Point of interest

A point of interest (POI) is a distinctive location, such as a building or dungeon, placed in a biome by Valheim's world generation algorithm.
== Placement ==
The locations of POIs are pre-determined when the world is created based on the world seed. However, the location of a POI is only fully determined after the zone is generated.
Some game updates automatically recalculate locations of unplaced POIs which may cause issues like Vegvisirs pointing to wrong location or external tools (like the world generator site) showing wrong information.
The recalculation can also be triggered manually by using genloc command. However this usually won't change anything because the outcome is determined by the world seed and the amount of already placed locations.
=== Generation ===
The POIs are generated one by one depending on their order in the data (with prioritized getting generated first).
For each POI, a random zone is picked up to 100000 times (2x for prioritized) until max amount is placed. Any zone within 10000 m of the world center can be picked (world radius is 10500 m). However if the POI is "center first", then the limit starts at the minimum distance (0 for the start temple, 1500 for the vendor) and is increased by 1 meter for every picked zone.
The picked zone is valid if:
* It doesn't already have any POI
* The zone is not already generated
* If POI requires full biome, the following 9 coordinates must have the same biome:
** Zone middle position.
** 64 meters towards north, east, south and west.
** 90.5 meters towards north-east, south-east, south-west and north-west.
** Note: The coordinates are actually outside the zone area.
* Valid coordinates are found with up to 20 attempts
Coordinates are randomly selected within the zone (so that the POI exterior radius (and interior radius if specified) fits inside the zone). The picked coordinates are valid if:
* Distance from the world center is within minimum and maximum distance
* The biome is valid (as shown when hovering the map, not the averaged text in the minimap)
* Altitude is within the limits
* If POI requires forest, then the forest factor is within the limits
* Terrain delta (the maximum altitude difference of 10 random points within the POI exterior radius) is within the limits
* Similar POI doesn't already exist too close
=== Data ===
Following table shows placement parameters for each POI, ordered as they are generated.
* Altitude from 1-1000, unless otherwise specified.
* Random rotation, unless otherwise specified. Slope rotation rotates the POI based on the terrain.
* Max terrain delta 3, unless otherwise specified.
* No vegetation can appear within the radius, unless otherwise specified.
* Unique POIs only appear once on the world. When the zone is generated, all others placements are removed.
POI Name 	Biome 	Max amount	Distance from similar 	Terrain 	Size(m)	Other
StartTemple 	Meadows (full) 	1 	 	Min altitude 3, Forest 1-5 	25 	Prioritized, center first, icon, fixed rotation, no build
Eikthyrnir 	Meadows (full) 	3 	 	Max distance 1000 	10 	Prioritized
GoblinKing 	Plains (full) 	4 	3000 m 	Max delta 4 	32 	Prioritized
GDKing 	Black Forest 	4 	3000 m 	Distance 1000- 7000, Max delta 5 	25 	Prioritized
Bonemass 	Swamp 	5 	3000 m 	Altitude 0-2, Max delta 4 	19.79 	Prioritized
SunkenCrypt4 	Swamp (full) 	400 	64 m 	Max delta 4, Altitude 0-2 	12 (14)	Prioritized
Dragonqueen 	Mountain (full) 	3 	3000 m 	Max delta 4, Max distance 8000, Altitude 150-500	12 	Prioritized
Vendor_BlackForest 	Black Forest (full) 	10 	512 m 	Max delta 2, Min distance 1500 	12 	Prioritized, center first, icon, unique, no build
StoneCircle 	Meadows 	25 	200 m 	 	16 	
Greydwarf_camp1 	Black Forest (full) 	300 	128 m 	 	10 	
Runestone_Greydwarfs 	Black Forest 	25 	128 m (Runestones) 	Max distance 2000 	8 	
Grave1 	Swamp 	200 	 	Min altitude 0.5 	12.04 	
SwampRuin1 	Swamp 	50 	512 m 	Min altitude 0 	12 	Randomly damaged, vegetation allowed
SwampRuin2 	Swamp 	50 	512 m 	Min altitude 0 	10 	Randomly damaged
FireHole 	Swamp 	200 	 	Min altitude 0.5 	5.2 	
Runestone_Draugr 	Swamp 	50 	128 m (Runestones) 	Min altitude 0.5 	8 	
Meteorite 	Ash Lands 	500 	 	Max delta 4 	5.2 	
Crypt2 	Black Forest 	200 	128 m 	Max delta 2 	12 (21)	Interior randomly generated
Ruin1 	Black Forest 	200 	 	 	10.7 	Vegetation allowed
Ruin2 	Black Forest 	200 	 	 	9.89 	
StoneHouse3 	Black Forest 	200 	 	 	6 	Randomly damaged, vegetation allowed
StoneHouse4 	Black Forest 	200 	 	 	7 	Randomly damaged, vegetation allowed
Ruin3 	Plains 	50 	512 m (Goblintower) 	 	10 	
GoblinCamp2 	Plains 	200 	250 m 	Min altitude 2 	30 	Fixed rotation, randomly generated
StoneTower1 	Plains 	50 	512 m (Goblintower) 	 	14 	Randomly damaged
StoneTower3 	Plains 	50 	512 m (Goblintower) 	 	14 	Randomly damaged
StoneHenge1 	Plains 	5 	1000 m (Stonehenge) 	Min altitude 5 	30 	Randomly damaged
StoneHenge2 	Plains 	5 	1000 m (Stonehenge) 	Min altitude 5 	30 	Randomly damaged
Stonehenge3 	Plains 	5 	1000 m (Stonehenge) 	Min altitude 5 	30 	Randomly damaged
Stonehenge4 	Plains 	5 	1000 m (Stonehenge) 	Min altitude 5 	30 	Randomly damaged
Stonehenge5 	Plains 	20 	500 m (Stonehenge) 	Min altitude 2 	16 	Randomly damaged
Stonehenge6 	Plains 	20 	500 m (Stonehenge) 	Min altitude 2 	16 	Randomly damaged
WoodHouse1 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse2 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse3 	Meadows 	20 	 	Max delta 4 	10 	Randomly damaged, vegetation allowed
WoodHouse4 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse5 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse6 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse7 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse8 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse9 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse10 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse11 	Meadows 	20 	 	Max delta 4 	8 	Randomly damaged, vegetation allowed
WoodHouse12 	Meadows 	20 	 	Max delta 4 	6 	Randomly damaged, vegetation allowed
WoodHouse13 	Meadows 	20 	 	Max delta 4 	9 	Randomly damaged, vegetation allowed
WoodFarm1 	Meadows 	10 	128 m (Woodvillage) 	Max delta 4, Distance 500-2000 	32 	Randomly generated, randomly damaged
WoodVillage1 	Meadows 	15 	256 m (Woodvillage) 	Max delta 4, Min distance 2000 	32 	Randomly generated, randomly damaged
TrollCave02 	Black Forest (full) 	250 	256 m 	Delta 5-10, Min altitude 3 	12 (24)	Interior randomly generated
Dolmen01 	Meadows, Black Forest 	100 	 	Max delta 2 	8 	Randomly damaged, vegetation allowed
Dolmen02 	Meadows, Black Forest 	100 	 	Max delta 2 	8 	Randomly damaged, vegetation allowed
Dolmen03 	Meadows, Black Forest 	50 	 	Max delta 2 	10 	Randomly damaged, vegetation allowed
Crypt3 	Black Forest 	200 	128 m 	Max delta 2, Min altitude 3 	11 (21)	Interior randomly generated
Crypt4 	Black Forest 	200 	128 m 	Max delta 2 	18 (21)	Interior randomly generated, vegetation allowed
InfestedTree01 	Swamp 	700 	 	Min altitude -1 	5 	Randomly damaged, vegetation allowed
