Difference between revisions of "The Slime Pits"

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{{flavour|The Slime Pits are the amorphous realm of acids, jellies and slimes. Even the walls drip with painful acid. Any trace of intelligent beings has long been dissolved. Still, there are rumours of great treasures deep down, hidden safely away in secret chambers without any entrance.}}
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{{flavour|The Slime Pits are the amorphous realm of acids, jellies and slimes. Even the walls drip with painful acid. Any trace of intelligent beings has long been dissolved. Still, there are rumours of great treasures deep down, hidden safely away in secret chambers without any entrance.
  
[[File:Slime entry.png]]'''The Slime Pits''' are a 5-floor [[branch]] full of amorphous horrors. Four guaranteed treasure [[vault]]s, a large amount of [[experience]], and the slimy [[rune of Zot]] await anyone able to find their way to the bottom of the Slime Pits, but its difficulty and unique challenges make it dangerous for the ill-prepared.
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This branch is unnaturally silent: sounds travel farther here.
  
Stairs to the Slime Pits can be found on the bottom floors of [[the Lair]]. While the entrance is found in the Lair, it is much more dangerous than the 2 other branches that can be found there ([[Swamp]], [[Shoals]], [[Snake Pit]] or [[Spider's Nest]]), and should be attempted later in the game.
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The entrance to this branch can be found between levels 4 and 5 of the Lair of Beasts.
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This branch is 5 levels deep.
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This branch contains the slimy rune of Zot.}}
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[[File:Slime entry.png]]'''The Slime Pits''' are a 5-floor [[branch]] full of amorphous horrors. Most of this branch consists of nothing but ooze, but the final floor has a guaranteed treasure [[vault]] and the slimy [[rune of Zot]]. To retrieve the treasures, you must defeat their [[the Royal Jelly|boss]].
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Stairs to the Slime Pits can be found between [[the Lair]]: 4-5. While the entrance is found in the Lair, it is much more dangerous than the 2 other branches that can be found there ([[Swamp]], [[Shoals]], [[Snake Pit]] or [[Spider's Nest]]), and should be attempted later in the game.
  
 
==Layout==
 
==Layout==
Superficially, the layout of the Slime Pits resembles the [[Orcish Mines]]: each floor is either a single large irregular chamber or several smaller chambers connected only by [[stairs]]. Like the Orcish Mines, you can use a [[wand of digging]] to connect separate chambers together, easing travel.
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Superficially, the layout of the Slime Pits resembles the [[Orcish Mines]]: each floor is either a single large irregular chamber or several smaller chambers connected only by [[stairs]]. Like the Orcish Mines, you can use a [[wand of digging]] to connect separate chambers together, easing travel. Outside of Slime:5, no items generate here.
  
 
The Slime Pits are filled with [[Wall#Slime Covered Rock|slime covered rock]], which inflict the [[corrosion]] status on adjacent players. This wears off the moment you move away from the walls.
 
The Slime Pits are filled with [[Wall#Slime Covered Rock|slime covered rock]], which inflict the [[corrosion]] status on adjacent players. This wears off the moment you move away from the walls.
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===Slime:5===
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Slime:5 is made out of one out of various [[vault]]s. The original vault is a singular, central chamber, but there is a small variety of posisble layouts.
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 +
This floor always contains the boss of the Slime Pits, [[the Royal Jelly]]. Killing it will open up the translucent walls of the treasure vaults, allowing you to go inside. The walls will also disappear if you worship [[Jiyva]] and reach 6* piety - though, when worshipping Jiyva, the slimes will eat a huge portion of the loot. ([[Haste]], [[Apportation]], [[Swiftness]], etc. are recommended.)
  
 
==Useful Info==
 
==Useful Info==
Entering the Slime Pits unprepared can be an extremely costly mistake for low-level characters. The branch is home to high level jelly monsters that are fast and can inflict immense damage. [[Acid blob]]s rapidly corrode your equipment at range and melee, [[azure jelly|azure jellies]] have multiple [[cold]] attacks, [[quicksilver ooze]]s have [[antimagic]] attacks and can [[engulf]] you, and [[rockslime]]s can [[trample]] you. You'll also find [[shining eye]]s that induce numerous [[bad mutations]].  
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The branch is home to high level jelly monsters - these are fast and can inflict immense damage. [[Acid blob]]s rapidly corrode you. [[Azure jellies]] have strong cold attacks. [[Quicksilver ooze]]s have [[antimagic]] attacks and can [[engulf]] you, and [[rockslime]]s can [[trample]] you. You'll also find [[shining eye]]s that induce numerous [[bad mutations]]. You'll also find masses of [[slime creature]]s, weak alone, but they come in large groups, and among the stronger jellies.
  
It's much safer to explore here after acquiring (in order of importance):
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The wide open floors and caustic walls make it impossible to effectively bottleneck opponents. Expect to be swarmed by all sorts of jellies, especially if you rush in too quickly. [[Stair dancing]] is a strong tactic.
*A source of acid/corrosion resistance ([[ring of resist corrosion]], [[acid dragon scales]], etc.)
 
