Fortress Ruins
DungeonsAuthored location requirements and possible contents. Layouts and contents depend on world generation and runtime conditions.
Ashlands
Possible loot
Rows 101–182 of 182Each 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 |
|---|---|---|---|---|---|---|
| Charred Chest | Jade | 1 | 1 | 0.5 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Bloodstone | 1 | 1 | 0.5 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Coins | 200 | 500 | 1 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Charred Bone | 5 | 10 | 1 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Charred Skull | 1 | 2 | 1 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Celestial Feather | 1 | 1 | 0.1 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Molten Core | 1 | 2 | 0.5 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Flametal Ore | 10 | 20 | 1 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Black Marble Protection Idol | 1 | 1 | 0.2 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Black Marble Battle Idol | 1 | 1 | 0.1 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Flametal Protection Idol | 1 | 1 | 0.02 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| Charred Chest | Flametal Battle Idol | 1 | 1 | 0.02 | weighted table; 5–6 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy; initially inactive template |
| 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 |
| 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 |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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 |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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 |
| 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 |
| 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 |
| 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; initially inactive template |
| 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 |
| 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 |
| 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; initially inactive template |
| 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 |
| 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 |
| 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 |
| 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 |
| 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; initially inactive template |
| 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; initially inactive template |
| 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 (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 |
| 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; initially inactive template |
| 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 |
| 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; initially inactive template |
| 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; initially inactive template |
| 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 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; initially inactive template |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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; initially inactive template |
| 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 |
| 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 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; initially inactive template |
| 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; initially inactive template |
| Ashlands Arch Roof Damaged half1 (2) | 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 half1 (3) | 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 | 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 Arch Roof Damaged half1 (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 |
| Pickable Fiddlehead (3) | 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 (1) | 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 Arch Roof Damaged half2 (2) | 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 (3) | 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 Pillar Base3 double (2) | 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 Pillar Base3 double (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 |
| Pickable Fiddlehead (2) | 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 Pillar Base3 double (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 |
| Pickable Fiddlehead (4) | 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 Pillar Base3 double (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 Floor (44) | 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 (54) | 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 Ruins twist Pillar Base (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 Floor (45) | 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; random hierarchy |
| Ashlands Floor (38) | 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 (53) | 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 (4) | Grausten | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| 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 |
Gathering sources
Rows 1–18 of 23| Source | Item | Amount | Respawn minutes | Context |
|---|---|---|---|---|
| Pickable Fiddlehead (8) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (9) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Smoke Puff (3) | Smoke Puff | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Smoke Puff (5) | Smoke Puff | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Smoke Puff (1) | Smoke Puff | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (22) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (16) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (18) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (19) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (21) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (10) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (15) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (11) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (13) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (17) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (14) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (20) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Fiddlehead (12) | Fiddlehead | 1 | 300 | Conditional room/interior; random hierarchy |
Gathering
Mining resources
GraustenAshlands floor large (5)
GraustenAshlands floor large (7)
GraustenAshlands floor large (2)
GraustenAshlands floor large (8)
GraustenAshlands floor large (4)
GraustenAshlands floor large (6)
GraustenAshlands floor large (9)
GraustenAshlands floor large (3)
GraustenAshlands floor large
GraustenAshlands floor large (1)
Practical guidance
EditorialPlacement parameters describe world-generation eligibility. They are not map coordinates or guaranteed location counts. Listed rooms and loot are conditional candidates.

