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How to Get Rare Loot in +1 Forge Blade Loot

The verified rare-loot route in +1 Forge Blade Loot: meet a Dungeon stage's Power gate, clear its monsters and bosses, collect the tiered ore they drop, and repeat.

Rare loot in +1 Forge Blade Loot is the tiered ore that monsters drop when they die. The game's own Roblox listing puts "slay monsters for rare loot" at the center of the loop, and full gameplay runs show what that means in practice: ore labeled on screen as Rare, Epic, Legendary, Secret, Mystic, Special or Celestial. The verified way to earn it repeatedly is the Dungeon. Enter the highest stage your Power total meets, clear its monsters and boss, collect the ore, then run the stage again. The loop pays every round, and dying does not take back ore you've already collected.

What you're actually farming

Monsters drop materials on death, and nothing picks them up for you early on — a kill leaves ore on the ground that you collect by hand before heading back toward the forge area. Each piece of ore is a forging material with a printed effect: raising Power, improving weapon quality or stats, granting an extra rune slot, or adding attributes. Every ore also shows its exact luck multiplier, and same-tier ores are not equal — one player's matching-tier batch rolled 14x, 11.5x and a 10.5x floor, while Mystic-tier ores in a single round ranged from about 2,000 luck (Diamond) and 4,000 (Void) up to 5,000–6,500.

The tiers you'll see in your bag include Rare, Epic, Legendary, Secret, Mystic, Special and Celestial. Where each tier sits above Rare is a player inference from displayed sell prices and multipliers, not an official ladder, so let the numbers on each ore guide you. The working rule from a deep run: be picky, because "the more expensive, the better."

The farming loop

The loop has four moving parts, each feeding the next: Power opens stages, stages drop ore, ore forges swords, and better swords train Power faster.

  1. Build Power. Clicking to train is the only way to gain Power, and Power Potions help (click training covers the basics; how to get power fast covers speeding it up). It's worth checking the current codes before a long grind. One measured example of upgrading: a Power upgrade lifted training gain from about 24,000 to 26,000 per round.
  2. Forge your best sword. Equip your highest-multiplier ores before forging — the displayed odds of better outcomes rose in one player's test as more ores went in (one outcome climbed from 22% to 24%). Don't dilute good ore with junk: mixing dropped the total multiplier to a middling 3,900. The sword forging guide has the full process.
  3. Enter the Dungeon at your highest affordable stage. Each stage shows a Power gate; the ladder below is what one player's single session recorded.
  4. Clear monsters, then the boss, collecting ore as you go. Prioritize the highest-multiplier and most expensive pieces; a fresh sword immediately raised that player's training gain to about 284,000 per session, which is what pushes you into deeper stages.

Observed Dungeon gates and what one run paid

Every figure below comes from one player's single-session climb, read off the screen — treat gates as planning numbers and payouts as that run's results, not guarantees.

StageObserved Power gateWhat that run produced
1none posted (Easy mode)Rare-level ore from the first clears
4~2,000One-shot kills; no Epic ores seen
6~13,000Still easy clears
7~120,000Two Legendary ores plus many Epics
8~450,000No boss; one Legendary among Epics
9~6 millionWorm boss (~120 million HP) beaten by dodging its predictable pattern
10arrived with ~2 billionMystic-tier ore starts appearing
11~80 millionMore Mystic ore
12~600 millionSecret-tier boss with ~4 billion HP
13~5 billionA 2-billion-Power run stopped here
15~1.55 trillionShark boss; Mystic ore selling for 15–42 million
16~3 trillionOne-shots stop; skills become necessary
17~200 trillionMystic ore; drops priced under 40 million got skipped
18~2,000 trillionBoss beaten below the gate with the long-range R skill; a Secret-tier ore dropped
19~4,000 trillionTwo bosses (~40,000 trillion HP each) down via a corner line-of-sight trick; Special-tier ore worth roughly 14,000–30,000 luck
20~10,000 trillionShadow Demon group cleared for Special loot
21~2 million trillionBoss (~40 million trillion HP) too tanky to fight even for a strong player

A single round at the right stage can pay heavily — one clear produced a large batch of Mystic-tier ore — and the player re-ran stages specifically to farm rather than clearing the list once. Recheck gates and payouts after game updates.

Boss tactics that actually worked

Deep bosses punish standing still and swinging. The consistent playbook from successful kills: dodge on the boss's animation timing (the stage 9 worm telegraphs everything), lean on your Q and R skills — R has very long range and skills multiply damage by hundreds of percent on boss maps — and use terrain. Stage 19's twin bosses fell to a corner line-of-sight trick, and stage 18's boss was beaten below its Power gate with dodging and timed skills. Don't expect to out-stat everything, though: stage 21's boss was untankable even for a player far past its gate, so farm what you can actually kill. The combat guide breaks down the fighting fundamentals.

Outside the stage ladder, world bosses spawn on a visible countdown — one player saw the next boss arrive about 14 minutes after clearing the last — and defeating one paid out several items, making it a second repeatable monster target.

Why you can farm aggressively

Dying does not forfeit collected ore. One player demonstrated this twice in a single session ("I died and I didn't lose my items"), and another farmed deep stages on the same logic: "collect everything first, because if we die, we still get the treasures or ores." That makes risky pushes into your highest stage nearly free — worst case, you keep the haul.

Bags fill fast (one session ran 18 slots), and on the deep Shadow Lord map a pricier ore will auto-collect over cheaper stock when you're full. For more on hauling capacity, see the carry bag guide.

Luck bonuses: displayed, not proven

Two free levers advertise luck. Races are rolled, not chosen, and their displayed bonuses included the Mantis at roughly 25% loot luck plus movement speed and the Falcon at roughly 50% luck. Luck ores socketed into your sword and luck upgrades in the upgrade section stack further. One player credited that stack for strings of Mythic finds — but that's attribution, not measurement: nothing tested shows any luck source changing monster drop frequency. Treat them as free extras, and treat clearing deeper stages as the only verified way to reach higher tiers.

Reading the numbers honestly

The percentages you'll see at the anvil — a shield listing 3% Epic, 1% Legendary and 1% Mystic, or a Katana outcome at 20% — are forging odds, not monster drop rates. No source puts a number on monster drop chances at all. The only before-and-after measurements in play concern speed: the 24,000-to-26,000 training bump from a Power upgrade, and the jump to roughly 284,000 per session with a newly forged sword. One player's overall verdict on pacing: a single day of farming here outpaced four weeks in a comparable forging game — their impression, but consistent with how fast the loop compounds.

Where to look up specific drops

This page is the route; the monster drops page is the reference for which monster drops what. If you're early in the game, the beginner guide covers the first kills, first materials and first forge in order.