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StoneRuinsBlackForest

A ruined tower in the Black Forest

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)




Expression error: Unexpected < operator. while proc rows 3:

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)





while proc rows 3: -1

Ulv 0-4 (50% each) Can't be starred




















cave_shrine_hole01 Room 200 Minimum Depth: 1
Connections:
4x "shrine" (can be doors)





while proc rows 3: -2

Bone fragments 0-4 (33% each, 16.5% each total) Pickable





while proc rows 3: -3

Meat pile 66% chance (33% total) Pickable





while proc rows 3: -4

Ulv 0-9 (50% each) Can't be starred




















cave_shrine_room01 Room 150 Minimum Depth: 2
Connections:
4x "shrine" (can be doors)





while proc rows 3: -5

Bone fragments 0-12 (33% each, 16.5% each total) Pickable





while proc rows 3: -6

Meat pile 0-4 (66% each, 33% each total) Pickable





while proc rows 3: -7

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)





while proc rows 3: -8

Meat pile 0-3 (66% each, 49.5% each total) Pickable





while proc rows 3: -9

Bone fragments 0-12 (33% each, 16.5% each total) Pickable





while proc rows 3: -10

Meat pile 0-4 (66% each, 33% each total) Pickable





while proc rows 3: -11

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)





while proc rows 3: -12

Hanging Fenris hair 0-10 (66% each) Pickable
Drops one Fenris hair each when picked





while proc rows 3: -13

Sacred pillar loot
(Fenris claw or Fenris hair)
2 Pickable
One of either item type, chosen at random (50% each)





while proc rows 3: -14

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)





while proc rows 3: -15

Bone fragments 0-12 (33% each, 16.5% each total) Pickable





while proc rows 3: -16

Meat pile 0-6 (66% each) Pickable





while proc rows 3: -17

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)





while proc rows 3: -18

Hanging Fenris hair 0-10 (66% each) Pickable
Drops one Fenris hair each when picked





while proc rows 3: -19

Sacred pillar loot
(Fenris claw or Fenris hair)
2 Pickable
One of either item type, chosen at random (50% each)





while proc rows 3: -20

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)





while proc rows 3: -21

Bone fragments 0-12 (33% each, 16.5% each total) Pickable





while proc rows 3: -22

Meat pile 0-6 (66% each) Pickable





while proc rows 3: -23

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)





while proc rows 3: -24

Hanging Fenris hair 0-10 (66% each) Pickable
Drops one Fenris hair each when picked





while proc rows 3: -25

Sacred pillar loot
(Fenris claw or Fenris hair)
2 Pickable
One of either item type, chosen at random (50% each)





while proc rows 3: -26

Bone fragments 0-6 (33% each, 16.5% each total) Pickable





while proc rows 3: -27

Meat pile 0-3 (66% each) Pickable





while proc rows 3: -28

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)





while proc rows 3: -29

Ulv 0-2 (66% each) Can't be starred




















cave_shrine_corridor06 Room 200 Minimum Depth: 2
Connections:
4x "shrine" (can be doors)





while proc rows 3: -30

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)





while proc rows 3: -31

Sacred pillar loot
(Fenris claw or Fenris hair)
0-2 (66% each) Pickable
One of either item type, chosen at random (50% each)





while proc rows 3: -32

Ulv 0-2 (66% each) Can't be starred




















cave_shrine_corridor04 Room 200 Minimum Depth: 2
Connections:
4x "shrine" (can be doors)





while proc rows 3: -33

Bone fragments 0-7 (33% each, 16.5% each total) Pickable





while proc rows 3: -34

Meat pile 66% chance (33% total) Pickable





while proc rows 3: -35

Ulv 50% Can't be starred





while proc rows 3: -36

Ulv 0-3 (25% each) Can't be starred




















cave_shrine_corridor03 Room 200 Minimum Depth: 2
Connections:
2x "shrine" (can be doors)





while proc rows 3: -37

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)





while proc rows 3: -38

Bone fragments 0-9 (33% each, 16.5% each total) Pickable





while proc rows 3: -39

Meat pile 0-2 (66% each, 33% each total) Pickable





while proc rows 3: -40

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)





