| 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 |
| 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 |
| 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 |
| 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 |
| Chest | Withered Bone | 1 | 1 | 0.5 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Ironhead Arrow | 10 | 15 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Poison Arrow | 10 | 15 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Coins | 20 | 60 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Amber | 1 | 5 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Amber Pearl | 1 | 3 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Ruby | 1 | 3 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Chain | 1 | 3 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Ancient Bark | 20 | 30 | 1 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Scrap Iron | 10 | 20 | 2 | weighted table; 4–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Iron 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 |
| Chest | Iron 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 |
| Chest | Silver 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 |
| Chest | Silver 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 |
| root07 (2) | 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 (1) | 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 (1) | Wood | 1 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |