Ores
Ores are primary crafting materials important for game progression. They are crafted into bars at a Furnace, after which they can be crafted into essential tools, weapons, armor, and other items. Raw ores are mainly used to craft bricks and potions, or as building material.
Ores generally appear as veins of placed blocks in the Underground layer and below, and are mined with a pickaxe, drill, or explosives. Lower-tier ores appear among Dirt near the surface, or within Floating Islands. Some ores are also dropped by bosses, namely the Eye of Cthulhu, Eater of Worlds, Brain of Cthulhu, and Moon Lord.
Ores can also be found as a random reward from an Extractinator, crates from fishing, or as bonus drops from slimes.
A world will generally only contain one ore type from each tier, which is chosen at random. For instance, one world may have Copper and Iron Ores, while another may have Copper and Lead Ores (see tables below). The alternate ore types that do not generate naturally in a world can still be obtained via the aforementioned extra sources. Hardmode ore types are chosen at random as soon as the player destroys an Altar. In a drunk world, both ore variants of each tier will spawn instead of one.
There are 21 different types of ores.
Types
| Ore | Rarity | Sell
| |
|---|---|---|---|
| Copper OreInternal Item ID: 12 | 50 CC | ||
| Tin OreInternal Item ID: 699 | 75 CC | ||
| Iron OreInternal Item ID: 11 | 1 SC | ||
| Lead OreInternal Item ID: 700 | 1 SC50 CC | ||
| Silver OreInternal Item ID: 14 | 1 SC50 CC | ||
| Tungsten OreInternal Item ID: 701 | 2 SC25 CC | ||
| Gold OreInternal Item ID: 13 | 3 SC | ||
| Platinum OreInternal Item ID: 702 | 4 SC50 CC | ||
| MeteoriteInternal Item ID: 116 | 2 SC | ||
| Demonite OreInternal Item ID: 56 | 10 SC | ||
| Crimtane OreInternal Item ID: 880 | 13 SC | ||
| ObsidianInternal Item ID: 173 | - | ||
| HellstoneInternal Item ID: 174 | 2 SC50 CC | ||
| Cobalt OreInternal Item ID: 364 | 7 SC | ||
| Palladium OreInternal Item ID: 1104 | 9 SC | ||
| Mythril OreInternal Item ID: 365 | 11 SC | ||
| Orichalcum OreInternal Item ID: 1105 | 13 SC | ||
| Adamantite OreInternal Item ID: 366 | 15 SC | ||
| Titanium OreInternal Item ID: 1106 | 17 SC | ||
| Chlorophyte OreInternal Item ID: 947 | 15 SC | ||
| Luminite(Desktop, Console and Mobile versions)Internal Item ID: 3460 | 30 SC | ||
Pre-Hardmode
| Tier | Ore types | Minimum tools required |
Crafting | Source |
|---|---|---|---|---|
| 1 | 3 3 |
Surface, Underground, Cavern | ||
| 2 | 3 3 |
Surface, Underground, Cavern | ||
| 3 | 4 4 |
Underground, Cavern, Floating Islands, Surface (rarely) | ||
| 4 | 4 4 |
Underground, Cavern, Floating Islands, Surface (very rarely) | ||
| 5 | Eye of Cthulhu, Underground, Cavern, Eater of Worlds (Demonite), Brain of Cthulhu (Crimtane) | |||
| 6 | 3 |
Meteorite biome | ||
| 7 | n/a | Contact between water and lava | ||
| 8 | 3 |
Underworld |
Generation
The world seed determines which of the alternatives in the first four tiers to generate according to the following formula,[1] where [math]\displaystyle{ s }[/math] is the "identifier" part of the world seed (an integer from 0 to 2147483647), [math]\displaystyle{ f }[/math] and [math]\displaystyle{ c }[/math] are constants from the table below, and [math]\displaystyle{ \bmod{} }[/math] is the modulo operator.
