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Monsters in +1 Forge Blade Loot

The six monsters confirmed in +1 Forge Blade Loot, with dungeon stages, entry power requirements and the traits that identify each one.

Six monsters in +1 Forge Blade Loot can be confirmed by name today: the Spider, the Worm boss, Dragons, the Shark boss, the Shadow Demon and the Shadow Lord. Each one was identified in gameplay footage of this exact game, each is tied to a specific dungeon stage, and each can be recognized in play by where it appears plus one observable trait.

One caveat before the roster: these names come from the players' spoken commentary over that footage — no in-game bestiary or enemy nameplate menu was ever shown — so treat them as community-recognized identifications rather than confirmed display labels. And this is a verified list, not a complete one: the dungeon runs at least 21 stages deep, and other creatures appear without ever being named.

Confirmed monster roster

MonsterRoleWhere it appearsPower to enterHow to recognize it
SpiderRegular enemyDungeon stage 2Not capturedThe first named opponent of a run — "Level 2, dealing with the spider" — fought right after the stage-1 clear
Worm bossStage bossDungeon stage 96 millionBoss reading about 120 million HP whose attacks follow a predictable, dodgeable pattern
DragonsRegular enemies (group)Dungeon stage 13Not capturedA dragon group filling the stage; at ~23 trillion power they die in one hit each; Secret-tier drops also lie on this floor
Shark bossStage bossDungeon stage 151.55 trillionStage boss whose defeat paid out Mystic-tier ores of 15 million and 42 million
Shadow DemonRegular enemyDungeon stage 2010,000 trillionDescribed as very easy to deal with; the two unnamed monsters beside it are the real danger
Shadow LordStage bossDungeon stage 21 and tower floor 152 million trillionDungeon version's health bar reads 40 million trillion; the same named boss waits atop the tower

Stage bosses

Worm boss — dungeon stage 9. Stage 9 asks for 6 million power, a steep jump from the hundreds of thousands required just before it. The worm reads about 120 million HP, and in the one captured fight the player survived it by dodging: its attacks follow a predictable pattern, so sidestepping in time keeps you alive even while your hits feel weak.

Shark boss — dungeon stage 15. Entry costs 1.55 trillion power. Beating it dropped Mystic-tier ores worth 15 million and 42 million — exactly the high-tier ore hunters move up the dungeon for.

Shadow Lord — dungeon stage 21 and tower floor 15. The final dungeon stage demands 2 million trillion power, and its boss bar reads 40 million trillion HP. A player at roughly 42 trillion power still killed it in under 3 minutes by standing at range and spamming sword and character skills. The fight paid Celestial ores, the highest tier seen in the footage — "there are no ores higher than Celestial anymore."

The Shadow Lord is the only monster confirmed in two venues. It also waits on the 15th and final floor of the tower. There, the player could not read a health bar and estimated about 120 million trillion by comparison with the dungeon version — that figure is a player's guess, not a displayed stat. That run ended with the boss still alive as the timer ran short.

Regular enemies

Spider — dungeon stage 2. The earliest named enemy on record. It stands between you and the Epic-tier ore that starts appearing around its stage.

Dragons — dungeon stage 13. A dragon group owns the stage. Once the player reached about 23 trillion power, "dealing with these dragons in one shot is easy." Their floor also had Secret-tier drops on the ground, which the player skipped as too cheap — a few million or even hundreds of thousands — in favor of the Mystic tier.

Shadow Demon — dungeon stage 20. Stage 20 requires 10,000 trillion power. The Shadow Demon itself is "very easy to deal with"; the threat is the two unnamed monsters beside it, which hit hard enough that the player had to hunt for a good attack angle.

Creatures you will see but can't name

Five creatures appear in the footage without any name shown or spoken. They're listed separately so nothing invented gets mistaken for a real name:

  • Stage-3 dungeon boss — its stage requires 288 power; it fights back with its own Q-key skill, and its stage produced only Rare-tier drops, no Epic.
  • Scorpion — a scorpion-like dungeon creature, greeted only with "Look at this scorpion."
  • Giant golem — described only as "a giant golem" in a later dungeon area.
  • World boss — the open "real world" area hosts a fightable world boss; one player approached and died with no name appearing.
  • Timed overworld boss — overworld bosses spawn on a timer ("the next boss is in 14 minutes"); this one also went unnamed.

Dungeon stages captured without a named monster

StagePower to enterWhat was captured
3288Boss with its own Q-key skill; only Rare-tier drops available
42,000No Epic-tier drops (Uncommon collected); monsters hit hard enough that skills were needed to finish them
613,000Passed through on the climb; no distinct enemy traits noted
7120,000Tons of Epic-level drops plus Legendary ores to focus on
8450,000No boss; one Legendary drop among mostly Epics
1480 billionCleared easily once power was far above the requirement
163 trillionEnemies stopped dying in one shot near the requirement; a new Mystic ore dropped

Stage select shows at least 21 stages, and the player suspected more — so unnamed monsters almost certainly exist beyond this list.

What killing monsters gets you

Monsters are the game's material source. Loot drops on the ground and must be picked up by walking over it — it does not go to your bag automatically — though late-game footage shows pricier ores being collected for you once found. Drop tiers rise with dungeon depth: Uncommon and Epic in the early stages, Rare from the stage-3 boss, Legendary around stages 6–8, Mystic by stages 13–15, Secret appearing at stage 13, and Celestial from the stage-21 Shadow Lord. Whatever you've already collected is kept even if you die mid-stage. Full payout details live on the monster drops page, and the rare loot guide covers chasing the top tiers.

These reads come from single playthroughs without capture dates, and updates can renumber stages or shift tiers — recheck the roster after a major patch.

Using this roster

Every stage gate is a power check, so if a stage's entry number is out of reach, the power training guide is the fastest way to close the gap, and active codes can give a free boost to start. For how to actually beat each boss — dodging the Worm, positioning against the Shadow Lord — see the combat guide.