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Stats and Attributes - Version 1 vs Version 2
Aug 26, 2026, 09:54 AM
Initial version (2026-08-26)
Aug 26, 2026, 10:28 AM
Added a note that mana appears in Will's description although the build tracks only Health and Stamina
11Stats are the numbers that decide how hard you hit, how much punishment you absorb and how often your abilities come back up. In Soulbound: Online they arrive almost entirely from equipped gear, topped up by relics inside a run and by temporary effects from food and potions. You do not assign them by hand, so the practical way to change a stat is to change what you are carrying.2233The system has two layers. Six primary stats appear on most gear, and each one hands out a bundle of related bonuses rather than a single number. Underneath sit the secondary stats, which are the specific values the primaries feed and where most fine-tuning actually happens.4455The Six Primary Stats6677Primary StatWhat It ProvidesPowerPhysical resistance, melee penetration, knockbackPrecisionCritical strike chance, projectile speed, attack speedFocusArea-of-effect size, heavy hit chance, effect durationFerocityCritical strike damage, heavy hit chance, damage-over-time potencyVitalityHealth, health regeneration, status resistanceWillCooldown reduction, mana, stun resistance8-Two of them overlap on purpose. Focus and Ferocity both raise heavy hit chance, but they pull in different directions elsewhere: Focus makes your effects bigger and longer, while Ferocity makes each landed hit hurt more. Precision and Ferocity split critical strikes the same way, one raising how often you crit and the other raising what a crit is worth.8+Two of them overlap on purpose. Focus and Ferocity both raise heavy hit chance, but they pull in different directions elsewhere: Focus makes your effects bigger and longer, while Ferocity makes each landed hit hurt more. Precision and Ferocity split critical strikes the same way, one raising how often you crit and the other raising what a crit is worth. One entry in that table needs a caveat: mana is listed under Will, but the live build tracks only Health and Stamina as character resources, so treat it as a label carried over rather than as a bar you manage.991010Stats Are Not Skills11111212This is the single most common confusion in the game, and the two systems genuinely do look alike from a distance.13131414The six above are stats. They live on gear, they change the instant you swap a piece, and nothing you do in a dungeon levels them.15151616Strength, Knowledge, Dexterity, Technology and Marksmanship are combat skills. They are five of the game's fourteen skills, they have their own experience pools, they level by use, and they gate which gear you are allowed to equip in the first place. They also decide which abilities you have access to.17171818AxisNamesHow It ChangesWhat It ControlsPrimary statsPower, Precision, Focus, Ferocity, Vitality, WillInstantly, by swapping gearThe bonuses your character receivesCombat skillsStrength, Knowledge, Dexterity, Technology, MarksmanshipSlowly, by earning experienceWhich gear you can wear and which abilities you can use1919So a piece of gear can raise your Power while also requiring Strength before you may wear it, and those are two unrelated numbers on the same tooltip. The skills side is covered in full on Classes and Abilities, and the other nine skills on Life Skills.20202121Secondary Stats22222323Secondary stats are grouped into offence, defence, utility and elemental damage. A few have documented defaults, which are useful as a baseline when you are working out whether a piece is worth the slot.24242525GroupStatsDocumented DefaultsOffenceCritical Strike Chance, Critical Strike Damage, Attack Speed, Heavy Hit Chance, Heavy Hit Damage, DoT Potency, Knockback, Trigger Ability ChanceCritical Strike Chance 3%, Critical Strike Damage 150%, Heavy Hit Chance 0%DefenceMax Health, Health Regeneration, Dodge Chance, ResistancesMax Health 100UtilityCooldown Reduction, Movement Speed, Duration, AoE Radius, Link Count, Projectile Count, Buff Power, ThreatCooldown Reduction is capped at 40%ElementalPhysical, Fire, Cold, Lightning, Void, Ethereal, Explosive and Poison damage, plus Healing Power and Shielding Powernone2626Those baseline figures come from player-maintained documentation rather than from the studio, so treat them as the community's best reading of the build rather than published values. The cooldown reduction ceiling is the one worth planning around: past 40% the stat stops paying, so a build that stacks Will and Cooldown Reduction from several slots at once can end up wasting a slot.27272828Damage Types29293030Ten damage-flavoured stats exist, and they matter because gear and relics both target them individually. Physical is the default for three of the four weapon classes. Void is the staff's native type and the only elemental damage that a base weapon class deals. Fire, Cold, Lightning, Ethereal, Explosive and Poison arrive through belts, relics and abilities rather than through weapon classes. Healing Power and Shielding Power sit in the same list even though neither deals damage, because they scale the same way.31313232Damage types are not cosmetic labels, and post-launch patches have moved things between them. Staff relics were shifted off Ethereal onto Explosive damage, a chakram effect moved from Ethereal to Void, and Patch 4 repaired Ethereal Duality so that it correctly swaps the staff to explosive damage and fires its healing orb. If a relic or effect promises to boost one type, it will do nothing for a build that deals another.33333434Global and Affinity Stats35353636Every stat is either global or affinity-based. A global stat applies to everything you do. An affinity stat boosts one specific ability and nothing else, which is why two pieces showing the same number can be worth very different amounts to you.37373838The tiered rings are the clearest example of affinity in action: a Pyrosphere Ring or a Kusarigama Ring carries a line that only pays out if you are actually running that ability. Check what an affinity stat is attached to before you slot the piece.39394040Where Stats Come From41414242Gear base stats. Every crafted piece carries a fixed set of base stats at base rarity. This is the floor your build stands on.Dungeon rolls. A piece pulled from a dungeon chest carries a bonus package on top of the base stats, picked as a fixed set rather than rolled one stat at a time, with the number and size of extra stats scaling with the package's rarity.Legendary effects. A Legendary-rarity drop adds a triggered power on top of its stats. These cannot be crafted.Weapon and ability upgrades. Permanent upgrades bought outside a run raise your numbers and widen the relic paths available inside one.Relics. Relic buffs last exactly one dungeon run and can push some values past their normal ceilings for its duration.Consumables. Combat potions and food give temporary boosts, and stamina food feeds the gathering side rather than combat.43434444Patch 4 repaired the way skill level scales weapon and ability damage, so higher combat skill levels now produce more damage than they did at launch, and it adjusted the item level calculation to reflect a piece's real power more accurately. Any gear comparison made before that patch is worth redoing.45454646Common Stat Directions47474848The game is classless, so a build is a stat profile rather than a chosen archetype. Four directions come up repeatedly, and hybrids between them are normal.49495050DirectionStats to StackWhyDamagePower, Critical Strike Chance, Critical Strike DamageThe straightforward route: hit harder and crit moreTankMax Health, Vitality, Resistances, plus some Critical StrikeSoak damage for a party without becoming harmlessDodgeDodge Chance, Critical StrikeAvoid the hit rather than survive itSupportBuff Power, Healing Power, Cooldown ReductionKeep shields and heals flowing, respecting the 40% cooldown ceiling5151Which direction is right also depends on the run. A tough encounter in a three-player party usually wants one player on a healing ability, while a solo run rewards survivability more than it rewards raw damage. The rest of the build layer is on Relics and Builds, the gear that carries these stats is on Weapons and Armour and Accessories, and how the numbers behave in a fight is on Combat.52525353Stat names, defaults and caps describe the Early Access build and are being tuned as it develops.