[math]\displaystyle{ ( s \times f + c ) \bmod{2147483647} \gt 1073741823 }[/math]
If the inequality is true, the world will have the default ore type (Copper, Iron, etc.), otherwise it will have the alternate ore type (Tin, Lead, etc.).
| Ore | [math]\displaystyle{ f }[/math] | [math]\displaystyle{ c }[/math] |
|---|---|---|
| 1582116761 | 626863973 | |
| 1676571504 | 1003550677 | |
| 1476289907 | 1358625013 | |
| 1117239683 | 1008269081 |
For example, the world with the seed [math]\displaystyle{ s = 1965937006 }[/math] has the following ores:
|
Hardmode
| Tier | Ore types | Minimum tools required |
Crafting | Source |
|---|---|---|---|---|
| 9 | 3 3 |
Underground, Cavern | ||
| 10 | 4 4 |
Cavern | ||
| 11 | Cavern (roughly at lava depth) | |||
| 12 | Underground Jungle | |||
| 13 | 4 |
Moon Lord |
The first three tiers of Hardmode ores are spawned by destroying Demon/Crimson Altars, which requires a hammer with 80% hammer power or higher, e.g. the Pwnhammer. Chlorophyte Ore spawns on its own once Hardmode is triggered, though it cannot be mined before defeating all of the mechanical bosses, and Luminite does not occur naturally. Neither ores are affected by destroyed altars. This content is transcluded from Altars.
- First altar:
Cobalt Ore or
Palladium Ore, chosen randomly. - Second altar:
Mythril Ore or
Orichalcum Ore, chosen randomly. - Third altar:
Adamantite Ore or
Titanium Ore, chosen randomly.
Players will be able to find these new ores scattered across the Underground layer to near-Underworld levels, with them replacing most blocks created during world generation. They will spawn at random locations in varying quantity, in places explored and unexplored alike.
- Destroying more altars will never spawn Hardmode ore types beyond the three that were randomly assigned to the world during the initial round of destroyed altars. A world with Palladium Ore deposits will never spawn Cobalt Ore deposits, or vice versa (with the exception of drunk worlds).
- Which ores are generated is not determined until the first, second or third altar is smashed. For example, it is not determined if the world has Cobalt or Palladium until the first altar has been smashed. The same goes for Mythril/Orichalcum with the second altar, and Adamantite/Titanium for the third.
- Subsequent altars destroyed will begin the cycle again, though the fourth to sixth altars will spawn half as much ore as the first ones, the seventh to ninth will spawn only one third of the ore of the first ones, and so forth. So, the nth cycle will only generate one-nth as much ore as the first one. For example, destroying the 19th altar (seventh cycle) would yield one-seventh of Cobalt/Palladium Ore compared to the first altar. Destroying 12 altars will roughly double the ore provided by the first three; tripling that original allotment would require destroying 33 altars. Notice that although each subsequent destroyed altar will yield less ore, the total amount is unbounded (except by the number of altars in a world).
- No matter how many altars are destroyed, ore rarity remains set with Cobalt/Palladium being the most common, followed by Mythril/Orichalcum, then Adamantite/Titanium as the rarest.
Generation
The number of ore veins generated upon destroying an altar is determined by the following formula:[2]
[math]\displaystyle{ \frac{ \left( \text{world size} \times 310 - \text{ore tier} \times 85 \right) \times 0.85 }{ \left\lfloor \frac{\text{number of altars destroyed previously}}{3} \right\rfloor + 1 } \times \text{factor} }[/math]
- [math]\displaystyle{ \lfloor x \rfloor }[/math] is the floor function.
- [math]\displaystyle{ \text{world size} }[/math] is the width of the world (in tiles) divided by 4200: 1 for small worlds, 1.524 for medium worlds and 2 for large worlds.
