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Monster Combat Guide for +1 Forge Blade Loot

A practical guide to monster combat in +1 Forge Blade Loot: entering dungeons, winning stage fights with sword skills and dodging, and collecting your loot.

Monster combat in +1 Forge Blade Loot lives up to the game's own promise to "Slay Monsters for Rare Loots." You fight in dungeons reached through a warp gate (each stage lists a Power requirement before you can enter), against a world boss in the open "real world" area, and on tower floors. A fight is won by defeating every monster in the stage — including the boss on boss stages — and it only pays out if you walk over the loot they drop on the ground.

A fight, start to finish

  1. Enter a dungeon through the warp gate and pick a stage your Power meets.
  2. Clear every monster in the stage with melee swings, your Q and R sword skills, and number-key specials.
  3. Keep dodging; watch your health bar in the top right and any visible timer.
  4. Kill the boss if the stage has one — that completes the stage.
  5. Walk over the dropped materials to collect them, then return to your base or the lobby to use them.

How a monster fight starts

Dungeons open through a warp gate, and every stage inside advertises a Power requirement as a gate. The gates climb steeply: in one observed run, level 3 required 288 power, stage 4 required 2,000, stage 6 required 13,000, and stage 9 required 6 million — with later stages gated in the trillions. The exact numbers vary per map and stage, so treat the listed value as the entry ticket, not a full difficulty table.

If a gate is above you, the game gives you two ways forward. Farm lower stages first for loot and levels — the run that hit the 2,000-power wall went back to "farm Rare levels first" — or simply click to train, because you "can click to increase power inside the dungeon." Our how to get power fast guide covers the fastest training routes.

Two other venues exist. A world boss can be fought at a spot in the open "real world" area — one run found the next boss arriving 14 minutes after a kill. And a tower with 15 total floors offers timed floor challenges, ending in a Shadow Lord fight on the last floor.

What you can do in a fight

ActionObserved controlBest used for
Melee swingsYour sword's basic attackWearing down ordinary monsters; avoid when your health is nearly gone
Q skillQA rapid slash attack at close range
R skillRA dash-and-slash with very long range; strong against bosses
Specials and spellsNumber keysBurst damage into groups; energy recharges as you fight
DodgingMovingThe core survival action against every hard monster
Power trainingClickingTopping up Power between stages without leaving the dungeon

Not every sword has the same kit: an earlier sword in one run offered only a Q skill, while a later one had both Q and R. One sword's skill showed a 9-second cooldown and up to 400% damage, so check what your current blade can do before committing to a plan. All of the controls above were observed on PC keys; no mobile or console bindings appear in any run we reviewed.

Reading the fight: health, time and death

Three feedback systems tell you how a fight is going. Your health bar sits in the top right of the screen — in one hard stage it dropped to less than half within seconds, which is the signal to slow down, dodge more, or retreat. Some fights run on a countdown: one dungeon fight gave the player "4 minutes to defeat these guys," and a tower floor attempt also showed about 4 minutes remaining, but don't assume every encounter uses the same limit — treat a visible timer as the deadline for the current stage.

Death ends the attempt, not your progress: "I died and I didn't lose my items." One player died mid-dungeon, respawned back in the lobby, and still had the material he'd grabbed, which he then crafted with. Losing a fight costs you time, never your gear or collected loot.

Winning a stage and collecting the loot

A stage is cleared when every monster in it is down — the player in one run confirmed a clear with "Done, at the uncommon level," and a boss kill "got several things" on top. Clearing stages also paid out rewards and boost points in that run. The catch is that defeating enemies isn't the payout itself: "you have to pick up the loot they drop on the ground." One run was explicit that materials "will not pick up automatically," so circle back and walk over everything before you leave.

There is one observed exception: on a map where the inventory filled (18 slots in that run), a more expensive ore was collected automatically over cheaper items. Since that behavior was seen on a single map, don't rely on it — plan to collect drops yourself. Drop quality also scales with your strength and luck; one player pulling mythic-tier drops credited "my power" and "the absurd luck I put on the sword." Our rare loot guide covers that side in depth, and the monster drops reference lists what enemies can give.

Tactics for fights above your Power

The strongest pattern in witnessed fights is dodge-first fighting. A worm boss whose health read around 120 million in one run fell to a simple rule: it "has a predictable attack pattern. Just dodge in time and you can fight it." More dramatically, a stage gated at 2,000 trillion power was cleared well below the gate — "you don't need 2,000 trillion power to fight; you just need to dodge well and time your skills right," using the long-range R skill to hit safely.

Terrain does real work too. Players lure bosses into following them ("We'll make the boss follow us"), park behind cover ("Wait here behind the skeleton"), and adjust their swing angle until one arc hits all three monsters at once. The limit is real, though: "if we can't find an angle, we can't fight at all." When that happens, leave and come back stronger — train Power or forge a better sword via our sword forging guide.

A few supporting habits round out the kit:

  • Use your sword's arc for spacing. "The angle of the sword hits in such a way that you can dodge the guys... without them hitting you." Monsters charge straight at you, so steer them to one side and swing across the line.
  • Never melee at low health. "I don't recommend melee if your health is this low" — finish with a skill instead, and make sure it lands.
  • Socket a speed rune. A 20% faster speed rune in the sword's rune slot was chosen specifically "so we can dodge the monsters in time."
  • Time your boosts. A temporary energy boost claimed from a code (see the Codes page) is best saved for a monster you can't otherwise beat, not burned while idling in the hub.
  • Know when you've outgrown a stage. Over-leveled runs turned fights into "an easy one-shot, one-kill," with skills multiplying damage by hundreds of percent on some maps.

Common combat mistakes

  • Swinging in melee when your health is nearly gone instead of finishing with a skill.
  • Entering a stage far below its Power gate with no dodge plan — as one player put it, "Better have the required power."
  • Leaving the dungeon and abandoning ground loot because you assumed it auto-collects.
  • Spamming aimed skills at a small, fast target — one player's skills "barely hit" the tower's final boss because they were hard to aim there, so positioning had to carry the fight.
  • Worrying that a death wipes your inventory — observed runs kept everything.

When you want to know which creature you're facing — the worm, scorpion, giant golem, dragons or Shadow Lord seen in these fights — the monster index has the full enemy list; this page is about beating them.