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The Raid: Boss Battles Reforged — update illustration
Update

Aug 20, 2026

The Raid: Boss Battles Reforged

Boss battles are no longer a tapping contest. You send your character in with potions and a hot meal and the fight resolves itself round by round, whether you are watching or not. What you earn comes down to the gear you brought, not how fast your finger is. Pull fallen fighters back onto their feet with your own potions, take titles for what you actually did, and let the whole realm hear when a raid is called.

The Turning Year — update illustration
New

Aug 15, 2026

The Turning Year

The seasons were scenery. Now they are weather you have to plan around. Four seasons turn with the world clock and each one changes what the land will give you: fish run fat in summer and thin under the frost, the groves swell in autumn, the ore seams run rich in winter. Ashwing has learned to breathe fire, and the caves now hold you for a full hour instead of fifteen minutes.

Brothers in Arms: The Co-op Update — update illustration
New

Aug 13, 2026

Brothers in Arms: The Co-op Update

Fight together for the first time. Combat is rebuilt from the ground up: no more one-on-one duels with a mob while your friend watches, every weapon swings at its own speed, and threat decides who the monster hunts. Form a party of five, share XP, and hunt Ashwing the Dragon, a world mini boss who lands once a day and rewards everyone who fights. Plus goblins in the fields, a one hour clock on the caves, and a long list of fixes.

New

Aug 11, 2026

World Events: The Realm Turns

The world itself now turns. Eight world events reshape the land's bounty while they hold: floods that drown the coal seams, gold veins that run double rich, forests that surge, shoals that empty. Every event gives with one hand and takes with the other, announced by a warning horn across the whole server and shown on your character panel while it lasts.

The Ranch: Hatch, Breed, Trade — update illustration
New

Aug 10, 2026

The Ranch: Hatch, Breed, Trade

A whole new system. Sixteen beasts across four kins, eggs that drop from everything you already play, pens that produce daily, a six-stat breeding line with real inheritance, rarity climbing through ascension, and a marketplace where a perfect bloodline sells for hundreds. Every one of the six stats now does something real — your follower gives you speed, crits, loot luck and evasion, and comes with you into caves. Breeding costs energy and time instead of dollars.

The Forge Comes to the World — update illustration
Update

Jul 29, 2026

The Forge Comes to the World

Forging, cooking, scrapping and repairing now happen at the blacksmith out in the world instead of on a menu screen. Plus a much bigger crafting layout, a craft amount slider, and a clear look at the XP and levels you are about to earn.

Shards of the Seal: A Clearing-Out Update — update illustration
Update

Jun 14, 2026

Shards of the Seal: A Clearing-Out Update

A guided story quest line led by Aldric and the townsfolk, the new PvP Arena with stakes and ranked MMR, and a wave of marketplace and world polish. The last big update before we move the economy to USDT.

Auction House — Buy Orders & Market Polish — update illustration
New

May 8, 2026

Auction House — Buy Orders & Market Polish

Place buy orders, auto-match against live listings, partial fills, best-bid display on every item, balance bars in every trade modal — the marketplace is now a true two-sided economy.

Caves & Combat — A New Frontier — update illustration
New

May 4, 2026

Caves & Combat — A New Frontier

A brand-new Cave System opens below the world. Five new monsters, a reworked combat system (crit, accuracy & evasion), the Bone Ritual Table, new consumables, a Karma system, Golem Crystal seasonal rewards, and a full Guild overhaul.

Bug Fixes, Balance & Quality of Life — update illustration
Fix

Apr 21, 2026

Bug Fixes, Balance & Quality of Life

King's Palace refresh, co-op dungeon fixes, fishing & harpoon polish, story and market improvements, plus a long list of stability and iOS map fixes.

Fishing Update — Oceans & Leviathans — update illustration
New

Apr 15, 2026

Fishing Update — Oceans & Leviathans

New waters, reworked Leviathans, pearls, fishing merchant, Fish Codex, fishing mastery skill, a new legendary fish, hero editor and more.

Skin Store — Stand Out in TerraX — update illustration
Event

Apr 7, 2026

Skin Store — Stand Out in TerraX

Premium character skins launched: Celestarch, Assassin, Wisp, Fire Mage and Pirate Skeleton.

Marketplace Open for All — update illustration
Update

Apr 6, 2026

Marketplace Open for All

The open marketplace is now live for every player, plus a batch of quality-of-life improvements.

World Map, Workers & MMO Beta — update illustration
New

Apr 1, 2026

World Map, Workers & MMO Beta

The tile-based MMO world, workers, character creation and the first wave of shared-world gameplay.

Easter Event — MMO Egg Hunt — update illustration
Event

Apr 1, 2026

Easter Event — MMO Egg Hunt

Seasonal egg hunt across the world map with limited-time rewards and event currency.

Guild Wars — Siege the Capital — update illustration
New

Feb 16, 2026

Guild Wars — Siege the Capital

Full guild siege warfare: rally your faction, push the gates and claim territory for your banner.

Latest Patch Notes — The Raid: Boss Battles Reforged

· Aug 20, 2026

Player Tools

TerraX Mining Calculator: Every Ore, Every Pickaxe

Pick your pickaxe and see the whole mining economy: active against idle on ore per energy, every mine floor with its real node mix, the fastest route to any amount of ore, and the daily curves that quietly decide what a long session is worth.

Mining Planner

Everything below is resolved from your pickaxe: what it reaches, how fast, and what it costs.

