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Official RuneScape Dragonwilds key art showing an adventurer facing a dragon through a glowing stone gateway
MapsPartially verified

Ashenfall Map & Resource Locations

Quick Answer

Locate 19 sourced resource points on Ashenfall terrain, including coal, gold and tin. Check access notes before travelling: an ore pin is not a cave entrance, and the surface map does not show underground corridors.

Find a resource route ↓
Ashenfall field guide

Find your resource route

Filter a target, locate its reference points, then check tools and access before travelling.

Other community maps

15 of 15 targets

Locate a target

Selected resource positions on the Ashenfall terrain map. Select a numbered point, or use the point selector for crowded areas / “Locate” below.

North ↑ · East → · x / y in source game units · Surface terrain is shown for orientation. Cave points show horizontal position only; they are not entrances or walking routes.

Ashenfall surface terrain showing coastlines, cliffs, ruins and paths
x 1kx 74kx 146kx 218ky -25ky 47ky 120ky 192k◇Temple of Saradomin◇Vannaka · Bleakfields◇Kletterbuja Kara◇Skekven Kara◇Thishepen Kara◇Skeklac Kara
19 reference points · numbers match the point selector. Dashed markers are crowded; use the selector below.
Fellhollow · Elevation not recorded

Coal: eastern Fellhollow

The source records a horizontal map position without an elevation flag.

Bring / unlock: Iron Pickaxe or better

A Fellhollow starting point is the cave northeast of Silverthorn Keep.

Source point: x 202,544.44 · y -48,231.066. Horizontal coordinates from the Community Wiki; not field-tested by this site.

Fellhollow in-game map showing the circled cave approach near Silverthorn Keep
Separate landmark reference: the circled cave approach northeast of Silverthorn Keep. It is not a surveyed ore-node coordinate or an interior map.
Coverage, landmarks and accuracy

19 selected reference points connect the 15 guide targets. These are examples, not every spawn. Points retain the Community Wiki’s x / y positions; the unannotated game terrain supplies geographic context. East is increasing x and south is increasing y. The terrain and points use the same source projection and equal scale on both axes, including on wide screens. Numbers group targets sharing the same position.

Open-world locations, surface entrances and below-ground locations are labelled separately. “Elevation not recorded” means the source does not establish surface versus cave access. The surface background does not show Dowdun Underground corridors or dungeon floors. Visible paths do not establish a safe or passable route to an unknown-elevation point, or guarantee resource availability.

◇ Named landmarks are sourced from the Lodestone, Vannaka and Dragonkin vault maps. All 19 point positions and 6 landmark positions rechecked against the source on 22 October 2026. Terrain: game map imagery © Jagex Ltd., accessed through the Community Wiki map; markers and controls are independently rendered here. The separate Coal / Tin screenshots are landmark references, not a surveyed entrance coordinate. This is an independent guide, not endorsed by Jagex.

Enemies

Obsidian

Umbral Sands

Bring / unlock

Defeat KotHaar enemies; Grindstone and Blast Furnace

Process pack contents into Ground Obsidian before refining; it is not a conventional ore run.

Mining

Coal

Fellhollow · Dowdun Reach · Umbral Sands

Bring / unlock

Iron Pickaxe or better

A Fellhollow starting point is the cave northeast of Silverthorn Keep.

Mining

Sapphire

Bloodblight Swamp · Dowdun Reach

Bring / unlock

Mining 16: Gem Prospector; Iron Pickaxe or better

A chance drop from Gold Ore Nodes; gathering gold does not guarantee a gem.

Enemies

Zogre / Ulgo

Fellhollow · Dowdun Reach

Bring / unlock

Choose normal Zogres or the named quest target

Ulgo is the named Zogre in Coalridge Pass for What Remains is Written.

Gathering

Wild Anima

Fractured Plains

Bring / unlock

Collect Anima-Infused Bark; refine at a Kiln

Look for ground pickups near anima trees; chopping the trees is not required.

Gathering

Law Runes

Anima Vents / Rune Altar

Bring / unlock

Rune Essence for vents; Runecrafting 50 for altar crafting

Vents and loot can supply runes before the repeatable altar recipe unlocks.

