Life-Bound Treasures
A Life-Bound Treasure is a weapon or armor piece personalized to one specific player rather than to its item type - it levels up from combat, and its bonus grows with it.
Binding an Item
Run /cultivation bind while holding the item to personalize it. Running the command again on your own already-bound item resets it back to level 1 - so if that item has grown past level 1, the bare command only warns you, naming the level you are about to throw away. It takes /cultivation bind confirm to go through with it. A treasure still sitting at level 1 has nothing to lose, so it re-binds without asking.
- Weapons gain XP from every hit that lands (any creature, not just kills), and level up to deal more damage.
- Armor gains XP from surviving hits, and levels up to reduce incoming damage.
- The item's level shows in its name, and its tooltip states exactly how much benefit it is currently granting - no hidden numbers.
Leveling Curve
| Variable Name | Default Value | Description |
|---|---|---|
LifeBound-Base-Xp-Requirement | 75 | XP needed to go from level 1 to level 2. |
LifeBound-Xp-Growth-Rate | 1.07 | Multiplies the XP requirement for every level gained, stacking. |
LifeBound-Max-Level | 100 | Once reached, the item stops gaining XP - and awakens. |
Both XP rates are a multiplier against the final damage dealt or taken on a hit, after weapon bonus and armor reduction are already applied:
LifeBound-Weapon-Xp-Per-Damage-Dealt: 0.15 - a 20-damage hit dealt grants 3 XP.LifeBound-Armor-Xp-Per-Damage-Taken: 0.1 - fires only if the wearer survives the hit.
The skill tree's tier-8 Life-Bound XP Gain capstones multiply both rates.
Combat Bonuses
| Variable Name | Default Value | Description |
|---|---|---|
LifeBound-Weapon-Damage-Percent-Per-Level | 1.0 | Damage bonus percent added per level. |
LifeBound-Weapon-Max-Damage-Percent | 100 | Hard cap on a single weapon's damage bonus. |
LifeBound-Armor-Reduction-Percent-At-Max-Level | 55 | What one armor piece reduces at max level, scaling linearly from 0% at level 1 - a level-50 piece grants half of it. |
LifeBound-Armor-Max-Damage-Reduction-Percent | 60 | Hard cap on the combined reduction from every worn Life-Bound piece. |
The 60% combined cap exists so a fully-leveled Life-Bound set cannot approach damage immunity, however many pieces are worn.
These four settings govern the two original benefits, which since 0.7.2 are two of six natures a treasure can roll. A treasure whose nature is Blood Drinker or Vessel of Life is not bound by them — its own trait entry carries its cap.
Traits: a Treasure’s Nature
Before 0.7.2 every bound weapon was the same weapon with a different number on it. Now a treasure has a nature, and it is rolled once, at the moment you bind it, and never rolled again. The blade a cultivator happens to bind is theirs, and cannot be traded in for a different kind.
| Trait | Slot | Base | Per level | Cap | Weight | What it does |
|---|---|---|---|---|---|---|
| Keen Edge (锋锐) | Weapon | 0 | 1.5 | 60 | 3 | Outgoing damage percent — the familiar one, and the commonest. |
| Warding Shell (护体甲壳) | Armor | 0 | 1 | 40 | 3 | Damage reduction percent — the other familiar one. |
| Blood Drinker (饮血) | Weapon | 1 | 0.4 | 20 | 1.5 | Returns a share of the damage dealt as health. Unlocks Blood Devour at level 8. |
| Qi Siphon (吸灵) | Weapon | 1 | 0.6 | 30 | 1.5 | Feeds its wielder Qi on every hit — a blade that feeds you rather than itself. |
| Vessel of Life (生命之器) | Armor | 2 | 1.2 | 60 | 1.5 | Flat max health. Widens the vessel instead of thickening the shell. |
| Spirit Conduit (灵脉导引) | Any | 2 | 0.8 | 35 | 1 | Multiplies the Qi you draw while meditating. Unlocks Qi Barrier at level 10. |
A trait’s magnitude is BaseAmount + AmountPerLevel × level, capped at MaxAmount — and what that magnitude means differs per trait. Damage and reduction are percentages as before; Blood Drinker and Qi Siphon are what one hit returns; Spirit Conduit multiplies meditation; Vessel of Life is flat health.
How the roll works
- Weight decides the odds. The two originals (weight 3) are twice as likely as Blood Drinker, Qi Siphon and Vessel of Life (weight 1.5), and three times as likely as Spirit Conduit (weight 1) — so the nature a long-term cultivator actually wants is the rarest.
- Slot is a real restriction. A
Weapontrait never lands on a breastplate, which is what stops half of all rolls from being useless. Only Spirit Conduit can appear on either. - Weight 0 retires a nature from the roll without breaking treasures already carrying it — the way to remove one from a live server.
Arts a treasure lends you
Two natures grow into more than a number. Once the treasure reaches the trait’s UnlockTechniqueLevel, it lends its owner an art while it is held:
- Blood Drinker at level 8 lends Blood Devour — normally a Demon-only art.
- Spirit Conduit at level 10 lends Qi Barrier.
It is checked live, so sheathing the treasure takes the art away again. UnlockTechnique names any registered technique id, which means a server owner or an add-on can point a trait at anything on the technique list, including its own.
Treasures bound before this release keep the exact benefit and the exact numbers they already had — a bound weapon stays a Keen Edge weapon at the same percentage, and a bound armor piece stays Warding Shell. Nothing is re-rolled, because a nature is decided once and there is no re-roll in the mod at all. Setting Life-Bound-Traits-Enabled to false returns every treasure to the flat damage/reduction split of 0.7.1.
Awakening
A Life-Bound Treasure that reaches LifeBound-Max-Level awakens, and gains a final benefit applied on top of the usual caps:
Awakened-Bonus-Percent(10): extra damage percent for a weapon, extra damage reduction percent for armor.Awakened-Proc-Chance(0.25): each landed weapon hit has a 25% chance to flare with a spirit-energy particle burst.
Because the awakened bonus is applied after the caps, an awakened weapon can exceed LifeBound-Weapon-Max-Damage-Percent and an awakened set can exceed the 60% combined armor cap - awakening is the reward for taking one item all the way to 100.
Changing Owners
If a Life-Bound item ends up with a different player - traded, dropped and picked up - LifeBound-Reset-On-Transfer (true by default) decides what happens:
- true: the item silently rebinds to its new holder at level 1 / 0 XP the next time they land a hit with it.
- false: the item stays permanently bound to its original owner and grants nothing to anyone else.
| Command | Description | Permission |
|---|---|---|
/cultivation bind [confirm] | Bind the held item. On your own treasure above level 1 it warns; confirm resets it to level 1. | cultivation |
/cultivation admin setlifebound {player} {level} [xp] | Force the level (and optionally XP) of a held Life-Bound item. | cultivation |
Every number on this page lives in Arts/LifeBoundConfig.json - see Arts Configs - and the commands are documented in full on the Commands page.