Base-Game vs DLC Seed Data
Why the event and map datasets use separate scopes, how to avoid comparing incompatible groups, and what changes when you move to Great Hollow seeds.
By Artimuz · Updated 2026-08-17 · 9 minute read
The scopes answer different questions
A base-game view asks which combinations are available without DLC-specific records. An all-content view includes the later records and DLC Nightlords, so it has a different candidate pool. Neither scope is inherently more accurate; each is appropriate for a different player setup.
The current dataset uses lower-numbered base-game records and later DLC records, but the interface should remain the authority for which entries are included. Avoid deriving ownership or availability from a seed ID without checking the selected scope.
The Nightlord is the earliest scope signal available. Balancers and Greg appear in none of the 320 base-game records and in 60 each of the 200 DLC records, so facing either one places the run in the DLC range before you have read anything on the map. The other eight Nightlords appear in both scopes, and for those the buildings are the test. Blacksmith Village and Marsh are absent from every base-game record and present in all 120 DLC Limveld records, but a Blacksmith Village has to be found on the map, while the medallion is on screen from the start.
Both screenshots below were taken in the game rather than in this tool. The medallions are the quickest tell: Maris on the base-game map, Balancers on the DLC one.


The maps are not the same size, and it shows in the counts
Limveld holds 240 records. The Crater, Mountaintop, Rotted Woods and Noklateo hold 50 each, and the Great Hollow holds 80. A raw event count will always flatter Limveld, for no better reason than there being more of it. The event-hunting page sidesteps that by counting no Limveld records at all, but group size is still the first thing to check before you trust a ranking.
Nightlord and map pairs make this sharper, because they cut the pool twice. A pair with five records behind it can show a striking percentage off a single event. Read the fraction, not the percentage.
Pick the scope that matches what you can actually play
If you are not playing the DLC, stay in the base-game view. Every combination it shows you is one you can reach. If everything is unlocked, the all-content view will surface pairings the smaller scope cannot, including the two DLC Nightlords, who appear in none of the 320 base-game records.
The one thing to avoid is mixing them: a count taken from one view and a total taken from the other describe different populations and the result means nothing.
Percentages move when the dataset does
A number here can fall without anything being removed, simply because records were added underneath it and the total grew. Fixing a mislabelled event moves both halves of the fraction and can reorder the table. If you screenshot a percentage to argue about it later, capture the date and the dataset version with it.
The Great Hollow uses a different landmark vocabulary
The Great Hollow, added with the Forsaken Hollows DLC, is not a Shifting Earth variant of Limveld. It is a separate map, and the dataset shows how far apart the two are: none of its 80 records contains a Fort, a Main Encampment, a Blacksmith Village, a Marsh or a Township. Those five landmarks simply do not exist there.
Blacksmith Village and Marsh are worth singling out. The same DLC added them to every Limveld map, so on DLC seeds they are a reliable scope check everywhere except here. The Great Hollow is the one DLC map where looking for them tells you nothing.
Its records also cover 20 marked locations, fewer than any Limveld map, where the count runs from 25 to 36. If you move from base game seeds to DLC seeds and your usual opening mark stops working, this is why. The habit does not transfer, and neither does the layout.
Read both Underground Forts first on DLC seeds
Every Great Hollow record contains exactly one Western Underground Fort and one Eastern Underground Fort, so counting them tells you nothing. What varies is their damage type. The Western fort is either Magic or Fire, split 40 and 40 across the 80 records. The Eastern fort is either Holy or Rot, also split 40 and 40.
The two are independent, which divides the pool almost evenly into four groups: 21 records for Magic with Holy, 19 for Fire with Holy, 21 for Fire with Rot, and 19 for Magic with Rot. Reading both forts moves you from 80 candidates to roughly 20 before you mark anything else, which is the fastest opening available anywhere in this dataset.
A Scale-Bearing Merchant, recorded in 24 of the 80, is the natural follow-up once the forts have done their work.