Difference between revisions of "Slime creature"

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(Updated flavour for 0.11)
 
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{{version|021}}
 
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{{list of | jellies}}
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<!--monster-bot-begin-->
 
{{monster
 
{{monster
 
|name=slime creature
 
|name=slime creature
|glyph={{Green|J}}{{LightGreen|J}}
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|glyph={{Green|J}}
|tile=[[File:Slime.png]]
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|tile=[[File:Slime creature.png]]
|flags=none
+
|flags={{Herd flag}}<br>{{Regenerates flag}}
|resistances={{Poison resistance}}, {{Asphyxiation resistance}}, {{Constriction resistance}}
+
|resistances={{Poison resistance}}, {{Constriction resistance}}, <br>{{Drown resistance}}, {{Water resistance}}, <br>{{Asphyxiation resistance}}
 
|vulnerabilities=None
 
|vulnerabilities=None
 
|max_chunks=0
 
|max_chunks=0
 
|meat={{No corpse}}
 
|meat={{No corpse}}
|xp=424*
+
|xp=264
 
|holiness={{Natural}}
 
|holiness={{Natural}}
|magic_resistance=44
+
|magic_resistance=40
|hp_range=40 - 80*
+
|hp_range=46-70
|avg_hp=60
+
|avg_hp=59
 
|armour_class=1
 
|armour_class=1
 
|evasion=4
 
|evasion=4
|habitat=amphibious land
+
|habitat=Amphibious
|speed=10
+
|speed= 10
|size={{Small}}
+
|size={{small}}
 
|item_use={{Uses nothing}}
 
|item_use={{Uses nothing}}
|attack1=22* ({{Hit type}}: {{Plain flavour}})
+
|attack1=22 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack2=
 
|attack3=
 
|attack3=
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|extra_hp=5
 
|extra_hp=5
 
|fixed_hp=0
 
|fixed_hp=0
|intelligence={{Plant intelligence}}
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|intelligence={{Brainless intelligence}}
 
|genus=jelly
 
|genus=jelly
 
|species=slime creature
 
|species=slime creature
 
}}
 
}}
 
{{Flavour|An icky glob of slime, which slithers along the ground, occasionally merging with other nearby globs...
 
{{Flavour|An icky glob of slime, which slithers along the ground, occasionally merging with other nearby globs...
 
 
----
 
----
 
+
“The very deep did rot: O Christ!<br>
"A lustreless protrusive eye<br>Stares from the protozoic slime."
+
That ever this should be!<br>
 
+
Yea, slimy things did crawl with legs<br>
-T.S. Eliot, "Burbank with a Baedeker: Bleistein with a Cigar". 1920.}}
+
Upon the slimy sea.”<br>
 +
-Samuel Tayor Coleridge, “The Rime of the Ancient Mariner”. 1798.}}
 +
<!--monster-bot-end-->
  
 
==Useful Info==
 
==Useful Info==
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! Name || Image || # of Slimes || HP || Damage
 
! Name || Image || # of Slimes || HP || Damage
 
|-
 
|-
| slime creature || {{Green|J}} [[Image:Slime creature.png]] || 1 || 40 - 80 || 22
+
| slime creature || {{Green|J}} [[Image:Slime creature.png]] || 1 || 46 - 70 || 22
 
|-
 
|-
| large<br>slime creature  || {{LightGreen|J}} [[Image:Large slime creature.png]] || 2 || 80 - 160 || 44
+
| large<br>slime creature  || {{LightGreen|J}} [[Image:Slime creature2.png]] || 2 || 92 - 140 || 44
 
|-
 
|-
| very large<br>slime creature || {{LightGreen|J}} [[Image:Very large slime creature.png]] || 3 || 120 - 240 || 66
+
| very large<br>slime creature || {{LightGreen|J}} [[Image:Slime creature3.png]] || 3 || 138 - 210 || 66
 
|-
 
|-
| enormous<br>slime creature || {{LightGreen|J}} [[Image:Enormous slime creature.png]] || 4 || 160 - 320 || 88
+
| enormous<br>slime creature || {{LightGreen|J}} [[Image:Slime creature4.png]] || 4 || 184 - 280 || 88
 
|-
 
|-
| titanic<br>slime creature || {{LightGreen|J}} [[Image:Titanic slime creature.png]] || 5 || 200 - 400 || 110
+
| titanic<br>slime creature || {{LightGreen|J}} [[Image:Slime creature5.png]] || 5 || 230 - 350 || 110
 
|}
 
|}
  
A high AC can render you nearly immune to five single slime creatures, but five combined will do enough damage to overwhelm nearly anything. Thankfully, as they merge and grow, the experience they grant also rises. Their [[HD]] and [[MR]] does not actually increase, which is relevant for many enchantments.
+
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==
 
==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.
 
*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.
 
*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.
*They're an annoying resource drain; they hit hard enough that light-armour users have to worry about them, have enough HP that [[Bolt of Cold]] at 8 hashes won't one-shot them, they never leave corpses, they come in packs, regenerate, and flee at the slightest provocation. Try draining them to make them less likely to survive a fight long enough to flee.
+
*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.
*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: they’re coloured a light green, as opposed to the dark green of the separated one.
 
 
*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 picking off injured as they flee are vital here.
+
*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. [[Confuse]], [[Slow]], [[Ensorcelled Hibernation]] and the like may be very effective, although trying to stab an enormous or titanic slime to death while it is merely confused is still risky. Also, their MR of 44 is high enough that they may resist spells now and then.
+
*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 make a titanic slime creature flee, 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]] also does a number on them in corridors, especially if you've got some way to stall them in the flames.
+
*[[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 Other|polymorph]] a larger slime creature, unless you like the idea of fighting two [[storm dragon]]s, a [[giant 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:
+
*You probably don't want to [[Polymorph]] a larger slime creature, unless you like the idea of suddenly fighting two [[storm dragon]]s, 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:
 
{| class="prettytable" style="margin-left: 4em; margin:auto"
 
{| class="prettytable" style="margin-left: 4em; margin:auto"
 
|-
 
|-

Revision as of 05:57, 1 July 2020

Version 0.21: This article may not be up to date for the latest stable release of Crawl.

For a list of all jellies, see list of jellies.

slime creature JSlime creature.png
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!
That ever this should be!
Yea, slimy things did crawl with legs
Upon the slimy sea.”
-Samuel Tayor Coleridge, “The Rime of the Ancient Mariner”. 1798.

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:

Name Image # of Slimes HP Damage
slime creature J Slime creature.png 1 46 - 70 22
large
slime creature
J Slime creature2.png 2 92 - 140 44
very large
slime creature
J Slime creature3.png 3 138 - 210 66
enormous
slime creature
J Slime creature4.png 4 184 - 280 88
titanic
slime creature
J Slime creature5.png 5 230 - 350 110

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.