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Progression Guide for +1 Forge Blade Loot

Every documented progression gate in +1 Forge Blade Loot: dungeon stage power requirements, rebirth level requirements, and the confirmed actions that move you between them.

Your next milestone in +1 Forge Blade Loot is whichever gate is closest: the first dungeon stage whose power number sits above yours, or the next rebirth's level requirement. Both are displayed on screen, so choosing the next step is a two-number check — compare your power to the next stage gate, compare your level to the next rebirth gate, then close the smaller gap with a confirmed tool: click-training, a newly forged sword, coin upgrades, runes, gear or race luck.

Every number in this roadmap comes from one player's fully recorded run plus the game's own description. Treat them as a snapshot: gates, prices and caps can move with updates. If you're still learning the controls, the beginner guide covers the opening tutorial — this page starts where that one ends.

The loop every milestone hangs on

The game's own description fixes the cycle: click to train to gain power, shape and forge your own sword, slay monsters for rare loot, unlock powerful skills and traits, forge the ultimate sword. Each link feeds the next: power gates the dungeon stages, stages drop the ores that forge better swords, better swords raise how fast you train, and rebirths multiply the whole cycle. Clicking to train is stated as the only way to gain power, so every other improvement works by raising your training yield or multiplying its result — the click training page covers the mechanics.

Dungeon stage gates, stage by stage

Each stage displays a power number at its entrance. Treat it as an entry requirement, not a promise of an easy clear: at stage 16 the run met the 3-trillion gate and still failed to one-shot the contents, while at stage 18 the player beat the boss far below its listed 2,000 trillion with dodging and skill timing. Use the gate as the moment to attempt a stage — the boss is the real check.

StagePower gateWhat the recorded run showed
1not shownEasy mode; early stages drop Uncommon and Rare ore
2not shownSpider mobs; an Epic-tier ore dropped
3288First displayed gate; cleared with about 1,000 power
42,000Blocked at 1,300 power; the player farmed lower stages first
5not shownPassed without a gate being displayed
613,000—
7120,000Tons of Epic-tier ores
8450,000No boss on this stage
96,000,000Worm boss with 120 million HP and a predictable attack pattern
10not shownReported by the player to guarantee Legendary-tier ore; Mystic also found
1180,000,000—
12600,000,000Secret-tier boss with 4 billion HP; could not be one-shot
135,000,000,000Blocked at 2 billion power; entered later with 23 trillion; dragons
1480,000,000,000—
151.55 trillionShark boss
163 trillionGate met, yet the clear was not a one-shot
17200 trillion—
182,000 trillionBoss beaten below the listed gate with dodging and skill R
194,000 trillionTwo bosses with 40,000 trillion HP each; beaten with positioning
2010,000 trillionBoss around 80,000 trillion HP; angle and positioning needed
212 million trillionBoss with 40 million trillion HP; the run withdrew to train first

Stages 1, 2, 5 and 10 never displayed a gate during the run, and stage 10's Legendary guarantee is one player's report from one visit, not a verified rule. Loot scales with depth — Uncommon and Rare early, Epic and Legendary through the middle stages, Mystic from stage 10's area onward, with Secret, Special and Celestial appearing late. Beyond Mystic the tier naming is inconsistent, so don't plan around a strict ladder past it; judge ore by its displayed luck multiplier and price (more on the monster drops and rare loot pages).

Rebirth gates, rebirth by rebirth

Rebirthing resets your level and permanently adds +0.5 to both your power and money multipliers, and the run describes reaching the gate as the whole task. Every gate the run displayed sat 25 levels above the previous one, so you always know what the next climb costs. Leveling also has a payoff of its own: new areas unlock as your level rises.

RebirthLevel gateWhat the recorded run showed
1–2not shown"Very easy, just hit the required level"
375—
4100Easy even free-to-play
5125"Starting to get not so easy"; a better sword was needed first
6150—
7175Getting hard even with a paid 100x trainer
8200—
9225—
10–11not shownPassed quickly in the run
12300Reached easily with a Mystic sword
13325Expected to take a while
14350"Starting to get difficult"
15375—
16400Level stopped rising at 400; "Max Rebirth complete"

Two caveats from that same run. The level-400 cap and 16-rebirth maximum are one player's observation — his level stopped climbing at 400, the 16th rebirth announced "Max Rebirth complete," and a 64-Robux rebirth product bought afterwards still couldn't create a 17th — but that is not a developer statement, and an update can move the ceiling. And the difficulty genuinely ramps: rebirths 1–4 were called easy even free-to-play, rebirth 5 needed a better sword first, and from rebirth 7 onward progress came slowly even with paid trainers. Rebirth as soon as you hit each gate — the run noted two rebirths already double power training.

