This article is a work in progress Information may be incomplete, poorly formatted or changed frequently. This is often content that is still in active development or unfinished. |
A point of interest (POI) is a distinctive location, such as a building or dungeon, placed in a biome by Valheim's world generation algorithm.
Placement[]
The locations of POIs are pre-determined when the world is created based on the world seed. However, the location of a POI is only fully determined after the zone is generated.
Some game updates automatically recalculate locations of unplaced POIs which may cause issues like Vegvisirs pointing to wrong location or external tools (like the world generator site) showing wrong information.
The recalculation can also be triggered manually by using genloc command. However this usually won't change anything because the outcome is determined by the world seed and the amount of already placed locations.
Generation[]
The POIs are generated one by one depending on their order in the data (with prioritized getting generated first).
For each POI, a random zone is picked up to 100000 times (2x for prioritized) until max amount is placed. Any zone within 10000 m of the world center can be picked (world radius is 10500 m). However if the POI is "center first", then the limit starts at the minimum distance (0 for the start temple, 1500 for the vendor) and is increased by 1 meter for every picked zone.
The picked zone is valid if:
- It doesn't already have any POI
- The zone is not already generated
- If POI requires full biome, the following 9 coordinates must have the same biome:
- Zone middle position.
- 64 meters towards north, east, south and west.
- 90.5 meters towards north-east, south-east, south-west and north-west.
- Note: The coordinates are actually outside the zone area.
- Valid coordinates are found with up to 20 attempts
Coordinates are randomly selected within the zone (so that the POI exterior radius (and interior radius if specified) fits inside the zone). The picked coordinates are valid if:
- Distance from the world center is within minimum and maximum distance
- The biome is valid (as shown when hovering the map, not the averaged text in the minimap)
- Altitude is within the limits
- If POI requires forest, then the forest factor is within the limits
- Terrain delta (the maximum altitude difference of 10 random points within the POI exterior radius) is within the limits
- Similar POI doesn't already exist too close
Data[]
Following table shows placement parameters for each POI, ordered as they are generated.
- Altitude from 1-1000, unless otherwise specified.
- Random rotation, unless otherwise specified. Slope rotation rotates the POI based on the terrain.
- Max terrain delta 3, unless otherwise specified.
- No vegetation can appear within the radius, unless otherwise specified.
- Unique POIs only appear once on the world. When the zone is generated, all others placements are removed.
POI Name | Biome | Max amount | Distance from similar | Terrain | Size (m) |
Other |
---|---|---|---|---|---|---|
StartTemple | Meadows (full) | 1 | Min altitude 3, Forest 1-5 | 25 | Prioritized, center first, icon, fixed rotation, no build | |
Eikthyrnir | Meadows (full) | 3 | Max distance 1000 | 10 | Prioritized | |
GoblinKing | Plains (full) | 4 | 3000 m | Max delta 4 | 32 | Prioritized |
GDKing | Black Forest | 4 | 3000 m | Distance 1000- 7000, Max delta 5 | 25 | Prioritized |
Bonemass | Swamp | 5 | 3000 m | Altitude 0-2, Max delta 4 | 19.79 | Prioritized |
SunkenCrypt4 | Swamp (full) | 400 | 64 m | Max delta 4, Altitude 0-2 | 12 (14) | Prioritized |
Dragonqueen | Mountain (full) | 3 | 3000 m | Max delta 4, Max distance 8000, Altitude 150-500 | 12 | Prioritized |
Vendor_BlackForest | Black Forest (full) | 10 | 512 m | Max delta 2, Min distance 1500 | 12 | Prioritized, center first, icon, unique, no build |
StoneCircle | Meadows | 25 | 200 m | 16 | ||
Greydwarf_camp1 | Black Forest (full) | 300 | 128 m | 10 | ||
Runestone_Greydwarfs | Black Forest | 25 | 128 m (Runestones) | Max distance 2000 | 8 | |
Grave1 | Swamp | 200 | Min altitude 0.5 | 12.04 | ||
SwampRuin1 | Swamp | 50 | 512 m | Min altitude 0 | 12 | Randomly damaged, vegetation allowed |
SwampRuin2 | Swamp | 50 | 512 m | Min altitude 0 | 10 | Randomly damaged |
FireHole | Swamp | 200 | Min altitude 0.5 | 5.2 | ||
Runestone_Draugr | Swamp | 50 | 128 m (Runestones) | Min altitude 0.5 | 8 | |
Meteorite | Ash Lands | 500 | Max delta 4 | 5.2 | ||
Crypt2 | Black Forest | 200 | 128 m | Max delta 2 | 12 (21) | Interior randomly generated |
Ruin1 | Black Forest | 200 | 10.7 | Vegetation allowed | ||
Ruin2 | Black Forest | 200 | 9.89 | |||
StoneHouse3 | Black Forest | 200 | 6 | Randomly damaged, vegetation allowed | ||
StoneHouse4 | Black Forest | 200 | 7 | Randomly damaged, vegetation allowed | ||
Ruin3 | Plains | 50 | 512 m (Goblintower) | 10 | ||
GoblinCamp2 | Plains | 200 | 250 m | Min altitude 2 | 30 | Fixed rotation, randomly generated |
StoneTower1 | Plains | 50 | 512 m (Goblintower) | 14 | Randomly damaged | |
StoneTower3 | Plains | 50 | 512 m (Goblintower) | 14 | Randomly damaged | |
StoneHenge1 | Plains | 5 | 1000 m (Stonehenge) | Min altitude 5 | 30 | Randomly damaged |
StoneHenge2 | Plains | 5 | 1000 m (Stonehenge) | Min altitude 5 | 30 | Randomly damaged |
Stonehenge3 | Plains | 5 | 1000 m (Stonehenge) | Min altitude 5 | 30 | Randomly damaged |
Stonehenge4 | Plains | 5 | 1000 m (Stonehenge) | Min altitude 5 | 30 | Randomly damaged |
Stonehenge5 | Plains | 20 | 500 m (Stonehenge) | Min altitude 2 | 16 | Randomly damaged |
Stonehenge6 | Plains | 20 | 500 m (Stonehenge) | Min altitude 2 | 16 | Randomly damaged |
WoodHouse1 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse2 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse3 | Meadows | 20 | Max delta 4 | 10 | Randomly damaged, vegetation allowed | |
WoodHouse4 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse5 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse6 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse7 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse8 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse9 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse10 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse11 | Meadows | 20 | Max delta 4 | 8 | Randomly damaged, vegetation allowed | |
WoodHouse12 | Meadows | 20 | Max delta 4 | 6 | Randomly damaged, vegetation allowed | |
WoodHouse13 | Meadows | 20 | Max delta 4 | 9 | Randomly damaged, vegetation allowed | |
WoodFarm1 | Meadows | 10 | 128 m (Woodvillage) | Max delta 4, Distance 500-2000 | 32 | Randomly generated, randomly damaged |
WoodVillage1 | Meadows | 15 | 256 m (Woodvillage) | Max delta 4, Min distance 2000 | 32 | Randomly generated, randomly damaged |
TrollCave02 | Black Forest (full) | 250 | 256 m | Delta 5-10, Min altitude 3 | 12 (24) | Interior randomly generated |
Dolmen01 | Meadows, Black Forest | 100 | Max delta 2 | 8 | Randomly damaged, vegetation allowed | |
Dolmen02 | Meadows, Black Forest | 100 | Max delta 2 | 8 | Randomly damaged, vegetation allowed | |
Dolmen03 | Meadows, Black Forest | 50 | Max delta 2 | 10 | Randomly damaged, vegetation allowed | |
Crypt3 | Black Forest | 200 | 128 m | Max delta 2, Min altitude 3 | 11 (21) | Interior randomly generated |
Crypt4 | Black Forest | 200 | 128 m | Max delta 2 | 18 (21) | Interior randomly generated, vegetation allowed |
InfestedTree01 | Swamp | 700 | Min altitude -1 | 5 | Randomly damaged, vegetation allowed | |
SwampHut1 | Swamp | 50 | 128 m (Swamphut) | Min altitude -2 | 8 | Randomly damaged, vegetation allowed |
SwampHut2 | Swamp | 50 | 128 m (Swamphut) | Min altitude 2 | 8 | Randomly damaged, vegetation allowed |
SwampHut3 | Swamp | 50 | 128 m (Swamphut) | Min altitude 2 | 8 | Randomly damaged, vegetation allowed |
SwampHut4 | Swamp | 50 | 128 m (Swamphut) | Min altitude -1 | 8 | Randomly damaged, vegetation allowed |
SwampHut5 | Swamp | 25 | 128 m (Swamphut) | Min altitude -1 | 10 | Randomly damaged |
SwampWell1 | Swamp | 25 | 1024 m | Min altitude -1 | 10 | Randomly damaged, vegetation allowed |
StoneTowerRuins04 | Mountain | 50 | 128 m (Mountainruin) | Min altitude 150, Delta 6-40 | 12.28 | Slope rotation, randomly damaged |
StoneTowerRuins05 | Mountain | 50 | 128 m (Mountainruin) | Min altitude 150, Delta 6-40 | 22 | Slope rotation, randomly damaged |
StoneTowerRuins03 | Black Forest | 80 | 200 m (Stonetowerruins) | Min altitude 2, Max delta 2 | 9 | Randomly damaged |
StoneTowerRuins07 | Black Forest | 80 | 200 m (Stonetowerruins) | Min altitude 2, Max delta 2 | 9 | Randomly damaged |
StoneTowerRuins08 | Black Forest | 80 | 200 m (Stonetowerruins) | Min altitude 2, Max delta 2 | 9 | Randomly damaged |
StoneTowerRuins09 | Black Forest | 80 | 200 m (Stonetowerruins) | Min altitude 2, Max delta 2 | 7 | Randomly damaged |
StoneTowerRuins10 | Black Forest | 80 | 200 m (Stonetowerruins) | Min altitude 2, Max delta 2 | 7 | Randomly damaged |
ShipSetting01 | Meadows | 100 | 128 m | 24 | Randomly damaged, vegetation allowed | |
DrakeNest01 | Mountain | 200 | 100 m | Min altitude 100 | 5 | |
Waymarker01 | Mountain | 50 | Max delta 2, Min altitude 100 | 3 | ||
Waymarker02 | Mountain | 50 | Max delta 2, Min altitude 100 | 3 | ||
AbandonedLogCabin02 | Mountain | 33 | 128 m (Abandonedcabin) | Min altitude 100 | 10.51 | Randomly damaged |
AbandonedLogCabin03 | Mountain | 33 | 128 m (Abandonedcabin) | Min altitude 100 | 10 | Randomly damaged |
AbandonedLogCabin04 | Mountain | 50 | 128 m (Abandonedcabin) | Min altitude 100 | 10 | Randomly damaged |
MountainGrave01 | Mountain | 100 | 50 m | Max delta 2, Min altitude 100 | 3.93 | |
DrakeLorestone | Mountain | 50 | 128 m (Runestones) | Min altitude 100 | 4 | |
MountainWell1 | Mountain | 25 | 256 m | Min altitude 100 | 14 | Randomly damaged, vegetation allowed |
