby monsters. If you know that you are about to walk into a hoard, you can rest up, cast/wand any buffs (e.g. invisibility), and be ready to fire off a Mephitic Cloud in the most advantageous spot. A second benefit of Ashenzari is the skill boost. Once you have found some decent rings and amulets, you can curse them onto yourself, and Ashenzari will start boosting your skills. The skill boost is big enough that very meager amounts of training can result in effective character development. For example, with an unboosted skill of around 4 in Stealth and ****** in piety, the effective Stealth is around 8, making sneaking and Stabbing a viable option in the Lair.<br />
<br />
Note that to build piety with Ashenzari, it is important to curse as many things onto yourself as possible. You always want to save at least one scroll of Remove Curse in case you need to swap out some piece of equipment for an emergency, but in the long run it will be much better for you to just pick the best stuff you have and curse it on. At most, you should leave your weapon uncursed (e.g. maybe you need to switch to a long sword of freezing for the occasional crimson imp). You do not lose piety when you uncurse a piece of equipment and put another one on, so if you find something enough better to make the switch, just switch and re-curse.<br />
<br />
Once your Spellcasting and Conjurations have reached around 10, you will want to train defensive skills. Definitely focus Dodging, and get it up to at least 10, preferably 12, and possibly 15 if you won't wear a buckler. If you get a buckler, you should train Shields up to at least 5; this is a very minimal cost in training and can pay off substantially in adding a layer of protection, especially against ranged attacks. A major selling point of Draconians is that it is not very painful to get up to decent in all three kinds of defense -- AC comes automatically with leveling, training is cheap for a buckler, and Dodgin/Evasion up to 10-12 is relatively inexpensive. This kind of 3-point defense is sufficient for all but large hordes of medium-strength monsters (e.g. green rat packs) and relatively strong uniques.<br />
<br />
Of course, after you reach level 7, you want to make good use of your breath weapon. An especially wonderful outcome is if you happen to get Green Draconian. Effectively, this gives you a bolt version of Mephitic Cloud, giving you even more options for confusing enemies; on top of that, the breath weapon actually damages enemies.<br />
<br />
It is not recommended to take on Lair:7-8 until you have found some additional means of offence. Typically, I find a second book somewhere around Dungeon:7, which contains one or more offensive spells. An especially nice find is a Book of Conjurations containing Iskenderun's Mystic Blast and Iskenderun's Battlesphere. Either or both of these spells amp up the punch-through power of your magical ranged attack, enabling you to take down a Spiny Frog or many-headed hydra with as few as 3-4 shots. Other especially dangerous creatures in the Lair include griffons and komodo dragons; these cannot do ranged damage, but have very strong melee attacks and high HD, so they are more resistant to Mephitic Cloud, and can inflict a lot of damage if they get close. One of many reasons why Blink is a good friend to have. Alternatively, you can begin to branch into magic. Personally, I am a huge fan of Throw Icicle (whose physical damage cannot be resisted even by cold-resistant creatures), Sticky Flame (which can take down hydras with 1-2 applications, exposing you to their attacks for only 1-2 turns), and Airstrike (smite-targeted, the only defense is strong armor; though the damage is pretty low unless you get Air up towards 10).<br />
<br />
Similarly, it is not recommended to take on Orc:4 until you have a stronger offence than just Mephitic Cloud and Magic Dart. The more powerful orcs (sorcerors, warlords, knights, and even warriors) will resist being confused by Mephitic Cloud for several turns -- quite enough to turn an undercautious Draconian to pulp. Even worse, orcs usually travel in gangs, and sometimes have as many as 3 orc priests, who can smite you for up to 25 damage a pop. And they ''like'' to smite if you're not in melee range. The best way to handle orc hordes is first of all to not encounter them at all, and second to lure off the weaker members before engaging stronger ones, one at a time. If you do find yourself facing multiple orc priests, and no corner to hide from their smiting, fire off Mephitic Clouds in turn until both are confused. Confused priests do not smite, and in Crawl, deadness follows fast on the heels of confusedness.<br />
<br />
With the loot from Orc:4, the shops in the Orcish mines, and the Lair, you should have yourself a decent weapon, decent jewelry, decent armor, and a supply of helpful wands and potions. Ashenzari <br />
<br />
'''Mid-game'''<br />
<br />
This section is still under development.<br />
<br />
'''Late game'''<br />
<br />
This section is still under development.<br />
<br />
----<br />
<br />
'''Things to be especially wary of'''<br />
<br />
This section is still under development.<br />
<br />
'''Miscellaneous tips'''<br />
<br />
This section is still under development.<br />
<br />
<br />
--[[User:R.daland|R.daland]] ([[User talk:R.daland|talk]]) 08:10, 26 October 2014 (CET)</div>R.dalandhttp://crawl.chaosforge.org/index.php?title=Character_guides&diff=33106Character guides2014-10-26T05:38:34Z<p>R.daland: /* Species */</p>
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<div>{{Advice}}<br />
New players should start with the [[Walkthrough]]. After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.<br />
<br />
''Authors: You are responsible for maintaining your guide. Failure to do so will result in your guide being removed from this list until it has been updated. If the guide you're looking for is no longer available here, check the [[Outdated character guide archives|archives]] to see if it has been archived.''<br />
