Difference between revisions of "Rockslime"
m (→Tips & Tricks) |
|||
Line 7: | Line 7: | ||
==Tips & Tricks== | ==Tips & Tricks== | ||
− | *With 12 speed, they will "outrun" most adventurers who try to walk away them. Fortunately, unlike [[quicksilver ooze]]s, [[acid blob]]s, or [[azure jelly|azure jellies]], their damage output is a bit more manageable (50 damage per swing isn't ''trivial'', but it's better than getting engulfed, corroded, or eating a bunch of AC-ignoring cold damage). | + | *With 12 speed, they will "outrun" most adventurers who try to walk away from them. Fortunately, unlike [[quicksilver ooze]]s, [[acid blob]]s, or [[azure jelly|azure jellies]], their damage output is a bit more manageable (50 damage per swing isn't ''trivial'', but it's better than getting engulfed, corroded, or eating a bunch of AC-ignoring cold damage). |
*Rockslimes have average willpower for the stage of the game they tend to appear in, making them fairly easy to [[wand of paralysis|paralyse]] or [[wand of charming|charm]]. | *Rockslimes have average willpower for the stage of the game they tend to appear in, making them fairly easy to [[wand of paralysis|paralyse]] or [[wand of charming|charm]]. | ||
*Rockslimes are susceptible to [[Lee's Rapid Deconstruction]]. This handily bypasses their impressive AC, and few of the other denizens of the Slime Pits can withstand being repeatedly pelted with shrapnel; Earth Mages can use rockslimes as handy crowd-clearing bombs if they show up in the company of other jellies. | *Rockslimes are susceptible to [[Lee's Rapid Deconstruction]]. This handily bypasses their impressive AC, and few of the other denizens of the Slime Pits can withstand being repeatedly pelted with shrapnel; Earth Mages can use rockslimes as handy crowd-clearing bombs if they show up in the company of other jellies. |
Revision as of 09:31, 1 January 2023
Version 0.27: This article may not be up to date for the latest stable release of Crawl.
For a list of all jellies, see list of jellies.
rockslime J | |
---|---|
HP | 39-80 |
HD | 20 |
XP | 1880 |
Speed | 12 |
AC | 27 |
EV | 2 |
Will | 60 |
Attack1 | 50 (hit: trample)
|
Resistances | rF++ rElec rPois+ |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Brainless |
Uses | Uses nothing |
Holiness | Natural |
Size | Giant |
Type | jelly, rockslime |
Flags | Destroys doors See invisible Unblindable Web immune |
An oozing avalanche, scouring the ground beneath it as it rumbles forward. It consumes only the metal and bone from its victims, using them to reinforce itself even further. |
Useful info
Surprisingly durable for jellies, rockslimes are rocky blobs that resemble dire elephants more than anything amorphous. Like other jellies, they are commonly found in the Slime Pits but will occasionally show up elsewhere in the late Dungeon and Depths.
Tips & Tricks
- With 12 speed, they will "outrun" most adventurers who try to walk away from them. Fortunately, unlike quicksilver oozes, acid blobs, or azure jellies, their damage output is a bit more manageable (50 damage per swing isn't trivial, but it's better than getting engulfed, corroded, or eating a bunch of AC-ignoring cold damage).
- Rockslimes have average willpower for the stage of the game they tend to appear in, making them fairly easy to paralyse or charm.
- Rockslimes are susceptible to Lee's Rapid Deconstruction. This handily bypasses their impressive AC, and few of the other denizens of the Slime Pits can withstand being repeatedly pelted with shrapnel; Earth Mages can use rockslimes as handy crowd-clearing bombs if they show up in the company of other jellies.
- While rockslimes have extremely high AC for jellies, their EV is terrible. High-power, low-accuracy effects come in handy here (though their resistance to fire and electricity means you should avoid relying on those elements).
History
Rockslimes were added in 0.27.