while proc rows 3: -41

Ulv 0-2 (66% each) Can't be starred




















cave_shrine_corridor01 Room 200 Minimum Depth: 2
Connections:
4x "shrine" (can be doors)





while proc rows 3: -42

Bone fragments 0-9 (33% each, 16.5% each total) Pickable





while proc rows 3: -43

Meat pile 0-4 (66% each, 33% each total) Pickable





while proc rows 3: -44

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"





while proc rows 3: -45

Bone fragments 0-4 (33% each) Pickable





while proc rows 3: -46

Coins 0-3 (20% each) Pickable
Drops 3-9 Coins when picked




















cave_shrine_lootencap05 Endcap 3 Endcap Priority: 2
Connections:
1x "loot"





while proc rows 3: -47

Bone fragments 0-2 (33% each, 16.5% each total) Pickable





while proc rows 3: -48

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"





while proc rows 3: -49

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"





while proc rows 3: -50

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 ""





while proc rows 3: -51

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 ""





while proc rows 3: -52

Treasure Chest 66%




















cave_shrine_endcap01 Endcap 1 Endcap Priority: 1
Connections:
1x "shrine"





while proc rows 3: -53

Meat pile 0-3 (66% each) Pickable




















cave_shrine_endcap02 Endcap 1 Endcap Priority: 1
Connections:
1x "shrine"





while proc rows 3: -54

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"





while proc rows 3: -55

Meat pile 0-3 (66% each) Pickable




















cave_shrine_endcap05 Endcap 0.5 Endcap Priority: 1
Connections:
1x "shrine"





while proc rows 3: -56

Treasure Chest 66%




















cave_shrine_endcap Endcap 1 Endcap Priority: 1
Connections:
1x "shrine"





while proc rows 3: -57

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"





while proc rows 3: -58

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"





while proc rows 3: -59

Tetra 0-45 (66% each) Can't be starred





while proc rows 3: -60

Crystal 0-6 (66% each, 49.5% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -61

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)





while proc rows 3: -62

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"





while proc rows 3: -63

Ulv 0-3 (50% each) Can't be starred




















cave_new_deeproom_middle Room 10 Minimum Depth: 1
Connections:
2x "deeproom"





while proc rows 3: -64

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -65

Bat 0-2 (50% each) Can't be starred





while proc rows 3: -66

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"





while proc rows 3: -67

Crystal 0-3 (80% each, 20% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -68

Bat 6-9
(75% chance for each extra)
Can't be starred





while proc rows 3: -69

Bat 0-6 (50% each) Can't be starred




















cave_new_deeproom_roof Room 999 Connections:
1x "deeproom"





while proc rows 3: -70

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -71

Bat 0-2 (50% each) Can't be starred




















cave_new_sloperoom05 Room 200 Connections:
7x "" (can be doors)





while proc rows 3: -72

Crystal 0-6 (33% each) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -73

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -74

Bat 0-2 (50% each) Can't be starred




















cave_new_sloperoom04 Room 120 Minimum Depth: 1
Connections:
4x "" (can be doors)





while proc rows 3: -75

Crystal 0-3 (33% each) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -76

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -77

Bat 0-2 (50% each) Can't be starred




















cave_new_sloperoom03 Room 120 Minimum Depth: 1
Connections:
4x "" (can be doors)





while proc rows 3: -78

Crystal 0-3 (33% each) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -79

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -80

Bat 0-2 (50% each) Can't be starred




















cave_new_sloperoom02 Room 120 Minimum Depth: 1
Connections:
8x "" (can be doors)





while proc rows 3: 2

Crystal 0-3 (33% each, 8.25% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: 1

