Ice cave

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A desolate cavern shaped from solid ice and filled with the echoes of bestial howls. The intricate carvings and statues which once lined its walls have been warped and obscured by centuries of slow melting and refreezing.
A permanent cold front seems to surround this portal. Whatever lives on the other side, they will be full of grim and arctic fury. You note that the archway is melting away.

The ice cave is a temporary sub-branch filled with frost-themed (and sometimes undead or demonic) creatures. It can be found in the middle-Dungeon or the Lair, though not all games will have one. These entrances are often guarded by a pack of ice beasts, white imps or freezing wraiths, and you can tell when you're near one when you see ice-covered floors and walls.

Layout

There are many different layouts possible for the ice cave. A common simple one is a series of large rooms, each of which is defended by ice beasts or ice statues. An even shorter, simpler one tosses you into one large room filled with foes which has a strangely colored tile in the middle of the room. Stepping on it will teleport you to an identical chamber with even more guards. More elaborate ice caves will be long, narrow tunnels, often choked with harmful freezing clouds and concluded with a well-defended stone structure. In all cases, the majority of the loot will be found in the very back of the cave, though lesser caches can sometimes be found along the way.

Strategy

  • While Fire Magic or a flaming weapon will go a long toward wiping out anything you find in the caves, having cold resistance is much more important. Without it, almost all enemies will be dealing significant amounts of extra damage to you, and walking through freezing clouds without resistance can drain you quickly. Fortunately for those who come in without rC+++, much of the equipment you find will provide cold resistance. Unfortunately, most of this equipment will only be found at the very end of the cave.
  • Conservation status will reduce potions lost to freezing clouds. If you don't have conservation, you might want to drop potions you don't think you're going to use, and pick them back up on the way out.
  • If you have Mephitic Cloud and poison resistance, a safe way past areas with freezing clouds is to place mephitic clouds in empty tiles and only walk on them; new clouds cannot form in tiles that already have another kind of cloud.
  • Wands of digging let you get around statues or cloud areas. Many ice caves have rivers of deep water designed to make you walk the long way around, but flight, controlled blink or levitate gets you over those rivers so you can skip much of the preliminaries.
  • If you start encountering powerful demons midway through your explorations, be aware that an Ice fiend is probably waiting for you at the end, along with a pack of simulacra and ice devils. Step cautiously! You don't want to enter melee with the Ice fiend if you have any alternative, but getting mobbed by its friends while it torments you can be just as deadly. Lure enemies into combat one at a time as best you can, and don't be afraid to run if need be: discretion may be the better part of valor for mid-level players.
  • Characters who specialize in Hexes and Stabbing (spriggan enchanters, for instance) should bear in mind that monsters with cold resistance are immune to Ensorcelled Hibernation, making this a VERY dangerous branch to explore.

Monsters