Collectibles

Sanguine Urns

Across Ashenfall

Bring / unlock

Check cave access and regional progression

Follow the route guide for permanent health upgrades; surface markers can hide vertical entrances.

Use the location tool above to find a resource on the Ashenfall terrain, then check its access notes and equipment requirements before travelling. Coal, Gold Ore and Tin Ore have direct Locate buttons. The same region, activity and requirement filters connect all 15 route guides to their mapped examples.

Use the on-site location reference

The locator places 19 selected resource positions over the game’s Ashenfall terrain, with named landmarks including the Temple of Saradomin, Vannaka’s Bleakfields camp and Dragonkin vault entrances. Coastlines, cliffs, paths and buildings provide geographic context. The terrain and points share the Community Wiki map’s coordinate projection, with equal scale on both axes so the map is not stretched on wide screens. East increases x; south increases y. A visible path still does not establish a safe route or resolve a point’s unknown elevation.

  1. Search or filter the target using the controls above.
  2. Select Locate beside a route, or choose Coal, Gold Ore or Tin Ore from the map shortcuts.
  3. Select a numbered point to see its region, access note, source and preparation requirements. The point selector provides the same locations on small screens and with a keyboard.
  4. Use Center selected, the zoom buttons and arrow controls to compare nearby points. With the map focused, the arrow keys pan and + / − zoom. Fit results restores the filtered overview.
  5. Open the route guide for the approach, tool tier and return journey. The Coal and Tin selections also show an existing in-game map screenshot as a separate landmark reference.

Points distinguish open-world locations, surface entrances leading to interiors, below-ground horizontal references, and elevation not recorded. An unconfirmed elevation is not a claim that a deposit sits on the surface. The Zogre cave marker, for example, is a horizontal reference to an underground encounter; the map does not supply its interior corridors. The gold samples do not establish whether each node is exposed or inside a cave.

The examples are deliberately limited. A numbered point does not guarantee a spawn, a successful loot roll, a walkable direct line or access at your current progression. Gold Ore and Sapphire share a position because Sapphire can drop from the same Gold Ore Node; the gem is not a separate guaranteed deposit. Lodestone placement uses the permanent temple landmark as a reference, not a universal recommendation for your base.

Start with the Coal route, Gold Ore route, or Tin Ore route when you need a specific material. Every mapped target also links to its own route guide.

Check the approach before following a resource point

The Coal, Gold and Tin samples have source x / y positions, but no elevation flag or surveyed entrance coordinates. Use these documented approaches to orient yourself; do not treat a resource pin as a cave mouth.

ResourceApproach referenceWhat the marker does not establish
CoalThe Coal route source describes a cave northeast of Silverthorn Keep. Use the separate cave screenshot when approaching that landmark.Neither Coal pin is a verified entrance coordinate; both retain unknown elevation.
Gold OreThis collection demonstration enters a vine-covered cave on the edge of Bloodblight Swamp, then uses Windstep to reach another platform outside. Clear the vines with an appropriate axe.The demonstrated cave is not matched to a specific one of the three Gold pin coordinates; it is an example route, not every deposit.
Tin OreThe Tin route source follows the uphill, left-curving road from Whispering Swamp into Fractured Plains toward the river. It also describes a mine on the eastern edge.The sample Tin point has no confirmed cave/surface flag. The separate map screenshot covers a broader route.

Open the Coal, Gold or Tin guide for tools and the full collection route. Underground locations remain horizontal references on the surface terrain, never a drawn tunnel route.

Wider marker coverage on community maps

The on-site terrain locator covers selected guide targets. For additional marker categories and underground-specific maps, the community-map links above provide separate tools. The category names and totals in the following sections describe the earlier TH.GL research snapshot, not the 19 points in this site’s locator and not a live count.

Marker totals below describe the supplied map index, rather than a live count. Filters and available markers can change as the map is updated.

