Loot To Forge Ore Farming Route: Stage By Stage

Loot To Forge ore farming route by stage: where to stand, which ores to reserve, which to sell, and the four-hit rule that tells you to move down a stage.

Last Updated: 2026-10-04

Loot To Forge Ore Farming Route: Stage By Stage, What To Skip

The route is one sentence long, and four independent source families phrase it the same way: farm the deepest stage you can clear cleanly, not the deepest one you survive. In practice that means sitting on stage 7 for most of the early and mid game, because it drops six ores at once while the stage behind it drops two and the stage ahead of it is a 500M HP boss. Everything else on this page is the detail that turns that sentence into a schedule: where to stand, which of the six to reserve, which to sell on the way past, and the four-hit rule that tells you to move down before you start losing ore to attrition.

  • Stage 7 is the farm target. Six ores at once, and the least disputed fact in the game.
  • Reserve four. Gold, Obsidian, Sapphire and Fire Crystal all appear in recipes.
  • Sell stages 2 to 4 outright. Six commons, and they fund every upgrade you have.
  • Four-hit is the ceiling. Five hits means you are earning less per slot than the stage behind you.
  • Mobs respawn every 28 to 30 seconds. That interval is what makes idling on a stage viable at all.
  • Death drops every ore you have not banked. Banked means back at the hub, not the next room.

Official source: +1 Loot To Forge on Roblox, place 118805555015549 by Good Bro Studio, universe 10684750879. The universe record, read 2026-10-04, publishes no stage table, no drop rate and no spawn timer. Every drop list below is community-observed and graded by how many independent lineages carry it.

Ore farming route by stage with the recommended action for each stop
Ore farming route by stage with the recommended action for each stop

The route, stage by stage

Six stops, each with a different action. The action column is the part that is missing from a drop table.

Stage Banner power Enemies Ores reported What to do
2 to 4 65 to 3.5K Goblins, Armored Goblins Stone, Copper, Jade, Silver, Quartz, Ruby Sell all of it
5 to 6 22K to 330K Desert Zombies Amethyst, Nova Ore, Sunfire Ore, Fire Crystal Split: forge one, sell the rest
7 26M Jackal Zombies Emerald, Mystic Crystal, Gold, Sapphire, Obsidian, Fire Crystal Reserve four, sell two
8 30M Pharaoh Zombies plus Desert Reaper No new ore recorded Checkpoint, not a farm
10 to 12 850M to 800B Hook Skeletons, magma line Diamond, Topaz, Amber, Crimson, Frostbite Only once stage 7 is trivial
24 5Qi Grim Reapers The Apex at x140, Toxium, Glac-Box, Void Core The reason to push at all

Stage 7 is where the route parks, and the reason is not its power, it is its yield per kill. Six named ores drop there, and five source families across four independent lineages publish the same six-name list. Nothing else in the early game comes close. The 26M banner is also a 78.8x jump from stage 6, so stage 7 is where players spend an disproportionate share of their time.

Stage 8 is where people stall, and the framing that unsticks it is in every source that covers it: fill your stage 7 bag, forge and enhance it, max your training multiplier, bank a rebirth or two, then come back. The Desert Reaper holds roughly 500,000,000 HP. Four lineages index that room as stage 8 and one as stage 7, and the HP and the banner are not in dispute, only the number. Bosses never heal back to full between attempts, so a failed run is progress rather than a reset. Full detail on that fight is on the Desert Reaper guide.

What to keep and what to sell

The sell window is where beginners lose the most, because the wrong ore looks worthless and is not.

Ore group Action Why
Stone, Copper, Jade, Silver, Quartz, Ruby Sell They fund upgrades and carry no crafting value
Amethyst, Nova Ore, Sunfire Ore Split Recipe ore that also sells well, so keep one stack
Gold, Obsidian, Sapphire, Fire Crystal Reserve All four appear in recipes and all four drop on stage 7
Prism, Toxic, Panic-Core, The Apex Reserve The highest multipliers and the lowest drop rates

Those four reserved ores are not a hunch. Gold plus Obsidian plus Sapphire plus Fire Crystal is the one material combination cross-sourced anywhere in this game, reported as the Epic Phantom Violet Katana. Even that is a lead rather than a guarantee, since the game has no recipe book, but it is enough that selling a full stack of any one of them is the most expensive early waste available to you.

The recorded sell ladder runs from 200 Coins for Gold (ore) up to 320.54K for Magmacore, and only 20 of the 48 known ores have any recorded value at all. Two values move with your rebirth coin multiplier, so the same Void Core has read 91.52K for one player and 93K for another. The full ladder and what it means is on the ore sell values guide.

The most expensive mistake in the early game

Selling a full stack of Gold, Obsidian, Sapphire or Fire Crystal. All four appear in recipes, all four are reported on stage 7, and those four together are the one cross-sourced combination in the game. Check the forge preview before every trip to the stall, and if the preview shows a class you want, the ore is worth more in the slot than in the window.

The four-hit rule, and when to move down

This is the single most-repeated piece of route advice in the game, and three independent source families state it in the same words. It is a community benchmark, not a formula.

Hits to kill What it means What to do
1 to 2 Instant kill Keep farming, you are wasting bag capacity
3 Efficiency starts dropping A warning, not a wall
4 The ceiling community accepts This is where you stay
5 or more You earn less per slot than the stage behind you Retreat one stage

The mechanism behind the rule is the respawn timer. Normal mobs respawn about every 28 to 30 seconds, confirmed by two independent families, which is why standing in one spot on one stage is a valid farming loop rather than an idle animation. What the timer does not do is refill your bag faster than you can carry it out. A slower kill means fewer cycles per minute, and the ore sitting on the floor during the wait is the same ore you would have collected on the stage below.