SwampHut1 	Swamp 	50 	128 m (Swamphut) 	Min altitude -2 	8 	Randomly damaged, vegetation allowed
SwampHut2 	Swamp 	50 	128 m (Swamphut) 	Min altitude 2 	8 	Randomly damaged, vegetation allowed
SwampHut3 	Swamp 	50 	128 m (Swamphut) 	Min altitude 2 	8 	Randomly damaged, vegetation allowed
SwampHut4 	Swamp 	50 	128 m (Swamphut) 	Min altitude -1 	8 	Randomly damaged, vegetation allowed
SwampHut5 	Swamp 	25 	128 m (Swamphut) 	Min altitude -1 	10 	Randomly damaged
SwampWell1 	Swamp 	25 	1024 m 	Min altitude -1 	10 	Randomly damaged, vegetation allowed
StoneTowerRuins04 	Mountain 	50 	128 m (Mountainruin) 	Min altitude 150, Delta 6-40 	12.28 	Slope rotation, randomly damaged
StoneTowerRuins05 	Mountain 	50 	128 m (Mountainruin) 	Min altitude 150, Delta 6-40 	22 	Slope rotation, randomly damaged
StoneTowerRuins03 	Black Forest 	80 	200 m (Stonetowerruins)	Min altitude 2, Max delta 2 	9 	Randomly damaged
StoneTowerRuins07 	Black Forest 	80 	200 m (Stonetowerruins)	Min altitude 2, Max delta 2 	9 	Randomly damaged
StoneTowerRuins08 	Black Forest 	80 	200 m (Stonetowerruins)	Min altitude 2, Max delta 2 	9 	Randomly damaged
StoneTowerRuins09 	Black Forest 	80 	200 m (Stonetowerruins)	Min altitude 2, Max delta 2 	7 	Randomly damaged
StoneTowerRuins10 	Black Forest 	80 	200 m (Stonetowerruins)	Min altitude 2, Max delta 2 	7 	Randomly damaged
ShipSetting01 	Meadows 	100 	128 m 	 	24 	Randomly damaged, vegetation allowed
DrakeNest01 	Mountain 	200 	100 m 	Min altitude 100 	5 	
Waymarker01 	Mountain 	50 	 	Max delta 2, Min altitude 100 	3 	
Waymarker02 	Mountain 	50 	 	Max delta 2, Min altitude 100 	3 	
AbandonedLogCabin02 	Mountain 	33 	128 m (Abandonedcabin) 	Min altitude 100 	10.51 	Randomly damaged
AbandonedLogCabin03 	Mountain 	33 	128 m (Abandonedcabin) 	Min altitude 100 	10 	Randomly damaged
AbandonedLogCabin04 	Mountain 	50 	128 m (Abandonedcabin) 	Min altitude 100 	10 	Randomly damaged
MountainGrave01 	Mountain 	100 	50 m 	Max delta 2, Min altitude 100 	3.93 	
DrakeLorestone 	Mountain 	50 	128 m (Runestones) 	Min altitude 100 	4 	
MountainWell1 	Mountain 	25 	256 m 	Min altitude 100 	14 	Randomly damaged, vegetation allowed
ShipWreck01 	Black Forest, Swamp, Plains, Ocean	25 	1024 m (Shipwreck) 	Max delta 10, Altitude from -1 to 1 	10 	
ShipWreck02 	Black Forest, Swamp, Plains, Ocean	25 	1024 m (Shipwreck) 	Max delta 10, Altitude from -1 to 1 	10 	
ShipWreck03 	Black Forest, Swamp, Plains, Ocean	25 	1024 m (Shipwreck) 	Max delta 10, Altitude from -1 to 1 	10 	
ShipWreck04 	Black Forest, Swamp, Plains, Ocean	25 	1024 m (Shipwreck) 	Max delta 10, Altitude from -1 to 1 	10 	
Runestone_Meadows 	Meadows 	100 	128 m (Runestones) 	 	8 	
Runestone_Boars 	Meadows 	50 	128 m (Runestones) 	 	8 	
Runestone_Swamps 	Swamp 	100 	128 m (Runestones) 	Min altitude 0 	8 	
Runestone_Mountains 	Mountain 	100 	128 m (Runestones) 	Min altitude 100 	8 	
Runestone_BlackForest 	Black Forest 	50 	128 m (Runestones) 	 	8 	
Runestone_Plains 	Plains 	100 	128 m (Runestones) 	 	8 	
TarPit1 	Plains (full) 	100 	128 m (Tarpit) 	Max delta 1.5, Altitude 5-60 	20 	Randomly damaged
TarPit2 	Plains (full) 	100 	128 m (Tarpit) 	Max delta 1.5, Altitude 5-60 	25 	Randomly damaged
TarPit3 	Plains (full) 	100 	128 m (Tarpit) 	Max delta 1.5, Altitude 5-60 	14 	Randomly damaged
MountainCave02 	Mountains 	160 	200 m (Mountaincaves) 	Max delta 40, Min altitude 100 	15 (32)	Slope rotation, interior randomly generated
Mistlands_GuardTower1_new 	Mistlands (full) 	75 	128 (Dvergr) 	Max delta 10, min altitude 2 	24 	Slope rotation, randomly damaged
Mistlands_GuardTower1_ruined_new 	Mistlands (full) 	80 	128 (Dvergr) 	Max delta 10, min altitude 2 	20 	Slope rotation, randomly damaged
Mistlands_GuardTower1_ruined_new2	Mistlands (full) 	20 	128 (Dvergr) 	Max delta 10, min altitude 2 	20 	Slope rotation, randomly damaged
Mistlands_GuardTower2_new 	Mistlands (full) 	75 	128 (Dvergr) 	Max delta 10, min altitude 4 	24 	Slope rotation, randomly damaged
Mistlands_GuardTower3_new 	Mistlands (full) 	50 	128 (Dvergr) 	Max delta 10, min altitude 12 	24 	Slope rotation, randomly damaged
Mistlands_GuardTower3_ruined_new 	Mistlands (full) 	50 	128 (Dvergr) 	Max delta 10, min altitude 11 	20 	Slope rotation, randomly damaged
Mistlands_Lighthouse1_new 	Mistlands (full) 	100 	128 (Dvergr) 	Max delta 40, altitude 1-20 	20 	Slope rotation, randomly damaged
Mistlands_Excavation1 	Mistlands (full) 	40 	128 (Excavation) 	Max delta 4, altitude 4-100 	20 	Slope rotation, randomly damaged
Mistlands_Excavation2 	Mistlands (full) 	40 	128 (Excavation) 	Max delta 4, altitude 4-100 	20 	Slope rotation, randomly damaged
Mistlands_Excavation3 	Mistlands (full) 	40 	96 (Excavation) 	Max delta 5, altitude 4-100 	17 	Slope rotation, randomly damaged
Mistlands_Harbour1 	Mistlands (coast) 	100 	64 (Harbour) 	Delta 2-20, altitude -1 to -0.25 	20 	Slope rotation, snap to water, randomly damaged
Mistlands_Viaduct1 	Mistlands (full) 	100 	128 (Harbour) 	Delta 2-40, altitude -1 to 15 	24 	Slope rotation, randomly damaged
Mistlands_Viaduct2 	Mistlands (full) 	150 	64 (Harbour) 	Delta 4-40, altitude -1 to 15 	8 	Randomly damaged
Mistlands_RockSpire1 	Mistlands (full) 	200 	60 	Delta 2-99, min altitude -10 	4 	Randomly damaged, vegetation allowed
Mistlands_Giant1 	Mistlands (full) 	350 	256 (Giant) 	Min altitude -1 	10 	Prioritized, vegetation allowed
Mistlands_Giant2 	Mistlands (full) 	100 	256 (Giant) 	Max delta 4, min altitude -1 	10 	Prioritized, vegetation allowed
Mistlands_DvergrTownEntrance1 	Mistlands (full) 	120 	256 (DvergrDungeon) 	Delta 5-40, min altitude 12 	20 (32)	Prioritized, slope rotation, randomly damaged, interior randomly generated
Mistlands_DvergrTownEntrance2 	Mistlands (full) 	120 	256 (DvergrDungeon) 	Max delta 40, altitude 1-20 	32 (32)	Prioritized, slope rotation, randomly damaged, interior randomly generated
Mistlands_DvergrBossEntrance1 	Mistlands (full) 	5 	2048 (DvergrBoss) 	Max delta 40, altitude 1-20 	32 (32)	Prioritized, slope rotation, randomly damaged, interior randomly generated
Mistlands_RoadPost1 	Mistlands 	500 	 	Max delta 10 	6 	Randomly damaged
Mistlands_StatueGroup1 	Mistlands 	200 	32 	Max delta 10, min altitude 2 	16 	Slope rotation, randomly damaged
Mistlands_Statue1 	Mistlands 	200 	 	Max delta 10, min altitude 2 	6 	Slope rotation, randomly damaged
Mistlands_Statue2 	Mistlands 	200 	 	Max delta 10, min altitude 2 	6 	Slope rotation, randomly damaged
Mistlands_Swords1 	Mistlands (full) 	33 	256 (GiantArmor) 	Max delta 10, min altitude -1 	12 	
Mistlands_Swords2 	Mistlands (full) 	33 	256 (GiantArmor) 	Max delta 10, min altitude -1 	12 	
Mistlands_Swords3 	Mistlands (full) 	33 	256 (GiantArmor) 	Max delta 10, min altitude -1 	8 	
Runestone_Mistlands 	Mistlands 	50 	128 (Runestones) 	Max delta 10, min altitude -1 	12 	Random rotation, slope rotation
== Dungeons ==
=== Troll Caves ===
They appear as large rock formations with a large entryway, usually decorated with two or three bone piles. They are either empty or contain a troll. If they are empty, no troll will ever return to them.