Crystal 0-3 (33% each)





while proc rows 3: 0

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -1

Bat 0-2 (50% each) Can't be starred





while proc rows 3: -2

Ulv 0-3 (50% each) Can't be starred




















cave_new_sloperoom01 Room 120 Minimum Depth: 1
Connections:
8x "" (can be doors)





while proc rows 3: -3

Crystal 0-3 (33% each) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -4

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -5

Bat 0-2 (50% each) Can't be starred





while proc rows 3: -6

Ulv 0-3 (50% each) Can't be starred




















cave_new_sloperoom_w_hole Room 50 Minimum Depth: 1
Connections:
9x "" (can be doors)





while proc rows 3: -7

Tetra 0-9 (66% each) Can't be starred





while proc rows 3: -8

Tetra 3 Up to 4 stars (20% chance)
Respawns every 10 minutes





while proc rows 3: -9

Bat 4-6
(75% chance for the extra)
Can't be starred





while proc rows 3: -10

Bat 0-4 (50% each) Can't be starred





while proc rows 3: -11

Crystal 0-3 (33% each) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -12

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"





while proc rows 3: -13

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 ""





while proc rows 3: -14

Moder vegvisir 25%




















cave_new_icecorridor07 Room 10 Minimum Depth: 1
Connections:
2x "ice" (can be doors)





while proc rows 3: -15

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)





while proc rows 3: -16

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)





while proc rows 3: -17

Ulv 0-4 (50% each, 12.5% each total) Can't be starred





while proc rows 3: -18

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)





while proc rows 3: -19

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)





while proc rows 3: -20

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)





while proc rows 3: -21

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)





while proc rows 3: -22

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 ""





while proc rows 3: -23

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 ""





while proc rows 3: -24

Moder vegvisir 25%




















cave_new_corridor09 Room 5 Minimum Depth: 1
Connections:
4x "" (can be doors)





while proc rows 3: -25

Crystal 0-3 (25% each) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -26

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)





while proc rows 3: -27

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)





while proc rows 3: -28

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)





while proc rows 3: -29

Crystal 25% Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -30

Ulv 0-4 (50% each) Can't be starred




















cave_new_corridor05 Room 5 Minimum Depth: 1
Connections:
2x "" (can be doors)





while proc rows 3: -31

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)





while proc rows 3: -32

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)





while proc rows 3: -33

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)





while proc rows 3: -34

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -35

Bat 0-2 (50% each) Can't be starred





while proc rows 3: 2

Crystal 0-4 (80% each, 40% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: 1

Crystal 25%




















cave_new_crossroads01_hole_shrine Room 5 Minimum Depth: 1
Connections:
3x "" (can be doors)
2x "shrine" (can be doors)





while proc rows 3: 0

Ulv 0-3 (66% each) Can't be starred





while proc rows 3: -1

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -2

Bat 0-2 (50% each) Can't be starred





while proc rows 3: -3

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)





while proc rows 3: -4

Crystal 0-9 (50% each, 6.25% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -5

Moder vegvisir 25%





while proc rows 3: -6

Bat 4-6
(75% chance for the extra)
Can't be starred





while proc rows 3: -7

Bat 0-4 (50% each) Can't be starred





while proc rows 3: 2

Crystal 0-4 (80% each, 40% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: 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)





while proc rows 3: 0

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -1

Bat 0-2 (50% each) Can't be starred





while proc rows 3: 2

Crystal 0-4 (80% each, 40% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: 1

Crystal 0-3 (25% each)




















cave_new_crossroads01 Room 5 Minimum Depth: 1
Connections:
4x "" (can be doors)





while proc rows 3: 0

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)





while proc rows 3: -1

Ulv 0-3 (50% each, 25% each total) Can't be starred





while proc rows 3: -2

Ulv 25% (12.5% total) Can't be starred




















cave_new_crossroads02 Room 10 Connections:
3x "" (can be doors)





while proc rows 3: -3

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"





while proc rows 3: -4

Crystal 0-3 (80% each, 40% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -5

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -6

Bat 0-2 (50% each) Can't be starred




















cave_new_crossroads01_hole_to_deeproom Room 20 Connections:
7x "" (can be doors)
1x "deeproom"





while proc rows 3: -7

Moder vegvisir 25%





while proc rows 3: 3

Crystal 0-4 (25% each, 12.5% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: 2

