Trees are the largest plants in Terraria, appearing mostly at the surface and often in clusters with similar height. Trees can be chopped down with an axe or chainsaw, destroyed with the use of explosives, or by pouring lava on their bases. Destroying or chopping down a tree will yield many units of its respective wood, an essential crafting material, and has a chance of dropping one or more Acorns that can be planted to grow more trees (mahogany will not drop acorns). Larger trees will yield more of these two items when removed; one unit of wood will drop for each block of tree (including branches), and one Acorn may drop for each leaf patch.
It is possible to cut off parts of the tree, but cutting at the lowermost center tile will destroy the entire tree. If parts of the tree are left, they will not regrow. Tiles beneath trees cannot be destroyed or actuated.
Tree saplings can be painted, although this won't affect the tree at all. However, painting the blocks underneath the sapling will result in the tree being painted when it matures.
Three other large plants do not drop wood and spawn differently, but are otherwise treated similarly to trees. These are Giant Glowing Mushrooms, Cactus and Bamboo.
Variants[]
Forest trees[]
Forest trees are the most common type of tree, and can be found growing on regular grass. They can be planted on regular grass in any biome. They yield Acorns and regular Wood when harvested. Many Forest trees eventually turn into Corrupted, Crimson or Hallowed ones if the area they grow on is overtaken by these biomes. The growth time of this same is 2 to 4 days.
Vanity trees[]
Two additional tree variants were introduced in Journey's End: Yellow Willow trees and Pink Sakura trees, which serve mainly as decoration. Their respective saplings can be bought from the Zoologist and can be planted on any type of grass. Their drops depend of the grass that they are planted on, which affects tree loot. If a vanity tree is planted on corrupt or crimson grass, one of the following things can occur:
- A sapling will disappear/fall down after certain time and yield nothing. However, there is a chance that the sapling grows before disappearing;
- A fully grown vanity tree will disappear/fall down as well, but will drop Ebonwood or Shadewood, respectively, rather than nothing. It also will not drop acorns or tree loot, unless if the player harvests it before it disappears. If the grass beneath an existing vanity tree gets corrupted or crimson, this can also happen.
Both types of vanity trees have a 5*1/20 (5%) chance to replace a forest tree during world generation, but not jungle trees or evil biome trees.
Corrupt and Crimson trees[]
Corrupt trees are purple trees found in the Corruption. They can be planted on Corrupt grass or Ebonsand in any biome. They drop acorns and Ebonwood. If planted on Ebonsand, they will be shaped more like a palm tree, but will still drop Ebonwood.
Crimson trees are red trees found in the Crimson. They can be planted on Crimson grass or Crimsand in any biome. They drop acorns and Shadewood. If planted on Crimsand, they will be shaped more like a palm tree, but will still drop Shadewood, becoming a Shadewood palm tree.
In both cases, if the ground beneath another tree type is "infected", the tree will be converted, though its shape will not change. The tree can similarly be converted back into a normal tree by using Purification Powder on them; again their shape will not change, but they will otherwise turn into the appropriate tree type for the block beneath them.
Jungle trees[]
Jungle trees are found in the Jungle, and another variant appears in the Underground Jungle. Jungle trees drop Rich Mahogany wood, but normally do not drop acorns; however, if a branch is hanging over a non-Jungle Grass Block, like regular Grass, this branch can rarely drop an Acorn. They tend to grow higher than normal trees: up to 21 blocks.
Surface jungle trees grow on Jungle grass, in two ways: Acorns can be planted as with most other trees, but jungle trees can also "self-spawn", like Cacti and Giant Glowing Mushrooms. Either way, the prospective tree needs the usual horizontal space, and a 24 blocks headroom to grow. This makes self-spawning fairly rare, because the larger jungle plants tend to appear first and block tree growth. Prior to 1.4, worldgen and self-spawning could create jungle trees under water, but acorns can't be planted under water. However, Underground jungle trees can only grow during the world generation.
In Hardmode, Corruption and Crimson spread to the Jungle, infecting its grass.
