Seed Finder
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Normal Seed Finder

Limveld without a Shifting Earth is the largest pool in the dataset: 240 of the 520 records live here, against 50 for each Shifting Earth variant. That means a mark that would settle a Crater run often leaves you with a dozen candidates on this map, and it is worth knowing which landmarks actually carry information before you start clicking.

This map carries 36 marked locations, more than any other, and a record fills 20 to 25 of them.

The median identification on this map is settled with one landmark, and 86% finish with two or fewer. The medallion does most of that work: three quarters of searches select the Nightlord, and 7.9% never mark a single building, because the Nightlord and the landing point alone were enough.

Seeds in this map
240
Landmarks to identify (median)
1
Identifications logged
271,798
Dataset game version
1.03.2

Which landmarks carry information, and which do not

A Church appears in all 240 records. So does a Sorcerer's Rise. Marking either one first removes exactly zero candidates, which is a frustrating way to spend your first look at the map. They are still worth marking later, because their positions differ, but as an opening move they are wasted. Great Churches are nearly as useless for the same reason, appearing in 212 of 240 records, and a Main Encampment shows up in 203.

Township is the mark that earns its place. It appears in 96 of the 240 records, so it splits the pool close to two to five whichever way the answer falls. Combined with the Blacksmith Village and Marsh check below it usually leaves a set small enough that a single fort or ruin position finishes the job, which on a map this size is about as fast as identification gets.

A Blacksmith Village or a Marsh means you are in a DLC seed

Blacksmith Village and Marsh are buildings the DLC added, and the dataset reflects that cleanly. No record numbered 000 to 319 contains either one, and every DLC-range Limveld record contains both. On this map that is 160 base game records with neither and 80 DLC records with both. Blacksmith Village is the name the game gives it; players usually call it the Forge, after the smithing table inside.

That makes a Blacksmith Village or Marsh sighting different from an ordinary mark. It does not just remove candidates, it tells you which half of the dataset you are in: spotting one takes you from 240 candidates to 80 and confirms the run is a DLC seed before you have marked anything else. If you are playing base game content only, neither building will ever appear, so there is nothing to look for and you can skip this step entirely.

How often each landmark appears on Normal

The share of this map's 240 records that contain at least one of each landmark. A landmark near 100% cannot narrow anything by presence alone, so the rows at the top of this table are the marks worth making first.

LandmarkRecords containing itShare
Difficult Sorcerer's Rise3 of 2401%
Scale-Bearing Merchant51 of 24021%
Blacksmith Village80 of 24033%
Marsh80 of 24033%
Township96 of 24040%
Fort188 of 24078%
Ruins197 of 24082%
Main Encampment203 of 24085%
Great Church212 of 24088%
Church240 of 240100%
Sorcerer's Rise240 of 240100%

What identification actually takes on Normal

The table above is the dataset. This one is what players did with it. Across 271,798 identifications on this map, a search used 1.59 landmarks on average, selected the Nightlord 75.8% of the time and marked a landing point 61.3% of the time. 7.9% resolved without marking a single building.

The gap between the two columns is the useful part. The most marked landmark is rarely the one carrying the search, because a landmark that appears in almost every record cannot separate them by presence alone.

LandmarkTimes markedDecided the search
Blacksmith Village30,93492.4%
Marsh28,58589.9%
Ruins60,33888.5%
Township8,75385.4%
Main Encampment60,48878.8%
Great Church80,24276.3%
Sorcerer's Rise25,51568.5%
Fort61,57766.5%
Church70,42356.2%

These come from the site’s own logs: every identification between 1 May 2026 and 30 July 2026, 400,702 of them across all maps. A landmark counts if it was still marked when the seed resolved, so a mark that was placed and then changed does not appear. Decisive means removing that one mark would have left more than one candidate standing, which is why several marks in the same search can each be decisive.

Worth knowing

  • All thirteen special events can appear here, and this is the only map that carries every one of the 22 event-and-day combinations the dataset records.

Running the plain map

This is the only configuration that grants no area buff at all. Every Shifting Earth trades part of the map for an advantage of some kind, and the plain map trades nothing, which is why it works as the baseline the others are measured against.

What it gives back is predictability. Nothing has been displaced, the landmark set is complete, and route knowledge carries over between runs. That makes it the easiest map to learn on, and the same property is why it stops feeling like the best option once your routes are memorised.

Key locations and how squads spend a day here

Thirteen marked key locations, several rare-spawn zones and four biome events. Most of the structure holds across runs: the Castle anchors the centre of every instance, Forts land in the same quadrants, Churches sit at the same edges. What changes between runs is enemy composition, which boss is in the Evergaol, chest loot rarity, and whether the rare spawns show up at all.

The three that decide a day are easy to rank. Churches heal you fully and add one charge to the Flask of Crimson Tears, which makes them the day-one priority. One thing a church does not do is clear the penalty you carry from being revived: only a Site of Grace resets that, so a squad that has gone down once still wants a grace on the route even after finding a church. Forts always hold a map at the top of one tower, and what it exposes falls on both sides of the seed line. The buried chests are seed-determined, and a result page already draws them under the Chests filter. Scarabs are not: they land somewhere different every run, no dataset can carry them, and they drop talismans, which leaves the tower map worth the climb for a narrower reason than it looks. The Castle is the closest thing this game has to a legacy dungeon, with several mini-bosses concentrated underground.

Around all of that sit seven Evergaols, more than any other map carries, because every Shifting Earth takes a piece of the map and some of that count with it. There is also no Shifting Earth objective competing for the day here, so with nothing large to clear, squads lean much harder on Evergaols and on hunting night invaders. That goes double when the Castle turns out to be held by Trolls and clearing it stops looking worth the time.

Seven gaols is seven keys. Opening an Evergaol is the only use a Stonesword Key has in this game, and no gaol shows what is sealed inside until the key has been spent. Squads that play for gaols carry the Jar merchant's fixed-effect relics, the ones whose buffs do not roll: one starts a player holding a key, so a trio lands with three and has to find four more, and another pays +5% strength for every Evergaol defeated. Township sells a key to each player and is the only guaranteed source in the game; it appears in 96 of these 240 records, and everywhere else is a roll. The community rates that build the second strongest strategy in the game, and the mark that does most for identification on this map is also the one that decides how much of the map you can open.

Nightlord distribution

  • Adel25
  • Caligo25
  • Fulghor25
  • Gladius25
  • Gnoster25
  • Heolstor25
  • Libra25
  • Maris25
  • Balancers20
  • Greg20

Dataset counts describe the records available to this tool, not universal in-game odds. Read the data methodology and limitations before treating a small sample as a probability estimate.

Recluse Castle

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Nightreign Seed Finder is a fan-made tool and is not affiliated with, endorsed by, or connected to FromSoftware or Bandai Namco.
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