The totem generation algorithm has been officially audited. The engine spawns exactly 5 procedurally generated, pseudo-random coordinates per map, weighted heavily toward obscuring these objects behind collision meshes or deep within structural geometry.
The internal state machine of a totem categorizes it into one of four rigid states: Dull, Cursed, Blessed, or Destroyed. Cleansing a totem takes 14 seconds of uninterrupted animation, removes the mesh entirely, and dispenses 1,000 Blood Points.