Elderfield Mysteries Guide - Die Rolls, Luck and Rewards
How Elderfield's Mystery system works: investigating, the Luck-driven die roll, hidden 0 and 7 results, the bath reset trick, and the best mysteries per area.
FAQ
How do I reset Mysteries so I can investigate them again?
What does Luck do for Mysteries?
Which tasks need Mysteries?
Mysteries are Elderfield’s strangest system: odd objects in the landscape — coins in floorboards, candles in offices, trees made of corpses — that you investigate for a die roll. The roll decides whether you get a unique item, a blessing, or a curse. This guide covers the mechanics and the highest-value mysteries per area.
How Investigation Works
Interacting with a mystery offers to investigate it. The outcome is a die roll modified by your Luck stat — and mysteries are one of the few die-roll events with hidden results on 0 and 7. The general shape of every roll table:
| Roll | Typical outcome |
|---|---|
| 7 | Best result — often the same as 6 plus extras |
| 6 | Unique item or multiple blessings |
| 4–5 | Solid item, mixed blessings |
| 3 | Blessing and curse mix |
| 1–2 | Curses, damage, permanent stat loss |
| 0 | Hidden worst result |
Two mechanics make the system farmable: all mysteries reset when you take a bath, and blessings/curses feed directly into combat performance.
The Tasks That Want Mysteries
- Akira — Time to Investigate (Town): investigate 1 / 3 / 5 / 7 mysteries; only Town, Mall and Sewers count. Rewards: Flasks of the Gods, Stone Shield, Staff of Insight.
- Pete the Laundry Ghost — By the Gods: investigate 2 God Shrines → the Ghost Blast ritual.
- Bill — Secrets of the Catacombs (Tier 3): investigate 3, then 6 mysteries.
Best Town and Mall Mysteries
The ATM (Mall Hallway) — the classic: 5–7 grants the Greed blessing (Luck +10%) plus 50g first time; 3–4 still pays 35g with a blessing; 1–2 inflicts a random curse. With a bath reset, this is a Luck-building loop.
The Mall Tree (Hallway) — 6: Flask of the Gods (MP); 4–5: Tattered Hood; 1 permanently reduces max Defense. Skip at low Luck.
The Well (Old Woods, near the Abandoned Mill) — 6–7: Extra Pouch + Large Coin Box; 5: Large Coin Box. Pure upside on a decent roll.
The Ancient Coin (Dave’s House, Town) — a morality test as much as a roll: refusing the coin on 6–7 restores 15 HP and grants 50g; taking it on 1–2 costs 5 HP.
The Fleshy Mass (Jon’s Smoothies, Mall) — 6: Emerald Ring; 5: 5g; but 0–2 permanently costs 1 Max HP. Know your Luck before poking it.
Old Woods Highlights
- Strange Plant (tall trees) — 6–7 first time: Emerald Necklace, 10 Slimeweeds, and a Dreampearl Seed
- Fish (Campsite) — 6–7 first time: Crystal Flask (plus the Lost Mariner’s Bauble on a 5); 0–3 spawns a Giant Fish fight
- Tent (Campsite) — 6: Cursed Emerald Ring; 3–4: 2 Gold Ore; 0–2: a fight with the Pretty Flower
- Blood Trees (Clearing) — 7: Cleansing Balm; 6: Eye of Gatis; 3: Fear and Doom, but blessed with Greed and Skepticism
- Trees Man (south of the bus stop) — 6: 2 Cleansing Balms + Lesser Offering of Rain
The Cleansing Balm drops here matter more than they look — balm is the bottleneck resource for expanding the farm.
The Corpse Tree Riddles
One mystery in the Old Woods clearing works differently: the Corpse Tree asks riddles, and the answers decide blessings, curses, or death. The full solutions — including the roll that can kill you — are spoiler-gated in Corpse Tree riddle solutions.
Luck: The Stat Behind Everything
Because every mystery scales with Luck, Luck-stacking (the ATM’s Greed blessing, lucky-roll treasures from the fishing loot table like the Lucky Die) compounds: better rolls → more blessings → better combat and farm events. Start your Luck engine early, then run the bath-reset circuit daily.
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