<br />
==Species==<br />
'''Centaur'''<br />
* CeHu:<br />
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)<br />
<br />
'''Deep Elf'''<br />
* DECj:<br />
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)<br />
* DEEn:<br />
** [[Berder's Deep Elf Enchanter of Sif Muna guide]] (0.15)<br />
<br />
'''Demonspawn'''<br />
* DsCj:<br />
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)<br />
<br />
'''Draconinan'''<br />
* DrCj:<br />
** [[R.Daland's Draconian of Ashenzari Guide]] (0.15)<br />
<br />
'''Gargoyle'''<br />
** [[Psiweapon's Melee/Evocations Gargoyle guide]] (0.13 & 0.14)<br />
* GrWz<br />
** [[Majang's Gargoyle Wizard of Vehumet Guide]] (0.15)<br />
<br />
'''Hill Orc'''<br />
*HOFi<br />
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)<br />
<br />
'''Minotaur'''<br />
* MiGl:<br />
** [[Buddy23Lee's Minotaur Staff-Master guide]] (0.14)<br />
*MiBe:<br />
**[[Beef Jerky's Simple 3 Rune Minotaur Berserker Guide for Beginners]] (0.14)<br />
'''Merfolk'''<br />
* MfDK:<br />
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)<br />
* MfTm:<br />
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)<br />
<br />
'''Mummy'''<br />
* MuFi:<br />
** [[Buddy23Lee's Mummy Fighter guide]] (Updated to 0.14)<br />
* MuWz<br />
** [[Elynae's Better MuWz Guide]] (0.11)<br />
** [[CapnCrunch's Mummy Wizard guide]] (0.10)<br />
<br />
'''Naga'''<br />
* General:<br />
** [[Tasonir's Melee Naga Guide]] (0.14)<br />
** [[Berder's Naga Transmuter of Chei Guide]] (0.15)<br />
<br />
'''Ogre'''<br />
* General:<br />
** [[Davion Fuxa's Ogre guide]] (0.11)<br />
* OgHu:<br />
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)<br />
* OgWn:<br />
** [[Demos' Ogre Wanderer guide]] (unk. v#)<br />
<br />
'''Sludge Elf'''<br />
* SETm<br />
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)<br />
<br />
'''Spriggan'''<br />
* SpEn:<br />
** [[Huggz's Spriggan Enchanter guide]] (0.13)<br />
* SpVM:<br />
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)<br />
* SpWz:<br />
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide <video>] (0.9.1)<br />
<br />
'''Troll'''<br />
* TrCj:<br />
** [[Elynae's Troll Conjurer guide]] (unk. v#)<br />
* TrMo:<br />
** [[Buddy23Lee's Troll monk of Jiyva ("slime troll") guide]] (Updated to 0.14)<br />
<br />
==Background==<br />
'''Abyssal Knight:'''<br />
* [[IonFrigate's Abyssal Knight guide]] (0.11)<br />
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)<br />
<br />
'''Fire Elementalist:'''<br />
* [[Elynae's Fire Elementalist guide]] (0.11, short)<br />
* [[Majang's Fire Elementalist of TSO Guide]] (0.15)<br />
<br />
'''Skald'''<br />
* [[Lawman's Skald guide]] (0.10)<br />
<br />
[[Category:Strategy_Guides]][[Category:Guides]]</div>R.dalandhttp://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&diff=29484The Royal Jelly2014-06-17T05:40:01Z<p>R.daland: /* How To Kill It */</p>
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<div>{{version013}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=royal jelly<br />
|glyph={{Yellow|J}}<br />
|tile=[[File:Royal jelly.png]]<br />
|flags={{Eats items}}<br>{{Acid splash flag}}<br>{{No stairs flag}}<br>{{Sense invisible flag}}<br>{{Unique flag}}<br />
|resistances={{Poison resistance}}, {{Acid resistance 3}}, <br>{{Constriction resistance}}, {{Water resistance}}, <br>{{Asphyxiation resistance}}<br />
|vulnerabilities=None<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=14176<br />
|holiness={{Natural}}<br />
|magic_resistance=196<br />
|hp_range=230<br />
|avg_hp=230<br />
|armour_class=8<br />
|evasion=4<br />
|habitat=Land<br />
|speed= 14<br />
|size={{Medium}}<br />
|item_use={{Uses nothing}}<br />
|attack1=50 ({{Hit type}}: {{Acid flavour}}: 7d3)<br />
|attack2=30 ({{Hit type}}: {{Acid flavour}}: 7d3)<br />
|attack3=<br />
|attack4=<br />
|hit_dice=21<br />
|base_hp=0<br />
|extra_hp=0<br />
|fixed_hp=230<br />
|intelligence={{Plant intelligence}}<br />
|genus=jelly<br />
|species=jelly<br />
}}<br />
{{Flavour|A particularly rich and golden gelatinous thing. Smaller jellies swim and pulse just below its surface, ready to burst forth at the slightest touch.}}<br />
<!--monster-bot-end--><br />
<br />
<br />
==Useful Info==<br />
<br />
'''The royal jelly''' is the [[list of jellies|jelly]] boss of [[the Slime Pits]]. Located in the center of Slime:6, it will not emerge until you've entered the stone structure it resides in (or you make enough [[noise]] nearby to awaken it), giving you plenty of time to clear the rest of the floor first.<br />
<br />
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defensive mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death ooze]]s, [[brown ooze]]s, and [[acid blob]]s). Like other jellies, allowing it to consume items or shooting ammunition at it will restore its HP. Fortunately, it cannot pursue you up [[stairs]], allowing you to abort attempts at killing it that you don't feel confident you can complete.<br />
<br />
Killing the royal jelly causes three things to happen:<br />
<br />
*[[Teleport control]] is no longer forbidden on the floor.<br />
*The four central [[vault]]s that the royal jelly guarded turn from stone to transparent rock, making it easy to [[dig]] or [[teleport]] your way in.<br />
*[[Jiyva]], the god of slimes, immediately ceases to exist once its only sentient worshiper dies. You can prevent this deicide by worshiping Jiyva yourself before killing TRJ, but killing such a high-ranking jelly will result in penance.<br />
<br />
==Tips & Tricks==<br />
===How To Kill It===<br />
*[[Haste]] and a [[potion of might]]/[[potion of brilliance]] are recommended to help you deal lethal damage to TRJ before its reinforcements make life unbearable (while [[berserk]]ing also works, you run the risk of having it run out halfway through the fight).<br />
