All 7 soul stones in build DS_B.0.4.29 - 7 obtainable today, 0 gated, and 7 with a live effect. A soul stone is consumed on use and teaches its monster's signature ability permanently. A character holds only one Soul trait at a time: using a second soul stone removes the first before it adds the new one. Type in the box to search names, effects and monsters; click column headers to sort, chips to filter.
UncommonRareEffect liveEffect not wiredDrops from monsterMonster exists, no dropNo monsterObtainableGated
Bleeding: 5 physical damage per stack, every 1 second (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second before resistance. Duration is set by the applying skill. It never misses, is never guarded or critical and goes past Barrier, but the target's Physical Resistance still cuts it (x 100 / (100 + resistance)).
Goblin Chief Shaman Soul(on the caster): When HP is 50% or lower, Magic Attack increases by 20% and damage taken increases by 30%. Each character can equip only 1 Soul Trait. If already owned, it will be overwritten. While the wearer's HP is at or below the threshold, it gets an effect that raises Magic Attack Power and the damage it takes; the effect goes away when HP rises above the threshold.
Elder Gloth Soul(on the caster): When performing a physical attack, damage increases by an amount equal to 5% of Weight. Each character can equip only 1 Soul Trait. If already owned, it will be overwritten. Adds 0.05 percent damage per point of carried Weight to every physical hit, melee or ranged.
Eyeball Soul(on the caster): When dealing damage, damage increases by 3% × the distance to the target. Each character can equip only 1 Soul Trait. If already owned, it will be overwritten. Each hit the wearer deals gets more damage for every tile between the wearer and the target, counted as the larger of the two tile gaps, with no cap.
Giant Stone Golem Soul(on the caster): Each time you take damage, stacks increase. For each stack, Damage Dealt increases by 2% and Damage Taken decreases by 2%. Stacks reset after combat ends. Each character can equip only 1 Soul Trait. If already owned, it will be overwritten. Every hit the wearer takes in combat adds a stack, up to the cap; each stack raises damage dealt and lowers damage taken by the same percent, and all stacks reset when the wearer leaves combat.