=== Burial Chambers ===
A tomb-like structure with entrance to dungeon-instance. Often surrounded by Skeletons. Dungeon-instance also contains a lot of Skeletons and chests with loot. Primary source of surtling cores.
=== Sunken Crypts ===
Sunken Crypts are dark and gloomy dungeons, lit if at all with green torches, located in the Swamp and unlocked by the Swamp key dropped by The Elder. Oddly, they are not considered a Wet environment unless the player is forced to traverse flooded corridors. This is the primary source of iron scrap.
=== Frost Caves ===
A frozen cave in the Mountain biome home to wolf-cultists, Ulvs, and bats with entrance to dungeon-instance. Dungeon-instance loot includes Fenris hair, Fenris claw, Red Jute, and gold.
=== Infested Mines ===
Infested Mines are the remains of a Dvergr mining camp now overrun by Seekers in the Mistlands biome. Dungeon-instance loot contains Black cores, Sealbreaker fragments, and Royal jelly.
== Instances ==
Instances of a POI may have random variation.
Some elements like enemies and treasure often have a random chance of appearing.
If the POI gets randomly damaged, each structure randomly loses 40%-90% of its health.
=== Meadows, Black Forest and Ocean ===
Instance Name 	Type 	Amount 	Other
StartTemple 	Eikthyr vegvisir 	1 	
StartTemple 	Raspberries 	2 	
StartTemple 	Mushroom 	2 	
StartTemple 	Branch 	2-4 	74.4% and 75.8% chance for the extra
StartTemple 	Stone 	3-5 	87.0% and 85.3% chance for the extra
Eikthyrnir 	No loot 	 	
StoneCircle 	No loot 	 	
WoodHouse1 	Meadows Chest 	50% 	
WoodHouse1 	Beehive 	25% 	
WoodHouse2 	Meadows Chest 	50% 	
WoodHouse2 	Beehive 	25% 	
WoodHouse3 	Beehive 	25% 	
WoodHouse3 	Branch 	0-3 (90% each) 	
WoodHouse3 	Stone 	0-6 (90% each) 	
WoodHouse4 	Beehive 	25% 	
WoodHouse5 	Beehive 	25% 	
WoodHouse6 	Meadows Chest 	1 	
WoodHouse6 	Beehive 	25% 	
WoodHouse7 	Meadows Chest 	50% 	
WoodHouse7 	Beehive 	25% 	
WoodHouse8 	Dandelion 	0-6 (20% each) 	
WoodHouse9 	Meadows Chest 	50% 	
WoodHouse9 	Beehive 	25% 	
WoodHouse10 	Meadows Chest 	50% 	
WoodHouse10 	Beehive 	25% 	
WoodHouse11 	Meadows Chest 	50% 	
WoodHouse11 	Beehive 	25% 	
WoodHouse12 	Meadows Chest 	50% 	
WoodHouse12 	Mushroom 	0-4 (33% each) 	
WoodHouse13 	Meadows Chest 	50% 	
WoodHouse13 	Beehive 	25% 	
WoodFarm1 	Randomly generated(see below)	20-30 rooms 	Type: Meadows Farm
WoodVillage1 	Randomly generated(see below)	20-30 rooms 	Type: Meadows Village
Dolmen01 	Stone Grave Treasure 	10% 	
Dolmen01 	Bone fragments 	50% 	
Dolmen01 	Melee Skeleton 	50% 	Only at night
Dolmen02 	Stone Grave Treasure 	20% 	
Dolmen02 	Bone fragments 	50% 	
Dolmen02 	Melee Skeleton 	50% 	Only at night
Dolmen03 	Stone Grave Treasure 	30% 	
Dolmen03 	Bone fragments 	1-2 (50% for the extra) 	
Dolmen03 	Melee Skeleton 	50% 	Only at night
ShipSetting01 	Stone Grave Treasure 	50% 	
ShipSetting01 	Meadows Chest 	80% 	
ShipSetting01 	Bone fragments 	2 	
Runestone_Meadows 	No loot 	 	
Runestone_Boars 	Boar 	1-9 (50% for each extra) 	
GDKing 	No loot 	 	
Vendor_BlackForest 	No loot 	 	
Greydwarf_camp1 	Greydwarf nest 	1 	
Runestone_Greydwarfs 	No loot 	 	
Crypt2 	Randomly generated(see below)	20-40 rooms 	Type: Forest Crypt
Crypt2 	Skeleton 	1 	Respawns every hour
Crypt2 	Skeleton 	2 	
Crypt2 	Crow 	2 	
Crypt3 	Randomly generated(see below)	20-40 rooms 	Type: Forest Crypt
Crypt3 	Skeleton 	1 	Respawns every hour
Crypt3 	Skeleton 	2 	
Crypt3 	Crow 	2 	
Crypt4 	Randomly generated(see below)	20-40 rooms 	Type: Forest Crypt
Crypt4 	Skeleton 	1 	Respawns every hour
Crypt4 	Skeleton 	2 	
Crypt4 	Crow 	1 	
Ruin1 	Black Forest Chest 	1 	
Ruin1 	Greydwarf 	5 	
Ruin1 	Greydwarf shaman 	1 	
Ruin1 	Crow 	2 	
Ruin2 	Black Forest Chest 	1 	
Ruin2 	Barrel 	1 	
Ruin2 	The Elder vegvisir 	30% 	
Ruin2 	Greydwarf brute 	20% 	
Ruin2 	Greydwarf 	6-7(20% chance for the extra) 	
Ruin2 	Crow 	2 	
StoneHouse3 	Black Forest Chest 	1 	
StoneHouse3 	Greydwarf 	1 	
StoneHouse4 	Greydwarf 	0-2 (50% each) 	
TrollCave02 	Troll 	33% 	
TrollCave02 	Bone fragments 	0-3 (66% each) 	
TrollCave02 (interior)	Troll 	75% 	
TrollCave02 (interior)	Troll Cave Chest 	0-2 (75% each, 56.3% each total) 	Requires the troll to spawn (75%)
TrollCave02 (interior)	Crypt Treasure 	0-9 (50% each) 	
TrollCave02 (interior)	Yellow mushroom 	0-12 (50% each) 	Respawns every 4 hours
StoneTowerRuins03 	Black Forest Chest 	81.8% 	Second chest
StoneTowerRuins03 	Beehive 	28.1% (23% total) 	Requires the second chest to spawn (81%)
StoneTowerRuins03 	The Elder vegvisir 	30% (24.5% total) 	Requires the second chest to spawn (81%)
StoneTowerRuins03 	Greydwarf brute 	50% (40.9% total) 	Requires the second chest to spawn (81%)
StoneTowerRuins03 	Greydwarf 	50% (40.9% total) 	Requires the second chest to spawn (81%)
StoneTowerRuins03 	Black Forest Chest 	33% 	
StoneTowerRuins03 	Skeleton 	6 (100%, 33% total) 	Requires the chest to spawn (33%)
StoneTowerRuins03 	Greydwarf 	3 (50%) 	
StoneTowerRuins03 	Crow 	2 	
StoneTowerRuins07 	Black Forest Chest 	25% 	Upper level
StoneTowerRuins07 	Skeleton 	1-2 (100%, 25% total)(50% chance for the extra, 12.5% total)	Requires the upper level chest to spawn (25%)
StoneTowerRuins07 	Skeleton 	2-4 (25% chance for each extra) 	
StoneTowerRuins07 	Crow 	2 	
