1 Loot To Forge Beginner Guide (First Hour)
Last verified: · Published 2026-09-23
+1 Loot To Forge is a tight click-to-Power loop wrapped around a dungeon run. The first hour decides how fast everything after it goes, and the single most common mistake is selling the ore you will need at the Forge. Here is the route that avoids it.
1. Train Power before you touch the dungeon
Power is your baseline damage multiplier, and it is generated in the hub by clicking. The training area is split into zones with different multipliers — the first tier is reported at x2, then x8, x15 and x100 further out.
Sit in the highest zone you can reach. There is no reason to grind a low zone once you can hold a better one, and Power gates whether a stage is clearable at all rather than just making it faster.
2. Clear Stage 2 to 4 for Upgrade money, not for ore
The dungeon portal drops you into a numbered stage. Stages 2 to 4 throw Goblins and Armored Goblins at you, and their drops are deliberately low value — that ore funds the Upgrade station, nothing else.
Walk in, clear what you can reliably kill, walk out. A controlled run that banks the loot you collected beats a deep run you die inside.
3. Buy Max Ore Count before anything else
The Upgrade station holds the most important early purchase in the game: backpack capacity, which sets how much ore you can carry out of a run. At the starting level you will fill your bag long before Stage 7 is finished.
Fund it with the junk ore from your first runs. Nothing else in the early game changes your output per run the way capacity does, because every other upgrade multiplies a number this one defines.
4. Push to Stage 7 and start keeping real ore
Desert stages start at 5 and 6, where Amethyst, Nova Ore and Sunfire Ore appear. Stage 7 is the Jackal Zombie room and the first genuinely efficient farm: Emerald, Mystic Crystal, Gold, Sapphire, Obsidian and Fire Crystal are all reported there.
The rule that saves you the most time: check the Forge before you sell. Gold, Obsidian, Sapphire and Fire Crystal are recipe ingredients, so dumping a full stack at the Sell stall costs you a craft you will want twenty minutes later.
5. Forge, then equip — forging does not equip for you
Take your ore to the Forge cauldron in the hub. A forged weapon arrives in your Backpack under the Weapon tab and is not worn automatically, so open the Backpack, select it and press Equip.
Then go back to the dungeon. A better weapon means faster clears, which means more ore per minute, which funds the next craft. That compounding loop is the whole game.
6. Enchant the weapon first, armor later
The Enchant station handles weapons, helmets and armor separately, and it spends Coins rather than ore — which makes it the right home for the Coins you earned selling genuine surplus.
Damage gates your stage progress, so enchant the weapon first. Move to armor when you are dying on entry to a new stage rather than when your damage stalls out.
7. Redeem both codes on day one
The game currently has two published codes, and both were written into the official Roblox description — 30000CCU gives 2,000 Coins and 2 Race Rolls, and 20000CCU gives 2,000 Coins and 1 Power Potion. Together that is 4,000 Coins, 2 Race Rolls and a Power Potion for about twenty seconds of work.
Redeem them through the Shop: tap the trolley icon on the left of the screen, scroll to the bottom, paste the code into the box and press Submit. Codes are case-sensitive, so copy rather than type.
Where the Coins go matters more than the Coins themselves. A reroll changes one multiplier temporarily; backpack capacity changes how much ore every single run produces from now on. Put the code Coins into capacity first.
8. The first-hour mistake worth avoiding
Selling everything you pick up. Gold, Obsidian, Sapphire and Fire Crystal all appear in recipes, and all four drop on the same stage — which means a beginner who treats the Sell stall as a wallet can burn an entire afternoon's worth of crafting materials for pocket change.
The habit to build instead: before you sell anything, open the Forge and look at the preview for the item you are working toward. Whatever that preview lists, keep. Convert only what is genuinely surplus, and if nothing is surplus, buy capacity instead of selling.
That single habit is the difference between a first hour that compounds and one you repeat three times.
What not to buy in your first hour
Two purchases look attractive and are not worth it yet. The first is a paid Race Roll. The 30000CCU code already gives you two rolls for free, and the developer has never published the race table — so a paid roll buys you an unknown quantity while capacity buys you a known one.
The second is early Enchanting. Enchanting a weapon you will replace within a stage or two converts Coins into a temporary bonus, when the same Coins would raise your carry capacity permanently. Enchant properly once a weapon is one you intend to keep for several stages, not before.
First-hour checklist
Train in the highest zone you can reach. Run Stages 2 to 4 for Upgrade money. Buy Max Ore Count. Push to Stage 5 and 6 for Amethyst, Nova Ore and Sunfire Ore. Land on Stage 7. Redeem 30000CCU and 20000CCU. Forge a weapon, equip it from the Backpack, enchant it, and put your remaining Coins back into capacity.
That order is not arbitrary — each step funds the next, and none of them requires a lucky roll. If you want the numbers behind any single step, the forge calculator works out the time saved by each change you are considering.
Put it into practice
- 🧮 Plan the grind with the forge calculator — Power target and ore runs.
- 🏆 Check the tier list before your next upgrade purchase.
- 🪨 Reserve the right materials with the ore list before you sell anything.
- ⚔️ See what a craft can roll on the weapon skills page.
- 🎟️ Claim the published codes — Race Rolls are the scarcest reward.
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