- [math]\displaystyle{ \text{ore tier} }[/math] represents the respective tier of ore:
Ore type Value
Cobalt
Palladium0
Mythril
Orichalcum1
Adamantite
Titanium2
- [math]\displaystyle{ \text{factor} }[/math] depends on the ore type, slightly increasing/decreasing the rarity of different types:
Ore type Value
Cobalt1.05
Mythril
Adamantite1
Palladium0.945
Orichalcum
Titanium0.9
- This reveals that worlds with Palladium instead of Cobalt, Orichalcum instead of Mythril, or Titanium instead of Adamantite will, on average, have 10% less of the respective ore.
The table below visualizes this and shows how many ore veins will be spawned for each altar destroyed. If 264 altars were to be destroyed in one world, all following altars would only spawn one ore vein.
| Ore type | 1 altar | 2 altars | 3 altars | 4 altars | 5 altars | 6 altars | 7 altars | 8 altars | 9 altars |
|---|---|---|---|---|---|---|---|---|---|
| 276 veins | - | - | 138 veins | - | - | 92 veins | - | - | |
| 249 veins | - | - | 124 veins | - | - | 83 veins | - | - | |
| - | 191 veins | - | - | 95 veins | - | - | 63 veins | - | |
| - | 172 veins | - | - | 86 veins | - | - | 57 veins | - | |
| - | - | 119 veins | - | - | 59 veins | - | - | 39 veins | |
| - | - | 107 veins | - | - | 53 veins | - | - | 35 veins |
These values are for a small world.
All Hardmode ores will avoid spawning in the outer 100 tiles of the world. The highest location for Cobalt and Palladium to spawn is just below the surface, Mythril and Orichalcum start to spawn from the top of the Cavern layer, and Adamantite and Titanium start to spawn in the Cavern layer, lower than Mythril/Orichalcum.[3] All ores stop spawning at 150 tiles above the world's bottom border, i.e. about one fourth into the Underworld.
The number of altars smashed only affects the number of veins, not their size. As the generation of each vein is heavily randomized, it is difficult to give exact high and low values from "optimal" veins. Instead, a table of "good luck" vein numbers and "bad luck" vein numbers is shown below. Average yield is likely between 30–40% due to occasional lost ore.
This just represents for good and bad randomization results, and is not related to the luck mechanic.
| Ore type | Good luck | Bad luck |
|---|---|---|
| 103 |
11 | |
| 103 |
11 | |
| 89 |
11 | |
| 89 |
11 | |
| 58 |
11 | |
| 58 |
11 |
Note that the above table assumes that all the ore actually replaces blocks. Ore can only replace the blocks listed below; it will not spawn if it attempts to replace any other block.[4]
Dirt Block
Stone Block(including Moss-growing variants)
Corrupt grass
Ebonstone Block
Clay Block
Sand Block
Ash Block
Mud Block
Jungle grass
Mushroom grass
Hallowed grass
Ebonsand Block
Pearlsand Block
Pearlstone Block
Snow Block
Ice Block
Purple Ice Block
Pink Ice Block
Crimson grass
Red Ice Block
Crimstone Block
Crimsand Block
Sandstone Block
Hardened Sand Block
Crimsandstone Block
Pearlsandstone Block
Ebonsandstone Block
Hardened Ebonsand Block
Hardened Crimsand Block
Hardened Pearlsand Block
Crispy Honey Block(Don't dig up and
Get fixed boi worlds only)
Hive(where no Hive Walls behind)
In addition to this, Hardmode ores will not generate over Granite Blocks or Marble Blocks, and as such cannot appear in the Granite Cave and Marble Cave biomes without replaceable blocks already existing there.
Notes
- Meteorite, Obsidian and Luminite are not considered ores by the game. They do not have "ore" in their names and mining them does not unlock the Ooo! Shiny! and Extra Shiny! achievements.
- Chlorophyte Ore is not counted as a Hardmode ore for the Extra Shiny! achievement.
- Using Shimmer Transmutation, almost all ores are obtainable by Shimmering down the ore that is considered one tier above. The ore "Shimmer chain" is as follows:
- Notably, Demonite Ore, Crimtane Ore, and Hellstone are excluded from the chain, as are Obsidian and Meteorite.