StoneTowerRuins08 	Black Forest Chest 	25% 	Upper floor
StoneTowerRuins08 	Skeleton 	50% (12.5% total) 	Requires the upper floor chest to spawn (25%)
StoneTowerRuins08 	Skeleton 	3-5 (12.5% for each extra) 	
StoneTowerRuins08 	Crow 	2 	
StoneTowerRuins09 	Black Forest Chest 	50% 	Topmost floor
StoneTowerRuins09 	Skeleton 	0-4 (33% each, 16.5% each total) 	Requires the topmost floor chest to spawn (50%)
StoneTowerRuins09 	Skeleton 	0-3 (33% each) 	
StoneTowerRuins09 	Crow 	2 	
StoneTowerRuins10 	Black Forest Chest 	25% 	Topmost floor
StoneTowerRuins10 	Skeleton 	0-2 (50% each, 12.5% each total) 	Requires the topmost floor chest to spawn (25%)
StoneTowerRuins10 	Skeleton 	0-2 (12.5% each) 	
StoneTowerRuins10 	Skeleton 	0-3 (50% each) 	
StoneTowerRuins10 	Crow 	2 	
ShipWreck01 	Shipwreck Chest 	74.9% 	
ShipWreck02 	Shipwreck Chest 	74.9% 	
ShipWreck03 	Shipwreck Chest 	74.9% 	
ShipWreck04 	Shipwreck Chest 	74.9% 	
Runestone_BlackForest 	No loot 	 	
=== Swamp and Mountain ===
Instance Name 	Type 	Amount 	Other
Bonemass 	No loot 	 	
SunkenCrypt4 	Draugr 	30% 	Can't be starred
SunkenCrypt4 	Oozer 	30% 	Can't be starred
SunkenCrypt4 (interior)	Randomly generated(see below)	20-30 rooms 	Type: Sunken Crypt
Dragonqueen 	No loot 	 	
Grave1 	Swamp Chest 	50% 	
Grave1 	Body pile 	2 	
Grave1 	Evil bone pile 	1 	
SwampRuin1 	Bonemass vegvisir 	30% 	
SwampRuin1 	Swamp Chest 	25.1% 	
SwampRuin1 	Body pile 	1 	
SwampRuin1 	Draugr 	0-2 (50% each) 	Can't be starred
SwampRuin1 	Draugr elite 	32.1% 	Can't be starred
SwampRuin1 	Crow 	2 	
SwampRuin2 	Bonemass vegvisir 	30% 	
SwampRuin2 	Swamp Chest 	25.1% 	
SwampRuin2 	Body pile 	1 	
SwampRuin2 	Draugr 	0-2 (50% each) 	Can't be starred
SwampRuin2 	Draugr elite 	32.1% 	Can't be starred
SwampRuin2 	Crow 	2 	
FireHole 	Surtling 	3 	Respawns every 5 minutes
Runestone_Draugr 	Draugr 	3 	Can't be starred
InfestedTree01 	Gucksack 	0-6 (66% each) 	4-7 Guck per sack
InfestedTree01 	Small Gucksack 	0-3 (25% each) 	1-2 Guck per sack
SwampHut1 	Black Forest Chest 	10% 	
SwampHut1 	Wraith 	10% 	Spawns with the chest, can't be starred
SwampHut2 	Black Forest Chest 	10% 	
SwampHut2 	Wraith 	10% 	Spawns with the chest, can't be starred
SwampHut3 	Black Forest Chest 	10% 	
SwampHut3 	Wraith 	10% 	Spawns with the chest, can't be starred
SwampHut4 	Black Forest Chest 	75% 	
SwampHut4 	Draugr 	2 (100%, 75% total) 	Requires the chest (75%), can't be starred
SwampHut4 	Ranged Draugr 	20% and 30% 	Can't be starred
SwampHut5 	Black Forest Chest 	10% 	
SwampHut5 	Wraith 	10% 	Spawns with the chest, can't be starred
SwampHut5 	Crow 	2 	
SwampWell1 	Draugr elite 	0-2 (32.1% each) 	Can't be starred
StoneTowerRuins04 	Moder vegvisir 	70% (63% total) 	Requires the tower to spawn (90% chance)
StoneTowerRuins04 	Mountain Chest 	66% (59.4% total) 	Ground floor chestRequires the tower to spawn (90% chance)
StoneTowerRuins04 	Mountain Chest 	20.2% (18.1% total) 	Top floor chestRequires the tower to spawn (90% chance)
StoneTowerRuins04 	Draugr 	3 (33%) 	Can't be starred
StoneTowerRuins05 	Evil bone pile 	50% 	
StoneTowerRuins05 	Skeleton 	0-4 (33% each) 	
StoneTowerRuins05 	Mountain Chest 	50% 	Central tower chest
StoneTowerRuins05 	Skeleton 	0-3 (33% each, 16.5% each total) 	Requires the central tower chest to spawn (50%)
StoneTowerRuins05 	Skeleton 	0-12 (33% each, 10.89% each total)	Four groups of three skeletonsEach group requires a corner tower to spawn (33% each)
DrakeNest01 	Dragon egg 	1 	Respawns every 8 hours
DrakeNest01 	Drake 	0-3 (66% each) 	Can't be starred
Waymarker01 	No loot 	 	
Waymarker02 	No loot 	 	
AbandonedLogCabin02 	Mountain Chest 	54.6% 	Upper floor chest
AbandonedLogCabin02 	Stone Golem 	1-2 (50% and 10%) 	Can't be starred
AbandonedLogCabin03 	Mountain Chest 	1 	
AbandonedLogCabin03 	Stone Golem 	10% 	
AbandonedLogCabin03 	Skeleton 	0-2 (50% each) 	Can be starred
AbandonedLogCabin04 	Mountain Chest 	1 	
AbandonedLogCabin04 	Stone Golem 	0-2 (10% each) 	Can't be starred
AbandonedLogCabin04 	Skeleton 	0-2 (50% each) 	
MountainGrave01 	Bone fragments 	100% (50% total) 	Requires the skeletal remains to spawn (50% chance)
MountainGrave01 	Silver necklace 	50.6% (25.3% total) 	Requires the skeletal remains to spawn (50% chance)
DrakeLorestone 	No loot 	 	
MountainWell1 	Mountain Chest 	75% 	
Runestone_Swamps 	No loot 	 	
Runestone_Mountains 	No loot 	 	
MountainCave02 	Randomly generated(see below)	3-64 rooms 	Type: Cave
=== Plains, Mistlands and Ashlands ===
Instance Name 	Type 	Amount 	Other
GoblinKing 	No loot 	 	
Meteorite 	Glowing metal 	1 	
Meteorite 	Surtling 	4 	
Ruin3 	Plains Chest 	1 	
Ruin3 	Fuling 	2 	
GoblinCamp2 	Randomly generated(see below) 	15-25 rooms 	Type: Goblin Camp
StoneTower1 	Fuling totem 	1 	
StoneTower1 	Plains Chest 	50% 	
StoneTower1 	Fuling 	0-3 (54% each, 27% each total) 	Requires the chest to spawn (50%)
StoneTower1 	Fuling 	0-6 (54% each) 	
StoneTower3 	Plains Chest 	50% 	
StoneTower3 	Fuling 	0-2 (54% each, 27% each total) 	Requires the chest to spawn (50%)
StoneTower3 	Fuling 	0-9 (54% each) 	
StoneHenge1 	Yagluth vegvisir 	40% 	
StoneHenge1 	Stonehenge Chest 	50% 	
StoneHenge1 	Fuling Berserker 	1-3 (100%, 50% total)(50% chance for the extras, 25% total)	Requires the chest to spawn (50%)