ShipWreck01 | Black Forest, Swamp, Plains, Ocean | 25 | 1024 m (Shipwreck) | Max delta 10, Altitude from -1 to 1 | 10 | |
ShipWreck02 | Black Forest, Swamp, Plains, Ocean | 25 | 1024 m (Shipwreck) | Max delta 10, Altitude from -1 to 1 | 10 | |
ShipWreck03 | Black Forest, Swamp, Plains, Ocean | 25 | 1024 m (Shipwreck) | Max delta 10, Altitude from -1 to 1 | 10 | |
ShipWreck04 | Black Forest, Swamp, Plains, Ocean | 25 | 1024 m (Shipwreck) | Max delta 10, Altitude from -1 to 1 | 10 | |
Runestone_Meadows | Meadows | 100 | 128 m (Runestones) | 8 | ||
Runestone_Boars | Meadows | 50 | 128 m (Runestones) | 8 | ||
Runestone_Swamps | Swamp | 100 | 128 m (Runestones) | Min altitude 0 | 8 | |
Runestone_Mountains | Mountain | 100 | 128 m (Runestones) | Min altitude 100 | 8 | |
Runestone_BlackForest | Black Forest | 50 | 128 m (Runestones) | 8 | ||
Runestone_Plains | Plains | 100 | 128 m (Runestones) | 8 | ||
TarPit1 | Plains (full) | 100 | 128 m (Tarpit) | Max delta 1.5, Altitude 5-60 | 20 | Randomly damaged |
TarPit2 | Plains (full) | 100 | 128 m (Tarpit) | Max delta 1.5, Altitude 5-60 | 25 | Randomly damaged |
TarPit3 | Plains (full) | 100 | 128 m (Tarpit) | Max delta 1.5, Altitude 5-60 | 14 | Randomly damaged |
MountainCave02 | Mountains | 160 | 200 m (Mountaincaves) | Max delta 40, Min altitude 100 | 15 (32) | Slope rotation, interior randomly generated |
Mistlands_GuardTower1_new | Mistlands (full) | 75 | 128 (Dvergr) | Max delta 10, min altitude 2 | 24 | Slope rotation, randomly damaged |
Mistlands_GuardTower1_ruined_new | Mistlands (full) | 80 | 128 (Dvergr) | Max delta 10, min altitude 2 | 20 | Slope rotation, randomly damaged |
Mistlands_GuardTower1_ruined_new2 | Mistlands (full) | 20 | 128 (Dvergr) | Max delta 10, min altitude 2 | 20 | Slope rotation, randomly damaged |
Mistlands_GuardTower2_new | Mistlands (full) | 75 | 128 (Dvergr) | Max delta 10, min altitude 4 | 24 | Slope rotation, randomly damaged |
Mistlands_GuardTower3_new | Mistlands (full) | 50 | 128 (Dvergr) | Max delta 10, min altitude 12 | 24 | Slope rotation, randomly damaged |
Mistlands_GuardTower3_ruined_new | Mistlands (full) | 50 | 128 (Dvergr) | Max delta 10, min altitude 11 | 20 | Slope rotation, randomly damaged |
Mistlands_Lighthouse1_new | Mistlands (full) | 100 | 128 (Dvergr) | Max delta 40, altitude 1-20 | 20 | Slope rotation, randomly damaged |
Mistlands_Excavation1 | Mistlands (full) | 40 | 128 (Excavation) | Max delta 4, altitude 4-100 | 20 | Slope rotation, randomly damaged |
Mistlands_Excavation2 | Mistlands (full) | 40 | 128 (Excavation) | Max delta 4, altitude 4-100 | 20 | Slope rotation, randomly damaged |
Mistlands_Excavation3 | Mistlands (full) | 40 | 96 (Excavation) | Max delta 5, altitude 4-100 | 17 | Slope rotation, randomly damaged |
Mistlands_Harbour1 | Mistlands (coast) | 100 | 64 (Harbour) | Delta 2-20, altitude -1 to -0.25 | 20 | Slope rotation, snap to water, randomly damaged |
Mistlands_Viaduct1 | Mistlands (full) | 100 | 128 (Harbour) | Delta 2-40, altitude -1 to 15 | 24 | Slope rotation, randomly damaged |
Mistlands_Viaduct2 | Mistlands (full) | 150 | 64 (Harbour) | Delta 4-40, altitude -1 to 15 | 8 | Randomly damaged |
Mistlands_RockSpire1 | Mistlands (full) | 200 | 60 | Delta 2-99, min altitude -10 | 4 | Randomly damaged, vegetation allowed |
Mistlands_Giant1 | Mistlands (full) | 350 | 256 (Giant) | Min altitude -1 | 10 | Prioritized, vegetation allowed |
Mistlands_Giant2 | Mistlands (full) | 100 | 256 (Giant) | Max delta 4, min altitude -1 | 10 | Prioritized, vegetation allowed |
Mistlands_DvergrTownEntrance1 | Mistlands (full) | 120 | 256 (DvergrDungeon) | Delta 5-40, min altitude 12 | 20 (32) | Prioritized, slope rotation, randomly damaged, interior randomly generated |
Mistlands_DvergrTownEntrance2 | Mistlands (full) | 120 | 256 (DvergrDungeon) | Max delta 40, altitude 1-20 | 32 (32) | Prioritized, slope rotation, randomly damaged, interior randomly generated |
Mistlands_DvergrBossEntrance1 | Mistlands (full) | 5 | 2048 (DvergrBoss) | Max delta 40, altitude 1-20 | 32 (32) | Prioritized, slope rotation, randomly damaged, interior randomly generated |
Mistlands_RoadPost1 | Mistlands | 500 | Max delta 10 | 6 | Randomly damaged | |
Mistlands_StatueGroup1 | Mistlands | 200 | 32 | Max delta 10, min altitude 2 | 16 | Slope rotation, randomly damaged |
Mistlands_Statue1 | Mistlands | 200 | Max delta 10, min altitude 2 | 6 | Slope rotation, randomly damaged | |
Mistlands_Statue2 | Mistlands | 200 | Max delta 10, min altitude 2 | 6 | Slope rotation, randomly damaged | |
Mistlands_Swords1 | Mistlands (full) | 33 | 256 (GiantArmor) | Max delta 10, min altitude -1 | 12 | |
Mistlands_Swords2 | Mistlands (full) | 33 | 256 (GiantArmor) | Max delta 10, min altitude -1 | 12 | |
Mistlands_Swords3 | Mistlands (full) | 33 | 256 (GiantArmor) | Max delta 10, min altitude -1 | 8 | |
Runestone_Mistlands | Mistlands | 50 | 128 (Runestones) | Max delta 10, min altitude -1 | 12 | Random rotation, slope rotation |
Dungeons[]
Troll Caves[]
They appear as large rock formations with a large entryway, usually decorated with two or three bone piles. They are either empty or contain a troll. If they are empty, no troll will ever return to them.
Burial Chambers[]
A tomb-like structure with entrance to dungeon-instance. Often surrounded by Skeletons. Dungeon-instance also contains a lot of Skeletons and chests with loot. Primary source of surtling cores.
Sunken Crypts[]
Sunken Crypts are dark and gloomy dungeons, lit if at all with green torches, located in the Swamp and unlocked by the Swamp key dropped by The Elder. Oddly, they are not considered a Wet environment unless the player is forced to traverse flooded corridors. This is the primary source of iron scrap.
Frost Caves[]
A frozen cave in the Mountain biome home to wolf-cultists, Ulvs, and bats with entrance to dungeon-instance. Dungeon-instance loot includes Fenris hair, Fenris claw, Red Jute, and gold.
Infested Mines[]
Infested Mines are the remains of a Dvergr mining camp now overrun by Seekers in the Mistlands biome. Dungeon-instance loot contains Black cores, Sealbreaker fragments, and Royal jelly.
Instances[]
Instances of a POI may have random variation.
Some elements like enemies and treasure often have a random chance of appearing.
If the POI gets randomly damaged, each structure randomly loses 40%-90% of its health.
Meadows, Black Forest and Ocean[]
Instance Name | Type | Amount | Other |
---|---|---|---|
StartTemple | Eikthyr vegvisir | 1 | |
Raspberries | 2 | ||
Mushroom | 2 | ||
Branch | 2-4 | 74.4% and 75.8% chance for the extra | |
Stone | 3-5 | 87.0% and 85.3% chance for the extra | |
Eikthyrnir | No loot | ||
StoneCircle | No loot | ||
WoodHouse1 | Meadows Chest | 50% | |
Beehive | 25% | ||
WoodHouse2 | Meadows Chest | 50% | |
Beehive | 25% | ||
WoodHouse3 | Beehive | 25% | |
Branch | 0-3 (90% each) | ||
Stone | 0-6 (90% each) | ||
WoodHouse4 | Beehive | 25% | |
WoodHouse5 | Beehive | 25% | |
WoodHouse6 | Meadows Chest | 1 | |
Beehive | 25% | ||
WoodHouse7 | Meadows Chest | 50% | |
Beehive | 25% | ||
WoodHouse8 | Dandelion | 0-6 (20% each) | |
WoodHouse9 | Meadows Chest | 50% | |
Beehive | 25% | ||
WoodHouse10 | Meadows Chest | 50% | |
Beehive | 25% | ||
WoodHouse11 | Meadows Chest | 50% | |
Beehive | 25% | ||
WoodHouse12 | Meadows Chest | 50% | |
Mushroom | 0-4 (33% each) | ||
WoodHouse13 | Meadows Chest | 50% | |
Beehive | 25% | ||
WoodFarm1 | Randomly generated (see below) |
20-30 rooms | Type: Meadows Farm |
WoodVillage1 | Randomly generated (see below) |
20-30 rooms | Type: Meadows Village |
Dolmen01 | Stone Grave Treasure | 10% | |
Bone fragments | 50% | ||
Melee Skeleton | 50% | Only at night | |
Dolmen02 | Stone Grave Treasure | 20% | |
Bone fragments | 50% | ||
Melee Skeleton | 50% | Only at night | |
Dolmen03 | Stone Grave Treasure | 30% | |
Bone fragments | 1-2 (50% for the extra) | ||
Melee Skeleton | 50% | Only at night | |
ShipSetting01 | Stone Grave Treasure | 50% | |
Meadows Chest | 80% | ||
Bone fragments | 2 | ||
Runestone_Meadows | No loot | ||
Runestone_Boars | Boar | 1-9 (50% for each extra) | |
GDKing | No loot | ||
Vendor_BlackForest | No loot | ||
Greydwarf_camp1 | Greydwarf nest | 1 | |
Runestone_Greydwarfs | No loot | ||
Crypt2 | Randomly generated (see below) |
20-40 rooms | Type: Forest Crypt |
Skeleton | 1 | Respawns every hour | |
Skeleton | 2 | ||
Crow | 2 | ||
Crypt3 | Randomly generated (see below) |
20-40 rooms | Type: Forest Crypt |
Skeleton | 1 | Respawns every hour | |
Skeleton | 2 | ||
Crow | 2 | ||
Crypt4 | Randomly generated (see below) |
20-40 rooms | Type: Forest Crypt |
Skeleton | 1 | Respawns every hour | |
Skeleton | 2 | ||
Crow | 1 | ||
Ruin1 | Black Forest Chest | 1 | |
Greydwarf | 5 | ||
Greydwarf shaman | 1 | ||
Crow | 2 | ||
Ruin2 | Black Forest Chest | 1 | |
Barrel | 1 | ||
The Elder vegvisir | 30% | ||
Greydwarf brute | 20% | ||
Greydwarf | 6-7 (20% chance for the extra) |
||
Crow | 2 | ||
StoneHouse3 | Black Forest Chest | 1 | |
Greydwarf | 1 | ||
StoneHouse4 | Greydwarf | 0-2 (50% each) | |
TrollCave02 | Troll | 33% | |
Bone fragments | 0-3 (66% each) | ||
TrollCave02 (interior) | Troll | 75% | |
Troll Cave Chest | 0-2 (75% each, 56.3% each total) | Requires the troll to spawn (75%) | |
Crypt Treasure | 0-9 (50% each) | ||
Yellow mushroom | 0-12 (50% each) | Respawns every 4 hours | |
StoneTowerRuins03 | Black Forest Chest | 81.8% | Second chest |
Beehive | 28.1% (23% total) | Requires the second chest to spawn (81%) | |
The Elder vegvisir | 30% (24.5% total) | Requires the second chest to spawn (81%) | |
Greydwarf brute | 50% (40.9% total) | Requires the second chest to spawn (81%) | |
Greydwarf | 50% (40.9% total) | Requires the second chest to spawn (81%) | |
Black Forest Chest | 33% | ||
Skeleton | 6 (100%, 33% total) | Requires the chest to spawn (33%) | |
Greydwarf | 3 (50%) | ||
Crow | 2 | ||
StoneTowerRuins07 | Black Forest Chest | 25% | Upper level |
Skeleton | 1-2 (100%, 25% total) (50% chance for the extra, 12.5% total) |