*[[Cold]] resistance for azure jellies.
 
*High [[willpower]] to prevent getting [[confusion|confused]] by [[golden eye]]s, or worse, [[paralysis|paralysed]] by [[great orb of eyes|great orbs of eyes]].  
 
  
The wide open floors and caustic walls make it impossible to effectively bottleneck opponents; expect to be swarmed by [[slime creature]]s and worse if you rush in too quickly. Fortunately, almost every monster here is mindless and silent, making it easy to creep forward, attract the attention of a single opponent, and lure it back a safe distance before killing it in privacy. When possible, limit yourself to quiet spells unless you feel confident about reliably nuking herds of jellies.
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Most jellies resist [[poison]], [[acid]], and nothing else - the major exceptions are [[rockslime]]s (who resist fire and electricity). Also, jellies have poor [[AC]] and [[EV]]. Low-accuracy, high-damage spells like [[Iron Shot]] or [[Starburst]] are quite effective. Note that [[Shatter]] doesn't do much against slimes (except for rockslimes).
  
Exploration of the Slime Pits will turn up very little apart from monsters and traps. There is no loot to be found outside of the boss' chambers, and only one [[unique]] is capable of spawning here ([[Dissolution]], a deadly jelly priest who should be killed as quickly as possible to avoid his [[Summon Eyeballs]] spell).
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==Strategy==
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''See also: [[The Royal Jelly#Strategy|The Royal Jelly]]''
  
One thing to keep in mind about the monsters you find in Slime is that few possess resistances other than poison or acid, and even fewer have any [[AC]] or [[EV]] worth mentioning. The major exceptions are [[rockslime]]s. The lack of EV means that low-accuracy, high-damage spells such as [[Iron Shot]], [[Lehudib's Crystal Spear]], or [[Starburst]] are highly effective, while the lack of AC can make spells such as [[Airstrike]] or [[Lee's Rapid Deconstruction]] (but not [[Shatter]]!) quite effective.  
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Slime is significantly more difficult than the other Lair branches, so unless you're doing a [[speedrun]], there's little reason to go in right away. You have the liberty to explore other branches (such as [[the Vaults]]:1-4) before entering. This branch is often done as the [[rune lock|3rd rune]], though it can also be done purely for the loot on Slime:5.
  
===Slime: 5===
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Regardless of anything, it is recommended to have some way of defeating the Royal Jelly before attempting this branch - see [[the Royal Jelly#Strategy|the Royal Jelly]] for more info. You'll also want a few resistances (see below).
The fifth and final floor of the Slime Pits is an open chamber with a large, non-corrosive stone structure in the middle, made from four quarter-circle [[vault]]s. The floor is populated with eyes and jellies like the floors above, but in the center of the structure you'll encounter the boss of the Slime Pits, [[the Royal Jelly]]. Once it is killed, the translucent walls of the treasure vaults will vanish. See the [[the Royal Jelly#Strategy|Strategy]] section for some advice on defeating it.
 
  
Alternatively, you can avoid all of this conflict by worshiping [[Jiyva]], the [[god]] of slimes. Doing so will render all monsters in the Slime Pits neutral to you, and at high enough piety, the walls of the vaults will disappear, allowing you to grab the rune and the loot. Of course, said loot will swiftly be devoured by nearby wandering slimes, so if you want any of it, act quickly; a [[potion of haste]], [[Swiftness]], and [[Apportation]] can all help you save particularly choice bits from being devoured (though at the very least, you'll be left with the [[artefacts]] and the rune).
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===Useful Traits===
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It's much safer to explore here after acquiring:
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*[[Corrosion resistance]] ([[ring of resist corrosion]], [[acid dragon scales]], etc.)
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*High [[willpower]], to prevent getting [[confused]] by [[golden eye]]s and [[great orbs of eyes]].
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*[[Cold]] resistance, for azure jellies.
  
 
==Monsters==
 
==Monsters==
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
| {{monsterlink|Golden eye}} || {{monsterlink|Shining eye}} || {{monsterlink|Eye of devastation}} ||
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| {{monsterlink|Golden eye}} || {{monsterlink|Shining eye}} || {{monsterlink|Eye of devastation}} || {{monsterlink|Glass eye}}
 
|-
 
|-
 
| {{monsterlink|Glowing orange brain}} || {{monsterlink|Great orb of eyes}} || {{monsterlink|Jelly}} || {{monsterlink|Slime creature}}
 
| {{monsterlink|Glowing orange brain}} || {{monsterlink|Great orb of eyes}} || {{monsterlink|Jelly}} || {{monsterlink|Slime creature}}
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==History==
 
==History==
'''Talismans''' are items used to change your [[Transformation|form]].
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*In [[0.31]], new Slime:5 [[vaults|layouts]] were introduced. Many don't have the corridors of the original Slime:5 vault, making certain strategies against [[the Royal Jelly]] more difficult.
{| style="float: right;"
 
| __TOC__
 
|}
 
==Useful Info==
 
A talisman, when e'''V'''oked, turns you into its respective [[transformation]] (e.g. a [[beast talisman]] turns you into [[Beast Form]]). This transformation lasts indefinitely. It can't be [[potion of cancellation|cancelled]] or [[Quicksilver Bolt|dispelled]], though you can voluntarily exit (also with '''V''') at any time. Entering or exiting a form takes 5 turns. If you are turned into a [[bad form]], when you revert, you'll go back to your talisman form.
 
