Star jelly

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Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.

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+++
rDrown
Vulnerabilities None
Habitat Land
Intelligence Brainless
Uses Uses nothing
Holiness Natural
Size Small
Type jelly, star jelly
Flags See invisible
Unbreathing
Unblindable
Amorphous
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 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 with 200+ HP, but most other characters should have one of several options planned in advance:

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.
    • Relying on weak allies in Slime can be dangerous due to the presence of colossal amoebas- 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.
  • Evokers like phantom mirrors, boxes of beasts, and sacks of spiders aren't the most repeatable with low enchantment or low Evocations skill, and most other Slime monsters have too high Will to make wands of charming reliable without using orbs of guile or Sphinx Form, but these are technically still options.

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.
  • If all else fails, a scroll of blinking is likely to provide sufficient distance when paired with walking away.

Other Interactions

Most of these options are somewhat expensive, but may serve as one's last resort.

  • 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).
  • 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.
  • Zin's Sanctuary removes all slow projectiles, which includes shooting stars.

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