Difference between revisions of "The Royal Jelly"

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{{list of | jellies}}''For the obsolete item, see [[royal jelly (item)]].''
{{monster
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{{monster info|the Royal Jelly}}
|name=royal jelly
 
|glyph={{Yellow|J}}
 
|tile=[[File:Royal jelly.png]]
 
|flags={{Eats items}}<br>{{Acid splash flag}}<br>{{No stairs flag}}<br>{{See invisible flag}}<br>{{Unique flag}}
 
|resistances={{Poison resistance}}, {{Acid resistance 3}}, <br>{{Constriction resistance}}, {{Water resistance}}, <br>{{Asphyxiation resistance}}
 
|vulnerabilities={{Silver vulnerability}}
 
|max_chunks=0
 
|meat={{No corpse}}
 
|xp=14176
 
|holiness={{Natural}}
 
|magic_resistance=180
 
|hp_range=230
 
|avg_hp=230
 
|armour_class=8
 
|evasion=4
 
|habitat=Land
 
|speed= 14
 
|size={{Medium}}
 
|item_use={{Uses nothing}}
 
|attack1=50 ({{Hit type}}: {{Acid flavour}}: 7d3)
 
|attack2=30 ({{Hit type}}: {{Acid flavour}}: 7d3)
 
|attack3=
 
|attack4=
 
|hit_dice=21
 
|base_hp=0
 
|extra_hp=0
 
|fixed_hp=230
 
|intelligence={{Plant intelligence}}
 
|genus=jelly
 
|species=jelly
 
}}
 
{{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.}}
 
<!--monster-bot-end-->
 
  
 
==Useful Info==
 
==Useful Info==
'''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.
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'''The Royal Jelly''' (or '''TRJ''') is the [[list of jellies|jelly]] boss of [[the Slime Pits]], located on Slime:5. It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defense mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[void ooze]]s, [[rockslime]]s, [[star jelly|star jellies]], and [[acid blob]]s). These monsters don't count as [[summon]]s, and won't disappear on TRJ's death, but aren't worth XP.  
  
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defense mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death 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.
+
TRJ has special AI: unlike most other monsters, it can choose to actively retreat behind created jellies.
  
Killing the royal jelly causes three things to happen:
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Killing the Royal Jelly causes the following to happen:
 +
*The upstairs from Slime:2-5 become usable.
 +
*The translucent walls of the four central [[vault]]s that the Royal Jelly guarded will come crumbling down, allowing you access to the [[rune of Zot|slimy rune of Zot]] and the piles of treasure.
 +
*[[Jiyva]], the god of slimes, immediately ceases to exist, unless you are currently under [[penance]] (where Jiyva disappears after penance ends).
  
*[[Teleport control]] is no longer forbidden on the floor.
+
==Strategy==
*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.
+
The Royal Jelly is a formidable foe. Trying to run at it with an [[axe]] will likely lead to your death, even with rCorr, as you'll be quickly surrounded by 8 high-level jellies. [[Void ooze]]s are an especially big threat: they can prevent the use of scrolls, god abilities, and spells, and are faster than a [[haste]]d player.
*[[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.
 
  
==Tips & Tricks==
+
Many strategies exist to take on TRJ. No matter what you're doing, it is recommended to have corrosion resistance, a healthy supply of [[scroll of teleport|teleport scrolls]], and use all sorts of buffs  ([[haste]], [[might]], [[brilliance]]...). It is also recommended to clear Slime:4 and as much of Slime:5 as possible. These not only increase your chance of winning, but also help you if something goes terribly wrong.
===How To Kill It===
 
*Melee fighters should ''not'' simply charge in and bash the thing. Even with corrosion resistance and heavy armour, having eight corrosive opponents attacking you repeatedly will quickly send your offensive capabilities and your AC plummeting, leaving you weak and very vulnerable. Always soften it up before engaging it in melee, and buff heavily: [[Haste]] and a [[potion of might]]/[[potion of brilliance]] can help you deal lethal damage to TRJ before its reinforcements make life unbearable. [[Berserk]]ing also works, but might run out too quickly, and limits your other options considerably.
 
