Loot To Forge All Ores — Full List & Farming Guide

Every Loot To Forge ore, where it drops, what it sells for, and the fastest farms for Ember Stone and rare materials in 2026.

Ore is the entire economy of +1 Loot To Forge. You either sell it for coins or feed it to the forge for better gear, and knowing which ores are worth farming — and which are worth keeping — decides how fast your character scales. This guide covers Loot To Forge all ores: where they drop, what they sell for, and the farming routes that actually pay.

The short version: stage depth determines drop quality, rarity determines sell price, and one material (Ember Stone) sits outside the ore table entirely. If you mix those up, you'll waste hours farming the wrong stage.

For more, see beginner guide and complete codes list.

What Ore Actually Does in +1 Loot To Forge

Ore is the key feature of the game. Every ore you pick up has exactly two uses:

  • Sell it for coins, which fund forge attempts and enhancement costs
  • Forge it into weapons and armor, converting raw materials into permanent power

The game categorizes ore by rarity, and the pattern is consistent: the deeper you push into stages, the better the ore enemies drop when you defeat them. Rarer ore carries a higher sell price, but the trade-off is that rare ore is also the material the forge wants for the best gear — so selling everything is usually a mistake.

Ore comes from two sources: enemy drops in the tower challenge and standard stage runs. It is collectable and unbuyable, meaning there is no shop shortcut. Everything you have, you farmed.

The rule that saves you coins

Before you sell a stack, check what your next forge upgrade needs. Community reports consistently show players selling a rare ore for a few thousand coins, then spending ten times that amount farming the same ore back for a craft. Sell duplicates, keep the ore your gear path actually consumes.

Ore Rarity Tiers and Sell Prices

Sell price scales with rarity, and rarity scales with stage depth. Here's the general structure players have mapped out:

Rarity TierTypical SourceSell ValueBest Use
CommonEarly stages (1–4)LowBulk selling, early forge fodder
UncommonMid stages (5–8)ModerateEarly gear upgrades
RareDeep stages (9–11)HighMid-tier forging
EpicStage 7+ (e.g. Gold)HighForge material with multipliers
LegendaryStage 12+ (e.g. Amber)Very highForge material, x31 multiplier reported

Two named examples anchor the scale. Gold is an Epic ore that drops on stage 7 and goes into the forge. Amber is a stage 12 ore that sells for 3.53K coins and carries a reported forge multiplier of x31 — one of the strongest material bonuses the community has documented.

One caution on Amber: it is one of 48 tracked ores, and it is not the same thing as Ember Stone. More on that below, because it's the single most common confusion in the game.

Ember Stone Is Not an Ore — And That Matters

Ember Stone is the enhancement material, not an ore. It appears nowhere in the ore table. Amber is an ore. The two get mixed constantly because auto-generated captions transcribe "Ember" as "amber," so a creator's video says amber stones while the Enhance panel on screen clearly reads Ember Stone.

The same trap exists with Gold. Coins are sometimes called gold in guides, but Gold is a distinct Epic ore from stage 7 that feeds the forge. If you're matching a screenshot to a guide, read the item panel — not the subtitles.

Why this matters practically: if you're farming for enhancement, you need Ember Stone routes. If you're farming for forging, you need ore routes. They overlap on some stages but not all, and the fastest Ember Stone farm in the game (Frostbound Tower) is locked behind progression that has nothing to do with ore rarity.

The Fastest Ember Stone Farms, Ranked

Even though Ember Stone isn't an ore, it's the material most players are actually grinding for, so it belongs in any farming guide. Here's how the sources stack up, based on community reports and recorded runs:

SourceYield Per RunTime CostGate
Frostbound Tower~200 stones~1 minuteRebirth 2 + Tower Ticket
Stage 6 idling~2,400 stonesOne nightNone
Event quest (5 enhances)15 stones5 attemptsEvent active
Event quest (10 enhances)40 stones10 attemptsEvent active
Code 50000CCU50 stonesOne minuteFree

The tower beats idling by roughly an order of magnitude per hour of attention. One recorded session showed round 1 returning nothing, round 2 returning 43 stones, and a later round returning 162 — about 200 in the backpack after roughly a minute.

Treat that 200 as an observation, not a rate card. Nobody has published a per-round average, and the same recording shows an empty round sitting right next to a 162-stone round.

Why stage 6 idling still matters

Idling on stage 6 produced about 2,400 stones overnight in one recorded session — roughly 200 to 300 stones an hour against the tower's 200 a minute. The comparison isn't close. But the tower needs a second rebirth and a ticket, and a fresh account has neither.

Mobs respawn every 28 to 30 seconds, so standing still still pays. The critical rule: dying inside a run loses every ore you haven't carried back. That turns a 3 a.m. death into a total loss of the night's work.

