The blacksmith does five different things, and they are easy to mix up. This page separates each one: what it accepts, what it gives back, and what happens when it goes wrong.
Armor, Armguard, Boots, Cuff, Kneepad and Belt. It rolls new attributes on the piece. There is no "+1" here, and it can destroy the piece.
Takes the weapon from +1 up to +5, adding damage. Nothing is rolled and the weapon is never destroyed — if it fails, you only lose the gold.
Gear and weapons follow separate paths and never cross. A Blue piece has to become Golden before it can take attributes — there is no skipping Ascension.
Weapons do NOT go into Golden Ascension. A Blue weapon stays Blue forever.
The name changes between screens: in the NPC menu the first option is Forger Item, and in the window that opens the tab is just Forger. They are the same thing. This page always uses the menu name, with the tab beside it.
Each level adds damage of the weapon's native element, and +5 also grants Critical. Blue and Golden gain the same damage — the difference is the crit at +5. Watch the Soul requirement: without the level, the weapon sits in your bag and you cannot equip it.
| Level | Damage | Soul to equip | Crit (Blue) | Crit (Golden) |
|---|---|---|---|---|
| +1 | +100 | 5 | — | — |
| +2 | +200 | 10 | — | — |
| +3 | +300 | 15 | — | — |
| +4 | +400 | 20 | — | — |
| +5 | +500 | 25 | 5% | 7% |
Failing does not destroy the weapon in either one. You can try again as many times as you like.
On success, the piece gets one of these seven results, from weakest to strongest. The multiplier is applied on top of the attribute the piece already had, and the flat bonus is added per attribute — which is why the same piece gets more out of a better result.
| Result | Multiplier | Flat bonus | Example: an attribute of 100 becomes | What it means |
|---|---|---|---|---|
| Tier 1 | x1.00 | +5 | 105 | Few attributes, low values. |
| Tier 2 | x1.05 | +8 | 113 | Starts stacking more than one attribute. |
| Tier 3 | x1.10 | +12 | 122 | The common result, you start to feel it. |
| Tier 4 | x1.20 | +16 | 136 | A good result. |
| Tier 5 | x1.30 | +20 | 150 | A strong result. |
| Tier 6 | x1.40 | +25 | 165 | Very strong. |
| Tier 7 | x1.50 | +30 | 180 | The top, and the only one with elemental defense. |
The example column uses an attribute of 100 just to give a sense of scale. The real value starts from what the piece already had, so a better piece gets more out of the same result tier.
Ten in total — which is why the game window promises "2 to 10 attributes". Five can show up at any result tier; the five elemental defenses only exist at Tier 7, and even there they are rare.
| Attribute | Appears in |
|---|---|
| Vitality | All seven tiers |
| Dodge | All seven tiers |
| Attack | All seven tiers |
| Critical | All seven tiers |
| Max HP (%) | All seven tiers |
| Elemental defense (all 5) | Tier 7 only, and rare |
It did not vanish, it is in your bag. Every level requires Soul to equip, and you probably do not have the level in the table above yet. Raise your Soul and it works again.
No. Golden Ascension only takes gear, never weapons. A Blue weapon goes up through Blue Weapon Upgrade and stays Blue.
Blue +5 adds 500 damage; Golden +1 adds 100. But a Golden weapon starts out stronger than a Blue one, so compare the weapon's total damage, not just the upgrade bonus.
That is the risk of the service: on gear, a failure can cost a level or the whole piece. Only the WEAPON upgrade is safe from destruction.
In two places: Stone City and Flowers Mountain. It is the same NPC in both, with the same five services.
No. None of the five services can be reversed. Think twice before putting a good piece into Item Upgrade.