Difference between revisions of "Elven Halls"

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{{flavour|Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls are filled with riches, but any passers-by should be aware of the legendary magical prowess of this species.
 
{{flavour|Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls are filled with riches, but any passers-by should be aware of the legendary magical prowess of this species.
  
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{{flavour|A wide stair down to the murky depths of the halls of the deep elves, skilled warriors with blades and bows, and fearsome sorcerers and magicians.}}
 
{{flavour|A wide stair down to the murky depths of the halls of the deep elves, skilled warriors with blades and bows, and fearsome sorcerers and magicians.}}
  
[[File:Elf entry.png]] The '''Elven Halls''' is a mid-to-late game [[branch]] whose entrance is located on the third or fourth floor of the [[Orcish Mines]]. It is home to the [[list of deep elves|deep elves]], a subterranean race that is frail but versed in all types of magic, as well as the occasional [[shapeshifter]] and a few of the orcs from the mines above. Although it has no [[rune]], the Halls occasionally house shops, and are littered with decent bows, blades, bucklers, and light armour. Elf:2 is made up partially of the [[Hall of Blades]], a chamber filled with deadly [[dancing weapon]]s with randomized [[brand]]s. The deepest floor, Elf:3, contains well-stocked and fiercely guarded treasure [[vault]]s.
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[[File:Elf entry.png]] The '''Elven Halls''' is a mid- to late-game [[branch]] home to the [[list of deep elves|deep elves]], frail, but adept at magic (and sometimes weaponry). You'll also find [[dancing weapon]]s, [[list of elementals|elementals]], and the occasional [[list of orcs|orc]] pack. While Elf has no rune, it does contain all sorts of loot; Elf:2 has a host of weapons, and Elf:3 has a large treasure [[vault]]. The entrance to Elven Halls is located on [[Orcish Mines]]:2.
  
 
==Layout==
 
==Layout==
The Halls are one of the least variable branches, full of small rooms connected by narrow corridors, though wide open spaces may make up large portions of certain floors. The second floor will always have an area locked off by sealed [[door]]s which contains several [[dancing weapon]]s and a smattering of elves (including a [[deep elf blademaster]]). The value of this room lies in the chance of finding an excellent branded weapon - every dancing weapon carries a brand, and you are guaranteed to find two rare and powerful weapons ([[quickblade]]s, [[bardiche]]s, [[triple sword]]s, [[lajatang]]s, [[executioner's axe]]s, or [[eveningstar]]s, though which you'll encounter is impossible to know ahead of time). The third and final floor is guaranteed to have a very well guarded treasure vault taking up a significant amount of the map.
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Elf is one of the least variable branches. It's full of small rooms connected by narrow corridors, though wide open spaces may make up large portions of certain floors. Diagonal hallways are more common than in other areas. Most of this branch is made out of [[wand of digging|diggable]] rock, though you'll find stone and crystal walls around vaults.
  
==Useful Info==
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===Elf:2 - The Hall of Blades===
Although the entrance is located in an early branch, it is not advisable to enter the Elven Halls right away. Characters below level 15 should probably steer clear, although it is possible to explore the first few floors in relative safety if you bring the right preparations and flee when clearly outmatched. The Halls are filled with packs of dangerous ranged casters and archers, so be sure to avoid getting surrounded in an open area. Instead, lure them into the long hallways to prevent most of them from getting a clear shot at you, and use Bolt or Cloud spells to eradicate long lines of them all at once. Also be prepared for summoned [[demon]]s, [[smite]]-happy priests, and the possibility of being [[banish]]ed to [[the Abyss]].
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Elf:2 always contains the '''Hall of Blades''' - a huge area (around half the floor) locked off by [[runed door]]s. This area contains several [[dancing weapon]]s and a smattering of elves, including a [[deep elf blademaster]].
  
