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Welcome to Elderfield Old Gods Guide: Benefits and Treasure Rooms
Learn what each Old God offers in Welcome to Elderfield, compare benefits and penalties, and find their treasure rooms in town, mines and Catacombs.

The Old Gods are part of everyday life in Welcome to Elderfield, but choosing one has practical consequences: your allegiance changes your stats, gives access to particular crafting recipes, and determines which follower treasure rooms you can enter.
This guide explains the seven gods with documented allegiance benefits, followed by Xxarteck’s separate role. It also lists the reported treasure-room locations, including the floors, landmarks and access requirements worth checking before you travel.
What are the Old Gods, and how does allegiance work? Think of allegiance as a choice you can revisit as your plans change. At the Church on Sunday, you can choose which god to follow. Your choice affects your stats and access to that god’s rooms. To enter another god’s follower rooms, return on a later Sunday and change allegiance.
Finding a doorway does not mean you can use it immediately. First check which god it belongs to, then whether your current allegiance matches. A floor’s layout can also affect whether a room is available at all. Access and layout reference.
The God Forge inside the Church provides allegiance-specific crafting. These are recipes to make with materials, rather than equipment automatically handed over when you choose a god. God Forge reference.
Three things to weigh up: the stat increase, the stat penalty, and the crafting or room access you actually want. A useful recipe may matter more to your current plans than a slightly larger health or magic bar. Each god’s benefits and penalties Each percentage below applies to every stat named in that cell. HP is health, MP is magic points, and “magic” spells out the game’s “M.” abbreviation.
God Increase Penalty Gatis +10% Luck and Agility −10% Defense Delvek +10% Luck and maximum MP −10% Agility Kaal +10% Defense and magic defense −10% maximum MP Daeus +10% maximum MP and Defense −10% magic defense and Luck Hagroth +10% Luck and maximum HP −10% Attack and magic attack Valtris +10% maximum MP and magic attack −10% maximum HP Nezroth +10% maximum HP and Defense −10% Agility and magic defense Stat comparison: Old Gods benefits reference, cross-checked against the community wiki.
Reading the treasure-room directions F1, F2 and F3 mean the first, second and third floors of the named area. The Mall’s hallways, Mall Mines, Old Woods and Old Woods Mine are different destinations; pay attention to the full name.
Some mine floors have multiple layouts. If the room is missing after a thorough search, check again after the layout changes. Do not assume changing allegiance alone will generate a missing doorway.
Gatis — God of the Moon Why consider Gatis? The trade favors Luck and Agility over physical protection. It suits a plan that values those stats and can tolerate the Defense loss.
Forge options: Opal Ring, Moonlight Shoes and Cat’s Eye Necklace. The Opal Ring prevents gold loss on death, then breaks. Crafting reference.
Treasure-room locations Greystone Estates: F3, western staircase area. Accept the Penpals task and speak with Brittany first. Old Woods: the cabin. Catacombs: F3, the room with a pit; bring Wire Cutters. Routes: Destructoid. The Old Gods location reference places the woods cabin upper-left of the old mill and notes that its entrance is layout-dependent.
Delvek — God of Mystery Why consider Delvek? The extra Luck and MP are appealing if you can spare Agility. Its crafting also offers ways to influence dice rolls.
Forge options: Lucky Die, Cursed Die, Magnifying Glass and Whip of Delvek. A Lucky Die adds one to your next roll; a Cursed Die can increase or decrease the bonus. Crafting reference.
Treasure-room locations Mall Mines: F2; the room depends on the current floor rotation. Old Woods Mine: F2. Catacombs: F2, behind a breakable wall. Routes: Destructoid. For the Catacombs, the location reference specifies the rightmost wall in the row of four near the Church entrance.
Kaal — God of the Dead Why consider Kaal? Based on the stat trade, this is a defensive choice for both physical and magical threats. The smaller MP pool is the cost to weigh if you rely heavily on magic.
Forge options: Ring of Immortality, Bone Shield and Bone Staff. God Forge overview.
Treasure-room locations Mall Mines: F3, Worm Room variant. Old Woods Mine: F3. Catacombs: F1, bottom-left, near the bone altar mystery. Current community listing: Kaal’s follower rooms.
