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Monster Drops in +1 Forge Blade Loot

Verified +1 Forge Blade Loot monster drops: ore tiers with luck values, stage loot for dungeon stages 1-21, named monster attributions, and unverified gaps.

Monsters in +1 Forge Blade Loot drop ore and material items, not coins. Every drop shows a rarity tier and its own luck multiplier, and those ores are what you carry back to the forge to roll and upgrade swords. Loot is tied to dungeon stages: stage 1 yields Uncommon ore, and tiers climb to Celestial at stage 21 — the highest observed, with the player in a full dungeon run noting "there are no ores higher than Celestial anymore."

What no footage supports is a complete monster-to-item drop table. Only a few named monsters have verified loot attributions, no source ties a named ore such as Diamond or Void to one specific enemy, and no monster drop rate has ever been measured. Everything below is what the footage actually shows.

What monster loot is

Killing dungeon enemies yields individual ore and material items — the inputs for forging and upgrading swords — never currency. The game's own loop line, "Slay Monsters for Rare Loots", runs through your sword: clicking builds power, power funds stronger swords, and a better sword is what brings back rare loot from monster fights.

Each drop is a single item that displays its own tier and its own luck multiplier. Equal-tier ores do not carry equal values — two same-tier ores were shown at 14x and 11.5x — so read the label on every pickup. The tiers observed on monster drops are Uncommon, Epic, Rare, Legendary, Mystic, Secret, Special and Celestial. A "Challenge" label exists in the game, but it has only been seen on a forged sword, never on a monster drop.

DropTierObserved luck value
Crystallowest ore seen10.5x multiplier
Region ores (two same-tier)Region14x and 11.5x
DiamondMystic+2,000 luck
VoidMystic+4,000 luck
Unnamed Mystic oresMystic5,000 and 6,500; 7,000 is the highest Mystic value seen
Special-tier oresSpecial14,000 to 30,000 (14,000 the lowest obtained)
Celestial oreCelestialhighest tier observed; one ore valued at 510 million

Dungeon stages and their loot tiers

Every dungeon stage has a power gate and yields a characteristic tier pool. The pairs below were recorded in one player's full run from stage 1 to 21, so treat them as observed snapshots rather than confirmed permanent tables, and recheck them after content updates. Stages 5 and 15-16 were not covered by that run.

StagePower gateObserved loot
1cleared with about 1,000 powerUncommon ore
2 (spider)not displayedEpic-tier ore
3 (boss)288 powerRare only; no Epic
42,000 powerno Epic tiers appeared
613,000 powertwo Legendary ores obtained around stages 6-7
7120,000 powermany Epic drops; the player targeted Legendary
8 (no boss)450,000 powerone Legendary plus Epic drops
9 (worm boss, 120 million HP)6 million powerboss beaten later by dodging and skills; drops not itemized
102 billion powerMystic ores plus Legendary, which the player treated as guaranteed — a single-run impression
1180 million power (as displayed)Mystic tier
12 (Secret-tier boss, 4 billion HP)600 million powerSecret-tier drops
13 (dragons)5 billion powerMystic collected; Secret-tier drops present and skipped
1480 billion powercleared easily; Mystic farming continues
17display unclear; entered with about 31,048 trillion powerMystic ores; drops valued under 40 million were skipped
18 (boss)2,000 trillion powerSecret-tier ore found
19 (two bosses, 40,000 trillion HP each)4,000 trillion powerSpecial tier; ores with 14,000-30,000 luck
20 (Shadow Demons)10,000 trillion powerSpecial tier
21 (final boss, 40 million trillion HP)2 million trillion powerCelestial ores; nothing higher exists

One displayed gate reads oddly — stage 11 at 80 million sits below stage 10's 2 billion — so take the gate values as recorded and confirm the current numbers in game. Gates also do not always hard-block a fight: in that run, bosses far above the player's power still fell to dodging and timed skills (see the combat guide). An early-game guide independently points new players to a dungeon level that gives Legendary and Epic materials, matching the stage-gated pattern, and the enemies behind these drops are catalogued in the monsters overview.

Monsters with verified drop attributions

Only these monster-level attributions are backed by what actually dropped on screen. Every other loot entry above belongs to a stage, not to an individual enemy.

MonsterObserved drop
First boss (starting area)a material drop used to forge the first sword
Spider (stage 2)Epic-tier ore
Stage 3 bossRare-tier loot only
Stage 9 worm boss (120 million HP)fight completed; drops not itemized
Dragons (stage 13)Mystic-tier ore collected; Secret-tier drops present and skipped
Stage 19 twin bosses (40,000 trillion HP each)Special-tier ore
Shadow Demon (stage 20)Special-tier loot
Shadow Lord (stage-21 final boss, also tower floor 15)Celestial ores, the highest tier observed

The tower's stage-clear "rewards and boost points" have never been itemized, so they stay out of this table even though the Shadow Lord also waits on tower floor 15. And because no named ore is tied to one enemy, treat any Crystal, Diamond or Void-to-monster pairing you see elsewhere as unverified.

Pickup, bag space and death rules

  • Loot lands on the ground and you collect it yourself. Pickup behavior has looked inconsistent: one early boss material "will not pick up automatically" and had to be carried back to the forge area, while ores in the later full run were collected by moving over them, and a pricier ore was even gathered automatically late in that run. Walk over drops and check your bag rather than trusting auto-collection.
  • Bag space caps a run: 18 slots were full late-game. Completing the Index — collecting ores as required — rewards a bigger bag, covered in the carry bag guide.
  • Dying does not cost your loot: "if we die, we still get the treasures or ores."

Drop rates and luck: what the numbers do and don't say

No monster drop rate has been measured. Every percentage the game displayed belongs to the forge, not to monster kills: three ores gave a 25% short sword chance and a 50% long sword chance, Katana odds stayed at 20% no matter how many ores were added, and shield crafting showed Epic 3%, Legend 1% and Mystic 1%. Do not read those as drop chances.

Luck is a real, visible stat — coins can upgrade power, luck and speed, and shop packs sell up to +200% luck — and each ore's luck multiplier is applied when forging swords. Whether any luck stat changes which tier a monster drops is not established. Treat "guaranteed" tier talk the same way: the stage-10 Legendary guarantee was one player's hedge from a single run, not a confirmed rule.

How to check a drop's source yourself

  1. Read the drop label first: every ore names its tier and luck value on the item itself.
  2. Match loot to the stage using the table above — that is the level of attribution the game's loot currently supports.
  3. If the exact monster matters, farm a stage while watching one enemy type at a time; only the monsters in the attribution table have verified monster-level pairs.
  4. Recheck after game updates, because tier pools are observed snapshots, not confirmed permanent tables.

From lookup to farming

This page is a reference for what drops where. If your question is how to get rare loot efficiently, follow the how to get rare loot guide; once ores are in your bag, the sword forging guide covers turning them into stronger swords.