Slime creature
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
slime creature J | |
---|---|
HP | 39-81 |
HD | 11 |
XP | 264 |
Speed | 10 |
AC | 1 |
EV | 4 |
Will | 40 |
Attack1 | 22 (hit: plain)
|
Resistances | rPois+ rDrown |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Brainless |
Uses | Uses nothing |
Holiness | Natural |
Size | Small |
Type | jelly, slime creature |
Flags | Unbreathing Herd Web immune |
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 the Dungeon and Slime Pits, 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:
Slime creature's HD and willpower remains constant. The XP yield is slightly lower when killing a merged slime creature, but this amount is insignificant.
Tips & Tricks
Merge Mechanics
- It's better to fight slime creatures when separated. For instance, 5 individual slimes can deal 5*22 = 110 damage, while titanic slime deals 110 damage. However, when fighting 5 individual slimes, your AC and EV benefit you for each of the 5 hits. With a titanic slime, AC and EV are only checked once.
- Slime creatures generally merge when one slime "wants to move" into another slime's tile.
- In corridors, you can expect them to merge immediately.
- They'll occasionally merge if a group of slimes are diagonal to you.
- If you're surrounded, and the closest position is already filled by a slime, a merge is likely to happen.
- Slime creatures tend to separate in open space. In practice, if you’re fighting a merged slime creature and there is an adjacent space that is free, they will likely separate. Also, if you leave LOS of a merged slime, it'll generally split up.
- Slime creatures cannot merge if they are not adjacent to each other.
General
- The usual tactics of luring individuals away from groups and killing them are vital here. It helps that slime creatures don't make noise.
- Slimes, no matter how many are merged together, are stuck at 40 willpower. With moderate skill investment, Hexes and hex wands can be effective. When a merged slime splits, each slime keeps any statuses it had.
- A wand of charming turns even the biggest slimes into your side. Plus, if you bring a charmed slime into open space, it will split.
- Agony is effective for its raw damage output. However, it can only be used in melee range. Unless you got great defenses, don't try to agony a titanic slime creature.
- When you polymorph a merged slime creature, there's an 80% chance of it splitting, where each resulting slime is 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.