Requires the upper level chest to spawn (25%) | |
Skeleton | 2-4 (25% chance for each extra) | ||
Crow | 2 | ||
StoneTowerRuins08 | Black Forest Chest | 25% | Upper floor |
Skeleton | 50% (12.5% total) | Requires the upper floor chest to spawn (25%) | |
Skeleton | 3-5 (12.5% for each extra) | ||
Crow | 2 | ||
StoneTowerRuins09 | Black Forest Chest | 50% | Topmost floor |
Skeleton | 0-4 (33% each, 16.5% each total) | Requires the topmost floor chest to spawn (50%) | |
Skeleton | 0-3 (33% each) | ||
Crow | 2 | ||
StoneTowerRuins10 | Black Forest Chest | 25% | Topmost floor |
Skeleton | 0-2 (50% each, 12.5% each total) | Requires the topmost floor chest to spawn (25%) | |
Skeleton | 0-2 (12.5% each) | ||
Skeleton | 0-3 (50% each) | ||
Crow | 2 | ||
ShipWreck01 | Shipwreck Chest | 74.9% | |
ShipWreck02 | Shipwreck Chest | 74.9% | |
ShipWreck03 | Shipwreck Chest | 74.9% | |
ShipWreck04 | Shipwreck Chest | 74.9% | |
Runestone_BlackForest | No loot |
Swamp and Mountain[]
Instance Name | Type | Amount | Other |
---|---|---|---|
Bonemass | No loot | ||
SunkenCrypt4 | Draugr | 30% | Can't be starred |
Oozer | 30% | Can't be starred | |
SunkenCrypt4 (interior) | Randomly generated (see below) |
20-30 rooms | Type: Sunken Crypt |
Dragonqueen | No loot | ||
Grave1 | Swamp Chest | 50% | |
Body pile | 2 | ||
Evil bone pile | 1 | ||
SwampRuin1 | Bonemass vegvisir | 30% | |
Swamp Chest | 25.1% | ||
Body pile | 1 | ||
Draugr | 0-2 (50% each) | Can't be starred | |
Draugr elite | 32.1% | Can't be starred | |
Crow | 2 | ||
SwampRuin2 | Bonemass vegvisir | 30% | |
Swamp Chest | 25.1% | ||
Body pile | 1 | ||
Draugr | 0-2 (50% each) | Can't be starred | |
Draugr elite | 32.1% | Can't be starred | |
Crow | 2 | ||
FireHole | Surtling | 3 | Respawns every 5 minutes |
Runestone_Draugr | Draugr | 3 | Can't be starred |
InfestedTree01 | Gucksack | 0-6 (66% each) | 4-7 Guck per sack |
Small Gucksack | 0-3 (25% each) | 1-2 Guck per sack | |
SwampHut1 | Black Forest Chest | 10% | |
Wraith | 10% | Spawns with the chest, can't be starred | |
SwampHut2 | Black Forest Chest | 10% | |
Wraith | 10% | Spawns with the chest, can't be starred | |
SwampHut3 | Black Forest Chest | 10% | |
Wraith | 10% | Spawns with the chest, can't be starred | |
SwampHut4 | Black Forest Chest | 75% | |
Draugr | 2 (100%, 75% total) | Requires the chest (75%), can't be starred | |
Ranged Draugr | 20% and 30% | Can't be starred | |
SwampHut5 | Black Forest Chest | 10% | |
Wraith | 10% | Spawns with the chest, can't be starred | |
Crow | 2 | ||
SwampWell1 | Draugr elite | 0-2 (32.1% each) | Can't be starred |
StoneTowerRuins04 | Moder vegvisir | 70% (63% total) | Requires the tower to spawn (90% chance) |
Mountain Chest | 66% (59.4% total) | Ground floor chest Requires the tower to spawn (90% chance) | |
Mountain Chest | 20.2% (18.1% total) | Top floor chest Requires the tower to spawn (90% chance) | |
Draugr | 3 (33%) | Can't be starred | |
StoneTowerRuins05 | Evil bone pile | 50% | |
Skeleton | 0-4 (33% each) | ||
Mountain Chest | 50% | Central tower chest | |
Skeleton | 0-3 (33% each, 16.5% each total) | Requires the central tower chest to spawn (50%) | |
Skeleton | 0-12 (33% each, 10.89% each total) | Four groups of three skeletons Each group requires a corner tower to spawn (33% each) | |
DrakeNest01 | Dragon egg | 1 | Respawns every 8 hours |
Drake | 0-3 (66% each) | Can't be starred | |
Waymarker01 | No loot | ||
Waymarker02 | No loot | ||
AbandonedLogCabin02 | Mountain Chest | 54.6% | Upper floor chest |
Stone Golem | 1-2 (50% and 10%) | Can't be starred | |
AbandonedLogCabin03 | Mountain Chest | 1 | |
Stone Golem | 10% | ||
Skeleton | 0-2 (50% each) | Can be starred | |
AbandonedLogCabin04 | Mountain Chest | 1 | |
Stone Golem | 0-2 (10% each) | Can't be starred | |
Skeleton | 0-2 (50% each) | ||
MountainGrave01 | Bone fragments | 100% (50% total) | Requires the skeletal remains to spawn (50% chance) |
Silver necklace | 50.6% (25.3% total) | Requires the skeletal remains to spawn (50% chance) | |
DrakeLorestone | No loot | ||
MountainWell1 | Mountain Chest | 75% | |
Runestone_Swamps | No loot | ||
Runestone_Mountains | No loot | ||
MountainCave02 | Randomly generated (see below) |
3-64 rooms | Type: Cave |
Plains, Mistlands and Ashlands[]
Instance Name | Type | Amount | Other |
---|---|---|---|
GoblinKing | No loot | ||
Meteorite | Glowing metal | 1 | |
Surtling | 4 | ||
Ruin3 | Plains Chest | 1 | |
Fuling | 2 | ||
GoblinCamp2 | Randomly generated (see below) |
15-25 rooms | Type: Goblin Camp |
StoneTower1 | Fuling totem | 1 | |
Plains Chest | 50% | ||
Fuling | 0-3 (54% each, 27% each total) | Requires the chest to spawn (50%) | |
Fuling | 0-6 (54% each) | ||
StoneTower3 | Plains Chest | 50% | |
Fuling | 0-2 (54% each, 27% each total) | Requires the chest to spawn (50%) | |
Fuling | 0-9 (54% each) | ||
StoneHenge1 | Yagluth vegvisir | 40% | |
Stonehenge Chest | 50% | ||
Fuling Berserker | 1-3 (100%, 50% total) (50% chance for the extras, 25% total) |
Requires the chest to spawn (50%) | |
StoneHenge2 | Stonehenge Chest | 50% | |
Fuling Berserker | 1-3 (100%, 50% total) (50% chance for the extras, 25% total) |
Requires the chest to spawn (50%) | |
Stonehenge3 | Yagluth vegvisir | 40% | |
Stonehenge Chest | 50% | ||
Fuling Berserker | 1-3 (100%, 50% total) (50% chance for the extras, 25% total) |
Requires the chest to spawn (50%) | |
Stonehenge4 | Yagluth vegvisir | 40% | |
Fuling Berserker | 0-2 (50% each) | ||
Stonehenge5 | Yagluth vegvisir | 40% | |
Fuling | 0-3 (40.5% each) | ||
Stonehenge6 | No loot | ||
Runestone_Plains | No loot | ||
TarPit1 | Growth | 2 | Respawns every hour, can't be starred |
Growth | 0-7 (50% each) | Can't be starred | |
Big Tar | 4 | ||
Small Tar | 12 | ||
TarPit2 | Growth | 2 | Respawns every hour, can't be starred |
Growth | 0-7 (50% each) | Can't be starred | |
Big Tar | 4 | ||
Small Tar | 8 | ||
TarPit3 | Growth | 2 | Respawns every hour, can't be starred |
Growth | 0-4 (50% each) | Can't be starred | |
Big Tar | 3 | ||
Small Tar | 6 | ||
Mistlands_GuardTower1_new | Dvergr lantern | 50% | Pickable, ground floor |
Dvergr tankard | 20% (10% total) | Pickable Requires upper floor table to spawn (50%) | |
Dvergr lantern | 75% (56.3% total) | Pickable Requires rooftop table to spawn (75%) | |
Dvergr tankard | 20% (15% total) | Pickable Requires rooftop table to spawn (75%) | |
Dvergr lantern | 0-2 (75% each) | Pickable, on rooftop | |
Dvergr crate | 6-10 (50% chance for each extra) |
Upper floor, 2 groups of 3-5 each | |
Dvergr component crate | 1 | Upper floor | |
Dvergr rogue | 3-4 (50% chance for the extra) |
One per floor, plus one outside | |
Dvergr mage | 2-4 (50% chance for each extra) |
One per floor, plus one outside | |
Mistlands_GuardTower1_ruined_new | Seeker | 1-2 (18.8% total) (50% chance for the extra, 9.4% total) |
Requires the upper floor to spawn (25%) |
Seeker | 1-2 (3.13% total) (50% chance for the extra, 1.56% total) |
Requires the roof to spawn (6.25%) | |
Seeker | 0-3 (50% each) | Ground floor | |
Mistlands_GuardTower1_ruined_new2 | Seeker | 0-3 (50% each) | Ground floor |
Large Yggdrasil shoot | 1 | Variant 3 | |
Mistlands_GuardTower2_new | Dvergr lantern | 50% | Pickable, ground floor |
Dvergr tankard | 20% (10% total) | Pickable Requires rooftop table to spawn (50%) | |
Dvergr lantern | 0-2 (50% each) | Pickable, on rooftop | |
Dvergr crate | 6-10 (50% chance for each extra) |
Rooftop, 2 groups of 3-5 each | |
Dvergr component crate | 1 | Rooftop | |
Dvergr rogue | 3-4 (50% chance for the extra) |
Two on ground floor, one on roof, one outside | |
Dvergr mage | 2-4 (50% chance for each extra) |
Two on ground floor, one on roof, one outside | |
Mistlands_GuardTower3_new | Dvergr crate | 6-8 (50% chance for each extra) |
Basement, 2 groups of 3-4 each |
Dvergr barrel | 0-2 (75% each) | Basement | |
Dvergr component crate | 1 | Basement | |
Dvergr rogue | 2-4 (50% chance for each extra) |
Three on the ground floor, one outside | |
Dvergr mage | 2-3 (50% chance for the extra) |
Two on the ground floor, one outside | |
Mistlands_GuardTower3_ruined_new | Seeker | 0-4 (50% each) | Basement |
Small Yggdrasil shoot | 0-5 (50% each) | Basement | |
Mistlands_Lighthouse1_new | Dvergr lantern | 0-3 (75% each, 56.3% each total) | Pickable, ground floor Requires ground floor table to spawn (75%) |
Dvergr tankard | 20% (15% total) | Pickable Requires ground floor table to spawn (75%) | |
Dvergr tankard | 0-2 (20% each, 15% each total) | Pickable Requires upper floor table to spawn (75%) | |
Dvergr component crate | 1 | Upper floor | |
Dvergr rogue | 2-3 (50% chance for the extra) | One on each floor, one outside | |
Dvergr mage | 3 | One on each floor, one outside | |
Mistlands_Excavation1 | Giant Skull | 1 | Center of the camp |
Giant Brain (soft tissue deposit) |
1 | Inside the Giant Skull | |
Dvergr hook and chain | 1 | Above the Giant Skull | |
Dvergr crate | 3-5 (50% for each extra) | ||
Dvergr crate | 3-5 (50%) (50% chance for each extra, 25% total) |
||
Dvergr lantern | 0-6 (50% each) | Pickable, atop the outer wall | |
Dvergr component crate | 1 | ||
Dvergr rogue | 0-2 (66% each) | ||
Dvergr rogue | 0-6 (33% each) | ||
Dvergr mage | 0-4 (50% each) | ||
Mistlands_Excavation2 | Giant Ribs | 1 | Center of the camp |
Dvergr wood crane | 1 | Above the Giant Ribs | |
Dvergr crate | 3-5 (50% for each extra) | ||
Dvergr crate | 3-5 (50%) (50% chance for each extra, 25% total) |
||
Dvergr lantern | 0-6 (50% each) | Pickable, atop the outer wall | |
Dvergr component crate | 1 | In the wagon | |
Dvergr rogue | 0-2 (66% each) | ||
Dvergr rogue | 50% | ||
Dvergr rogue | 0-5 (33% each) | ||
Dvergr mage | 0-4 (50% each) | ||
Mistlands_Excavation3 | Dvergr hook and chain | 1 | Above the pit in the center |
Dvergr crate | 3 | ||
Dvergr crate | 3 (50%) | ||
Seeker | 2-6 (50% for each extra) | ||
Mistlands_Harbour1 | Dvergr crate | 0-3 (50% each) | On the dock, near land |
