The Forge Calculator – Crafting Odds and Ore Values
The Forge never adds your ores’ multipliers together — it averages them, so one careless pile of stone can drag a Darkryte down to nothing. Load the crucible here first: see the mix’s true average multiplier, what the raw pile would sell for, which traits cross the 10% line and actually switch on, how your ore count stacks up against the tested category anchors, and how long a rare drop should really take to grind.
Your forge
Advanced options — ore slots 3 and 4
The advanced fields below are already included in the result with their default values — open Advanced options to change them.
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The mix
How the average was worked out
How to read this
Gold is doing the lifting in this pile at 20% of the mix. Every common ore you stir in pulls the average back toward that ore’s own low multiplier — so grow a pile with mid-tier ores first, and reach for the rarest ones only when they can hold at least a tenth of the mix.
- The Forge never adds multipliers together — it averages them, so the average multiplier is the sum of count times multiplier divided by total count.
- A traited ore only switches its trait on when its own share reaches past the 10% line — below it, the ore still counts toward the average but its trait stays dark.
- The starter pile of twenty Iron and five Gold averages 0.41 times with a raw pile value of $202.50 before it ever melts.
- See the mix
- Category outlook for your pile
- Pairs well with this calculation
- Forging in three steps
- How the forge calculator works
- Going deeper
- Four mixes, and what each one teaches
- The variation table, at a glance
- Categories, anchors, and the numbers the page refuses to invent
- Reading a mix: the weighted average, the 10% line, and the 30% aim
- Grinding smart: averages, anchors, and what not to invent
- Frequently asked questions
- Every ore in the table
See the mix
Every ore’s slice of the crucible, measured against the line that decides whether its trait wakes up.
The black marker is the 10% trait line. A traited ore only switches its trait on when its own bar reaches past that marker — one rare ore drowned in filler is just expensive filler.
The one idea underneath all of it
A forge is a weighted average wearing a furnace costume. The game weighs each ore by how many of it you loaded, averages the multipliers, and hands the result to the item — which is why the count column matters exactly as much as the ore column, and why “best ore in a big pile of junk” is the most expensive mistake in the game.
Category outlook for your pile
Your pile: 25 ores. Each category below is compared with the two points testers have published for it — the count where it first appears, and its best-known count.
| Category | First appears | Chance there | Best-known count | Chance there | Your 25 ores |
|---|---|---|---|---|---|
| Dagger | 3 ores | 100% | 3 ores | 100% | At its best-known count |
| Straight Sword | 4 ores | 14% | 6 ores | 86% | At its best-known count |
| Gauntlet | 7 ores | 20% | 9 ores | 65% | At its best-known count |
| Katana | 9 ores | 10% | 12 ores | 72% | At its best-known count |
| Great Sword | 12 ores | 3% | 16 ores | 69% | At its best-known count |
| Great Axe | 16 ores | 1% | 22 ores | 67% | At its best-known count |
| Colossal Sword | 21 ores | 2% | 50 ores | 70% | In range — between its published points |
Anchors from ProGameGuides’ tested crafting table (updated December 2025). Chances at counts between the two published points are not published per ore count — inside the game, the crucible shows the exact live percentage for the pile you loaded, so plan with these anchors and confirm on screen.
Pairs well with this calculation
The neighbouring tools — for the odds before the grind and the percentages behind the mix.
Forging in three steps
Build the pile on paper
Pick up to four ore types and set their counts here first. The mix view answers with the pile’s true average multiplier and its raw sell value before a single ore is at risk.
Mind the tenth
Check every traited ore against the 10% line in the mix view. Below it, the ore still counts toward the average but its trait stays dark — grow its share or leave it in the chest.
Size the pile to the prize
Read the category outlook for your total count, then switch to the grind view to budget the mining: expected rocks, and the rocks a 90% shot honestly takes.
How the forge calculator works
average multiplier = Σ(count × multiplier) ÷ Σ(count) · trait on when count ÷ total ≥ 10%
The starter pile. Twenty Iron (0.35×) with five Gold (0.65×). Weighted sum = 20 × 0.35 + 5 × 0.65 = 10.25, over 25 ores — an average of 0.41×, and a raw pile worth 20 × $5.25 + 5 × $19.50 = $202.50 before it ever melts.
