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

Possible loot
Rows 101–114 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 Mountain Cave Crystal | 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 (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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| 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; initially inactive template |
| Pickable Fishingrod | Fishing Bait | 2 | 4 | 0 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
Gathering sources
| Source | Item | Amount | Context |
|---|---|---|---|
| Pickable Forest Crypt Remains01 | Bone Fragments | 1 | Conditional room/interior; random hierarchy |
| Pickable Forest Crypt Remains01 (1) | Bone Fragments | 1 | Conditional room/interior; random hierarchy |
| Pickable Forest Crypt Remains03 (1) | Bone Fragments | 1 | Conditional room/interior; random hierarchy |
| Pickable Forest Crypt Remains03 | Bone Fragments | 1 | Conditional room/interior; random hierarchy |
| Pickable Meat Pile | Entrails | 1 | Conditional room/interior; random hierarchy |
| Pickable Forest Crypt Remains02 | Bone Fragments | 1 | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (2) | Entrails | 1 | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (1) | Entrails | 1 | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (3) | Entrails | 1 | Conditional room/interior; random hierarchy |
| hanging hairstrands (4) | Fenris Hair | 1 | Conditional room/interior; random hierarchy |
| hanging hairstrands (3) | Fenris Hair | 1 | Conditional room/interior; random hierarchy |
| hanging hairstrands | Fenris Hair | 1 | Conditional room/interior; random hierarchy |
| hanging hairstrands (2) | Fenris Hair | 1 | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (6) | Entrails | 1 | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (4) | Entrails | 1 | Conditional room/interior; random hierarchy |
| hanging hairstrands (1) | Fenris Hair | 1 | Conditional room/interior; random hierarchy |
| Pickable Meat Pile (5) | Entrails | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (6) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (3) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (10) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (5) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (7) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (9) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (8) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (4) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (2) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (1) | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal | Crystal | 1 | Conditional room/interior; random hierarchy |
| Pickable Mountain Cave Crystal (6) | Crystal | 1 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Mountain Cave Crystal (5) | Crystal | 1 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Mountain Cave Crystal (4) | Crystal | 1 | Conditional room/interior; random hierarchy; initially inactive template |
| Pickable Fishingrod | Fishing Rod | 1 | Conditional room/interior |
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
Possible creatures
Authored levels and conditional spawn candidates; not guaranteed population or spawn rates.
| Creature | Minimum level | Maximum level | Context |
|---|---|---|---|
| Geirrhafa | 1 | 1 | Conditional room/interior; random hierarchy |
| Ulv | 1 | 1 | Conditional room/interior; random hierarchy |
| Cultist | 1 | 1 | Conditional room/interior |
| Cultist | 1 | 1 | Conditional room/interior; random hierarchy |
| Tetra | 1 | 5 | Conditional room/interior |
| Bat | 1 | 1 | Conditional room/interior; random hierarchy |
| Bat | 1 | 1 | Conditional room/interior |
| Stone Golem | 1 | 1 | Conditional room/interior; random hierarchy |
Eligible dungeon rooms
| Room template | Eligibility |
|---|---|
| Room template | Eligible room pool; occurrence is conditional |
Practical guidance
EditorialPlacement parameters describe world-generation eligibility. They are not map coordinates or guaranteed location counts. Listed rooms and loot are conditional candidates.