The retreat is also a mechanic, not a preference. Bosses never chase you out of their room, the corridors between stages are neutral grey that terrain monsters and bosses cannot cross, and you can step back exactly one stage and top off on weak mobs while the boss keeps the damage you already dealt. Two stages back does nothing. Every boss guide in this game is built on that loop.

Four-hit rule drawn as a ladder beside the four non-standard ore routes
Four-hit rule drawn as a ladder beside the four non-standard ore routes

The four routes that are not ordinary kills

Ordinary stage mobs are most of your income and none of your interesting income. Four other routes exist.

Route What it does How to catch it
Golden Goblin Drops one ore, possibly Legendary tier, Toxic or Solar Flare A server message announces the stage number
Timer board Counts down to Legendary, Eternal and Secret spawns Above the dungeon gate. Also a stated 5% Tower Ticket
Frostbound Tower Abyssal Blue, Magma Cluster, Yeti-Claw, Glac-Box, plus Runes Costs 1 Tower Ticket, unlocks at your second rebirth
Boss retreat Keeps dealt damage while you heal on the previous stage's mobs Available on every boss fight

The Golden Goblin does not attack you, which is what makes it worth routing for. It has been recorded in stages 2, 11 and 14, and one of those records came with the actual server message, Golden Goblin has spawned in stage 14. Whether it drops anything above Epic is one community reading plus a single report of a Solar Flare, so treat the tier as a possibility rather than a plan.

The timer board timings disagree between sources. One run read 01:30, 16:30 and 31:30, spaced fifteen minutes apart, and another showed 10, 4 and 30 minutes. Nobody has reconciled that, so watch the board rather than planning around a schedule.

The Frostbound Tower is the exception that rewards reaching stage 7 slowly. It is a side instance beside the main stages rather than a linear stage, it runs 30 floors in six groups of five, and higher groups stay locked until you have earned them. It needs a Tower Ticket per entry, and each rebirth hands you two.

Capacity beats a deeper stage, every time

At 4 ore per trip you fill the bag on stage 7 before the run pays for itself. Max Ore Count runs from 4 to 24 across twelve steps, with the first three costing 200, 1,000 and 5,000 Coins, and the store sells no Robux version of it. A deeper stage with a bigger bag beats a deeper stage without one, because the ore you cannot carry is worth exactly zero.

Bank discipline, and the stage list that keeps moving

Three rules protect a run, and all three are about losing ore rather than failing to gain it.

Bank means the hub. Ore you carry is ore you can lose. Death drops everything you have not brought back, confirmed by two independent families, and the game sells a 3 Robux Recover Lost Ores item because losing a full bag hurts.

Spend before you reset. Power is the only stat the rebirth warning names, and three sources still tell you to empty the forge before a big reset rather than sit on an unspent stack. Read your own panel, since the community is not unanimous about whether a stored stack carries.

Do not trust a stage number for two weeks. The dungeon was at 22 stages on 2026-09-23, at least 26 by 2026-09-25, and showed a Dracula end stage by 2026-09-28. Several stages have no recorded power banner at all, and the trackers leave them blank rather than guess. Any route older than a couple of weeks describes a slightly different dungeon, and the stage power chart carries the same caveat on every number it publishes.

What a farming route cannot tell you

No drop rate exists anywhere in this game. Not one of the 48 known ores has a published percentage, and every source that publishes a drop list publishes a list only. That is why this page ranks stops by yield per kill and by evidence grade, and never by expected drops per minute, which would be a number nobody can compute.

FAQ

What is the best stage to farm ores in Loot To Forge? Stage 7. Five source families across four independent lineages publish the same six-ore list there, and every one of them calls it the early and mid farm target rather than a finish line. Behind it sits a 500M HP boss and a 26M to 30M banner, so the route parks at 7 and treats 8 as a checkpoint to return to.

How do I know when to move to a harder stage? The four-hit rule. If ordinary mobs die in four hits or fewer you are clearing cleanly and the stage is worth staying on. At three hits efficiency starts dropping, and at five you are earning less per ore slot than the stage behind you, so move down rather than pushing through.

Which ores should I never sell? Gold, Obsidian, Sapphire and Fire Crystal. All four appear in recipes, all four drop on stage 7, and those four together are the one material combination cross-sourced anywhere in this game, reported as the Epic Phantom Violet Katana. Prism, Toxic, Panic-Core and The Apex are the other four worth reserving, for a different reason: nobody can farm them fast.

What happens if I die in a dungeon run? You drop every ore you are carrying that you have not banked at the hub. The game sells a 3 Robux Recover Lost Ores item, which exists precisely because that penalty stings. This is also why Max Ore Count, which raises how much you can carry, is the best early purchase.

Can I farm ores without clearing dungeon stages? Yes, four ways. Kill the Golden Goblin when the server message fires, watch the timer board above the gate for Legendary, Eternal and Secret spawns, run Frostbound Tower floors once you have unlocked them at your second rebirth, and use the boss retreat loop to farm a boss room's worth of damage while topping off on the previous stage.

Are these stage numbers still right? They are right as of 2026-10-04 and they move. The dungeon went from 22 stages to at least 26 in three days, ten stages have no recorded power banner, and the trackers leave those blank instead of guessing. Treat the enemy lists as the stable part and every stage index as a community reading that drifts.

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