*[[Stealth]]y [[stab]]bers may be tempted to try to kill it in a single blow, followed by a timely teleport to safety. This is entirely possible, but TRJ has enough HP to survive all but the most highly-skilled assassination attempts. Try it at your own risk: equip a [[dagger]] for maximum stabbing damage, and be prepared to change strategies should it suddenly wake up.
 
*Fighting TRJ in one of the central stone corridors restricts how many monsters can reach you. Just be prepared for the angry jelly mob once you're done, possibly including [[giant eyeball]]s that can see through the now-transparent corridor walls...
 
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them. Attack wands, [[Bolt spells]], and [[smite]]-targeted attacks will all help to pierce through the surrounding jellies. Or, summon your own allies while adjacent to TRJ and box it in before attacking (works best in the corridors).
 
*Ranged weapon fighters will have a hard time, as most ammunition heals it, but there are exceptions. [[Stone]]s are never absorbed (although their damage is low), and the same goes for the always-useful [[large rock]]. For sling users, [[exploding]] [[sling bullet]]s always mulch and cut through TRJ's low-AC spawns well. [[Penetration]]-branded [[bolt]]s and [[javelin]]s are fairly safe, so long as they land on an empty square. [[dispersal (brand)|Dispersal]] [[arrow]]s and [[tomahawk]]s will always mulch, but the constant blinking is often more trouble than it's worth.
 
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] doesn't unlock the vault or allow teleport control, meaning you'll need some way to deal with [[stone wall]]s. 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. Failing all else, a trip to the Abyss to kill TRJ will be necessary.
 
*TRJ is a natural creature, and thus vulnerable to [[torment]]. Reading two or three [[scrolls of torment]] will drop it to near death, and a few [[Bolt spells]] or [[smite]]-targeted attacks will kill it despite the surrounding army. Just be prepared to have your own HP be affected, too! (rN+++, [[Statue Form]], or undeath are advised.)
 
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements, you can cast Freezing Cloud early and let it do its job.
 
*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.
 
*If you decide to use summoning magic, you can't do better than [[Dragon's Call]]. Interspersing this 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: 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum, with a method of [[channeling]] being highly recommended.
 
*Worshipers of [[Trog]] can also benefit from summons; 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.
 
*Hit TRJ 1-2 times so it spawns jellies/oozes, read a [[scroll of immolation]], then kill any of the spawns to set off a chain reaction. This strategy risks self-immolation, so 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. Being [[haste]]d helps, giving TRJ less time to respond to your appearance and move out of explosion range.
 
*TRJ can be [[wand of polymorph|polymorphed]] if your [[Evocations]] is fairly high and you reduce its MR with a [[scroll of vulnerability]] or two, but this is generally inadvisable. Succeeding will immediately create a very large number of jellies, and due to TRJ's high [[HD]], whatever it turns into will also be dangerous; expect [[titan]]s, [[elephant slug]]s, high-end [[dragon]]s, or shrikes. If you do polymorph TRJ, it won't spit out extra jellies every time it's hit, and killing it will still unlock the rune vaults.
 
  
===How To Escape It===
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*'''Corridor fighting'''. Fighting a group of monsters in a corridor is usually a good idea, and TRJ isn't any different. The corridors available might not be perfect, but they can allow you to fight 2-3 slimes at a time instead of 8 - a big improvement from just fighting in the open. ''Not all Slime:5 layouts have good corridors to use, though, so this should not be relied as your only strategy.''
*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.
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**By using [[summon]]s ([[scroll of summoning]], [[phantom mirror]], [[Summoning|spells]]...) in the corridor, you can prevent TRJ's reinforcements from attacking you, turning it into a fight in your favor. Summons can also prevent TRJ from retreating. Melee, ranged weapons, and single-target spells (like [[Bombard]]) all work well in this position. See the [[#Gallery|Gallery]] section for a demonstration.
*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'' [[boots]] of [[running]] or a timely casting of [[Swiftness]].
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**Try not to rely on walls that'll fall apart once TRJ dies, or you'll be surrounded quickly upon its defeat.
*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.
 
*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.
 
*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.
 
*[[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.
 
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].
 
