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Leveling and Progression

From Community Wiki | Soulbound: Online

Unlike most MMORPGs, Soulbound has no single character level and no shared pool of experience. A character's power is the sum of five things that advance separately: the gear they have equipped, their skills, the upgrades applied to their weapons and abilities, the account-wide unlocks earned from quests and achievements, and the stations built up in their home.

This page explains how each of those works and how to advance them. For a first-session walkthrough, see New Player Guide; for the interface and controls, see Getting Started.

How progression works

The five progression axes
Axis What advances it What it gates
Gear Dungeon drops, crafting, quest and achievement rewards Damage, survivability and your build
Skills Using the skill: fighting, gathering, crafting, plus quest and contract rewards Which gear you can equip, which recipes you can use, which resource nodes you can work
Upgrades Power cores, fragments, residues and essences Permanent boosts to weapons and abilities, and your Relic paths in dungeons
Account-wide unlocks The main questline, achievements, allegiances Abilities, teleports, storage, mounts, shortcuts and vendor stock
Player housing Building and upgrading stations Which recipes you can craft at home, and how many at once

Progress is also visible in the number of quests completed, achievements earned and your Leaderboard position.

Gear

Main article: Gear

Equipped weapons and armour are the largest single contributor to your power. Two characters wearing the same items are not necessarily equal, because most gear is generated with rolled statistics when it drops.

Rarity

Every item has a rarity, which sets how many bonus statistics a piece of gear can carry:

Rarity ladder
Rarity Notes
Common No rolled bonuses
Uncommon 1–2 bonus statistics
Rare 1–3 bonus statistics
Epic 1–4 bonus statistics
Legendary 2–5 bonus statistics
Unique 2–6 bonus statistics; the rarest gear in the game


How a drop rolls

When a piece of gear drops, the item itself is fixed but its statistics are not. Every roll carries the same three core statistics for that item's slot and tier — Power, Will and Vitality — and then a number of bonus statistics drawn from a shared pool. Rarity decides how many bonuses are rolled, so the same item can drop as a very different piece of equipment.

For example, three separate drops of one Unique chest piece all shared Power +17, Will +16 and Vitality +58, then differed:

  • Heavy Hit Chance +11% and Knockback +33
  • Attack Speed +8.8% and Knockback +32
  • Health +80 and Power Shielding +28%

This is why players re-run dungeons for gear they already own, and why two of the same item are worth comparing side by side.

Bonus statistics

The bonus pool is shared across gear types. The statistics seen most often are:

  • Offence — Precision, Ferocity, Critical Strike Chance, Critical Strike Damage, Heavy Hit Chance, Attack Speed, Physical Power, Damage-over-time Potency
  • Abilities — Focus, Cooldown Reduction, Duration, Area of Effect Radius, Healing Power
  • Defence and utility — Health, Health Regeneration, Power Shielding, Knockback

Rarer effects also appear, including Trigger Ability Chance, Link Count, Projectile Count, Burn Chance, Freeze Chance and the elemental powers and resistances.

Each statistic is either additive (a flat amount added to your total) or multiplicative (a percentage), which is why some numbers on a tooltip are shown with a per cent sign and others are not.

Where gear comes from

  • Dungeons — chests and enemy drops are the main source of rolled gear. Higher tiers drop higher tiers of gear.
  • Crafting — made at a Gearforge Station or Weapon Station in your home, or at a public station. See Player housing.
  • Quests — the main questline hands out gear, abilities and upgrade materials as you go.
  • Achievements — pay out upgrade materials rather than gear itself.
  • Trading — other players, via the auction house.

Equipping gear

Gear is gated by skill requirements, and those are not only combat skills. A single weapon can require several skills at once, gathering skills included. The Rare tier-2 greatsword Virelda Slab-Blade, for instance, requires Strength 13, Dexterity 10, Gearforging 13, Fishing 13 and Foraging 10.

The practical consequence: levelling gathering and crafting skills is not optional if you want to wear the best gear you can find. A drop you cannot equip is a reason to go fishing.

Skills

Main article: Skill

There are 14 skills, each with its own experience pool and a maximum level of 99. Nothing you do raises a global level; every action feeds one specific skill.