*Fighting TRJ in one of the central stone corridors is a valid strategy, as only TRJ and two or three other monsters will be able to reach you. Just be prepared to deal with an angry jelly mob once you're done, possibly including [[giant eyeball]]s that heard the commotion and can suddenly see you through the now-transparent treasure vault walls...<br />
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them before you can damage it again. This can be avoided by summoning your own allies while adjacent to it to box it in before attacking. Works best in the corridors.<br />
*Ranged weapon fighters will have a hard time with this fight, as most ammunition heals it. There are exceptions, however. [[Sling]] users can fire [[stone]]s safely, though their damage isn't terribly impressive. [[Exploding]] [[sling bullet]]s are much better, especially as its burst cuts through TRJ's low-AC spawns well. [[Bow]]-users can use [[dispersal (brand)|dispersal]] [[arrow]]s, as these break upon mulch every time, though this results in a lot of obnoxious blinking around. [[Crossbow]]-users can use [[penetration]]-branded [[bolt]]s, so long as the final tile it lands in is unoccupied. As for [[throwing]] weapons, penetration is again your best bet, unless you're capable of hurling [[large rock]]s.<br />
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] is only advisable if you have some way to deal with stone walls, as the banishing will not turn the vaults' stone into diggable rock or allow teleport control. Failing that, a trip to the Abyss to kill TRJ would be necessary. Alternatively, corrupting the floor will open the vaults easily, but you'll need to move fast if you want to collect any of the non-artifact loot.<br />
*TRJ is technically a natural creature, and is thus vulnerable to sources of [[torment]]. Hitting it with two or three [[scrolls of torment]] will drop it to near death, and a few [[Bolt spells]] or [[smite]]-targeted attacks will finish it off in spite of the army around it. Just be prepared to have your own HP be affected too (rN+++, [[Statue Form]], or undeath are advised)!<br />
*Repeatedly blasting TRJ with a [[wand of draining]] or [[Bolt of Draining]] will gradually whittle away its max HP and [[HD]]. Even if you have to abort your attempt, this HD damage (and the accompanying drops in HP and magic resistance) is permanent. 21 successful drains will reduce it to 0 HD, causing it to die instantly, though you'll likely kill it through raw damage before that point.<br />
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements (say, with your own wave of summons), you can cast Freezing Cloud early and let it do its job. Just be ready to run if things go south.<br />
*With only 4 [[EV]], TRJ is fairly susceptible to [[Bolt of Inaccuracy]]. A hasted character with modest [[Evocations]] training can heavily injure or even kill TRJ by the time their [[rod of Inaccuracy]] runs out of charges, but don't be surprised if it only gets half the job done. Finishing it off with attack wands, [[Bolt spells]], or other attacks that can bypass the wall of summoned jellies will likely be necessary.<br />
*If you are a ranged magic user and take the summoning route, you really can't do better than [[Summon Dragon]]. Dragons are fast and do superlative melee and range attacks. Interspersing these with other high-level summons can create a wall of units capable of matching TRJ's allies. You'll need to plan ahead, of course: an 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum. Worshipers of [[Trog]] can also benefit from this approach; a small pack of berserk [[iron troll]]s or [[stone giant]]s should survive long enough to deal tremendous damage to TRJ before being melted away.<br />
*Hit TRJ 1-2 times so it spawns jellies/oozes, then read a [[scroll of immolation]], then kill any of the spawns to touch off a satisfying chain reaction. This strategy entails an element of risk, as the fireball chain can engulf you too. To minimize risk of glorious self-immolation, ensure that you can kill one of the spawns at a distance immediately after reading the scroll. For example, Conjurations and Spellcasting at 20 means that [[Orb of Destruction]] reliably kills [[Death ooze]]s in one hit. A more risky variation is to damage a spawn, read the scroll, blink away, and then finish it off. The most risky variation is to have rF+++ and just embrace the burn. The beautiful irony of this strategy is that it literally turns TRJ's spawning abilities against it: instead of having to face down numerous spwans after an exhausting and dangerous battle with TRJ itself, this strategy literally turns TRJ's spawning against itself. For a sufficiently high level mage, this strategy trivializes the TRJ battle.<br />
<br />
===How To Escape It===<br />
*TRJ will not follow you [[stairs|upstairs]], but its generated slimes will. If you plan on running back upstairs mid-fight, expect some of its spawns to follow you.<br />
*If you need to escape the floor without pursuing jellies following you up, Haste will also allow you to make a fairly safe escape; TRJ will keep up with you, but nothing else will. If you wish to actually outrun TRJ, you'll likely need both Haste ''and'' [[Swiftness]].<br />
*If you've accidentally created an army of jellies and need to abort, heal up and then stair dance so you can clear out the reinforcements without dealing with too many of them at a time. Entering the floor from different staircases will let you avoid being immediately surrounded.<br />
*Don't panic and expect a [[scroll of blinking]] to save you; until TRJ is dead, controlled blinking is impossible on this floor. Of course, if you're surrounded by jellies on every side and the only available tiles to blink to are beyond the mob, even an uncontrolled blink should get you clear of them, and a hasted character should be able to outrun them.<br />