The RuneScape Dragonwilds map covers Ashenfall’s explorable world, including quest markers, resources, vaults, enemies, fishing spots, travel points, and collectibles. The quickest way to find anything is to hide every marker, enable only the category you need, add the relevant travel markers, and then inspect the terrain between your starting point and destination.

The main limitation is that a marker tells you where something is, not whether you are ready to reach or use it. Your equipment, gathering tools, skills, crafting stations, quest progress, and regional hazards still determine whether a route is practical. The Scorned Wilderness raid is another exception: its entrance appears on the world map, but the instanced raid interior is not displayed as a normal explorable map.

What the Dragonwilds map covers

The primary map is the Ashenfall surface. It connects the regions used throughout the main journey, including early areas such as Temple Woods and Bramblemead Valley and later destinations such as Fell Hollow, Dowdun Reach, and Umbral Sands. The map also distinguishes the Dowdun Underground from the surface, which matters because its travel network and markers are not interchangeable with overworld locations.

Map areaWhat it showsImportant limitation
Ashenfall surfaceRegions, roads, quests, resources, creatures, vaults, fishing spots, collectibles, and travel markersA visible destination may still require better gear, tools, skills, or quest progress
Dowdun UndergroundUnderground locations and the separate Nodestone networkSurface markers do not explain underground connections
Scorned WildernessThe raid entrance on the world mapThe instanced raid interior is not shown

The cited TH.GL snapshot also includes post-launch additions such as the 1.0 world-map art, new open-world creatures, another vault door, and an additional dungeon entrance. This makes an updated map substantially more useful than an older Early Access image, especially when planning routes through regions that changed or expanded before full release.

A static overview is useful for learning the shape of Ashenfall, but the interactive filters are what make the map practical. There are too many individual markers to read comfortably when every layer is active.

The fastest way to find a location

Use the same short process whether you are searching for a quest destination, a material, a vault, or a collectible.

  1. Define one target before opening filters. Search for a named material, NPC, quest, creature, or point of interest instead of browsing every category at once.
  2. Select the correct map layer. Confirm whether the destination is on the Ashenfall surface or in the Dowdun Underground. A correct marker on the wrong layer will not help you build a usable route.
  3. Hide all markers. Starting from an empty map prevents dense categories such as trees, common stone, enemies, and treasure chests from covering the terrain.
  4. Enable the target category. Turn on only the specific resource, quest, NPC, vault, fishing tier, or collectible you need.
  5. Add travel markers. Enable Lodestones, Nodestones, or teleporters as appropriate. These reveal useful starting and return points without filling the map with unrelated objects.
  6. Inspect the terrain and surrounding threats. Roads are not the only consideration. Cliffs, ruins, water, hostile camps, regional hazards, and underground transitions can make the visually shortest line a poor route.
  7. Plan the return journey. Gathering is only productive if you can carry the materials home. Leave room in your inventory and identify the nearest usable return point before departing.
  8. Check non-map requirements. If the destination belongs to a quest, vault, dangerous region, or higher material tier, verify the relevant progression requirements before committing to a long trip.
RuneScape Dragonwilds interactive map with the filter sidebar and map markers visible

The sidebar shows category filters for locations, resources, chests, and other markers.

Map filters and what they are for

The map separates locations by purpose. Choosing the right category is more reliable than scanning icons manually.

Filter groupExamplesBest use
QuestsPrimary, secondary, and tertiary quest markersFinding a quest start, objective area, or related NPC
Points of interestVaults, Sanguine Urns, Nightmare Crucibles, lore notes, recipe books, Anima Vents, and treasure chestsExploration, permanent upgrades, recipes, challenges, and collection runs
NavigationLodestones, Nodestones, teleporters, and agility coursesChoosing a departure point, underground connection, or return route
NPCsMerchants, quest characters, councillors, elders, and other named charactersStarting quests, returning objectives, or locating services
TreesAsh, oak, willow, maple, yew, magic, and BlightwoodWoodcutting trips and material planning
Ores and metalsCopper, tin, iron, coal, gold, silver, mithril, runite, Rune Essence, and other depositsMining routes and equipment progression
Fishing spotsSeparate net and rod markers across multiple tiersFinding the correct fishing method and regional catch area
GatherablesFlax, mushrooms, berries, herbs, vegetables, cactus plants, and swamp materialsFarming ingredients, food, crafting materials, and potion supplies
Important mobsDragons, Abyssal Demons, named enemies, and other major threatsAvoiding dangerous areas or locating a specific encounter
MobsCommon wildlife, undead, Garou, goblins, Kalphites, and regional enemiesPlanning safer travel or finding repeatable enemy materials

