Soul Binding
Soul binding runs on 4,820 of the 5,713 pieces in the client data, at every grade — a Common piece holds one slot, Rare two, Legend three, Unique three to five and Heroic four to six. What is restricted to Unique and Heroic is the extra slot below, which 2,462 pieces can buy. What lands in a slot is drawn at random from that slot’s pool when you acquire the item. Binding then raises those stats toward their ceiling, so it changes how high they sit, never which ones you have.
Unlike manastones and theostones, every one of those base stats carries over when you transfer gear, at the value you bound it to. The single exception is the extra stat unlocked with Philosopher’s Stones, which does not transfer. That is why soul binding is worth doing on gear you already plan to replace.
Three operations share the Soul Binding tab.
| Operation | What it does | Cost |
|---|---|---|
| Bind | Raises the value of your existing stats. Always succeeds, by random amount | |
| Sync | Rerolls one stat into a different one | |
| Reset | Shuffles every stat on the piece at once |
Every slot on a piece has to be maxed before the extra slot unlocks, which is exactly what puts
that piece’s Soul Binding Rate at 100%. From there, 2 Philosopher’s Stones and
1,000,000
kinah add one more slot. There is no RNG on the unlock itself: it always succeeds, and it
works on any soul bindable piece.
That extra slot is the one part of soul binding a transfer does not preserve.
| On a transfer | |
|---|---|
| The 3 to 6 base stats, at their bound values | carry over |
| The Philosopher’s Stone extra stat | does not transfer |
So the stones are spent again on every new piece, and the stat they unlock is rolled again from scratch. Everything you bound into the base slots follows the item untouched.
Available stats
Section titled “Available stats”Each slot draws once. One draw in five lands on a class skill instead of a stat, giving it +1 level — see skill levels for the per-skill odds and every other way to raise one. Weapons, guards and rings draw from the 12 actives your class uses with that weapon; armor, earrings and necklaces draw from its 10 passives. Weapons are class locked, so a dagger only ever rolls assassin skills.
The other four draws in five land on a stat, and the tables below are the odds within that stat draw, so each one totals 100%. Which stats are on offer depends on where the piece is worn: every weapon shares one pool, every accessory shares another, and armor shares a common core plus a few stats unique to each slot.
Weapon
Section titled “ Weapon”| Stat | Chance |
|---|---|
| Accuracy | 8% |
| Attack | 7% |
| Back Attack | 7% |
| Block | 7% |
| Combat Speed | 4% |
| Critical Attack | 8% |
| Critical Hit | 7% |
| Damage Boost | 2% |
| Frontal Attack | 7% |
| HP | 8% |
| MP | 8% |
| Multi-hit Chance | 6% |
| Status Effect Chance | 4% |
| Weapon Damage Boost | 4% |
| Attributes | |
| Might | 6% |
| Precision | 7% |
| Stat | Chance |
|---|---|
| Accuracy | 5% |
| Attack | 4% |
| Back Defense | 5% |
| Block | 6% |
| Critical Damage Defense | 6% |
| Critical Hit | 5% |
| Critical Hit Resist | 6% |
| Defense | 5% |
| Evasion | 5% |
| Frontal Defense | 5% |
| HP | 6% |
| MP | 6% |
| Natural HP Regen | 6% |
| Natural MP Regen | 6% |
| Status Effect Resist | 3% |
| Attributes | |
| Constitution | 4% |
| Dexterity | 4% |
| Willpower | 4% |
Accessory
Section titled “ Accessory”| Stat | Chance |
|---|---|
| Accuracy | 7% |
| Attack | 7% |
| Block | 9% |
| Critical Hit | 7% |
| Critical Hit Resist | 9% |
| Defense | 7% |
| Evasion | 7% |
| Flight Power | 5% |
| HP | 9% |
| MP | 9% |
| Natural HP Regen | 10% |
| Natural MP Regen | 10% |
| Attributes | |
| Intelligence | 4% |
Gold is a 2 to 3% roll and blue is 3 to 4%. Scarcer is stronger.
Armor then adds five more per slot, and these are the only places those stats appear:
| Slot | Only this slot can roll |
|---|---|
| Incoming Heal 3%, Attack increase 1.5%, Endurance 1.5%, Perfect Resist 1.5%, Smite 1.5% | |
| Damage Boost 3%, Defense increase 1.5%, Endurance 1.5%, Regeneration 1.5%, Smite Resist 1.5% | |
| Critical Damage Boost 3%, Defense increase 1.5%, Endurance 1.5%, Endurance Penetration 1.5%, Regeneration 1.5% | |
| Combat Speed 3%, Defense increase 1.5%, Endurance Penetration 1.5%, Perfect Chance 1.5%, Regeneration 1.5% | |
| Damage Tolerance 3%, Attack increase 1.5%, Endurance 1.5%, Perfect Chance 1.5%, Smite Resist 1.5% | |
| Move Speed 3%, Defense increase 1.5%, Perfect Chance 1.5%, Perfect Resist 1.5%, Regeneration 1.5% | |
| Critical Damage Tolerance 3%, Attack increase 1.5%, Perfect Chance 1.5%, Smite 1.5%, Weapon Damage Tolerance 1.5% |
Three of those are worth planning around: Chest is the only armor source of Damage Boost, Shoulder the only source of Critical Damage Boost, and Gloves the only armor source of Combat Speed. Smite rolls on the helmet and cape only.
Read the percentages as a rarity ranking. The scarcest rolls are the strongest ones, so a 2% Damage Boost on a weapon is the prize and an 8% HP is filler.
How it works, example
Section titled “How it works, example”Each Bind raises one stat toward its ceiling. Two things decide the outcome:
- Which stats you have. Fixed when the gear was acquired, changeable only by Sync or Reset.
- How high each one binds. Every Bind is a guaranteed increase, but higher values get progressively less likely.
Here is an example using a Unique dagger whose Critical Attack sits at 48 with a ceiling of 51.
Step 1: you Bind. It costs
30,000 plus Soul Codex, and the increase is guaranteed.
The codex count is not fixed at one: it climbs with each bind on that piece, so the number
the screen asks for grows as the stat approaches its ceiling.
Step 2: the game picks a value. Each step up the ladder is rarer than the last:
| Critical Attack | Chance of binding to it |
|---|---|
| 49 | 42.33% |
| 50 | 32.60% |
| 51 | 25.07% |
Result: the stat moves up, its yellow bar advances, and the blue Soul Binding Rate follows. Longer ladders taper much harder. On the same dagger HP runs from 226 to 265, and the top of that range binds at 0.65%.
How to obtain
Section titled “How to obtain”| Material | Used for | Where it comes from |
|---|---|---|
| Every Bind | Dungeon drops, Transcendence, Sanctuary, Nightmare shop, Shugo Festival | |
| Reset | Nightmare shop, quest rewards | |
| Sync | Sanctuary, or morph Sync Stone Fragments from dungeons. Any spare Unique piece also morphs into one | |
| Philosopher’s Stone: Revelation | The extra slot, on most pieces | Conquest dungeons |
| Philosopher’s Stone: Power | The extra slot, on the rest | Conquest dungeons |
Both Philosopher’s Stones are spent two at a time, and roughly four pieces in five take Revelation. Which one a piece needs is stamped on the item and cannot be predicted from its grade, tier or item level: two Unique boots at the same item level can want different stones, so check the piece before farming.
A Sync Stone below the gear’s grade applies only 10% of the time, so never sync Unique stones into Heroic gear.
