Find a mixture for the ores in your bag, select Weapons or Armor, and compare its preview before forging. The combinations below include starter materials, late-game ores, and armor mixtures with their possible results.

Use a Combination Without Expecting a Guaranteed Item
- Open the Forge in the lobby and select Weapons or Armor.
- Add at least four ores total. Four copies of one ore work; you do not need four different types. Read the ×N markers in the bottom selection slots to check your quantities.
- Check the rarity percentages and the Power preview for Weapons or Health preview for Armor. If you use Auto, review the mixture it selects.
- Press Forge, then compare the finished item's attributes. Auto fills the selection but does not start the attempt.
Rarity percentages apply to rarity tiers, not to a named gun or armor piece. Stronger!, Maybe stronger, and Weaker are comparison prompts, not the finished item's stats.
The numbers in the tables belong to individual configurations; compare your live preview before spending ores. K means thousand, M means million, and B means billion. Result-card Value is listed in Coins, and Slots means enchantment slots.
Use the forging guide for quantity controls and preview mechanics, or the ore directory to identify materials and find their sources.
Starter and Midgame Weapon Mixtures
Select Weapons for these combinations. Start with a small selection and compare the preview before adding more: in the Diamond example below, increasing the input from four to six did not change the displayed odds or Power range.
Iron, Bronze, Emberclot, and Diamond
| Ore selection | Preview for that configuration | Completed result or selection status |
|---|---|---|
| Iron ×2 + Stone ×2 | Common 100%; Power 10–13 in one setup | Separate attempts produced Common Precinct: 11 Power, 56 Coins Value, 0 Slots; and Common Courier: 12 Power, 58 Coins Value, 0 Slots |
| Iron ×3 + Stone ×1 | Common 100%; Power 13–16 | Preview selection |
| Bronze ×2 + Coal ×1 + Iron ×3 | Common 100%; Power 62–79 | Common Doorman, Shotgun: 56 Power, 56 Coins Value, 1 Slot |
| Bronze ×3 + Coal ×2 | Common 89.2%, Uncommon 10.8% | Preview selection |
| Emberclot ×3 + Bronze ×1 | Common 66.2%, Uncommon 33.8%; Power 358–730 | A fast-firing gun with 434 Power |
| Diamond ×4, then ×6 in the same setup | Both displayed Common 46.2%, Uncommon 53.8%; Power 1.32K–2.69K | The final ×6 attempt produced Common Dockyard, Shotgun: 1.5K Power, 135 Coins Value, 0 Slots |
| Diamond ×4 in separate attempts | — | Uncommon Hatchet, SMG: 2.44K Power, 153 Coins Value, 0 Slots; Uncommon Tundra, Carbine: 2.68K Power, 168 Coins Value, 0 Slots |
The Doorman attempt's finished Power was below its pre-forge display. Use the completed result card when deciding whether to equip an item.
Cobalt, Gold, Emerald, and Voltshard
| Final mixture | Preview for that configuration | Completed result |
|---|---|---|
| Cobalt ×1 + Emerald ×3 | Common 26.7%, Uncommon 60.8%, Rare 12.5%; Power 5.76K–19.1K | Crimson |
| Gold ×1 + Cobalt ×4 | — | Uncommon Speakeasy, SMG: 28.4K Power, 748 Coins Value, 2 Slots |
| Cobalt ×4 + Voltshard ×1 | Common 14.7%, Uncommon 50.9%, Rare 34.3%; Power 30.3K–100K | Uncommon Crimson, Shotgun: 48.6K Power, 932 Coins Value, 1 Slot |
| Platinum ×1 + Gold ×1 + Cobalt ×3, selected by Auto | Common 5.5%, Uncommon 18.2%, Rare 76.3%; Power 26.5K–87.8K | Rare Harbor, AR: 75.5K Power, 1.5K Coins Value, 0 Slots |
| Gold ×3 + one white Epic ore with pink and cyan flecks | Common 3.5%, Uncommon 12.2%, Rare 84.4%; Power 162K–537K | Uncommon Hatchet, SMG: 319K Power, 1.4K Coins Value, 0 Slots |
| Cobalt ×1 + Emerald ×1 + one green leaf-shaped crystal + one yellow clustered ore | Common 14.2%, Uncommon 49.8%, Rare 35.9%; Power 74.2K–246K | Uncommon Speakeasy, SMG: 176K Power, 1.16K Coins Value, 2 Slots |
For the Cobalt/Voltshard result, Gold was removed before forging. In the four-material Speakeasy mixture, a trial with Cobalt ×4 displayed Power 53.2K–176K, Common 15.6%, Uncommon 53.5%, and Rare 30.8%. Reducing Cobalt to ×1 improved that selection's preview.
