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.
- 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-levelled Life-Bound set cannot approach damage immunity, however many pieces are worn.
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 | Bind the held item, or reset your own bound item 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.