StoneHenge2 	Stonehenge Chest 	50% 	
StoneHenge2 	Fuling Berserker 	1-3 (100%, 50% total)(50% chance for the extras, 25% total)	Requires the chest to spawn (50%)
Stonehenge3 	Yagluth vegvisir 	40% 	
Stonehenge3 	Stonehenge Chest 	50% 	
Stonehenge3 	Fuling Berserker 	1-3 (100%, 50% total)(50% chance for the extras, 25% total)	Requires the chest to spawn (50%)
Stonehenge4 	Yagluth vegvisir 	40% 	
Stonehenge4 	Fuling Berserker 	0-2 (50% each) 	
Stonehenge5 	Yagluth vegvisir 	40% 	
Stonehenge5 	Fuling 	0-3 (40.5% each) 	
Stonehenge6 	No loot 	 	
Runestone_Plains 	No loot 	 	
TarPit1 	Growth 	2 	Respawns every hour, can't be starred
TarPit1 	Growth 	0-7 (50% each) 	Can't be starred
TarPit1 	Big Tar 	4 	
TarPit1 	Small Tar 	12 	
TarPit2 	Growth 	2 	Respawns every hour, can't be starred
TarPit2 	Growth 	0-7 (50% each) 	Can't be starred
TarPit2 	Big Tar 	4 	
TarPit2 	Small Tar 	8 	
TarPit3 	Growth 	2 	Respawns every hour, can't be starred
TarPit3 	Growth 	0-4 (50% each) 	Can't be starred
TarPit3 	Big Tar 	3 	
TarPit3 	Small Tar 	6 	
Mistlands_GuardTower1_new 	Dvergr lantern 	50% 	Pickable, ground floor
Mistlands_GuardTower1_new 	Dvergr tankard 	20% (10% total) 	PickableRequires upper floor table to spawn (50%)
Mistlands_GuardTower1_new 	Dvergr lantern 	75% (56.3% total) 	PickableRequires rooftop table to spawn (75%)
Mistlands_GuardTower1_new 	Dvergr tankard 	20% (15% total) 	PickableRequires rooftop table to spawn (75%)
Mistlands_GuardTower1_new 	Dvergr lantern 	0-2 (75% each) 	Pickable, on rooftop
Mistlands_GuardTower1_new 	Dvergr crate 	6-10(50% chance for each extra) 	Upper floor, 2 groups of 3-5 each
Mistlands_GuardTower1_new 	Dvergr component crate 	1 	Upper floor
Mistlands_GuardTower1_new 	Dvergr rogue 	3-4(50% chance for the extra) 	One per floor, plus one outside
Mistlands_GuardTower1_new 	Dvergr mage 	2-4(50% chance for each extra) 	One per floor, plus one outside
Mistlands_GuardTower1_ruined_new 	Seeker 	1-2 (18.8% total)(50% chance for the extra, 9.4% total) 	Requires the upper floor to spawn (25%)
Mistlands_GuardTower1_ruined_new 	Seeker 	1-2 (3.13% total)(50% chance for the extra, 1.56% total) 	Requires the roof to spawn (6.25%)
Mistlands_GuardTower1_ruined_new 	Seeker 	0-3 (50% each) 	Ground floor
Mistlands_GuardTower1_ruined_new2 	Seeker 	0-3 (50% each) 	Ground floor
Mistlands_GuardTower1_ruined_new2 	Large Yggdrasil shoot 	1 	Variant 3
Mistlands_GuardTower2_new 	Dvergr lantern 	50% 	Pickable, ground floor
Mistlands_GuardTower2_new 	Dvergr tankard 	20% (10% total) 	PickableRequires rooftop table to spawn (50%)
Mistlands_GuardTower2_new 	Dvergr lantern 	0-2 (50% each) 	Pickable, on rooftop
Mistlands_GuardTower2_new 	Dvergr crate 	6-10(50% chance for each extra) 	Rooftop, 2 groups of 3-5 each
Mistlands_GuardTower2_new 	Dvergr component crate 	1 	Rooftop
Mistlands_GuardTower2_new 	Dvergr rogue 	3-4(50% chance for the extra) 	Two on ground floor, one on roof, one outside
Mistlands_GuardTower2_new 	Dvergr mage 	2-4(50% chance for each extra) 	Two on ground floor, one on roof, one outside
Mistlands_GuardTower3_new 	Dvergr crate 	6-8(50% chance for each extra) 	Basement, 2 groups of 3-4 each
Mistlands_GuardTower3_new 	Dvergr barrel 	0-2 (75% each) 	Basement
Mistlands_GuardTower3_new 	Dvergr component crate 	1 	Basement
Mistlands_GuardTower3_new 	Dvergr rogue 	2-4(50% chance for each extra) 	Three on the ground floor, one outside
Mistlands_GuardTower3_new 	Dvergr mage 	2-3(50% chance for the extra) 	Two on the ground floor, one outside
Mistlands_GuardTower3_ruined_new 	Seeker 	0-4 (50% each) 	Basement
Mistlands_GuardTower3_ruined_new 	Small Yggdrasil shoot 	0-5 (50% each) 	Basement
Mistlands_Lighthouse1_new 	Dvergr lantern 	0-3 (75% each, 56.3% each total) 	Pickable, ground floorRequires ground floor table to spawn (75%)
Mistlands_Lighthouse1_new 	Dvergr tankard 	20% (15% total) 	PickableRequires ground floor table to spawn (75%)
Mistlands_Lighthouse1_new 	Dvergr tankard 	0-2 (20% each, 15% each total) 	PickableRequires upper floor table to spawn (75%)
Mistlands_Lighthouse1_new 	Dvergr component crate 	1 	Upper floor
Mistlands_Lighthouse1_new 	Dvergr rogue 	2-3 (50% chance for the extra) 	One on each floor, one outside
Mistlands_Lighthouse1_new 	Dvergr mage 	3 	One on each floor, one outside
Mistlands_Excavation1 	Giant Skull 	1 	Center of the camp
Mistlands_Excavation1 	Giant Brain(soft tissue deposit)	1 	Inside the Giant Skull
Mistlands_Excavation1 	Dvergr hook and chain 	1 	Above the Giant Skull
Mistlands_Excavation1 	Dvergr crate 	3-5 (50% for each extra) 	
Mistlands_Excavation1 	Dvergr crate 	3-5 (50%)(50% chance for each extra, 25% total) 	
Mistlands_Excavation1 	Dvergr lantern 	0-6 (50% each) 	Pickable, atop the outer wall
Mistlands_Excavation1 	Dvergr component crate 	1 	
Mistlands_Excavation1 	Dvergr rogue 	0-2 (66% each) 	
Mistlands_Excavation1 	Dvergr rogue 	0-6 (33% each) 	
Mistlands_Excavation1 	Dvergr mage 	0-4 (50% each) 	
Mistlands_Excavation2 	Giant Ribs 	1 	Center of the camp
Mistlands_Excavation2 	Dvergr wood crane 	1 	Above the Giant Ribs
Mistlands_Excavation2 	Dvergr crate 	3-5 (50% for each extra) 	
Mistlands_Excavation2 	Dvergr crate 	3-5 (50%)(50% chance for each extra, 25% total) 	