*If you have high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]], you can avoid fighting TRJ by breaking open the stone wall loot vaults. Just be sure to grab any useful non-artifact items before the floor's jellies eat them. Be aware that both spells are loud and will attract attention.<br />
*[[Summon Butterflies]] can be a lifesaver for the character who finds himself otherwise fatally adjacent to a lone TRJ. Alternatively retreating and casting Summon Butterflies can be a solution, provided you can withstand the several hits TRJ will deal you. Just remember not to damage TRJ at all or he'll spawn his auxiliary slimes, negating your retreat.<br />
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].<br />
<br />
==History==<br />
Prior to [[0.11]], the royal jelly was not able to regenerate naturally. This made the fight much easier to complete over several small assaults.</div>R.dalandhttp://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&diff=29483The Royal Jelly2014-06-17T05:37:53Z<p>R.daland: /* How To Kill It */</p>
<hr />
<div>{{version013}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=royal jelly<br />
|glyph={{Yellow|J}}<br />
|tile=[[File:Royal jelly.png]]<br />
|flags={{Eats items}}<br>{{Acid splash flag}}<br>{{No stairs flag}}<br>{{Sense invisible flag}}<br>{{Unique flag}}<br />
|resistances={{Poison resistance}}, {{Acid resistance 3}}, <br>{{Constriction resistance}}, {{Water resistance}}, <br>{{Asphyxiation resistance}}<br />
|vulnerabilities=None<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=14176<br />
|holiness={{Natural}}<br />
|magic_resistance=196<br />
|hp_range=230<br />
|avg_hp=230<br />
|armour_class=8<br />
|evasion=4<br />
|habitat=Land<br />
|speed= 14<br />
|size={{Medium}}<br />
|item_use={{Uses nothing}}<br />
|attack1=50 ({{Hit type}}: {{Acid flavour}}: 7d3)<br />
|attack2=30 ({{Hit type}}: {{Acid flavour}}: 7d3)<br />
|attack3=<br />
|attack4=<br />
|hit_dice=21<br />
|base_hp=0<br />
|extra_hp=0<br />
|fixed_hp=230<br />
|intelligence={{Plant intelligence}}<br />
|genus=jelly<br />
|species=jelly<br />
}}<br />
{{Flavour|A particularly rich and golden gelatinous thing. Smaller jellies swim and pulse just below its surface, ready to burst forth at the slightest touch.}}<br />
<!--monster-bot-end--><br />
<br />
<br />
==Useful Info==<br />
<br />
'''The royal jelly''' is the [[list of jellies|jelly]] boss of [[the Slime Pits]]. Located in the center of Slime:6, it will not emerge until you've entered the stone structure it resides in (or you make enough [[noise]] nearby to awaken it), giving you plenty of time to clear the rest of the floor first.<br />
<br />
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defensive mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death ooze]]s, [[brown ooze]]s, and [[acid blob]]s). Like other jellies, allowing it to consume items or shooting ammunition at it will restore its HP. Fortunately, it cannot pursue you up [[stairs]], allowing you to abort attempts at killing it that you don't feel confident you can complete.<br />
<br />
Killing the royal jelly causes three things to happen:<br />
<br />
*[[Teleport control]] is no longer forbidden on the floor.<br />
*The four central [[vault]]s that the royal jelly guarded turn from stone to transparent rock, making it easy to [[dig]] or [[teleport]] your way in.<br />
*[[Jiyva]], the god of slimes, immediately ceases to exist once its only sentient worshiper dies. You can prevent this deicide by worshiping Jiyva yourself before killing TRJ, but killing such a high-ranking jelly will result in penance.<br />
<br />
==Tips & Tricks==<br />
===How To Kill It===<br />
*[[Haste]] and a [[potion of might]]/[[potion of brilliance]] are recommended to help you deal lethal damage to TRJ before its reinforcements make life unbearable (while [[berserk]]ing also works, you run the risk of having it run out halfway through the fight).<br />
*Fighting TRJ in one of the central stone corridors is a valid strategy, as only TRJ and two or three other monsters will be able to reach you. Just be prepared to deal with an angry jelly mob once you're done, possibly including [[giant eyeball]]s that heard the commotion and can suddenly see you through the now-transparent treasure vault walls...<br />
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them before you can damage it again. This can be avoided by summoning your own allies while adjacent to it to box it in before attacking. Works best in the corridors.<br />
*Ranged weapon fighters will have a hard time with this fight, as most ammunition heals it. There are exceptions, however. [[Sling]] users can fire [[stone]]s safely, though their damage isn't terribly impressive. [[Exploding]] [[sling bullet]]s are much better, especially as its burst cuts through TRJ's low-AC spawns well. [[Bow]]-users can use [[dispersal (brand)|dispersal]] [[arrow]]s, as these break upon mulch every time, though this results in a lot of obnoxious blinking around. [[Crossbow]]-users can use [[penetration]]-branded [[bolt]]s, so long as the final tile it lands in is unoccupied. As for [[throwing]] weapons, penetration is again your best bet, unless you're capable of hurling [[large rock]]s.<br />
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] is only advisable if you have some way to deal with stone walls, as the banishing will not turn the vaults' stone into diggable rock or allow teleport control. Failing that, a trip to the Abyss to kill TRJ would be necessary. Alternatively, corrupting the floor will open the vaults easily, but you'll need to move fast if you want to collect any of the non-artifact loot.<br />
*TRJ is technically a natural creature, and is thus vulnerable to sources of [[torment]]. Hitting it with two or three [[scrolls of torment]] will drop it to near death, and a few [[Bolt spells]] or [[smite]]-targeted attacks will finish it off in spite of the army around it. Just be prepared to have your own HP be affected too (rN+++, [[Statue Form]], or undeath are advised)!<br />