Daeus — God of the Deep Why consider Daeus? It combines a larger MP pool with physical Defense, but lowers magic defense and Luck. That makes it a more specific choice than an all-purpose defensive boost.
Forge options: Lesser Holy Water, Greater Holy Water, Trident of the Deep and Earring of the Dark Sea. Crafting reference. Holy Water restores MP and grants blessings. Item effects.
Treasure-room locations Mall: hallway beside the elevator—not a Mall Mines floor. Old Woods Mine: F3. Catacombs: F2, behind a breakable wall. Routes: Destructoid. The location reference identifies the third wall in the row of four near the Church entrance.
Hagroth — God of the Harvest Why consider Hagroth? Its farming tools make it worth considering for a farming-focused stretch. The attack penalties mean combat will involve a trade-off even with the extra health.
Forge options: Lesser Rune of Growth, Enchanted Pitchfork and Straw Hat. The rune adds an extra overnight crop-growth step; the pitchfork harvests wandering crops on contact while carried. Crafting reference.
Treasure-room locations Mall Mines: F3. Old Woods Mine: F2, variant 2. Catacombs: F1, upper-right of the dining room. Current community listing: Hagroth’s follower rooms.
Older-guide discrepancy: older wiki snapshots place Kaal and Hagroth on Catacombs F3. The current community listing places both on F1, as used above. Check the floor and nearby landmark together rather than mixing instructions from different versions. Valtris — God of Knowledge Why consider Valtris? The stat bonuses favor magic, while the health penalty demands care. Key crafting is a separate reason to choose it when locked routes are your immediate problem.
Forge options: Basic Skeleton Key, Small Mine Key, Forbidden Lorebook and Starmap of Valtris. The two keys are consumed when used. Crafting reference.
Treasure-room locations Mall Mines: F3, Ancient Statue Room variant. Old Woods: on the first screen’s Giant Statue layout, look for a clearing on the right. Enter its small mine to find the door. Catacombs: F3, south of the entrance, beyond Wire-Cutter and breakable-door obstacles. Current community listing: Valtris’s follower rooms.
Nezroth — God of Flesh Why consider Nezroth? More health and physical Defense can help a build that needs those strengths. Lower Agility and magic defense keep it from being a universal upgrade.
Forge options: Blood of the Gods, Bloated Chestplate and Finger Necklace. Forge overview. Blood of the Gods restores health and MP but applies both a random blessing and a random curse. Item effects.
Treasure-room locations Mall Mines: F2, reached through the Food Court. Old Woods Mine: F2; access can vary with the layout. Catacombs: F3, a player-reported location in the original guide. Routes and verification limits: Destructoid. The location reference narrows the Catacombs search to the second breakable wall right of the entrance.
What about Xxarteck? Xxarteck, God of the End of All Things, is associated with the shrine beside the Farm. The community reference does not list the usual Sunday stat benefits, God Forge set or follower treasure rooms for Xxarteck. Treat that shrine as a separate destination.
Reference: Xxarteck’s community entry.
Which Old God should you choose? There is no single choice that fits every plan. The suggestions above are interpretations of the listed stat trades and recipes, rather than a claim that one god is best for every build. Compare them against what is actually stopping your progress: damage taken, limited MP, a locked door or a farming task.
My suggested approach is to pick one god, write down their reachable rooms, and work through that short list. Leave yourself a note for anything you cannot reach yet: the floor, nearby landmark, and whether the problem was a blocked route, a missing room or the wrong allegiance.
Those are different problems. Keeping them separate saves you from repeating an entire dungeon when all you needed was another tool—or a later visit with a different layout.
For a quick checklist before leaving town: confirm your allegiance, check the destination’s floor, and bring any access tools named above. Keep the guide open at the god you are following so you can mark each location as you go.
Based on community references checked September 25, 2026, not a firsthand verification of every room. Dungeon variants and game updates can affect routes. Stat effects and recipes are documented community values. Room layouts and routes can change; the location lists are not a promise of identical loot or a room on every generated floor.