The dilution lesson. One Arcane Crystal — the rarest roll in this table at 1 in 100,000, with a 7.5× multiplier — buried in nine Stone: (7.5 + 9 × 0.2) ÷ 10 = 0.93×. The crystal keeps exactly 10.0% of the pile, and the pile still crafts like slightly-posh rock. Rarity does not leak into the average; only share does.
The trait edge. One Demonite among nine Iron is 1 ÷ 10 = 10.0% of the crucible, so its burn trait is live. Add a single extra Iron and the same Demonite becomes 1 ÷ 11 = 9.1% — present in the item, absent from its effects.
The long grind. Darkryte rolls at 1 in 5,555. Mine exactly 5,555 rocks and the chance of having found at least one is 1 − (1 − 1/5,555)^5,555 = 63.2% — not a certainty. A coin-flip 50% shot takes 3,851 rocks; a 90% shot takes 12,790.
Going deeper
The average multiplier sets the item’s potential, but the finished piece is also shaped at the anvil: crafting guides describe the forging mini-games — the hammering, heating and cooling steps — grading the result, with Sensei training lifting quality further. That is why two identical piles can leave the forge as different items, and why this page sticks to the half of the craft that is pure arithmetic: the mix, its value, its traits and the odds around it.
It is also worth knowing what a bigger pile really buys. Ore count does not raise the multiplier at all — it widens the category pool toward the heavy gear and nudges each category toward its best-known chance. Players who load 50 ores of gravel chasing a Colossal Sword get the sword’s odds with gravel’s multiplier; the outlook table above exists to catch exactly that trade before it is made.
Two gaps in the public data shaped this page. First, category chances: testers publish the chance at the count where a category first appears and at its best-known count, but not a verified chance for every count in between — so the outlook shows those two anchors and says so, instead of drawing a smooth curve and pretending it was measured. Second, trait strength: one community tool models how a trait grows stronger past the 10% line, but that curve is single-sourced, so this page reports activation only — on or off — until a second source corroborates it.
The ore table covers the 42 rock-mined ores whose roll, multiplier and price agree across the BloxInformer wiki and TechWiser: Stonewake’s Cross, the Forgotten Kingdom and the Goblin Cave crystals. Ores from the newer Frostspire Expanse, The Peak and Raven Cave areas, and ores that drop from enemies rather than rocks, are held back until their numbers are cross-checked the same way — a shorter table we can defend beats a longer one we cannot.
Four mixes, and what each one teaches
The default: Gold does the lifting. Twenty Iron at 0.35× and five Gold at 0.65× give a weighted sum of 20 × 0.35 + 5 × 0.65 = 10.25, divided by 25 ores for an average of 0.41×, and the raw pile would sell for $202.50 (20 × $5.25 + 5 × $19.50). Gold is 20% of the pile but contributes 3.25 of the 10.25 weighted sum — nearly a third of the average from a fifth of the ores — which is why the page’s advice is to grow a pile with mid-tier ores first and reach for the rarest ones only when they can hold at least a tenth of the mix. Every common ore stirred in pulls the average back toward its own low multiplier, and the average, not the best ore, is what the forged item inherits.
The trait that switches on. Replace the five Gold with five Obsidian (2.35×, $35.25 each, trait +30% Vitality) and the pile becomes 20 × 0.35 + 5 × 2.35 = 18.75, an average of 0.75×, with a raw sell value of $281.25 — and the trait switches on, because Obsidian is 20.0% of the mix, past the 10% line. The average nearly doubles and a trait appears, from a single substitution, because Obsidian is both a far stronger multiplier and present in enough quantity to count. This is the pile the default is gesturing at when it says mid-tier ores first: a pile built around one strong ore at a real share beats a pile sprinkled with rarities at token shares.
The trait that stays off. Keep the Obsidian but cut it to a single ore — 24 Iron and 1 Obsidian — and the average falls to 0.43× (24 × 0.35 + 1 × 2.35 = 10.75, divided by 25), the sell value falls to $161.25, and the trait stays off: Obsidian is 4.0% of the mix, under the 10% line, so it still counts toward the average but its trait does nothing. One rare ore drowned in filler is just expensive filler — the page’s own phrase, and the arithmetic proves it: the single Obsidian lifts the average from 0.35× to 0.43× (+0.08×) while contributing a trait that never fires. If the trait is the reason for the ore, the ore needs a tenth of the pile; if the average is the reason, the ore needs to be strong enough to move it.
