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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 Kinah 30,000 + Soul Codex Soul Codexe(s)
Sync Rerolls one stat into a different one Sync Stone Fragment Sync Stone, or same grade gear
Reset Shuffles every stat on the piece at once Soul Codex: Reset Soul Codex: Reset

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 Kinah 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.

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.

StatChance
Accuracy8%
Attack7%
Back Attack7%
Block7%
Combat Speed4%
Critical Attack8%
Critical Hit7%
Damage Boost2%
Frontal Attack7%
HP8%
MP8%
Multi-hit Chance6%
Status Effect Chance4%
Weapon Damage Boost4%
Attributes
Might6%
Precision7%
StatChance
Accuracy5%
Attack4%
Back Defense5%
Block6%
Critical Damage Defense6%
Critical Hit5%
Critical Hit Resist6%
Defense5%
Evasion5%
Frontal Defense5%
HP6%
MP6%
Natural HP Regen6%
Natural MP Regen6%
Status Effect Resist3%
Attributes
Constitution4%
Dexterity4%
Willpower4%
StatChance
Accuracy7%
Attack7%
Block9%
Critical Hit7%
Critical Hit Resist9%
Defense7%
Evasion7%
Flight Power5%
HP9%
MP9%
Natural HP Regen10%
Natural MP Regen10%
Attributes
Intelligence4%

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
Helmet HelmetIncoming Heal 3%, Attack increase 1.5%, Endurance 1.5%, Perfect Resist 1.5%, Smite 1.5%
Chest ChestDamage Boost 3%, Defense increase 1.5%, Endurance 1.5%, Regeneration 1.5%, Smite Resist 1.5%
Shoulder ShoulderCritical Damage Boost 3%, Defense increase 1.5%, Endurance 1.5%, Endurance Penetration 1.5%, Regeneration 1.5%
Gloves GlovesCombat Speed 3%, Defense increase 1.5%, Endurance Penetration 1.5%, Perfect Chance 1.5%, Regeneration 1.5%
Pants PantsDamage Tolerance 3%, Attack increase 1.5%, Endurance 1.5%, Perfect Chance 1.5%, Smite Resist 1.5%
Boots BootsMove Speed 3%, Defense increase 1.5%, Perfect Chance 1.5%, Perfect Resist 1.5%, Regeneration 1.5%
Cape CapeCritical 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.

Each Bind raises one stat toward its ceiling. Two things decide the outcome:

  1. Which stats you have. Fixed when the gear was acquired, changeable only by Sync or Reset.
  2. 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 Kinah 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%.

Material Used for Where it comes from
Soul Codex Soul Codex Every Bind Dungeon drops, Transcendence, Sanctuary, Nightmare shop, Shugo Festival
Soul Codex: Reset Soul Codex: Reset Reset Nightmare shop, quest rewards
Sync Stone Fragment Sync Stone (Unique, Heroic) 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.