===Elf:2 - The Hall of Blades===
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This room always contains 2 "rare" dancing weapons, with a 50% chance for a 3rd. "Rare" weapons includes the following: [[quick blade]], [[double sword]] or [[triple sword]], [[executioner's axe]], [[eveningstar]], [[bardiche]], [[lajatang]]. These will always be [[brand]]ed and often have good [[enchant]]ment. Most of the other weapons will be branded too. In addition, two [[scrolls of enchant weapon]], with equal chance for either a third scroll of enchant weapon or a [[scroll of brand weapon]], will generate inside, and there is also a 50% chance for a [[blade talisman]].
This rectangular chamber can be quite dangerous for the poorly prepared. It is very easy to identify: the entrance is a sealed two-tile [[door]], and there will be a handful of weak dancing weapons resting just outside of it. You'll find sleeping dancing weapons scattered throughout the place, with several clustered near the ends. If you're a character capable of [[stealth]]y [[stab]]bing, bring a source of [[invisibility]] and try to take them out that way; dancing weapons (as well as most deep elves) can't [[see invisible]], so you'll be able to safely dispose of most of them. Noisy melee brutes should proceed cautiously, luring weapons back to previously explored areas one at a time and taking them out in relative safety. Casters should attempt the same if possible, though without [[haste]] it will be difficult for most casters to avoid getting assaulted in melee as they retreat. If possible, avoid dealing elemental damage, and don't even attempt [[Hexes]]; the weapons are largely resistant to elemental damage and have infinite [[magic resistance]]. They can most easily be taken out with [[Earth Magic]] or pure [[Conjurations]] spells. Weapons with the [[draining]] brand can inflict huge amounts of draining if allowed to live for long, while weapons of distortion can easily send a player hurtling into [[the Abyss]], and the standard elemental branded weapons will make you regret forgetting your resistances; as such, it helps to come here with as wide a spectrum of resistances as you can muster.
 
  
{{monsterlink|Dancing weapon}}
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Unlike most runed door areas, you ''can'' be [[teleport]]ed or [[shaft]]ed into the Hall of Blades. Because of its massive size, this is likely, so be wary when using a [[scroll of teleport]] on Elf:2.
  
 
===Elf:3===
 
===Elf:3===
The last floor of the Elven Halls is especially dangerous, but its treasure vaults make it worth looting. Most of the floor should be similar to the floors above it, but the treasure vault itself will be filled with many extremely dangerous advanced deep elves, capable of hitting you with such devastating spells as [[Lehudib's Crystal Spear]], [[Summon Greater Demon]], and [[Hellfire]]. The treasure vault is large enough that random [[teleportation]] is in no way a safe escape plan - there is a good chance you'll find yourself surrounded by very powerful hostiles, though if teleporting is your only hope of survival, it's a gamble worth taking.
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Elf:3 always contains an end [[vault]], filled with loot and high-tier elves. The vault is usually made out of stone walls (instead of rock).
 +
 
 +
==Strategy==
 +
The Elven Halls are noticeably more difficult than the Orcish Mines, so you may not want to enter right away. But the first 1-2 floors can be done in relative safety, as long as you are careful, and flee if you're clearly outmatched.
 +
 
 +
Elf is filled with strong, ranged enemies, so it's easy to take a lot of damage. Try to avoid being in open areas, where you can be pelted by multiple spells at once. Instead, lure them into the long hallways, where you'll only take 1 shot per turn.
 +
 
 +
If you plan on tackling the Hall of Blades, tread carefully. Dancing weapons are fast, so it's hard to escape. Like with the elves, try to lure the weapons back into explored areas, one at a time. Watch out for weapon [[brand]]s - [[distortion]] weapons can send you to [[the Abyss]].
 +
 
 +
===Tackling Elf:3===
 +
As soon as you enter Elf:3, you can be hit by [[sourceless malevolence]], be [[teleport]]ed into the end vault, and be at risk of taking multiple 102-damage [[crystal spear]]s to the face. This isn't likely - but if you want to be extra sure, don't descend into Elf:3 until you can survive a teleport trap.
 +
 
 +
In addition to [[deep elf annihilator]]'s crystal spears, watch out for [[damnation]], [[banishment]], and [[Summon Greater Demon]]. Also, don't underestimate the prowess of [[deep elf master archer]]s and [[deep elf blademaster]]s - they can really hurt in range/melee (respectively).
  