Dvergr rogue | 50% (25% total) | Requires the second branch to spawn (50%) | |
Dvergr crate | 2 (25%) | On the dock, by the crane | |
Dvergr crate | 1-3 (50%, 12.5% total) (50% for each extra, 6.25% total) |
Requires the crates by the crane to spawn (25%) | |
Dvergr mage | 100%, 25% total | Requires the crates by the crane to spawn (25%) | |
Dvergr crate | 2 (25%, 12.5% total) | On the first branch of the dock Requires the first branch to spawn (50%) | |
Dvergr crate | 1-3 (50%, 6.25% total) (50% for each extra, 3.13% total) |
Requires the first-branch crates to spawn (12.5%) | |
Dvergr mage | 100%, 12.5% total | Requires the first-branch crates to spawn (12.5%) | |
Dvergr wood crane | 1 | Above the ward | |
Dvergr component crate | 100%, 66% total | Requires the hut to spawn (66%) | |
Dvergr mage | 100%, 66% total | Requires the hut to spawn (66%) | |
Dvergr rogue | 75% | On the dock, near land | |
Mistlands_Viaduct1 | No loot | ||
Mistlands_Viaduct2 | No loot | ||
Mistlands_RockSpire1 | No loot | ||
Mistlands_Giant1 | Ancient sword | 25% | Protruding from the stomach |
Giant Ribs | 1 | ||
Giant Skull | 1 | ||
Giant Brain (soft tissue deposit) |
1 | Inside the Giant Skull | |
Tick | 5 | Can't be starred Within the Giant Ribs | |
Mistlands_Giant2 | Giant Ribs | 1 | |
Mistlands_DvergrTownEntrance1 | Seeker | 5 | Two inside, three on the roof |
Mistlands_DvergrTownEntrance1 (interior) | Randomly generated (see below) |
16-96 rooms | Type: Dverger Town |
Mistlands_DvergrTownEntrance2 | Seeker | 2-4 (50% for each extra) | On the stairs |
Mistlands_DvergrTownEntrance2 (interior) | Randomly generated (see below) |
16-96 rooms | Type: Dverger Town |
Mistlands_DvergrBossEntrance1 | Seeker | 4 | Atop the exterior |
Dvergr barrel | 3 | Lower floor, middle room | |
Dvergr tankard | 0-5 (33% each) | Pickable, lower floor Two atop each table, one by the barrels | |
Dvergr lantern | 0-2 (50% each) | Pickable, lower floor One atop each table | |
Dvergr tankard | 0-2 (50% each, 25% each total) | Pickable, lower floor, end rooms Each requires a shelf to spawn (50% each) | |
Mistlands_DvergrBossEntrance1 (interior) | Randomly generated (see below) |
512 rooms | Type: Dverger Boss |
Mistlands_RoadPost1 | Dvergr rogue | 50% | |
Dvergr mage | 50% | ||
Mistlands_StatueGroup1 | No loot | ||
Mistlands_Statue1 | No loot | ||
Mistlands_Statue2 | No loot | ||
Mistlands_Swords1 | Ancient sword | 66% | Upright, with hilt |
Ancient sword | 50% | Laying down, no hilt | |
Ancient sword | 75% | Laying down, no hilt | |
Ancient sword | 50%, 37.5% total | Laying down, with hilt Requires the second hiltless sword to spawn (75%) | |
Ancient armor | 1 | Variant 2 (missing back and part of forehead) | |
Mistlands_Swords2 | Ancient sword | 66% | Laying down, with hilt |
Ancient armor | 1 | Variant 1 (missing righthand side) | |
Ancient sword | 50% | Upright, no hilt | |
Mistlands_Swords3 | Ancient sword | 66% | Laying down atop rock, with hilt |
Ancient sword | 49.5% | Laying down atop rock, no hilt | |
Ancient sword | 56.3% | Laying down atop rock, with hilt | |
Ancient sword | 56.3% | Laying down atop rock, no hilt | |
Runestone_Mistlands | No loot |
Dungeon generation[]
Some instances get randomly generated as dungeons. Depending on the dungeon type, the way in which rooms are placed in each dungeon may vary significantly - as an example, "rooms" of Fuling Villages are placed in a very different manner than rooms of e.g. Sunken Crypts.
Each dungeon may contain a random number of rooms, within a certain range; dungeons may also specify a minimum number of required rooms. During generation, rooms will continue to be added to a dungeon until either the maximum number of rooms has been reached, or until the minimum number of required rooms have been placed (and the minimum number of rooms have been placed). Note that if the minimum number of required rooms is zero, the latter condition will never be satisfied. It is allowed for dungeons to contain more than the minimum number of required rooms, but if they do they will be of minimal total room count; it is also allowed for dungeons to contain none of the required rooms, in which case they will be of maximal total room count.
Dungeon algorithm[]
Rooms are placed in an arbitrary fashion, based on different parameters defined on each room choice. Each room has one or more connections, which define where the room can attach to other rooms. Each connection has a type, which determines what types of rooms the connection may lead to: Rooms are placed by rotating through each of the dungeon's open connections (connections not yet leading to a placed room), and attempting to place rooms leading from those connections such that the connection in the current room and the connection in the new room are of matching type. When a room is selected for placement, only one of its connections needs to match with the type of the existing room's connection; the new room is allowed to have any number of additional connections which align against existing open connections, even if their types do not match. (This allows for the placement of dividers.)
If the dungeon uses weighted placement, rooms and endcaps are selected for placement according to their weight; if not, the weight parameter is ignored, regular rooms are chosen randomly in an unweighted manner, and endcaps are placed according to their endcap priority (which is 0 unless otherwise specified). Rooms also define a minimum depth, which specifies how many connections deep in the dungeon the room may begin to generate (which is 0 unless otherwise specified). Note that except for required rooms, there is no definite upper limit on how many of a given room type may spawn in a single dungeon, although other constraints (such as the overall room count and room types) often are limiting factors.
Certain special types of rooms have different placement rules; these are places after regular rooms are placed, and do not contribute to the dungeon's room count:
- Endcaps are rooms with only one connection, such as wall segments or small alcoves: they are placed after regular rooms and do not contribute to the dungeon's room count. Once all main rooms and dividers have been placed, endcaps are used to plug any "holes" (any open connections without rooms attached yet). Endcaps have no minimum depth.
- Dividers are rooms with only one connection, similar to endcaps; however, unlike endcaps (which plug open connections), dividers are placed across closed connections (i.e. connections already with an adjacent room). They can be placed only where two rooms have adjacent connections which are of different types. Also, unlike endcaps, dividers may (or may not) be passable by players. Dividers have no minimum depth.
- Doors are not technically rooms, but obstacles which can be placed across closed connections, like dividers. Doors are placed after all other types of rooms; they are selected for placement randomly based on weight and the type of the connection they are being considered for placement at (with only matching types being considered). The overall door chance parameter of the dungeon defines the frequency of door placements. If no door types are defined for a connection type, no doors will ever appear over connections of that type. Doors have no minimum depth.
Camp radial algorithm[]
Each dungeon of this type has a few extra parameters defined: a minimum radius and maximum radius; a perimeter buffer and perimeter section count; and a maximum tilt and minimum altitude. The former two control the radius of the camp: Each dungeon instance will first randomly pick a radius between the given minimum and maximum. The second pair of parameters specifies the number of "perimeter" (or "wall") rooms to be generated around the outer edge of the camp (if any), as well as the width of the buffer zone (defined below). The last two parameters control the maximum allowed tilt (ground incline) and the minimum allowed altitude (relative to water level) which rooms may be placed upon.
After randomly picking a camp radius and a room count within the respective specified ranges, room generation proceeds as follows: Rooms are selected for placement by choosing a room type at random (based on weight), and then applying a random position to that room. The random positioning is done by first moving the room to the center of the camp, then sliding it out by a random horizontal displacement (between 0 meters and the start of the buffer zone, which is equal to the camp radius minus the perimeter buffer), then rotating it around the center point of the camp by a random amount (0-360 degrees). This means that all rooms in the camp are randomly distributed throughout the camp radius (except for the buffer zone). Some types of rooms are subsequently rotated such that they always face the center of the camp; others will be rotated randomly instead. Only room types not marked as perimeter are eligible for placement in the camp interior.
After the inner rooms are placed, the perimeter rooms (if any) are placed. The system for placing the perimeter rooms is exactly the same as for the other rooms, except that perimeter rooms are always placed at the camp radius (instead of at a random distance from the camp center), and that only room types marked as perimeter are eligible for placement here.
Note that required rooms, endcaps, dividers, and doors are all ignored in the camp radial algorithm. (That is to say, camps do not obey the required room count, and never generate any endcaps, dividers, or doors.)
Dungeon rooms[]
Below are the different types of dungeons and the rooms they can contain, along with what loot those rooms may hold. The "type" column indicates the type of room or the type of loot, and the "weight or amount" column indicates the weight (for rooms) or else the amounts and chances (for loot).