Compare

Floors

Goal

Upkeep

Free

25 nodes

Pro

50 nodes

Boost

75 nodes

Ores Unlocked

4 / 7

Floors Open

2 / 4

Daily Energy

540

135 charges

Mining Damage

10

idle dps 100

Durability

4,000

Active Versus Idle

Ore per energy spent, the number that decides which economy you should be in. Idle wins on efficiency at every tier it reaches; active wins on wall-clock and is the only method that rolls side drops.

Active Mining Rates

Active mining with your pickaxe. Nodes are shared world supply on a 60 minute respawn, so the per-hour rates assume you can reach a free node.

OreTierSeconds / ChargeOre / ChargeOre / EnergyOre / HourXP / HourCharges / NodeWear / Charge
Coal
110.0307.5010,8001801001
Copper
220.04010.007,200180502
Iron
330.05012.506,000360503
Silver
440.05012.504,500540404
Gold
5Needs a tier 5 pickaxe0000405
Adamantium
6Needs a tier 6 pickaxe00003010
Dragon Glass
7Needs a tier 7 pickaxe00002015

Each charge costs 4 energy and yields a random 1 to maxYield roll, so the ore per charge shown is the average. Coal also rolls soot on 30% of charges, the only side drop configured in the game.

Energy Is the Only Real Mining Cost

Every mining decision in TerraX reduces to one exchange rate: ore per energy. Your daily energy bar is fixed by level, it refills once at midnight UTC, and every 4-energy charge you spend on coal is a charge not spent on gold. The calculator turns that budget into concrete numbers, and the pattern it reveals is the one that shapes the whole early game: upgrading your pickaxe does not just unlock new ores, it cuts the charge time on every ore below it, which compounds into dramatically more ore per session. The full loop, floors and worker mechanics are in the mining guide.

Two Economies, One Ore Table

Mining is really two separate systems that happen to share the same ores, and the game never puts them side by side. Active mining is fast on the clock, costs 4 energy a charge and is the only method that rolls side drops. An idle expedition costs a flat energy price per run, spends real hours instead of your attention, and returns roughly twice the ore per energy up to silver tier. Neither is the answer on its own: the players who out-produce everyone keep expeditions running around the clock and spend loose energy actively on whatever ore they are short of. The comparison view puts both rates on one chart so you can see, for your pickaxe, exactly where the crossover sits.

What the Numbers Are Really For

Ore is not the end product; it is the input to the forge chains that produce everything worth owning or selling. Use this page together with the forge calculator: that tool tells you a Molten Pickaxe needs a mountain of specific ores, and this one tells you how many days that mountain costs at your level with your current pickaxe. When the answer is too many, the player market is the other mine: buying ingots with money earned selling something you farm faster is often the strictly better trade.

Questions Players Actually Ask

How does active mining work in TerraX?

You swing at shared world nodes at 4 energy per charge. Charge time is the node's health divided by your pickaxe damage, in 500ms ticks, and each completed charge pays a random yield between 1 and the ore's max, so the expected value is half the max, plus a 30% chance of the ore's side drop. Nodes respawn on a shared 60-minute clock, so high-tier ore is a server-wide supply everyone competes for.
Pickaxe tier. Each ore has a tier from coal at 1 to Dragon Glass at 7, and your pickaxe tier must meet or beat it. The calculator greys out everything your selected pickaxe cannot touch, which is also a preview of exactly what the next pickaxe unlocks.
Per energy, idle expeditions average roughly twice the ore up to silver tier: a node's expected idle yield is (maxYield+1)/2 against the run's flat energy cost, while active pays maxYield/2 per 4-energy charge. Active wins on wall-clock speed and rolls side drops. The practical answer is both: keep expeditions running always, and spend spare energy actively on the ore you are short of.
Your level sets max energy (250 at level 1, plus 10 per level). Divided by 4 energy per charge, that is your daily charge count, multiplied by the ore's expected yield per charge. It assumes the whole bar goes into one ore, which nobody actually does, so read it as a ceiling.
Every charge costs your pickaxe the ore's durability damage, from 1 on coal to 15 on Dragon Glass. The starter Peasants Pickaxe and the Krampus Pickaxe never break; everything else needs repair, and the calculator's per-100-ore figures let you price a session's wear before you start.
The deepest one your pickaxe tier actually opens, but with a caveat the game never spells out: a floor only spawns ores your pickaxe can break, so entering a deep floor with a marginal pickaxe gives you a thinner node mix, not a richer one. The floors view lists all four with their real node mix, yield, energy, duration and ore per energy for your exact pickaxe, so you can see when the deeper floor is genuinely better and when it is a downgrade.
Coal is the only ore with a daily anti-inflation governor. Once you have banked 5,000 coal in a UTC day every further coal is cut by 20%, then 50% past 7,000, 75% past 9,000 and 90% past 12,000, with a 5% floor. The penalty applies to the whole of the next batch rather than ramping through it, so stopping just short of a threshold and switching ore is worth more than pushing through. The upkeep view plots the curve and marks where you are.
Set the ore and the amount in the goal view and it costs both routes end to end: charges or runs, wall-clock time, energy and pickaxe wear, and it names whichever is fastest. It also tells you what else an expedition brings back, since a run mining your target ore is usually returning two or three others at the same time.
The same balance files that seed the live game's database: ore health, yields, XP and tiers from the ore data, pickaxe stats from the tool data, and node hit points from the world maps. When the game rebalances, this page rebuilds from the updated files.

Stop Planning. Start Playing.

The calculator runs the game's real numbers. The game runs them for real. Free in your browser, no download and no deposit, with two workers waiting on your first login.
Prefer to read first? Browse the Chronicle guides or the full FAQ.