The confirmed ways to close a gap

When a gate is out of reach, these are the actions the run actually used:

  1. Forge a higher-tier sword. This was the biggest lever observed: one new sword took training from about 24,000 to 284,000 per session. Each ore displays its luck multiplier, equal-tier ores are not equal (14x vs 11.5x of the same tier), and weak ores drag a strong mix toward the middle. The forge shows outcome percentages before you commit: three ores gave Short Sword 25% and Long Sword 50%, a Katana sat at 20% until four matching ores lifted it to 25%, and the rarest outcome needed 6–7 ores to reach roughly 24–25%. The sword forging guide goes deeper.
  2. Equip the new sword before training. The run's own rule: "if we want to train power, we have to switch swords too."
  3. Click-train anywhere, including inside dungeons. The run crossed stage 4's gate by clicking mid-dungeon, and Power Potions help, per the game's guide. Dedicated math lives on the power fast page.
  4. Spend coins on Power first. The coin upgrade raised a training round from 24,000 to 26,000 and caps at 200% Power — the cheapest of the three tracks, so max it before Luck and Speed. See the coins page.
  5. Sell and regear. Unused swords sell for real money (one Mystic sword sold for 20 billion), and armor is bought, not crafted — the most expensive set seen cost 150 million and added +900% power.
  6. Slot runes. Observed labels: +20% speed (chosen specifically to dodge), +20% money, +30% damage, 120% bleed. One +30% damage rune showed no visible change to the sword's damage stat when equipped, so check your numbers after slotting.
  7. Reroll races for luck. Falcon gave +50% luck and Mantis +20% movement speed plus +25% luck in the run; the first roll is free, later rolls cost Robux.
  8. Feed the Index. Completing ore entries grew the bag from 3 to 13 and later 18 slots; at a full bag, a pricier found ore auto-replaces what you're holding. The carry bag page tracks the slots.

Robux shortens all of this — the run used a 560-Robux Ultra training dummy (100x power) and one-shot power multipliers from 2x (9 Robux) up to 64x (400 Robux), listed on the game passes page — but purchases don't skip gates: that 64-Robux rebirth product granted only a boost. It also costs nothing to glance at the codes page before a long grind.

When a boss gate stalls you

The late stages show the gate number is often the smaller half of the fight:

  • Stage 9's worm boss (120 million HP) telegraphs a predictable attack pattern — dodge in time and it's fightable right at the gate.
  • Stage 18's boss fell to dodging and well-timed skill R from well under 2,000 trillion: "you just need to dodge well and time your skills right."
  • Stages 19 and 20 (bosses of 40,000 trillion and roughly 80,000 trillion HP) were won with angle and positioning tricks — standing where the boss's pathing can't retaliate.
  • Skills multiply damage by hundreds of percent; the Shadow Lord went from full to dead in under three minutes on skill spam at a fraction of leaderboard-scale power.

Two habits make these fights safer. When your health (top right) is low, stay out of melee — the run explicitly recommends skills over melee at low HP. And collect ore as you push: in both recorded runs, dying did not forfeit already-collected loot, so reaching one stage deeper is low-risk. The combat guide covers the fighting itself.

Where skills and traits actually sit

Skills and traits unlock as you keep going, per the game's own guide — but no source documents which skill or trait arrives at which milestone, so treat them as a parallel track rather than a checklist. What is documented: forged swords carry skills (Q is a rapid slash, R a dash-and-slash; one sword's skill showed a 9-second cooldown and up to 400% damage), and some forging materials announce unlocks directly — one scale type unlocks traits, while three dragon scales granted extra attributes and unlocked ice attributes. Current findings are tracked on the skills, skill unlocks and trait unlocks pages.

What one recorded run reached — and what it doesn't prove

For calibration: in roughly two hours, using the paid trainers above, the run reached rebirth 16, level 400, and rank 84 on the power leaderboard with about 42,000 trillion power. Don't turn the leaderboard into a milestone — 50th place held 160,000 trillion at the time of capture, and placements drift as the player base grows. It's a scoreboard, not a gate.

The honest limits of this roadmap: the route was never shown to be the fastest; it leaned on Robux multipliers; and a pure free-to-play path past stage 18 is unverified — the same player who called the map "really easy for free-to-play players" asked how free-to-play players were supposed to pass stage 18's 2,000-trillion gate, then beat it anyway with dodging and skill timing. Early milestones through roughly rebirth 4–5 and stage 9 are the ones the run explicitly calls free-to-play friendly. There is also nothing documented beyond stage 21, rebirth 16 and the leaderboard — no guessed endgame thresholds here. If an update reshuffles any of these numbers, the updates page is where changes surface.

Next step: find the first stage gate above your power and the first rebirth gate above your level, pick the gap-closer that fits your resources, and go. When you hit the wall of one specific system, switch to its focused page — training for the power grind, the forging guide for the next sword tier, the combat guide for boss mechanics.