 
 
Once you have turned into a desired form, the talisman can safely be dropped. You do not need to hold the talisman to stay in a form or exit one. Talismans are found around the dungeon and in jewellery [[shop]]s.
 
 
 
The [[undead]] ([[ghoul]]s, [[mummies]], bloodless [[vampire]]s) are unable to transform. [[Zin]] despises form-shifting, and will instantly excommunicate any follower who uses one. <!-- A talisman gives you the '''A'''bility to turn into its respective [[transformation]]. -->
 
 
 
===Transformations===
 
Each form has its own benefits and downsides. However, talisman forms share a few things in common:
 
 
 
* All talisman forms will boost [[Unarmed Combat]] in some way.
 
* Most forms will [[meld]] certain types of equipment, which cannot be used. For example, a [[blade talisman]] turns your hands into blades, melding your [[weapon]], [[shield]], and [[gloves]].
 
* Forms often negate certain [[mutation]]s, or add new ones. They can also change your [[size]].
 
 
 
Being in any form will make you take +75% damage from [[silver]] weaponry.
 
 
 
===Skill===
 
Each form has a minimum [[Shapeshifting]] skill. Below this skill, you will receive a penalty to max HP. Every level of skill below the minimum gives a penalty of -10% max HP (min. 30%), which is then multiplied by the form bonus. <!-- https://github.com/crawl/crawl/blob/a941d207056b69c563e2790628016430eb5d529d/crawl-ref/source/transform.cc transform.cc -->
 
 
 
Raising Shapeshifting past this point will give you form-specific benefits. Beast Form will increase your [[slaying]] (attack) bonus, Statue Form will increase your defenses, etc. Each form also has a maximum Shapeshifting skill, where further training has no benefit.
 
 
 
Talismans are not related to [[spell]]s in any way, so [[intelligence]], [[wizardry]], etc. has no effect.
 
 
 
==List of talismans==
 
Talismans are sorted by "tiers". Each tier has the same minimum and maximum Shapeshifting skill.
 
 
 
'''Tier 1:''' (min. 0 skill, max. 13 skill)
 
* [[Beast talisman]] (Beast Form)
 
 
 
'''Tier 2:''' (min. 9 skill, max. 20)
 
* [[Blade talisman]] ([[Blade Hands]])
 
* [[Maw talisman]] (Maw Form)
 
* [[Serpent talisman]] (Anaconda Form)
 
 
 
'''Tier 3:''' (min. 17 skill, max. 23)
 
* [[Dragon-blood talisman]] ([[Dragon Form]])
 
* [[Granite talisman]] ([[Statue Form]])
 
 
 
'''Tier 4:''' (min. 21 skill, max. 27)
 
* [[Talisman of death]] (Death Form)
 
* [[Storm talisman]] ([[Storm Form]])
 
 
 
==History==
 
*In [[0.31]], talismans will be introduced, replacing [[Transmutation]] spells. Removed spells: [[Beastly Appendage]], [[Spider Form]], [[Ice Form]], [[Blade Hands]], [[Statue Form]], [[Dragon Form]], [[Storm Form]], [[Necromutation]] (Lichform).
 
 
 
----
 
 
 
The rest of this page will document the various forms
 
 
 
=Beast talisman=
 
A '''beast talisman''' is a [[talisman]] that changes you into '''Beast Form''', a wild, hulking form that grants bonuses to melee.
 
 
 
[[Shapeshifter]]s start with this item, and start the game in Beast Form.
 
 
 
==Useful Info==
 
When e'''V'''oked, a beast talisman turns you into Beast Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
 
 
 
Beast Form has the following effects:
 
 
 
'''Combat Bonuses'''
 
* '''[[Unarmed Combat]]:''' 4 base damage.
 
* '''[[Slaying]] Bonus:''' adds <code>1 + (5 * Shapeshifting / 13)</code> [[slaying]] (1-6 slay) to melee combat, even when using a [[weapon]]. Slaying increases damage and accuracy. <!-- [https://github.com/crawl/crawl/blob/916a98a20d8754ba65854895a2b31a2bc3f0b265/crawl-ref/source/transform.cc#L973 transform.cc]) -->
 
 
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' All [[armour]] ''except'' for [[body armour]]. (This includes [[helmet]]s/[[hat]]s, [[cloak]]s, [[gloves]], and [[boots]]/[[barding]]s. Does not include [[shield]]s.)
 
