FORGE FIELDNOTES / YOUR NEXT QUEST

A plan for your
next upgrade.

Pack the right ores. Measure your training. Know your odds. Turn the numbers on your game screen into one achievable next step.

3 planning toolsFree · no account
Illustrated forge with glowing ore and an adventurer
Original illustration · not a game screenshot

Calculations and material saves stay in this browser. Save and restore are explicit; inputs are never placed in a shared URL. Prefilled figures are editable examples, not measured game drop rates.

QUEST 01 / GATHER

What is still missing?

Track each ore separately so one abundant material cannot hide another shortage.

Choose a forge mixture ↗

Material 01
Material 02
Material 03
Material 04

Use your average kept haul, including zero-drop runs and bag limits. Separate routes use this same duration for each run. Leave unused rows completely blank.

QUEST 02 / TRAIN

When can you reach that target?

Measure total Power gained over a short sample. Your gear and zone bonuses are already included.

Rebirth decision guide ↗

Read Power before and after the sample, then enter the difference. Large values accept scientific notation, e.g. 1e9 for one billion.

Compare another setup (optional)

Measure it over the same sample length, then include any travel or setup time.

QUEST 03 / ROLL

Know the odds before you roll.

Choose any acceptable race, or use the probability shown in your current game menu.

Race guide & sources ↗
Any one of these is a hit

September 27, 2026 community menu report, not a fresh in-game check. Selected outcomes must be mutually exclusive on a single roll.

This plans future rolls. Previous misses do not improve the next independent roll. No pity system, star upgrades or paid-roll prices are modeled.

The calculations, step by step

Why do material plans sometimes use the longest route?

For each ore: missing = max(0, needed − owned); runs = ceil(missing ÷ average kept per run). If one route yields every selected ore, take the largest run count. If routes are separate, add their counts. Multiply by full-run minutes for time.

Example: Apex needs 3, you own 1 and bring back 0.5 per run: 4 runs. Panic-Core needs 4, you own 2 and bring back 1: 2 runs. Together: 4 runs; separately: 6. At 5 minutes each, that is 20 or 30 minutes. All yields here are illustrative.

How are training setups compared?

Rate = measured gain ÷ sample seconds. Time = max(0, target − current) ÷ rate. For the alternative, add switching time. The example takes 30 minutes at 3,000 Power per minute; 6,000 per minute plus a 2-minute switch takes 17 minutes, saving 13 minutes.

How are race probabilities calculated?

For a fixed independent probability p and n future rolls: at least one hit = 1 − (1 − p)ⁿ. Rolls for target c = ceil(log(1 − c) ÷ log(1 − p)). Mean wait = 1 ÷ p. For 0.2%, 100 rolls gives about 18.14%; 90% requires 1,151 rolls. None of these is a guaranteed drop count.