Always attempt to lure enemies out of the treasure vaults out one by one, and be ready to run (preferably while [[haste]]d) if too many elves notice you at once. Large scale [[Hexes]] can be useful for disabling large groups of elves, though most of the threatening varieties are likely to resist. [[Invisibility]] is also of limited use; the only dangerous ones which won't be able to see you are the archers and blademasters, though it also disables most lesser elves. If all else fails, digging out a [[killhole]] and luring opponents in one at a time is one of the safest approaches, particularly if you also know [[Silence]], but be aware this may lead to you being stuck in a fight to the death with an angry [[deep elf blademaster]].
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*Charging into the vault is always dangerous. Always attempt to lure enemies out of the treasure vault one by one, and be ready to run if too many elves notice you at once.
 +
*Making a [[killhole]] with a [[wand of digging]] can be an effective technique. However, killholes won't last long if there's a [[deep elf elementalist]] around.  
 +
*Most 'common elves' and dancing weapons can't [[see invisible]], though all the high-tier elves in Elf:3 can. Don't expect invisibility to be very helpful in the end vault.  
 +
*You may want to use a [[scroll of magic mapping]] to detect the end vault, [[exclude]] its entrance, and explore the rest of the level first.
 +
*Don't 100% depend on [[scrolls of teleportation]] on this level - the vault is big enough that it's likely for you to teleport inside.
  
==Recommendations==
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===Useful Traits===
*Round out your elemental resistances for at least [[fire]] and [[cold]]. [[Negative energy]] resistance will help out against the [[Bolts of Draining]], though these are somewhat less common.
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*More than 102 HP, ideally much more. This avoids annihilators from one-shot killing you. Low HP species should consider using an [[amulet of guardian spirit]] here.
*A good amount of [[magic resistance]]; around +++.. will help you resist [[banish]]ment quite frequently (>95%), and additional pips will make it nearly impossible.
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*A way to deal with [[dancing weapon]]s. Dancing weapons are immune to electricity, very resistant to fire and cold, and have infinite [[will]], so certain mages can have a tough time against them. No enemy can resist [[Earth Magic]] or pure [[Conjurations]] magic, though [[Sandblast]] won't deal enough damage to be effective.
*Good defenses, and lots of HP. Despite the shallow depth, the monsters in Elf:3 are just a notch under [[The Vaults|Vaults:5]] in terms of damage; [[smiting]], [[hellfire]], [[LCS]], [[Bolt spells|bolts of everything]], and major melee and ranged physical damage are all present. [[Repel Missiles|Repel]]/[[Deflect Missiles]] will be quite helpful here, though it won't help against greater demons or hellfire.
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*[[Willpower]] (at least Will+++). This prevents [[banishment]] and other hexes from affecting you.
*A good way of killing elves fast. If you are a fighter type, with a good weapon and solid weapon skill, you'll probably kill them quickly enough so long as you don't take on too many high-tier elves at once. The level 6 [[Bolt of Fire]]/[[Bolt of Cold|Cold]] spells work well, as do [[Poisonous Cloud]] and [[Freezing Cloud]]. Corridors are plenty, so simply shout for attention, let a couple enemies see you, walk down the corridor, and fill the halls with your deadly mist of choice.
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*[[Repulsion]]. Most elves have bows or projectile/bolt spells, which repulsion is great against.
*The danger level in Elven Halls is volatile, and you should bring as many emergency items as you can. On Elf:3, a massive section of the map is filled with very deadly opponents, so [[scrolls of teleportation]] have a good chance landing you in danger, but [[scrolls of blinking]] remain effective. If you are not fully prepared to face the dangers there, do not enter; you can always come back later once you're a higher level.
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*Resistances. Masters of magic, most elves carry some form of elemental spell.
 +
**[[Electricity resistance]] is particularly helpful. It protects against [[Deep elf zephyrmancer|zephrmancers]] and has a chance to block [[air elemental]]'s [[Stunning Burst]].
 +
 
 +
Having good defenses (AC/EV/SH) goes without saying. Also, a way of killing elves fast is helpful. Spells that never miss, like [[Lee's Rapid Deconstruction]], [[Freezing Cloud]], and [[Fireball]] are great to have. Melee and ranged characters can do Elf just fine, however.
  
 
==Monsters==
 
==Monsters==
*{{monsterlink|Deep elf fighter}}
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{| class="prettytable" style="border:none; margin:0; padding:0;"
*{{monsterlink|Deep elf knight}}
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| {{monsterlink|Deep elf knight}}
*{{monsterlink|Deep elf mage}}
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| {{monsterlink|Deep elf archer}}
*{{monsterlink|Deep elf conjurer}}
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| {{monsterlink|Deep elf pyromancer}}
*{{monsterlink|Deep elf summoner}}
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| {{monsterlink|Deep elf zephyrmancer}}
*{{monsterlink|Deep elf priest}}
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|-
*{{monsterlink|Orc knight}}
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| {{monsterlink|Orc knight}}
*{{monsterlink|Orc high priest}}
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| {{monsterlink|Orc high priest}}
*{{monsterlink|Orc sorcerer}}
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| {{monsterlink|Orc sorcerer}}
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| {{monsterlink|Dancing weapon}}
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|-
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| {{monsterlink|Earth elemental}}
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| {{monsterlink|Fire elemental}}
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| {{monsterlink|Water elemental}}
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| {{monsterlink|Air elemental}}
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|}
  
===Elf: 3===
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===High-tier elves===
 
These monsters are most commonly found in the vault of Elf:3, but can rarely generate elsewhere.
 
These monsters are most commonly found in the vault of Elf:3, but can rarely generate elsewhere.
*{{monsterlink|Deep elf blademaster}}
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{| class="prettytable" style="border:none; margin:0; padding:0;"
*{{monsterlink|Deep elf master archer}}
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| {{monsterlink|Deep elf blademaster}}
*{{monsterlink|Deep elf annihilator}}
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| {{monsterlink|Deep elf master archer}}
*{{monsterlink|Deep elf sorcerer}}
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| {{monsterlink|Deep elf annihilator}}
*{{monsterlink|Deep elf death mage}}
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|-
*{{monsterlink|Deep elf demonologist}}
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| {{monsterlink|Deep elf sorcerer}}
*{{monsterlink|Deep elf high priest}}
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| {{monsterlink|Deep elf death mage}}
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| {{monsterlink|Deep elf demonologist}}
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|-
 +
| {{monsterlink|Deep elf high priest}}
 +
| {{monsterlink|Deep elf elementalist}}
 +
|}
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 +
===Uniques===
 +
{| class="prettytable" style="border:none; margin:0; padding:0;"
 +
| {{monsterlink|Agnes}}
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| {{monsterlink|Aizul}}
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| {{monsterlink|Asterion}}
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| {{monsterlink|Azrael}}
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| {{monsterlink|Bai Suzhen}}
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|-
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| {{monsterlink|Donald}}
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| {{monsterlink|Frances}}
 +
| {{monsterlink|Jorgrun}}
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| {{monsterlink|Kirke}}
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| {{monsterlink|Louise}}
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|-
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| {{monsterlink|Mara}}
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| {{monsterlink|Nikola}}
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| {{monsterlink|Roxanne}}
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| {{monsterlink|Saint Roka}}
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| {{monsterlink|Zenata}}
 +
|}
  
 
==History==
 
==History==
Prior to [[0.15]], the [[Hall of Blades]] was a separate branch entirely, located in [[the Vaults]]. It was moved to Elf:2 as a compromise; the branch was popular with the player base, but served little purpose from a game design standpoint.
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*Prior to [[0.31]], the Hall of Blades spawned 2 rare weapons (without the chance for a 3rd) and didn't have a blade talisman, but Elf:3 had slightly more loot.
 
+
*In [[0.27]], [[deep elf mage]]s (which had 5 sets of spells) were split into [[deep elf pyromancer]]s and [[deep elf zephyrmancer]]s.
Prior to [[0.13]], lower-tier orcs would generate here, and high tier elves were almost never seen outside of the Elf:3 vault.
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*Prior to [[0.19]], you could also find [[deep elf fighter]]s, [[deep elf conjurer|conjurers]], [[deep elf summoner|summoners]], and [[deep elf priest|priests]].
 
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*Prior to [[0.18]], Elf didn't contain elementals or dancing weapons (other than the dancing weapons normally found in the Hall of Blades).
Prior to [[0.11]], the Elven Halls were 5 floors deep, not 3. Prior to [[0.8]], they were 7 levels deep.
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*Prior to [[0.17]], the final level of Elf prevented [[teleport control]].
 
+
*Prior to [[0.15]], the [[Hall of Blades]] was a separate branch entirely, located in [[the Vaults]]. It was reintroduced in [[0.16]] as a section of Elf:2 as a compromise; the branch was popular with the player base, but served little purpose from a game design standpoint.
Prior to [[0.10]], you could restore teleport control to Elf:5 by drinking all of the sparkling [[fountain]]s dry.
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*Prior to [[0.13]], lower-tier orcs would generate here, and high-tier elves were almost never seen outside of the Elf:3 vault.
 +
*Prior to [[0.11]], Elf was 5 floors deep.
 +
*Prior to [[0.10]], you could restore teleport control to Elf:5 by drinking all of the sparkling [[fountain]]s dry.
 +
*Prior to [[0.8]], Elf weas 7 levels deep.
  
