Frost Caves
DungeonsAuthored location requirements and possible contents. Layouts and contents depend on world generation and runtime conditions.
Mountain

Possible loot
Rows 1–100 of 114Each 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 |
|---|---|---|---|---|---|---|
| Pickable Meat Pile | Coins | 9 | 41 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile | Entrails | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile | Silver Necklace | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| cloth hanging door | Red Jute | 1 | 1 | 1 | weighted table; 1–1 table draws; 20.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| mountainkit chair (2) | Finewood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| mountainkit chair | Finewood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| fenrirhide hanging | Fenris Hair | 1 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| mountainkit chair (1) | Finewood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (2) | Coins | 9 | 41 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (2) | Entrails | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (2) | Silver Necklace | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| lox ribs | Bone Fragments | 1 | 1 | 1 | weighted table; 5–8 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (1) | Coins | 9 | 41 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (1) | Entrails | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (1) | Silver Necklace | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| lox ribs (1) | Bone Fragments | 1 | 1 | 1 | weighted table; 5–8 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (3) | Coins | 9 | 41 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (3) | Entrails | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (3) | Silver Necklace | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Obsidian | 3 | 9 | 0.5 | weighted table; 3–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Silver Necklace | 1 | 1 | 0.1 | weighted table; 3–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Ruby | 1 | 2 | 0.5 | weighted table; 3–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Coins | 15 | 35 | 1 | weighted table; 3–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Obsidian | 1 | 5 | 1 | weighted table; 3–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Silver Protection Idol | 1 | 1 | 0.1 | weighted table; 3–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Silver Battle Idol | 1 | 1 | 0.05 | weighted table; 3–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Black Metal Protection Idol | 1 | 1 | 0.01 | weighted table; 3–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Black Metal Battle Idol | 1 | 1 | 0.01 | weighted table; 3–5 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (1) | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (1) | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (1) | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (3) | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (3) | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (3) | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (4) | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (4) | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (4) | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| cloth hanging door double 1 | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 20.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (2) | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (2) | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (2) | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (1) | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (1) | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier blue (1) | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| cloth hanging door double 1 (1) | Red Jute | 1 | 1 | 1 | weighted table; 1–2 table draws; 20.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (3) | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (3) | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (3) | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (2) | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (2) | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (2) | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (4) | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (4) | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (4) | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| mountainkit table | Finewood | 1 | 3 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| mountainkit chair (5) | Finewood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| mountainkit chair (4) | Finewood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| mountainkit chair (3) | Finewood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| mountainkit chair (6) | Finewood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| lox ribs (2) | Bone Fragments | 1 | 1 | 1 | weighted table; 5–8 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| hanging hairstrands (4) | Fenris Hair | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| hanging hairstrands (3) | Fenris Hair | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| cloth hanging long | Red Jute | 1 | 1 | 0 | weighted table; 1–2 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| hanging hairstrands | Fenris Hair | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| hanging hairstrands (2) | Fenris Hair | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| fenrirhide hanging | Fenris Hair | 1 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Meat Pile (6) | Coins | 9 | 41 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (6) | Entrails | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (6) | Silver Necklace | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (4) | Coins | 9 | 41 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (4) | Entrails | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (4) | Silver Necklace | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (5) | Bronze | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (5) | Coal | 1 | 2 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Mountain Kit brazier (5) | Coal | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| hanging hairstrands (1) | Fenris Hair | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (5) | Coins | 9 | 41 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (5) | Entrails | 1 | 1 | 0.5 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (5) | Silver Necklace | 1 | 1 | 0.1 | weighted table; 1–3 table draws; 50.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| cloth hanging door (1) | Red Jute | 1 | 1 | 1 | weighted table; 1–1 table draws; 20.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| cloth hanging door (2) | Red Jute | 1 | 1 | 1 | weighted table; 1–1 table draws; 20.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Mountain Kit wood gate | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Mountain Kit wood gate | Wood | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Mountain Kit wood gate | Iron | 1 | 1 | 0.5 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Mountain Cave Crystal (6) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (3) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (10) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (5) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (7) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (9) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (8) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (4) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (2) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (1) | Crystal | 2 | 5 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
Gathering
Bone FragmentsConditional room/interior; random hierarchy
CrystalConditional room/interior; random hierarchy
CrystalConditional room/interior; random hierarchy; initially inactive template
EntrailsConditional room/interior; random hierarchy
Fenris HairConditional room/interior; random hierarchy
Fishing RodConditional room/interior
Mining resources
Practical guidance
EditorialPlacement parameters describe world-generation eligibility. They are not map coordinates or guaranteed location counts. Listed rooms and loot are conditional candidates.