Bamboo trees[]
Bamboo trees are found in the Jungle. They only drop bamboo. Grow naturally when submerged in water. Requires a pickaxe to be harvested, unlike other tree-like plants.
Boreal trees[]
Boreal trees are found in the Snow biome. They can be planted on Snow Blocks in any biome. They drop acorns and Boreal Wood.
On the Nintendo version, the Snow biome contains Snowy trees which drop acorns and normal wood. Acorns planted on Snow Blocks in any biome will produce Snowy trees.
Palm trees[]
Palm Trees are found in the Ocean biome and Oasis mini biome, and can be planted on any regular Sand Block in any biome, though they require 30 blocks of open space above them to grow. They drop Palm Wood, and on PC version, Console version, Mobile version, Old Chinese version, tModLoader version, and tModLoader 1.3-Legacy version acorns as well. There are also Corrupt, Crimson and Hallow variants, which drop Ebonwood, Shadewood, or Pearlwood respectively, rather than Palm Wood. Unlike other trees, Palm Trees require only one block of sand, and only one space is needed between the sapling and another object for the tree to grow. Palm trees usually drop only a single acorn with their wood. Planting an acorn in the Desert will yield a Palm Tree, not a Cactus.
Hallowed trees[]
Trees found in the Hallow have a taller and triangle-shaped foliage, and exist in many different colors: They may randomly be blue, red, light green, cyan, pink, magenta, yellow and purple. They can be planted on Hallow grass in any biome. Like with Corruption and Crimson, normal trees turn into Hallow trees when the Hallow reaches them, and can likewise be changed back by reverting the ground under them. Hallow trees drop acorns and Pearlwood. They are the only tree that is technically Hardmode unlike all other trees.
Ash trees[]
Ash Tree generate in The Underworld in large patches of Ash Grass,and can be grown by planting Acorns on Ash grass. Chopping these trees drops Ash Wood.
Giant Glowing Mushrooms[]
Giant Glowing Mushrooms are handled by the game as trees, but they self-spawn (from Mushroom grass, given space) rather than growing from acorns. They grow differently underground (where the player will likely first find them) as compared to on the surface (if the player makes arrangements).
- Giant Mushrooms on the surface (above 0 depth), will take a wider, often-branched form. When cut down, they will drop glowing mushrooms rather than wood. They rarely drop acorns or Mushroom Grass Seeds on the surface.
- Underground Giant Mushrooms drop few Glowing Mushrooms (sometimes none) and they sometimes drop mushroom grass seeds. They have a different, branchless, appearance.
Gem Trees[]
Gem Trees naturally generate in the Cavern layer, and can also be grown by planting a Gemcorn on stone blocks in the Underground, Cavern, or Underworld layers. Despite being visually made of stone, they still require an axe to be harvested. There are seven types corresponding to the seven types of gems.
Gem saplings will grow at the rate of a normal tree sapling. The tree will drop 0-24 Gems of its type, 0-11 Gemcorns of its type, and 7-48 stone blocks when cut with an Axe. The type of tree is determined by the type of Gemcorn that is planted. Gemcorns can also be crafted from a gem and an acorn.
Gem Trees can be used effectively for farming gems in the early game, allowing earlier, albeit slow, acquisition of a Gem Staff, robe, and/or hook, making them especially useful for early game magic players.
Providing sunlight for Gem Trees is needless, they grow at the same rate with torches above them as they do without. However, since they must be grown in the Underground or Cavern layers, where there is not natural light, it may be beneficial to place torches anyways so that you can see them.
Gem Trees can be planted on converted stone blocks like Ebonstone Block and Crimstone Block, but they will grow into normal Gem Trees which drop normal Stone Block regardless of their basis.
While Gem Trees will never generate trunks wider than a block at their base, they still require the two adjacent blocks to be stone in order to grow. Once the tree is grown, the blocks can safely be replaced.
