Item Drop Policy
Full transparency on how item drops work — rarity tiers, per-area rates, luck potions, and regional compliance. Last updated June 2026.
How it works
Overview
Every mine swing produces one ore drawn from the current area's item pool. Items are weighted — higher-weight ores appear more often, lower-weight ores less often.
Each player's drop sequence is generated independently server-side. No client input influences the result.
Rarity tiers
5 tiers
Drop rates
Aggregate by tier
Rates are aggregate by rarity tier — not per individual ore. Per-item weights vary within each tier.
Tier I — exotics available at low weight; discovery chance for new players.
Tier II — no commons; every swing yields at least Uncommon.
Tier III — floor is Very Rare; exotic drops occur in roughly one-in-three swings.
Luck potions
Rate modifiers
Luck potions add flat bonus weight to higher rarity tiers. The pool grows — common ores shift down proportionally but are never removed.
Adds flat bonus weight to Rare and Exotic tiers.
Larger bonus weight applied to Rare, Very Rare, and Exotic tiers.
Automatically withheld in regions where paid random items are prohibited. Players are notified and not charged.
Compliance
Regional policy
Ore! checks each player's regional and platform restrictions at join time. Players in regions where paid random items are prohibited — including Belgium and the Netherlands — will not receive bonuses from Robux-purchased potions and will not be charged.
Free potions earned through gameplay are unaffected by regional restrictions. If a compliance check fails, the server defaults to the most restrictive settings to protect the player.
Ore lookup
43 ores
43 of 43 ores
Weights and item pools may change with game updates. This page reflects current live values as of June 2026.
