Ore is more than just crafting fodder in The Forge. A small set of rare materials come with “traits” – passive effects that sit on top of your weapon and armor stats and quietly decide how hard you hit, how tanky you feel, or whether you survive a one-shot.
The game’s Index doesn’t currently spell those traits out, so it’s easy to waste rare drops without understanding what they do. The overview below focuses only on ores with traits: what each one does at full strength, what it works on, and the rock types and odds you’re dealing with when you go mining.
How ore traits work in The Forge
Trait ores behave differently from regular materials in two important ways:
- They add a passive effect on top of normal stats. For example, Obsidian can add a large chunk of extra health to armor, and Magmaite can give your weapon a chance to trigger an explosion.
- They need enough share of your recipe to “turn on.” To reach full strength, a trait ore needs to make up roughly 30% of the total ore in that specific forge mix. You can have up to three different trait ores at that 30% threshold in one craft, which means up to three maxed traits on a single piece of gear.
Traits are tied to the finished item, not the individual ore piece. Once a weapon or armor is forged, it keeps the trait as a percentage bonus, a chance-on-hit effect, or an on-low-health trigger.

All trait ores and what they do
The table below summarizes every ore with a known trait, their maximum effect values, and whether they apply to weapons, armor, or both. Percentages are the “max buff” when you’ve hit that ~30% composition threshold in the recipe.
| Ore | Trait effect (maxed) | Works on | Primary trigger |
|---|---|---|---|
| Scatite / Poopite | Poison gas cloud when you drop below 35% HP, dealing 15% poison damage per tick for 5 seconds and fearing enemies. | Weapons | HP threshold (≤35%) |
| Obsidian | Up to +30% maximum HP on armor. | Armors | Always on |
| Rivalite | Up to +20% critical hit chance on weapons. | Weapons | Always on |
| Uranium | AoE blast in combat that deals 5% of your maximum HP as damage. | Armors | In combat (periodic) |
| Mythril | Up to +15% maximum HP on armor. | Armors | Always on |
| Eye Ore | +15% damage and -10% maximum HP on the item. | Weapons & Armors | Always on |
| Fireite | 30% chance to apply a burn that deals 20% of weapon damage per second for 2 seconds. | Weapons | On hit |
| Magmaite | 35% chance to trigger an explosion dealing 50% of your weapon’s damage in an area. | Weapons | On hit |
| Lightite | Up to +15% movement speed on armor. | Armors | Always on |
| Demonite | 25% chance to burn an enemy when you are hit, dealing burn damage for a short time. | Armors | When taking damage |
| Darkryte | 15% chance to dodge incoming attacks and gain a burst of movement speed. | Armors | When taking damage |
Poopite and Scatite refer to the same “fart cloud” trait in practice: a low-HP panic button that poisons and scares enemies around you.
Poopite / Scatite (panic poison cloud)
Poopite – listed as Scatite in the in-game index – is the only trait ore you can realistically hit while still in Stonewake’s Cross. Its effect is simple: when your health falls to 35% or less, it creates a gas cloud that both damages and fears enemies around you.
- Max effect: 15% poison damage per tick for 5 seconds, centered on your character.
- Applies to: Weapons only.
- Trigger: Automatically when HP is at or below 35%, then goes on a short cooldown.
- Where it drops: From Pebble, Rock, and Boulder nodes in Stonewake’s Cross (about 1 in 131).
Because it’s weapon-only and gated behind a low-health condition, this trait is more about survivability than damage. It pairs well with tankier races or Obsidian/Mythril armor that keep you alive long enough to let the cloud tick.