Trees as obstacles[]
Trees are background objects that do not affect player or enemy movement. They cannot be climbed or scaled with items such as grappling hooks (except for the Squirrel Hook) or Climbing Claws, and blocks cannot be placed to overlap their limbs. However, it is possible to attach platforms to the trunk of a tree (except palm trees) and place blocks and platforms in front of the leaves at the top of the tree (or the caps of Giant Glowing Mushrooms). Furniture items placed on said blocks or platforms are obstructed by the leaves but still retain their full functionality (e. g. lightsources will still emit light as usual).
Growing conditions[]
Acorns and Saplings[]
Planting an Acorn on certain blocks will create a Sapling that can eventually grow into a tree. An Acorn can be planted only on Grass, Corrupt grass, Crimson grass, Hallowed grass, Jungle grass, Ash grass, Snow, and Sand (not Mushroom grass, see below). The tree will be of a type according to the block it was planted on, with random size and shape appropriate to its type. Saplings can be destroyed with a pickaxe or drill, but will not drop the Acorn item they were planted from. Saplings can only grow under the following conditions:
- The acorn requires one horizontal space of appropriate open ground on either side of its base, where it may put a stump
- The Sapling also requires at least two unobstructed (empty) tiles to the left and right to put branches, forming a 5-unit wide column. The ground to either side need not be the same grass/snow/sand block type as the Sapling's. The tree will not grow if it is not on grass/snow/sand blocks.
- There must be at least three open tiles between two Saplings or only one will grow into a tree. This matches the previous rules, i.e. each acorn needs both adjacent tiles free, which means the closest two trees can be is with three tiles between them.
- Small grass and tiny flower plants will not block a Sapling's growth, but almost anything that takes a pickaxe or drill to remove will do so: torches, platforms, Sunflowers, etc. cannot be within a 2-block radius. Dye plants, Mushrooms, Jungle plants or trees, cacti, etc. can also self-spawn next to a Sapling and prevent its growth, but once the blocking item is harvested, the Sapling can grow normally.
Most Saplings require at least 16 tiles of vertical clearance (32 feet by a Depth Meter) to grow into a tree, including the tile the Sapling occupies. Jungle trees require 24 tiles, and palm trees require 30 tiles.Most trees require 9-20 tiles and jungle trees require 14-25 (if not provided the maximum amount of space, trees will still grow, but they may take longer to do so). In all versions, even when there is sufficient space, a tree's leaves may sometimes be big enough to clip through the roof.- Most Saplings will grow indoors as long as there is either fence or no wall immediately behind the Sapling; unlike other Saplings, palm trees will not grow if there is fence behind the Sapling. All other walls are ignored.
- A Sapling needs to be above surface level. Acorns must be planted at "surface level" or higher, even if all other conditions are met.
- On the Old-gen console version, Windows Phone version, and Nintendo version, Saplings must be off-screen in order to become trees. They will not grow when currently in view, unlike most other plants which can grow while being watched. (On the PC version, Console version, Mobile version, Old Chinese version, tModLoader version, and tModLoader 1.3-Legacy version, trees can grow on-screen, appearing with a small shower of leaves. They also update the map data automatically, so it is possible to spot tree growth on the minimap or full screen map without needing to approach the sapling on these versions.)
Note that world generation can place trees in places where these conditions are not met, e.g. atop a single block of soil.
Self-spawning[]
Giant Glowing Mushrooms have similar space requirements to trees, but they cannot be planted; instead, they will "self-spawn", randomly appearing full-grown on Mushroom grass. Cacti need much less space, but can likewise self-spawn on any sand variant. "Infected" sand will spawn cacti which appear different according to sand type, but are otherwise identical. Jungle trees can also similarly self-spawn on Jungle grass (if there is space), but can also be planted with Acorns.
Shaking[]
Shaking occurs when a player hits the trunk or branches of a tree with an axe or chainsaw, but does not fully cut it down. In order for a tree to be shaken, it must both have a "leafy" top as well as not have any blocks in a two block radius from the top. In addition to this, players can shake a maximum of 500 trees a day. Once this limit is exceeded, shaking will not occur until the following dawn. Each tree can only be shaken once per day; subsequent hits will not generate additional shakes.