  
==History==
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*'''[[Scroll of immolation|Immolation]] + Piercing/AOE attacks'''. Because TRJ spawns monsters around itself, a [[scroll of immolation]] tends to be brutally effective. Damage TRJ with a ranged attack, causing it to spit jellies, then read immolation, and blast it with strong piercing/AOE attacks. [[Fire Storm]] and [[Chain Lightning]] will work as you'd expect, but mid-level spells like [[Plasma Beam]] can work too. Some less conventional options include:
Prior to [[0.16]], the royal jelly did not immediately spit out a large number of jellies when polymorphed, making it a viable combat strategy.
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**[[Discord]]. Turn spawned jellies hostile to each other. Spawn jellies, use Discord, immolate, and you win.
 +
**[[Eringya's Noxious Bog]]. The poison triggers immolation's flame cloud each turn, meaning it can take out TRJ despite its poison resistance. Haste up, create a bog, and [[kiting|kite]] TRJ. Once enough jellies have spawned, use immolation, which will eventually trigger an explosion. [[Ignite Poison]] makes the process faster and safer, but it's not mandatory.
 +
**[[Fulsome Fusillade]]. TRJ thoughtfully creates targets near itself for those great overlapping explosion effects. Remember you can back away while channelling it.
 +
**Many [[god]] abilities can kill TRJ with high [[Invocations]] skill. [[Qazlal]]'s Disaster Area and [[Nemelex]]'s Deck of Destruction (with immolation) are some ways to deal with TRJ.
 +
**For melee characters, throwing [[javelin]]s at high skill can be used to the same effect. TRJ is vulnerable to [[silver]], so silver javelins are especially effective. Throw until you create a couple slimes, use immolation, then throw to activate the fireworks.
 +
 
 +
*'''Snakebombing (Immolation + Summons)'''. Your [[allies]] can also be affected by immolation. Create a swarm of allies, and regardless of whether your allies or TRJ's slimes win, everything will explode at the end. [[Kiku]]'s Wretches are great for this, although note that [[Death Channel]] spectres cannot be immolated.
 +
 
 +
* '''Torment''' is extremely effective, especially when combined with the immolation + ranged attack strategy above, but equally as risky unless you're immune. The [[undead]] ([[Revenant]]s, [[Poltergeist]]s, [[Mummies]]) can use torment with impunity. A [[potion of lignification]] can grant the other species torment immunity, although it also prevents movement or teleportation.
 +
 
 +
*'''Blasting it from range.''' High damage piercing/AOE spells can flat out kill TRJ if lacking immolation scrolls (although haste & other buffs are still highly recommended). The following spells are so effective that immolation is superfluous:
 +
**[[Ignition]] turns the fight into a cakewalk. Hit TRJ once with a strong attack or torment, then, since jellies always spawn near TRJ, cast Ignition to hurt TRJ with 9 explosions. No immolation required.
 +
**[[Maxwell's Capacitive Coupling]] doesn't have AOE, but instantly kills any monster, TRJ included. It is recommended to stay in a corridor or on an upstair if possible.
 +
**[[Beogh]]'s Smites are a piety-expensive, but effective way to kill TRJ, assuming you have lots of Invocations skill.
 +
 
 +
*'''[[Scroll of vulnerability]] or [[Guile]]'''. Against 180 willpower, Hexes are not very effective. Using vulnerability cuts that in half, making it reasonable for repeated hexes or hex wands to get through. Be ''very'' careful; since vulnerability also cuts your will in half, [[golden eye]]s and [[great orbs of eyes]] can inflict nasty statuses.
 +
**Standard high-tier stab hexes ([[paralysis]], [[Petrify]]) work. These are best used in a corridor, since slimes still spawn when TRJ is disabled.
 +
**[[Polymorph]] turns TRJ into something else. You usually get a [[shard shrike]], [[titan]], [[dragon]] or, if especially lucky, a [[death yak]]. This creates a mass of jellies still, but once you deal with them, no more will spawn from the polymorphed TRJ.
 +
 
 +
*'''Stealth stabbing''' is ''technically'' possible, but isn't advisable. There's always a chance to wake TRJ early, and even if you do get a stab, you might fail to one-shot, making you face TRJ with a huge mass of slimes. Even if you do kill, you'll still have to deal with the leftovers.
 +
 