Crystal 25%





while proc rows 3: 1

Crystal 0-3 (50% each)





while proc rows 3: 0

Bat 6-9
(75% chance for each extra)
Can't be starred





while proc rows 3: -1

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"





while proc rows 3: -2

Crystal 0-3 (80% each, 40% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -3

Bat 3-4
(75% chance for the extra)
Can't be starred





while proc rows 3: -4

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"





while proc rows 3: -5

Crystal 0-3 (80% each, 40% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -6

Bat 3-4
(75% chance for the extra)
Can't be starred





while proc rows 3: -7

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"





while proc rows 3: -8

Crystal 0-3 (80% each, 40% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -9

Bat 3-4
(75% chance for the extra)
Can't be starred





while proc rows 3: -10

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"





while proc rows 3: -11

Crystal 0-3 (80% each, 40% each total) Pickable
Drops 1 or 1-3 crystals
See below for details[fc 1]





while proc rows 3: -12

Bat 3-4
(75% chance for the extra)
Can't be starred





while proc rows 3: -13

Bat 0-6 (50% each) Can't be starred




















cave_dome_middle Room 10 Minimum Depth: 1
Connections:
2x "dome"





while proc rows 3: -14

Bat 2-3
(75% chance for the extra)
Can't be starred





while proc rows 3: -15

Bat 0-2 (50% each) Can't be starred




















cave_dome_bottom_lake Endcap 20 Connections:
1x "dome"





while proc rows 3: -16

Fishing rod 100% Pickable
Drops one fishing rod and 2-4 Fishing bait when picked





while proc rows 3: 3

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]





while proc rows 3: 2

Crystal 0-3 (50% each, 20% each total)





while proc rows 3: 1

Crystal 3





while proc rows 3: 0

Stone Golem 0-2 (50% each, 20% each total) Can't be starred





while proc rows 3: -1

Stone Golem 100% Can't be starred




















cave_dome_bottom_endcap Endcap 1 Connections:
1x "dome"





while proc rows 3: -2

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"





while proc rows 3: -3

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. 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:

⚠️ Work In Progress! ⚠️
Dungeon
Room Name
Type Weight
or
Amount
Other




















gobvill_guardtower Room 1 Always facing the center
Perimeter only





while proc rows 3: -4

Spear Fuling 2





while proc rows 3: -5

Fuling 50%




















gobvill_barley Room 1





while proc rows 3: -6

Barley 12 Each drops 2 Barley when picked





while proc rows 3: -7

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)





while proc rows 3: -8

Seeker Brood eggs 10 (45%) See below for details[dt 1]





while proc rows 3: -9

Seeker Brood eggs 10 (45%) See below for details[dt 1]





while proc rows 3: -10

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)





while proc rows 3: -11

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -12

Royal jelly pile 45% Will always spawn if the first egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -13

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -14

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)





while proc rows 3: -15

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -16

Royal jelly pile 45% Will always spawn if the first egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -17

Seeker Brood eggs 2-7 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -18

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)





while proc rows 3: -19

Seeker Brood eggs 3-11 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -20

Royal jelly pile 45% Will always spawn if the egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -21

Seeker 1 Respawns every 4 hours





while proc rows 3: -22

Seeker 25%




















dvergr_stair03 Room 1 Connections:
2x "dvergr" (can be doors)




















dvergr_room01 Room 1 Connections:
2x "dvergr" (can be doors)





while proc rows 3: -23

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -24

Royal jelly pile 45% Will always spawn if the egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -25

Tick 0-2 (50% each) 20% chance to be starred





while proc rows 3: -26

Tick 2 Respawns every 4 hours




















dvergr_room02 Room 1 Connections:
3x "dvergr" (can be doors)





while proc rows 3: -27

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -28

Royal jelly pile 45% Will always spawn if the egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -29

Tick 0-2 (50% each) 20% chance to be starred





while proc rows 3: -30

Tick 2 Respawns every 4 hours




















dvergr_room03 Room 1 Connections:
3x "dvergr" (can be doors)





while proc rows 3: -31

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -32

Royal jelly pile 45% Will always spawn if the egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -33