 
 
Beast Form does not block any [[mutation]]s, does not change your [[size]], and gives no innate bonus to HP / [[AC]].
 
 
 
Beast Form has no minimum [[Shapeshifting]] skill. It has a maximum skill of 13; further skill has no further impact.
 
 
 
==Strategy==
 
If you haven't found any auxiliary armor pieces yet, then beast form is a free +1 slaying (and +1 Unarmed damage); a net positive for ''every'' character. You don't need to train any Shapeshifting to benefit.
 
 
 
It is an essential form for [[Shapeshifter]] starts. Your base fists are stronger than the plain [[short sword]]s, [[whip]]s, and [[mace]]s you'll find on the dungeon. [[Brand]]ed weapons can perform better, though. For example, if you find a [[dagger]] of [[venom]] on D:2, then don't hesitate to switch. Weapon or not, Beast Form is still a buff.
 
 
 
Note that even Shapeshifters won't want to train the Shapeshifting skill right away.
 
* Shapeshifting skill gives you < 0.5 slay per level.
 
* [[Unarmed Combat]] skill gives +1 base damage per level (which is more damage), better accuracy, and speeds up your attacks.
 
 
 
I haven't thoroughly checked the code, but looks like the slaying bonus isn't randomly rounded yet. There are breakpoints every (13/6 round up) skill levels; you get an extra +1 slay at the following skill intervals: 2.6, 5.2, 7.8, 10.4, 13.
 
 
 
==History==
 
* [[Beastly Appendage]].
 
 
 
=Serpent talisman=
 
A '''serpent talisman''' is a [[talisman]] that changes you into '''Anaconda Form''', a giant, [[constrict]]ing snake.
 
 
 
==Useful Info==
 
When e'''V'''oked, a serpent talisman turns you into Serpent Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
 
 
 
Anaconda Form has the following effects:
 
 
 
'''Combat Bonuses'''
 
* '''HP Bonus:''' 120% HP
 
* '''Innate AC:''' 8 - 12 [[AC]], scaling linearly with Shapeshifting skill.
 
* '''[[Unarmed Combat]]:''' 12 base damage.
 
* '''[[Constriction]]:''' When making a melee attack, you initiate [[constriction]]. You can constrict 1 [[large]] (or smaller) foe at a time.
 
 
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' All [[armour]], [[weapon]] and [[shield]]. (Can only wear [[jewellery]])
 
* You cannot [[throw]] items.
 
* [[Spell]]s are much harder to cast (increases [[Spell Success#Modifiers|raw spell failure]] rate by +30%).
 
 
 
'''Other'''
 
* '''[[Cold-blooded]]:''' You will be [[slow]]ed when hit by certain cold attacks. Negated by any amount of [[cold resistance]].
 
* Anaconda Form is '''[[large]]'''-sized. Species smaller than large will have reduced [[EV]] in this form. (Being large also lets you constrict large opponents)
 
* Suppresses many [[mutation]]s. Species [[movement speed]] set to 10.
 
 
 
Anaconda Form has a minimum [[Shapeshifting]] skill of 9, below which you get an [[Talisman#Skill|HP penalty]]. It has a maximum skill of 20, where skill has no further impact.
 
 
 
==Strategy==
 
Constriction is broken. Remember 0.10 [[Naga]]s? Now you are one, but with normal speed and even better stats.
 
 
 
==History==
 
* Introduced in [[0.31]] in the transformation overhaul. Anaconda Form had no previous counterpart.
 
 
 
=Maw talisman=
 
A '''maw talisman''' is a [[talisman]] that changes you into '''Maw Form''', which adds a giant, gnashing mouth in place of the stomach.
 
 
 
==Useful Info==
 
When e'''V'''oked, a maw talisman turns you into Maw Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
 
 
 
Maw Form has the following effects:
 
 
 
'''Combat Bonuses'''
 
* '''[[Unarmed Combat]]:''' 5 base damage.
 
* '''Maw aux attack:''' Adds a biting [[auxiliary attack]]. Whenever you make a melee attack (weapon or not), you have a chance to make a maw attack.  Damage equals <code>7 + Shapeshifting</code> (max. 27 dmg). The chance to activate any aux attack depends on XL; see [[auxiliary attack]] for details. If this XL-based check succeeds, then the maw will always attack.
 
* '''Devour on kill:''' Whenever you kill a enemy that can drop a [[corpse]], you'll devour it, which heals you. You'll heal the ''lesser of'' <code>[[HD]] + 1d(HD)</code> or <code>[[Shapeshifting]] + 1d20</code>. <!--https://github.com/crawl/crawl/blob/916a98a20d8754ba65854895a2b31a2bc3f0b265/crawl-ref/source/melee-attack.cc#L662 melee-attack.cc]) -->
 
** [[Beogh]] followers will not devour [[list of orcs|orcs]]. [[Gozag]] turns corpses into gold, stopping this effect. [[Death drop]]s still generate, so you won't miss out on [[dragon scales]] and the like. (Necromancy??)
 