 +
*'''[[Jiyva]]'''. Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and waltz in at 6* of piety. Most of the treasure will inevitably get eaten, but you'll at least be able to make off with the rune and whatever [[artefact]]s were present. As per usual with Jiyva, [[Apportation]] may come in handy.
 +
 
 +
===Escaping===
 +
*Take great care around [[void ooze]]s. They can [[engulf]] you, rendering unable to use [[spell]]s, [[scroll]]s, or [[god]] abilities until you move a tile or kill the ooze. Being surrounded by 8 jellies is already deadly, being unable to [[blink]] or [[teleport]] out makes it even worse.
 +
**[[Amphibious]] and [[unbreathing]] characters are immune to engulf.
 +
*Haste can let you run away from most jellies if you are not already in melee range. Only void oozes are outright faster than a hasted Human, though TRJ is only slightly slower than that. Both haste and [[Swiftness]] can be used to outrun these two.
 +
 
 +
===Tips & Tricks===
 +
*TRJ retreats behind its spawned jellies periodically. Use piercing, AOE, or smite-targeted attacks that can hit TRJ past its reinforcements. Otherwise, you'll need to fight through or reset the fight.
 +
*If planning on killing TRJ from afar, it may be helpful to stay on an upstair. That way, if you kill TRJ yet are still surrounded, you can [[stair dance]] up, deal with the current crowd, then go down a different stair.
  
Prior to [[0.15]], hitting the royal jelly could generate [[brown ooze]]s as well.
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==Gallery==
 +
<gallery widths="500px" heights="500px" class="left" mode="nolines">
 +
TRJ Melee.png|Fighting TRJ in the original "slime_pit" vault with melee/single-target spells.<br>Get TRJ in the corner (while [[haste]]d), position yourself as shown, then create [[summon]]s to prevent jellies from hitting you and to prevent TRJ from escaping.
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TRJ Melee jellycorners.png|Some layouts, such as "jellycorners", have obscure and/or bad corridors.<br>A [[wand of digging]] had to be used to open up the corridor. Also, this area is worse than the other example. Since jellies can spawn within 2 tiles of TRJ, summons won't adequately block jelly spawns here.
 +
</gallery>
  
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.
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==History==
 +
*Prior to [[0.34]]:
 +
**Slime did not prevent the use of upstairs before TRJ was killed, thus making the fight safer and more reliable. It also allowed players who could break stone walls ([[Fedhas]] Overgrowth, [[Lugonu]] Corruption, [[Shatter]]) to break into the rune vault without facing TRJ directly.
 +
**TRJ could be [[banish]]ed, preventing the Slime:5 vault from opening unless you went to the Abyss and kill it.
 +
**TRJ could not spawn [[star jelly|star jellies]].
 +
*Prior to [[0.33]], the [[amorphous]] tag did not exist (this had no functional change for TRJ).
 +
*Prior to [[0.31]], TRJ wasn't immune to [[throwing net]]s. Also, there was only one Slime:5 vault, making the fight more consistent.
 +
*Prior to [[0.27]], [[death ooze]]s were created, instead of [[quicksilver ooze]]s and [[rockslime]]s.
 +
*Prior to [[0.23]], exploding the Royal Jelly with [[Uskayaw]]'s Grand Finale didn't generate any jellies.
 +
*Prior to [[0.19]], the Royal Jelly could eat items and could heal itself when shot with anything other than stones.
 +
*Prior to [[0.16]], the Royal Jelly did not immediately spit out a large number of jellies when polymorphed, making it a viable combat strategy.
 +
*Prior to [[0.15]], hitting the Royal Jelly could generate [[brown ooze]]s as well.
 +
*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.

Latest revision as of 18:45, 7 February 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

For a list of all jellies, see list of jellies. For the obsolete item, see royal jelly (item).

the Royal Jelly JThe Royal Jelly.png
HP 152-308
HD 21
XP 14247
Speed 14
AC 8
EV 4
Will 180
Attack1 50 (hit: acid)
Attack2 30 (hit: acid)


Resistances rPois+
rAcid+++
rDrown
Vulnerabilities Silver
Habitat Land
Intelligence Brainless
Uses Uses nothing
Holiness Natural
Size Large
Type jelly, jelly
Flags Destroys doors
See invisible
Unbreathing
Unblindable
Amorphous
Unique
Acidic flesh
A particularly rich and golden gelatinous thing. Smaller jellies swim and pulse just below its surface, ready to burst forth at the slightest touch.

