Infested Mine
DungeonsAuthored location requirements and possible contents. Layouts and contents depend on world generation and runtime conditions.
Mistlands

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 |
|---|---|---|---|---|---|---|
| dvergrprops banner | Blue Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; initially inactive template |
| dvergrprops curtain | Blue Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; initially inactive template |
| dvergrprops lantern | Copper Scrap | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrprops lantern | Surtling Core | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Seeker Egg (4) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (5) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (8) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (9) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (2) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (1) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (6) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (10) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (3) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (1) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (1) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood support | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood support (2) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood support (1) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood support (3) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood support (5) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood beam (1) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| dvergrtown wood beam (2) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| dvergrtown wood beam | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| dvergrtown wood support (4) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood support (6) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood support | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| dvergrtown wood beam (5) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| dvergrtown wood beam (4) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Creep Prop egg hanging01 (2) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Creep Prop egg hanging01 (1) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Creep Prop egg hanging01 | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Seeker Egg (7) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (4) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (4) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (6) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (6) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (2) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (2) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (7) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (7) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (5) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (5) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (3) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (3) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (8) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrtown wood pole (8) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Minor Healing Mead | 1 | 2 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Minor Stamina Mead | 1 | 2 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Poison Resistance Mead | 1 | 2 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Sausages | 3 | 6 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Dvergr Tankard | 1 | 1 | 0.1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Coins | 33 | 66 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Wooden Greatsword | 1 | 1 | 0.2 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Hook | 1 | 1 | 0.5 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Black Marble Protection Idol | 1 | 1 | 0.1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Black Marble Battle Idol | 1 | 1 | 0.05 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Flametal Protection Idol | 1 | 1 | 0.01 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Dvergr Treasure Chest | Flametal Battle Idol | 1 | 1 | 0.01 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Pickable Dvergr Mine Treasure (1) | Coins | 11 | 99 | 1 | weighted table; 1–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Dvergr Mine Treasure (2) | Coins | 11 | 99 | 1 | weighted table; 1–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Dvergr Mine Treasure (4) | Coins | 11 | 99 | 1 | weighted table; 1–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Minor Healing Mead | 1 | 2 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Minor Stamina Mead | 1 | 2 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Poison Resistance Mead | 1 | 2 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Sausages | 3 | 6 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Dvergr Tankard | 1 | 1 | 0.1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Coins | 33 | 66 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Wooden Greatsword | 1 | 1 | 0.2 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Hook | 1 | 1 | 0.5 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Black Marble Protection Idol | 1 | 1 | 0.1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Black Marble Battle Idol | 1 | 1 | 0.05 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Flametal Protection Idol | 1 | 1 | 0.01 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Dvergr Treasure Chest | Flametal Battle Idol | 1 | 1 | 0.01 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrprops pickaxe (3) | Scrap Iron | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrprops pickaxe | Scrap Iron | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrprops pickaxe (1) | Scrap Iron | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrprops pickaxe (2) | Scrap Iron | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| dvergrprops pickaxe (4) | Scrap Iron | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Seeker Egg (11) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (13) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
| Seeker Egg (12) | Seeker Brood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling excluded | Conditional room/interior; random hierarchy |
Gathering sources
| Source | Item | Amount | Respawn minutes | Context |
|---|---|---|---|---|
| Pickable Royal Jelly | Royal Jelly | 5 | 240 | Conditional room/interior; random hierarchy |
| Pickable Royal Jelly | Royal Jelly | 5 | 240 | Conditional room/interior |
| Pickable Black Core Stand (6) | Black Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Black Core Stand (5) | Black Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Black Core Stand (3) | Black Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Black Core Stand (4) | Black Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Dvergr Mine Treasure (1) | Coins | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Dvergr Mine Treasure (2) | Coins | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Dvergr Mine Treasure (4) | Coins | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Black Core Stand (1) | Black Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Black Core Stand (2) | Black Core | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Black Core Stand | Black Core | 1 | 0 | Conditional room/interior; random hierarchy |
Gathering
Mining resources
18 entries
Stonecliff mistlands1
Stonecliff mistlands2 (6)
Stonecliff mistlands1 (1)
Stonecliff mistlands1 (3)
Stonecliff mistlands2 (4)
Stonecliff mistlands2 (5)
Stonecliff mistlands1 creep (1)
Stonecliff mistlands2 (7)
Stonecliff mistlands2 (10)
Stonecliff mistlands2 (12)
Stonecliff mistlands2 (9)
Stonecliff mistlands1 (4)
Stonecliff mistlands1 creep (4)
Stonecliff mistlands2 (8)
Stonecliff mistlands1 creep
Stonecliff mistlands1 creep (3)
Stonecliff mistlands1 (2)
Stonecliff mistlands1 creep (2)
Possible creatures
Rows 1–4 of 8Authored levels and conditional spawn candidates; not guaranteed population or spawn rates.
Practical guidance
EditorialPlacement parameters describe world-generation eligibility. They are not map coordinates or guaranteed location counts. Listed rooms and loot are conditional candidates.

