Difference between revisions of "Elven Halls"

From CrawlWiki
Jump to: navigation, search
m
(Elf:2 - The Hall of Blades: Add enchant/brand scrolls)
 
(19 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{version026}}
+
{{version031}}
 
{{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.
  
Line 5: Line 5:
 
{{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 second floor of the [[Orcish Mines]]. It is home to the [[list of deep elves|deep elves]], a subterranean species that is frail but versed in all types of magic, as well as various [[dancing weapon]]s, elementals, the occasional [[shapeshifter]], and a few of the orcs from the mines above. Although it has no [[rune]], the Halls occasionally house [[shop]]s 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.
+
[[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 [[runed 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, although 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.
+
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==
 
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]].
 
  
 
===Elf:2 - The Hall of Blades===
 
===Elf:2 - The Hall of Blades===
This rectangular chamber can be quite dangerous for the poorly prepared. It is very easy to identify: the entrance is a two-tile runed [[door]], and there will be a handful of weak dancing weapons resting just outside of it. You'll find dormant dancing weapons scattered throughout the place with several clustered near the ends, as well as a few [[deep elf mage|deep elf magi]], [[deep elf knight|knights]], and maybe a [[deep elf blademaster|blademaster or two]]. 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 you'll find here) 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. Avoid relying on elemental damage if possible and don't even attempt [[Hexes]], as the weapons are highly resistant to most elements and have infinite [[magic resistance]]. They can most easily be taken out with [[Earth Magic]] or pure [[Conjurations]] spells.
+
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]].
  
Keep an eye on the [[brand]]s of the weapons you're fighting: weapons with the [[draining]] brand can inflict huge amounts of draining in short order, weapons of [[distortion]] can easily send a player hurtling into [[the Abyss]], and the standard elemental brands just inflict significant damage unless you have the appropriate resistance.
+
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]].
  
{{monsterlink|Dancing weapon}}
+
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 will 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 [[Damnation]]. 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. It may be worth using a [[scroll of magic mapping]] to map this floor and then clear out the area outside the easily-identifiable vault to give yourself a greater chance of teleporting to safety; teleporting is never infallible, though.
+
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 the most threatening varieties are likely to resist. [[Invisibility]] is also of limited use; all of the high-level elven mages can [[see invisible]], though [[deep elf blademaster|blademasters]], [[deep elf master archer|master archers]], and the lesser elves cannot. The strategy of using a [[wand of digging]] to dig out a [[killhole]] and luring opponents in one at a time will not work well if any [[deep elf elementalist]]s are nearby, as they will turn the walls around you into angry [[earth elemental]]s. Once the elementalists have been dealt with, you can make a new killhole if your original has been destroyed.
+
*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==
+
===Useful Traits===
*The common deep elves, dancing weapons, and most orcs cannot see invisible. Having a reusable source like a [[scarf]] of [[invisibility (ego)|invisibility]] or the [[Invisibility]] spell to hand will make the first two floors of the Elven Halls and the Hall of Blades much easier to clear. Just be sure to let the contamination wear off between fights -- two uses in a row is generally enough to induce dangerous levels of contamination, causing damage, [[bad mutation]]s, and making your invisiblity useless.
+
*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.
**Invisibility will still help on Elf:3, but there are far more monsters who can see invisible on that floor (particularly within the treasure vault). Tread carefully.
+
*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.
*Try to have as wide an array of elemental resistances as possible; [[fire]] and [[cold]] are most common, but [[negative energy]], [[electricity]], and even [[poison]] and [[acid]] resistances will come into play here.
+
*[[Willpower]] (at least Will+++). This prevents [[banishment]] and other hexes from affecting you.
*A good amount of [[willpower]]; around three pips (+++) will help you resist [[banish]]ment quite frequently (>95%), and additional pips will make it nearly impossible for you to get sent to the Abyss.
+
*[[Repulsion]]. Most elves have bows or projectile/bolt spells, which repulsion is great against.
*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]], [[damnation]], [[Lehudib's Crystal Spear]], [[Bolt spells|bolts of everything]], and major melee and ranged physical damage are all present. A [[scarf]] of repulsion will be quite helpful here, if you can get your hands on one, though it won't help against [[Fireball]]s, [[greater demon]]s, or [[damnation]].
+
*Resistances. Masters of magic, most elves carry some form of elemental spell.
*A good way of killing elves fast. If you are a martial 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. For spellcasters, 5th- or 6th-level spells like [[Starburst]], [[Ozocubu's Refrigeration]], [[Fireball]], [[Bolt of Magma]], [[Lightning Bolt]], or [[Freezing Cloud]] work well.
+
**[[Electricity resistance]] is particularly helpful. It protects against [[Deep elf zephyrmancer|zephrmancers]] and has a chance to block [[air elemental]]'s [[Stunning Burst]].
*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 of 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 once you're higher level.
+
 
*It is a good idea to read a scroll of magic mapping in Elf:3 and [[exclude]] the entrance to the treasure vault as dangerous terrain. That reduces the risk of you running into it by accident before you have cleared the rest of the map.
+
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==
Line 39: Line 52:
 
| {{monsterlink|Deep elf knight}}
 
| {{monsterlink|Deep elf knight}}
 
| {{monsterlink|Deep elf archer}}
 
| {{monsterlink|Deep elf archer}}
| {{monsterlink|Deep elf mage}}
+
| {{monsterlink|Deep elf pyromancer}}
| {{monsterlink|Dancing weapon}}
+
| {{monsterlink|Deep elf zephyrmancer}}
 
|-
 
|-
 
| {{monsterlink|Orc knight}}
 
| {{monsterlink|Orc knight}}
 
| {{monsterlink|Orc high priest}}
 
| {{monsterlink|Orc high priest}}
| {{monsterlink|Orc sorcerer}} ||
+
| {{monsterlink|Orc sorcerer}}
 +
| {{monsterlink|Dancing weapon}}
 
|-
 
|-
 
| {{monsterlink|Earth elemental}}
 
| {{monsterlink|Earth elemental}}
Line 52: Line 66:
 
|}
 
|}
  
===Elf:3===
+
===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.
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
Line 85: Line 99:
 
| {{monsterlink|Roxanne}}
 
| {{monsterlink|Roxanne}}
 
| {{monsterlink|Saint Roka}}
 
| {{monsterlink|Saint Roka}}
 +
| {{monsterlink|Zenata}}
 
|}
 
|}
  
 
==History==
 
==History==
*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]] in the Elven Halls.
+
*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.
*Prior to [[0.18]], the Elven Halls didn't contain elementals or dancing weapons (other than the dancing weapons normally found in the Hall of Blades).  
+
*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 [[0.17]], the final level of Elf prevented [[Teleport control]].
+
*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 [[0.18]], 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 [[0.15]], 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 [[0.13]], lower-tier orcs would generate here, and high-tier elves were almost never seen outside of the Elf:3 vault.
*Prior to [[0.11]], the Elven Halls were 5 floors deep instead of 3. Prior to [[0.8]], they were 7 levels deep.
+
*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 [[0.10]], 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]]
+
{{branches}}

Latest revision as of 01:09, 30 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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