Difference between revisions of "Star jelly"

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(Mention Tomb card, tweak some lines and links.)
(Mention some more things in this solutions list, including Fire Storm, Dispersal, and two-handed Manifold assault.)
 
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With an average of four or more star jellies encountered in the dive to Slime:5 and several more coming out of [[the Royal Jelly]] as its fought, every character intending to take the [[Rune of Zot|slimy rune]] needs to have some plan to handle shooting star damage. The occasional characters with 40+ [[AC]] left at decent HP can usually take the damage head-on without particularly caring much about it if there's not a lot of other enemies present, as can characters managing fights ending with 200+ [[HP]], but most other characters should have one of several options planned in advance:
 
With an average of four or more star jellies encountered in the dive to Slime:5 and several more coming out of [[the Royal Jelly]] as its fought, every character intending to take the [[Rune of Zot|slimy rune]] needs to have some plan to handle shooting star damage. The occasional characters with 40+ [[AC]] left at decent HP can usually take the damage head-on without particularly caring much about it if there's not a lot of other enemies present, as can characters managing fights ending with 200+ [[HP]], but most other characters should have one of several options planned in advance:
 
=== Allies ===
 
=== Allies ===
* Mid-tier ally spells readied while damaging the jelly from afar can easily absorb multiple stars, whether in [[Summoning]] or [[Forgecraft]] or with [[Necromancy]] prepared in advance. (Cross-school spells, like [[Forge Monarch Bomb]] for [[Fire Magic]] users, are still reasonably accessible for lategame conjurers.) Endgame level 8 and 9 spells work fine for handling most of the branch in general, of course.  
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* Mid-tier ally spells readied while damaging the jelly from afar can easily absorb multiple stars, whether in [[Summoning]] or [[Forgecraft]] or with [[Necromancy]] prepared in advance. (Cross-school spells, like [[Forge Monarch Bomb]] for [[Fire Magic]] users, are still reasonably accessible for lategame conjurers.) Endgame level 8 and 9 spells work fine for handling most of the branch in general, of course, with [[Fire Storm]] being particularly notable for making [[fire vortex|fire vortices]] to block shots.
 
** Relying on weak allies in Slime can be dangerous due to the presence of [[colossal amoeba]]s- if both are present, the threat of one versus the other depends on one's frailty versus one's damage output.
 
** Relying on weak allies in Slime can be dangerous due to the presence of [[colossal amoeba]]s- if both are present, the threat of one versus the other depends on one's frailty versus one's damage output.
 
* God-provided allies, whether from active invocations like [[Fedhas]] and [[Makhleb]] and [[Trog]], or as a regular presence like with [[Hepliaklqana]] and [[Beogh]], can also take the shots for you if particularly needed.
 
* God-provided allies, whether from active invocations like [[Fedhas]] and [[Makhleb]] and [[Trog]], or as a regular presence like with [[Hepliaklqana]] and [[Beogh]], can also take the shots for you if particularly needed.
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=== Movement ===
 
=== Movement ===
 
* With a maximum travel distance of 12 tiles away and the capacity to knock back their foes on hit, preparing [[Passage of Golubria]] in advance or positioning to make use of [[Gell's Gavotte]], then walking away afterwards, can help reduce the number of stars hitting to one or even zero.
 
* With a maximum travel distance of 12 tiles away and the capacity to knock back their foes on hit, preparing [[Passage of Golubria]] in advance or positioning to make use of [[Gell's Gavotte]], then walking away afterwards, can help reduce the number of stars hitting to one or even zero.
**Other [[Translocations]] spells and effects don't reliably provide a lot of distance, though [[Haste]] and / or some clever chained uses of [[Vhi's Electric Charge]] can also help provide enough distance to [[teleport]] or generally escape. Hasted [[Barachi]] can also try hopping.
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**Most other [[Translocations]] spells and effects don't reliably provide a lot of distance, though a lucky [[Blink]] can provide a headstart, and [[Haste]] or some clever chained uses of [[Vhi's Electric Charge]] can also help provide enough distance to [[teleport]] or generally escape. Hasted [[Barachi]] can also try hopping.
* If all else fails, a [[scroll of blinking]] is likely to provide sufficient distance when paired with walking away.
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**While shooting stars are [[Will]] immune, [[Dispersal]]'s fallback effect will blink them away right before they can hit you, allowing you to continue to run away and time them out. (If you can't run away very far, their duration also won't last multiple Dispersal casts.)
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* If all else fails, a [[scroll of blinking]] is likely to provide sufficient distance when paired with running away.
 
=== Other Interactions ===
 
=== Other Interactions ===
 
Most of these options are somewhat expensive, but may serve as one's last resort or help with the big Royal Jelly fight.
 
Most of these options are somewhat expensive, but may serve as one's last resort or help with the big Royal Jelly fight.
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* [[Dithmenos]]'s Primordial Nightfall setting one's LOS to zero interacts strangely with projectile monsters, leaving them unable to hit until one's LOS raises back up to at least 1. Since this doesn't actually remove the stars, this mostly just helps with [[teleport]]ing out.
 
* [[Dithmenos]]'s Primordial Nightfall setting one's LOS to zero interacts strangely with projectile monsters, leaving them unable to hit until one's LOS raises back up to at least 1. Since this doesn't actually remove the stars, this mostly just helps with [[teleport]]ing out.
 
* [[Nemelex Xobeh]]'s [[Tomb card]]s can provide star cover if there's no adjacent enemies, though it will also let the star jellies recover back to full health. Using a [[wand of digging]] can open the Tomb up early, but the stars will still be present if you don't wait and count up to 20.
 