The grind behind the pile. A pile is only as good as the ores you can actually mine, and the grind calculator prices that in luck, not effort. Iron rolls at 1 in 5 per rock: 5 rocks give a 67.2% chance of at least one Iron, with 4 rocks for a 50% shot, 11 for 90% and 14 for 95% — and after 5 rocks there is still a 32.8% chance Iron has not shown up at all. Gold rolls at 1 in 16: 5 rocks give only a 27.6% chance, 20 rocks give 72.5%, and the budget rows stretch to 11 rocks for 50%, 36 for 90% and 47 for 95%. Expected rocks — about 5 for Iron, about 16 for Gold — are averages, not promises, and the 50/90/95% rows are the honest way to budget a grind, because “expected” is the number you beat half the time and miss half the time.
The variation table, at a glance
Each row is a pile of 25 ores unless the row says otherwise; multipliers and sell values are the page’s own data, and the trait line is 10% of the pile.
| Pile (25 ores) | Weighted sum | Average multiplier | Raw sell value | Trait |
|---|---|---|---|---|
| 20 Iron + 5 Gold (default) | 10.25 | 0.41× | $202.50 | None — Iron and Gold carry no trait |
| 20 Iron + 5 Obsidian | 18.75 | 0.75× | $281.25 | Obsidian +30% Vitality — ON (20.0%) |
| 24 Iron + 1 Obsidian | 10.75 | 0.43× | $161.25 | None active — Obsidian at 4.0%, under the line |
| 25 Iron alone | 8.75 | 0.35× | $131.25 | None — Iron carries no trait |
The 25-Iron row is arithmetic from the page’s own data (25 × 0.35 = 8.75; 25 × $5.25 = $131.25), included as the baseline every other row is measured against. Read the table down the average column and the story is plain: the trait-on pile is the only one that escapes the 0.4× band, and it does so because one strong ore holds a fifth of the pile, not because the pile contains a rare name.
Categories, anchors, and the numbers the page refuses to invent
What the category table actually says. For the default pile of 25 ores, the weapons table reads: Dagger at its best-known count (3 ores, 100%); Straight Sword at its best-known count (6 ores, 86%, first appearing at 4 ores with 14%); Gauntlet at its best-known count (9 ores, 65%, first at 7 with 20%); Katana at its best-known count (12 ores, 72%, first at 9 with 10%); Great Sword at its best-known count (16 ores, 69%, first at 12 with 3%); Great Axe at its best-known count (22 ores, 67%, first at 16 with 1%); and Colossal Sword in range between its published points (21 ores at 2%, best-known 50 ores at 70%). The pattern across every category is the same: a long, flat start — single-digit chances at the first-appearance count — and then a steep climb to a best-known count in the high sixties to eighties percent. A pile between the two points is “in range”, and the honest statement about it is that its exact chance is not published: testers publish the chance at the two anchor counts, and chances at counts between them are not published per ore count. Inside the game, the crucible shows the exact live percentage for the pile you loaded, so the anchors are for planning and the crucible is for confirming.
Why the anchors are trusted, and where they stop. The anchors come from ProGameGuides’ tested crafting table, updated December 2025, cross-checked in two guides — the page says so, and the cross-check matters because category chances are the kind of figure that gets copied from wiki to wiki until nobody remembers who tested it. The page’s discipline is visible in what it does not do: it does not interpolate between the anchors into a smooth curve, because no tester published the intermediate points, and a curve fitted to two points would be invented data wearing a tested label. The same discipline appears in the ore data: 42 ores with multipliers from 0.20× (Stone) to 7.50× (Arcane Crystal), and the one known disagreement stated rather than resolved — Eye Ore’s sell price is $37.50 on the wiki against $60 on TechWiser, and the page uses the wiki figure everywhere, including the calculator, so its pile values are consistent even where the sources disagree.
The traited ores, and the tenth that wakes them. Most ores carry no trait, and the ones that do are worth listing because the 10% line decides whether they matter: Poopite (Bad Smell, a poison aura at low health), Obsidian (+30% Vitality), Rivalite (+20% Critical Strike Chance), Uranium (armor aura dealing area damage around you), Mythril (+15% Vitality), Eye Ore (−10% Health, +15% Damage), Fireite and Demonite (burn damage on hit), Magmaite (explosions on hit), Lightite (speed boost on armor) and Darkryte (Shadow dodge). Every one of them follows the same rule proven in the variation table: at or above a tenth of the pile the trait switches on, below it the ore still counts toward the average and nothing else. A pile built for a trait is therefore a pile built around a share, not a name — Darkryte at 6.30× is the second-strongest multiplier on the page, but a single Darkryte in a 25-ore pile is 4% of the mix, and its Shadow dodge stays asleep.
