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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