Mistlands_Excavation2 	Dvergr lantern 	0-6 (50% each) 	Pickable, atop the outer wall
Mistlands_Excavation2 	Dvergr component crate 	1 	In the wagon
Mistlands_Excavation2 	Dvergr rogue 	0-2 (66% each) 	
Mistlands_Excavation2 	Dvergr rogue 	50% 	
Mistlands_Excavation2 	Dvergr rogue 	0-5 (33% each) 	
Mistlands_Excavation2 	Dvergr mage 	0-4 (50% each) 	
Mistlands_Excavation3 	Dvergr hook and chain 	1 	Above the pit in the center
Mistlands_Excavation3 	Dvergr crate 	3 	
Mistlands_Excavation3 	Dvergr crate 	3 (50%) 	
Mistlands_Excavation3 	Seeker 	2-6 (50% for each extra) 	
Mistlands_Harbour1 	Dvergr crate 	0-3 (50% each) 	On the dock, near land
Mistlands_Harbour1 	Dvergr rogue 	50% (25% total) 	Requires the second branch to spawn (50%)
Mistlands_Harbour1 	Dvergr crate 	2 (25%) 	On the dock, by the crane
Mistlands_Harbour1 	Dvergr crate 	1-3 (50%, 12.5% total)(50% for each extra, 6.25% total) 	Requires the crates by the crane to spawn (25%)
Mistlands_Harbour1 	Dvergr mage 	100%, 25% total 	Requires the crates by the crane to spawn (25%)
Mistlands_Harbour1 	Dvergr crate 	2 (25%, 12.5% total) 	On the first branch of the dockRequires the first branch to spawn (50%)
Mistlands_Harbour1 	Dvergr crate 	1-3 (50%, 6.25% total)(50% for each extra, 3.13% total) 	Requires the first-branch crates to spawn (12.5%)
Mistlands_Harbour1 	Dvergr mage 	100%, 12.5% total 	Requires the first-branch crates to spawn (12.5%)
Mistlands_Harbour1 	Dvergr wood crane 	1 	Above the ward
Mistlands_Harbour1 	Dvergr component crate 	100%, 66% total 	Requires the hut to spawn (66%)
Mistlands_Harbour1 	Dvergr mage 	100%, 66% total 	Requires the hut to spawn (66%)
Mistlands_Harbour1 	Dvergr rogue 	75% 	On the dock, near land
Mistlands_Viaduct1 	No loot 	 	
Mistlands_Viaduct2 	No loot 	 	
Mistlands_RockSpire1 	No loot 	 	
Mistlands_Giant1 	Ancient sword 	25% 	Protruding from the stomach
Mistlands_Giant1 	Giant Ribs 	1 	
Mistlands_Giant1 	Giant Skull 	1 	
Mistlands_Giant1 	Giant Brain(soft tissue deposit)	1 	Inside the Giant Skull
Mistlands_Giant1 	Tick 	5 	Can't be starredWithin the Giant Ribs
Mistlands_Giant2 	Giant Ribs 	1 	
Mistlands_DvergrTownEntrance1 	Seeker 	5 	Two inside, three on the roof
Mistlands_DvergrTownEntrance1 (interior)	Randomly generated(see below) 	16-96 rooms 	Type: Dverger Town
Mistlands_DvergrTownEntrance2 	Seeker 	2-4 (50% for each extra) 	On the stairs
Mistlands_DvergrTownEntrance2 (interior)	Randomly generated(see below) 	16-96 rooms 	Type: Dverger Town
Mistlands_DvergrBossEntrance1 	Seeker 	4 	Atop the exterior
Mistlands_DvergrBossEntrance1 	Dvergr barrel 	3 	Lower floor, middle room
Mistlands_DvergrBossEntrance1 	Dvergr tankard 	0-5 (33% each) 	Pickable, lower floorTwo atop each table, one by the barrels
Mistlands_DvergrBossEntrance1 	Dvergr lantern 	0-2 (50% each) 	Pickable, lower floorOne atop each table
Mistlands_DvergrBossEntrance1 	Dvergr tankard 	0-2 (50% each, 25% each total) 	Pickable, lower floor, end roomsEach requires a shelf to spawn (50% each)
Mistlands_DvergrBossEntrance1 (interior)	Randomly generated(see below) 	512 rooms 	Type: Dverger Boss
Mistlands_RoadPost1 	Dvergr rogue 	50% 	
Mistlands_RoadPost1 	Dvergr mage 	50% 	
Mistlands_StatueGroup1 	No loot 	 	
Mistlands_Statue1 	No loot 	 	
Mistlands_Statue2 	No loot 	 	
Mistlands_Swords1 	Ancient sword 	66% 	Upright, with hilt
Mistlands_Swords1 	Ancient sword 	50% 	Laying down, no hilt
Mistlands_Swords1 	Ancient sword 	75% 	Laying down, no hilt
Mistlands_Swords1 	Ancient sword 	50%, 37.5% total 	Laying down, with hiltRequires the second hiltless sword to spawn (75%)
Mistlands_Swords1 	Ancient armor 	1 	Variant 2(missing back and part of forehead)
Mistlands_Swords2 	Ancient sword 	66% 	Laying down, with hilt
Mistlands_Swords2 	Ancient armor 	1 	Variant 1 (missing righthand side)
Mistlands_Swords2 	Ancient sword 	50% 	Upright, no hilt
Mistlands_Swords3 	Ancient sword 	66% 	Laying down atop rock, with hilt
Mistlands_Swords3 	Ancient sword 	49.5% 	Laying down atop rock, no hilt
Mistlands_Swords3 	Ancient sword 	56.3% 	Laying down atop rock, with hilt
Mistlands_Swords3 	Ancient sword 	56.3% 	Laying down atop rock, no hilt
Runestone_Mistlands 	No loot 	 	
== Dungeon generation ==
Some instances get randomly generated as dungeons. Depending on the dungeon type, the way in which rooms are placed in each dungeon may vary significantly - as an example, "rooms" of Fuling Villages are placed in a very different manner than rooms of e.g. Sunken Crypts.
Each dungeon may contain a random number of rooms, within a certain range; dungeons may also specify a minimum number of required rooms. During generation, rooms will continue to be added to a dungeon until either the maximum number of rooms has been reached, or until the minimum number of required rooms have been placed (and the minimum number of rooms have been placed). Note that if the minimum number of required rooms is zero, the latter condition will never be satisfied. It is allowed for dungeons to contain more than the minimum number of required rooms, but if they do they will be of minimal total room count; it is also allowed for dungeons to contain none of the required rooms, in which case they will be of maximal total room count.