Achievements



Tips
- Each Hardmode ore is chosen at the moment the first three altars in the world are broken. Ores can be "chosen" by quitting the world without saving (by ending the task or killing the process) after smashing the first altars. It is more easily done with a server, using the
exit-nosavecommand.- Autosave should be disabled for this. Otherwise, the game might be saved just after smashing the altar and before quitting the world.
- All ores except Hellstone and Obsidian are detected by the Metal Detector and its upgrades. Furthermore, their exact location on the screen is highlighted by the Spelunker buff, making it easy to find veins of ore. Hellstone is highlighted by the Dangersense buff instead; Obsidian easily appears around lava.
- Using a Crate Potion will improve the chances of obtaining ore-bearing crates.
- Filling in caves with spare natural blocks such as dirt before destroying altars can cause Hardmode ores to spawn in them. They can then also be seen on the minimap, presenting an easy way to convert extra blocks into ores with knowing their exact location.
- Most ores sell for the same as or more than the bars made from them, exceptions being the late pre-Hardmode ores (Meteorite and Hellstone) and Chlorophyte, all of which are far more profitable as bars. (Hellstone and Obsidian are unsellable as ores.)
- Two ways to quickly find Hardmode ores is to use previously discovered Abandoned Minecart Tracks or search along the ceiling of The Underworld. Both of these methods feature large cave systems along a significant horizontal distance, the Minecart Tracks allow the player to outrun dangerous enemies, and Hardmode enemies in the Underworld only spawn after defeating any mechanical boss.
Trivia
- Hellstone is the only unrenewable ore (i.e. it cannot be infinitely generated within a single world).
- Luminite is the only ore that does not use either a Furnace or Hardmode Forge to craft bars, instead requiring the Ancient Manipulator.
Non-equivalencies
While most objects made of or implied to be made of ores and their derivatives have equivalents in the same tier, there exist several exceptions:
- Copper / Tin
- The Tin Can, obtained via fishing, has no "Copper Can" counterpart.
- The Merchant will always sell Copper tools even in Tin-containing worlds.
- Newly-spawned characters and respawning Mediumcore characters will always respawn with Copper tools even in Tin-containing worlds.
- Iron / Lead
- While implied to be linked to ore progression due to the Hardmode Mythril Crate, the Iron Crate does not have a "Lead Crate" counterpart.
- The Ironskin Potion, despite its name, can be crafted using either Iron Ore or Lead Ore; there is no "Leadskin Potion" counterpart.
- The Merchant will always sell an Iron Anvil even in Lead-containing worlds.
- Underground Cabins will always spawn with an Iron Anvil even in Lead-containing worlds.
- Newly-spawned Journey Mode characters will always have Iron tools even in Lead-containing worlds.
- Gold / Platinum
- The Gold Chest does not have a "Platinum Chest" counterpart.
- Golden furniture and Gold Ring, dropped by the Pirate Invasion enemies, do not have platinum counterparts.
- Gold Dust, alongside its derivatives and related buffs and debuffs, does not have a platinum counterpart.
- Gold versions of critters do not have platinum counterparts.
- The Golden Carp does not have a "Platinum Carp" counterpart.
- While implied to be linked to ore progression due to the Hardmode Titanium Crate, the Gold Crate does not have a "Platinum Crate" counterpart.
- Despite gold and platinum being of the same tier for ores, Platinum Coins are in the tier directly above Gold Coins.
- Cobalt / Palladium
- Ancient Cobalt armor does not have a corresponding "Ancient Palladium set".
- The Cobalt Shield does not have a corresponding "Palladium Shield".
- Mythril / Orichalcum
- While implied to be linked to ore progression due to the pre-Hardmode Iron Crate, the Mythril Crate does not have an "Orichalcum Crate" counterpart.