Obsidian and Mythril (raw survivability on armor)
Obsidian and Mythril are the two straightforward defensive trait ores, both coming from the Forgotten Kingdom and later areas.
- Obsidian: Grants up to 30% bonus HP on armor at full trait strength. This is one of the largest flat survivability boosts available from a single trait.
- Mythril: Grants up to 15% bonus HP on armor. Smaller than Obsidian but still valuable, especially if you want a second defensive layer.
Both work only on armor pieces. Because armor attributes can stack across helm, chest, and legs, you can technically run multiple pieces with Obsidian and Mythril mixed in, at the cost of offensive traits elsewhere.
Both ores are mined from the Forgotten Kingdom:
- Obsidian: Legendary Epic ore found in Volcanic Rock nodes; roughly 1 in 333 chance per Volcanic Rock.
- Mythril: Legendary ore that drops from Basalt Vein nodes; around 1 in 813.

Rivalite and Eye Ore (offensive stat shifters)
For straightforward damage builds, Rivalite and Eye Ore reshape your core stats without relying on chance-based procs.
- Rivalite (weapons): At max strength, adds +20% critical hit chance to a weapon. Being always on, it scales cleanly with high base damage, attack speed, and any crit damage bonuses you pick up elsewhere.
- Eye Ore (both): Raises your damage by 15% on the item, but cuts your maximum HP by 10%. Its trait works on both weapons and armor, making it the only trait ore that currently spans both gear types.
Rivalite and Eye Ore are both late Forgotten Kingdom drops:
- Rivalite: Epic ore in Basalt Vein and Volcanic Rock, around 1 in 569.
- Eye Ore: Legendary ore that can appear in Basalt Rock, Basalt Core, Basalt Vein, and Volcanic Rock, about 1 in 1,333.
For glass-cannon setups, Eye Ore on weapons plus Obsidian or Mythril on armor smooths out some of the HP loss. If you’re leaning into dodge and mobility (Darkryte, Lightite), stacking Eye Ore pushes damage even higher at the cost of very spiky survivability.

Uranium, Fireite, and Magmaite (AoE and burn damage)
These three ores are all about area damage and damage-over-time effects, but they trigger in different ways.
Uranium (HP-based AoE)
- Effect: While in combat, periodically triggers an AoE that deals 5% of your maximum HP as damage around you.
- Applies to: Armor only.
- Drop: Legendary ore from Basalt Vein nodes in the Forgotten Kingdom, at about 1 in 777.
Because Uranium scales off max HP, it pairs naturally with Obsidian and Mythril. Tanky builds can turn their health pool into steady passive damage just by staying in melee range.
Fireite (weapon burns)
- Max effect: 30% chance on hit to apply a burn that ticks once per second for 2 seconds, each tick dealing 20% of your weapon’s damage.
- Applies to: Weapons.
- Drop: Legendary ore from Volcanic Rock, around 1 in 2,187.
Fast weapons get the most value here, as more hits mean more burn rolls. Fireite stacks comfortably with Rivalite (crits) and Magmaite (explosions) on high-speed setups.
Magmaite (explosive hits)
- Max effect: 35% chance to create an explosion on hit that deals 50% of your weapon’s damage in an area.
- Applies to: Weapons.
- Drop: Legendary ore in Volcanic Rock with around a 1 in 3,003 chance.
Magmaite shines on any build that wants to clear clusters of enemies quickly. Because the explosion scales off weapon damage, slow heavy-hitting weapons can turn each swing into a big AoE nuke when the proc lands.