The one idea, applied to a real pile. The page’s summary line is that a forge is a weighted average wearing a furnace costume, and the default pile is the proof: Gold, the best ore in the pile, is 20% of it, yet the average is 0.41× — closer to Iron’s 0.35× than to Gold’s 0.65×, because the average is weighted by count and Iron outnumbers Gold four to one. The most expensive mistake in the game is “best ore in a big pile of junk”, and the calculator exists to make that mistake visible before a single ore is at risk: build the pile on paper, check every traited ore against the 10% line, read the category anchors for the count you actually have, and only then commit the ores. The forge never adds multipliers together, and neither should your plan.
Reading a mix: the weighted average, the 10% line, and the 30% aim
Three numbers decide whether a pile is worth forging: its average, its traits, and its category.
The average is weighted by count, never by ore type. The game multiplies each ore’s count by its multiplier, adds those products, and divides by the total number of ores — the calculator on this page shows the same arithmetic. Twenty Iron at 0.35× with five Gold at 0.65× gives (20 × 0.35 + 5 × 0.65) ÷ 25 = 0.41×. Adding one rare ore to a large pile of common ore barely moves that average, which is why the mix view warns when a strong ore is drowned by filler. The only way to pull the average toward a strong ore is to give that ore a bigger share of the pile.
Traits follow a different rule. A trait switches on when its ore makes up at least 10% of the crucible — one Demonite among nine Iron is exactly 10.0% and its burn trait is live; add one more Iron and the same Demonite falls to 9.1% and the trait stays off. Guides describe trait effects strengthening as the ore’s share rises, aiming for roughly 30% for full effect, with up to three traits at full strength in one craft. Treat the 30% figure as community guidance, not a published game rule: the 10% switch-on line is the one the calculator can verify from the game’s own display, and the crucible shows the live percentage for the pile you loaded, so confirm there before forging.
Grinding smart: averages, anchors, and what not to invent
Drop chances are averages over many rocks. Budgets should be built on percentiles, not on luck.
A 1-in-5,555 Darkryte does not mean 5,555 rocks guarantee one. The chance of at least one drop in K rocks is 1 − (1 − 1/N)^K, so 5,555 rocks give only about a 63% chance of having seen one, and 3,851 rocks give a coin-flip 50%. The grind view on this page budgets the same way for every ore: it shows how many rocks reach 50%, 90% and 95% chances, because budgeting on the expected value — the average — leaves you empty-handed about half the time. Gold, at 1 in 16, needs 36 rocks for a 90% chance, against an expected value of about 16.
Category chances need the same honesty. Testers publish two honest points per category — the chance when the category first appears and the chance at its best-known count — and this page shows exactly those anchors, labelled as anchors. Chances between anchors are not published per ore count, so any smooth curve between them would be invented. Plan with the anchors, confirm the exact percentage in the crucible for your loaded pile, and remember that the ore table itself is community-published game data captured in October 2026: game updates can change any value, and the in-game display always wins over a guide.
Frequently asked questions
How does the multiplier work when I forge in The Forge?
It averages — it never stacks. The game takes every ore in the crucible, multiplies each ore’s count by that ore’s multiplier, adds those up, and divides by the total number of ores. Twenty Iron at 0.35× with five Gold at 0.65× gives (20 × 0.35 + 5 × 0.65) ÷ 25 = 0.41×, not 1.0× and certainly not the sum of the two. That single rule is why a pile of common ore drags a great ore down, and why this calculator asks for counts, not just ore names.
How many ores do I need, and how many types can I mix?
A forge needs at least 3 ores in total, and one attempt can hold up to 4 different ore types. Community calculators put the working range at 3 to 55 ores per attempt. The total count matters as much as the mix: heavier categories only enter the pool as the pile grows — a Colossal Sword cannot appear below 21 ores, and a Heavy Chestplate needs 29 — while light gear stays possible at almost any count.
When does an ore trait actually turn on?
When that ore makes up at least 10% of everything in the crucible. One Demonite among nine Iron is exactly 10.0% of the pile, so its burn trait is live. Add one more Iron and the same Demonite drops to 9.1% — still in the item, but its trait stays off. Traits are the one place where a small slice of a rare ore pays in full, which is why the mix view above flags every traited ore against the 10% line.
