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  1. DF2014:Gremlin. Urist likes gremlins for their mischief. This article is about an older version of DF. A small humanoid creature with a mischievous, toothy grin. Gremlins are intelligent cavern creatures who are invisible until spotted, and cause various kinds of fun in your fortress by stepping on pressure plates, pulling levers, opening cages ...

    • 23A

      23a:Gremlin. This article is about an older version of DF....

    • V0.31

      A small humanoid creature with a mischievous, toothy grin....

    • V50.09

      A small humanoid creature with a mischievous, toothy grin....

    • 40D

      40d:Gremlin. This article is about an older version of DF....

  2. May 18, 2023 · dig a very deep pit, set the pit as a pit/pond, throw the little bugger down the pit and watch them fall. (optional, put spikes all the way down and watch him get pulped) #5. Southstream Apr 22 @ 11:10am. just hug them <3 gremlins need love too. #6.

  3. It will require retraining for the rest of its life, as well as water to drink and the occasional nap. While wild gremlins will silently invade your fort, open locked doors, and pull random levers, trained gremlins will not. They can be pastured or caged like any other animal, though one would have to keep in mind their need for sleep and water.

    • Overview
    • Biography
    • Personality
    • Trivia

    Gremlins are minor antagonists in the indie construction and management simulation video game Dwarf Fortress. They are small, mischievous and stealthy trouble making creatures that can cause much grief to the player's dwarven fortress. Their mischief even extends to harming and even killing others with no hesitation.

    Due to the procedural generation of the world and civilizations in the game, coupled with the fact that many elements can be customized by the player, the strength, placement and traits of gremlins vary greatly.

    History

    Although the history of gremlins is not greatly expanded upon, their appearance and development matches many other underground creatures. With their appearance close to both goblins and kobolds, it is possible that they are genetically related to one, the other or both in some way. Their appearance would denote that they have lived underground for generations. Since goblins evolved from demons, it is possible that this origin is similar to how gremlins evolved, given their mischievous and hostile nature.

    Gameplay

    Gremlins appear as a lime green "g" in the classic version, or with ASCII mode enabled in the premium version. In the premium version, they appear as small humanoids with green skin, glowing yellow eyes, pointy ears and a wide sharp-toothed grin. There is a unique sprite for each age of gremlins: adult, child and baby; this includes them in the uncommon group of creatures in the game to have unique sprites with that setup. Like other creatures, their undead sprites have an indigo shade to them, with black eyes and white pupils. Gremlins spawn naturally in cavern layers, and when a dwarf digs down far enough to discover a cavern, a gremlin will likely quickly take the opportunity to climb up to the floors of the player's fortress. Once gremlins enter the fortress, they will pull any levers, open any cages and intentionally step on any pressure plates they come across. The nature of what these mechanisms are connected to is player-determined, but are often connected to dangerous and carefully-designed things that help manage a fortress, including traps. The gremlins will interact with these things, purposefully causing dangerous harm to anyone nearby, as well as adding potential damage to a fortress. Given the stealthy nature and small size of the gremlins, they can be difficult to spot. Unlike most creatures that can have their location seen at any time, gremlins are among the creatures that remain invisible to the player's view unless a fortress resident has a gremlin remain in their line of sight (a trait shared with vermin creatures such as rats, worms, bees, flies, etc.) Gremlins have a natural ability to avoid and bypass traps, only activating them on purpose when naturally causing mischief. Every gremlin has a "competent" skill in ambushing, which is three on a scale of fifteen. This means they are lightly skilled in hunting and stalking other creatures. Locking doors will not stop gremlins, as all of them have lock picking abilities. They can live up to 1000 years. Levers and pressure plates can be linked to many things, such as controlling drawbridges, trap doors, doors meant to hold back water or magma from flooding in and supports that keep caves from collapsing. A gremlin will interact with these things, prematurely using something that shouldn't have been touched and/or putting someone in mortal danger. These dangers can include slamming a drawbridge down on someone which will obliterate them into nothing, activating a trap while an innocent person is standing in one, letting magma or water flood a fortress and opening a cage to let out a dangerous wild animal. This reckless behavior can put gremlins themselves in danger, although their drive to cause mischief negates them from caring. Even after many injuries and deaths, the gremlins will continue their actions without stopping. It is possible for a morally-balanced gremlin to potentially join a player's fortress, showing up to a tavern/inn and claiming a bed, and can even be part of a military if the player so chooses, but only if they have a citizenship. However, the odds of this happening are somewhat rare. Gremlins are able to talk, but not do complex work, which means they can have a position such as a mayor if they are not evil, and their social skills are developed enough. They can make decent aides to hunters, given their slight advantage with the ambushing skill. They have a unique diet, as they are entirely carnivorous with the added desire to eat bones, due to the [BONECARN] token they are given in the game's data. Despite their small size, they can carry weapons and wear armor, utilizing them both naturally, but gremlins are not particularly strong nor talented fighters regardless of if they have those items. They will only fight if their lives are threatened, otherwise, they will just stick to their standard mischief.