Lightite, Demonite, and Darkryte (mobility and reactive defenses)
These ores don’t raise your raw attack numbers as much, but they change how often you get hit and how fast you move.
Lightite (flat movement speed)
- Effect: Adds up to 15% extra movement speed on armor.
- Applies to: Armors.
- Drop: Legendary ore that comes from Basalt Vein nodes, about 1 in 3,333.
Lightite is simple: you move faster, permanently, as long as you wear the armor piece. It’s especially useful for kiting ranged builds or for dodging boss telegraphs without relying entirely on dodge chance.
Demonite (burn when hit)
- Effect: On taking damage, has roughly a 25% chance to burn the enemy, dealing damage over time for a short duration.
- Applies to: Armors.
- Drop: Mythical ore from Volcanic Rock with about a 1 in 3,666 drop chance.
Demonite rewards you for being in the thick of melee. Combined with Fireite on weapons, you can apply burn both when you swing and when you get hit, creating a constant field of damage-over-time effects.
Darkryte (dodge and speed burst)
- Effect: Gives a 15% chance to dodge incoming attacks entirely and briefly increases movement speed when it triggers.
- Applies to: Armors.
- Drop: Mythical ore locked to Volcanic Rock, with the lowest trait ore odds in the game; roughly 1 in 6,655.
Darkryte’s effect mirrors the Shade/Shadow-style dodge perk: when it procs, the hit is simply avoided, no damage taken. On content where single hits can kill you, this is effectively a second line of defense on top of armor and HP.
Because of its rarity and strength, armor crafted with a maxed Darkryte trait functions almost like a luxury item: each piece you make demands a significant amount of Volcanic Rock farming.

Where to mine each trait ore
Trait ores are tightly tied to specific rock types and regions. If you’re targeting a particular bonus, you need to be in the correct cave and on the right node.
| Ore | Region | Rock types | Approx. odds |
|---|---|---|---|
| Poopite / Scatite | Stonewake’s Cross | Pebble, Rock, Boulder | 1 in 131 |
| Obsidian | Forgotten Kingdom (Volcanic depths) | Volcanic Rock | 1 in 333 |
| Rivalite | Forgotten Kingdom | Basalt Vein, Volcanic Rock | 1 in 569 |
| Uranium | Forgotten Kingdom | Basalt Vein | 1 in 777 |
| Mythril | Forgotten Kingdom | Basalt Vein | 1 in 813 |
| Eye Ore | Forgotten Kingdom / Volcanic depths | Basalt Rock, Basalt Core, Basalt Vein, Volcanic Rock | 1 in 1,333 |
| Fireite | Volcanic depths | Volcanic Rock | 1 in 2,187 |
| Magmaite | Volcanic depths | Volcanic Rock | 1 in 3,003 |
| Lightite | Forgotten Kingdom | Basalt Vein | 1 in 3,333 |
| Demonite | Volcanic depths | Volcanic Rock | 1 in 3,666 |
| Darkryte | Volcanic depths | Volcanic Rock | 1 in 6,655 |
All of the high-impact late-game traits (Magmaite, Fireite, Demonite, Darkryte) are tucked inside Volcanic Rock in the Volcanic depths, which is why that area is so heavily farmed.
How to reliably trigger traits when forging
Trait strength scales with how much of that ore you include in the recipe. The rough target is 30% of the total ore stack for each trait you care about. Below that, effects weaken; above that, you just crowd out other materials.
When you’re ready to craft:
Step 1: Decide on up to three traits you want on the item (for example, Magmaite + Fireite + Rivalite on a weapon, or Obsidian + Darkryte + Mythril on armor).
Step 2: For each chosen trait ore, reserve about 30% of the total ore count in your recipe. If you aim for three traits, that’s roughly a 30 / 30 / 30 split plus a small leftover margin for filler ore with good multipliers.
Step 3: Fill the remaining recipe slots with high-multiplier non-trait ores from the right region (such as Darkryte or Demonite themselves if you’re not using them as traits, or other high-value Forgotten Kingdom ores) to keep the final rarity and stats high.
Step 4: Forge the item and check the resulting stats and passive description to confirm that each trait you wanted has appeared.
Because armor traits can apply on each piece, you can split roles across your set – for example, boots with Lightite for movement, chest with Darkryte for dodge, and helm with Obsidian for HP – as long as each recipe respects that 30% share.

The ore system in The Forge is built to reward deliberate mining and recipe planning rather than blind dumping. Once you know which rock types hide each trait ore, and how much you need in a recipe to fully power them up, your weapons and armor stop being random upgrades and start feeling like deliberate builds.