 
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' [[Body armour]].
 
 
 
Maw Form does not block any [[mutation]]s, does not change your [[size]], and gives no innate bonus to HP / [[AC]].
 
 
 
Maw Form has a minimum [[Shapeshifting]] skill of 9, below which you get an [[Talisman#Skill|HP penalty]]. It has a maximum skill of 20, where skill has no further impact.
 
 
 
==Strategy==
 
The maw [[auxiliary attack]] doesn't care about how hard you hit, but the faster you swing, the more maw attacks you'll proc. Therefore, it works best on fast weapons. Unarmed Combat is obvious, but it also works well with [[Short Blades]].
 
 
 
At XL 27 and skill 20, you'll get a 27 damage attack at a 96% chance to proc. A [[quick blade]] at mindelay swings every 0.25 decaAut, so you'll be getting maw attacks four times per turn. That's well above [[triple sword]] values. While an Unarmed specialist with [[Storm Form]] would be stronger, maw only melds the body armour slot, leaving the shield and 4 aux slots free.
 
 
 
Please train Dodging.
 
 
 
==History==
 
* Introduced in [[0.31]] in the transformation overhaul. Maw Form had no previous counterpart.
 
 
 
=Blade talisman=
 
A '''blade talisman''' is a [[talisman]] that gives you '''Blade Hands''', increasing your damage in [[Unarmed Combat]].
 
 
 
==Useful Info==
 
When e'''V'''oked, a blade talisman grants Blade Hands, which lasts until you end the form. Entering or exiting a form takes 5 turns.
 
 
 
Blade Hands has the following effects:
 
 
 
'''Combat Bonuses'''
 
* '''[[Unarmed Combat]]:''' 22 base damage.
 
* Your [[auxiliary attack|off-hand punch]] gains +6 damage.
 
 
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' [[Weapon]], [[shield]], and [[gloves]]. [[Claws]] are also melded.
 
* You cannot [[throw]] items.
 
* Makes spells harder to cast (increases [[Spell Success#Modifiers|raw spell failure]] rate by +20%).
 
* Cut [[hydra]] heads.
 
 
 
Blade Hands does not block [[mutation]]s (other than claws), does not change your [[size]], and gives no innate bonus to HP / [[AC]].
 
 
 
It has a minimum [[Shapeshifting]] skill of 9, below which you get an [[Talisman#Skill|HP penalty]]. It has a maximum skill of 20, where skill has no further impact.
 
 
 
==Strategy==
 
Strong, "two-handed" Unarmed Combat. Right now, Blade Hands is stronger than a [[giant spiked club]], and it takes less skill to get running, and it doesn't block the off-hand punch.
 
 
 
Otherwise see [[Blade Hands#Strategy]]
 
 
 
==History==
 
* Introduced in [[0.31]] in the transformation overhaul. Previously implemented as a spell, [[Blade Hands]].
 
 
 
=Dragon-blood talisman=
 
A '''dragon-blood talisman''' is a [[talisman]] that changes you into '''Dragon Form'''.
 
 
 
==Useful Info==
 
When e'''V'''oked, a dragon-blood talisman turns you into Dragon Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
 
 
 
Dragon Form has the following effects:
 
 
 
'''Combat Bonuses'''
 
* '''HP Bonus:''' 150% HP
 
* '''Innate AC:''' 16 - 22 [[AC]], scales linearly with Shapeshifting. 18 AC at 15 skill.
 
*'''[[Unarmed Combat]]:''' 38 base damage (32 + 6 from [[Claws]] 3)
 
* Two '''[[auxiliary attacks]]''': Bite 5 (11 dmg) & Tail slap 3 (6 dmg).
 
*'''[[Breathe Fire]]:''' Active ability. Launch a piercing, range-5 bolt of fire, creating a [[flame cloud]] where it lands. No cost, but has a [[Breath|cooldown]] of a few turns. Damage = <code>3d(4 + 2*[[XL]]/3)</code>.<nowiki> <ref>{{source ref|0.30.0|ability.cc|742}}</ref><ref>{{source ref|0.30.0| zap-data.h|999}}</ref> </nowiki>
 
*'''Stat Bonus:''' +10 [[strength]].
 
 
 
'''Resistances'''
 
*[[Fire resistance|rf++]]
 
*[[Cold resistance|rC-]]
 
*[[Poison resistance|rPois]]
 
* Innate [[flight]].
 
 
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' All [[armour]], [[weapon]] and [[shield]]. (Can only wear [[jewellery]])
 
* You cannot [[throw]] items.
 
 
 
'''Other'''
 
*Dragon Form is '''[[Size#Giant|Giant]]'''-sized. This gives a penalty to [[EV]], but you are resistant to [[trample|trampling]], [[constriction]], and [[net]]s.
 
