The Realm of Skybound · Player’s Wiki

Your guide to a world
above the clouds.

Everything a Skybound adventurer needs: from your first steps out of Dawnhaven to the caged god at the heart of the Sunforge. Classes, stats, skills, every zone, every monster, gear, the forge, Catchers, guilds and war. All of it, kept true to the live build.

Straight from the skies

◉ Live capture Aetherhold: a stone isle of white columns and market stalls floating in open sky, with a bridge running out to the next isle.
Aetherhold, adrift in the Shattered Garden, with the bridge out to the Eastmarch.
Inside the Sunforge: a stone causeway between molten channels, running to Aurelion's gear-throne at the far end of the hall.
The Sunforge: the causeway between the molten channels, and the caged sun at the end of it.

New to the skies?

Getting Started

Make a hero, learn the ropes in Dawnhaven, and grind to the Lv 15 job change; the first real milestone.

Choose a Path

Everyone begins a Wayfarer. At 15 you become a Vanguard, Skydancer, Oracle, or Channeler.

Build your Hero

STR, STA, DEX, INT: what every attribute does, and how to spend the 2 points you earn each level.

The Four Paths

Reach Level 15 as a Wayfarer, then take a Master’s trial to claim your job. Each plays completely differently.

Vanguard

Melee Bruiser. Get in close, hit hard, hit everything. Sword & axe, the frontline that holds the line.

Skydancer

Ranged Striker. Strike from range, dance through the sky. Bow & yo-yo, hit-and-run mobility.

Oracle

Support Healer. Smite foes, mend wounds, empower the party. Knuckle & stick, the keystone of any group.

Channeler

Elemental Mage. Burst single targets, freeze the swarm. Wand & staff, five elements at your call.

A World to Chart

Skybound is an archipelago of floating islands, sailed home-to-endgame along the waystone lanes.

Dawnhaven Town

The frontier sanctuary. Shops, the four Masters, the bank, and the great clocktower. Every road home leads here.

The Wilds Lv 1–21

Green flats climbing north into ash and dread. Your first steps and first hunts.

Duskmoor Lv 21–39

A perpetual dusk over heath and bog; six dark roads out of one lantern-lit hold.

The Shattered Garden Lv 40–59

What’s left of the high garden, scattered across open sky and laced with bridges.

The Rustfall Lv 60–70

A rusted caldera spiralling down to the Dead Dynamo. The deepest hunt there is.

The Sunforge Endgame

A quest-locked forge-cathedral, and the caged god Aurelion waiting on his gear-throne.

Master the Systems

Combat

Targeting, crits, the five-element wheel, monster ranks, and the level-gap rule that keeps you at-level.

Bestiary

Every species by zone, level, HP, XP, aggression, plus captains, mutants, giants and named bosses.

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Items & Gear

Weapons by class, armor sets and their bonuses, the rarity ladder, jewelry, and the paper doll.

Enhancement

Torren’s Forge, refine gear to +10, jewelry to +20, weapon elements, with the pity engine explained.

Catchers

The roaming corpse hunt: down a Catcher, wield the Ultra Collector, and channel it for upgrade stones.

Glint & Economy

How Glint is earned and spent, the Cash Shop, and the Relic system that makes rare gear truly rare.

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Quests

The intro chain, the four Master job trials, when a quest expires, and reading the gold “!” / “?” markers.

Looter Pets

Five companions that trail you and hoover up drops; with a filter so they grab only what you want.

Guilds & War

Found a guild, raise a treasury and a crest, and clash in the Skyfront Ring or the Weekly Siege.

Find Us Elsewhere

The same places the login screen points to. Patch notes and downtime go out on Telegram first.

The Wiki is written from the live game data itself; levels, damage, drop rules and prices are the real numbers, not placeholders. When the world changes, so does the guide. Use the search up top (press /) to jump anywhere.