Talk:Fission Slime/@comment-81.104.204.181-20180304213539/@comment-2605:6000:F2C2:600:7538:A7F2:AC9F:E6FC-20190218110813

Disagree:  Not only are Duerlag's fission slimes vulnerable to backstab (if you can figure out which side of an amorphous blob is the "back;" I hit one against a wall and still got "quintuple backstab") but, absent mods like Tactics allowing them to follow the party through doors, the whole place can be packed with well over half a million XP worth of slimes. In other words, filling the room provides enough XP to take a full party from 0 XP to the TotSC XP cap in a single fight (though a first level party must necessarily rely heavily on importing wands and potions since it won't yet have high level spells of its own.)

The trick is to "kill" them the old fashioned way until about a dozen or so are in a small area, then start hitting them with Ice Storms and Skull Traps (high level priests can also use Earthquake to great effect.)  Their resistance to cold damage is mitigated by Ice Storms lack of a saving throw, but its greatest benefit is its multi-round duration. The slimes slow movement is helpful, but if they start to get away Grease and Web spells thrown in front of them keep them in check pretty well.

Combined with the Import/Export exploit the only real "drawback" is that the original BG caps imported XP at 2,950,000, making that the practical limit of this particular exploits effectiveness. That's still plenty though, especially since it only applies to the active class of dual-classed characters. The real downside is that, since the original BG limited characters to 80,000 XP (or twice that with TotSC,) it doesn't award HLAs, which are consequently lost forever if a character reaches 3,000,000 in BG I.