Tick 0-2 (50% each) 20% chance to be starred





while proc rows 3: -34

Tick 2 Respawns every 4 hours




















dvergr_room04 Room 1 Connections:
2x "dvergr" (can be doors)





while proc rows 3: -35

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -36

Royal jelly pile 45% Will always spawn if the egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -37

Tick 0-2 (50% each) 20% chance to be starred





while proc rows 3: -38

Tick 2 Respawns every 4 hours




















dvergr_corridor01 Room 1 Connections:
2x "dvergr" (can be doors)





while proc rows 3: -39

Seeker Brood eggs 4-13 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -40

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)





while proc rows 3: -41

Seeker 66%





while proc rows 3: -42

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)





while proc rows 3: -43

Seeker 66%





while proc rows 3: -44

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)





while proc rows 3: -45

Seeker 66%





while proc rows 3: -46

Seeker 1 Respawns every 4 hours




















dvergr_stone_room04 Room 10 Minimum Depth: 2
Connections:
5x "stone" (can be doors)





while proc rows 3: -47

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -48

Royal jelly pile 45% Will always spawn if the egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -49

Tick 0-2 (50% each) 20% chance to be starred





while proc rows 3: -50

Tick 2 Respawns every 4 hours




















dvergr_stone_turn01 Room 1 Connections:
4x "dvergr" (can be doors)





while proc rows 3: -51

Seeker 66%





while proc rows 3: -52

Seeker 1 Respawns every 4 hours




















dvergr_stone_stair01 Room 5 Connections:
1x "dvergr" (can be door)
3x "stone" (can be doors)





while proc rows 3: -53

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
See below for details[dt 1]





while proc rows 3: -54

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)





while proc rows 3: -55

Seeker 2 (66% each) Inside the pit





while proc rows 3: -56

Seeker 1 Inside the pit
Respawns every 4 hours





while proc rows 3: -57

The Queen vegvisir Inside the pit
10%




















dvergr_room_fence01 Room 1 Connections:
4x "dvergr" (can be doors)





while proc rows 3: -58

Seeker 66%





while proc rows 3: -59

Seeker 1 Respawns every 4 hours




















dvergr_room_open01 Room 5 Connections:
2x "dvergr" (can be doors)





while proc rows 3: -60

Seeker 2 (66% each) Inside the pit





while proc rows 3: -61

Seeker 1 Inside the pit
Respawns every 4 hours





while proc rows 3: -62

The Queen vegvisir 10% Inside the pit




















dvergr_room_open02 Room 2 Connections:
4x "dvergr" (can be doors)





while proc rows 3: -63

Seeker 2 (66% each) Inside the pit





while proc rows 3: -64

Seeker 1 Inside the pit
Respawns every 4 hours





while proc rows 3: -65

The Queen vegvisir 10% Inside the pit




















dvergr_room_open03 Room 5 Connections:
3x "dvergr" (can be doors)





while proc rows 3: -66

Seeker 2 (66% each) Inside the pit





while proc rows 3: -67

Seeker 1 Inside the pit
Respawns every 4 hours





while proc rows 3: -68

The Queen vegvisir 10% Inside the pit




















dvergr_room_open04 Room 0.5 Connections:
8x "dvergr" (can be doors)





while proc rows 3: -69

Hanging Seeker Brood eggs 12 (66% each) See below for details[dt 2]





while proc rows 3: -70

Seeker 2 (66% each)





while proc rows 3: -71

Seeker 1 Respawns every 4 hours





while proc rows 3: -72

Seeker Soldier 75%




















dvergr_roombig_corner01 Room 1 Connections:
4x "dvergr" (can be doors)
2x "dvergropen" (can be doors)





while proc rows 3: -73

Hanging Seeker Brood eggs 9 (66% each) See below for details[dt 2]





while proc rows 3: -74

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)





while proc rows 3: -75

Hanging Seeker Brood eggs 12 (66% each) See below for details[dt 2]





while proc rows 3: -76

Royal jelly pile 1 Drops 5 royal jelly when picked
Respawns every 4 hours
Has hanging indicator on the ceiling above





