Iron Soul Dungeon Forge: Ore Costs & Mix Recipes
Forging is the progression system in Iron Soul: Dungeon — you do not find weapons, you make them, and four things decide what comes out: the ore's multiplier, how much ore the item costs, your mini-game performance, and the crafting pool your ore lands in.
Ore cost and success rate per craft
| Item | Ore needed | Success rate | Notes |
|---|---|---|---|
| Light weapon | 3 | 100% | Cheapest craft in the game — the standard early-tier reroll target. |
| Staff | 10 | 80% | The 20% miss is why staff mains keep a deeper ore bank. |
| Heavy weapon | 16 | 100% | Guaranteed, but over five times the ore of a light weapon. |
| Gauntlets | 18 | 5% / 19% / 52% | Odds shown for no relic / common relic / legendary relic. |
| Bow | 18 | 5% / 19% / 52% | Same relic-gated odds as gauntlets — this is why bow blueprints feel locked. |
| Light helmet | 3 | 100% | — |
| Light breastplate | 10 | 80% | — |
| Heavy helmet | 15 | 80% | — |
| Heavy breastplate | 22 | 100% | — |
Those relic-gated 5% / 19% / 52% odds on bows and gauntlets are the reason "how do I get a bow blueprint" is one of the most-asked questions about this game — the answer is relics, not luck. Details in the bow and gauntlet guide.
Multiplier, mini-game, pools and rarity
- Multiplier — your indicator of the base stats you will get. It grows with ore level, and hell-mode ore usually carries a higher multiplier than the normal variant. Full list on the ore page.
- Mini-game performance — 100% performance gives the best result, and poor performance can lose quality when you mix ore. A private server removes the visual clutter that causes most misses.
- Crafting pools — shown on the right while crafting. The strongest item in the tier sits bottom-right, the weakest top-left. Mixing ore widens the pool, so the finished gear can land well below what the multiplier suggested.
- Rarity — decided by the ore: at least half your input must be mythic for a mythic-quality craft. Rarity does not change base stats, it changes how many sub-stats you can carry, which is where the real power sits.
Recorded mix recipes
| First ore | Second ore | Ratio | What it is for |
|---|---|---|---|
| Witherite | Eye of Evil | 2:1 | Slightly stronger than pure Witherite; a late-progression staple. |
| Sunflare | Flourite | 1:2 | Produces mythic gear on tier with early Frozen Valley (Tier 2) gear. |
| Earthmaw | Voidstar | 2:1 | Stretches an ore supply; acceptable for Frozen Valley / Tier 2 gear. |
| Earthmaw | Aquamarine | 2:1 | Opens a dangerously wide loot pool but can produce early mythic Tier 3 gear. |
These are the mixes the official wiki records as tested — not every viable mix is listed there, and the wiki explicitly encourages experimenting. One warning it repeats: witherite and rotten lotus look on-tier by multiplier but are not, because of their level difference.
Recommended crafts by progression stage
The official Frozen Valley notes record a chronological ore order rather than per-item recipes — Iron Soul has no fixed "recipe list" where a named weapon comes from a named formula. What exists is this: which ore to bring, in what ratio, for which slot.
| Ratio | Primary ore | Secondary ore | Craft |
|---|---|---|---|
| Pure | Verdanite | — | Light weapon |
| Any | Hexbane | Bloodshard | Secondary weapon / any |
| Pure | Painstone | — | Light weapon |
| 1:2 | Sunflare | Flourite | Secondary weapon |
| Pure | Torbernite | — | Light weapon |
| 1:2 | Voidstar | Earthmaw | Secondary weapon |
| Any | Hexbane | Bloodshard | Heavy chest piece |
| 1:1 | Sunflare | Flourite | Heavy chest piece |
| 1:2 | Voidstar | Earthmaw | Heavy chest piece |
Do not bless weapons past +3 until the last two rows — earlier weapons get replaced before the investment pays off. Stage-by-stage context is in the Frozen Valley guide.
Forge data transcribed from the official wiki (game version 10.4):
Next step after a good craft: push it further with blessings — the first three levels never fail.