A separate Cobalt ×3 + Emerald ×1 selection displayed Power 9.55K–31.6K, Common 22%, Uncommon 57.9%, and Rare 20.1%. It belongs to a different setup from the Cobalt ×1 + Emerald ×3 result, so it is not a controlled comparison of the two ratios.
Blightbloom, Ruby, Sapphire, and Amethyst
| Ore selection | Preview for that configuration | Completed result or selection status |
|---|---|---|
| Blightbloom ×4, repeated in the same setup | Common 9.2%, Uncommon 32.1%, Rare 58.7%; Power 308K–1.02M | Uncommon Rivet, Pistol: 625K Power, 2.86K Coins Value, 0 Slots; then Uncommon Timber, AR: 577K Power, 2.64K Coins Value, 2 Slots |
| Blightbloom ×1 + Ruby ×3, selected by Auto | Common 2.5%, Uncommon 8.7%, Rare 88.8%; Power 212K–703K | Rare Comet, Carbine: 609K Power, 3.66K Coins Value, 0 Slots |
| Ruby ×5, with one-time 3× Forge Luck active | Common 4.1%, Uncommon 14.3%, Rare 71.1%, Epic 10.6%; Power 180K–964K | Final selection; a trial addition of Voltshard was removed |
| Sapphire ×3 + Amethyst ×2 | Common 5.1%, Uncommon 17.9%, Rare 51.7%, Epic 25.3%; Power 1.39M–7.43M | Final selection; trial additions of Opal ×12 and Voltshard ×2 were removed |
With Sapphire ×3 + Amethyst ×1, the trial preview listed Rare 69.3% and no Epic tier. Adding the second Amethyst introduced the Epic chance shown above.
Blightbloom ×4 is a useful example of the tradeoff between possible results: Rivet rolled more Power, while Timber rolled two enchantment slots. Repeating the mixture does not lock in either gun.
Legendary and Mythic Ore Mixtures for Weapons
Use Weapons mode for these mixtures. A high-rarity ore can still produce lower-rarity equipment, so choose according to the current odds and Power preview rather than the ore's color alone.