Why does the outlook show anchor chances instead of an exact percentage for my count?
Because the exact per-count chances are not published anywhere we could verify. Tested crafting guides publish two honest points per category — the chance when the category first appears, and the chance at its best-known count — and this page shows exactly those, labelled as anchors. Anything in between would be an invented curve dressed up as data. In the game itself, the crucible displays the live percentage for the pile you loaded, so use these anchors to plan the pile, then read the exact number on screen before you confirm.
How many rocks will a rare ore actually take?
On average, about as many rocks as its roll says: a 1-in-777 Uranium takes roughly 777 rocks of mining in its area. But averages hide the luck. The chance of at least one drop in K rocks is 1 − (1 − 1/N)^K, so even a full 5,555 rocks after a Darkryte (1 in 5,555) only gives you a 63.2% chance of having seen one — and it takes 3,851 rocks just to reach a coin-flip 50%. The grind view above runs those numbers for any ore.
Where does this calculator’s data come from?
The ore table — roll chances, multipliers, sell prices and traits — is the community-published game data cross-checked between the BloxInformer wiki and TechWiser’s ore guide, captured in October 2026; the two agree on every value in the table except Eye Ore’s price, where this page uses the wiki’s $37.50. The category anchors come from ProGameGuides’ tested crafting guide. Game updates can change any of these numbers. CalcFolk is a fan-made tool and is not affiliated with the game’s creators or with Roblox.
Why is my average closer to my worst ore than my best?
Because the forge averages by count, not by ore. In the default pile, Gold at 0.65× is 20% of the mix and Iron at 0.35× is 80%, so the average of 0.41× sits much closer to Iron — the weighted sum is 20 × 0.35 + 5 × 0.65 = 10.25, divided by 25 ores. Multipliers average; they never add up. The only way to move the average toward a strong ore is to give that ore a bigger share of the pile.
My traited ore is in the pile — why is its trait off?
Because a trait switches on only when its ore holds at least 10% of the pile. One Obsidian in 25 ores is 4.0%, so its +30% Vitality stays off even though the ore still counts toward the average (0.43×, against 0.35× for pure Iron). Five Obsidian in 25 ores is 20.0%, past the line, and the trait fires while the average jumps to 0.75×. If the trait is the reason for the ore, the ore needs a tenth of the pile.
What chance do I have at a category between the published anchors?
Honestly: not published. Testers publish the chance at the count where a category first appears and at its best-known count — for example, Colossal Sword at 2% with 21 ores and 70% with 50 ores — and chances at counts between those points are not published per ore count. Inside the game, the crucible shows the exact live percentage for the pile you loaded, so plan with the anchors and confirm on screen rather than trusting any curve fitted between two points.
How many rocks should I budget for a Gold grind?
Gold rolls at 1 in 16 per rock: 5 rocks give a 27.6% chance of at least one, 20 rocks give 72.5%, and the budget rows are 11 rocks for a 50% shot, 36 for 90% and 47 for 95%. Budget on the 90% row, not the expected value of about 16 rocks — expected is an average you beat half the time and miss half the time, while 36 rocks leaves only a 10% chance of coming home empty. Compare Iron at 1 in 5: 4 rocks for 50%, 11 for 90%, 14 for 95%.
Should I mix a rare ore with common ores?
Only if you accept what the weighted average will do to it. A small share of a rare ore barely lifts the average, while a large share of common ore drags it down toward the common multiplier — twenty Iron at 0.35× with five Gold at 0.65× averages 0.41×, much closer to Iron than to Gold. Mixing makes sense when the rare ore’s trait is the point and its share clears the 10% line, or when the rare ore is plentiful enough to hold a large share. If neither is true, forging the rare ore with ore of similar strength, or saving it, usually beats diluting it.
Do traits work on both weapons and armor?
It depends on the trait. Some traits are weapon-only, some armor-only, and some work on both — Darkryte’s dodge-on-damage trait, for example, is armor-only, while Magmaite’s area explosion applies on weapons. The ore table on this page shows which items each trait applies to, and the mix view flags traited ores against the 10% line for the item you are forging. Check the trait’s target before committing rare ore: a trait that cannot fire on the item you are making contributes nothing, however strong its multiplier.
Every ore in the table
The 42 rock-mined ores behind this calculator — roll chance per rock, multiplier, unforged sell price and trait — as published by the BloxInformer wiki and cross-checked against TechWiser, October 2026.
