Star jelly

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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 Template:Magenta File: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 (200 aut) 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
File:Star jelly animation.gif File: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 ending with 200+ HP, but most other characters should have one of several options planned in advance:

Allies

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.
    • Most other Translocations spells and effects don't reliably provide a lot of distance, though a lucky Blink can provide a headstart, and Haste or some clever chained uses of Vhi's Electric Charge can also help provide enough distance to teleport or generally escape. Hasted Barachi can also try hopping.
    • While shooting stars are Will immune, Dispersal's fallback effect will blink them away right before they can hit you, allowing you to continue to run away and time them out. (If you can't run away very far, their duration also won't last multiple Dispersal casts.)
  • If all else fails, a scroll of blinking is likely to provide sufficient distance when paired with running away.

Other Interactions

Most of these options are somewhat expensive, but may serve as one's last resort or help with the big Royal Jelly fight.

  • 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, like while fighting the Royal Jelly).
  • 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.
  • Nemelex Xobeh's Tomb cards can provide star cover if there's no adjacent enemies, though it will also let the star jellies recover back to full health. Using a wand of digging can open the Tomb up early, but the stars will still be present if you don't wait and count up to 20.
  • Uskayaw's Grand Finale and Maxwell's Capacitive Coupling are instant kill effects that don't deal damage, skipping the shooting stars entirely.
  • Zin's Sanctuary removes all slow projectiles, which includes shooting stars.
  • If you have exceptionally high non-elemental damage, you can also destroy the stars themselves- they have full elemental immunities and fly, but no AC and only 100 HP. Mostly, this means deploying Storm Form or two-handed weapons with Manifold Assault.

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