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.
The three tracks
| Track | Cap | Materials |
|---|---|---|
| Weapon & Armor | +10 | Power Dice + Mineral stones + Glint |
| Jewelry | +20 | Power Dice + Glint (no stone) |
| Element (weapons) | +10 | Element 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 chance | 89% | 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:
- Scroll of SProtect; protects a weapon/armor or element attempt from breaking.
- Scroll of AProtect; protects a jewelry attempt.
- Scroll of Smelting; adds a flat +10% success to the attempt (stack it with a protect for high pushes).
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 reach | Minerals | Glint |
|---|---|---|
| +1 | 10 | 2,000 |
| +3 | 20 | 8,000 |
| +5 | 38 | 30,000 |
| +7 | 75 | 75,000 |
| +10 | 207 | 300,000 |
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:
| Element | Stones needed |
|---|---|
| 🔥 Fire | Erons + Guru |
| 💧 Water | Krasec + Guru |
| ⚡ Electricity | Mineral + Krasec |
| 🌪 Wind | Erons + Krasec |
| ⛰ Earth | Mineral + 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.