Mörkhalla
DungeonsAuthored location requirements and possible contents. Layouts and contents depend on world generation and runtime conditions.
Deep North

Entry requirements
A keyed door requires this item. This is an entrance requirement, not a boss re-summoning offering.
| Entrance | Key | Context |
|---|---|---|
| Gates of Mörkhalla | Intricate Key | Location contents |
Possible loot
Rows 1–99 of 399Each 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 |
|---|---|---|---|---|---|---|
| Blob Mork Big | Scrap Iron | 1 | 1 | 0.5 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Blob Mork Big | Timberwood | 1 | 1 | 0.5 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Blob Mork Big | Lingonberries | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Blob Mork Big | Dead Pulp | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Banner2 | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Rubble3 | Grausten | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Rubble3 | Ancient Coin | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Rug stair (1) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| Morkhalla Rug stair (2) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| Jotun's Chest | Ancient Coin | 4 | 10 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Jotun's Chest | Medium Stamina Mead | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Jotun's Chest | Medium Healing Mead | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Jotun's Chest | Minor Eitr Mead | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Jotun's Chest | Charred Arrow | 5 | 11 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Jotun's Chest | Flametal Protection Idol | 1 | 1 | 0.05 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Jotun's Chest | Flametal Battle Idol | 1 | 1 | 0.025 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Jotun's Chest | Bloodgold Protection Idol | 1 | 1 | 0.01 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Jotun's Chest | Bloodgold Battle Idol | 1 | 1 | 0.01 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Banner1 | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Rug corner | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| Morkhalla Rubble1 | Grausten | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Rubble1 | Ancient Coin | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Banner1 | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| Morkhalla Banner2 | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| Morkhalla Rug stair | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| Morkhalla Rubble4 | Grausten | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Rubble4 | Ancient Coin | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Rug stair (3) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| Ancient Chest | Ancient Coin | 11 | 55 | 2 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Draumyx | 1 | 1 | 0.2 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Grimvarn | 1 | 1 | 0.5 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Solryth | 1 | 1 | 0.4 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Veydris | 1 | 1 | 0.3 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Copper | 1 | 5 | 1 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Bronze | 1 | 5 | 1 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Tin | 1 | 5 | 1 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Flametal Protection Idol | 1 | 1 | 0.05 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Flametal Battle Idol | 1 | 1 | 0.025 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Bloodgold Protection Idol | 1 | 1 | 0.025 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Bloodgold Battle Idol | 1 | 1 | 0.013 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Ancient Chest | Black Core | 1 | 1 | 0.5 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Rubble2 | Grausten | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Rubble2 | Ancient Coin | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Morkhalla Banner1 | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble3 | Grausten | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble3 | Ancient Coin | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble4 | Grausten | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble4 | Ancient Coin | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla rubble trashpile | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble2 (1) | Grausten | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble2 (1) | Ancient Coin | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Banner2 | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble2 | Grausten | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble2 | Ancient Coin | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble1 | Grausten | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble1 | Ancient Coin | 1 | 1 | 1 | weighted table; 1–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug end2 | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug middle | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug end1 | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug stair (4) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug corner | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug stair | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug end2 (1) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Ancient Coin | 11 | 55 | 2 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Draumyx | 1 | 1 | 0.2 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Grimvarn | 1 | 1 | 0.5 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Solryth | 1 | 1 | 0.4 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Veydris | 1 | 1 | 0.3 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Copper | 1 | 5 | 1 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Bronze | 1 | 5 | 1 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Tin | 1 | 5 | 1 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Flametal Protection Idol | 1 | 1 | 0.05 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Flametal Battle Idol | 1 | 1 | 0.025 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Bloodgold Protection Idol | 1 | 1 | 0.025 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Bloodgold Battle Idol | 1 | 1 | 0.013 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ancient Chest | Black Core | 1 | 1 | 0.5 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug stair (1) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug end2 (3) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Jotun's Chest | Ancient Coin | 4 | 10 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Jotun's Chest | Medium Stamina Mead | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Jotun's Chest | Medium Healing Mead | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Jotun's Chest | Minor Eitr Mead | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Jotun's Chest | Charred Arrow | 5 | 11 | 1 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Jotun's Chest | Flametal Protection 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 |
| Jotun's Chest | Flametal Battle Idol | 1 | 1 | 0.025 | weighted table; 2–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Jotun's Chest | Bloodgold 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 |
| Jotun's Chest | Bloodgold 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 |
| Blob Mork Big | Scrap Iron | 1 | 1 | 0.5 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Blob Mork Big | Timberwood | 1 | 1 | 0.5 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Blob Mork Big | Lingonberries | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Blob Mork Big | Dead Pulp | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug stair (3) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug stair (2) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug end1 (1) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug end2 (2) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug stair (5) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rug corner (2) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Stool (2) | Timberwood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Stool (2) | Chain | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
Gathering
21 entries
BloodstoneLocation contents; random hierarchy
BloodstoneConditional room/interior; random hierarchy
BloodstoneConditional room/interior; random hierarchy; initially inactive template
DraumyxLocation contents; random hierarchy
DraumyxLocation contents; random hierarchy; initially inactive template
DraumyxConditional room/interior; random hierarchy
GrimvarnLocation contents; random hierarchy; initially inactive template
GrimvarnLocation contents; random hierarchy
GrimvarnConditional room/interior; random hierarchy
IoliteLocation contents; random hierarchy
IoliteConditional room/interior; random hierarchy
IoliteConditional room/interior; random hierarchy; initially inactive template
JadeLocation contents; random hierarchy
JadeConditional room/interior; random hierarchy
JadeConditional room/interior; random hierarchy; initially inactive template
SolrythLocation contents; random hierarchy; initially inactive template
SolrythLocation contents; random hierarchy
SolrythConditional room/interior; random hierarchy
VeydrisLocation contents; random hierarchy
VeydrisLocation contents; random hierarchy; initially inactive template
VeydrisConditional room/interior; 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.

