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]] 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]]. It is located on [[Orcish Mines]]:2.
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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==
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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 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]].
  
This room always contains (at least) 2 "rare" dancing weapons, which includes the following: [[quick blade]], [[double sword]], [[triple sword]], [[executioner's axe]], [[eveningstar]], [[bardiche]], [[lajatang]]. These weapons will always be [[brand]]ed and often have good [[enchant]]ment. Most of the other weapons will be branded too.
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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]].
  
 
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.
 
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.
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===Tackling Elf:3===
 
===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 (unless you have -Tele). This isn't likely, but before descending into Elf:3, be prepared.
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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).
 
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).
  
*Charging into the vault is always dangerous. Always attempt to lure enemies out of the treasure vaults out one by one, and be ready to run if too many elves notice you at once.
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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 be effective if there's a [[deep elf elementalist]] around.  
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*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.  
 
*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.
 
*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.  
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*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===
 
===Useful Traits===
*More than 102 HP. This avoids annihilators from one-shot killing you.
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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 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.
 
*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.
 
*[[Willpower]] (at least Will+++). This prevents [[banishment]] and other hexes from affecting you.
 
*[[Willpower]] (at least Will+++). This prevents [[banishment]] and other hexes from affecting you.
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==History==
 
==History==
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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.
 
*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 [[0.19]], you could also find [[deep elf fighter]]s, [[deep elf conjurer|conjurers]], [[deep elf summoner|summoners]], and [[deep elf priest|priests]].
 
*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]].

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