The 14 skills and what levelling them unlocks
Skill Category Levelling it unlocks
Strength Combat Damage with equipped melee weapons; heavy armour requirements
Dexterity Combat Damage with dexterity abilities; light and agile gear
Knowledge Combat Power of knowledge abilities, including elemental and support magic
Technology Combat Power of technology abilities and inventions
Marksmanship Combat Damage with ranged abilities and firearms
Mining Gathering Which ore and resource nodes you can work
Foraging Gathering Which plant nodes and herbs you can harvest
Fishing Gathering Which fish you can catch
Farming Gathering Which seeds you can plant and harvest
Hacking Gathering Which hacking nodes you can extract from
Cooking Crafting Which food recipes you can use
Chemistry Crafting Which potion and chemical recipes you can use
Crafting Crafting Which material recipes you can use
Gearforging Crafting Which equipment recipes you can use

A Total level is also shown, which is the sum of your skill levels.


Experience requirements per level are the same for every skill; see XP Table. (The table on that page currently covers levels 1 to 40 only.)

Training each skill

General advice

Follow the main questline. It unlocks abilities, items and locations, and hands out around 42,000 skill experience across 13 skills along the way. Many mechanics are gated behind quest completion, so early levelling is much smoother with the questline done.

Stock up before a run.

Take contracts for whatever you are already doing. Contracts pay experience on top of the activity itself, so they are close to free progress.

Combat skills

To level a combat skill faster:

  1. Equip abilities tied to that skill — you level the skill the damage is attributed to
  2. Set Weapon mode to Manual on the hotbar
  3. Fight enemies in lower-tier dungeons, where kills are fast

Farm crafting materials, quest drops and contracts at the same time.

Recommended combat contracts
Contract
Kill Green Bots
Kill Desert Sphynxes
Kill Rockydillos
Kill Scorched Sphynxes
Kill Pyrodillos
Kill Cactolings
Kill Scorched Lizards

Gathering skills

Community events often run competitive levelling for gathering skills, and stack with contracts for bonus experience. Levelling is faster in a group.

Foraging

Routes:

Contracts: gather plants.

Mining

Routes:

Contracts: mine Coal, Iron Ore, Copper Ore.

A contract cycle used for fast mining experience:

  1. Accept a mining contract from the board in Virelda
  2. Complete it on one of the routes above
  3. Hand it in for gold
  4. Spend gold refreshing the contract board
  5. Repeat


Hacking

Routes:

Contracts: hack nodes.

The Hacking mini-game

Fishing

Routes:

Contracts: catch fish, catch a Bream.

Farming

Farming is levelled by planting seeds and harvesting the produce, either at the Homestead or in Apartment farming plots. Produce feeds Cooking, so the two skills train together well.

Crafting skills

Crafting skills level as you make things, so the efficient approach is to craft what you need anyway.

Cooking

Useful food to make while levelling:

Contracts: cook French Fries.

Crafting

Levels naturally while making materials for Gearforging. Common products:

Chemistry

Levelled at a Chemistry Lab, making potions and consumables.

Gearforging

Either craft the cheapest item you can repeat, or craft what your build actually needs:

Contracts: craft a Refined Katana.

Contracts

Contracts are jobs taken from a board, tied to the location whose board you took them from. You can hold five at a time, and each has its own rarity, from Common up to Mythic, indicating how demanding and how well paid it is. A board can be refreshed for gold if none of the offered contracts suit you.

Because contracts pay skill experience on top of whatever the activity already gives, running contracts that match your current activity is one of the cheapest ways to level.

Upgrades

Main article: Upgrade

Upgrades are permanent improvements applied to weapons and abilities. They also influence which Relic paths are offered inside dungeons.

Upgrading consumes a family of materials:

Upgrade materials
Material Used for
Weapon Power Cores (Common to Epic) Upgrading weapons
Ability Power Cores (Common to Epic) Upgrading abilities
Weapon Core Fragment, Ability Core Fragment Component materials for cores
Core Residue, Coarse, Fine and Refined Core Residue Tiered residues consumed in upgrading
Uncommon, Rare and Epic Living Essence Higher-tier upgrading

Power cores are one of the most common main-questline rewards, so the questline is also the fastest early source of upgrades. Achievements pay out residues, fragments, essences and cores.

Relics

Relics are chosen during a dungeon run and last for that run only. They are not permanent progression, but which relic paths appear is influenced by your upgrades, so a well-upgraded character has better runs.

Player housing

Main article: Apartment

Your home is a progression system in its own right. Stations are built and then upgraded, and each upgrade level unlocks a new tier of recipes and more crafting slots at once.

