BIND WEAPON

'BIND WEAPON' Syntax: cast 'bind weapon' <mundane weapon> forever Syntax: cast 'bind weapon' <bound weapon> name <name> Syntax: cast 'bind weapon' <bound weapon> empower <player> Syntax: beckon Dark-knights can place a curse upon a mundane physical weapon of little value, creating an unholy union. A weapon thusly cursed cannot be permanently destroyed by any means, and a small portion of the soul of the dark-knight is permanently imbued inside of it. Some say that dark-knights casting this spell experience death itself. Beckon: Once cursed, none but the gods themselves can truly separate the weapon from the dark-knight. The dark-knight can BECKON his weapon to his hand instantly if it is not already on his person, for a small sum of gold. Soul essence: The binded weapon begins at a lowly level 20 item, but will grow in experience and eventually improve as the dark-knight gets kills with it (both monsters and players), transferring soul essence into the weapon. It can eventually become a level 50 weapon, able to rival anything available, though it cannot exceed the dark-knight's own level. Note that the dark-knight will need to land the killing blow. Empowerment: The weapon may be empowered by killing a stunned player. Each empowerment via player kill stores a soul, reflected in the "value" of the weapon, and the number of souls that can be stored is unlimited. Stored souls modestly improve self-healing abilities through dark metamorphosis and siphon strike in a sublinear growth. After five empowers, the dark-knight can permanently engrave a name into their weapon of choice. Once chosen, the name cannot be changed via any method known to man. Capitalization is important, and hyphens are allowed.

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