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==Points of Interest==
==Points of Interest==


====Elven Judgment or Dragon Run====
====Elven Judgment or Dragon Run: Overview====
Starting just past the trainer section in nightmare caves, a long and dangerous dungeon with spiders, mummies and bandits and elves leads to a beautiful series of gardens inhabited by wondrous plants and strangely named flowers as well as sages and their students.
Starting just past the trainer section in nightmare caves, a long and dangerous dungeon with spiders, mummies and bandits and elves leads to a beautiful series of gardens inhabited by wondrous plants and strangely named flowers as well as sages and their students.
The dungeon typically requires a full, experienced team (tank, healer, dps) with good gear and modding at level 90+. In the first stretches of the area good mitigation of one's own damage is especially important. In later parts the team profits from nature mitigation.
The dungeon typically requires a full, experienced team (tank, healer, dps) with good gear and modding at level 90+. In the first stretches of the area good mitigation of one's own damage is especially important. In later parts the team profits from nature mitigation.
==Detailed Information==
{{Spoiler|Click Expand to view a description of the contents of Elven Judgement|
Most enemies in Elven Judgement are elite so it will only be specified when an enemy is not elite.
It is recommended to use [[Meditation]] #55 for the nature resistance which helps against the boss and some other enemies later in the dungeon.
====Spider Section====
The beginning of Elven Judgement starts with a large number of spider enemies including [[Reinforced Spider]], [[Fae-Fire Spider]], [[Egg Laying Spider]], and [[Tornado Spider]].
This area will also spawn [[Refraction Spiders]] periodically while you are in it. Be careful of their damage reflection.
In this area there are 3 Scapegoat enemies in various dead end alcoves. Killing all 3 scapegoats will allow you to acquire an extra poison for killing the boss at the end of the dungeon. This is very helpful since each poison gives you 15 seconds of damage and you usually only have 3 or 4 poisons.
[[Terry the Tentakiller]] is found past the first junction in this area. He drops the mummy wrappings needed to open the door to the mummy area later in the dungeon. This room also contains an interactable to use the quest item dropped by the [[Spiderlaird]] on, which will award you with the [[Prop Skull Key]].
Heading right at the second junction will lead you to a dead end with a mummy on a shelf. Interacting with the mummy while you have the wrappings from Terry will open the door to the mummy area for a time.
Heading left instead leads you to another junction. Straight ahead is a room with the [[Spiderlaird]]. This room also contains a lever that opens the door to proceed further in the dungeon.
Continuing down the hallway to the left leads to some large Scorpion enemies which must be knocked back to take damage. Past them is the Mummy and Rakshasa areas.
====Mummy Section====
There may be a few Rakshasa spawned before the Mummy area. Be careful if there are any [[Rakshasa Fortune Teller]] as their direct health psychic attack can instantly kill most players.
Beginning at this section, nonelite Lamia enemies will occasionally spawn from the summoning circles on the ground.
Once you reach the mummies on the hallway, the way to progress is the door on the left. The mummies past the door are alarmers, so attacking them will result in a very large crowd of mummies. It is recommended to body pull the mummies back quite far before attacking them if you cannot handle a large crowd. It is helpful when pulling to have a skill that removes/immunes slows, or use [[Cloud Trick]], or a large speed buff, as the [[Mummy Wrappers]] are ranged and apply a heavy slow on attacking.
At the end of the mummy section is a room with two numbers on the wall. The goal is to make the bottom number equal to the top number and then interact with the mummy on the ground nearby, which will open the door further in the dungeon. The mummies on the shelves will add (+X) to the bottom number when interacted with. A second interaction will remove the added value.
After leaving and continuing down the hallway, there is one more group of 3 mummies. After this group is dead, you are safe to begin removing disease for the mummy debuffs.
====Rakshasa Section====
Just past the last group of mummies in the corner hallway is an NPC. If you have killed all 3 goats, you can talk to him for a key (all party members may do this).
After passing through two rooms, you will find yourself at a junction. To the right are the bosses [[Gunn]] and [[Ambrosia]]. To the left is the Elven Judgement room. Be aware there is a summoning circle in this hallway that can spawn Osslar (reflecting) enemies as well as Lamias, and the bosses are alarmers, so if you have no cleared the previous room close to this hallway it may pull Rakshasa enemies when the bosses are engaged.
====Elven Judgement====
To be continued (ask in discord if you really need info)
}}


== {{msg:BASEPAGENAME}} Inhabitants ==
== {{msg:BASEPAGENAME}} Inhabitants ==
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columns = 3
columns = 3
</dpl>
</dpl>
- [[Spiderlaird]]


[[Category:Povus Dungeons]][[Category:Dungeons]]
[[Category:Povus Dungeons]][[Category:Dungeons]]

Latest revision as of 08:24, 22 July 2026

Elven Judgement
File:Elven Judgement (map).png
Map of Elven Judgement (click for larger size)
Connects to
Area Level
95
File:Elven JudgementPlayerMap.png
Portal or entrance caption.