Plasma, Solarite, and Necrotine
| Ore selection and condition | Power preview | Rarity preview | Completed result or selection status |
|---|---|---|---|
| Plasma ×2 + Solarite ×10 | 3.15M–28.1M | Common 4.5%, Uncommon 15.7%, Rare 45.7%, Epic 33.4%, Legendary 0.67% | Preview selection |
| Two purple ring-shaped Legendary materials + Solarite ×6 | 3.29M–29.4M | Common 4.5%, Uncommon 15.7%, Rare 45.7%, Epic 33.4%, Legendary 0.67% | Trial selection |
| Obsidian ×1 + Necrotine ×4 | 9.7M–51.8M | Common 4.1%, Uncommon 14.4%, Rare 43.3%, Epic 38.1% | Preview selection |
| Necrotine ×5 | 8.45M–45.2M | Common 4.1%, Uncommon 14.5%, Rare 43.6%, Epic 37.8% | Preview selection |
| Necrotine ×7, before a one-time Forge Luck purchase in another setup | 8.45M–45.2M | Common 0.84%, Uncommon 3%, Rare 51.6%, Epic 44.6% | Pre-purchase selection |
| Necrotine ×7, first forge after purchasing one-time 3× Forge Luck | 8.45M–45.2M | — | Rare Cleanroom: 26.9M Power, 39.3K Coins Value, 2 Slots |
| Plasma ×8, next forge in that sequence | 4.84M–43.1M | — | Rare Triplet: 15.2M Power, 38.8K Coins Value, 1 Slot |
| Solarite ×25, following forge in that sequence | 2.82M–25.1M | — | Epic Savannah: 12M Power, 141K Coins Value, 1 Slot |
| Plasma ×2 + Solarite ×2, in a later setup | 3.83M–12.7M | Common 1.2%, Uncommon 4.2%, Rare 94.6% | Rare Cleanroom, SMG: 11M Power, 16.4K Coins Value, 0 Slots |
| Necrotine ×10, in a later setup | 8.45M–75M | Common 0.65%, Uncommon 2.3%, Rare 51.1%, Epic 44.2%, Legendary 1.9% | Rare Hush: 27.9M Power, 58.1K Coins Value, 2 Slots |
One-time 3× Forge Luck applies to one forge. It does not carry through the Cleanroom, Triplet, and Savannah sequence, and it does not triple weapon Power. See Forge Luck sources and duration before planning a boosted attempt.
Riftglass and Obsidian
| Final mixture | Power preview | Rarity preview | Completed result |
|---|---|---|---|
| Riftglass ×9 | 25.5M–227M | Common 2.3%, Uncommon 8.2%, Rare 42.9%, Epic 43.7%, Legendary 3% | Rare Harbor, AR: 77.6M Power, 60.2K Coins Value, 1 Slot |
| Obsidian ×8, in the same sequence | 14.7M–131M | Common 2.4%, Uncommon 8.5%, Rare 44.8%, Epic 42%, Legendary 2.3% | Legendary Olive, Sniper: 109M Power, 117K Coins Value, 0 Slots |
| Riftglass ×13, in a separate setup | 25.5M–227M | Rare 46.6%, Epic 47.5%, Legendary 3.2% | Rare Surf: 71.6M Power, 80.2K Coins Value, 1 Slot |
| Obsidian ×23, following that Riftglass attempt | 14.7M–131M | Rare 48.9%, Epic 45.8%, Legendary 2.5% | Rare Surf: 42.6M Power, 132K Coins Value, 0 Slots |
| Riftglass ×19, in a later setup | 25.5M–227M | Common 0.6%, Uncommon 2%, Rare 46.6%, Epic 47.5%, Legendary 3.2% | Rare Verdant: 73.6M Power, 121K Coins Value, 0 Slots |
| Obsidian ×11, in that later setup | 14.7M–131M | Common 0.62%, Uncommon 2.1%, Rare 48.9%, Epic 45.8%, Legendary 2.5% | Rare Surf: 40.4M Power, 59.9K Coins Value, 0 Slots |
The Riftglass selections share the same displayed Power range, as do the Obsidian selections. These attempts span different configurations, so extra ore alone does not explain their differing probabilities or results. Check whether adding ore actually improves your current preview before committing a larger stack.
Longshot and Azure examples
| Mixture and condition | Preview | Completed result |
|---|---|---|
| Riftglass ×8 + one yellow-green spherical material; Skip Forge active | Power 31.1M–277M; Common 3.2%, Uncommon 11.3%, Rare 38.6%, Epic 43.2%, Legendary 3.7% | Epic Longshot, DMR: 142M Power, 100K Coins Value, 1 Slot |
| Voidtear ×2 + Starweave ×6; attempt using the advertising reward for one-time 3× Forge Luck | Power 343M–3.06B; displayed Epic 50.7% and Legendary 11.8% | Epic Azure, DMR: 1.69B Power, 173K Coins Value, 1 Slot |
The Longshot mixture is only partially identified: its additional material is described by appearance rather than a named ore. For Azure, the listed percentages are that attempt's displayed preview, not fixed post-bonus odds for the mixture.
