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

Possible loot
Rows 201–247 of 247Each 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 |
|---|---|---|---|---|---|---|
| Spawner Hole | Mould: Nord Crossbow | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Knucklechains | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Dagger | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Mace | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Sledge | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Buckler | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Shield | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Greatshield | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Spear | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Sword | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Nord Greatsword | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Spawner Hole | Mould: Intricate Key | 1 | 1 | 0.2 | weighted table; 1–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Hole Rock root Floor1 | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Hole Rock root Wall1 (7) | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Hole Rock root Wall1 (2) | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Hole Rock root Wall1 (4) | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Hole Rock root Wall1 (8) | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Hole Rock root Wall1 (3) | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Hole Rock root Wall1 (5) | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Hole Rock root Wall1 (6) | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Hole Rock root1 | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy; initially inactive template |
| Hole Rock root1 | Timberwood | 1 | 1 | 1 | weighted table; 1–1 table draws; 50.0% table activation; with replacement; resource scaling applies | Location contents; random hierarchy |
| prop bonfire | Coal | 1 | 5 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| Barrel | Mould: Nord Axe | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Mould: Nord Bow | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Mould: Nord Mace | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Mould: Nord Sword | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Mould: Nord Spear | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Tasty Mead | 1 | 5 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Bear Meat | 1 | 3 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Bread | 1 | 2 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Onion | 1 | 3 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Flametal Protection Idol | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| Barrel | Flametal Battle Idol | 1 | 1 | 0.05 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Location contents |
| prop Tankard (4) | Finewood | 1 | 1 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop preptable | Finewood | 1 | 10 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop cauldron ext6 rollingpins | Ashwood | 1 | 2 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop cauldron ext3 butchertable | Finewood | 1 | 5 | 0 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop cauldron ext3 butchertable | Corewood | 1 | 5 | 0 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop Tankard (5) | Finewood | 1 | 1 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop Tankard (1) | Finewood | 1 | 1 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop Tankard (3) | Finewood | 1 | 1 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop piece Mead Cauldron | Scrap Bronze | 1 | 5 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop Feast Meadows | Wood | 1 | 2 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop Tankard | Finewood | 1 | 1 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop cauldron ext1 spice | Finewood | 1 | 1 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Location contents |
| prop piece cauldron | Tin Ore | 1 | 5 | 0 | 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 Glow Worm (5) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (4) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (9) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (7) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (6) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (8) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (2) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (10) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (1) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Frost Core Hanger (2) | Frostcore | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (3) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Frost Core Hanger (1) | Frostcore | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Frost Core Hanger (3) | Frostcore | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Frost Core Hanger (4) | Frostcore | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Frost Core Hanger | Frostcore | 1 | 0 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (11) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm (12) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Glow Worm | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Glow Worm (1) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Glow Worm (4) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Glow Worm (2) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Glow Worm (5) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Glow Worm (3) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Glow Worm (7) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Glow Worm (6) | Luminous Larva | 1 | 240 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Stone (1) | Stone | 1 | 0 | Location contents |
| Pickable Stone (4) | Stone | 1 | 0 | Location contents |
| Pickable Stone | Stone | 1 | 0 | Location contents |
| Pickable Branch | Wood | 1 | 240 | Location contents |
| Pickable Stone (3) | Stone | 1 | 0 | Location contents |
| Pickable Branch (1) | Wood | 1 | 240 | Location contents |
| Pickable Stone (2) | Stone | 1 | 0 | Location contents |
Gathering
Possible creatures
Authored levels and conditional spawn candidates; not guaranteed population or spawn rates.
| Creature | Minimum level | Maximum level | Selection weight | Context |
|---|---|---|---|---|
| Eyeless One | 1 | 3 | — | Conditional room/interior; random hierarchy |
| Elaking | 1 | 3 | 1 | Conditional room/interior; random hierarchy |
| Elaking | 1 | 3 | 0.5 | Conditional room/interior; random hierarchy |
| Elaking | 1 | 3 | 1 | Conditional room/interior; random hierarchy; initially inactive template |
| Elaking | 1 | 3 | 0.5 | Conditional room/interior; random hierarchy; initially inactive template |
| Shadow | 1 | 3 | — | Location contents; random hierarchy |
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.