Useful Info

The Royal Jelly (or TRJ) is the jelly boss of the Slime Pits, located on Slime:5. It has an impressive amount of HP, powerful acidic melee attacks, exceptional speed, and an unusual defense mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you (azure jellies, void oozes, rockslimes, star jellies, and acid blobs). These monsters don't count as summons, and won't disappear on TRJ's death, but aren't worth XP.

TRJ has special AI: unlike most other monsters, it can choose to actively retreat behind created jellies.

Killing the Royal Jelly causes the following to happen:

  • The upstairs from Slime:2-5 become usable.
  • The translucent walls of the four central vaults that the Royal Jelly guarded will come crumbling down, allowing you access to the slimy rune of Zot and the piles of treasure.
  • Jiyva, the god of slimes, immediately ceases to exist, unless you are currently under penance (where Jiyva disappears after penance ends).

Strategy

The Royal Jelly is a formidable foe. Trying to run at it with an axe will likely lead to your death, even with rCorr, as you'll be quickly surrounded by 8 high-level jellies. Void oozes are an especially big threat: they can prevent the use of scrolls, god abilities, and spells, and are faster than a hasted player.

Many strategies exist to take on TRJ. No matter what you're doing, it is recommended to have corrosion resistance, a healthy supply of teleport scrolls, and use all sorts of buffs (haste, might, brilliance...). It is also recommended to clear Slime:4 and as much of Slime:5 as possible. These not only increase your chance of winning, but also help you if something goes terribly wrong.

  • Corridor fighting. Fighting a group of monsters in a corridor is usually a good idea, and TRJ isn't any different. The corridors available might not be perfect, but they can allow you to fight 2-3 slimes at a time instead of 8 - a big improvement from just fighting in the open. Not all Slime:5 layouts have good corridors to use, though, so this should not be relied as your only strategy.
    • By using summons (scroll of summoning, phantom mirror, spells...) in the corridor, you can prevent TRJ's reinforcements from attacking you, turning it into a fight in your favor. Summons can also prevent TRJ from retreating. Melee, ranged weapons, and single-target spells (like Bombard) all work well in this position. See the Gallery section for a demonstration.
    • Try not to rely on walls that'll fall apart once TRJ dies, or you'll be surrounded quickly upon its defeat.
  • Immolation + Piercing/AOE attacks. Because TRJ spawns monsters around itself, a scroll of immolation tends to be brutally effective. Damage TRJ with a ranged attack, causing it to spit jellies, then read immolation, and blast it with strong piercing/AOE attacks. Fire Storm and Chain Lightning will work as you'd expect, but mid-level spells like Plasma Beam can work too. Some less conventional options include:
    • Discord. Turn spawned jellies hostile to each other. Spawn jellies, use Discord, immolate, and you win.
    • Eringya's Noxious Bog. The poison triggers immolation's flame cloud each turn, meaning it can take out TRJ despite its poison resistance. Haste up, create a bog, and kite TRJ. Once enough jellies have spawned, use immolation, which will eventually trigger an explosion. Ignite Poison makes the process faster and safer, but it's not mandatory.
    • Fulsome Fusillade. TRJ thoughtfully creates targets near itself for those great overlapping explosion effects. Remember you can back away while channelling it.
    • Many god abilities can kill TRJ with high Invocations skill. Qazlal's Disaster Area and Nemelex's Deck of Destruction (with immolation) are some ways to deal with TRJ.
    • For melee characters, throwing javelins at high skill can be used to the same effect. TRJ is vulnerable to silver, so silver javelins are especially effective. Throw until you create a couple slimes, use immolation, then throw to activate the fireworks.
  • Snakebombing (Immolation + Summons). Your allies can also be affected by immolation. Create a swarm of allies, and regardless of whether your allies or TRJ's slimes win, everything will explode at the end. Kiku's Wretches are great for this, although note that Death Channel spectres cannot be immolated.
  • Torment is extremely effective, especially when combined with the immolation + ranged attack strategy above, but equally as risky unless you're immune. The undead (Revenants, Poltergeists, Mummies) can use torment with impunity. A potion of lignification can grant the other species torment immunity, although it also prevents movement or teleportation.
  • Blasting it from range. High damage piercing/AOE spells can flat out kill TRJ if lacking immolation scrolls (although haste & other buffs are still highly recommended). The following spells are so effective that immolation is superfluous:
    • Ignition turns the fight into a cakewalk. Hit TRJ once with a strong attack or torment, then, since jellies always spawn near TRJ, cast Ignition to hurt TRJ with 9 explosions. No immolation required.
    • Maxwell's Capacitive Coupling doesn't have AOE, but instantly kills any monster, TRJ included. It is recommended to stay in a corridor or on an upstair if possible.
    • Beogh's Smites are a piety-expensive, but effective way to kill TRJ, assuming you have lots of Invocations skill.
  • Scroll of vulnerability or Guile. Against 180 willpower, Hexes are not very effective. Using vulnerability cuts that in half, making it reasonable for repeated hexes or hex wands to get through. Be very careful; since vulnerability also cuts your will in half, golden eyes and great orbs of eyes can inflict nasty statuses.
    • Standard high-tier stab hexes (paralysis, Petrify) work. These are best used in a corridor, since slimes still spawn when TRJ is disabled.
    • Polymorph turns TRJ into something else. You usually get a shard shrike, titan, dragon or, if especially lucky, a death yak. This creates a mass of jellies still, but once you deal with them, no more will spawn from the polymorphed TRJ.
  • Stealth stabbing is technically possible, but isn't advisable. There's always a chance to wake TRJ early, and even if you do get a stab, you might fail to one-shot, making you face TRJ with a huge mass of slimes. Even if you do kill, you'll still have to deal with the leftovers.
  • Jiyva. Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and waltz in at 6* of piety. Most of the treasure will inevitably get eaten, but you'll at least be able to make off with the rune and whatever artefacts were present. As per usual with Jiyva, Apportation may come in handy.

Escaping

  • Take great care around void oozes. They can engulf you, rendering unable to use spells, scrolls, or god abilities until you move a tile or kill the ooze. Being surrounded by 8 jellies is already deadly, being unable to blink or teleport out makes it even worse.
  • Haste can let you run away from most jellies if you are not already in melee range. Only void oozes are outright faster than a hasted Human, though TRJ is only slightly slower than that. Both haste and Swiftness can be used to outrun these two.

Tips & Tricks

  • TRJ retreats behind its spawned jellies periodically. Use piercing, AOE, or smite-targeted attacks that can hit TRJ past its reinforcements. Otherwise, you'll need to fight through or reset the fight.
  • If planning on killing TRJ from afar, it may be helpful to stay on an upstair. That way, if you kill TRJ yet are still surrounded, you can stair dance up, deal with the current crowd, then go down a different stair.

Gallery

History

  • Prior to 0.34:
    • Slime did not prevent the use of upstairs before TRJ was killed, thus making the fight safer and more reliable. It also allowed players who could break stone walls (Fedhas Overgrowth, Lugonu Corruption, Shatter) to break into the rune vault without facing TRJ directly.
    • TRJ could be banished, preventing the Slime:5 vault from opening unless you went to the Abyss and kill it.
    • TRJ could not spawn star jellies.
  • Prior to 0.33, the amorphous tag did not exist (this had no functional change for TRJ).
  • Prior to 0.31, TRJ wasn't immune to throwing nets. Also, there was only one Slime:5 vault, making the fight more consistent.
  • Prior to 0.27, death oozes were created, instead of quicksilver oozes and rockslimes.
  • Prior to 0.23, exploding the Royal Jelly with Uskayaw's Grand Finale didn't generate any jellies.
  • Prior to 0.19, the Royal Jelly could eat items and could heal itself when shot with anything other than stones.
  • Prior to 0.16, the Royal Jelly did not immediately spit out a large number of jellies when polymorphed, making it a viable combat strategy.
  • Prior to 0.15, hitting the Royal Jelly could generate brown oozes as well.
  • 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.