Gold Ore
Can be smelted into a Gold Ingot at a Furnace.
Overview
- Item level
- 10
- Category
- Ores
- Stack size
- 25
- Kind
- Item
- Game ID
Ore_Gold
How to get it
Craft
- 1×Any salvage gold
- →
- 1×Gold Ore
Need several? The crafting calculator expands this recipe down to raw materials.
Drops 7
| Source | How | Chance | Average | Range |
|---|---|---|---|---|
| Gold Ore - Basalt | Mine or break | 100% | 1 | 1 |
| Gold Ore - Calcite | Mine or break | 100% | 1 | 1 |
| Gold Ore - Sandstone | Mine or break | 100% | 1 | 1 |
| Gold Ore - Shale | Mine or break | 100% | 1 | 1 |
| Gold Ore - Stone | Mine or break | 100% | 1 | 1 |
| Gold Ore - Volcanic | Mine or break | 100% | 1 | 1 |
| Fishing Trap | Harvest (fully grown) | 0.06% | 0 | 0–4 |
Chance of at least one per kill or break, computed from the drop tables. How we compute it.
Other loot tables 21
Chests, structures and events use these tables; the game doesn't say which ones on their own.
| Loot table | Chance | Average |
|---|---|---|
| Zone1 Goblin Tier3 | 31.9% | 0.81 |
| Zone1 Goblin Tier1 | 23.1% | 0.61 |
| Zone1 Goblin Tier2 | 23.1% | 0.37 |
| Zone4 Encounters Tier4 | 13.7% | 0.36 |
| Zone1 Encounters Tier4 | 13.7% | 0.36 |
| Zone2 Encounters Tier4 | 13.7% | 0.36 |
| Zone3 Encounters Tier4 | 11% | 0.29 |
| Portals Oasis | 9.3% | 0.15 |
| Zone1 Kweebec Tier3 | 9.2% | 0.14 |
| Zone1 Trork Tier3 | 9.2% | 0.14 |
| Zone1 Undead Tier3 | 9.2% | 0.14 |
| Zone4 Undead Tier3 | 9.2% | 0.14 |
| Zone1 Encounters Tier3 | 9.2% | 0.14 |
| Zone4 Encounters Tier3 | 9.2% | 0.14 |
| Zone2 Undead Tier3 | 9.2% | 0.14 |
| Zone2 Encounters Tier3 | 9.2% | 0.14 |
| Zone3 Kweebec Tier3 | 8.1% | 0.13 |
| Zone3 Trork Tier3 | 8.1% | 0.13 |
| Zone3 Outlander Tier3 | 8.1% | 0.13 |
| Zone3 Undead Tier3 | 8.1% | 0.13 |
| Zone3 Encounters Tier3 | 8.1% | 0.13 |
Salvage 1
Salvaging these at a Salvage bench gives this item back:
- Salvage Gold
How much goes into each item 6
Gold Ore per craft of each item, counted through every step of its recipe tree (6 of 6 use it through an intermediate such as an ingot or leather).
Expected effort
How many kills or breaks it takes on average, and the chance of getting at least one, from each source's exact odds.
| Source | Tries per item | Tries for 10 | ≥1 in 1 | ≥1 in 5 | ≥1 in 10 |
|---|---|---|---|---|---|
| Gold Ore - Basalt | 1 | 10 | 100% | 100% | 100% |
| Gold Ore - Calcite | 1 | 10 | 100% | 100% | 100% |
| Gold Ore - Sandstone | 1 | 10 | 100% | 100% | 100% |
| Gold Ore - Shale | 1 | 10 | 100% | 100% | 100% |
| Gold Ore - Stone | 1 | 10 | 100% | 100% | 100% |
| Gold Ore - Volcanic | 1 | 10 | 100% | 100% | 100% |
| Fishing Trap | 640 | 6,398 | 0.06% | 0.31% | 0.62% |
"Tries for 10" is the long-run average (10 ÷ the average amount per try); actual runs vary.
Craft or farm?
Farm one
About 1 breaks of Gold Ore - Basalt (mine or break), the source with the most per try.
Used to make 1
Raw game dataEvery value as the game defines it, with what it inherits from its parents filled in
- level10
- categoryBlocks.Ores
- categories[Blocks.Ores]
- maxStack25
- iconIcons/ItemsGenerated/Ore_Gold.png
recipe{4}
inputs[1]
0{3}
- idSalvage_Gold
- qty1
- resourcetrue
outputs[1]
0{2}
- idOre_Gold
- qty1
bench{2}
- idSalvagebench
- typeProcessing
- time4
- hasIcontrue