=== Dungeon algorithm ===
Rooms are placed in an arbitrary fashion, based on different parameters defined on each room choice. Each room has one or more connections, which define where the room can attach to other rooms. Each connection has a type, which determines what types of rooms the connection may lead to: Rooms are placed by rotating through each of the dungeon's open connections (connections not yet leading to a placed room), and attempting to place rooms leading from those connections such that the connection in the current room and the connection in the new room are of matching type. When a room is selected for placement, only one of its connections needs to match with the type of the existing room's connection; the new room is allowed to have any number of additional connections which align against existing open connections, even if their types do not match. (This allows for the placement of dividers.)
If the dungeon uses weighted placement, rooms and endcaps are selected for placement according to their weight; if not, the weight parameter is ignored, regular rooms are chosen randomly in an unweighted manner, and endcaps are placed according to their endcap priority (which is 0 unless otherwise specified). Rooms also define a minimum depth, which specifies how many connections deep in the dungeon the room may begin to generate (which is 0 unless otherwise specified). Note that except for required rooms, there is no definite upper limit on how many of a given room type may spawn in a single dungeon, although other constraints (such as the overall room count and room types) often are limiting factors.
Certain special types of rooms have different placement rules; these are places after regular rooms are placed, and do not contribute to the dungeon's room count:
*Endcaps are rooms with only one connection, such as wall segments or small alcoves: they are placed after regular rooms and do not contribute to the dungeon's room count. Once all main rooms and dividers have been placed, endcaps are used to plug any "holes" (any open connections without rooms attached yet). Endcaps have no minimum depth.
*Dividers are rooms with only one connection, similar to endcaps; however, unlike endcaps (which plug open connections), dividers are placed across closed connections (i.e. connections already with an adjacent room). They can be placed only where two rooms have adjacent connections which are of different types. Also, unlike endcaps, dividers may (or may not) be passable by players. Dividers have no minimum depth.
*Doors are not technically rooms, but obstacles which can be placed across closed connections, like dividers. Doors are placed after all other types of rooms; they are selected for placement randomly based on weight and the type of the connection they are being considered for placement at (with only matching types being considered). The overall door chance parameter of the dungeon defines the frequency of door placements. If no door types are defined for a connection type, no doors will ever appear over connections of that type. Doors have no minimum depth.
=== Camp radial algorithm ===
Each dungeon of this type has a few extra parameters defined: a minimum radius and maximum radius; a perimeter buffer and perimeter section count; and a maximum tilt and minimum altitude. The former two control the radius of the camp: Each dungeon instance will first randomly pick a radius between the given minimum and maximum. The second pair of parameters specifies the number of "perimeter" (or "wall") rooms to be generated around the outer edge of the camp (if any), as well as the width of the buffer zone (defined below). The last two parameters control the maximum allowed tilt (ground incline) and the minimum allowed altitude (relative to water level) which rooms may be placed upon.
After randomly picking a camp radius and a room count within the respective specified ranges, room generation proceeds as follows: Rooms are selected for placement by choosing a room type at random (based on weight), and then applying a random position to that room. The random positioning is done by first moving the room to the center of the camp, then sliding it out by a random horizontal displacement (between 0 meters and the start of the buffer zone, which is equal to the camp radius minus the perimeter buffer), then rotating it around the center point of the camp by a random amount (0-360 degrees). This means that all rooms in the camp are randomly distributed throughout the camp radius (except for the buffer zone). Some types of rooms are subsequently rotated such that they always face the center of the camp; others will be rotated randomly instead. Only room types not marked as perimeter are eligible for placement in the camp interior.
After the inner rooms are placed, the perimeter rooms (if any) are placed. The system for placing the perimeter rooms is exactly the same as for the other rooms, except that perimeter rooms are always placed at the camp radius (instead of at a random distance from the camp center), and that only room types marked as perimeter are eligible for placement here.
Note that required rooms, endcaps, dividers, and doors are all ignored in the camp radial algorithm. (That is to say, camps do not obey the required room count, and never generate any endcaps, dividers, or doors.)
== Dungeon rooms ==
Below are the different types of dungeons and the rooms they can contain, along with what loot those rooms may hold. The "type" column indicates the type of room or the type of loot, and the "weight or amount" column indicates the weight (for rooms) or else the amounts and chances (for loot).
=== Frost Cave ===
Type: Cave
Number of Rooms: 3–64
Minimum Required Rooms: 3
Weighted Placement: Yes
Overall Door Chance: 20% 
DungeonRoom Name	Type	WeightorAmount	Other
Pickable Crystals drop exactly 1 crystal each when picked. However, they are also fragile and destructible in pickable form, and when destroyed they drop 1-3 crystals instead.
=== Fuling Village ===
Type: Goblin Camp
Number of Rooms: 
Minimum Required Rooms: 
Weighted Placement: 
Overall Door Chance: 
 ⚠️ Work In Progress! ⚠️
DungeonRoom Name 	Type 	WeightorAmount	Other
gobvill_woodwall2 	 	 	
 	No loot 	 	
gobvill_crafting 	 	 	
 	Plains Chest 	1 	
 	Tanning rack 	2 	
 	Fuling 	0-2 (50% each)	
gobvill_guardplatform	 	 	
 	Fuling (spear) 	1 	
 	Fuling 	50% 	
gobvill_bonfire 	 	 	
 	Bonfire 	1 	
 	Fuling totem 	50% 	
 	Fuling 	0-3 (50% each)	
 	Fuling Berserker 	50% 	
 	Fuling shaman 	50% 	Can't be starred
gobvill_stakes 	 	 	
 	Fuling 	50% 	
 	Fuling (spear) 	50% 	
gobvill_campfire 	 	 	
 	Campfire 	1 	
 	Fuling 	0-3 (50% each)	
 	Fuling Berserker 	50% 	
 	Fuling shaman 	50% 	Can't be starred
gobwill_refusepit 	 	 	
 	Black metal scrap	20% 	
 	Bone fragments 	0-5 (50% each)	
 	Dandelion 	0-4 (50% each)	
 	Fuling 	0-2 (50% each)	
gobvill_tent1 	 	 	
 	Plains Chest 	30% 	
 	Campfire 	50% 	
 	Fuling 	0-3 (50% each)	
 	Fuling shaman 	50% 	Can't be starred
gobvill_tent2 	 	 	
 	Plains Chest 	20% 	
 	Campfire 	50% 	
 	Fuling 	0-3 (50% each)	
gobvill_platform 	 	 	
 	Fuling (spear) 	2 	
 	Fuling 	50% 	
gobvill_flax 	 	 	
 	Flax 	11 (x2) 	
 	Fuling 	0-2 (50% each)	
gobvill_hut02 	 	 	
 	Plains Chest 	30% 	
 	Fuling 	0-3 (50% each)	
 	Fuling Berserker 	10% 	
 	Fuling shaman 	50% 	Can't be starred
gobvill_woodwall 	 	 	
 	No loot 	 	
gobvill_hut1 	 	 	
 	Fuling 	0-3 (50% each)	
gobvill_hut3 	 	 	
 	Plains Chest 	30% 	
 	Fuling (spear) 	1 	
 	Fuling 	0-5 (50% each)	
 	Fuling Berserker 	10% 	
 	Fuling shaman 	50% 	Can't be starred
=== Infested Mine ===
Type: Dverger Town
Number of Rooms: 16–96
Minimum Required Rooms: 1
Weighted Placement: Yes
Overall Door Chance: 90% 
DungeonRoom Name	Type	WeightorAmount	Other
=== Infested Citadel ===
Type: Dverger Boss
Number of Rooms: 512–512
Minimum Required Rooms: 1
Weighted Placement: Yes
Overall Door Chance: 0%
Unlike other dungeons, the overall layout of the Infected Citadel is always the same: the dungeon's entrance room consists of the boss arena in its entirety except for the outer walls, which are each divided into sections, each of which is assigned a connection of a certain type. Thus, the only "rooms" in this dungeon which are randomized are the walls (and for one corner of the ground floor, that includes some minor randomization of staircases/platforms).
