Welcome to Elderfield Old Gods and Treasure Rooms
Last updated: 2026-09-19 · 10 min read
Elderfield's seven Old Gods are the closest thing the game has to a build system, and the game never explains them properly. Sunday is the holy day: you go to the church, pledge to one deity, and for that week you get stat bonuses, a set of exclusive items you can forge, and access to that god's hidden follower rooms. This page covers what each pledge actually gives and costs, where the rooms are, and the one mechanic that makes the rooms appear or vanish for no obvious reason.
There are seven gods — Gatis, Delvek, Kaal, Daeus, Hagroth, Valtris and Nezroth — and you may only pledge to one per week. Every pledge is a trade: two stats up, one or two down. The pledge also unlocks that god's God Forge recipes and their follower rooms, which are spread across the Mall Mines, the Old Woods Mine and the Catacombs. Because you can only hold one allegiance at a time, you effectively loot one god's rooms per week and rotate.
How Sunday Works
The Old Gods have a grip on everyday life in Elderfield, and Sunday is the holy day on which you can switch your allegiance between them.
- Allegiance is weekly, not permanent. You are not locked into a build. You can switch every Sunday, which means the system rewards planning the week rather than committing.
- Each god has three things attached: a stat modifier pair, a set of God Forge recipes, and a set of follower rooms.
- Follower rooms are god-gated. A door carries a symbol and only opens for the matching allegiance — this is why you will find doors you cannot open for weeks.
- The rooms are the loot. They are the game's main source of a few categories: dice, keys, potions and luck food.
Because the pledge is weekly and the rooms are one god's at a time, the practical rhythm is: pick a god whose rooms you want, clear their three rooms during the week, then switch. There is no penalty recorded for switching, and no long-term cost to rotating.

FIG. 01 — The gods as the game presents them. Xxarteck, bottom right, is not part of the church roster — he is bound to the Stone Tower.
The Seven Gods
Exact figures from the official wiki. Read the penalty column before you pledge: the negative is the same size as the positive, so this is a genuine trade rather than a free buff.
| God | Domain | You gain | You lose | God Forge items |
|---|---|---|---|---|
| Gatis | Moon | +10% Luck, +10% Agility | −10% Defence | Opal Ring, Moonlight Shoes, Cat's Eyes Necklace |
| Delvek | Mystery | +10% Luck, +10% Max MP | −10% Agility | Lucky Die, Cursed Die, Magnifying Glass, Whip of Delvek |
| Kaal | the Dead | +10% Defence, +10% M. Defence | −10% Max MP | Ring of Immortality, Bone Shield, Bone Staff |
| Daeus | the Deep | +10% Max MP, +10% Defence | −10% M. Defence, −10% Luck | Lesser Holy Water, Greater Holy Water, Trident of the Deep, Earring of the Dark Sea |
| Hagroth | the Harvest | +10% Luck, +10% Max HP | −10% Attack, −10% M. Attack | Lesser Rune of Growth, Enchanted Pitchfork, Straw Hat |
| Valtris | Knowledge | +10% Max MP, +10% M. Attack | −10% Max HP | Basic Skeleton Key, Small Mine Key, Forbidden Lorebook, Starmap of Valtris |
| Nezroth | Flesh | +10% Max HP, +10% Defence | −10% Agility, −10% M. Defence | Blood of the Gods, Bloated Chestplate, Finger Necklace |
The forge recipes are the underrated half of the trade. Valtris is the notable one for utility — Basic Skeleton Key and Small Mine Key are both craftable while pledged, and the Skeleton Key is one of the few keys in the game with a documented missable risk. If you have been rationing mine keys, a Valtris week solves that. Hagroth's Rune of Growth is the farming pick, and the Enchanted Pitchfork harvests wandering crops on contact, which matters once your own crops start getting up and walking around.
Follower Room Locations
Each god has three follower rooms, distributed across the three mine-type areas. The pattern is consistent: one in the Mall Mines, one in the Old Woods Mine, one in the Catacombs.
| God | Mall | Old Woods | Catacombs |
|---|---|---|---|
| Gatis | Greystone Estates — the leftmost staircase, unlocked after a task | Cabin in the Old Woods, upper-left of the old mill (entrance spawns randomly) | Catacombs F3, to the right — you need Wire Cutters in the room with the pit |
| Delvek | Mall Mines F2 | Old Woods Mine F2, layout variant 1 | Catacombs F2 — behind the rightmost of the four breakable walls, near the church entrance |
| Kaal | Mall Mines F3, the Worm Room variant | Old Woods Mine F3 | Catacombs F1 — the very bottom-left of the floor |
| Daeus | Mall — the room with the broken elevator | Old Woods Mine F3 | Catacombs F2 — behind the third of the four breakable walls, near the church entrance |
| Hagroth | Mall Mines F3, the big-tree generation | Old Woods Mine F2, layout variant 2 | Catacombs F1 — top right of the dining room |
| Valtris | Mall Mines F3, the Ancient Statue Room variant | Not recorded | Catacombs F3 — south of the entrance, behind a Wire-Cutter and breakable door |
| Nezroth | Mall Mines F2 | Old Woods Mine F2, layout variant 3 | Catacombs F3 — the second breakable wall right of the entrance |
Two things to note from the table. First, the Catacombs rooms are clustered — F1, F2 and F3 all hold them, and the F2 ones are all behind the same row of four breakable walls, so bring something that breaks walls and search the whole row rather than stopping at the first one. Second, Gatis and Valtris both need Wire Cutters for their Catacombs rooms, and Valtris's Catacombs room is behind a Wire-Cutter door as well. Keep a set in your bag.