Frost Cave[]
Type: Cave
Number of Rooms: 3–64
Minimum Required Rooms: 3
Weighted Placement: Yes
Overall Door Chance: 20%
Dungeon Room Name |
Type | Weight or Amount |
Other |
---|---|---|---|
cave_new_entrance02 | Entrance | 1 | Connections: 1x Entrance
9x "" (can be doors) |
Crystal | 0-2 (25% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_deeproom_bottom_shrine | Room | 10 | Minimum Depth: 2 Connections: 1x "" (can be door)
1x "deeproom" 4x "shrine" (can be doors) |
Ulv | 0-4 (50% each) | Can't be starred | |
cave_shrine_hole01 | Room | 200 | Minimum Depth: 1 Connections: 4x "shrine" (can be doors)
|
Bone fragments | 0-4 (33% each, 16.5% each total) | Pickable | |
Meat pile | 66% chance (33% total) | Pickable | |
Ulv | 0-9 (50% each) | Can't be starred | |
cave_shrine_room01 | Room | 150 | Minimum Depth: 2 Connections: 4x "shrine" (can be doors)
|
Bone fragments | 0-12 (33% each, 16.5% each total) | Pickable | |
Meat pile | 0-4 (66% each, 33% each total) | Pickable | |
Ulv | 2-8 (50% chance for each extra) | Can't be starred | |
cave_shrine_room02 | Room | 150 | Minimum Depth: 2 Connections: 4x "shrine" (can be doors)
|
Meat pile | 0-3 (66% each, 49.5% each total) | Pickable | |
Bone fragments | 0-12 (33% each, 16.5% each total) | Pickable | |
Meat pile | 0-4 (66% each, 33% each total) | Pickable | |
Ulv | 2-6 (50% chance for each extra) | Can't be starred | |
cave_shrine_shrine03 | Room | 300 | Required Minimum Depth: 3 Connections: 3x "shrine" (can be doors)
|
Hanging Fenris hair | 0-10 (66% each) | Pickable Drops one Fenris hair each when picked | |
Sacred pillar loot (Fenris claw or Fenris hair) |
2 | Pickable One of either item type, chosen at random (50% each) | |
Sacred pillar loot (Fenris claw or Fenris hair) |
0 or 2 (75% chance for both) |
Pickable One of either item type, chosen at random (50% each) | |
Bone fragments | 0-12 (33% each, 16.5% each total) | Pickable | |
Meat pile | 0-6 (66% each) | Pickable | |
Cultist | 1-3 (50% chance for each extra) |
Can't be starred | |
cave_shrine_shrine02 | Room | 300 | Required Minimum Depth: 3 Connections: 1x "shrine" (can be door)
|
Hanging Fenris hair | 0-10 (66% each) | Pickable Drops one Fenris hair each when picked | |
Sacred pillar loot (Fenris claw or Fenris hair) |
2 | Pickable One of either item type, chosen at random (50% each) | |
Sacred pillar loot (Fenris claw or Fenris hair) |
0 or 2 (75% chance for both) |
Pickable One of either item type, chosen at random (50% each) | |
Bone fragments | 0-12 (33% each, 16.5% each total) | Pickable | |
Meat pile | 0-6 (66% each) | Pickable | |
Cultist | 1-3 (50% chance for each extra) |
Can't be starred | |
cave_shrine_shrine01 | Room | 800 | Required Minimum Depth: 4 Connections: 1x "shrine" (can be door)
|
Hanging Fenris hair | 0-10 (66% each) | Pickable Drops one Fenris hair each when picked | |
Sacred pillar loot (Fenris claw or Fenris hair) |
2 | Pickable One of either item type, chosen at random (50% each) | |
Bone fragments | 0-6 (33% each, 16.5% each total) | Pickable | |
Meat pile | 0-3 (66% each) | Pickable | |
Cultist | 1-2 (50% chance for the extra) |
Can't be starred | |
cave_shrine_corridor07 | Room | 150 | Minimum Depth: 2 Connections: 4x "shrine" (can be doors)
|
Ulv | 0-2 (66% each) | Can't be starred | |
cave_shrine_corridor06 | Room | 200 | Minimum Depth: 2 Connections: 4x "shrine" (can be doors)
|
Ulv | 0-3 (50% each) | Can't be starred | |
cave_shrine_corridor05 | Room | 150 | Minimum Depth: 2 Connections: 3x "loot"
3x "shrine" (can be doors) |
Sacred pillar loot (Fenris claw or Fenris hair) |
0-2 (66% each) | Pickable One of either item type, chosen at random (50% each) | |
Ulv | 0-2 (66% each) | Can't be starred | |
cave_shrine_corridor04 | Room | 200 | Minimum Depth: 2 Connections: 4x "shrine" (can be doors)
|
Bone fragments | 0-7 (33% each, 16.5% each total) | Pickable | |
Meat pile | 66% chance (33% total) | Pickable | |
Ulv | 50% | Can't be starred | |
Ulv | 0-3 (25% each) | Can't be starred | |
cave_shrine_corridor03 | Room | 200 | Minimum Depth: 2 Connections: 2x "shrine" (can be doors)
|
Sacred pillar loot (Fenris claw or Fenris hair) |
1 | Pickable Guaranteed spawn, but may be hidden behind 1-2 walls (50% each) If both walls spawn, the sacred pillar is inaccessible One of either item type, chosen at random (50% each) | |
Bone fragments | 0-9 (33% each, 16.5% each total) | Pickable | |
Meat pile | 0-2 (66% each, 33% each total) | Pickable | |
Ulv | 0-2 (66% each) | Can't be starred | |
cave_shrine_corridor02 | Room | 150 | Minimum Depth: 2 Connections: 6x "loot"
2x "shrine" (can be doors) |
Ulv | 0-2 (66% each) | Can't be starred | |
cave_shrine_corridor01 | Room | 200 | Minimum Depth: 2 Connections: 4x "shrine" (can be doors)
|
Bone fragments | 0-9 (33% each, 16.5% each total) | Pickable | |
Meat pile | 0-4 (66% each, 33% each total) | Pickable | |
Ulv | 0-4 (50% each) | Can't be starred | |
cave_shrine_start02_ice | Room | 150 | Minimum Depth: 2 Connections: 1x "ice" (can be door)
3x "shrine" (can be doors) |
cave_shrine_start02_ice_corridor | Room | 150 | Minimum Depth: 2 Connections: 1x "ice" (can be door)
3x "shrine" (can be doors) |
cave_shrine_start02 | Room | 150 | Minimum Depth: 2 Connections: 1x "" (can be door)
3x "shrine" (can be doors) |
cave_shrine_start02_corridor | Room | 150 | Minimum Depth: 2 Connections: 1x "" (can be door)
3x "shrine" (can be doors) |
cave_shrine_lootencap06 | Endcap | 2 | Endcap Priority: 2 Connections: 1x "loot"
|
Bone fragments | 0-4 (33% each) | Pickable | |
Coins | 0-3 (20% each) | Pickable Drops 3-9 Coins when picked | |
cave_shrine_lootencap05 | Endcap | 3 | Endcap Priority: 2 Connections: 1x "loot"
|
Bone fragments | 0-2 (33% each, 16.5% each total) | Pickable | |
Meat pile | 66% chance (33% total) | Pickable | |
cave_shrine_lootencap04 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "loot"
|
cave_shrine_lootencap03 | Endcap | 3 | Endcap Priority: 2 Connections: 1x "loot"
|
Sacred pillar loot (Fenris claw or Fenris hair) |
75% | Pickable One of either item type, chosen at random (50% each) | |
cave_shrine_lootencap02 | Endcap | 2 | Endcap Priority: 1 Connections: 1x "loot"
|
cave_shrine_lootencap01 | Endcap | 3 | Endcap Priority: 2 Connections: 1x "loot"
|
Sacred pillar loot (Fenris claw or Fenris hair) |
75% | Pickable One of either item type, chosen at random (50% each) | |
cave_shrine_endcap_noshrine | Endcap | 1 | Endcap Priority: 1 Connections: 1x ""
|
Sacred pillar loot (Fenris claw or Fenris hair) |
66% | Pickable One of either item type, chosen at random (50% each) | |
cave_shrine_endcap_noshrine02 | Endcap | 1 | Endcap Priority: 1 Connections: 1x ""
|
Treasure Chest | 66% | ||
cave_shrine_endcap01 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "shrine"
|
Meat pile | 0-3 (66% each) | Pickable | |
cave_shrine_endcap02 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "shrine"
|
Bone fragments | 0-3 (33% each, 16.5% each total) | Pickable | |
cave_shrine_endcap03 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "shrine"
|
cave_shrine_endcap04 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "shrine"
|
Meat pile | 0-3 (66% each) | Pickable | |
cave_shrine_endcap05 | Endcap | 0.5 | Endcap Priority: 1 Connections: 1x "shrine"
|
Treasure Chest | 66% | ||
cave_shrine_endcap | Endcap | 1 | Endcap Priority: 1 Connections: 1x "shrine"
|
Sacred pillar loot (Fenris claw or Fenris hair) |
66% | Pickable One of either item type, chosen at random (50% each) | |
cave_new_deeproom_endcap | Endcap | 1 | Connections: 1x "deeproom"
|
Crystal | 0-8 (50% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_deeproom_bottom_lake | Room | 6 | Minimum Depth: 2 Connections: 1x "deeproom"
|
Tetra | 0-45 (66% each) | Can't be starred | |
Crystal | 0-6 (66% each, 49.5% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Tetra | 4 | Up to 4 stars (20% chance) Respawns every 10 minutes | |
cave_new_deeproom_bottom_ice | Room | 10 | Minimum Depth: 2 Connections: 1x "deeproom"
5x "ice" (can be doors) |
Ulv | 0-3 (50% each) | Can't be starred | |
cave_new_deeproom_bottom | Room | 10 | Minimum Depth: 2 Connections: 5x "" (can be doors)
1x "deeproom" |
Ulv | 0-3 (50% each) | Can't be starred | |
cave_new_deeproom_middle | Room | 10 | Minimum Depth: 1 Connections: 2x "deeproom"
|
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
Crystal | 0-4 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_deeproom_top | Room | 10 | Minimum Depth: 1 Connections: 3x "" (can be doors)
1x "deeproom" |
Crystal | 0-3 (80% each, 20% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 6-9 (75% chance for each extra) |
Can't be starred | |
Bat | 0-6 (50% each) | Can't be starred | |
cave_new_deeproom_roof | Room | 999 | Connections: 1x "deeproom"
|
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
cave_new_sloperoom05 | Room | 200 | Connections: 7x "" (can be doors)
|
Crystal | 0-6 (33% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
cave_new_sloperoom04 | Room | 120 | Minimum Depth: 1 Connections: 4x "" (can be doors)
|
Crystal | 0-3 (33% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
cave_new_sloperoom03 | Room | 120 | Minimum Depth: 1 Connections: 4x "" (can be doors)
|
Crystal | 0-3 (33% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
cave_new_sloperoom02 | Room | 120 | Minimum Depth: 1 Connections: 8x "" (can be doors)
|
Crystal | 0-3 (33% each, 8.25% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Crystal | 0-3 (33% each) | ||
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
Ulv | 0-3 (50% each) | Can't be starred | |
cave_new_sloperoom01 | Room | 120 | Minimum Depth: 1 Connections: 8x "" (can be doors)
|
Crystal | 0-3 (33% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
Ulv | 0-3 (50% each) | Can't be starred | |
cave_new_sloperoom_w_hole | Room | 50 | Minimum Depth: 1 Connections: 9x "" (can be doors)
|
Tetra | 0-9 (66% each) | Can't be starred | |
Tetra | 3 | Up to 4 stars (20% chance) Respawns every 10 minutes | |
Bat | 4-6 (75% chance for the extra) |
Can't be starred | |
Bat | 0-4 (50% each) | Can't be starred | |
Crystal | 0-3 (33% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Ulv | 0-3 (50% each) | Can't be starred | |
cave_new_slope_endcap01 | Endcap | 0.5 | Unused Endcap Priority: 1 Connections: 1x "slope"
|
cave_new_iceendcap02_crystal | Endcap | 3 | Endcap Priority: 1 Connections: 1x "ice"
|
Crystal | 0-4 (80% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_iceendcap02 | Endcap | 3 | Endcap Priority: 1 Connections: 1x "ice"
|
cave_new_iceendcap_painting04 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "ice"
|
cave_new_iceendcap_painting03 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "ice"
|
cave_new_iceendcap_painting02 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "ice"
|
cave_new_iceendcap_painting01 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "ice"
|
cave_new_iceendcap_moderstone | Endcap | 0.5 | Endcap Priority: 1 Connections: 1x ""
|
Moder vegvisir | 25% | ||
cave_new_icecorridor07 | Room | 10 | Minimum Depth: 1 Connections: 2x "ice" (can be doors)
