Ashland Ruins
DungeonsAuthored location requirements and possible contents. Layouts and contents depend on world generation and runtime conditions.
Ashlands
Possible loot
Rows 1–100 of 148Each source has its own table activation and draw count, separate from entry weights/chances. These are authored per-selection stack bounds, not total location yield. Container item-data rolls clamp stacks and use inclusive upper bounds; spawned-prefab rolls use exclusive upper bounds. Resource-rate passes and one-of-each selection follow the linked loot mechanics. Do not multiply unrelated room, activation and loot probabilities.
| Source | Item | Authored minimum | Authored maximum | Weight | Selection | Context |
|---|---|---|---|---|---|---|
| Ashlands Ruins twist Pillar Base | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 (4) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins twist Pillar Base Small | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins twist Arch Big (1) | Grausten | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins twist Arch Big | Grausten | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 (3) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 (2) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Ashlands Ruins Ramp (1) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 tip broken2 | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (6) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 (3) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Ashlands Ruins Top Stone (3) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (5) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 tip broken1 | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (7) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Ramp Upsidedown (1) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Ramp | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Arch Roof Damaged half2 | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (11) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (4) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken2 (4) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (9) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (15) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (1) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar Base3 double (1) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Ramp Upsidedown | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken3 (1) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 1point5x1point5 (2) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken3 (4) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (2) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken2 (1) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (21) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 (7) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (13) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken2 (6) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (11) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (14) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (10) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 (7) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken2 (5) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 (5) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 (4) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken2 (8) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Arch Roof Damaged half1 | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (12) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken3 (7) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (17) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (14) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken2 (7) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 (6) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken3 | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (8) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 (3) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (10) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (20) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (11) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 (2) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken3 (2) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (15) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (19) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken2 | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken3 (6) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (20) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 (8) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (22) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Top Stone (9) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (8) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken2 (3) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (19) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (12) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 (5) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 (6) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (13) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (18) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken3 (5) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 (8) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (21) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken2 (2) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (18) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (16) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashland Steepstair (22) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 (9) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (16) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (17) | Fiddlehead | 1 | 1 | 0 | weighted table; 2–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken1 (10) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Ruins Floor 3x3 broken3 (3) | Grausten | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Floor (55) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Arch Roof Damaged half2 (1) | Grausten | 1 | 1 | 1 | weighted table; 3–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Floor (57) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Floor (40) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Floor (50) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Floor (56) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Floor (52) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Pillar4 | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Floor (51) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Floor (55) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Ashlands Floor (47) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Ashlands Floor (46) | Grausten | 0 | 0 | 1 | weighted table; 2–4 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
Gathering
Mining resources
GraustenAshlands floor large (1)
GraustenAshlands floor large (2)
GraustenAshlands floor large
GraustenAshlands floor large (3)
GraustenAshlands floor large (7)
GraustenAshlands floor large (6)
GraustenAshlands floor large (5)
GraustenAshlands floor large (4)
GraustenAshlands floor large (9)
GraustenAshlands floor large (8)
Practical guidance
EditorialPlacement parameters describe world-generation eligibility. They are not map coordinates or guaranteed location counts. Listed rooms and loot are conditional candidates.