*Repeatedly blasting TRJ with a [[wand of draining]] or [[Bolt of Draining]] will gradually whittle away its max HP and [[HD]]. Even if you have to abort your attempt, this HD damage (and the accompanying drops in HP and magic resistance) is permanent. 21 successful drains will reduce it to 0 HD, causing it to die instantly, though you'll likely kill it through raw damage before that point.<br />
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements (say, with your own wave of summons), you can cast Freezing Cloud early and let it do its job. Just be ready to run if things go south.<br />
*With only 4 [[EV]], TRJ is fairly susceptible to [[Bolt of Inaccuracy]]. A hasted character with modest [[Evocations]] training can heavily injure or even kill TRJ by the time their [[rod of Inaccuracy]] runs out of charges, but don't be surprised if it only gets half the job done. Finishing it off with attack wands, [[Bolt spells]], or other attacks that can bypass the wall of summoned jellies will likely be necessary.<br />
*If you are a ranged magic user and take the summoning route, you really can't do better than [[Summon Dragon]]. Dragons are fast and do superlative melee and range attacks. Interspersing these with other high-level summons can create a wall of units capable of matching TRJ's allies. You'll need to plan ahead, of course: an 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum. Worshipers of [[Trog]] can also benefit from this approach; a small pack of berserk [[iron troll]]s or [[stone giant]]s should survive long enough to deal tremendous damage to TRJ before being melted away.<br />
*Hit TRJ 1-2 times so it spawns jellies/oozes, then read a [[scroll of immolation]], then kill any of the spawns to touch off a satisfying chain reaction. This strategy entails an element of risk, as the fireball chain can engulf you too. To minimize risk of glorious self-immolation, ensure that you can kill one of the spawns at a distance immediately after readng the scroll. For example, Conjurations and Spellcasting at 20 means that [[Orb of Destruction]] reliably kills [[Death ooze]]s in one hit. A more risky variation is to damage a spawn, read the scroll, blink away and then finish it off. The most risky variation is to have rF+++ and just embrace the burn. The beautiful irony of this strategy is that it literally turns TRJ's spawning abilities against it: instead of having to face down numerous spwans after an exhausting and dangerous battle with TRJ itself, this strategy literally turns TRJ's spawning against itself.<br />
<br />
===How To Escape It===<br />
*TRJ will not follow you [[stairs|upstairs]], but its generated slimes will. If you plan on running back upstairs mid-fight, expect some of its spawns to follow you.<br />
*If you need to escape the floor without pursuing jellies following you up, Haste will also allow you to make a fairly safe escape; TRJ will keep up with you, but nothing else will. If you wish to actually outrun TRJ, you'll likely need both Haste ''and'' [[Swiftness]].<br />
*If you've accidentally created an army of jellies and need to abort, heal up and then stair dance so you can clear out the reinforcements without dealing with too many of them at a time. Entering the floor from different staircases will let you avoid being immediately surrounded.<br />
*Don't panic and expect a [[scroll of blinking]] to save you; until TRJ is dead, controlled blinking is impossible on this floor. Of course, if you're surrounded by jellies on every side and the only available tiles to blink to are beyond the mob, even an uncontrolled blink should get you clear of them, and a hasted character should be able to outrun them.<br />
*If you have high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]], you can avoid fighting TRJ by breaking open the stone wall loot vaults. Just be sure to grab any useful non-artifact items before the floor's jellies eat them. Be aware that both spells are loud and will attract attention.<br />
*[[Summon Butterflies]] can be a lifesaver for the character who finds himself otherwise fatally adjacent to a lone TRJ. Alternatively retreating and casting Summon Butterflies can be a solution, provided you can withstand the several hits TRJ will deal you. Just remember not to damage TRJ at all or he'll spawn his auxiliary slimes, negating your retreat.<br />
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].<br />
<br />
==History==<br />
Prior to [[0.11]], the royal jelly was not able to regenerate naturally. This made the fight much easier to complete over several small assaults.</div>R.dalandhttp://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&diff=29482The Royal Jelly2014-06-17T05:36:17Z<p>R.daland: /* How To Kill It */</p>
<hr />
<div>{{version013}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=royal jelly<br />
|glyph={{Yellow|J}}<br />
|tile=[[File:Royal jelly.png]]<br />
|flags={{Eats items}}<br>{{Acid splash flag}}<br>{{No stairs flag}}<br>{{Sense invisible flag}}<br>{{Unique flag}}<br />
|resistances={{Poison resistance}}, {{Acid resistance 3}}, <br>{{Constriction resistance}}, {{Water resistance}}, <br>{{Asphyxiation resistance}}<br />
|vulnerabilities=None<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=14176<br />
|holiness={{Natural}}<br />
|magic_resistance=196<br />
|hp_range=230<br />
|avg_hp=230<br />
|armour_class=8<br />
|evasion=4<br />
|habitat=Land<br />
|speed= 14<br />
|size={{Medium}}<br />
|item_use={{Uses nothing}}<br />
|attack1=50 ({{Hit type}}: {{Acid flavour}}: 7d3)<br />
|attack2=30 ({{Hit type}}: {{Acid flavour}}: 7d3)<br />
|attack3=<br />
|attack4=<br />
|hit_dice=21<br />
|base_hp=0<br />
|extra_hp=0<br />
|fixed_hp=230<br />
|intelligence={{Plant intelligence}}<br />
|genus=jelly<br />
|species=jelly<br />
}}<br />
{{Flavour|A particularly rich and golden gelatinous thing. Smaller jellies swim and pulse just below its surface, ready to burst forth at the slightest touch.}}<br />
<!--monster-bot-end--><br />
<br />
<br />
==Useful Info==<br />
