The Forge Calculator
Our The Forge calculator is an all-in-one tool, designed to help you out when forging a weapon or a piece of armor in The Forge.
The calculator is designed for both beginners who want to deepen their understanding of the forging system and experienced players seeking optimal builds and trait setups.
Table of Contents
Overview
Instead of manually calculating ore combinations, multipliers, and probability outcomes, use the calculator below to process your inputs in real-time and see the potential forging results, including:
- Projected weapon or armor class outcomes
- Optimal ore amounts for specific item types
- Final multiplier and stat values
- Active ore traits and their strengths
- Optimal number of ores needed to forge a specific weapon or armor
The Calculator
Update Note (January 12th, 2026): We added all of the new weapons in the Pirate Island update.
Note: The calculator above attempts to mimic the process of forging weapons and armor from The Forge in its entirety, assuming a 100% quality (Masterwork) forge result, while providing insight into stats not available to players before forging an item. Base weapon stats were sourced from the in-game index, and they might be slightly inaccurate. The base stats for armors were manually extracted by forging all available armors using Cobalt Ore (1x multiplier), since these values are not available in the index.
Forging and Calculator Mechanics Explained
Forging in The Forge involves combining up to four different ore types in varying quantities to create weapons or armor. The system uses layered probability calculations to determine both the item category you will forge and the specific variant within that category.
How Forging Probability Works
When placing ores into the forge, the game calculates the probability distribution across all available weapon or armor categories based on the total amount of ore in the forge mix. For example, with 12 ores total, you have approximately a 72% chance to forge a Katana, 22% for a Great Sword, and smaller probabilities for other weapon types.
Note: When forging an item both in-game and in the calculator, the item category and variation you get are random. So, even though you are most likely to craft a Katana with 12 ores in the forge mix (72%), this result is not guaranteed, and you might instead get a Straight Sword, which has a 3% forge chance.
Once the item category is determined (e.g., “Katana”), a second probability roll selects the specific variant (e.g., Uchigatana or Tachi). Each variant has its own drop rate, expressed as a fraction such as “1/1” for common variants or “1/16” for rare ones. The calculator normalizes these fractions into percentage probabilities for easier understanding.
Tip: Hover over the item type in the forge result preview to change the variant to a specific one you are looking to craft. This allows you to preview stats and drop rates of rare item variants such as the Chaos Straight Sword without having to forge them.
Multiplier Calculation and Scaling
Each ore has a multiplier value (shown as “2.0x”, “3.5x”, etc.). Your forged item’s stats depend on the average multiplier of all ores used:
Average Multiplier = (Sum of all ore multipliers) ÷ (Total ore count)
This average then scales the ATK/DEF and value stats of your forged item. Higher multiplier ores significantly increase damage, defense, and value when they make up a substantial portion of the mix. For example, a weapon forged primarily with Eye Ore (4.0× multiplier) will deal 20x more damage than one made with common Stone (0.2× multiplier), even if both result in the same weapon type.
Note: The name and material of a forged item are based on the ore that is most present in the forge mix. In cases where you have multiple ores in the mix in the same amount, the name and look of an item will be based on the ore with the highest multiplier. For example, if you forge an item using 9 Mithril (3.5x), 9 Uranium (3.0x), and 9 Eye Ore (4.0x), the main ore will be Eye Ore.
Item Value Calculation
The values of items are affected by three multipliers in total: ore, rarity, and rare ore one. The latter two multipliers are the reason why rarer weapon and armor variations are more expensive, especially when forged using Legendary ores, for example. The complete value formula is this:
Value = Base Value * Ore Multiplier * Rarity Multiplier * Rare Ore Multiplier
Rarity multiplier applies to the base value of an item variant, and it is higher the lower the forge chance of an item variant within its item category is. One thing to note is that weapons and armor have separate scaling. The scaling goes as follows for weapons:
| Forge Chance | Rarity Multiplier |
|---|---|
| 1/1 | 1.0x |
| 1/2 | 1.05x |
| 1/4 | 1.1x |
| 1/8 | 1.15x |
| 1/16 | 1.2x |
And for armor variants:
| Armor Type | Rarity Multiplier |
|---|---|
| Samurai (Medium) | 1.1x |
| Viking (Medium) | 1.2x |
| Dark Knight (Heavy) | 1.2x |
| Wolf (Heavy) | 1.3x |
Rare ore multiplier is a fixed 1.25x increase to the value of an item. It is applied to all items forged with at least one Legendary or rarer ore from the Forgotten Kingdom area, or any of the ores from the Frostspire Expanse.
