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

Possible loot
Rows 100–199 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 |
|---|---|---|---|---|---|---|
| Morkhalla Rug end1 (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 corner (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 corner (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 (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 Stool (1) | 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 (1) | Chain | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Bench | 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 Bench | Chain | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla firepit | Memorial Coal | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla firepit | Coal | 1 | 1 | 1 | weighted table; 2–4 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Ancient Chest | Copper | 1 | 5 | 1 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Ancient Chest | Bronze | 1 | 5 | 1 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Ancient Chest | Tin | 1 | 5 | 1 | weighted table; 5–7 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Morkhalla Rug corner (7) | 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 (11) | 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 (6) | 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 (8) | 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 Bedroll2 (1) | Lox Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (1) | Wolf Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (1) | Moose Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (1) | Asksvin Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bench (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 Bench (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 |
| Morkhalla firepit (1) | Memorial Coal | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla firepit (1) | Coal | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Rubble4 (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 Rubble4 (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 Stool (4) | 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 (4) | Chain | 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 (3) | 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 (3) | Chain | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Trainingdummy1 | 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 Trainingdummy1 | Barley | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Trainingdummy1 | Flax | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Trainingdummy2 (4) | 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 Trainingdummy2 (4) | Barley | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Trainingdummy2 (4) | Flax | 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 (5) | 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 (5) | Chain | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Table | 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 Table | Chain | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Bedroll2 (2) | Lox Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (2) | Wolf Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (2) | Moose Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (2) | Asksvin Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (3) | Lox Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (3) | Wolf Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (3) | Moose Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 (3) | Asksvin Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| 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; 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 | Conditional room/interior; 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 | Conditional room/interior; 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 | Conditional room/interior; random hierarchy; initially inactive template |
| Morkhalla Bedroll1 | Lox Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 | Wolf Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 | Moose Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 | Asksvin Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (3) | Lox Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (3) | Wolf Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (3) | Moose Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (3) | Asksvin Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla firepit | Memorial Coal | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla firepit | Coal | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Trainingdummy1 (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 Trainingdummy1 (2) | Barley | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Trainingdummy1 (2) | Flax | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Trainingdummy1 (3) | 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 Trainingdummy1 (3) | Barley | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Trainingdummy1 (3) | Flax | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Bench (1) | 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 Bench (1) | Chain | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla firepit (3) | Memorial Coal | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla firepit (3) | Coal | 1 | 1 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Bedroll1 (4) | Lox Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (4) | Wolf Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (4) | Moose Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (4) | Asksvin Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Table (1) | 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 Table (1) | Chain | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Trainingdummy2 (1) | 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 Trainingdummy2 (1) | Barley | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla Trainingdummy2 (1) | Flax | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Morkhalla coal pile memorial | Memorial Coal | 1 | 1 | 1 | weighted table; 3–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla coal pile memorial (2) | Memorial Coal | 1 | 1 | 1 | weighted table; 3–5 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (1) | Lox Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (1) | Wolf Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (1) | Moose Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll1 (1) | Asksvin Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 | Lox Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Morkhalla Bedroll2 | Wolf Pelt | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
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.

