Slimes

## Overview

Slimes are found in Adventure, and they give 1-4 small boosts depending on their rarity and mood. Each Slime also has a Personality, ranging from Feral to Loyal. Feral Slimes have more rewards, but their mood drops faster. Loyal Slimes give less rewards, but their mood drops much slower. There can also be unique additional Personality types, that can give varying results of these two options

Slimes have a 0.03% chance to drop in Normal Zones, and a 0.01% chance to drop in Special Zones 3/6/9. The other Special Zones never drop slimes. Any Slime name and effect, can be found in any of the Normal Zones and the Special Zones listed (except, of course, the ones they can't show up in). Additionally, a slime can show up in a zone up to 3 zones higher than what is listed. As an example, Salami, the zone 1 slime, can show up in zones 1-4.

Slimes also have a tier depending on the zone they dropped. These are: tier 1 for zones 1-6, tier 2 for zones 7-12, tier 3 for zones 13-18, and tier 4 for any zones higher than 18. Tier 1 slimes are the base slime in terms of stats, and each tier after that is 10% multiplicatively stronger.

You can get over 20 Slimes a day, depending on if you are one-shotting a zone in Adventure or not, Cooking Slime Drop Rate Perma and active and Arena Upgrades.

Slimes level up Training, which is used to get better and more Slimes in later zones, as well as better starting stats. Slimes level up over time, but only while active. They do not work offline whatsoever.

When one first gets Slimes, one can only get a maximum of 2 Slimes, one active (which uses the bonus associated with it) and one on a bed in the Slime Pit, which gives no bonuses while there. You can keep more Slimes by purchasing more beds, each one increasing in price, in the Soul Shop under the Items section, titled "Slime Bed", at a maximum of 9 extra beds, at a price of 1.125m souls altogether. Slime Beds can also be bought in the Experience Shop, Perk Shop and with Trophies for a grand total of 19 beds.

When you dismiss a Slime, you gain 10% of best slime essence earned in slime adventure. If all beds are full when you find a Slime, it is automatically dismissed for 2.5% of best slime essence earned.

The number of bonuses Slime has is dependent on your Training level. The Slime has 2 bonuses if the level is less than 25, 3 if less than 100, 4 if less than 300, 5 if less than 500 and a maximum of 6.

The stars to the lower-left of the slime pic, which unlock at certain training levels (50 and 100?) will each increase exp gain rate by 50%, but also increase mood loss by 100%. Not recommended for slimes, which will see many days worth of total use.

Secret: Use the code "Up, Up, Down, Down, Left, Right, Left, Right, B, A" to transform your Slimes to Waifus.

## List of Slimes

Slimes are limited to 2 bonus stats until Training Level 26 and 3 bonus stats until Training Level 101

## List of Bonus Effects

(Please replace the names to Slime version.) \*z13 to sz9 not fully included yet\*

## List of Bonus Softcaps

All slime bonuses have softcaps, after which any further bonuses get reduced. The amount that further bonuses are reduced by can be mitigated through class talents and arena.

### Diminishing Return Calculations

The slime bonus formula uses a harsh diminishing return formula. By default, the diminishing return value is .85. This is increased by .015 per animist perma talent level, and is also increased with arena and syn v2. Each arena DR reduction level increases it by .001, and each syn v2 dr reduction level increases it by .002. The final bonus formula is as follows:, using DR as the diminishing return value mentioned above, and "calculated effect" as what the final slime bonus would be without any diminishing returns:

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{\displaystyle softcap+\frac{softcap}{2}\*log\_{DR}\frac{\frac{softcap}{2}}{(1-DR)\*(DR\*effect+\frac{\frac{softcap}{2}}{1-DR})}}

This formula is slightly off due to it being an attempted mathematical representation of the code used, but it gets fairly close.

## Wants

Each Slime has a "mood" meter which ranges from 0-100%. At 20%, the Slime no longer provides any bonuses. At 75% or above, the Slime provides its maximum bonus. Between 20-75% the bonus will scale based on the mood.

To raise the mood of your Slime, there is a list of items to the right of its portrait. Each one contains:

1. Quantity - The quantity of the type of item you will have to provide (10,000 Gold, for example)
2. Type - The item you need to provide (Gold, Ore, Gems, etc...)
3. Percentage - The percentage your Slimes mood will increase when given the item

Additionally, there's a "Wants" oval on the Slimes screen. This oval will contain a specific want, which will provide a larger bonus when given to the Slime. It will be a 25% bonus, regardless of how many times it has been given to the Slime previously. Other wants will get a percentage decrease each time they are given to the Slime, and the percentage will increase each time that item is *not* given. For example, if you give Gold, all of the other wants will get a percentage increase, but Gold will get a percentage decrease.

## Mood Times

Time taken to go from 100% mood to 0% mood. For Evil and Heroic, you need to reach Training level 15 and "push" your Slime there by clicking the icons next to the injection.

Slime Tiers

Zone Breakdown of Slime Tiers
 Z7-12
 Z13-18
 Z19+
 T4+