Properties
- Type
- Passive
- Rarity
- Rare
Rare Passive
Creates a slime trail while nearby enemies chase Darwin. Official 1.2 notes The trail slows enemies and bosses, grants Terrain Adaptation when crossed, and branches into Thick or the poison-focused Nemertide. Official 1.2 notes
Plan a loop that lets pursuers cross the trail. Running straight away may leave the useful terrain behind; compare the defensive branch with the poison branch according to your goal.
Version 1.2 introduced Pedal Glands as a three-level Rare Evolution in the Secretion archetype. The first Pressure 5 completion unlocks it, while having Slithery adds it to the Evolution Pool. Official 1.2 notes
The two specialisations, Thick and Nemertide, become available at Evolution level 3, or level 2 with Expert. Official 1.2 notes
Check the permanent unlock before planning around Slithery. Then distinguish entering the pool from receiving an offer, and acquiring the base Evolution from reaching its specialisation level. Those are separate decisions in the route; the Pressure 5 reward does not supply the branch immediately.
Thick widens the trail and increases its slowing effect the longer an enemy remains on it. An enemy that stays on the trail long enough is stunned. Official 1.2 notes
A quick crossing and sustained time on the trail are different situations. When considering Thick, look for a route that keeps a pursuer over the useful ground rather than requiring an immediate turnaround into it. The official description does not give the time needed for the stun, so do not budget for an instant stop on first contact.
Nemertide makes the trail poisonous and amplifies all poison damage according to how slowed the enemy is. Official 1.2 notes
For a poison plan, compare the chance to keep the target slowed with the poison sources already doing useful work. Nemertide’s named benefit concerns poison damage, not a general increase to every hit. Thick instead places its emphasis on a wider control area and time spent on that area.
The published condition is walking over the trail. Both the trail’s slowing amount and the Terrain Adaptation increase scale with level and rarity. Official 1.2 notes
Include a safe return across the trail when that terrain benefit matters to the route. A trail left somewhere you cannot revisit safely does not serve that part of the plan. Avoid assigning a fixed number to the bonus without checking the relevant level and rarity.
No. Its trail becomes poisonous. If the objective forbids dealing damage, that is a reason to exclude this branch rather than count on the slowing effect alone. A plan that allows poison damage can evaluate its damage support separately from the escape path.
Choose a way to apply poison, then build around the openings needed to use it. Compare Spit with Poisonous Saliva, Stinger, and the conditional Pedal Glands route without treating every card as mandatory.
Read guideJudge the terrain benefit on the ground your route actually crosses. If terrain is already manageable, compare another way to gain speed; neither benefit substitutes for an attack plan when the boss arrives.
Read guideCheck that an equipped attack can apply the poison before choosing more poison support. Without a compatible delivery attack, the route has an intended damage effect but no dependable way to apply it.
Read guide