<br />
'''The royal jelly''' is the [[list of jellies|jelly]] boss of [[the Slime Pits]]. Located in the center of Slime:6, it will not emerge until you've entered the stone structure it resides in (or you make enough [[noise]] nearby to awaken it), giving you plenty of time to clear the rest of the floor first.<br />
<br />
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defensive mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death ooze]]s, [[brown ooze]]s, and [[acid blob]]s). Like other jellies, allowing it to consume items or shooting ammunition at it will restore its HP. Fortunately, it cannot pursue you up [[stairs]], allowing you to abort attempts at killing it that you don't feel confident you can complete.<br />
<br />
Killing the royal jelly causes three things to happen:<br />
<br />
*[[Teleport control]] is no longer forbidden on the floor.<br />
*The four central [[vault]]s that the royal jelly guarded turn from stone to transparent rock, making it easy to [[dig]] or [[teleport]] your way in.<br />
*[[Jiyva]], the god of slimes, immediately ceases to exist once its only sentient worshiper dies. You can prevent this deicide by worshiping Jiyva yourself before killing TRJ, but killing such a high-ranking jelly will result in penance.<br />
<br />
==Tips & Tricks==<br />
===How To Kill It===<br />
*[[Haste]] and a [[potion of might]]/[[potion of brilliance]] are recommended to help you deal lethal damage to TRJ before its reinforcements make life unbearable (while [[berserk]]ing also works, you run the risk of having it run out halfway through the fight).<br />
*Fighting TRJ in one of the central stone corridors is a valid strategy, as only TRJ and two or three other monsters will be able to reach you. Just be prepared to deal with an angry jelly mob once you're done, possibly including [[giant eyeball]]s that heard the commotion and can suddenly see you through the now-transparent treasure vault walls...<br />
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them before you can damage it again. This can be avoided by summoning your own allies while adjacent to it to box it in before attacking. Works best in the corridors.<br />
*Ranged weapon fighters will have a hard time with this fight, as most ammunition heals it. There are exceptions, however. [[Sling]] users can fire [[stone]]s safely, though their damage isn't terribly impressive. [[Exploding]] [[sling bullet]]s are much better, especially as its burst cuts through TRJ's low-AC spawns well. [[Bow]]-users can use [[dispersal (brand)|dispersal]] [[arrow]]s, as these break upon mulch every time, though this results in a lot of obnoxious blinking around. [[Crossbow]]-users can use [[penetration]]-branded [[bolt]]s, so long as the final tile it lands in is unoccupied. As for [[throwing]] weapons, penetration is again your best bet, unless you're capable of hurling [[large rock]]s.<br />
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] is only advisable if you have some way to deal with stone walls, as the banishing will not turn the vaults' stone into diggable rock or allow teleport control. Failing that, a trip to the Abyss to kill TRJ would be necessary. Alternatively, corrupting the floor will open the vaults easily, but you'll need to move fast if you want to collect any of the non-artifact loot.<br />
*TRJ is technically a natural creature, and is thus vulnerable to sources of [[torment]]. Hitting it with two or three [[scrolls of torment]] will drop it to near death, and a few [[Bolt spells]] or [[smite]]-targeted attacks will finish it off in spite of the army around it. Just be prepared to have your own HP be affected too (rN+++, [[Statue Form]], or undeath are advised)!<br />
*Repeatedly blasting TRJ with a [[wand of draining]] or [[Bolt of Draining]] will gradually whittle away its max HP and [[HD]]. Even if you have to abort your attempt, this HD damage (and the accompanying drops in HP and magic resistance) is permanent. 21 successful drains will reduce it to 0 HD, causing it to die instantly, though you'll likely kill it through raw damage before that point.<br />
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements (say, with your own wave of summons), you can cast Freezing Cloud early and let it do its job. Just be ready to run if things go south.<br />
*With only 4 [[EV]], TRJ is fairly susceptible to [[Bolt of Inaccuracy]]. A hasted character with modest [[Evocations]] training can heavily injure or even kill TRJ by the time their [[rod of Inaccuracy]] runs out of charges, but don't be surprised if it only gets half the job done. Finishing it off with attack wands, [[Bolt spells]], or other attacks that can bypass the wall of summoned jellies will likely be necessary.<br />
*If you are a ranged magic user and take the summoning route, you really can't do better than [[Summon Dragon]]. Dragons are fast and do superlative melee and range attacks. Interspersing these with other high-level summons can create a wall of units capable of matching TRJ's allies. You'll need to plan ahead, of course: an 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum. Worshipers of [[Trog]] can also benefit from this approach; a small pack of berserk [[iron troll]]s or [[stone giant]]s should survive long enough to deal tremendous damage to TRJ before being melted away.<br />
*Hit TRJ 1-2 times so it spawns jellies/oozes, then read a [[scroll of immolation]], then kill any of the spawns to touch off a satisfying chain reaction. This strategy entails an element of risk, as the fireball chain can engulf you too. To minimize risk of glorious self-immolation, ensure that you can kill one of the spawns at a distance. For example, Conjurations and Spellcasting at 20 means that [[Orb of Destruction]] reliably kills [[Death ooze]]s in one hit. A more risky variation is to damage a spawn, blink away and then finish it off. The most risky variation is to have rF+++ and just embrace the burn. The beautiful irony of this strategy is that it literally turns TRJ's spawning abilities against it: instead of having to face down numerous spwans after an exhausting and dangerous battle with TRJ itself, this strategy literally turns TRJ's spawning against itself.<br />
