WikiItems & EconomyEnhancement

EnhancementReinforce your gear at Torren’s Forge: the risks, the costs, and the pity engine.

Refining is how good gear becomes great. At Torren’s Forge, Torren the Blacksmith, at the smithy beside the armor shop, you push a piece’s +level higher for more attack or defense, at the cost of stones, Glint and some risk. There are three tracks, one probability engine.

◉ Live capture
Torren's Forge: the item, the odds, and the button you press anyway.
The Sunforge is not the forge. Upgrading happens at Torren in town. The Sunforge is the endgame boss instance; different thing entirely.

The three tracks

TrackCapMaterials
Weapon & Armor+10Power Dice + Mineral stones + Glint
Jewelry+20Power Dice + Glint (no stone)
Element (weapons)+10Element Cards + two Subsidiary Stones + Glint

Success & the pity engine

Each attempt has a base success chance that gets better every time you fail. Formally the chance is base × (fails + 1), so a run of bad luck can’t last forever, and a success resets the counter. This keeps Skybound’s averages true to the genre while cutting the brutal variance. Example starting odds for weapon/armor (using the standard dice), climbing +1 → +10:

To reach+1+2+3+4+5+6+7+8+9+10
Base chance89%82%75%35%21%10%4.6%1.2%0.3%0.05%

Higher-tier Power Dice (Dice 12) raise those odds across the board. Every failed attempt nudges the next one upward, so the effective odds are kinder than the raw numbers suggest.

Break risk & protection

The first three levels (+1 → +3) are safe. From +4 onward, a failed attempt destroys the item, unless it’s protected:

Scrolls come from the Cash Shop. Below +4 you can hammer freely; above it, protect before you push.

Costs (weapon & armor)

Each attempt costs Mineral stones and Glint, scaling steeply with the target level:

To reachMineralsGlint
+1102,000
+3208,000
+53830,000
+77575,000
+10207300,000

Materials: where they come from

Power Dice

Dropped by monsters Lv 21+, giants and bosses. Tiers: Dice 4 & 6 (weapon/armor to +5 / +10), Dice 12 (high-success, any level), Dice 8 & 10 (jewelry).

Subsidiary Stones

Mineral, Erons, Krasec, Guru; harvested from the four Catchers with the Ultra Collector. Mineral fuels gear upgrades; all four fuel element upgrades.

Weapon elements

A weapon’s innate element can be raised +0 → +10 with Element Cards (tier 1 for +1–5, tier 2 for +6–10) plus two element-specific Subsidiary Stones per attempt. The element pairs:

ElementStones needed
🔥 FireErons + Guru
💧 WaterKrasec + Guru
⚡ ElectricityMineral + Krasec
🌪 WindErons + Krasec
⛰ EarthMineral + Guru

A matching element against a weak foe is a big damage swing; see the element wheel.

Jewelry to +20

Jewelry upgrades with Power Dice and Glint only (no stone) and climbs all the way to +20. Upgradeable accessory families (rings, earrings, necklaces) swap in a full, stronger ability set at each level; turning a modest ring into a serious stat stick over time.

Farming loop: hunt Catchers → collect stones with the Ultra Collector → bring stones + Power Dice + Glint to Torren → refine. Each Catcher yields ~100 stones per collection, so a good session sets up a lot of upgrades.