* Suppresses many [[mutation]]s. Species [[movement speed]] set to 10.
 
 
 
Dragon Form has a minimum [[Shapeshifting]] skill of 15, below which you get an [[Talisman#Skill|HP penalty]]. It has a maximum skill of 23, where skill has no further impact.
 
 
 
===Draconians===
 
If you are a [[Draconian]], Dragon Form has special bonuses:
 
 
 
* The AC bonus from draconian scales is added to Dragon Form.
 
* You retain your natural [[draconian breath weapon|breath weapon]], if any, instead of Breathe Fire.
 
* Instead of gaining rF++ and rC-, you retain your natural elemental resistances (or lack thereof). Red and white draconians gain rF++/rC- and rF-/rC++, respectively. You still get rPois, no matter the colour.
 
 
 
==Strategy==
 
See [[Dragon Form#Strategy]].
 
 
 
==History==
 
* Introduced in [[0.31]] in the transformation overhaul. Previously implemented as a spell, [[Dragon Form]].
 
 
 
=Granite talisman=
 
A '''granite talisman''' is a [[talisman]] that changes you into '''Statue Form''', granting you the durability (and speed) of a statue.
 
 
 
==Useful Info==
 
When e'''V'''oked, a granite talisman turns you into Statue Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
 
 
 
Statue Form has the following effects:
 
 
 
'''Combat Bonuses'''
 
* '''HP Bonus:''' 130% HP
 
* '''Innate AC:''' 20 - 38 [[AC]], scales linearly with Shapeshifting.
 
* '''[[Unarmed Combat]]:''' 12 base damage.
 
* All melee damage, including from [[weapon]]s, is increased by 50% (after [[AC]] is applied).
 
 
 
'''Resistances'''
 
* Poison immunity
 
* rElec, rN+
 
* rTorment (50% damage from torment, stacks with rN)
 
* '''[[Non-living]]:''' [[Unbreathing]], lacks [[blood]], immune to [[sleep]] and [[petrification]]
 
* Vulnerable to [[Lee's Rapid Deconstruction]] and [[Shatter]].
 
 
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' [[Body armour]], [[gloves]], [[boots]].
 
* '''All''' actions slowed by 50%. Stacks with the [[slow]] status.
 
* If you are an [[amphibious]] species, you can stand in [[deep water]], but you get all the normal penalties from both shallow and deep water (statues can't swim).
 
 
 
Statue Form has a minimum [[Shapeshifting]] skill of 15, below which you get an [[Talisman#Skill|HP penalty]]. It has a maximum skill of 23, where skill has no further impact.
 
 
 
[[Gargoyle]]s cannot use this item, as they are already made out of stone.
 
 
 
==Strategy==
 
See [[Statue Form#Strategy]].
 
 
 
==History==
 
* Introduced in [[0.31]] in the transformation overhaul. Previously implemented as a spell, [[Statue Form]].
 
 
 
=Storm talisman=
 
A '''storm talisman''' is a [[talisman]] that changes you into '''Storm Form'''.
 
 
 
==Useful Info==
 
When e'''V'''oked, a storm talisman turns you into Storm Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
 
 
 
Storm Form has the following effects:
 
 
 
'''Combat Bonuses'''
 
* '''Innate AC:''' 10-20, scales linearly with Shapeshifting. (17 AC at 21 skill).
 
* '''Bonus EV:''' <code>16/27 * Shapeshifting</code> bonus EV, added on top of your base EV.
 
* '''[[Unarmed Combat]]:''' <code>8 + 3/2 * Shapeshifting</code> (39 at 21 skill) base damage, with added [[electrocution]] brand and [[cleaving]].
 
* '''[[Blinkbolt]]:''' Bolt-targeted ability that deals electric damage to everything in its path, then blinks you to the end. Has a cooldown.
 
 
 
'''Resistances'''
 
* Poison immunity
 
* rElec
 
* Innate [[flight]].
 
* '''[[Non-living]]:''' [[Unbreathing]], lacks [[blood]], immune to [[sleep]].
 
* '''[[Insubstantial]]:''' Immune to [[constriction]] / [[throwing net|ensnarement]], [[Sticky Flame]], and [[petrification]].
 
 
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' All [[armour]], [[weapon]] and [[shield]]. (Can only wear [[jewellery]])
 
* Suppresses many [[mutation]]s. Species [[movement speed]] set to 10.
 
 
 
Storm Form has a minimum [[Shapeshifting]] skill of 21, below which you get an [[Talisman#Skill|HP penalty]]. Maximum skill is 27, which is the cap on Shapeshifting itself.
 
 
 
==Strategy==
 
See [[Storm Form#Strategy]].
 
 
 
==History==
 
* Introduced in [[0.31]] in the transformation overhaul. Previously implemented as a spell, [[Storm Form]].
 
 
 
=Talisman of death=
 
A '''talisman of death''' is a [[talisman]] that changes you into '''Death Form'''.
 