|
Crystal | 0-4 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_icecorridor06 | Room | 5 | Minimum Depth: 1 Connections: 2x "ice" (can be doors)
|
Crystal | 0-2 (50% each, 9.38% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_icecorridor05 | Room | 10 | Minimum Depth: 1 Connections: 3x "ice" (can be doors)
|
Ulv | 0-4 (50% each, 12.5% each total) | Can't be starred | |
Crystal | 25% | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_icecorridor04 | Room | 5 | Minimum Depth: 1 Connections: 2x "ice" (can be doors)
|
Crystal | 25% | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_icecorridor03 | Room | 5 | Minimum Depth: 1 Connections: 2x "ice" (can be doors)
|
Crystal | 25% | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_icecorridor02 | Room | 5 | Minimum Depth: 1 Connections: 2x "ice" (can be doors)
|
Ulv | 0-4 (50% each, 12.5% each total) | Can't be starred | |
cave_new_icecorridor01 | Room | 5 | Minimum Depth: 1 Connections: 1x "" (can be door)
1x "ice" (can be door) |
Crystal | 0-2 (25% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_endcap02_crystal | Endcap | 3 | Endcap Priority: 1 Connections: 1x ""
|
Crystal | 0-4 (80% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_endcap02 | Endcap | 3 | Endcap Priority: 1 Connections: 1x ""
|
cave_new_endcap_painting04 | Endcap | 1 | Endcap Priority: 1 Connections: 1x ""
|
cave_new_endcap_painting03 | Endcap | 1 | Endcap Priority: 1 Connections: 1x ""
|
cave_new_endcap_painting02 | Endcap | 1 | Endcap Priority: 1 Connections: 1x ""
|
cave_new_endcap_painting01 | Endcap | 1 | Endcap Priority: 1 Connections: 1x ""
|
cave_new_endcap_moderstone | Endcap | 0.5 | Endcap Priority: 1 Connections: 1x ""
|
Moder vegvisir | 25% | ||
cave_new_corridor09 | Room | 5 | Minimum Depth: 1 Connections: 4x "" (can be doors)
|
Crystal | 0-3 (25% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Ulv | 0-8 (50% each, 25% each total) | Can't be starred | |
cave_new_corridor08 | Room | 10 | Minimum Depth: 1 Connections: 2x "" (can be doors)
|
Crystal | 0-4 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_corridor07 | Room | 10 | Minimum Depth: 1 Connections: 2x "" (can be doors)
|
Crystal | 0-2 (25% each, 12.5% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_corridor06 | Room | 5 | Minimum Depth: 1 Connections: 3x "" (can be doors)
|
Crystal | 25% | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Ulv | 0-4 (50% each) | Can't be starred | |
cave_new_corridor05 | Room | 5 | Minimum Depth: 1 Connections: 2x "" (can be doors)
|
Crystal | 0-2 (25% each, 12.5% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_corridor03 | Room | 5 | Minimum Depth: 1 Connections: 2x "" (can be doors)
|
Crystal | 0-2 (25% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_corridor01 | Room | 5 | Minimum Depth: 1 Connections: 2x "" (can be doors)
|
Crystal | 0-2 (25% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_crossroads01_hole | Room | 5 | Minimum Depth: 1 Connections: 6x "" (can be doors)
|
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
Crystal | 0-4 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Crystal | 25% | ||
cave_new_crossroads01_hole_shrine | Room | 5 | Minimum Depth: 1 Connections: 3x "" (can be doors)
2x "shrine" (can be doors) |
Ulv | 0-3 (66% each) | Can't be starred | |
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
Crystal | 0-3 (25% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_crossroads01_hole_long | Room | 5 | Minimum Depth: 1 Connections: 9x "" (can be doors)
|
Crystal | 0-9 (50% each, 6.25% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Moder vegvisir | 25% | ||
Bat | 4-6 (75% chance for the extra) |
Can't be starred | |
Bat | 0-4 (50% each) | Can't be starred | |
Crystal | 0-4 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Crystal | 0-4 (25% each) | ||
cave_new_crossroads01_hole_ice | Room | 5 | Minimum Depth: 1 Connections: 3x "" (can be doors)
3x "ice" (can be doors) |
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
Crystal | 0-4 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Crystal | 0-3 (25% each) | ||
cave_new_crossroads01 | Room | 5 | Minimum Depth: 1 Connections: 4x "" (can be doors)
|
Crystal | 0-2 (25% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_new_crossroads01_ice | Room | 5 | Minimum Depth: 1 Connections: 1x "" (can be door)
3x "ice" (can be doors) |
cave_new_crossroads03 | Room | 10 | Connections: 3x "" (can be doors)
|
Ulv | 0-3 (50% each, 25% each total) | Can't be starred | |
Ulv | 25% (12.5% total) | Can't be starred | |
cave_new_crossroads02 | Room | 10 | Connections: 3x "" (can be doors)
|
Crystal | 0-2 (25% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cave_divider | Divider | 1 | Connections: 1x (can be door) |
cave_divider02 | Divider | 1 | Connections: 1x |
cave_dome_roof | Endcap | 80 | Connections: 1x "dome"
|
Crystal | 0-3 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
cave_new_crossroads01_hole_to_deeproom | Room | 20 | Connections: 7x "" (can be doors)
1x "deeproom" |
Moder vegvisir | 25% | ||
Crystal | 0-4 (25% each, 12.5% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Crystal | 25% | ||
Crystal | 0-3 (50% each) | ||
Bat | 6-9 (75% chance for each extra) |
Can't be starred | |
Bat | 0-6 (50% each) | Can't be starred | |
cave_dome_roof_from_deeproom_corner1 | Room | 1000 | Minimum Depth: 1 Connections: 1x "deeproom"
1x "dome" |
Crystal | 0-3 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 3-4 (75% chance for the extra) |
Can't be starred | |
Bat | 0-6 (50% each) | Can't be starred | |
cave_dome_roof_from_deeproom_corner2 | Room | 1000 | Minimum Depth: 1 Connections: 1x "deeproom"
1x "dome" |
Crystal | 0-3 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 3-4 (75% chance for the extra) |
Can't be starred | |
Bat | 0-6 (50% each) | Can't be starred | |
cave_dome_roof_from_deeproom_corner3 | Room | 1000 | Minimum Depth: 1 Connections: 1x "deeproom"
1x "dome" |
Crystal | 0-3 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 3-4 (75% chance for the extra) |
Can't be starred | |
Bat | 0-6 (50% each) | Can't be starred | |
cave_dome_roof_from_deeproom_corner4 | Room | 1000 | Minimum Depth: 1 Connections: 1x "deeproom"
1x "dome" |
Crystal | 0-3 (80% each, 40% each total) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Bat | 3-4 (75% chance for the extra) |
Can't be starred | |
Bat | 0-6 (50% each) | Can't be starred | |
cave_dome_middle | Room | 10 | Minimum Depth: 1 Connections: 2x "dome"
|
Bat | 2-3 (75% chance for the extra) |
Can't be starred | |
Bat | 0-2 (50% each) | Can't be starred | |
cave_dome_bottom_lake | Endcap | 20 | Connections: 1x "dome"
|
Fishing rod | 100% | Pickable Drops one fishing rod and 2-4 Fishing bait when picked | |
Crystal | 4-6 (100%, 40% total) (75% chance for each extra, 30% total) |
Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
Crystal | 0-3 (50% each, 20% each total) | ||
Crystal | 3 | ||
Stone Golem | 0-2 (50% each, 20% each total) | Can't be starred | |
Stone Golem | 100% | Can't be starred | |
cave_dome_bottom_endcap | Endcap | 1 | Connections: 1x "dome"
|
Crystal | 0-10 (66% each) | Pickable Drops 1 or 1-3 crystals See below for details[fc 1] | |
cloth_hanging_door_double | Door | 0.8 | Connection Type: "shrine" |
Red jute | 1-2 (20% chance) | Drops when destroyed | |
caverock_ice_pillar_wall | Door | 0.2 | Connection Type: "" |
caverock_ice_pillar_wall | Door | 0 | Unused Connection Type: "water" |
caverock_ice_pillar_wall | Door | 0.2 | Connection Type: "ice" |
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 Pickable Crystals drop exactly 1 crystal each when picked. However, they are also fragile and destructible in pickable form, and when destroyed they drop 1-3 crystals instead.
Fuling Village[]
Type: Goblin Camp
Number of Rooms:
Minimum Required Rooms:
Weighted Placement:
Overall Door Chance:
Dungeon Room Name |
Type | Weight or Amount |
Other |
---|---|---|---|
gobvill_guardtower | Room | 1 | Always facing the center Perimeter only |
Spear Fuling | 2 | ||
Fuling | 50% | ||
gobvill_barley | Room | 1 | |
Barley | 12 | Each drops 2 Barley when picked | |
Fuling | 50% | ||
gobvill_woodwall2 | |||
No loot | |||
gobvill_crafting | |||
Plains Chest | 1 | ||
Tanning rack | 2 | ||
Fuling | 0-2 (50% each) | ||
gobvill_guardplatform | |||
Fuling (spear) | 1 | ||
Fuling | 50% | ||
gobvill_bonfire | |||
Bonfire | 1 | ||
Fuling totem | 50% | ||
Fuling | 0-3 (50% each) | ||
Fuling Berserker | 50% | ||
Fuling shaman | 50% | Can't be starred | |
gobvill_stakes | |||
Fuling | 50% | ||
Fuling (spear) | 50% | ||
gobvill_campfire | |||
Campfire | 1 | ||
Fuling | 0-3 (50% each) | ||
Fuling Berserker | 50% | ||
Fuling shaman | 50% | Can't be starred | |
gobwill_refusepit | |||
Black metal scrap | 20% | ||
Bone fragments | 0-5 (50% each) | ||
Dandelion | 0-4 (50% each) | ||
Fuling | 0-2 (50% each) | ||
gobvill_tent1 | |||
Plains Chest | 30% | ||
Campfire | 50% | ||
Fuling | 0-3 (50% each) | ||
Fuling shaman | 50% | Can't be starred | |
gobvill_tent2 | |||
Plains Chest | 20% | ||
Campfire | 50% | ||
Fuling | 0-3 (50% each) | ||
gobvill_platform | |||
Fuling (spear) | 2 | ||
Fuling | 50% | ||
gobvill_flax | |||
Flax | 11 (x2) | ||
Fuling | 0-2 (50% each) | ||
gobvill_hut02 | |||
Plains Chest | 30% | ||
Fuling | 0-3 (50% each) | ||
Fuling Berserker | 10% | ||
Fuling shaman | 50% | Can't be starred | |
gobvill_woodwall | |||
No loot | |||
gobvill_hut1 | |||
Fuling | 0-3 (50% each) | ||
gobvill_hut3 | |||
Plains Chest | 30% | ||
Fuling (spear) | 1 | ||
Fuling | 0-5 (50% each) | ||
Fuling Berserker | 10% | ||
Fuling shaman | 50% | Can't be starred |
Infested Mine[]
Type: Dverger Town
Number of Rooms: 16–96
Minimum Required Rooms: 1
Weighted Placement: Yes
Overall Door Chance: 90%
Dungeon Room Name |
Type | Weight or Amount |
Other |
---|---|---|---|
dvergr_entrance01 | Entrance | 1 | Connections: 1x Entrance
9x "dvergr" (can be doors) |
Seeker Brood eggs | 10 (45%) | See below for details[dt 1] | |
Seeker Brood eggs | 10 (45%) | See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the second egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
dvergr_entrance02 | Entrance | 1 | Connections: 1x Entrance
4x "dvergr" (can be doors) |
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the first egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the second egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
dvergr_stair01 | Room | 1 | Connections: 6x "dvergr" (can be doors)
|
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the first egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Seeker Brood eggs | 2-7 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the second egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
dvergr_stair02 | Room | 1 | Connections: 11x "dvergr" (can be doors)
|
Seeker Brood eggs | 3-11 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Seeker | 1 | Respawns every 4 hours | |
Seeker | 25% | ||
dvergr_stair03 | Room | 1 | Connections: 2x "dvergr" (can be doors)
|
dvergr_room01 | Room | 1 | Connections: 2x "dvergr" (can be doors)