Some categories are extremely dense. The indexed map contains thousands of Ash Trees, Stone deposits, and Sandstone deposits, alongside hundreds of treasure chests, lore notes, common creatures, and resource nodes. Showing all of them at once hides the geography that you need for navigation.

Use broad groups only to discover what a region contains. Once you know the target, switch to its individual marker. For example, an ore-and-metals overview can show that an area supports mining, but an Iron-only or Runite-only view is better when the trip has one crafting objective.

Travel markers and underground navigation

Ashenfall uses more than one type of travel marker. The map index distinguishes three mapped Lodestones, 18 Nodestones, and 11 teleporters. These counts describe different networks rather than interchangeable versions of one object.

Lodestones belong to overworld route planning. Nodestones are the Dowdun Reach fast-travel network and should be read separately from surface travel. Teleporters form another location category and may help connect a route, but the presence of a marker alone does not establish that it is already usable in your current progression state.

A practical route normally uses three points:

  • Departure point: the closest travel marker you can currently use.
  • Target cluster: several nearby markers for the same material or activity, rather than one isolated node.
  • Return point: a known route back to storage and crafting stations before your inventory becomes a problem.

Do not place every resource and travel filter on the map simultaneously. Enable the travel network first, add one target, and compare the resulting clusters. This makes it easier to see whether two nearby markers are genuinely connected by passable terrain.

The map can support Lodestone planning, but it does not decide the best player route or placement by itself. That decision depends on your base, current progression, repeated farming targets, and how much of the world you have already opened.

Planning resource runs without marker clutter

Resource filters are most useful when treated as route-building tools rather than encyclopedic lists. The map index includes 601 Rune Essence markers, 207 Iron markers, 30 Gold markers, and 28 Runite markers. Tree filters range from thousands of common Ash Trees to much smaller groups such as 21 Blightwood and 19 Magic Trees.

Those totals explain why filter discipline matters. A common-resource layer can blanket the map, while a rare-resource layer may show only a few useful clusters. The correct workflow changes with that density.

For a common material:

  1. Enable only that material and your travel network.
  2. Ignore isolated markers unless they fall directly along an existing journey.
  3. Choose a cluster near a usable departure point.
  4. Consider where the material will be processed after the trip.
  5. Leave enough carrying capacity for the run to be worthwhile.

For a scarcer material:

  1. Inspect every visible cluster before choosing a destination.
  2. Compare the surrounding enemy and region markers.
  3. Confirm that your current tool can gather the material.
  4. Mark unreachable deposits for a later return instead of forcing the route.
  5. Combine nearby secondary objectives only when they do not distract from the main material.

Finding a new material does not guarantee that you can immediately turn it into equipment. Higher-tier resources may also depend on the correct skill level, recipe, tool, or crafting station. Bring newly discovered materials back to your base and check the station associated with them, because interacting with the correct station can reveal additional recipes.

Using the map for vaults, chests, and collectibles

The points-of-interest filters include 15 vaults, four Nightmare Crucibles, Sanguine Urns, 17 unique recipes, five recipe books, 13 Dreaming Stone Shards, and 292 treasure chests. The map also tracks lore notes, Garou Artifacts, spectral locations, dragon teeth, ravens, nature spirits, and other exploration targets.

