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-levelled 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 are twice as likely as the drinkers and four times as likely as Spirit Conduit — 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.