[[Category:Dungeon Branches]]
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{{branches}}

Latest revision as of 00:09, 30 March 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls are filled with riches, but any passers-by should be aware of the legendary magical prowess of this species.

The Elven Halls are three levels deep.

A wide stair down to the murky depths of the halls of the deep elves, skilled warriors with blades and bows, and fearsome sorcerers and magicians.

Elf entry.png The Elven Halls is a mid- to late-game branch home to the deep elves, frail, but adept at magic (and sometimes weaponry). You'll also find dancing weapons, elementals, and the occasional orc pack. While Elf has no rune, it does contain all sorts of loot; Elf:2 has a host of weapons, and Elf:3 has a large treasure vault. The entrance to Elven Halls is located on Orcish Mines:2.

Layout

Elf is one of the least variable branches. It's full of small rooms connected by narrow corridors, though wide open spaces may make up large portions of certain floors. Diagonal hallways are more common than in other areas. Most of this branch is made out of diggable rock, though you'll find stone and crystal walls around vaults.

Elf:2 - The Hall of Blades

Elf:2 always contains the Hall of Blades - a huge area (around half the floor) locked off by runed doors. This area contains several dancing weapons and a smattering of elves, including a deep elf blademaster.

This room always contains 2 "rare" dancing weapons, with a 50% chance for a 3rd. "Rare" weapons includes the following: quick blade, double sword or triple sword, executioner's axe, eveningstar, bardiche, lajatang. These will always be branded and often have good enchantment. Most of the other weapons will be branded too. In addition, two scrolls of enchant weapon, with equal chance for either a third scroll of enchant weapon or a scroll of brand weapon, will generate inside, and there is also a 50% chance for a blade talisman.

Unlike most runed door areas, you can be teleported or shafted into the Hall of Blades. Because of its massive size, this is likely, so be wary when using a scroll of teleport on Elf:2.

Elf:3

Elf:3 always contains an end vault, filled with loot and high-tier elves. The vault is usually made out of stone walls (instead of rock).

Strategy

The Elven Halls are noticeably more difficult than the Orcish Mines, so you may not want to enter right away. But the first 1-2 floors can be done in relative safety, as long as you are careful, and flee if you're clearly outmatched.

Elf is filled with strong, ranged enemies, so it's easy to take a lot of damage. Try to avoid being in open areas, where you can be pelted by multiple spells at once. Instead, lure them into the long hallways, where you'll only take 1 shot per turn.

If you plan on tackling the Hall of Blades, tread carefully. Dancing weapons are fast, so it's hard to escape. Like with the elves, try to lure the weapons back into explored areas, one at a time. Watch out for weapon brands - distortion weapons can send you to the Abyss.

Tackling Elf:3

As soon as you enter Elf:3, you can be hit by sourceless malevolence, be teleported into the end vault, and be at risk of taking multiple 102-damage crystal spears to the face. This isn't likely - but if you want to be extra sure, don't descend into Elf:3 until you can survive a teleport trap.

In addition to deep elf annihilator's crystal spears, watch out for damnation, banishment, and Summon Greater Demon. Also, don't underestimate the prowess of deep elf master archers and deep elf blademasters - they can really hurt in range/melee (respectively).

  • Charging into the vault is always dangerous. Always attempt to lure enemies out of the treasure vault one by one, and be ready to run if too many elves notice you at once.
  • Making a killhole with a wand of digging can be an effective technique. However, killholes won't last long if there's a deep elf elementalist around.
  • Most 'common elves' and dancing weapons can't see invisible, though all the high-tier elves in Elf:3 can. Don't expect invisibility to be very helpful in the end vault.
  • You may want to use a scroll of magic mapping to detect the end vault, exclude its entrance, and explore the rest of the level first.
  • Don't 100% depend on scrolls of teleportation on this level - the vault is big enough that it's likely for you to teleport inside.