Elven Judgement is a dungeon that can be reached by traversing deep into Nightmare Caves.

Points of Interest

Elven Judgment or Dragon Run: Overview

Starting just past the trainer section in nightmare caves, a long and dangerous dungeon with spiders, mummies and bandits and elves leads to a beautiful series of gardens inhabited by wondrous plants and strangely named flowers as well as sages and their students. The dungeon typically requires a full, experienced team (tank, healer, dps) with good gear and modding at level 90+. In the first stretches of the area good mitigation of one's own damage is especially important. In later parts the team profits from nature mitigation.

Detailed Information

Click Expand to view a description of the contents of Elven Judgement

Most enemies in Elven Judgement are elite so it will only be specified when an enemy is not elite.

It is recommended to use Meditation #55 for the nature resistance which helps against the boss and some other enemies later in the dungeon.

Spider Section

The beginning of Elven Judgement starts with a large number of spider enemies including Reinforced Spider, Fae-Fire Spider, Egg Laying Spider, and Tornado Spider.

This area will also spawn Refraction Spiders periodically while you are in it. Be careful of their damage reflection.

In this area there are 3 Scapegoat enemies in various dead end alcoves. Killing all 3 scapegoats will allow you to acquire an extra poison for killing the boss at the end of the dungeon. This is very helpful since each poison gives you 15 seconds of damage and you usually only have 3 or 4 poisons.

Terry the Tentakiller is found past the first junction in this area. He drops the mummy wrappings needed to open the door to the mummy area later in the dungeon. This room also contains an interactable to use the quest item dropped by the Spiderlaird on, which will award you with the Prop Skull Key.

Heading right at the second junction will lead you to a dead end with a mummy on a shelf. Interacting with the mummy while you have the wrappings from Terry will open the door to the mummy area for a time.

Heading left instead leads you to another junction. Straight ahead is a room with the Spiderlaird. This room also contains a lever that opens the door to proceed further in the dungeon.

Continuing down the hallway to the left leads to some large Scorpion enemies which must be knocked back to take damage. Past them is the Mummy and Rakshasa areas.

Mummy Section

There may be a few Rakshasa spawned before the Mummy area. Be careful if there are any Rakshasa Fortune Teller as their direct health psychic attack can instantly kill most players.

Beginning at this section, nonelite Lamia enemies will occasionally spawn from the summoning circles on the ground.

Once you reach the mummies on the hallway, the way to progress is the door on the left. The mummies past the door are alarmers, so attacking them will result in a very large crowd of mummies. It is recommended to body pull the mummies back quite far before attacking them if you cannot handle a large crowd. It is helpful when pulling to have a skill that removes/immunes slows, or use Cloud Trick, or a large speed buff, as the Mummy Wrappers are ranged and apply a heavy slow on attacking.

At the end of the mummy section is a room with two numbers on the wall. The goal is to make the bottom number equal to the top number and then interact with the mummy on the ground nearby, which will open the door further in the dungeon. The mummies on the shelves will add (+X) to the bottom number when interacted with. A second interaction will remove the added value.

After leaving and continuing down the hallway, there is one more group of 3 mummies. After this group is dead, you are safe to begin removing disease for the mummy debuffs.

Rakshasa Section

Just past the last group of mummies in the corner hallway is an NPC. If you have killed all 3 goats, you can talk to him for a key (all party members may do this).

After passing through two rooms, you will find yourself at a junction. To the right are the bosses Gunn and Ambrosia. To the left is the Elven Judgement room. Be aware there is a summoning circle in this hallway that can spawn Osslar (reflecting) enemies as well as Lamias, and the bosses are alarmers, so if you have no cleared the previous room close to this hallway it may pull Rakshasa enemies when the bosses are engaged.

Elven Judgement

To be continued (ask in discord if you really need info)


Elven Judgement Inhabitants

Friends

Foes

Bosses

- Spiderlaird