* [[Nemelex Xobeh]]'s [[Tomb card]]s can provide star cover if there's no adjacent enemies, though it will also let the star jellies recover back to full health. Using a [[wand of digging]] can open the Tomb up early, but the stars will still be present if you don't wait and count up to 20.
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* [[Uskayaw]]'s Grand Finale and [[Maxwell's Capacitive Coupling]] are instant kill effects that don't deal damage, skipping the shooting stars entirely.
 
* [[Zin]]'s Sanctuary removes all slow projectiles, which includes shooting stars.
 
* [[Zin]]'s Sanctuary removes all slow projectiles, which includes shooting stars.
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* If you have exceptionally high non-elemental damage, you can also destroy the stars themselves- they have full elemental immunities and fly, but no AC and only 100 HP. Mostly, this means deploying [[Storm Form]] or two-handed weapons with [[Manifold Assault]].
  
 
==Trivia==
 
==Trivia==

Latest revision as of 05:33, 5 June 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.

star jelly JStar jelly.png
HP 53-108
HD 16
XP 1350
Speed 12
AC 5
EV 12
Will 80
Attack1 34 (engulf: antimagic)
Attack2 18 (hit: plain)


Resistances rF+
rC+
rElec
rPois+
rAcid+++
Vulnerabilities None
Habitat Land
Intelligence Brainless
Uses Uses nothing
Holiness Natural
Size Small
Type jelly, star jelly
Flags See invisible
Unblindable
Amorphous
No skeleton
A white gelatinous mound that pulses with a strange iridescence. Its body absorbs magical energy like a sponge, and when sufficiently injured, will unleash this energy as a flurry of shooting stars.

"My colleagues may have dismissed the sightings as blink frog egg casings, but today I shall prove that these creatures came from beyond the firmament. Let's begin the dissection."
-Ardun Idrick, cryptozoologist, last words

Useful Info

Star jellies are high-tier slimes found in the Slime Pits. They are fast, lightly-omniresistant, and have antimagic attacks. They also brandish a uniquely dangerous gimmick: when they are injured below 40% of their max health (i.e. becoming "severely wounded"), they will produce a flurry of three * Shooting star.png shooting star projectiles, akin to those made from orbs of stardust. These are speed 20 foxfire style projectile-monsters that don't hit allies, deal 4d12 irresistable damage that can't be evaded or blocked, and which last either 20 turns (200 aut) or a maximum travel distance of 12 spaces away. They do, however, have a single turn of spawning before they can actually fly forward and injure anything.

When a star jelly fires off its stars, it will gained a diminished spells status, and it will only get stars again after the status wears off in 50 to 65 turns. This is also indicated visually in Tiles by losing its sparkles and glow:

Default Diminished
Star jelly animation.gif Star jelly expended.png

Tips & Tricks

With an average of four or more star jellies encountered in the dive to Slime:5 and several more coming out of the Royal Jelly as its fought, every character intending to take the slimy rune needs to have some plan to handle shooting star damage. The occasional characters with 40+ AC left at decent HP can usually take the damage head-on without particularly caring much about it if there's not a lot of other enemies present, as can characters managing fights ending with 200+ HP, but most other characters should have one of several options planned in advance:

Allies

Movement

  • With a maximum travel distance of 12 tiles away and the capacity to knock back their foes on hit, preparing Passage of Golubria in advance or positioning to make use of Gell's Gavotte, then walking away afterwards, can help reduce the number of stars hitting to one or even zero.
    • Most other Translocations spells and effects don't reliably provide a lot of distance, though a lucky Blink can provide a headstart, and Haste or some clever chained uses of Vhi's Electric Charge can also help provide enough distance to teleport or generally escape. Hasted Barachi can also try hopping.
    • While shooting stars are Will immune, Dispersal's fallback effect will blink them away right before they can hit you, allowing you to continue to run away and time them out. (If you can't run away very far, their duration also won't last multiple Dispersal casts.)
  • If all else fails, a scroll of blinking is likely to provide sufficient distance when paired with running away.

Other Interactions

Most of these options are somewhat expensive, but may serve as one's last resort or help with the big Royal Jelly fight.

  • Cheibriados's Temporal Distortion requires two activations to last long enough and costs a fair bit of piety to use each time against star jellies, but works with few other issues.
    • Step From Time provides enough time for the stars to fade away, but also for a given star jelly to recover its stars- this can save one's life, but it also doesn't permit much forward progress in terms of killing given star jellies (though it might help with killing other present monsters, like while fighting the Royal Jelly).
  • Dithmenos's Primordial Nightfall setting one's LOS to zero interacts strangely with projectile monsters, leaving them unable to hit until one's LOS raises back up to at least 1. Since this doesn't actually remove the stars, this mostly just helps with teleporting out.
  • Nemelex Xobeh's Tomb cards can provide star cover if there's no adjacent enemies, though it will also let the star jellies recover back to full health. Using a wand of digging can open the Tomb up early, but the stars will still be present if you don't wait and count up to 20.
  • Uskayaw's Grand Finale and Maxwell's Capacitive Coupling are instant kill effects that don't deal damage, skipping the shooting stars entirely.
  • Zin's Sanctuary removes all slow projectiles, which includes shooting stars.
  • If you have exceptionally high non-elemental damage, you can also destroy the stars themselves- they have full elemental immunities and fly, but no AC and only 100 HP. Mostly, this means deploying Storm Form or two-handed weapons with Manifold Assault.

Trivia

As the in-world quote alludes to, star jelly (or astromyxin, or astral jelly) is a real-world phenomenon of disappearing gelatin said in folklore to appear after meteor showers. This has a number of theorized origins, from fungi to slime molds to algae to, indeed, the spawn and oviducts of frogs and other amphibians.

History