Local analysis console

Forge Master Config Explorer

Discovering dumps…

Guild progression

Cost to max every tech

Points are calculated from MaxLevel × PointsPerLevel. Fixed-point values preserve their raw limbs and expose the decoded six-decimal value.

Loading tech costs…
Tech Max level Points / level Total points Value / level Value at max

Clan planning

Guild season optimizer

Reserve static Damage and Health investment, then split the remainder between payback-positive GP income and exact rounded task-war gains.

Choose a parsed dump to load its costs and rewards.

Recommended purchases

Static combat reserves + optimized GP and task-war caps
SourceTechLevelPointsBonus

GP upgrade path

One legal level at a time toward the exact final GP optimum
StepTechLevelPointsCumulativeGP / week gain

War-point upgrade path

One legal level at a time toward the exact final war optimum
StepTechLevelPointsCumulativePoints / week gain

Expected GP per week

Rounded per member reward event
SourceBefore techWith planGain

Weekly war points

Task rewards are rounded per action; day-win match score is separate
SourceBefore techWith planGain

Weekly clan resources

Steady-state potential from the selected averages
SourceCurrencyNo techWith GP techChange

Pet hatch planning

Egg hatch gem optimizer

Compare immediate hatch skips with rushing personal timer research or buying clan timer levels first. Every timer and gem cost uses the recovered game rounding formula.

Choose a parsed dump to load egg and research values.

Eggs and current research

Tier fields are completed personal levels; clan is the current level
RarityEggsT1T2T3T4T5Clan

Optimal result by rarity

Upgrade gems plus hatch-skip gems
RarityTimerGems / eggPersonal levelsClanUpgrade gemsHatch gemsTotal

Personal research path

Research rush and discounted currency per level
RarityTierLevelTimerRush gemsCurrency

Clan research path

One gem per tree point, or two GP per point
RarityLevelPointsGemsGP alternative

Deterministic combat lab

PvP battle simulator

Compare effective player stats with frame-accurate movement, attacks, projectiles, regeneration, hit rolls, double attacks, Buff, Thorns, and Rain of Arrows.

Edit effective stats, then simulate a deterministic battle.

Player

Supported skills

Opponent

Supported skills

Frame playback

Frame 0
Player
Opponent

Active mechanics

Frame events

    Evidence boundary: inputs are already-resolved effective combat stats. Dodge is intentionally absent because no 2.7.0 player stat source activates it. Unsupported skills, pets, vertical motion, and the observed one-frame movement-order edge case remain explicit research backlog items.

    Release intelligence

    Compare parsed config dumps

    See added, removed, and changed configs, then inspect every changed JSON path and its before/after value.

    Choose two dumps to compare.
    Config JSON path Kind Before After