Extend Slime
Five new kinds of slime, each with its own mucus, its own way of fighting and its own drops. Cook their gel, collect their rare cores, and set a core into a diamond sword to carry a piece of the slime with you.
Balanced for players in full diamond with good enchantments. Early in a world, give these slimes a wide berth.
The slimes
- Forest Slime (common): forests, jungles, taigas, swamps and mangroves, by day and by night. 30 health, the toughest and hardest-hitting of the five. Heals in water and rain.
- Lava Slime: deserts, badlands, savannas, Nether wastes and basalt deltas. 22 health. Immune to fire and lava; in hot places (the Nether, hot biomes, or in lava) it hits 50% harder, moves 25% faster and its burns last longer.
- Sea Slime (rare): oceans and rivers. Only 8 health, but almost impossible to wear down (see below). Breathes underwater.
- Rot Slime: swamps, dark forests and soul sand valleys, only in the dark. 24 health. Strong poison.
- Axid Slime (rare): water close to lava, and in badlands and mountains. Only 6 health, but its acid is the strongest of all.
How they fight
- Ram: squashes down, then launches itself at you.
- Spit: fires a ball of its mucus.
- Envelop: wraps itself around you. You are slowed to a crawl, its mucus soaks in, and Forest, Rot and Sea Slimes cut off your air. A hold lasts up to 15 seconds; deal 6 damage to the slime to break free.
- Touch: just touching a slime does no damage, but leaves the same mucus as a ram.
What the mucus does, for a ram, spit or touch / while enveloped:
- Forest Slime: Poison I / Axid I + Poison I
- Lava Slime: sets you on fire / Axid I + an 8-second burn
- Rot Slime: Axid I + Poison I / Axid II + Poison II
- Axid Slime: Axid II / Axid III
- Sea Slime: nothing; it hurts by force alone
The Sea Slime
It does not fight like the others.
- Every blow takes off at most 1 health, whatever it comes from (except /kill and the void), and it regenerates 2 health a second, so it cannot be worn down. Only a single blow at least as strong as its full health (8) gets through, and bursts it on the spot. Bring an axe or a sharp sword.
- It fights from range. It keeps 8 to 16 blocks away and spits mucus balls faster than an arrow. Come within 4 blocks and it shoves you back, without hurting you.
- Touch it and it wraps around you for up to a minute, squeezing you twice a second and pressing the air out of you twice as fast as any other slime. Nothing gets you out but bursting it.
The Axid effect
Acid that eats through flesh and armor: 1, 2, 3 or 4 damage a second at levels I to IV, straight through armor, while every piece of armor you wear loses durability twice as fast as you lose health.
Drops
- Gel (1 to 3, more with Looting): food, best cooked in a furnace. Eating it raw is a bad idea, except for Lava Gel.
- Forest Gel: 2 hunger, but Poison (20 s) and Nausea (15 s). Cooked: 4 hunger.
- Lava Gel: 4 hunger, safe to eat raw. Cooked: 5 hunger.
- Sea Gel: 1 hunger. Cooked: 2 hunger.
- Rot Gel: 2 hunger, but Poison II (30 s) and Nausea II. Cooked: 3 hunger.
- Axid Gel: 2 hunger, but Axid III (4 s). Cooked: 3 hunger.
- Slime Core (rare): dropped as often as a wither skeleton drops its skull, 2.5% (5.5% with Looting III), and only when a player makes the kill.
Core swords
At a smithing table, put a Diamond Sword and a Slime Core together, The sword keeps its enchantments and wear and stays a diamond sword in every number, plus a touch of its slime. Mend it on an anvil with another core of the same kind.
- Forest Slime Sword: Poison I for 10 seconds.
- Lava Slime Sword: sets the target on fire for 8 seconds, like Fire Aspect II. Fireproof, like its core.
- Rot Slime Sword: Poison II for 6 seconds.
- Axid Slime Sword: Axid II for 3.5 seconds.
- Sea Slime Sword: no effect on a hit, but hold right click to gather water and release to shoot a ball of it. A tap does 2 damage; a full one-second charge does 7 and flies faster than an arrow. It takes Power like a bow and puts out burning targets.