Mistlands Guard Tower1 ruined new
LocationsAuthored 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 wood pole | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (8) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (8) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (1) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrtown stair corner wood left (1) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood beam (13) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (6) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (6) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (1) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (1) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (21) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (5) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (5) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (14) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood stakewall (1) | Wood | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood pole | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood stakewall | Wood | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (9) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (9) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (5) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (27) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops banner | Blue Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (23) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (17) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (26) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (2) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood pole (2) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood beam (15) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (6) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood beam (20) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops curtain | Blue Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (7) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (11) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (12) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (6) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (12) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (12) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (3) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrtown stair corner wood left (3) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood beam (10) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| Dvergr Treasure Chest | Coins | 12 | 54 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Dvergr Treasure Chest | Wooden Greatsword | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Dvergr Treasure Chest | Hook | 1 | 1 | 0.5 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Dvergr Treasure Chest | Black Marble Protection Idol | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Dvergr Treasure Chest | Black Marble Battle Idol | 1 | 1 | 0.05 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Dvergr Treasure Chest | Flametal Protection Idol | 1 | 1 | 0.01 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Dvergr Treasure Chest | Flametal Battle Idol | 1 | 1 | 0.01 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| blackmarble post01 | Black Marble | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (4) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (8) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (22) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (2) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (18) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (24) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (16) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (11) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (11) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (13) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood pole (13) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood pole (1) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood pole (1) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood beam (9) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (2) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (2) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (4) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (4) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (1) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (8) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood pole (8) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood beam (19) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (3) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (3) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrtown stair corner wood left | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood pole (2) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (2) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (14) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (14) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (9) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (9) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (7) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (7) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (28) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (13) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (13) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (10) | Wood | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrtown stair corner wood left (10) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood beam (25) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| dvergrprops wood pole (4) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| dvergrprops wood pole (4) | Copper Scrap | 1 | 1 | 0.5 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
Possible creatures
Authored levels and conditional spawn candidates; not guaranteed population or spawn rates.
| Creature | Minimum level | Maximum level | Context |
|---|---|---|---|
| Seeker | 1 | 3 | Location contents; random hierarchy |
Practical guidance
EditorialPlacement parameters describe world-generation eligibility. They are not map coordinates or guaranteed location counts. Listed rooms and loot are conditional candidates.