This content is transcluded from Trees/Shaking.Shaking a tree has a chance to drop an item or object, or spawn an enemy or critter. The rates may differ per tree type and under certain circumstances, which is visualized in the table below. The icons in front of some of the chances denote the following conditions:
- Day
- Night
- Halloween
- Ocean
- Underworld
Chances without an icon apply if none of the respective conditions are met, where applicable.
Item / NPC / Object | Chance by tree type[1] | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forest[2] |
Boreal |
Jungle |
Corrupt |
Crimson |
Hallowed |
Palm |
Corrupt Palm |
Crimson Palm |
Hallowed Palm |
Ash |
Mushroom | |||||||||
Living Wood Wand( |
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||
Leaf Wand( |
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||
Living Mahogany Wand( | n/a | n/a |
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||
Rich Mahogany Leaf Wand( | n/a | n/a |
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||
Eucalyptus Sap |
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||
Acorn 1–2 |
|
| n/a | n/a | n/a |
| n/a | n/a | n/a | n/a |
| n/a | ||||||||
Mushroom Grass Seeds | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
| ||||||||
Rotten Egg 1–2 | ||||||||||||||||||||
Woods 1–3 (respective type)[3] | ||||||||||||||||||||
Any of these critters:[5] | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||
Fairy | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
Owl | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
Any of these critters: | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
Raven | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
Birds×5[6] | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||
Bees×5 | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
Seagull | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||||
Little Crimera | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||
Little Eater | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||
Jungle Bat | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
Bee Hive(projectile) | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
Butterfly[7] | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||
Any of these critters: | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||||
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | ||||||||||
| n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a | |||||||||
Forest[2] |
Boreal |
Jungle |
Corrupt |
Crimson |
Hallowed |
Palm |
Corrupt Palm |
Crimson Palm |
Hallowed Palm |
Ash |
Mushroom |
- ↑ Information taken from the PC 1.4.4.9 source code, method
ShakeTree()
inTerraria.WorldGen.cs
. - ↑ Including Yellow Willow and Pink Sakura trees
- ↑ Giant Glowing Mushrooms drop Glowing Mushrooms.
- ↑ Detailed drop chances:
87*87%: 50–99
0.24*0.24%: 1
0.34*0.34%: 2
0.36*0.36%: 3
6.1*6.1%: 4–20
2.34*2.34%: 21–40
0.28*0.28%: 41–60
2.4*2.4%: 1
0.87*0.87%: 2
0.07*0.07%: 3
For ranges, all amounts in the range have the same chance; e.g. 34 are dropped with a chance of2.34*2.34%/20 =0.12*0.12%. - ↑ The gold critters only have a
0.25*1/400 (0.25%) chance to spawn in place of the others. - ↑ Each of the five birds is selected randomly, with the Gold Bird having a
0.25*1/400 (0.25%) chance to be selected. - ↑ The Gold Butterfly has a
0.25*1/400 (0.25%) chance to spawn in place of a regular one.
Notes[]
- Gem Trees do not require any level of light in order to grow.
- Trees and Gem Trees cannot be actuated with an Actuator.
- Lava will instantly destroy trees, except for Gem Trees.
- If planted on a stone block painted with Shadow Paint, the fully-grown Gem Tree will appear shadowed.
- Even if Gem Trees are planted in Ebonstone, Crimstone or Pearlstone, or if the stone blocks that they are planted are converted to Ebonstone, Crimstone or Pearlstone, they will retain their standard appearance and will not gain a corrupt, crimsoned or hallowed shape.
- The same goes for vanity trees, as they keep their appearance even if the grass below it gets corrupted/crimsoned/hallowed. However, vanity trees are destroyed after some time in the case of corrupted or crimson grass.
Achievements[]
Trivia[]
- On the PC version, Console version, Mobile version, and tModLoader version, a cloud in the shape of a tree can occasionally be seen in the background.
- The normal forest tree is also a part of the Terraria logo.