|
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Tick | 0-2 (50% each) | 20% chance to be starred | |
Tick | 2 | Respawns every 4 hours | |
dvergr_room02 | Room | 1 | Connections: 3x "dvergr" (can be doors)
|
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Tick | 0-2 (50% each) | 20% chance to be starred | |
Tick | 2 | Respawns every 4 hours | |
dvergr_room03 | Room | 1 | Connections: 3x "dvergr" (can be doors)
|
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Tick | 0-2 (50% each) | 20% chance to be starred | |
Tick | 2 | Respawns every 4 hours | |
dvergr_room04 | Room | 1 | Connections: 2x "dvergr" (can be doors)
|
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Tick | 0-2 (50% each) | 20% chance to be starred | |
Tick | 2 | Respawns every 4 hours | |
dvergr_corridor01 | Room | 1 | Connections: 2x "dvergr" (can be doors)
|
Seeker Brood eggs | 4-13 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
dvergr_corridor02 | Room | 1 | Connections: 2x "dvergr" (can be doors)
|
dvergr_stone_corridor01 | Room | 5 | Minimum Depth: 3 Connections: 1x "dvergr" (can be door)
1x "stone" (can be door) |
dvergr_stone_corridor02 | Room | 5 | Minimum Depth: 3 Connections: 1x "dvergr" (can be door)
1x "stone" (can be door) |
dvergr_stone_corridor03 | Room | 5 | Minimum Depth: 3 Connections: 2x "stone" (can be doors)
|
dvergr_stone_room01 | Room | 10 | Minimum Depth: 2 Connections: 4x "stone" (can be doors)
|
Seeker | 66% | ||
Seeker | 1 | Respawns every 4 hours | |
dvergr_stone_room02 | Room | 5 | Minimum Depth: 3 Connections: 1x "dvergr" (can be door)
3x "stone" (can be doors) |
Seeker | 66% | ||
Seeker | 1 | Respawns every 4 hours | |
dvergr_stone_room03 | Room | 10 | Minimum Depth: 2 Connections: 2x "dvergr" (can be doors)
2x "stone" (can be doors) |
Seeker | 66% | ||
Seeker | 1 | Respawns every 4 hours | |
dvergr_stone_room04 | Room | 10 | Minimum Depth: 2 Connections: 5x "stone" (can be doors)
|
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Tick | 0-2 (50% each) | 20% chance to be starred | |
Tick | 2 | Respawns every 4 hours | |
dvergr_stone_turn01 | Room | 1 | Connections: 4x "dvergr" (can be doors)
|
Seeker | 66% | ||
Seeker | 1 | Respawns every 4 hours | |
dvergr_stone_stair01 | Room | 5 | Connections: 1x "dvergr" (can be door)
3x "stone" (can be doors) |
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 45% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
dvergr_stone_open01 | Room | 5 | Connections: 1x "dvergr" (can be door)
1x "stone" (can be door) |
Seeker | 2 (66% each) | Inside the pit | |
Seeker | 1 | Inside the pit Respawns every 4 hours | |
The Queen vegvisir | Inside the pit 10% |
||
dvergr_room_fence01 | Room | 1 | Connections: 4x "dvergr" (can be doors)
|
Seeker | 66% | ||
Seeker | 1 | Respawns every 4 hours | |
dvergr_room_open01 | Room | 5 | Connections: 2x "dvergr" (can be doors)
|
Seeker | 2 (66% each) | Inside the pit | |
Seeker | 1 | Inside the pit Respawns every 4 hours | |
The Queen vegvisir | 10% | Inside the pit | |
dvergr_room_open02 | Room | 2 | Connections: 4x "dvergr" (can be doors)
|
Seeker | 2 (66% each) | Inside the pit | |
Seeker | 1 | Inside the pit Respawns every 4 hours | |
The Queen vegvisir | 10% | Inside the pit | |
dvergr_room_open03 | Room | 5 | Connections: 3x "dvergr" (can be doors)
|
Seeker | 2 (66% each) | Inside the pit | |
Seeker | 1 | Inside the pit Respawns every 4 hours | |
The Queen vegvisir | 10% | Inside the pit | |
dvergr_room_open04 | Room | 0.5 | Connections: 8x "dvergr" (can be doors)
|
Hanging Seeker Brood eggs | 12 (66% each) | See below for details[dt 2] | |
Seeker | 2 (66% each) | ||
Seeker | 1 | Respawns every 4 hours | |
Seeker Soldier | 75% | ||
dvergr_roombig_corner01 | Room | 1 | Connections: 4x "dvergr" (can be doors)
2x "dvergropen" (can be doors) |
Hanging Seeker Brood eggs | 9 (66% each) | See below for details[dt 2] | |
Royal jelly pile | 1 | Drops 5 royal jelly when picked Respawns every 4 hours Has hanging indicator on the ceiling above | |
dvergr_roombig_side01 | Room | 1 | Connections: 2x "dvergr" (can be doors)
3x "dvergropen" (can be doors) |
Hanging Seeker Brood eggs | 12 (66% each) | See below for details[dt 2] | |
Royal jelly pile | 1 | Drops 5 royal jelly when picked Respawns every 4 hours Has hanging indicator on the ceiling above | |
Seeker | 2 (66% each) | ||
Seeker | 1 | Respawns every 4 hours | |
Seeker Soldier | 25% | ||
dvergr_roombig_side02 | Room | 1 | Connections: 2x "dvergr" (can be doors)
3x "dvergropen" (can be doors) |
Hanging Seeker Brood eggs | 12 (66% each) | See below for details[dt 2] | |
Royal jelly pile | 1 | Drops 5 royal jelly when picked Respawns every 4 hours Has hanging indicator on the ceiling above | |
Seeker | 2 (66% each) | ||
Seeker | 1 | Respawns every 4 hours | |
Seeker Soldier | 50% | ||
dvergr_roombig_open01 | Room | 5 | Connections: 4x "dvergropen" (can be doors)
|
Hanging Seeker Brood eggs | 12 (66% each) | See below for details[dt 2] | |
Royal jelly pile | 1 | Drops 5 royal jelly when picked Respawns every 4 hours Has hanging indicator on the ceiling above | |
Seeker | 2 (66% each) | ||
Seeker | 1 | Respawns every 4 hours | |
Seeker Soldier | 50% | ||
dvergr_roombig_open02 | Room | 3 | Connections: 8x "dvergr" (can be doors)
4x "dvergropen" (can be doors) |
Hanging Seeker Brood eggs | 12 (66% each) | See below for details[dt 2] | |
Royal jelly pile | 1 | Drops 5 royal jelly when picked Respawns every 4 hours | |
Seeker | 2 (50% each) | On the lower floor with spiral staircase | |
Seeker | 1 | On the lower floor with spiral staircase Respawns every 4 hours | |
Seeker | 50% | On the upper floor | |
Seeker | 1 | On the upper floor Respawns every 4 hours | |
Seeker Soldier | 1-2 (100%) (25% chance for the extra) |
On the upper floor | |
dvergr_roombig_corridor01 | Room | 1 | Connections: 4x "dvergr" (can be doors)
2x "dvergropen" (can be doors) |
Hanging Seeker Brood eggs | 12 (66% each) | See below for details[dt 2] | |
Royal jelly pile | 1 | Drops 5 royal jelly when picked Respawns every 4 hours Has hanging indicator on the ceiling above | |
Seeker | 66% each | ||
Seeker | 1 | Respawns every 4 hours | |
Seeker Soldier | 25% | ||
dvergr_roombig_corridor02 | Room | 1 | Connections: 4x "dvergr" (can be doors)
2x "dvergropen" (can be doors) |
Hanging Seeker Brood eggs | 12 (66% each) | See below for details[dt 2] | |
Royal jelly pile | 1 | Drops 5 royal jelly when picked Respawns every 4 hours Has hanging indicator on the ceiling above | |
Seeker | 66% each | ||
Seeker | 1 | Respawns every 4 hours | |
Seeker Soldier | 25% | ||
dvergr_roombig_windows01 | Room | 1 | Connections: 1x "dvergropen" (can be door)
|
Hanging Seeker Brood eggs | 6 (66% each) | See below for details[dt 2] | |
Royal jelly pile | 1 | Drops 5 royal jelly when picked Respawns every 4 hours Has hanging indicator on the ceiling above | |
Seeker Soldier | 1 | ||
Sealbreaker fragment | 100%, 30% total | Requires the stone altar to spawn (30% chance) | |
Black core | 0-4 (50% each, 15% each total) | Requires the stone altar to spawn (30% chance) | |
Seeker Soldier | 100%, 30% total | Requires the stone altar to spawn (30% chance) | |
Tick | 2-4 (100%, 30% total) (50% chance for each extra, 15% total) |
Requires the stone altar to spawn (30% chance) 20% chance to be starred | |
dvergr_roombig_toStone01 | Room | 3 | Connections: 1x "dvergropen" (can be door)
2x "stone" (can be doors) |
The Queen vegvisir | 10% | ||
dvergr_roombig_toStone02 | Room | 3 | Connections: 1x "dvergropen" (can be door)
2x "stone" (can be doors) |
The Queen vegvisir | 10% | ||
dvergr_roombig_endcap02 | Endcap | 1 | Endcap Priority: 1 Connections: 1x "dvergropen" (can be door)
2x "stone" (can be doors) |
Sealbreaker fragment | 100%, 20% total | Requires the stone altar to spawn (20% chance) | |
Black core | 0-2 (50% each, 10% each total) | Requires the stone altar to spawn (20% chance) | |
Tick | 2-4 (100%, 20% total) (50% chance for each extra, 10% total) |
Requires the stone altar to spawn (20% chance) 20% chance to be starred | |
dvergr_room_TREASURE | Room | 4 | Required Minimum Depth: 2 Connections: 1x "dvergr"
|
Hidden door | 1 | At the entrance | |
Treasure Chest | 1-2 (100%) (50% chance for the extra) |
||
Coin Pile | 0-3 (50% chance each for the first two) (33% chance for the third) |
||
Black core | 0-4 (50% each) | ||
The Queen vegvisir | 10% | ||
dvergr_room_TREASURE2 | Room | 6 | Required Minimum Depth: 3 Connections: 1x "dvergr"
|
Hidden door | 1 | At the entrance | |
Treasure Chest | 2 | ||
Black core | 0-2 (50% each) | ||
dvergr_room_endcap01 | Endcap | 5 | Endcap Priority: 5 Connections: 1x "dvergr" (can be door)
|
Sealbreaker fragment | 100%, 15% total | Requires the stone altar to spawn (15% chance) | |
dvergr_room_endcap02 | Endcap | 5 | Endcap Priority: 5 Connections: 1x "dvergr" (can be door)
|
Black core | 100%, 15% total | Requires the stone altar to spawn (15% chance) | |
dvergr_room_endcap03 | Endcap | 5 | Endcap Priority: 5 Connections: 1x "dvergr" (can be door)
|
Seeker Brood eggs | 3-10 (55%) (50% chance for each extra, 27.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 55% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Tick | 2-4 (100%) (33% chance for each extra) |
20% chance to be starred | |
dvergr_stone_endcap01 | Endcap | 5 | Endcap Priority: 5 Connections: 1x "stone" (can be door)
|
dvergr_stone_endcap02 | Endcap | 5 | Endcap Priority: 5 Connections: 1x "stone" (can be door)
|
Seeker Brood eggs | 3-10 (55%) (50% chance for each extra, 27.5% total) |
See below for details[dt 1] | |
Royal jelly pile | 55% | Will always spawn if the egg pile spawns Drops 5 royal jelly when picked Respawns every 4 hours | |
Tick | 2-4 (100%) (50% chance for each extra) |
20% chance to be starred | |
dvergr_stone_endcap03 | Endcap | 5 | Endcap Priority: 5 Connections: 1x "stone" (can be door)
|
Tick | 2-4 (100%) (33% chance for each extra) |
20% chance to be starred | |
The Queen vegvisir | 10% | ||
dvergr_divider01 | Divider | 1 | Connections: 1x (can be door) |
Black core | 50% | ||
dvergr_divider02 | Divider | 1 | Connections: 1x (can be door) |
dvergr_divider03 | Divider | 1 | Connections: 1x (can be door) |
dvergrtown_creep_door | Door | 1 | Connection Type: "stone" |
dvergrtown_creep_door | Door | 0.5 | Connection Type: "dvergr" |
Old dvergr gate (dvergrtown_slidingdoor) |
Door | 0.6 | Connection Type: "dvergr" |
dvergrtown_wood_wall02 | Door | 0.7 | Connection Type: "dvergr" |
Wood | 1-2 | Drops when destroyed |
Infested Citadel[]
Type: Dverger Boss
Number of Rooms: 512–512
Minimum Required Rooms: 1
Weighted Placement: Yes
Overall Door Chance: 0%
Unlike other dungeons, the overall layout of the Infected Citadel is always the same: the dungeon's entrance room consists of the boss arena in its entirety except for the outer walls, which are each divided into sections, each of which is assigned a connection of a certain type. Thus, the only "rooms" in this dungeon which are randomized are the walls (and for one corner of the ground floor, that includes some minor randomization of staircases/platforms).