 
 
==Useful Info==
 
When e'''V'''oked, a talisman of death turns you into Death Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.
 
 
 
Death Form has the following effects:
 
 
 
'''Combat Bonuses'''
 
* '''[[Unarmed Combat]]:''' 9 base damage.
 
* All melee attacks (including weapons) inflict [[drain]], [[slow]], and [[weak]]ness for 3-6 turns. <!--https://github.com/crawl/crawl/blob/916a98a20d8754ba65854895a2b31a2bc3f0b265/crawl-ref/source/melee-attack.cc#L599 melee-attack.cc] -->
 
 
 
* '''Siphon Essence:''' Active ability (20 MP). Halves HP to all enemies (except [[nonliving]]) within 2 tiles. Then, heals you for 100% of damage dealt, with a cap of <code>46 + 2 * Shapeshifting</code>. ''Does'' work against [[demonic]], [[holy]], and [[undead]] enemies. ([https://github.com/crawl/crawl/blob/916a98a20d8754ba65854895a2b31a2bc3f0b265/crawl-ref/source/ability.cc#L2497 ability.cc])
 
 
 
'''Resistances'''
 
* Standard '''[[undead]]''' resistances:
 
** [[Cold resistance|rC+]]
 
** Immunity to [[poison]] and [[miasma]].
 
** [[Life protection|rN+++]] and immune to [[torment]]
 
** Cannot be [[mutate]]d. Receive [[stat drain]] if you would be mutated.
 
** Cannot be [[polymorph]]ed.
 
** Vulnerable to [[holy]], [[holy wrath]], and [[Dispel Undead]].
 
 
 
'''Restrictions'''
 
* '''[[Transformation#Useful Info|Melded Gear]]:''' None.
 
* Cannot drink [[potion]]s.
 
* Cannot use certain forms of [[Necromancy]] ([[Borgnjor's Revivification]], [[Death's Door]]) or wield [[holy wrath]] weapons.
 
 
 
Death Form has a minimum [[Shapeshifting]] skill of 21, below which you get an [[Talisman#Skill|HP penalty]]. Maximum skill is 27, which is the cap on Shapeshifting itself.
 
 
 
==Strategy==
 
Most useful in the [[extended game]]. No potions is a hefty penalty, but it gives immunity to two important things: [[torment]] and [[mutation]]. Pre-extended, if you have this much Shapeshifting, you should probably use Storm Form instead.
 
 
 
[[Necromutation#Strategy]] probably has something relevant?
 
 
 
==History==
 
*In [[0.31]], new Slime:5 [[vaults|layouts]] will be introduced. These do not have the corridor of the original Slime:5 vault, thus making certain strategies much harder.
 
 
*Prior to [[0.30]], the slime covered walls would inflict acid damage, rather than just corroding you.
 
*Prior to [[0.30]], the slime covered walls would inflict acid damage, rather than just corroding you.
*In [[0.27]], [[rockslime]]s and [[quicksilver ooze]]s were added, while [[death ooze]]s and [[eyes of draining]] were removed.
+
*Prior to [[0.27]], you could find [[death ooze]]s and [[eyes of draining]], instead of [[rockslime]]s and [[quicksilver ooze]]s.
 
*Prior to [[0.19]], the Slime Pits had six floors. Some jelly creatures were capable of eating items on the floor. Also, killing the Royal Jelly turned walls into translucent rock, so the player needed some way to get in.
 
*Prior to [[0.19]], the Slime Pits had six floors. Some jelly creatures were capable of eating items on the floor. Also, killing the Royal Jelly turned walls into translucent rock, so the player needed some way to get in.
 
*Prior to [[0.18]], there were an amulet of resist mutation, and an amulet of resist corrosion that were both useful for exploring Slime Pits. The later was changed into a ring.
 
*Prior to [[0.18]], there were an amulet of resist mutation, and an amulet of resist corrosion that were both useful for exploring Slime Pits. The later was changed into a ring.
Line 387: Line 70:
 
*Prior to [[0.7]], the walls of the Slime Pits did not inflict acid damage.
 
*Prior to [[0.7]], the walls of the Slime Pits did not inflict acid damage.
  
[[Category:Dungeon_Branches]]
+
{{branches}}

Latest revision as of 23:32, 15 February 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
The Slime Pits are the amorphous realm of acids, jellies and slimes. Even the walls drip with painful acid. Any trace of intelligent beings has long been dissolved. Still, there are rumours of great treasures deep down, hidden safely away in secret chambers without any entrance.

This branch is unnaturally silent: sounds travel farther here.

The entrance to this branch can be found between levels 4 and 5 of the Lair of Beasts.

This branch is 5 levels deep.

This branch contains the slimy rune of Zot.

Slime entry.pngThe Slime Pits are a 5-floor branch full of amorphous horrors. Most of this branch consists of nothing but ooze, but the final floor has a guaranteed treasure vault and the slimy rune of Zot. To retrieve the treasures, you must defeat their boss.