For example, the calculation for the value of a Wolf Chestplate (Heavy armor) forged using only Etherealite looks like this:
1,355 (Base) * 11.1 (Ore Multi) * 1.3 (Rarity Multi) * 1.25 (Rare Ore Multi) = 24,441 $
Ore Traits and Activation
Certain ores apply special traits that provide bonus effects to forged items. Traits activate under specific conditions:
- The ore must constitute at least 10% of your total ore mix
- Some traits are exclusive to weapons or armor, while others apply to both
- Trait strength scales with representation: minimum effect at 10%, maximum at 30%, with linear scaling between these thresholds (Having more than 30% of an ore in the mix is redundant in most cases)
For example, if Fireite constitutes 20% of your weapon forge, its fire damage trait will be approximately halfway between its minimum and maximum possible values.
Tip: You can use search filters in the Ore List to filter ores based on whether they apply traits to weapons or armor.
Area-Specific Variations
Forgotten Kingdom and Stonewake’s Cross have different variant pools and probabilities. Some items are exclusive to a single area, while others have different drop rates across areas. The calculator includes an area toggle in the Forge Chances section that adjusts variant availability and probability calculations accordingly.
Notes
- This calculator assumes 100% quality (Masterwork) forge results, which represent the maximum possible stats for a given multiplier. Actual in-game results may vary based on your performance in the shaping mini-game when forging an item.
- The probability percentages shown are the game’s actual rates, not guarantees. An 80% probability means there’s still a 20% chance you will get a different outcome, mirroring the inherent randomness of forging.
- Some ores may have hidden properties not fully documented in-game or by the community. For example, Uranium Ore has a hidden value multiplier that further increases the price of forged items.
- The individual variant drop rates under each weapon or armor type are normalized probabilities. For example, Uchigatana and Tachi, with rates of “1/1” and “1/4” respectively, translate to approximately 80% and 20% probabilities when forging a Katana.
- Trait activation depends solely on ore percentages. If your actual in-game forging uses a different distribution than what you tested in the calculator, trait activation may differ.
Comments
85 commentsISLAND 4 ORES from holy tree. (I didnt test all of them. Just the ones that sounded like they would do something) All of these were done with atleast 33% ore amount Meteorite - ONLY WEAPON explosion: 60% of weapons damage, 25% chance of happening each hit Meteorite is a better magmaite Heavenly orb (OP) ONLY ARMOR 5% extra health, regen 15 heal per second, reduce incoming physical damage by 30%, has 45% chance per hit. Regen health has never been seen before, and I think this is the first ore with 3 traits It also has a high multiplier, it is a must have in any Armour recipe as of today. Sealed curse, WEAPON AND ARMOR. Trades body stats for damage. -20% vitality, -10% stamina, -15% movement speed, +30% damage. On ARMOR it also gives berserker. Boosts physical damage and speed by 20% for 6 seconds. 60 second cooldown, activates below 35% hp. Sun stone. WEAPON ONLY Deals 35% of weapons damage as fire per second for 5 seconds. 35% chance on hit. Lucky cat ARMOR ONLY. 5% luck boost, 5% chance to give 1 extra ore from a rock
Another suggestion for a quick update. I am able to drink 10 luck potions in a row and stack a 50min boost, however i can only use 15mins for mining potions at once, maybe make an option to 1 buy more than 10 of each at a time, but also maybe an option to consume all of a certain amount at once or to atleast stack the mining boost as well to the 50min mark along with luck potions?
It would also be nice if you could see what the weapon would look like in the game, it already tells you but it doesn't show it in the form of an imageIt would also be nice if you could see what the weapon would look like in the game, it already tells you but it doesn't show it in the form of an image
Hola la página muy útil Para los que dicen que las página les decía algo y les dio otra cosa entiendan que hay varios factores que influyen como la probabilidad y lo más importante la calidad de la forja(si una espada tiene mala forja va a hacer menos daño que un masterwork) La verdad muy buena página algo que me gustaría es que añadan las variaciones(por ejemplo si una katana me sale tachi en vez de uchigatana cuanto daño y velocidad tendría en comparacion de la variante normal
La página si sirve lo que pasa es que te tira lo que tiene más posibilidad de salir no lo que te va a salir exactamente, por qué les recuerdo que la posibilidad en un juego así tiene un significado de que te sale esto o lo otro no es culpa de la página que ponga que si o si va a salir ya que solo se basa en la posibilidad del juego

La calculadora está bien, es muy buena, pero lo que le falta es decir efectos negativos como la reducción de velocidad o de estamina, más también la falta de efectos positivos (Como la Evil Eyes)