Armor Mixtures and Health Previews
Select Armor before confirming. The preview changes to Health, and the result can be a helmet or body armor. Selected ores can remain in place when switching modes, so check both the mode and the bottom-row quantities.
Starter armor mixtures
| Ore selection | Health and rarity preview | Completed result or selection status |
|---|---|---|
| Bronze ×4 | Health 12–55; Common 81.1%, Uncommon 18.9% | Preview selection |
| Emberclot ×2 + Bronze ×2 | Health 7–47; Common 71%, Uncommon 29% | A pale gray-blue knight helmet with a horizontal eye slit and ventilation holes; a third Emberclot was removed before forging |
| Diamond ×4 | Health 7–47; Common 46.2%, Uncommon 53.8% | Preview selection |
| Cobalt ×4 | Health 7–78; Common 20.1%, Uncommon 56.3%, Rare 23.6% | Uncommon Royal Spire, Helmet: +18 Health, 609 Coins Value, 0 Slots |
| Blightbloom ×1 + Ruby ×2 + Platinum ×1 | Health 7–78; Common 10.7%, Uncommon 37.4%, Rare 51.9% | Common Iron Mail, body armor: 23 Health, 1.17K Coins Value, 1 Slot |
| Emberclot ×6 | — | Uncommon Warden Bark, body armor; equipped copy showed +40 Health and 150 Coins Value |
The knight-style helmet from Emberclot and Bronze is a separate example from the named Iron Visor. Iron Visor is a Common Armor forge result; one finished copy had 9 Health, 85 Coins Value, and 0 Slots.
Opal and later armor mixtures
| Ore selection | Health and rarity preview | Completed result or selection status |
|---|---|---|
| Opal ×7, with Auto adding the seventh after six were selected manually | — | Rare Frost Goggles, Helmet: +32 Health, 7.74K Coins Value, 0 Slots |
| Opal, approximately ×5 inferred from the inventory decrease | — | Rare Crimson Crest, Helmet: 34 Health, 6.63K Coins Value, 1 Slot |
| Opal, approximately ×5 inferred from a separate inventory decrease | — | Uncommon Warden Bark, body armor: 42 Health, 3.86K Coins Value, 0 Slots |
| Riftglass ×1 + Obsidian ×4 | Health 7–105; Common 4.7%, Uncommon 16.3%, Rare 55.6%, Epic 23.5% | Rare Frost Shell, body armor: 69 Health, 32.5K Coins Value, 1 Slot |
| Riftglass ×10 | Health 7–196; Common 3.3%, Uncommon 11.6%, Rare 40.7%, Epic 41.5%, Legendary 2.8% | Preview selection |
| Starweave ×2 + Hivecore ×6 | Health 7–196; Common 0.46%, Uncommon 1.6%, Rare 37%, Epic 50.8%, Legendary 10.1% | Rare Crimson Crest, Helmet: 32 Health, 109K Coins Value, 2 Slots |
For an immediate survival upgrade, compare the finished piece against what occupies the same equipment slot. A larger possible Health range does not ensure a larger Health roll. Use the armor guide to equip both head and body pieces and weigh Health against enchantment capacity.
Choose the Result You Keep
Ore rarity does not determine finished-item rarity. Epic Blightbloom can produce Uncommon equipment, and a higher-rarity gun can have less Power than a lower-rarity one. In the sequence above, Epic Savannah rolled less Power than both Rare Cleanroom and Rare Triplet.
- For weapons, compare actual Power, firing behavior, and Slots. A favorable rarity roll does not automatically replace your current gun. The gun directory and equipment guide explains how to compare owned copies.
- For armor, compare Health within the same equipment slot, then consider Slots. The Opal Crimson Crest example offers more Health than the Starweave/Hivecore copy, while the latter offers more enchantment capacity.
- For selling, keep Value separate from combat strength and the Sell quote. Of the two Surf copies forged from Riftglass ×13 and Obsidian ×23, the more valuable copy had less Power and fewer Slots. Read the current Sell offer before confirming; use the money and selling guide when choosing between keeping ore, forging it, or selling equipment.