<br />
===How To Escape It===<br />
*TRJ will not follow you [[stairs|upstairs]], but its generated slimes will. If you plan on running back upstairs mid-fight, expect some of its spawns to follow you.<br />
*If you need to escape the floor without pursuing jellies following you up, Haste will also allow you to make a fairly safe escape; TRJ will keep up with you, but nothing else will. If you wish to actually outrun TRJ, you'll likely need both Haste ''and'' [[Swiftness]].<br />
*If you've accidentally created an army of jellies and need to abort, heal up and then stair dance so you can clear out the reinforcements without dealing with too many of them at a time. Entering the floor from different staircases will let you avoid being immediately surrounded.<br />
*Don't panic and expect a [[scroll of blinking]] to save you; until TRJ is dead, controlled blinking is impossible on this floor. Of course, if you're surrounded by jellies on every side and the only available tiles to blink to are beyond the mob, even an uncontrolled blink should get you clear of them, and a hasted character should be able to outrun them.<br />
*If you have high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]], you can avoid fighting TRJ by breaking open the stone wall loot vaults. Just be sure to grab any useful non-artifact items before the floor's jellies eat them. Be aware that both spells are loud and will attract attention.<br />
*[[Summon Butterflies]] can be a lifesaver for the character who finds himself otherwise fatally adjacent to a lone TRJ. Alternatively retreating and casting Summon Butterflies can be a solution, provided you can withstand the several hits TRJ will deal you. Just remember not to damage TRJ at all or he'll spawn his auxiliary slimes, negating your retreat.<br />
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].<br />
<br />
==History==<br />
Prior to [[0.11]], the royal jelly was not able to regenerate naturally. This made the fight much easier to complete over several small assaults.</div>R.dalandhttp://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&diff=29481The Royal Jelly2014-06-17T05:29:14Z<p>R.daland: /* How To Kill It */</p>
<hr />
<div>{{version013}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=royal jelly<br />
|glyph={{Yellow|J}}<br />
|tile=[[File:Royal jelly.png]]<br />
|flags={{Eats items}}<br>{{Acid splash flag}}<br>{{No stairs flag}}<br>{{Sense invisible flag}}<br>{{Unique flag}}<br />
|resistances={{Poison resistance}}, {{Acid resistance 3}}, <br>{{Constriction resistance}}, {{Water resistance}}, <br>{{Asphyxiation resistance}}<br />
|vulnerabilities=None<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=14176<br />
|holiness={{Natural}}<br />
|magic_resistance=196<br />
|hp_range=230<br />
|avg_hp=230<br />
|armour_class=8<br />
|evasion=4<br />
|habitat=Land<br />
|speed= 14<br />
|size={{Medium}}<br />
|item_use={{Uses nothing}}<br />
|attack1=50 ({{Hit type}}: {{Acid flavour}}: 7d3)<br />
|attack2=30 ({{Hit type}}: {{Acid flavour}}: 7d3)<br />
|attack3=<br />
|attack4=<br />
|hit_dice=21<br />
|base_hp=0<br />
|extra_hp=0<br />
|fixed_hp=230<br />
|intelligence={{Plant intelligence}}<br />
|genus=jelly<br />
|species=jelly<br />
}}<br />
{{Flavour|A particularly rich and golden gelatinous thing. Smaller jellies swim and pulse just below its surface, ready to burst forth at the slightest touch.}}<br />
<!--monster-bot-end--><br />
<br />
<br />
==Useful Info==<br />
<br />
'''The royal jelly''' is the [[list of jellies|jelly]] boss of [[the Slime Pits]]. Located in the center of Slime:6, it will not emerge until you've entered the stone structure it resides in (or you make enough [[noise]] nearby to awaken it), giving you plenty of time to clear the rest of the floor first.<br />
<br />
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defensive mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death ooze]]s, [[brown ooze]]s, and [[acid blob]]s). Like other jellies, allowing it to consume items or shooting ammunition at it will restore its HP. Fortunately, it cannot pursue you up [[stairs]], allowing you to abort attempts at killing it that you don't feel confident you can complete.<br />
<br />
Killing the royal jelly causes three things to happen:<br />
<br />
*[[Teleport control]] is no longer forbidden on the floor.<br />
*The four central [[vault]]s that the royal jelly guarded turn from stone to transparent rock, making it easy to [[dig]] or [[teleport]] your way in.<br />
*[[Jiyva]], the god of slimes, immediately ceases to exist once its only sentient worshiper dies. You can prevent this deicide by worshiping Jiyva yourself before killing TRJ, but killing such a high-ranking jelly will result in penance.<br />
<br />
==Tips & Tricks==<br />
===How To Kill It===<br />
*[[Haste]] and a [[potion of might]]/[[potion of brilliance]] are recommended to help you deal lethal damage to TRJ before its reinforcements make life unbearable (while [[berserk]]ing also works, you run the risk of having it run out halfway through the fight).<br />
*Fighting TRJ in one of the central stone corridors is a valid strategy, as only TRJ and two or three other monsters will be able to reach you. Just be prepared to deal with an angry jelly mob once you're done, possibly including [[giant eyeball]]s that heard the commotion and can suddenly see you through the now-transparent treasure vault walls...<br />
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them before you can damage it again. This can be avoided by summoning your own allies while adjacent to it to box it in before attacking. Works best in the corridors.<br />
