Soulbound's core concept of arming characters with individual weapons, fragments of their soul, would mean nothing if the weapons themselves were not unique in every case. Because of this Soulbound comes equipped with a random weapon roller. These weapons can be generated randomly through the rulebook by rolling dice or by the click of a button down below. Weapons are assembled using three different builds. Single weapons are granted a unique trait. Paired builds have the character's soul split between weapons. Combined builds merge two existing weapons together for something entirely new. Each soulbound weapon begins the game with a single power as well. Between these three builds, 100 weapons and 60 arcane powers there exist billions of possible combinations, each one the beginning of a wielder's destiny.
ANIMATED - Takes to the air, animating itself to attack foes or protect its wielder.
ARCANE IMBUED - Attacks are empowered by arcane energy.
BLINDING - Attacks from this bond have a chance to blind enemies.
BLOOD THIRSTY - A wielder may inflict damage upon themselves to imbue this bond with energy.
BONE SPIKED - Grows bone spikes for extra damage, or may fire them from a ranged weapon.
BREACHING - Hits hard surfaces with incredible force, useful for breaking through doors and walls.
BRIDGING - Capable of opening 2 portals which connect those points in space.
CHAOTIC - Transfer the negative effects of using arcane powers onto a nearby target.
COMPANION WORTHY - An arcane familiar accompanies the bond, attacking foes on command.
CORRODING - Turns metal to rust, useful against armor and frustrating mechanisms.
DAMNING - Places a mark upon its target which can track their location and inflict pain.
DEATH SPEAKING - Allows its wielder to converse with the dead.
DEVASTATING - Consumes an incredible amount of energy to deliver a blow with ungodly force.
DISGUISING - When held, disguises the wielder as someone else.
DUPLICATING - Creates copies of itself for backup or use by others.
ENTANGLING - Ensnares its target with a black tar when attacking.
EVERSHARP - Has an unnatural, permanent sharpness which cuts through stone and metal alike.
EXPLOSIVE - When activated, delivers an explosive attack.
FERN GROWING - Grows a bed of moving vegetation which supports its allies.
FESTERING - Leaves wounds that fester and rot away limbs.
FLAME IMBUED - Sets the weapon on fire, giving it a chance to set enemies ablaze as well.
FORM SHIFTING - May transform into any other weapon temporarily.
FROST IMBUED - Coated in a layer of ice the weapon chills and slows enemies.
FURIOUS - Arcane energy grants the weapon extra damage and grows stronger with each attack.
GUIDING - Points the wielder in the direction of that which they desire most.
INQUISITORIAL - Deals extra damage to corrupted foes, but not those of Vanity.
INSANE - Has a chance to induce madness in its target, sending them into a state of hysteria.
INTERDIMENSIONAL - May be stored away in a dimensional pocket and retrieved instantly.
LIGHTNING IMBUED - Swathed in lightning the weapons attack may chain electricity between foes.
MAGNETIC - When thrown or shot the weapon will direct itself towards the target.
MALEVOLENT - An evil presence about the weapon can repel weak minded foes.
MINION CONJURING - Can summon otherworldly minions to the wielders aid.
MOON CATCHING - Catches the moons energy and infuses it with the weapon.
MOSS GROWING - Grows a curative Clotmoss upon the weapon's surface.
PETRIFYING - May turn its target to stone, petrifying part or all of the enemy.
PHANTOM - Renders the weapon invisible and deals elemental damage on the first attack.
PINNING - When activated the weapon or its projectiles gain immense weight, pinning the target.
POISONED - The weapon is coated in an ever present poison.
POSSESSIVE - When attacking the weapon has a chance to gain control of weak-minded foes.
PROTECTIVE - Forms an arcane shield which hovers near the weapon.
RANGED - Energy slashes through the air beyond the weapon's actual reach, extending its range.
RELOCATING - Allows the wielder to teleport to their weapon, a great trick for covering distance or dodging.
RESTORATIVE - Heals injuries and mends broken bones.
SANGUINE - Drains the life from its targets and transfers it to the wielder.
SEEING - Allows the wielder to channel their senses of vision and hearing through their weapon.
SENSING - Detects nearby enemies even when they are not seen or heard.
SILVER EARNING - Grants the wielder extra silver when lives are taken.
SMOKE SHIFTING - Transmutes the weapon into a cloud of smoke which reforms afterwards.
SOUL CAPTURING - Stores enemies souls as energy to be used in a powerful attack.
SUPERHEATED - Turns the weapon red hot, dealing extra damage and melting through armor.
SUPPLY GIVING - Generates extra supplies for the wielder when needed.
SYMBIOTIC - Tendrils burst from the weapon and grip its wielder's arms, boosting strength.
TALKING - The weapon may speak to the wielder telepathically, sometimes proving helpful, usually not.
TETHERING - Restrains the target with strong, thorny vines when attacking.
THOUGHT STEALING - May obtain information from the target's mind when attacking.
TIME SHIFTING - Can rewind time by a few seconds, allowing for a second chance.
TOTEMIC - Transforms the weapon into one of three animal forms.
VOODOO - Places a hex on the target which injures them as surrounding units take damage.
WINGED - Sprouts wings from the weapon, useful for gliding or dashing about in combat.