- Adamantite / Titanium
- While implied to be linked to ore progression due to the pre-Hardmode Gold Crate, the Titanium Crate does not have an "Adamantite Crate" counterpart.
History
- Desktop 1.4.4: Stack limit of all ores increased from 999 to 9999.
- Desktop 1.3.0.1: Introduced Luminite.
- Desktop 1.2.3:
- Stack limit of all ores increased from 99 to 999.
- Hardmode ores generate slightly less.
- Desktop 1.2:
- Added 8 new ores as possible alternatives to the original 8: Tin, Lead, Tungsten, Platinum, Crimtane, Palladium, Orichalcum, and Titanium Ore, ordered by tier.
- Added Chlorophyte Ore.
- Desktop 1.1: Introduced Hardmode ores: Cobalt, Mythril, and Adamantite Ore.
- Desktop 1.0.2: Mining stone and other hard blocks makes a "tink" sound now.
- Desktop-Release: Introduced Copper, Iron, Silver, and Gold Ores, Hellstone, Obsidian, and Meteorite.
- Console 1.0.933.1: Made changes from PS4's 1.0.750.0 update. (
)
- Console 1.0.750.0: Introduced Luminite. (
)
- Console 1.06:
- Stack limit of all ores increased from 99 to 999.
- Hardmode ores generate slightly less.
- Console 1.02: Introduced ores from Desktop 1.2.
- Console-Release:
- Introduced with mining noises.
- Pre-Hardmode ores: Copper, Iron, Silver, and Gold Ores, Hellstone, Obsidian, and Meteorite.
- Hardmode ores: Cobalt, Mythril, and Adamantite Ores.
- Introduced with mining noises.
- Mobile 1.2.11212:
- Stack limit of all ores increased from 99 to 999.
- Hardmode ores generate slightly less.
- Mobile 1.2.6508: Introduced ores from Desktop 1.2.
- Mobile 1.1.5536: Introduced Hardmode ores: Cobalt, Mythril and Adamantite Ore.
- Mobile-Release: Introduced Copper, Iron, Silver, and Gold Ores, Hellstone, Obsidian, and Meteorite. These make noises when mined.
- 3DS-Release:
- Introduced with mining noises and generation mechanics from Desktop 1.2.3.
- Pre-Hardmode ores: Copper, Tin, Iron, Lead, Silver, Tungsten, Gold, and Platinum Ores, Hellstone, Obsidian, and Meteorite.
- Hardmode ores: Cobalt, Palladium, Mythril, Orichalcum, Adamantite, Titanium, and Chlorophyte Ores.
- Introduced with mining noises and generation mechanics from Desktop 1.2.3.
References
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method GenerateWorld()inTerraria.WorldGen.csand classUnifiedRandominTerraria.Utilities.cs. - ↑ Information taken from the
Desktop 1.4.0.5 source code, methods SmashAltar()inTerraria.WorldGen.csandOreRunner()inTerraria.WorldGen.cs. There may be inaccuracies, as the current
Desktop version is 1.4.4.9.
- ↑ The exact maximum height for Adamantite/Titanium can be calculated with the following formula:
( (|height of the top of the world| + |depth of the Underground/Cavern border|)*2 + total world height ) / 3. Information taken from the
Desktop 1.4.0.5 source code, method SmashAltar()inTerraria.WorldGen.cs. The formula used there isMain.rockLayer + Main.rockLayer + (double)Main.maxTilesY) / 3.0. There may be inaccuracies, as the current
Desktop version is 1.4.4.9.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method OreRunner()inTerraria.WorldGen.cs.
- Pages with information based on outdated versions of Terraria's source code
- Crafting material items
- Consumable items
- Desktop content
- Console content
- Old-gen console content
- Mobile content
- 3DS content
- Items of rarity 0
- Items of rarity 1
- Items of rarity 2
- Items of rarity 3
- Items of rarity 7
- Items of rarity 10
- Achievement-related elements
- Ore items
