Difference between revisions of "Slime creature"

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{{monster info}}
{{monster
 
|name=slime creature
 
|glyph={{Green|J}}
 
|tile=[[File:Slime creature.png]]
 
|flags={{Herd flag}}<br>{{Regenerates flag}}
 
|resistances={{Poison resistance}}, {{Constriction resistance}}, <br>{{Drown resistance}}, {{Water resistance}}, <br>{{Asphyxiation resistance}}
 
|vulnerabilities=None
 
|max_chunks=0
 
|meat={{No corpse}}
 
|xp=264
 
|holiness={{Natural}}
 
|magic_resistance=44
 
|hp_range=44-77
 
|avg_hp=60
 
|armour_class=1
 
|evasion=4
 
|habitat=Amphibious
 
|speed= 10
 
|size={{small}}
 
|item_use={{Uses nothing}}
 
|attack1=22 ({{Hit type}}: {{Plain flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=11
 
|base_hp=3
 
|extra_hp=5
 
|fixed_hp=0
 
|intelligence={{Plant intelligence}}
 
|genus=jelly
 
|species=slime creature
 
}}
 
{{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>
 
That ever this should be!<br>
 
Yea, slimy things did crawl with legs<br>
 
Upon the slimy sea.”<br>
 
-Samuel Tayor Coleridge, “The Rime of the Ancient Mariner”. 1798.}}
 
<!--monster-bot-end-->
 
 
 
  
 
==Useful Info==
 
==Useful Info==
'''Slime creatures''', a common sight in multiple mid-game [[branch]]es, 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:
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'''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:
  
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
 
! Name || Image || # of Slimes || HP || Damage
 
! Name || Image || # of Slimes || HP || Damage
 
|-
 
|-
| slime creature || {{Green|J}} [[Image:Slime creature.png]] || 1 || 40 - 80 || 22
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| slime creature || {{Green|J}} [[Image:Slime creature.png]] || 1 || 39 - 81 || 22
 
|-
 
|-
| large<br>slime creature  || {{LightGreen|J}} [[Image:Slime creature2.png]] || 2 || 80 - 160 || 44
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| large<br>slime creature  || {{LightGreen|J}} [[Image:Slime creature2.png]] || 2 || 78 - 162 || 44
 
|-
 
|-
| very large<br>slime creature || {{LightGreen|J}} [[Image:Slime creature3.png]] || 3 || 120 - 240 || 66
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| very large<br>slime creature || {{LightGreen|J}} [[Image:Slime creature3.png]] || 3 || 117 - 243 || 66
 
|-
 
|-
| enormous<br>slime creature || {{LightGreen|J}} [[Image:Slime creature4.png]] || 4 || 160 - 320 || 88
+
| enormous<br>slime creature || {{LightGreen|J}} [[Image:Slime creature4.png]] || 4 || 156 - 324 || 88
 
|-
 
|-
| titanic<br>slime creature || {{LightGreen|J}} [[Image:Slime creature5.png]] || 5 || 200 - 400 || 110
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| titanic<br>slime creature || {{LightGreen|J}} [[Image:Slime creature5.png]] || 5 || 195 - 405 || 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 anything. 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.
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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==
 
==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.
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===Merge Mechanics===
*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.
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*It's better to fight slime creatures when separated. Damage may seem similar: fighting 5 individual slimes can deal 5*22 = 110 damage, while a titanic slime deals 110 damage. However, when fighting the individual slimes, your [[AC]] and [[EV]] applies for each of the 5 hits. With the titanic slime, AC and EV are only applied once.
*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.
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*Slime creatures generally merge when one slime "wants to move" into another slime's tile.
*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.
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**In corridors, you can expect them to merge immediately.
*The usual tactics of luring individuals away from groups and killing them are vital here. It helps that slime creatures can't make noise.
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**If you're surrounded by monsters, and the closest position is already filled by a slime, a merge is likely to happen.
*Be aware that merged slime creatures have the same HD, and hence the same MR, as unmerged ones. [[Confuse]], [[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 44 is high enough that they may resist spells some of the time
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**They'll occasionally merge if a group of slimes are diagonal to you.
*[[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.
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*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.
*[[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 flames.
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*Slime creatures cannot merge if they are not adjacent to each other.
*You probably don't want to [[Polymorph]] a larger slime creature, unless you like the idea of suddenly 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:
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 +
===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 [[wand]]s 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'll split.
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**[[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; frailer necromancers can get one-shot.
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*When you [[polymorph]] a merged slime creature, there's an 80% chance of it splitting before the polymorph completes, then each resulting slime is polymorphed. As usual, this is limited to one of the three listed monsters you see before using the wand. The final number of creatures depends on size:
 
{| class="prettytable" style="margin-left: 4em; margin:auto"
 
{| class="prettytable" style="margin-left: 4em; margin:auto"
 
|-
 
|-
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|-
 
|-
 
|}
 
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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.
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: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, 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.
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==History==
 +
*Prior to [[0.30]], slime creatures had fast regeneration.

Latest revision as of 07:12, 18 November 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
slime creature JSlime creature.png
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!
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 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:

Name Image # of Slimes HP Damage
slime creature J Slime creature.png 1 39 - 81 22
large
slime creature
J Slime creature2.png 2 78 - 162 44
very large
slime creature
J Slime creature3.png 3 117 - 243 66
enormous
slime creature
J Slime creature4.png 4 156 - 324 88
titanic
slime creature
J Slime creature5.png 5 195 - 405 110

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. Damage may seem similar: fighting 5 individual slimes can deal 5*22 = 110 damage, while a titanic slime deals 110 damage. However, when fighting the individual slimes, your AC and EV applies for each of the 5 hits. With the titanic slime, AC and EV are only applied 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.
    • If you're surrounded by monsters, and the closest position is already filled by a slime, a merge is likely to happen.
    • They'll occasionally merge if a group of slimes are diagonal to you.
  • 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'll 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; frailer necromancers can get one-shot.
  • When you polymorph a merged slime creature, there's an 80% chance of it splitting before the polymorph completes, then each resulting slime is polymorphed. As usual, this is limited to one of the three listed monsters you see before using the wand. 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, 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.

History

  • Prior to 0.30, slime creatures had fast regeneration.