Loading...
Gear and Cosmetics
August 26, 2026 at 09:39 AM
Corrected the crafted Legendary rule after Patch 4 reversed it, added the Commissions earn-only cosmetic track and its sets, and noted five-second gear crafting
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. The studio's roadmap groups the current line-up as three main-hand families, staff, sword and heavy, counting hammers and axes together as heavy, so the four classes above and that three-family grouping describe the same weapons.
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.
Necklaces were reworked after launch. All eighteen core necklaces from T3 to T6 were given built-in secondary stat packages, two Epic-grade secondaries at T3 and T4 and three Legendary-grade ones at T5 and T6, and unused duplicate necklace recipes at T3 and T4 were removed.
Crafted legendaries went back and forth in August 2026. One patch fixed crafted legendary gear that had been arriving without its legendary effect attached, so for about a week a crafted piece could carry one. The next patch reversed that: crafted gear is no longer Legendary at all, because players said the change had devalued legendary dungeon drops. Legendary effects are drop-only again, which is where they started.
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 |
Followers | Companion pets, equipped into the Follower slot on your character profile |
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.
Commissions are the earn-only cosmetic track, and they are not the cosmetic store. They are small jobs tied to the life skills you already use, attached to live events that run more or less constantly, and finishing them pays two currencies: Commission Credits and Commission Medals. Both redeem for cosmetic sets at the Pioneers Guild. Neither can be bought for money. You get them by turning up and taking part.
Credits pay for the weekly set and Medals pay for the monthly one. A full set costs 100 of its currency, and individual pieces are priced below that, so you can take just the hat if that is all you want.
Set | Rotation | Pieces | Cost | Paid in |
|---|---|---|---|---|
Plague Doctor | Weekly | 7: head, chest, legs and feet, plus axe, greatsword, staff and sword skins | 100 for the set | Commission Credits |
Cactus | Monthly | 8: head, chest, legs and feet, greatsword, hammer, staff and sword skins, plus the Wiggling Cactus Follower | 100 for the set | Commission Medals |
Custom Robot | Past weekly set | 7 | 100 for the set | Commission Credits |
Weekly rewards rotate, and an August 2026 patch swapped in a new weekly set. The monthly set turns over on its own slower cycle.
Keep this separate from the store. The cosmetic store, which will sell cosmetics, pets and furniture for a premium currency, still has not opened. Commission Credits and Commission Medals only come from playing, so the two systems sit on opposite sides of the paid line.
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.
Crafting a weapon or a piece of armor is quick now. A post-launch change cut gear and weapon craft times to five seconds at every tier and took station upgrade timers to zero, so what gates a new piece is having the materials and the station level, not waiting out a timer. Ore smelting kept its own times and is still the slow step.