FIG. 02 — Room hunting happens in the Mines and Catacombs floors. Almost every god room is on F2 or F3 of one of the three areas.
The Map Rotation Problem
This is the mechanic that makes players think their directions were wrong. The mine floors in Elderfield are not one fixed layout — they generate in variants, and a follower room that exists in one variant does not exist in another.
The clearest example: Nezroth's Old Woods Mine F2 room is recorded specifically as variant 3, and the same variant pattern applies to Valtris, Hagroth and Delvek. If you reach the correct floor and the correct wall and find nothing, the most likely explanation is that you rolled a different variant of that floor this run.
Do not conclude the location is wrong. Reset the resources on the floor — taking a bath is the known way to trigger the world resource respawn — and try the floor again. Player reports also suggest the mines reset on their own cycle and the Old Woods on a shorter one.
Players describe this two ways — some read the floors as purely random, generating standalone each run, others as a fixed set of variants. Both accounts arrive at the same advice, which is to re-roll the floor rather than re-read the directions.
Players who have tracked the cycle describe a rough cadence worth planning around: the mines appear to reset weekly, while the Old Woods reset on a shorter cycle of around three days. That is why the same floor can be missing a room on one visit and holding it on the next, with nothing about your setup having changed in between.

FIG. 03 — Follower rooms are where you meet each god's cultists. The rooms are the loot and the lore at once.
What Is Inside
Contents are reported by players rather than documented in game, so treat the categories below as reliable and the specific quantities as indicative:
| God | Room you enter | Reported contents |
|---|---|---|
| Daeus | Mall hallways, next to the elevator | Bait, a fishing potion, and food that boosts Luck for a day |
| Gatis | Greystone Estates F3, west staircase (after the Penpals task and Brittany) | MP-cost-reducing meals, an Extra Pouch, a Rest potion, two Luck potions |
| Nezroth | Mall Mines F2, reached via the Food Court | Strong healing items and a Crimson Die |
| Delvek | Mall Mines F2, after entering Nezroth's room and resetting resources | Small keys usable in the mines, and a large amount of gold |
| Valtris | Mall Mines F3 | An M. Defence meal, an EXP potion and a mining potion |
Two of those are worth chasing specifically. Delvek's rooms are a gold source, and gold is the binding constraint on tools and blueprints early. Valtris's rooms carry an EXP potion, which is one of the few ways to accelerate levelling in a game where mining escalation punishes long trips. Daeus's rooms are the fishing-support ones, which pairs with the fishing guide.
One structural detail is worth knowing before you go hunting, because it explains a room that will not appear: Nezroth's and Delvek's Mall Mines F2 rooms occupy the same slot. Players report that only one of the pair turns up per regeneration of the floor, and that the route to Delvek's room runs through Nezroth's — you enter Nezroth's, then reset the floor's resources before Delvek's door is there to find. If you are pledged to Delvek and the F2 door is simply absent, re-roll the floor rather than deciding you have the wrong wall.
Valtris's Mall Mines F3 room has the most specific condition reported for any of them. Players describe it appearing when the floor below is holding no divine room at all, with the doorway down to F3 answered by a voice that evaluates your skills. Treat that as a player-reported spawn condition rather than a rule — the same players disagree about whether the floor layouts are fully random, which is the argument covered further down this page.
Which God to Pick
Since allegiance is weekly, the honest answer is "whichever solves this week's problem". Working from what each pledge and its rooms actually provide:
| If you are doing this | Pledge | Because |
|---|---|---|
| Farming and the Stone Tower seal | Hagroth | Luck and Max HP both help, the Rune of Growth adds a night's growth, and the Pitchfork harvests wandering crops automatically |
| Mining runs | Valtris | Small Mine Key and Basic Skeleton Key are craftable while pledged, plus an EXP potion in the rooms |
| Mysteries and dice rolls | Delvek | Luck and Max MP, and the forge makes Lucky, Cursed and Crimson dice — the items that shift Mystery rolls |
| Mall and town clearing | Nezroth | Max HP and Defence is the sturdiest pairing, and the rooms are full of healing items |
| Late-game boss attempts | Kaal | Defence and M. Defence, the biggest defensive swing available, plus the Bone Shield and Ring of Immortality |
| Fishing | Daeus | The rooms hand out bait and fishing potions directly |
| Gift rounds and romance | Gatis | Luck and Agility, and the Cat's Eyes Necklace and Opal Ring are giftable jewellery |
Doors That Will Not Open
| Problem | Cause | Fix |
|---|---|---|
| Symbol door does nothing | You are pledged to a different god, or your pledge lapsed | Pledge at the church on Sunday. The door checks your current allegiance, not your history |
| Reached the right floor, no room | Floor layout variant | Reset resources (a bath) and re-enter. Do not re-check the directions |
| Cannot get past a pit or a sealed passage | Wire Cutters are required for Gatis and Valtris rooms | Carry Wire Cutters |
| Row of breakable walls, cannot tell which | The Catacombs F2 rooms are the 1st, 3rd and 4th walls of the same row depending on god | Break all four. Bringing a wall-breaking tool is faster than guessing |
| Pledged to Valtris, Mall Mines F3 holds no room | Player-reported spawn condition: the F3 room is said to appear only when F2 holds no divine room | Check F2 before re-reading directions. If a divine room is sitting there, reset the floor and try again |
| Valtris's Old Woods room cannot be found anywhere | The location is not recorded | Skip it and use the Mall Mines F3 or Catacombs F3 rooms instead |
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