    Immature, obnoxious, harmful, skittish and aggravatingly bothersome, gremlins play the unique role of being the childish troublemakers of the game. Unlike most cavern creatures which either ignore or immediately attack the player's fortress residents, gremlins with choose to skirt these individuals and go straight for causing mischief the second there is an opening between the caverns and the player's fortress. As mentioned before, they will interact with any levers, cages and pressure plates that are in their paths.

    When in their natural cavernous habitat, they hunt for food and roam around like any other creature. Seeing as they eat the meat and the bones of a creature, they can be sustained slightly longer. Though they have the ability to speak and develop their social skills to the point of becoming a well-educated noble, they do not form any advanced civilizations or settlements, and instead simply dwell in the natural elements of the caverns.

    Some gremlins have more interest in taking part in a player's fortress as a standard citizen rather than causing mischief, proving that some gremlins have a more mature and helpful disposition, wanting to take part in a normal civilization, and with the inclusion of having the potential to learn. Sadly, given their small size and lack of strength, there is a limit to what they can do. This leaves them with social jobs, a military position or work as a hunter, as gremlins are unable to do any taxing and complex work.

    Since all gremlins start with a slight boost to their ambushing skill, this shows that all gremlins have a bit of hunting experience learned from their time in the caverns. Despite gremlins being very inefficient fighters, they will still attempt to defend themselves if attacked. Evil gremlins have no pity or remorse if they cause someone's death or injury, and won't even be given pause if these events happen. They will keep messing with things until someone stops them.

    •Despite the fact that gremlins play the role of being an annoyance in the game, some of the player's dwarves might actually like seeing them, depending on how a dwarf's personality is procedurally generated.

    •The problematic and mischevious nature of gremlins is based on folklore during the World Wars, where malfunctioning equipment, especially aircraft, would malfunction due to gremlins sabotaging the mechanics within. From then on, in many types of media, their act of causing problems and malfunctions for humans has expanded in different ways.

  4. 23a:Gremlin. This article is about an older version of DF. The Gremlin is an evil, mischievous critter that can potentially live in the chasm . Upon emerging, either from the chasm itself or from a nearby well, it will seek out the nearest lever. pressure plate, non-empty cage, or in-use restraint, then perform its mischief on it - cages will ...

  5. 40d:Gremlin. This article is about an older version of DF. The Gremlin is a mischievous critter that lives near chasms. They can avoid traps and, in previous versions, liked pulling levers. They can live up to 1000 years old and even though they don't have a pet value, they are exotic pets.

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  7. Trying to capture a gremlin. I found recently that if you are able to capture a Gremlin they will become your mayor and wanted to see this for myself. I was delighted when tunnelling into one of my lower level caves the prompt "A gremlin, drive it away!" appeared, however, upon putting down an animal trap with a large gem in it surrounded by ...

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