Difference between revisions of "Slime creature"
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*If the slime creatures are already grouped together, kill the ones in the middle first if you can; slime creatures cannot merge if they are separated by a tile or more. | *If the slime creatures are already grouped together, kill the ones in the middle first if you can; slime creatures cannot merge if they are separated by a tile or more. | ||
*The usual tactics of luring individuals away from groups and killing them are vital here. It helps that slime creatures don't make noise. | *The usual tactics of luring individuals away from groups and killing them are vital here. It helps that slime creatures don't make noise. | ||
− | *Be aware that merged slime creatures have the same HD, and hence the same MR, as unmerged ones. [[ | + | *Be aware that merged slime creatures have the same HD, and hence the same MR, as unmerged ones. [[Confusing Touch]], [[Slow]], and [[Ensorcelled Hibernation]] will all work just as well on the ginormous blobs as on the little ones. Be wary, however, of attempting to stab disabled enormous or titanic slime creatures: even disabled, they are quite capable of obliterating you (in the case of sleeping ones, their HP may be high enough that you fail to stab them to death in one hit). Such hexes are best used to keep out of melee range and pelt the slime creature from afar. Be aware their MR of 40 is high enough to make enchanting them difficult for those who haven't dedicated themselves to using Hexes. |
*[[Agony]] is also very effective, since, as noted, merged slimes have no more MR than normal ones. Using Agony is effective both when luring slimes off one at a time, or to quickly wear down a titanic slime creature, should you accidentally allow one to be created. Be very careful around merged slimes; 110 damage is enough to one-shot many necromancers when they first meet slime creatures. | *[[Agony]] is also very effective, since, as noted, merged slimes have no more MR than normal ones. Using Agony is effective both when luring slimes off one at a time, or to quickly wear down a titanic slime creature, should you accidentally allow one to be created. Be very careful around merged slimes; 110 damage is enough to one-shot many necromancers when they first meet slime creatures. | ||
*[[Conjure Flame]] or [[Freezing Cloud]] also does a number on them in corridors, especially if you've got some way to stall them in the clouds. | *[[Conjure Flame]] or [[Freezing Cloud]] also does a number on them in corridors, especially if you've got some way to stall them in the clouds. |
Revision as of 05:57, 1 July 2020
For a list of all jellies, see list of jellies.
slime creature J | |
---|---|
HP | 46-70 |
HD | 11 |
XP | 264 |
Speed | 10 |
AC | 1 |
EV | 4 |
Will | 40 |
Attack1 | 22 (hit: plain)
|
Resistances | rPois+, rConstr, rDrown, rWater, Asphyx |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Brainless |
Uses | Uses nothing |
Holiness | Natural |
Size | Small |
Type | jelly, slime creature |
Flags | Herd Regenerates |
An icky glob of slime, which slithers along the ground, occasionally merging with other nearby globs...
“The very deep did rot: O Christ! |
Useful Info
Slime creatures, a common sight in multiple mid-game branches, can combine to form larger and larger slime creatures. Two slime creatures combined form a “large slime creature”, three a “very large slime creature”, and so on (see below). As their size increases, so does their HP and damage:
A high AC can render you nearly immune to five single slime creatures, but five combined into a titanic slime creature will do enough damage to overwhelm nearly any character. As they merge and grow, the experience they grant also rises, though their HD and MR do not increase, which is relevant for many enchantments. Note that you do not get more experience for killing one titanic slime than for killing five normal ones — you, in fact, get less.
Tips & Tricks
- If you’re fighting them in a corridor, you can expect them to merge immediately. If you’re otherwise surrounded, or the closest position is already filled by a slime creature, they’ll merge. Occasionally, if you are positioned diagonally away from a group, they’ll merge.
- There are also a few circumstances under which they’ll separate. If you leave their LOS, they'll soon split up. If the closest move to you is an empty space, there’s a chance that they’ll separate. In practice, if you’re fighting a merged slime creature and there is an adjacent space that is free, they will likely separate.
- Don’t fight them in corridors and try not to fight them once they’ve merged, as they’ll likely be doing much more damage than multiple single slime creatures would. Thankfully, merged slime creatures are easy to spot: their glyphs are a light green, as opposed to the dark green of single slime creatures.
- If the slime creatures are already grouped together, kill the ones in the middle first if you can; slime creatures cannot merge if they are separated by a tile or more.
- The usual tactics of luring individuals away from groups and killing them are vital here. It helps that slime creatures don't make noise.
- Be aware that merged slime creatures have the same HD, and hence the same MR, as unmerged ones. Confusing Touch, Slow, and Ensorcelled Hibernation will all work just as well on the ginormous blobs as on the little ones. Be wary, however, of attempting to stab disabled enormous or titanic slime creatures: even disabled, they are quite capable of obliterating you (in the case of sleeping ones, their HP may be high enough that you fail to stab them to death in one hit). Such hexes are best used to keep out of melee range and pelt the slime creature from afar. Be aware their MR of 40 is high enough to make enchanting them difficult for those who haven't dedicated themselves to using Hexes.
- Agony is also very effective, since, as noted, merged slimes have no more MR than normal ones. Using Agony is effective both when luring slimes off one at a time, or to quickly wear down a titanic slime creature, should you accidentally allow one to be created. Be very careful around merged slimes; 110 damage is enough to one-shot many necromancers when they first meet slime creatures.
- Conjure Flame or Freezing Cloud also does a number on them in corridors, especially if you've got some way to stall them in the clouds.
- You probably don't want to Polymorph a larger slime creature, unless you like the idea of suddenly fighting two storm dragons, a glowing orange brain, a ghost moth, and a great orb of eyes. A merged slime creature has an 80% chance of splitting and having each resulting slime polymorphed separately. The final number of creatures depends on size:
Size Category | Number of Creatures | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
Normal | 100% | ||||
Large | 20% | 80% | |||
Very Large | 20% | 80% | |||
Enormous | 20% | 16% | 64% | ||
Titanic | 20% | 16% | 64% |
Note that a slime which fails to split will polymorph into the same sorts of monster as an individual would. That is, you always get the same possibilities based on a "slime creature", but you have a 20% chance of getting one monster regardless of size, and for four-and five-fold merges, you have another 16% chance of losing one in the transformation.