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Achievements
September 16, 2026 at 04:49 AM
Added the August relaunch, the Achievement Diary fixes and retroactive grants
Achievements in Soulbound: Online mark progress and pay for it. Unlike the purely cosmetic achievement lists in many games, most of them hand back an item, so working through the ladder is a genuine part of progression rather than a display case.
Achievements are earned by completing specific feats, and the largest group of them tracks skill milestones. Because every skill keeps its own experience pool and levels independently, the achievement list effectively mirrors the skill list: each skill has an early milestone for the first ten levels, then higher ones further up. Story and dungeon feats sit alongside those, and the rewards climb from crafting components to usable gear as you go.
The first tier is uniform across the combat and gathering skills: ten levels in a skill earns a stack of crafting cores, weapon cores for the weapon-facing skills and ability cores for the rest. Those are the same components that feed permanent ability and weapon upgrades, which makes the early achievements a meaningful head start rather than a badge.
Achievement | Requirement | Reward |
|---|---|---|
Bodybuilder | Gain 10 levels of Strength | Weapon Core Fragment x5 |
Adept | Gain 10 levels of Dexterity | Weapon Core Fragment x5 |
Big Brain | Gain 10 levels of Knowledge | Weapon Core Fragment x5 |
Marksman | Gain 10 levels of Marksmanship | Weapon Core Fragment x5 |
Super Nerd | Gain 10 levels of Technology | Ability Core Fragment x5 |
It's Mine! | Gain 10 levels of Mining | Ability Core Fragment x5 |
You're Fintastic | Gain 10 Fishing levels | Ability Core Fragment x5 |
Beyond the first ten levels the rewards change character, from crafting components to usable equipment and convenience items. The gathering skills are the clearest example: a Journeyman rung at level fifty and an Adept rung at level seventy-five each pay out something you would otherwise have to craft or buy.
Achievement | Requirement | Reward |
|---|---|---|
Mining Journeyman | Reach level 50 Mining | A recall rune |
Mining Adept | Reach level 75 Mining | Miner headlamp, vest and trousers |
Fishing Journeyman | Reach level 50 Fishing | Orange fishing bag |
Fishing Adept | Reach level 75 Fishing | Blue fishing bag |
Player-recorded per-skill level ceilings conflict with the levels these achievements ask for, and no settled figure is published for the current build, so treat both rungs as long-run targets rather than things to chase in your first week.
Achievements are not only a private list. The studio runs a live character database, the Armoury, that covers every character in the game and reads straight from the running servers. Each entry carries a character's name, level and server region, and opens onto that character's gear, skills and achievements. The whole set refreshes once a day.
That makes an achievement a public record rather than a private one, and it is the quickest way to see what a finished skill ladder actually looks like on somebody else's character before you commit weeks of your own to one.
The achievement system had a rough opening. In the first days of Early Access a serious fault was traced to it after player reports, and the studio switched the whole system off while it was repaired, then restored it. Nothing was lost in the process, and the system has been stable since. Steam achievements are listed as a supported feature on the store page, alongside leaderboards, which were themselves repaired shortly after launch so that every Dungeon Finder entry reports correctly.
The achievement list grows as content is added, so a completed list today is not a completed list after the next content update. Requirements and rewards are being tuned during Early Access.
Achievements came back on 27 August 2026, five weeks after being switched off during launch week. Unlocking one now raises a dedicated notification icon in the quick access menu, and the studio said it had optimised the system so progress updates quickly as you play rather than lagging behind what you have done.
It took two more passes to settle. The relaunch shipped with known issues the studio listed itself: the notification pip could be slow to clear, and a completed achievement could be slow to show as complete in the achievement book. Both were fixed the following week, on 3 September, along with achievements at full progress failing to display 100 percent and Talisman reward cooldowns being wrongly shared across every tier, which now each run their own. Cooldowns longer than an hour also started displaying in hours rather than as a total in minutes.
The most consequential fix arrived on 4 September 2026 and applies to anyone who played while the system was down or broken. Progress on partly completed achievements is now rebuilt from your play history instead of sitting at zero or jumping straight to complete, and achievements you had already qualified for are granted retroactively when you log in. That covers quest completions, skill milestones, dungeon clears, crafted sets and collected items, so none of the work needs repeating.
Fix | Date | What It Means |
|---|---|---|
System relaunched | 27 August 2026 | Achievements are live again with a quick access notification icon. |
Diary completions reliable | 3 September 2026 | Completed achievements show as complete without relogging, and the notification pip only counts rewards you can actually claim. |
Talisman cooldowns split | 3 September 2026 | Each Talisman tier runs its own reward cooldown instead of sharing one. |
Retroactive grants | 4 September 2026 | Past play is credited on login, and partial progress is rebuilt from your history. |
Global tier rewards claimable | 4 September 2026 | Global achievement tier rewards can be claimed as soon as you reach the required points rather than waiting up to twenty minutes. |
Achievement points feed a separate Global achievement ladder with its own tier rewards, claimed once your total points reach each tier. That ladder is distinct from the per-achievement rewards listed above: the individual achievement pays its item, and the points it is worth also count toward the next global tier.