The endcap connections are of different types corresponding to the vertical layer of the boss arena they are at: the "bottom" layer is at the ground floor and the balcony running around its perimeter, the "middle" layer is roughly at the height of the lowest corner landing above the balcony, the "top" layer is at roughly the level of the top floor and the Hive seat, and the "roof" layer is above even that, near the ceiling. There are also "flat" variants, which are for endcaps which are entirely flat, lacking any randomized stone protrusions. Additionally, one wall of the "middle" layer is not randomized via connections, instead being a predefined stone slope beneath the top floor platform.
For purposes of this section, "ground floor" refers only to the bottommost floor in the dungeon; the "entrance alcove" is the small enclosed area of the ground floor which houses the entrance/exit to the dungeon; the "balcony" is the set of platforms running around the walls just above the ground floor; the "first landing" is the lowest corner landing above the balcony; the "second landing" is the next-highest corner landing; and the "top floor" is the topmost floor where the altar is located.
Dungeon Room Name |
Type | Weight or Amount |
Other |
---|---|---|---|
dvergr_new_bossroom_ENTRANCE02 | Entrance | 1 | Connections: 1x Entrance
12x "boss_roofToRoof" 5x "boss_topToTop" 3x "boss_middleToMiddle" 9x "boss_bottomToBottom_flat" 2x "boss_bottomToBottom2" 7x "boss_topToTop_flat" 6x "boss_middleToMiddle_flat" |
Hive seat | 1 | Four spawn points for summoning The Queen: Two on the top floor
One on the second landing One on the first landing | |
The Queen | 1 | On the ground floor | |
Trigger spawner (33.3% Seeker, 66.7% Seeker Brood) |
10 | On the ground floor Can't be starred See below for details[dt 3] | |
Trigger spawner (33.3% Seeker, 66.7% Seeker Brood) |
5 | On the balcony Can't be starred See below for details[dt 3] | |
Trigger spawner (33.3% Seeker, 66.7% Seeker Brood) |
2 | On the first landing Can't be starred See below for details[dt 3] | |
Trigger spawner (33.3% Seeker, 66.7% Seeker Brood) |
2 | On the second landing Can't be starred See below for details[dt 3] | |
Trigger spawner (33.3% Seeker, 66.7% Seeker Brood) |
7 | On the top floor Can't be starred See below for details[dt 3] | |
Teleport target | 9 | Possible destinations for The Queen to teleport to: 3 on the ground floor
2 on the balcony 1 on the first landing 1 on the second landing 2 on the top floor | |
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
On the ground floor See below for details[dt 1] | |
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
On the balcony See below for details[dt 1] | |
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
On the first landing See below for details[dt 1] | |
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) |
On the top floor See below for details[dt 1] | |
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 3-10 (45%) (50% chance for each extra, 22.5% total) | ||
Seeker Brood eggs | 2-7 (45%) (50% chance for each extra, 22.5% total) | ||
dvergr_bossroom_roof_endcap01 | Endcap | 1 | Connections: 1x "boss_roofToRoof"
|
dvergr_bossroom_roof_endcap02 | Endcap | 1 | Connections: 1x "boss_roofToRoof"
|
dvergr_bossroom_roof_endcap03 | Endcap | 1 | Connections: 1x "boss_roofToRoof"
|
dvergr_bossroom_top_endcap01 | Endcap | 3 | Connections: 1x "boss_topToTop"
|
dvergr_bossroom_top_endcap02 | Endcap | 3 | Connections: 1x "boss_topToTop"
|
dvergr_bossroom_top_endcap03 | Endcap | 3 | Connections: 1x "boss_topToTop_flat"
|
dvergr_bossroom_middle_endcap01 | Endcap | 1 | Connections: 1x "boss_middleToMiddle"
|
dvergr_bossroom_middle_endcap02 | Endcap | 1 | Connections: 1x "boss_middleToMiddle"
|
dvergr_bossroom_middle_endcap03 | Endcap | 3 | Connections: 1x "boss_middleToMiddle_flat"
|
dvergr_new_bossroom_bottom_endcap_stair01 | Endcap | 3 | Unused Connections: 1x "boss_bottomToBottom"
|
dvergr_new_bossroom_bottom_endcap_stair02 | Endcap | 2 | Connections: 1x "boss_bottomToBottom2"
|
dvergr_new_bossroom_bottom_endcap_stair03 | Endcap | 2 | Connections: 1x "boss_bottomToBottom2"
|
dvergr_new_bossroom_bottom_endcap_stair04 | Endcap | 3 | Unused Connections: 1x "boss_bottomToBottom"
|
dvergr_new_bossroom_bottom_endcap_stair05 | Endcap | 3 | Connections: 1x "boss_bottomToBottom2"
|
dvergr_new_bossroom_bottom_endcap_stair06 | Endcap | 2 | Connections: 1x "boss_bottomToBottom2"
|
dvergr_new_bossroom_bottom_endcap_stair07 | Endcap | 3 | Unused Connections: 1x "boss_bottomToBottom"
|
dvergr_new_bossroom_bottom_endcap_stair08 | Endcap | 3 | Connections: 1x "boss_bottomToBottom_flat"
|
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 Seeker eggs have a 50% chance of spawning one Seeker Brood when destroyed. They also have a 50% chance (determined randomly each time the area is loaded) of being able to hatch: Every 1-2 seconds, if there is a player within 3 meters of the egg, the egg will be automatically destroyed and will spawn one Seeker Brood.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Hanging seeker eggs have a 50% chance of spawning one Seeker Brood when destroyed.
- ↑ 3.0 3.1 3.2 3.3 3.4 Trigger spawners are spawners which are triggered by The Queen's mob-spawning ability, instead of spawning their mobs instantly or on a repeating delay. Each time The Queen uses her "call" attack, all trigger spawners within 30 meters begin an attempt to spawn, which works as follows: First, if the spawner's cooldown (0 seconds, by default) has not elapsed since its last successful spawn, the attempt fails and stops. Next, which creature to spawn is chosen at random from the spawner's list of options. Then all creatures of that type within 50 meters (default) of the spawner are totaled, and if their count exceeds the allowed maximum (default is 2.0 plus 0.7 per player within 100 meters horizontally, capping at 5.5 with 5 players), the attempt fails and stops. Otherwise, the attempt succeeds and one creature of the chosen kind is spawned.
Unused[]
- Disabled: Entry and data exist but the entry is disabled. Can be spawned to the world.
- Unusable: Entry doesn't exist. Can't be spawned.
- No model: Data doesn't exist. Can't be spawned but may appear on console autocomplete.
Unused Name | Type |
---|---|
Greydwarf_camp2 | Disabled |
Greydwarf_camp3 | Disabled |
Pillar1 | Disabled |
Pillar2 | Disabled |
StoneHouse1 | Disabled |
StoneHouse2 | Disabled |
StoneHouse5 | Disabled |
GoblinCamp1 | Disabled |
StoneTower2 | Disabled |
StoneTower4 | Disabled |
TrollCave | Disabled |
SunkenCrypt1 | Disabled |
SunkenCrypt2 | Disabled |
SunkenCrypt3 | Disabled |
MountainCave01 | Disabled |
Hugintest | Disabled |
DevHouse1 | Disabled |
DevSoundTest | Disabled |
AbandonedLogCabin01 | Unusable |
CaveTest | Unusable |
CopperMine1 | Unusable |
CopperMine2 | Unusable |
CopperMine3 | Unusable |
DevHouse1 | Unusable |
DevSoundTest | Unusable |
IronMine1 | Unusable |
IronMine2 | Unusable |
Oktanc1 | Unusable |
Oktanc2 | Unusable |
Runestone_Surtlings | Unusable |
Runestone_Wraith | Unusable |
ShipWreckOcean01 | Unusable |
ShipWreckOcean02 | Unusable |
ShipWreckOcean03 | Unusable |
ShipWreckOcean04 | Unusable |
StaminGreydwarf | Unusable |
StaminaTroll | Unusable |
StaminaWraith | Unusable |
StoneCircle_old | Unusable |
StoneHouse1_heath | Unusable |
StoneHouse2_heath | Unusable |
StoneHouse5_heath | Unusable |
StoneHouse6 | Unusable |
StoneKeepX | Unusable |
StoneKeepY | Unusable |
StoneKeepZ | Unusable |
StoneTower | Unusable |
StoneTowerRuins01 | Unusable |
StoneTowerRuins02 | Unusable |
StoneTowerRuins06 | Unusable |
StoneTowerU | Unusable |
StoneTowerV | Unusable |
StoneTowerW | Unusable |
StoneTowerX | Unusable |
StoneTowerY | Unusable |
StoneTowerZ | Unusable |
StoneVillage1 | Unusable |
StoneVillage2 | Unusable |
StoneWall1 | Unusable |
StoneWall2 | Unusable |
SunkenCrypt04old | Unusable |
SwampRuinX | Unusable |
SwampRuinY | Unusable |
TrollCamp | Unusable |
WoodFarm1_Old | Unusable |
WoodHouse14 | Unusable |
WoodHouse15 | Unusable |
XMasTree | Unusable |
Castle | No model |
Fort1 | No model |
xmastree | No model |
Types[]
Abandoned house[]
The Abandoned house is most often found in Meadows. Ranging from single small houses up to big villages consisting of few big houses like Viking halls.
Players can find Chests and Beehives within the houses; fenced gardens with Raspberry bushes may also be found nearby.
Draugr village[]
Draugr Villages can be found in Meadows. They contain a number of large house types not found anywhere else and Body piles.
Ruined Towers[]
Ruined Towers can be found in the Meadows and the Black Forest. They can be guarded by Greydwarfs and Skeletons. Most have a chest containing loot inside them, in the form of either feathers, amber, coins, and/or flinthead arrows
Stone Grave[]
Can be found in Meadows.
A large stone placed horizontally surrounded my multiple smaller stones.
The player can mine the large stone for a chance of getting Bone fragments as well as valuables.
Viking Graveyard[]
Can be found in Meadows.
Looks like big stones placed together in ellipse fashion.
Player can dig down there to find a Chest with some Valuables.
Shipwreck[]
Can be found around the shores of the Black Forest. Players can find a chest with valuables inside of it within the wreck.
Runestone[]
Big rock with red runes written on one side of it, which contains Lore.
Ancient Stone Circle[]
A place surrounded by five or so boulders in the Meadows.
Abandoned outpost[]
Ruined tower made of stone. Often got some Draugrs outside and inside, and crows
flying around. Usually contains a chest with loot.
Forsaken altars[]
Can be used to summon bosses. Looks unique to each of the bosses.
Eikthyr's Forsaken altar is called a Mystical altar.
Inverted Tower[]
A circular structure of stone with a spiral staircase leading down from the top with a chest usually at the bottom. [Inverted Tower Swamp Pic]
Found in Swamp and Mountain biomes.
Removed Types[]
Camp ruins[]
Small circular area surrounded by walls with some clutter and a chest with loot inside. It is also a place of Troll spawns.
Tower[]
A structure of stone with two torches and a chest with loot on top.
Little ruins[]
A collection of ruins of stone house with a chest of loot inside protected by Draugrs.
Glade[]
Little area with dirt covered ground and a stump in a middle surrounded by trees.