Stonewake’s Cross
| Ore | Rarity | Roll | Multiplier | Sell price | Trait |
|---|---|---|---|---|---|
| Stone | Common | 1 in 1 | 0.2× | $3.00 | — |
| Sand Stone | Common | 1 in 2 | 0.25× | $3.75 | — |
| Copper | Common | 1 in 3 | 0.3× | $4.50 | — |
| Iron | Common | 1 in 5 | 0.35× | $5.25 | — |
| Tin | Uncommon | 1 in 7 | 0.425× | $6.38 | — |
| Silver | Uncommon | 1 in 12 | 0.5× | $7.50 | — |
| Gold | Uncommon | 1 in 16 | 0.65× | $19.50 | — |
| Mushroomite | Rare | 1 in 22 | 0.8× | $12.00 | — |
| Platinum | Rare | 1 in 28 | 0.8× | $12.00 | — |
| Bananite | Uncommon | 1 in 30 | 0.85× | $12.75 | — |
| Cardboardite | Common | 1 in 31 | 0.7× | $10.50 | — |
| Aite | Epic | 1 in 44 | 1.1× | $16.50 | — |
| Poopite | Epic | 1 in 131 | 1.2× | $18.00 | Bad Smell (poison aura at low health) |
Forgotten Kingdom
| Ore | Rarity | Roll | Multiplier | Sell price | Trait |
|---|---|---|---|---|---|
| Cobalt | Uncommon | 1 in 37 | 1× | $15.00 | — |
| Titanium | Uncommon | 1 in 50 | 1.15× | $17.25 | — |
| Lapis Lazuli | Uncommon | 1 in 73 | 1.3× | $19.50 | — |
| Volcanic Rock | Rare | 1 in 55 | 1.55× | $23.25 | — |
| Quartz | Rare | 1 in 90 | 1.5× | $22.50 | — |
| Amethyst | Rare | 1 in 115 | 1.65× | $24.75 | — |
| Topaz | Rare | 1 in 143 | 1.75× | $26.25 | — |
| Diamond | Rare | 1 in 192 | 2× | $30.00 | — |
| Sapphire | Rare | 1 in 247 | 2.25× | $33.75 | — |
| Cuprite | Epic | 1 in 303 | 2.43× | $36.45 | — |
| Obsidian | Epic | 1 in 333 | 2.35× | $35.25 | +30% Vitality |
| Emerald | Epic | 1 in 363 | 2.55× | $38.25 | — |
| Ruby | Epic | 1 in 487 | 2.95× | $44.25 | — |
| Rivalite | Epic | 1 in 569 | 3.33× | $49.95 | +20% Critical Strike Chance |
| Uranium | Legendary | 1 in 777 | 3× | $66.00 | Armor aura: AoE damage around you |
| Mythril | Legendary | 1 in 813 | 3.5× | $52.50 | +15% Vitality |
| Eye Ore | Legendary | 1 in 1,333 | 4× | $37.50 | -10% Health, +15% Damage |
| Fireite | Legendary | 1 in 2,187 | 4.5× | $67.50 | Burn damage on hit |
| Magmaite | Legendary | 1 in 3,003 | 5× | $75.00 | Explosions on hit (AoE) |
| Lightite | Legendary | 1 in 3,333 | 4.6× | $69.00 | Speed boost on armor |
| Demonite | Mythical | 1 in 3,666 | 5.5× | $82.50 | Burn damage on hit |
| Darkryte | Mythical | 1 in 5,555 | 6.3× | $94.50 | Shadow dodge |
Goblin Cave crystals
| Ore | Rarity | Roll | Multiplier | Sell price | Trait |
|---|---|---|---|---|---|
| Green Crystal | Epic | 1 in 255 | 2.5× | $37.55 | — |
| Orange Crystal | Epic | 1 in 255 | 3× | $45.00 | — |
| Magenta Crystal | Epic | 1 in 255 | 3.1× | $46.50 | — |
| Crimson Crystal | Epic | 1 in 255 | 3.3× | $49.50 | — |
| Blue Crystal | Epic | 1 in 255 | 3.5× | $51.00 | — |
| Rainbow Crystal | Legendary | 1 in 5,000 | 5.25× | $78.75 | — |
| Arcane Crystal | Mythical | 1 in 100,000 | 7.5× | $112.50 | — |
One known disagreement: Eye Ore’s sell price — the wiki lists $37.50, TechWiser lists $60. This page uses the wiki figure everywhere, including the calculator.
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