while proc rows 3: -77

Seeker 2 (66% each)





while proc rows 3: -78

Seeker 1 Respawns every 4 hours





while proc rows 3: -79

Seeker Soldier 25%




















dvergr_roombig_side02 Room 1 Connections:
2x "dvergr" (can be doors)
3x "dvergropen" (can be doors)





while proc rows 3: -80

Hanging Seeker Brood eggs 12 (66% each) See below for details[dt 2]





while proc rows 3: -81

Royal jelly pile 1 Drops 5 royal jelly when picked
Respawns every 4 hours
Has hanging indicator on the ceiling above





while proc rows 3: -82

Seeker 2 (66% each)





while proc rows 3: -83

Seeker 1 Respawns every 4 hours





while proc rows 3: -84

Seeker Soldier 50%




















dvergr_roombig_open01 Room 5 Connections:
4x "dvergropen" (can be doors)





while proc rows 3: -85

Hanging Seeker Brood eggs 12 (66% each) See below for details[dt 2]





while proc rows 3: -86

Royal jelly pile 1 Drops 5 royal jelly when picked
Respawns every 4 hours
Has hanging indicator on the ceiling above





while proc rows 3: -87

Seeker 2 (66% each)





while proc rows 3: -88

Seeker 1 Respawns every 4 hours





while proc rows 3: -89

Seeker Soldier 50%




















dvergr_roombig_open02 Room 3 Connections:
8x "dvergr" (can be doors)
4x "dvergropen" (can be doors)





while proc rows 3: -90

Hanging Seeker Brood eggs 12 (66% each) See below for details[dt 2]





while proc rows 3: -91

Royal jelly pile 1 Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -92

Seeker 2 (50% each) On the lower floor with spiral staircase





while proc rows 3: -93

Seeker 1 On the lower floor with spiral staircase
Respawns every 4 hours





while proc rows 3: -94

Seeker 50% On the upper floor





while proc rows 3: -95

Seeker 1 On the upper floor
Respawns every 4 hours





while proc rows 3: -96

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)





while proc rows 3: -97

Hanging Seeker Brood eggs 12 (66% each) See below for details[dt 2]





while proc rows 3: -98

Royal jelly pile 1 Drops 5 royal jelly when picked
Respawns every 4 hours
Has hanging indicator on the ceiling above





while proc rows 3: -99

Seeker 66% each





while proc rows 3: -100

Seeker 1 Respawns every 4 hours





while proc rows 3: -101

Seeker Soldier 25%




















dvergr_roombig_corridor02 Room 1 Connections:
4x "dvergr" (can be doors)
2x "dvergropen" (can be doors)





while proc rows 3: -102

Hanging Seeker Brood eggs 12 (66% each) See below for details[dt 2]





while proc rows 3: -103

Royal jelly pile 1 Drops 5 royal jelly when picked
Respawns every 4 hours
Has hanging indicator on the ceiling above





while proc rows 3: -104

Seeker 66% each





while proc rows 3: -105

Seeker 1 Respawns every 4 hours





while proc rows 3: -106

Seeker Soldier 25%




















dvergr_roombig_windows01 Room 1 Connections:
1x "dvergropen" (can be door)





while proc rows 3: -107

Hanging Seeker Brood eggs 6 (66% each) See below for details[dt 2]





while proc rows 3: -108

Royal jelly pile 1 Drops 5 royal jelly when picked
Respawns every 4 hours
Has hanging indicator on the ceiling above





while proc rows 3: -109

Seeker Soldier 1





while proc rows 3: -110

Sealbreaker fragment 100%, 30% total Requires the stone altar to spawn (30% chance)





while proc rows 3: -111

Black core 0-4 (50% each, 15% each total) Requires the stone altar to spawn (30% chance)





while proc rows 3: -112

Seeker Soldier 100%, 30% total Requires the stone altar to spawn (30% chance)





while proc rows 3: -113

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)





while proc rows 3: -114

The Queen vegvisir 10%




















dvergr_roombig_toStone02 Room 3 Connections:
1x "dvergropen" (can be door)
2x "stone" (can be doors)