Farm the stage you can clear, not the stage you can survive. If a normal mob takes more than four hits, back out one stage. The death penalty is the whole farm.

Enhancement Costs: Where Your Stones Actually Go

If you're farming Ember Stone, you need to know the burn rate. Here's the community-observed cost ladder:

StepStones Per AttemptCoins Per AttemptSuccess Rate
+0 to +15200100%
+1 to +2101,000100%
+2 to +3203,00085%
+3 to +4407,00075%
+4 to +56015,00065%
+5 to +610032,00040%
+6 to +7Not capturedNot captured33%
+7 to +8Not capturedNot captured25%

The +0 to +6 portion is a single video reading, so treat it as community-observed rather than official. Its stone column does survive an arithmetic check against a separate claim that two Katanas enhanced twice each cost 30 stones — the math lines up exactly at 5 plus 10 stones per sword.

Running the ladder, +0 to +6 costs roughly 8.55 attempts, about 434 stones, and about 117,000 coins in expectation. The +5 to +6 step alone eats 58% of that stone total.

Above +6, the system changes shape. Three independent sources agree that a failure at +6 or higher drops the item one level. Solving that retry loop gives about 38.9 attempts to go from +5 to +8 instead of the 7.0 a no-penalty model would need — a 5.5x multiplier. A Protection Scroll stops the level loss but not the failure, so it doesn't reduce the retry count.

The cheap-Katana trick

Event quests pay stones for attempts, not levels. That's what makes the budget route work: forge the cheapest Katana you can, enhance it to +2, and repeat. You're buying quest progress, not power.

Enhance TierRewardConfirmation Level
5 enhances15 stonesTwo sources agree
10 enhances40 stonesTwo sources agree
20 enhances100 stonesSingle source
30 enhances200 stones OR 10 Prismatic StonesSources conflict

Only the 5 and 10 tiers have independent agreement. Don't build a stone budget around the 30 tier — the two reports contradict each other, and Prismatic Stones are a separate material whose use nobody has confirmed.

Free Ember Stones and Codes

The only fixed free amount currently documented is code 50000CCU, which hands out 50 Ember Stones. It's the one code still printed in the official game description.

To redeem it:

  1. Open +1 Loot To Forge on Roblox
  2. Load into the hub
  3. Tap the Shop button on the left side of the screen
  4. Scroll to the very bottom
  5. Paste the code into the codes box
  6. Hit Submit

If a code fails, copy it again rather than retyping — most failures are transcription errors. Expired codes 30000CCU (2,000 Coins and 2 Race Rolls) and 20000CCU (2,000 Coins and 1 Power Potion) no longer work, but they show the pattern: milestone codes tend to pay coins and rolls, while the current one pays stones.

For new codes, join the official Good Bro Studio group. The team posts update info there, and promo codes tend to appear around the same time. You can also check the Roblox game page for +1 Loot To Forge for the official description field, which is where active codes get printed first.

The Robux Line: Prices Are Official, Contents Aren't

Roblox's developer product feed lists four Enhance Packs, all created on September 25, 2026 — the day before the Enhance update went live.

PackOfficial PriceOfficial Description
Enhance Pack 199 RobuxEmpty
Enhance Pack 2499 RobuxEmpty
Enhance Pack 31,299 RobuxEmpty
Enhance Pack 42,999 RobuxEmpty

That's the whole of it. Every description field is an empty string, so the number of stones inside each pack isn't published anywhere, and the cost of a single Ember Stone in Robux can't be calculated from official data. Any per-stone figure you see online comes from community video readings, not from the developer.

The same gap applies to first-purchase doubling, which rests on a single creator's claim. Treat it as unverified.

Tower Tickets follow a similar pattern. Free tickets come from two per rebirth, a daily claim of two inside the tower window, and a reported 5% drop from the lobby ore board. Ticket packs run 49, 199, 1,199 and 4,999 Robux — about 4.9 Robux a ticket on the small pack and 2.5 on the large one.

Practical Farming Tips for Ore and Stones

A few habits separate efficient farmers from players who grind all night for nothing:

  • Check your forge requirements before selling. Rare ore you'll need next craft is worth more in your inventory than in your coin purse.
  • Push one stage at a time. The drop quality improves with depth, but the death penalty erases gains fast. Clear cleanly, then advance.
  • Use the tower when you have tickets, idle when you don't. They're complementary, not competing.
  • Don't confuse Ember Stone with Amber. One enhances gear, the other forges it. Read the item panel.
  • Bank your ore before risky fights. Anything not carried back is gone on death.

The overall progression logic is simple: depth raises drop rarity, rarity raises sell price and forge value, and enhancement is the separate currency sink that converts stones into gear levels. Keep the two tracks straight and you'll stop wasting runs.

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