See also[]
History[]
- Desktop 1.4.4.1: Added a failsafe so that broken trees in worldgen will be fixed.
- Desktop 1.4.1:
- Increased limit of trees shaken for loot per day from 200 to 500.
- Shaking can now yield the Living Wood, Leaf, Living Mahogany, and Rich Mahogany Leaf Wands.
- Desktop 1.4.0.3: Fixed a bug where Hallow Trees on mowed Hallow grass would drop normal Wood rather than Pearlwood.
- Desktop 1.4.0.1:
- Gem Trees added.
- Various normal tree top sprites added.
- Normal tree top sprites updated.
- Added the tree shaking mechanic.
- Desktop 1.3.2: Trees now grow even when visible on a player’s screen, and appear with small showers of leaves.
- Desktop 1.3.0.1:
- Palm, Corrupted, and Crimson trees drop Acorns now.
- Wood drops along with Acorns, rather than either/or.
- New variant for Boreal Trees introduced.
- Desktop 1.2.4.1: Fixed bug where trees won't grow behind biome Wooden Fences.
- Desktop 1.2.4:
- Palm Tree introduced.
- Boreal Trees now drop Boreal Wood.
- Desktop 1.2.3:
- Acorns can now be planted on all types of grass.
- Replaced Tree 9's graphic.
- Desktop 1.2:
- Living Trees introduced.
- Multi-colored wood introduced.
- Variations on the normal tree top sprites added.
- Desktop 1.1.1: Boreal Trees introduced.
- Desktop 1.1:
- Trees can now potentially grow 1 block higher (except for Jungle Trees, which can now grow another 5 blocks higher).
- Hallowed Trees introduced.
- Tall grass and flowers no longer obstruct tree growth, making trimming the grass unnecessary.
- Acorn saplings require 2 tiles between saplings to grow instead of 3.
- Desktop 1.0.5: Corrupt and Jungle trees no longer drop acorns.
- Desktop 1.0.4: Jungle trees added.
- Desktop 1.0.3: Trees now become corrupted when the Corruption reaches them instead of being destroyed. Corrupted trees become uncorrupted upon purification.
- Desktop-Release: Introduced.
- Console 1.0.933.1: Made changes from PS4’s 1.0.750.0 update. ()
- Console 1.0.750.0: ()
- Palm, Corrupted, and Crimson trees drop Acorns now.
- Wood drops along with Acorns, rather than either/or.
- New variant for Boreal Trees introduced.
- Trees now grow even when visible on a player’s screen, and appear with small showers of leaves.
- Console 1.07:
- Palm Tree introduced.
- Boreal Trees now drop Boreal Wood.
- Console 1.06:
- Acorns can now be planted on all types of grass.
- Replaced Tree 9's graphic.
- Console 1.02:
- Living Trees introduced.
- Multi-colored wood introduced.
- Variations on the normal tree top sprites added.
- Console-Release: Introduced with mechanics and variants from Desktop 1.1.1.
- Switch 1.0.1096.2: Trees now grow even when visible on a player's screen, and appear with small showers of leaves.
- Switch 1.0.711.6: Introduced.
- Mobile 1.2.11212:
- Palm Tree introduced.
- Boreal Trees now drop Boreal Wood.
- Acorns can now be planted on all types of grass.
- Replaced Tree 9's graphic.
- Mobile 1.2.6508:
- Living Trees introduced.
- Multi-colored wood introduced.
- Variations on the normal tree top sprites added.
- Mobile 1.1.5536:
- Trees can now potentially grow 1 block higher (except for Jungle Trees, which can now grow another 5 blocks higher).
- Hallowed and Boreal Trees introduced.
- Tall grass and flowers no longer obstruct tree growth, making trimming the grass unnecessary.
- Acorn saplings require 2 tiles between saplings to grow instead of 3.
- Mobile-Release: Introduced with mechanics and variants from Desktop 1.0.5.
- 3DS-Release: Introduced with mechanics and variants from Desktop 1.2.