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.

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.
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.
QUEST 03 / ROLL
Know the odds before you roll.
Choose any acceptable race, or use the probability shown in your current game menu.
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.