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Life Skills
August 6, 2026 at 10:45 PM
Added a screenshot matching the topic and rewrote image alt text to describe what each screenshot actually shows
Skills are how your character actually progresses in Soulbound: Online. There are fourteen of them, split into combat, gathering and artisanal groups, and each keeps its own experience pool and levels on its own. The gathering and artisanal skills are the cozy, productive half of the game: they run in the shared overworld and supply the materials behind crafting and base building and the player economy.
Skill | Group | What It Does |
|---|---|---|
Foraging | Gathering | Collects materials from wild plant nodes using gloves, shovels and spiles |
Mining | Gathering | Collects ore from nodes across the overworld with a pickaxe |
Fishing | Gathering | Catches marine items from fishing schools with a rod |
Farming | Gathering | Plants seeds and grows produce for cooking, at the homestead or in apartment farming plots |
Hacking | Gathering | Extracts components from robotic hacking nodes with a hacking tool |
Chemistry | Artisanal | Brews potions that grant buffs; higher levels unlock stronger recipes |
Cooking | Artisanal | Turns produce and other ingredients into food at a kitchen |
Crafting | Artisanal | Also called fabrication. Produces the component materials used in gearforging |
Gearforging | Artisanal | Also called smithing. Forges advanced weapons and armor at specialised stations |
The remaining five skills are combat skills, covered on the Classes and Abilities page: Strength, Knowledge, Dexterity, Technology and Marksmanship. Levelling any skill unlocks content tied to it, from the seeds you can plant to the gear you can equip, and completing skill milestones feeds into achievements.

Gathering runs on stamina rather than health. Each gathering action costs three stamina, and a failed hack or a fish that gets away does not charge you. Stamina refills passively over time, even while you are logged off, and is topped up faster by eating stamina food or resting in one of the world's cafes. Health is the separate bar that matters in dungeons, restored by food, potions, a mid-run healing oasis, or simply leaving the run.
Because the economy is player-driven, the goods you produce have value to other players as well as to your own character. Investing in life skills is a path to both self-sufficiency and trade, alongside the gear progression covered on Gear and Cosmetics.
You earn experience by doing the thing: dealing damage raises Strength, using an ability raises the skill that ability belongs to, picking wild plants raises Foraging, and so on. An experience counter appears in the corner of the screen and vibrates on the skill you just fed. Every individual skill level is capped at 40 for the game's first chapter, and the skills window tracks a combined total level across all fourteen.
Each skill keeps its own experience pool and gates which gear you can equip or which materials you can gather and craft, so leveling skills is part of overall progression rather than a side activity. The materials and food you produce also feed your crafting stations.
Skill names, groupings and the chapter-one level cap describe the Early Access build and may be tuned during Early Access.