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Gear and Cosmetics
August 6, 2026 at 10:35 PM
Corrected weapon classes from three to four with attack, cooldown and damage type for each; recorded that T5 and T6 gear and legendary effects have shipped above the old T4 ceiling; added rarity, dungeon rolls and set details
Gear in Soulbound: Online does two jobs, and the game splits them apart. Your gear makes you powerful, while a separate cosmetic system makes you look the way you want. Stats never dictate your style.
There are hundreds of gear pieces to collect and craft. Because the game is classless, the gear you equip defines the role you play, so swapping gear is how you change your build for combat. Better gear tiers come from upgrading stations through crafting and base building.
Weapons come in four classes, and the class you pick changes how you fight rather than just your numbers. Swords swing fast in an arc, greatswords land a slower area strike across two impact zones, hammers (also called heavy weapons, a group that includes axes) pound the ground with a wide shockwave and knockback, and staves fire a ranged sphere that detonates on impact. Staves are the only ranged class and the only one that deals void damage; the other three are melee and physical. A gun main-hand type is planned to join them later in Early Access.
Class | Attack | Cooldown | Damage |
|---|---|---|---|
Swords | Fast slash in an arc in front of you | 1.1s | Physical |
Greatswords | Slower area strike hitting two impact zones | 2s | Physical |
Hammers | Ground pound with a wide shockwave and knockback | 2s | Physical |
Staves | Ranged sphere that detonates on impact | 1.5s | Void |
Armor fills head, chest and feet slots, and accessories cover belt, ring, necklace and back. Weapons and armor also come in themed sets, currently Foundation, Lunar, Neotilus and Virelda, and each set leans its stats a different way: every Foundation sword carries critical strike chance where every Virelda sword carries critical strike damage.
Every piece has a rarity from 1 to 5. A crafted item always arrives with its base stats at its base rarity. Gear that drops from a dungeon chest instead rolls: the dropped copy picks one of roughly twenty predefined bonus packages, which arrive as a fixed set rather than being rolled stat by stat, and can come out at a higher rarity than the crafted version. Most items have a guaranteed core of bonus stats in every package plus one to three additional stats whose number and values scale with the package's rarity, and rolls are weighted toward the lower rarities.
Rarity 5 packages carry a legendary effect on top: a triggered power that fires on a cast, a critical strike, a heavy hit, a kill, sustained hits, or on helping an ally. Legendary effects cannot be crafted and only appear on dungeon drops. Belts and tiered rings are drop-only and cannot be crafted at all, while most rings and a good share of necklaces come from gathering nodes instead of chests and carry fixed stats that never roll.
System | Detail |
|---|---|
Separate cosmetic slots | Appearance is independent of equipped stats |
Armor sets | Handmade, uniquely animated pixel-art sets |
Rare drops | Cosmetic items found as rare rewards |
Companion pets | Pets that follow your character |
Because cosmetics live in their own slots, you can mix and match freely and keep your favorite look no matter what stats you are running. The studio emphasizes thousands of possible looks built from animated armor sets, rare cosmetic drops, and pets.
The studio has said the game is not pay-to-win. A separate cosmetic store, planned to open in the weeks after the Early Access launch, will sell cosmetics, pets, and furniture for a premium currency, keeping paid purchases cosmetic rather than power.
Cosmetics are crafted at a dedicated Cosmetic Station, kept entirely separate from your stat gear among your crafting stations. That separation is the point: you can chase the strongest stats and the look you want independently, and rare cosmetic drops and achievement rewards give you things to show off in your base.
Higher gear tiers are unlocked by upgrading crafting stations through crafting and base building. A low-level station only makes crude pieces, while a high-level one produces top-tier weapon and armor cores, so investing in your base is what raises the ceiling on your combat power.
Gear now runs from Tier 0 starter equipment up to Tier 6. T5 and T6 shipped during the first weeks of Early Access, lifting a ceiling that had sat at T4, and legendary effects on gear arrived alongside them. Higher tiers carry higher skill-level requirements to equip and drop from higher-rung dungeons. Modules and chipsets that let you tune a piece's stats and effects are still on the studio's plan rather than in the build.
Forty of the forty-three weapons in the build can be forged at the weapon station; armor and necklaces are made at the gearforge. Tier 1 and Tier 2 weapons generally belong to no set, and from Tier 3 upward each tier offers one weapon in each of that class's two sets.