The endcap connections are of different types corresponding to the vertical layer of the boss arena they are at: the "bottom" layer is at the ground floor and the balcony running around its perimeter, the "middle" layer is roughly at the height of the lowest corner landing above the balcony, the "top" layer is at roughly the level of the top floor and the Hive seat, and the "roof" layer is above even that, near the ceiling. There are also "flat" variants, which are for endcaps which are entirely flat, lacking any randomized stone protrusions. Additionally, one wall of the "middle" layer is not randomized via connections, instead being a predefined stone slope beneath the top floor platform.
For purposes of this section, "ground floor" refers only to the bottommost floor in the dungeon; the "entrance alcove" is the small enclosed area of the ground floor which houses the entrance/exit to the dungeon; the "balcony" is the set of platforms running around the walls just above the ground floor; the "first landing" is the lowest corner landing above the balcony; the "second landing" is the next-highest corner landing; and the "top floor" is the topmost floor where the altar is located. 
DungeonRoom Name	Type	WeightorAmount	Other
Seeker eggs have a 50% chance of spawning one Seeker Brood when destroyed. They also have a 50% chance (determined randomly each time the area is loaded) of being able to hatch: Every 1-2 seconds, if there is a player within 3 meters of the egg, the egg will be automatically destroyed and will spawn one Seeker Brood.
Hanging seeker eggs have a 50% chance of spawning one Seeker Brood when destroyed.
Trigger spawners are spawners which are triggered by The Queen's mob-spawning ability, instead of spawning their mobs instantly or on a repeating delay. Each time The Queen uses her "call" attack, all trigger spawners within 30 meters begin an attempt to spawn, which works as follows: First, if the spawner's cooldown (0 seconds, by default) has not elapsed since its last successful spawn, the attempt fails and stops. Next, which creature to spawn is chosen at random from the spawner's list of options. Then all creatures of that type within 50 meters (default) of the spawner are totaled, and if their count exceeds the allowed maximum (default is 2.0 plus 0.7 per player within 100 meters horizontally, capping at 5.5 with 5 players), the attempt fails and stops. Otherwise, the attempt succeeds and one creature of the chosen kind is spawned.
== Unused ==
* Disabled: Entry and data exist but the entry is disabled. Can be spawned to the world.
* Unusable: Entry doesn't exist. Can't be spawned.
* No model: Data doesn't exist. Can't be spawned but may appear on console autocomplete.
Unused Name 	Type
Greydwarf_camp2 	Disabled
Greydwarf_camp3 	Disabled
Pillar1 	Disabled
Pillar2 	Disabled
StoneHouse1 	Disabled
StoneHouse2 	Disabled
StoneHouse5 	Disabled
GoblinCamp1 	Disabled
StoneTower2 	Disabled
StoneTower4 	Disabled
TrollCave 	Disabled
SunkenCrypt1 	Disabled
SunkenCrypt2 	Disabled
SunkenCrypt3 	Disabled
MountainCave01 	Disabled
Hugintest 	Disabled
DevHouse1 	Disabled
DevSoundTest 	Disabled
AbandonedLogCabin01	Unusable
CaveTest 	Unusable
CopperMine1 	Unusable
CopperMine2 	Unusable
CopperMine3 	Unusable
DevHouse1 	Unusable
DevSoundTest 	Unusable
IronMine1 	Unusable
IronMine2 	Unusable
Oktanc1 	Unusable
Oktanc2 	Unusable
Runestone_Surtlings	Unusable
Runestone_Wraith 	Unusable
ShipWreckOcean01 	Unusable
ShipWreckOcean02 	Unusable
ShipWreckOcean03 	Unusable
ShipWreckOcean04 	Unusable
StaminGreydwarf 	Unusable
StaminaTroll 	Unusable
StaminaWraith 	Unusable
StoneCircle_old 	Unusable
StoneHouse1_heath 	Unusable
StoneHouse2_heath 	Unusable
StoneHouse5_heath 	Unusable
StoneHouse6 	Unusable
StoneKeepX 	Unusable
StoneKeepY 	Unusable
StoneKeepZ 	Unusable
StoneTower 	Unusable
StoneTowerRuins01 	Unusable
StoneTowerRuins02 	Unusable
StoneTowerRuins06 	Unusable
StoneTowerU 	Unusable
StoneTowerV 	Unusable
StoneTowerW 	Unusable
StoneTowerX 	Unusable
StoneTowerY 	Unusable
StoneTowerZ 	Unusable
StoneVillage1 	Unusable
StoneVillage2 	Unusable
StoneWall1 	Unusable
StoneWall2 	Unusable
SunkenCrypt04old 	Unusable
SwampRuinX 	Unusable
SwampRuinY 	Unusable
TrollCamp 	Unusable
WoodFarm1_Old 	Unusable
WoodHouse14 	Unusable
WoodHouse15 	Unusable
XMasTree 	Unusable
Castle 	No model
Fort1 	No model
xmastree 	No model
== Types ==
=== Abandoned house ===
The Abandoned house is most often found in Meadows. Ranging from single small houses up to big villages consisting of few big houses like Viking halls.
Players can find Chests and Beehives within the houses; fenced gardens with Raspberry bushes may also be found nearby.
=== Draugr village ===
Draugr Villages can be found in Meadows. They contain a number of large house types not found anywhere else and Body piles.
=== Ruined Towers ===
Ruined Towers can be found in the Meadows and the Black Forest. They can be guarded by Greydwarfs and Skeletons. Most have a chest containing loot inside them, in the form of either feathers, amber, coins, and/or flinthead arrows
=== Stone Grave ===
Can be found in Meadows.
A large stone placed horizontally surrounded my multiple smaller stones.
The player can mine the large stone for a chance of getting Bone fragments as well as valuables.
=== Viking Graveyard ===
Can be found in Meadows.
Looks like big stones placed together in ellipse fashion.
Player can dig down there to find a Chest with some Valuables.
=== Shipwreck ===
Can be found around the shores of the Black Forest. Players can find a chest with valuables inside of it within the wreck.
=== Runestone ===
Big rock with red runes written on one side of it, which contains Lore.
=== Ancient Stone Circle ===
A place surrounded by five or so boulders in the Meadows.
=== Abandoned outpost ===
Ruined tower made of stone. Often got some Draugrs outside and inside, and crows 
flying around. Usually contains a chest with loot.
=== Forsaken altars ===
Can be used to summon bosses. Looks unique to each of the bosses.
Eikthyr's Forsaken altar is called a Mystical altar.
=== Inverted Tower === 
A circular structure of stone with a spiral staircase leading down from the top with a chest usually at the bottom. [Inverted Tower Swamp Pic]
Found in Swamp and Mountain biomes.
== Removed Types ==
=== Camp ruins ===
Small circular area surrounded by walls with some clutter and a chest with loot inside. It is also a place of Troll spawns.
=== Tower === 
A structure of stone with two torches and a chest with loot on top.
=== Little ruins ===
A collection of ruins of stone house with a chest of loot inside protected by Draugrs.
=== Glade ===
Little area with dirt covered ground and a stump in a middle surrounded by trees.
 
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