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Builds & Abilities

Classless Builds: Abilities, Relics & Weapons

How Soulbound's gear-driven, classless system lets one character become a tank, healer, or DPS depending on what you equip.

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How the System Works

Soulbound: Online has no locked-in classes. Your build comes from what you equip: swap gear and you swap role, instantly and without a separate character. SpiderWare describes the system as a dozen-plus swappable abilities paired with 200+ upgradeable relic trees, enabling 100+ unique build combinations in any given run, across multiple weapon archetypes and deep skill trees.

Abilities

Your core offensive, defensive, and healing tools in dungeons. A dozen-plus base abilities exist, and can be chained into combos.

Relics

Earned during dungeon runs, relics warp your equipped abilities, weapons, and stats on the fly — the main driver of build variety run-to-run.

Weapon Archetypes

Multiple weapon types anchor different playstyles, combined freely with your ability and relic choices.

Respec Freely

Builds are meant to be disposable and experimental: you can respec instantly to fit the fight in front of you, then still show off hard-earned cosmetics separately from whatever stats you're currently running.

Roles You Can Cover

Because the same character can become any role, a party doesn't need three separate characters to field a tank, healer, and DPS — it needs three players willing to swap gear into those roles for the run. The community has settled on four core build archetypes: DPS, Healer, Tank, and Dodge (a defense style built around evasion rather than raw health/armor), with hybrids blending any of these as extensions. Reported stat priorities per archetype: Tank leans Health, Defense, Crit; DPS leans Damage, Crit; Dodge leans Dodge, Damage, Crit; Healer leans Buff Power, Cooldown Reduction. See our Dodge Build Guide for more.

Examples Confirmed So Far

The full ability and relic list hasn't been published officially, but the community wiki has documented some real examples in use:

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  • Abilities: Gleam Twins, Chakram, Healing Pulse, Pyrosphere (fiery AoE), Chain Lightning (electrifies nearby enemies), Ice Cube (freezes targets), Fortify, Minigun
  • Relics: Health, Crit, Heavy Hit, Dodge, Gunslinger (pairs well with Gleam Twins builds), Supporter (for healer-leaning builds), Life Steal (turns AoE damage into party healing), Elementalist (boosts magic-type ability cooldown and damage)
  • Named Hammer weapons: Oathmourne, Ferrox Greataxe, Tortured Punisher, Toxic Messenger, Fiery Jackhammer — Hammer-type weapons are also useful for stunning tougher enemies and bosses

Weapon & Ability Aim Modes

Weapons can be toggled between three modes: Manual, Auto-Aim, or Auto-Cast. Abilities toggle between Manual and Auto-Cast. Manual mode gives you direct control (useful for skill leveling and precision play), while the Auto options let the game handle aiming or casting for a more relaxed pace.

Equipment Slots

Gear (and its separate cosmetic overrides) spans seven slot types: Head, Chest, Legs, Necklace, Ring, Belt, and Back.

Still to be fully detailed: SpiderWare hasn't published a complete public list of every ability, relic, or weapon archetype ahead of Early Access. This page will be expanded with more specifics once the Early Access build is out and community testing fills in the rest.
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