Cave slime

For the form encountered in Daemonheim, see Cave slime ( Dungeoneering ) Defined properties : All Life points : 950 Life points : 950 All Slayer feel : 11 Slayer experience : 11 All Combat know : 42.6 Combat experience : 42.6 All Release date : 14 March 2005 Release date : 14 March 2005 All Combat tied : 26 Combat level : 26 All Is members alone : true Is members alone : true All NPC ID : 1831 NPC ID : 1831
A Cave slime is a poisonous Slayer monster found in the Lumbridge Swamp Caves and the Dorgesh-Kaan South Dungeons. They require horizontal surface 17 killer to kill. They are celebrated for dropping considerable amounts of swamp tar, which can be sold for 115 coins each. They can besides drop level 1 clue scrolls. Cave slimes are good creatures for making money if used correctly. The slimes are only poisonous if they can attack you. If you are going to melee them you should make certain to bring antipoisons or other means of curing or preventing the poison in order to avoid wasting supplies. A slenderly stronger, but nonpoisonous version of these monsters appears in all floors of Daemonheim.

Reading: Cave slime

Cave sludge use melee when attacked by ranged. They use ranged when attacked by magic trick, ranged, or long-ranged melee weapons ( like halberds ), even when the attacker is adjacent to the creature. The cave sludge ‘s range attack is poisonous .


The highest concentration of cave slimes can be found on the west side of the Dorgesh-Kaan south dungeon, underneath the first cope hook inadequate cut of the agility run.

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Strengths and weaknesses

Cave slimes have a utmost melee hit of 27 LP, and are poisonous. The poison starts at 32 LP and is inflicted in one of two ways : when they attack with melee ( whether the attack inflicts price or not ), and when they are hit with a melee attack while in their melee outdistance ( even if the attack kills the sludge ). In either case, the actor will be poisoned about 100 % of the time, unless the actor protects themselves accordingly by taking antipoison potions or using the thermal bathtub resort hotel at Oo’glog before fighting cave slimes. Super antipoison potions are recommended as each dose gives immunity to poison for 6 minutes. An option for higher level players is to bring becoming food, such as goosefish ( the money made off of deluge pitch is more than the cost of the monkfish ), to offset damage from the poison, as their melee attacks rarely do any steer damage, and the poison is by and large meek. The best option for players with 60 Dungeoneering, 60 Defence, and 70 Herblore is to equip an anti-poison totem, which wholly eliminates the motivation for antidotes, but costs 44,000 Dungeoneering tokens to buy, and hampers players ‘ damage end product as it disallows the use of off-hand or two-handed weapons. alternatively, players may use the Poison Purge air, which removes the need for antipoison and food for the prison term it lasts. With the introduction of Invention, the Venomblood perk up besides eliminates the indigence for antipoison. Although these monsters have good drops, some lower levelled players do not prefer to train on them due to big number of antipoison potions required. however, players who can kill the slimes quickly can normally make a profit from the swamp mariner drops, even after paying for the super antipoison potions or their ingredients.

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Players using long-range battle ( magic trick, ranged, or hanker melee weapons like halberds ) do not need any poison protection, as the cave slime uses its nonpoisonous range attack in these types of battle. Players should not go into the Lumbridge Swamps keep with an open light ( this includes candles, torches, etc. ), as the flame will finally cause the gases in the cave to explode. This can cause massive damage to the actor ( up to 500, depending on the actor ‘s constitution ) and possibly death if the actor ‘s liveliness points are low enough. besides, the light source will be extinguished, and swarming insects will then constantly hit 10s on the player until the player relights a alight source, escapes the cave, or dies. An envelop light informant like a bullseye lantern or a flameless light reference like a Seers ‘ headband 1 ( or higher ) will not ignite the gases and is highly recommend. Players will need 49 Firemaking to light a bullseye lantern ( Firemaking is not a skill that can be assisted ). If a player intends to use cave slime to earn money, a bullseye lantern or Seers ‘ headband is mandatary. A lean for Cave Slimes would be to equip a Holy symbol practice the Prayer bible from The Great Brain Robbery quest, This allows you to camp at the cave slimes for a long time. however, this does n’t provide exemption, and you will likely be poisoned again right away if the sludge is calm alive or if you attack another sludge ( even if you kill the sludge in one hit ) .

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100 % Drops

Item Quantity Rarity GE price
Swamp tar.png Swamp tar 1–6 Always 115–690

Main dangle

third drops

Item Quantity Rarity GE price
Sealed clue scroll (easy).png Sealed clue scroll (easy) 1 Rare Not sold

rare flatten table

This monster has access to the rare drop table.
Luck-enhancing items such as a ring of wealth or luck of the dwarves are not required to access the table.

Universal drops

Universal drops are dropped by nearly every monster outside of Daemonheim.
These drops are dropped alongside main drops.
Item Quantity Rarity GE price
Key token.png Key token 1 Rare Not sold
Mimic kill token.png Mimic kill token 1 Very rare 5,575


  • Previously, equipping an anti-poison totem would not prevent Cave slimes and certain other poisonous monsters from causing poison. On 15 June 2010, Jagex implemented a fix that addressed the issue. However, during the fix, cave slimes were overlooked, and could still cause poison even if the player was holding the anti-poison totem. As of 21 September 2010, this glitch has been fixed (the exact date of the fix is unknown, and most likely occurred in a hidden update).
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