Stairs to the Slime Pits can be found between the Lair: 4-5. While the entrance is found in the Lair, it is much more dangerous than the 2 other branches that can be found there (Swamp, Shoals, Snake Pit or Spider's Nest), and should be attempted later in the game.

Layout

Superficially, the layout of the Slime Pits resembles the Orcish Mines: each floor is either a single large irregular chamber or several smaller chambers connected only by stairs. Like the Orcish Mines, you can use a wand of digging to connect separate chambers together, easing travel. Outside of Slime:5, no items generate here.

The Slime Pits are filled with slime covered rock, which inflict the corrosion status on adjacent players. This wears off the moment you move away from the walls.

Slime:5

Slime:5 is made out of one out of various vaults. The original vault is a singular, central chamber, but there is a small variety of posisble layouts.

This floor always contains the boss of the Slime Pits, the Royal Jelly. Killing it will open up the translucent walls of the treasure vaults, allowing you to go inside. The walls will also disappear if you worship Jiyva and reach 6* piety - though, when worshipping Jiyva, the slimes will eat a huge portion of the loot. (Haste, Apportation, Swiftness, etc. are recommended.)

Useful Info

The branch is home to high level jelly monsters - these are fast and can inflict immense damage. Acid blobs rapidly corrode you. Azure jellies have strong cold attacks. Quicksilver oozes have antimagic attacks and can engulf you, and rockslimes can trample you. You'll also find shining eyes that induce numerous bad mutations. You'll also find masses of slime creatures, weak alone, but they come in large groups, and among the stronger jellies.

The wide open floors and caustic walls make it impossible to effectively bottleneck opponents. Expect to be swarmed by all sorts of jellies, especially if you rush in too quickly. Stair dancing is a strong tactic.

Most jellies resist poison, acid, and nothing else - the major exceptions are rockslimes (who resist fire and electricity). Also, jellies have poor AC and EV. Low-accuracy, high-damage spells like Iron Shot or Starburst are quite effective. Note that Shatter doesn't do much against slimes (except for rockslimes).

Strategy

See also: The Royal Jelly

Slime is significantly more difficult than the other Lair branches, so unless you're doing a speedrun, there's little reason to go in right away. You have the liberty to explore other branches (such as the Vaults:1-4) before entering. This branch is often done as the 3rd rune, though it can also be done purely for the loot on Slime:5.

Regardless of anything, it is recommended to have some way of defeating the Royal Jelly before attempting this branch - see the Royal Jelly for more info. You'll also want a few resistances (see below).

Useful Traits

It's much safer to explore here after acquiring:

Monsters

G Golden eye.png Golden eye G Shining eye.png Shining eye G Eye of devastation.png Eye of devastation G Glass eye.png Glass eye
G Glowing orange brain.png Glowing orange brain G Great orb of eyes.png Great orb of eyes J Jelly.png Jelly J Slime creature.png Slime creature
J Quicksilver ooze.png Quicksilver ooze J Azure jelly.png Azure jelly J Acid blob.png Acid blob J Rockslime.png Rockslime

Uniques

J Dissolution.png Dissolution @ Donald.png Donald J The Royal Jelly.png The Royal Jelly

History

  • In 0.31, new Slime:5 layouts were introduced. Many don't have the corridors of the original Slime:5 vault, making certain strategies against the Royal Jelly more difficult.
  • Prior to 0.30, the slime covered walls would inflict acid damage, rather than just corroding you.
  • Prior to 0.27, you could find death oozes and eyes of draining, instead of rockslimes and quicksilver oozes.
  • Prior to 0.19, the Slime Pits had six floors. Some jelly creatures were capable of eating items on the floor. Also, killing the Royal Jelly turned walls into translucent rock, so the player needed some way to get in.
  • Prior to 0.18, there were an amulet of resist mutation, and an amulet of resist corrosion that were both useful for exploring Slime Pits. The later was changed into a ring.
  • Prior to 0.17, Slime:6 prevented Teleport control.
  • In 0.13, spiny worms could be found here. They were removed in 0.14.
  • Prior to 0.7, the walls of the Slime Pits did not inflict acid damage.
Dungeon branches
Dungeon exit.png The DungeonTemple entry.png The TempleDepths entry.png The DepthsZot entry.png Realm of Zot
Lair entry.png The Lair ( Spider entry.png Spider's NestSnake entry.png Snake PitSwamp entry.png The SwampShoals entry.png The ShoalsSlime entry.png Slime Pits)
Orc entry.png Orcish Mines ( Elf entry.png Elven Halls) • Vaults entry.png The Vaults ( Crypt entry.png The CryptTomb entry.png The Tomb)
Abyss entry.png The AbyssPandemonium entry.png PandemoniumHell entry.png Hell ( Cocytus entry.png CocytusDis entry.pngDisGehenna entry.png GehennaTartarus entry.png Tartarus)
See also: Portal