Home stations
Station Upgrade levels What it makes
Kitchen 4 Food, for Cooking
Chemistry Lab 4 Potions and consumables, for Chemistry
Smelter 4 Bars and refined materials
Gearforge Station 5 Armour, for Gearforging
Weapon Station 5 Weapons
Manufacturing Station 5 Manufactured components
Power Core Forge 3 Power cores for upgrades
Generator 3 Supplies power to other stations
Cosmetic Station Cosmetic items

Two things follow from this. First, station level, not just skill level, decides what you can make: a Kitchen at level 1 offers the tier-1 food recipes, and level 2 adds the tier-2 set plus a third slot. Second, the Generator matters — stations draw power, so an under-powered home limits what can run.

The Homestead is the other home-side system, used for Farming at scale.

Account-wide progression

Some progress belongs to the account rather than to a skill or an item.

The main questline

The main questline is the spine of the game's unlocks. As well as roughly 42,000 skill experience spread over 13 skills, it hands out abilities (the Gleam Twins from Aster in Virelda, Healing Pulse from the Witch Doctor questline), upgrade materials, and access to locations and mechanics that are otherwise closed. Quests also gate each other, so skipping ahead is usually not possible.

Achievements and the Achievement Hunter ladder

Main article: Achievement

There are over 800 achievements, grouped into categories by skill, region and activity — dungeons, gearforging, fishing, combat abilities, farming, mining, foraging, cooking, chemistry, hacking and per-region quest sets. Individually they pay upgrade materials and gold.

Collectively they feed Achievement Hunter, an account-wide ladder scored in achievement points. Each tier permanently unlocks convenience and power:

Achievement Hunter tiers
Tier Points Rewards
Initiate 1,000 Hunter Talisman I (1 daily teleport to Arcadia); Guild Talisman I (1 daily teleport to the Pioneer Guild); new stock from Bud
Adept 2,500 Talismans II (3 daily teleports each); Belt Pouch I (4-slot Tool Belt storage); energy drinks at Wefco mart; Arcadia vending
Specialist 8,000 Talismans III (5 daily teleports each); Belt Pouch II (8-slot); Azure Speedboard mount; Arcadia Workshop crafting
Expert 15,000 Talismans IV (10 daily teleports each); Belt Pouch III (12-slot); Arcadia Blockade shortcut
Master 28,000 Talismans V (unlimited teleports); Belt Pouch IV (16-slot); Amethyst Speedboard mount; fish stock at the Neo-Tilus vendor
Paragon 40,000 Grand Hunter's Helm and Cloak; an exclusive cosmetic pet; Minamoto Mountain to Foundation shortcut; bonus dungeon drop tables; bonus gathering

Because the ladder pays teleports, storage and drop-table bonuses, chasing achievements is genuine progression rather than a side activity.

Allegiance

Allegiances track standing with the game's regions, cities, factions and individual characters — among them Virelda, Arcadia, Neo-Tilus, Everdune, Lunar City, the Homestead, Farpoint Rift, the Foundation, the Kaimura, the Thari, the Iron Line, the High Rollers, the Rising Sun Dojo and the Arcadian Guard. Some gear carries allegiance requirements as well as skill requirements.

Getting around

Travel unlocks are progression too: the further along you are, the less time you spend walking.

Ways to travel
Method How it works
Home Portal Placed during a dungeon run to leave safely with your loot
HomeDisc / UnstuckDisc Teleports you home instantly, with a 15-minute cooldown
Recall Disc Teleports you to distant locations. An Unbound Recall Disc combined with data drives makes a working disc
Hunter Talisman I–V 1, 3, 5, 10 or unlimited daily teleports to Arcadia, from Achievement Hunter
Guild Talisman I–V The same ladder for the Pioneer Guild
Reusable Carrot Unlimited teleports to the Homestead
Noxley's Recall Rune Unlimited teleports to Hollow Rock
Shortcuts Permanent map passages unlocked at Achievement Hunter Expert and Paragon
Mounts Faster overland movement; two are Achievement Hunter rewards

Leaving a dungeon

Nearly every dungeon has an extraction point, and the Home Portal is how you use it. Loot is only yours once you have left, so the decision of when to extract is a real one: deeper runs pay better, and a failed run can cost you the run's loot. At least one dungeon, High Rollers, is explicitly run at risk to your gear and your bag.

Sometimes the smart play is to get out with your loot.


See also