These markers solve different problems:

  • Vaults identify entrances, but they do not replace preparation for the enemies, puzzles, or progression checks inside.
  • Treasure chests are useful as secondary stops. Building an entire route around a single chest is rarely efficient unless that chest contains a known target.
  • Recipe markers help locate specific unlock opportunities, but the map position does not explain every prerequisite.
  • Sanguine Urns belong to permanent-health collection, so they are better approached as a dedicated collection task than as random detours.
  • Nightmare Crucibles are challenge locations. Their markers establish where they are, not which trial or reward best suits your current equipment.
  • Lore notes and artifacts are dense collection categories. Activate them region by region instead of showing the entire world at once.

When clearing collectibles, finish one region or one marker type at a time. Mixing chests, lore, urns, recipes, and artifacts creates an inefficient route and makes it harder to recognize what you already collected.

Using quest and NPC markers correctly

Quest markers are divided by quest type, while NPC filters identify named characters separately. Enable both when you know the quest name but not whether the next step belongs to a place, an objective, or a person.

Mapping the Sands I shows why this distinction matters. The quest begins with the Moon Sprite Shaman Anamcara at Alcarrid Camp in Umbral Sands, next to the pond. It requires partial completion of Icthlarin’s Little Helper. The quest objective concerns Moon Sprites on tall locations around the camp. A map can identify the camp, the NPC, and the surrounding objective area, but it cannot replace that prerequisite or explain the full quest sequence through a single marker.

For any quest route:

  1. Enable the named quest and relevant NPC layers.
  2. Identify the start point and the region containing the next objective.
  3. Check whether the route crosses a region above your current equipment level.
  4. Add only the travel markers needed for the outward and return journeys.
  5. Follow the quest’s instructions once you reach the marked area instead of assuming the icon represents the exact interaction point.

Avoid enabling every quest simultaneously. The map index contains primary, secondary, and tertiary objectives from many different progression stages. Seeing them all does not tell you which objective is appropriate for your current character.

Common map mistakes

Treating the map as a progression guide

A marker confirms location, not readiness. If enemies or the region display a much higher power level than your equipment, reaching the icon may not be enough. Your tools, skills, recipes, and crafting setup need to progress alongside exploration.

Using an outdated world image

Older maps may omit Dowdun additions, Umbral Sands content, 1.0 creatures, the Scorned Wilderness entrance, or renamed targets. Use a map that displays the 1.0 world art and separates the Dowdun Underground from the surface.

Leaving every filter active

Dense categories obscure roads, region boundaries, water, and terrain. Hide all markers, then rebuild the view around one objective.

Confusing Lodestones with Nodestones

Lodestones support overworld planning, while Nodestones form the Dowdun Reach network. Select the network that belongs to the active map layer.

Expecting an instanced raid map

The Scorned Wilderness raid entrance is marked, but its interior is not presented as a normal world-map region. Use the world map to reach the entrance, not to navigate the complete raid.

Choosing the shortest line instead of the safest route

A direct line may cross hostile camps, difficult terrain, regional hazards, or an underground transition. Compare enemy, navigation, and terrain information before leaving.

Ignoring the return trip

A productive cluster can still be a poor farming route if you fill your inventory far from storage. Decide how you will return before starting the run.

Route-planning checklist

Before leaving your base, confirm the following:

  • The map is set to the correct surface or underground layer.
  • Only the target and necessary travel filters are active.
  • Your gathering tool can collect the selected resource.
  • Your power level is suitable for the destination region.
  • Required quest progress or crafting access is already complete.
  • Your inventory has room for the expected materials.
  • You have identified both a departure point and a return route.
  • The route does not depend on seeing the Scorned Wilderness raid interior.
  • Optional chests or collectibles are close enough to justify the detour.

The RuneScape Dragonwilds map is most effective when it answers one question at a time. Reduce the view to a single objective, build a route around the correct travel network, and use progression information to decide whether the marked destination is useful now or should be saved for later.

Sources and scope

Marker counts and filter names describe the cited TH.GL research snapshot, not a live count or an original map survey by this site. Route suggestions are editorial. This site has not tested these routes in the game.

Terrain imagery © Jagex Ltd., accessed through the Community Wiki map; point selection, controls and annotations are independently presented here. The existing Coal and Tin screenshots are separate landmark references rather than calibrated entrance coordinates. This guide is not endorsed by Jagex.