VALHEIM.TOOLS
Deep North dungeon

Winding Tunnels

40 per world · 32 to 48 rooms · 23 items

A world seeds 40 of these under the Deep North, no two closer than 256 metres, and each one assembles 32 to 48 rooms out of a set of 32 pieces: 20 ordinary rooms and corridors, 2 entrances, 1 divider and 9 dead ends. That is what makes a tunnel long without making it complicated.

The reason to clear one is the mould set. 20 of them drop from the rubble down here, including Mould: Intricate Key, which no chest table in the game lists. Nothing marks a tunnel entrance on the map, so finding one is a matter of walking the Deep North.

Per world40
Rooms per dungeon32 to 48
Room pieces in the set32
Minimum spacing256 m
Ground cleared28 m radius
Map markerNone
What lives inside3

Everything here rolls between one and three stars. The Elaking do not come from fixed spawn points: they pour out of Wardrobe Shafts, and a shaft keeps producing them, up to 100 in total and 5 at once, one attempt every 10 seconds once you are within 30 metres. Each spawn has a 10% chance to come out starred. The shaft itself is destructible with 300 health, which is the only way to turn one off.

Loot23everything the tunnel rooms can yield
The two rubble tables

Two breakables carry the mould table and they are not the same table. Both roll one to three times, and both hand over a guaranteed Timberwood on top of whatever the rolls give, but the Pile of Rubble has 23 entries against the Wardrobe Shaft's 19. The 4 staff moulds are the difference: they sit on the Pile of Rubble table only.

Pile of Rubble, per roll
Timberwood28.6%
Scrap Iron5.7%
Mould: Intricate Key5.7%
Silver Necklace5.7%
Mould: Nord Atgeir2.9%
Mould: Nord Axe2.9%
Mould: Nord Greataxe2.9%
Mould: Nord Bow2.9%
Mould: Nord Crossbow2.9%
Mould: Nord Knucklechains2.9%
Mould: Nord Dagger2.9%
Mould: Nord Mace2.9%
Mould: Nord Sledge2.9%
Mould: Nord Buckler2.9%
Mould: Nord Shield2.9%
Mould: Nord Greatshield2.9%
Mould: Nord Spear2.9%
Mould: Echo Spike2.9%
Mould: Northern Vengeance2.9%
Mould: Spirit Caller2.9%
Mould: Lightning Strike2.9%
Mould: Nord Sword2.9%
Mould: Nord Greatsword2.9%
Wardrobe Shaft, per roll
Timberwood32.3%
Scrap Iron6.5%
Mould: Intricate Key6.5%
Silver Necklace6.5%
Mould: Nord Atgeir3.2%
Mould: Nord Axe3.2%
Mould: Nord Greataxe3.2%
Mould: Nord Bow3.2%
Mould: Nord Crossbow3.2%
Mould: Nord Knucklechains3.2%
Mould: Nord Dagger3.2%
Mould: Nord Mace3.2%
Mould: Nord Sledge3.2%
Mould: Nord Buckler3.2%
Mould: Nord Shield3.2%
Mould: Nord Greatshield3.2%
Mould: Nord Spear3.2%
Mould: Nord Sword3.2%
Mould: Nord Greatsword3.2%

Roots growing through the tunnel walls are worth breaking as you pass. Each one is a coin flip for a single Timberwood, and 4 different root props are scattered through the set.

Where this sits

This is the long one of the two Deep North dungeons. The other, Mörkhalla, is four or five rooms against this one's thirty-plus, carries 19 of the same moulds, and holds the ice that starts a Jotun invasion. Everything the biome holds is on the Deep North page, and what 1.0 added covers the rest of the update.