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  • Gremlin Cave
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  • The Gremlin Cave is a dungeon in the south-west corner of the Drakalor Chain. As the name implies, it is infested with gremlins and has several special features thematically and practically useful for its inhabitants.
  • The Gremlin Cave is a Dungeon in the south-west corner of the Drakalor Chain. It has two unique honors: it is the only dungeon in the game that begins completely dark, and the only dungeon in the game that only ever spawns one type of monster. There is one guaranteed item in the cave - the Phial of Caladriel, which is an Artifact that when used will drain the players' Power Points to zero and light up the surrounding area. The amount of lighted squares appears to be based on how many remaining PP the player has.
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Quests
  • No quests take place the Gremlin Cave. The phial of Caladriel can be retrieved to satisfy the demented ratling for ultra endings.
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Inhabitants
  • *Gremlins
Introduction
  • The Gremlin Cave is a dungeon in the south-west corner of the Drakalor Chain. As the name implies, it is infested with gremlins and has several special features thematically and practically useful for its inhabitants.
Features
  • The Gremlin Cave is always generated completely dark, as gremlins do not like light. Light sources, including torches, amulets of light, wands of light, scrolls of light, crystals of light and the Light spell, all function normally. Only gremlins seem to be generated in the Gremlin Cave. These monsters are naturally able to see in the dark and are damaged by intensive light — using methods to permanently remove darkness will hurt all gremlins in the effective area. The Light spell is particularly destructive in this respect.. Similar to the second level of the Assassins' Guild, the Gremlin Cave is generated with a significant number of traps; the vast majority of them are water traps. If a gremlin is hit by a gush of water it will multiply . If the player doesn't exercise caution, the situation can quickly deteriorate to the point where gremlins are appearing faster than the PC can dispatch them and block him/her from leaving the dungeon. As gremlins are generated progressively more powerful the more of them are killed a trip to the Gremlin Cave can become one-way for the PC. The Gremlin Cave is always generated with several guaranteed items in it: *artifact phial of Caladriel — a magical potion which can be used as a tool to generate light using PP and a primary target of most trips to the dungeon; it is also often retrieved to serve as ratling fodder; *climbing set; *numerous fluff balls. The phial is always generated in the room furthest from the entrance to the cave and can be reached easily with controlled teleportation. The climbing set is placed randomly and can be quickly picked up by a gremlin which significantly reduces the chances to retrieve it without killing hordes of these monsters. Zapping a wand of item detection or reading a scroll of item detection immediately upon arriving is generally a good idea, especially if controlled teleportation is available. Using it the PC will be able to avoid any battles and claim all necessary items with just three teleports . Fluff balls are relatively rare items which will spawn gremlins if in contact with water. Picking them up and carrying around the Gremlin Cave without a waterproof blanket can easily make things worse if the PC is hit by a water trap. Altars can be generated in the Gremlin Cave, although gremlins that come into existence through water multiplication are considered summoned and therefore cannot be sacrificed. Strategies The following tools can be of great help in the Gremlin Cave: * Any light sources; * Means of teleportation — to avoid/escape hordes of gremlins; * Means of digging — to avoid/escape hordes of gremlins; * Waterproof blanket to avoid item damage from water traps; * Disarm Trap spell or Disarm traps skill. The following advice can be followed to avoid getting trapped in the Gremlin Cave: * Large rooms with water traps and gremlins should be avoided as it is extremely difficult to progress through them. * If the PC is trapped in such a room , it is crucial to keep moving immediately as an opening it available. Gremlins are very weak in combat and slowly moving at the cost of getting surrounded is preferable to increasing the kill count while standing in place. * Blocking the water trap by reaching and standing on it is a very effective tactic to stop multiplication in the PC's close vicinity. * Gremlins can't get past locked doors which makes an excellent tactic of blocking paths and/or water traps. * Traps of other types can be generated in the Gremlin Cave artificially by the PC
abstract
  • The Gremlin Cave is a dungeon in the south-west corner of the Drakalor Chain. As the name implies, it is infested with gremlins and has several special features thematically and practically useful for its inhabitants.
  • The Gremlin Cave is a Dungeon in the south-west corner of the Drakalor Chain. It has two unique honors: it is the only dungeon in the game that begins completely dark, and the only dungeon in the game that only ever spawns one type of monster. There is one guaranteed item in the cave - the Phial of Caladriel, which is an Artifact that when used will drain the players' Power Points to zero and light up the surrounding area. The amount of lighted squares appears to be based on how many remaining PP the player has. As the name suggests, the cave is full of Gremlins, which, strangely enough, are damaged by some forms of light. Torches and Amulets of Light wont hurt them, however zapping a Wand of Light or the Phial of Caladriel will damage them. There are several advanced "scumming" tactics used in the Gremlin Cave to obtain large amounts of items and experience.