Burial Chambers
DungeonsAuthored location requirements and possible contents. Layouts and contents depend on world generation and runtime conditions.
Black Forest

Possible loot
Each source has its own table activation and draw count, separate from entry weights/chances. These are authored per-selection stack bounds, not total location yield. Container item-data rolls clamp stacks and use inclusive upper bounds; spawned-prefab rolls use exclusive upper bounds. Resource-rate passes and one-of-each selection follow the linked loot mechanics. Do not multiply unrelated room, activation and loot probabilities.
| Source | Item | Authored minimum | Authored maximum | Weight | Selection | Context |
|---|---|---|---|---|---|---|
| root11 | Wood | 1 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| root08 | Wood | 1 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| root12 | Wood | 1 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| root07 | Wood | 1 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Feathers | 1 | 10 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Flinthead Arrow | 5 | 10 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Ruby | 1 | 2 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Coins | 10 | 30 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Amber | 1 | 3 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Silver Necklace | 1 | 1 | 0.2 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Bronze Protection Idol | 1 | 1 | 0.1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Bronze Battle Idol | 1 | 1 | 0.05 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Iron Protection Idol | 1 | 1 | 0.01 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Iron Battle Idol | 1 | 1 | 0.01 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Feathers | 1 | 10 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Flinthead Arrow | 5 | 10 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Ruby | 1 | 2 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Coins | 10 | 30 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Amber | 1 | 3 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Silver Necklace | 1 | 1 | 0.2 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Bronze Protection Idol | 1 | 1 | 0.1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Bronze Battle Idol | 1 | 1 | 0.05 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Iron Protection Idol | 1 | 1 | 0.01 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Iron Battle Idol | 1 | 1 | 0.01 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Crow (1) | Feathers | 3 | 3 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| Crow | Feathers | 3 | 3 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
Gathering sources
| Source | Item | Amount | Respawn minutes | Context |
|---|---|---|---|---|
| Pickable Mushroom yellow (2) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (14) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (15) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (5) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (13) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (6) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (9) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (11) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (10) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (4) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (12) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (3) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (1) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (8) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (7) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Forest Crypt Remains03 | Bone Fragments | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Surtling Core Stand | Surtling Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Mushroom yellow (16) | Yellow Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Surtling Core Stand (1) | Surtling Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Forest Crypt Remains01 | Bone Fragments | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Surtling Core Stand (2) | Surtling Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Forest Crypt Remains02 | Bone Fragments | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Surtling Core Stand (3) | Surtling Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Surtling Core Stand (5) | Surtling Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Surtling Core Stand (7) | Surtling Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Surtling Core Stand (4) | Surtling Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Forest Crypt Remains04 | Bone Fragments | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Surtling Core Stand (6) | Surtling Core | 1 | 0 | Conditional room/interior; random hierarchy |
Gathering
Possible creatures
Authored levels and conditional spawn candidates; not guaranteed population or spawn rates.
| Creature | Minimum level | Maximum level | Selection weight | Context |
|---|---|---|---|---|
| Skeleton | 1 | 3 | — | Conditional room/interior; random hierarchy |
| Skeleton | 1 | 3 | 1 | Conditional room/interior; random hierarchy |
| Ghost | 1 | 1 | — | Conditional room/interior; random hierarchy |
| Ghost | 1 | 1 | — | Conditional room/interior |
| Rancid Remains | 1 | 3 | — | Conditional room/interior; random hierarchy |
| Skeleton | 1 | 3 | 1 | Conditional room/interior |
| Skeleton | 1 | 3 | — | Location contents |
Eligible dungeon rooms
| Room template | Eligibility |
|---|---|
| Room template | Eligible room pool; occurrence is conditional |
Practical guidance
EditorialPlacement parameters describe world-generation eligibility. They are not map coordinates or guaranteed location counts. Listed rooms and loot are conditional candidates.