*Ranged weapon fighters will have a hard time with this fight, as most ammunition heals it. There are exceptions, however. [[Sling]] users can fire [[stone]]s safely, though their damage isn't terribly impressive. [[Exploding]] [[sling bullet]]s are much better, especially as its burst cuts through TRJ's low-AC spawns well. [[Bow]]-users can use [[dispersal (brand)|dispersal]] [[arrow]]s, as these break upon mulch every time, though this results in a lot of obnoxious blinking around. [[Crossbow]]-users can use [[penetration]]-branded [[bolt]]s, so long as the final tile it lands in is unoccupied. As for [[throwing]] weapons, penetration is again your best bet, unless you're capable of hurling [[large rock]]s.<br />
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] is only advisable if you have some way to deal with stone walls, as the banishing will not turn the vaults' stone into diggable rock or allow teleport control. Failing that, a trip to the Abyss to kill TRJ would be necessary. Alternatively, corrupting the floor will open the vaults easily, but you'll need to move fast if you want to collect any of the non-artifact loot.<br />
*TRJ is technically a natural creature, and is thus vulnerable to sources of [[torment]]. Hitting it with two or three [[scrolls of torment]] will drop it to near death, and a few [[Bolt spells]] or [[smite]]-targeted attacks will finish it off in spite of the army around it. Just be prepared to have your own HP be affected too (rN+++, [[Statue Form]], or undeath are advised)!<br />
*Repeatedly blasting TRJ with a [[wand of draining]] or [[Bolt of Draining]] will gradually whittle away its max HP and [[HD]]. Even if you have to abort your attempt, this HD damage (and the accompanying drops in HP and magic resistance) is permanent. 21 successful drains will reduce it to 0 HD, causing it to die instantly, though you'll likely kill it through raw damage before that point.<br />
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements (say, with your own wave of summons), you can cast Freezing Cloud early and let it do its job. Just be ready to run if things go south.<br />
*With only 4 [[EV]], TRJ is fairly susceptible to [[Bolt of Inaccuracy]]. A hasted character with modest [[Evocations]] training can heavily injure or even kill TRJ by the time their [[rod of Inaccuracy]] runs out of charges, but don't be surprised if it only gets half the job done. Finishing it off with attack wands, [[Bolt spells]], or other attacks that can bypass the wall of summoned jellies will likely be necessary.<br />
*If you are a ranged magic user and take the summoning route, you really can't do better than [[Summon Dragon]]. Dragons are fast and do superlative melee and range attacks. Interspersing these with other high-level summons can create a wall of units capable of matching TRJ's allies. You'll need to plan ahead, of course: an 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum. Worshipers of [[Trog]] can also benefit from this approach; a small pack of berserk [[iron troll]]s or [[stone giant]]s should survive long enough to deal tremendous damage to TRJ before being melted away.<br />
*Hit TRJ 1-2 times so it spawns jellies/oozes, then read a [[scroll of immolation]], then kill any of the spawns to touch off a satisfying chain reaction. This strategy entails an element of risk, as the fireball chain can engulf you too. To minimize risk, ensure that you can kill one of the spawns at a distance. For example, have such a powerful ranged attack that you can frag a spawn in 1 turn reliably (e.g. [[Death ooze]]s reliably destroyed by Orb of Destruction at 20 Conjurations), or blink away and finish icing the spawn). Alternatively, have rF+++ and embrace the burn. A bonus of this strategy is that it eliminates most of TRJ's spawns, which could otherwise frag your depleted character just after the sweet taste of killing TRJ; this strategy literally turns TRJ's spawning against itself.<br />
<br />
===How To Escape It===<br />
*TRJ will not follow you [[stairs|upstairs]], but its generated slimes will. If you plan on running back upstairs mid-fight, expect some of its spawns to follow you.<br />
*If you need to escape the floor without pursuing jellies following you up, Haste will also allow you to make a fairly safe escape; TRJ will keep up with you, but nothing else will. If you wish to actually outrun TRJ, you'll likely need both Haste ''and'' [[Swiftness]].<br />
*If you've accidentally created an army of jellies and need to abort, heal up and then stair dance so you can clear out the reinforcements without dealing with too many of them at a time. Entering the floor from different staircases will let you avoid being immediately surrounded.<br />
*Don't panic and expect a [[scroll of blinking]] to save you; until TRJ is dead, controlled blinking is impossible on this floor. Of course, if you're surrounded by jellies on every side and the only available tiles to blink to are beyond the mob, even an uncontrolled blink should get you clear of them, and a hasted character should be able to outrun them.<br />
*If you have high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]], you can avoid fighting TRJ by breaking open the stone wall loot vaults. Just be sure to grab any useful non-artifact items before the floor's jellies eat them. Be aware that both spells are loud and will attract attention.<br />
*[[Summon Butterflies]] can be a lifesaver for the character who finds himself otherwise fatally adjacent to a lone TRJ. Alternatively retreating and casting Summon Butterflies can be a solution, provided you can withstand the several hits TRJ will deal you. Just remember not to damage TRJ at all or he'll spawn his auxiliary slimes, negating your retreat.<br />
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].<br />
<br />
==History==<br />
Prior to [[0.11]], the royal jelly was not able to regenerate naturally. This made the fight much easier to complete over several small assaults.</div>R.daland