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 files don'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
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 dataResolved from Server/Item/Items/Ore/Gold/Ore_Gold.json and its parents
- 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