while proc rows 3: -115

The Queen vegvisir 10%




















dvergr_roombig_endcap02 Endcap 1 Endcap Priority: 1
Connections:
1x "dvergropen" (can be door)
2x "stone" (can be doors)





while proc rows 3: -116

Sealbreaker fragment 100%, 20% total Requires the stone altar to spawn (20% chance)





while proc rows 3: -117

Black core 0-2 (50% each, 10% each total) Requires the stone altar to spawn (20% chance)





while proc rows 3: -118

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"





while proc rows 3: -119

Hidden door 1 At the entrance





while proc rows 3: -120

Treasure Chest 1-2 (100%)
(50% chance for the extra)





while proc rows 3: -121

Coin Pile 0-3
(50% chance each for the first two)
(33% chance for the third)





while proc rows 3: -122

Black core 0-4 (50% each)





while proc rows 3: -123

The Queen vegvisir 10%




















dvergr_room_TREASURE2 Room 6 Required
Minimum Depth: 3
Connections:
1x "dvergr"





while proc rows 3: -124

Hidden door 1 At the entrance





while proc rows 3: -125

Treasure Chest 2





while proc rows 3: -126

Black core 0-2 (50% each)




















dvergr_room_endcap01 Endcap 5 Endcap Priority: 5
Connections:
1x "dvergr" (can be door)





while proc rows 3: -127

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)





while proc rows 3: -128

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)





while proc rows 3: -129

Seeker Brood eggs 3-10 (55%)
(50% chance for each extra, 27.5% total)
See below for details[dt 1]





while proc rows 3: -130

Royal jelly pile 55% Will always spawn if the egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -131

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)





while proc rows 3: -132

Seeker Brood eggs 3-10 (55%)
(50% chance for each extra, 27.5% total)
See below for details[dt 1]





while proc rows 3: -133

Royal jelly pile 55% Will always spawn if the egg pile spawns
Drops 5 royal jelly when picked
Respawns every 4 hours





while proc rows 3: -134

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)





while proc rows 3: -135

Tick 2-4 (100%)
(33% chance for each extra)
20% chance to be starred





while proc rows 3: -136

The Queen vegvisir 10%




















dvergr_divider01 Divider 1 Connections: 1x (can be door)





while proc rows 3: -137

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"





while proc rows 3: -138

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"





while proc rows 3: -139

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





while proc rows 3: -140

The Queen 1 On the ground floor





while proc rows 3: -141

Trigger spawner
(33.3% Seeker, 66.7% Seeker Brood)
10 On the ground floor
Can't be starred
See below for details[dt 3]





while proc rows 3: -142

Trigger spawner
(33.3% Seeker, 66.7% Seeker Brood)
5 On the balcony
Can't be starred
See below for details[dt 3]





while proc rows 3: -143

Trigger spawner
(33.3% Seeker, 66.7% Seeker Brood)
2 On the first landing
Can't be starred
See below for details[dt 3]





while proc rows 3: -144

Trigger spawner
(33.3% Seeker, 66.7% Seeker Brood)
2 On the second landing
Can't be starred
See below for details[dt 3]





while proc rows 3: -145

Trigger spawner
(33.3% Seeker, 66.7% Seeker Brood)
7 On the top floor
Can't be starred
See below for details[dt 3]





while proc rows 3: -146

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





while proc rows 3: 13

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
On the ground floor
See below for details[dt 1]





while proc rows 3: 12

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 11

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 10

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 9

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 8

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 7

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 6

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 5

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 4

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 3

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 2

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 1

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 3

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
On the balcony
See below for details[dt 1]





while proc rows 3: 2

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 1

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 0

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
On the first landing
See below for details[dt 1]





while proc rows 3: 7

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)
On the top floor
See below for details[dt 1]





while proc rows 3: 6

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 5

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 4

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 3

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 2

Seeker Brood eggs 3-10 (45%)
(50% chance for each extra, 22.5% total)





while proc rows 3: 1

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. 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. 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. 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]

InvertedTower


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.



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