Useful Traits

  • More than 102 HP, ideally much more. This avoids annihilators from one-shot killing you. Low HP species should consider using an amulet of guardian spirit here.
  • A way to deal with dancing weapons. Dancing weapons are immune to electricity, very resistant to fire and cold, and have infinite will, so certain mages can have a tough time against them. No enemy can resist Earth Magic or pure Conjurations magic, though Sandblast won't deal enough damage to be effective.
  • Willpower (at least Will+++). This prevents banishment and other hexes from affecting you.
  • Repulsion. Most elves have bows or projectile/bolt spells, which repulsion is great against.
  • Resistances. Masters of magic, most elves carry some form of elemental spell.

Having good defenses (AC/EV/SH) goes without saying. Also, a way of killing elves fast is helpful. Spells that never miss, like Lee's Rapid Deconstruction, Freezing Cloud, and Fireball are great to have. Melee and ranged characters can do Elf just fine, however.

Monsters

e Deep elf knight.png Deep elf knight e Deep elf archer.png Deep elf archer e Deep elf pyromancer.png Deep elf pyromancer e Deep elf zephyrmancer.png Deep elf zephyrmancer
o Orc knight.png Orc knight o Orc high priest.png Orc high priest o Orc sorcerer.png Orc sorcerer ( Dancing weapon.png Dancing weapon
E Earth elemental.png Earth elemental E Fire elemental.png Fire elemental E Water elemental.png Water elemental E Air elemental.png Air elemental

High-tier elves

These monsters are most commonly found in the vault of Elf:3, but can rarely generate elsewhere.

e Deep elf blademaster.png Deep elf blademaster e Deep elf master archer.png Deep elf master archer e Deep elf annihilator.png Deep elf annihilator
e Deep elf sorcerer.png Deep elf sorcerer e Deep elf death mage.png Deep elf death mage e Deep elf demonologist.png Deep elf demonologist
e Deep elf high priest.png Deep elf high priest e Deep elf elementalist.png Deep elf elementalist

Uniques

i Agnes.png Agnes S Aizul.png Aizul H Asterion.png Asterion R Azrael.png Azrael d Bai Suzhen.png Bai Suzhen
@ Donald.png Donald @ Frances.png Frances g Jorgrun.png Jorgrun @ Kirke.png Kirke @ Louise.png Louise
R Mara.png Mara @ Nikola.png Nikola 8 Roxanne.png Roxanne o Saint Roka.png Saint Roka a Zenata.png Zenata

History

  • Prior to 0.31, the Hall of Blades spawned 2 rare weapons (without the chance for a 3rd) and didn't have a blade talisman, but Elf:3 had slightly more loot.
  • In 0.27, deep elf mages (which had 5 sets of spells) were split into deep elf pyromancers and deep elf zephyrmancers.
  • Prior to 0.19, you could also find deep elf fighters, conjurers, summoners, and priests.
  • Prior to 0.18, Elf didn't contain elementals or dancing weapons (other than the dancing weapons normally found in the Hall of Blades).
  • Prior to 0.17, the final level of Elf prevented teleport control.
  • Prior to 0.15, the Hall of Blades was a separate branch entirely, located in the Vaults. It was reintroduced in 0.16 as a section of Elf:2 as a compromise; the branch was popular with the player base, but served little purpose from a game design standpoint.
  • Prior to 0.13, lower-tier orcs would generate here, and high-tier elves were almost never seen outside of the Elf:3 vault.
  • Prior to 0.11, Elf was 5 floors deep.
  • Prior to 0.10, you could restore teleport control to Elf:5 by drinking all of the sparkling fountains dry.
  • Prior to 0.8, Elf weas 7 levels deep.
Dungeon branches
Dungeon exit.png The DungeonTemple entry.png The TempleDepths entry.png The DepthsZot entry.png Realm of Zot
Lair entry.png The Lair ( Spider entry.png Spider's NestSnake entry.png Snake PitSwamp entry.png The SwampShoals entry.png The ShoalsSlime entry.png Slime Pits)
Orc entry.png Orcish Mines ( Elf entry.png Elven Halls) • Vaults entry.png The Vaults ( Crypt entry.png The CryptTomb entry.png The Tomb)
Abyss entry.png The AbyssPandemonium entry.png PandemoniumHell entry.png Hell ( Cocytus entry.png CocytusDis entry.pngDisGehenna entry.png GehennaTartarus entry.png Tartarus)
See also: Portal