Bound item
An item tied to your character that cannot leave it.
A bound item belongs to the character holding it. It cannot be dropped, traded or sold, and it stays bound for good.
An item can also be binding: it is not yet bound, and becomes bound when it is first equipped, to whoever equips it (0.4.45).
Binding is a property of the individual copy, not of the item. Two of the same item can sit in the same inventory with one bound and one free.
The states
An item copy is normal (freely tradable), lore or quest (never tradable, by the item’s own definition), bound (this copy is soulbound for good), binding (bound on first equip) or sealed (dropped with seal locks, bound until a breaker removes them; the game counts them, “Sealed (3/6 Locks Remain)”). Bound, binding and sealed are states of the copy, so the same item can also exist as a normal drop (0.4.45).
Two more are properties of the item itself. A volatile item is removed from your inventory when you log out: the event flags, the rental horses, Exp Compensation, the things a quest has you carry, the two Volatile resets, Bad Bear (the list). A cursed item, once on your body, comes off only with a cure item or spell (the list). An item’s page states its state in the infobox.
A bound item cannot be moved to another character: it cannot be traded, sold to another player, or transferred to an alt.
Contents
From the update notes
What the developer wrote when this was added or changed, newest first.
Instancer , 0.4.57
As announced in patch 4.56 , this patch should lean more into the code side of things as we will explore the instancer (the channel copy machine)
This is a critical missing part of the current game that tie the channel system, the gate system, and everything in between together. Getting this right will enable dungeons, special created guild event maps, private instances, shadow channels and more. It is definitely not the easiest system to tackle, so fingers crossed. ..more details soon
Project Aeven , 0.4.56
That wraps things up for this release. Moving on to patch 4.57 , will be leaning into the code side of things as it will take a shot at building the instancer. Essentially our channel copy machine. It is definitely not an easy system but could enabled guild war maps, private instances and dungeons. See you in the next dev post.
Content Update , 0.4.50
The new item system, launched in Patch 445 has been upgraded. Item instancing now supports one more additional uniquely tracked value per item: base power . This new instanced item property allows any item to remain powerful and relevant.
Map Upgrades , 0.4.49
Gates can also be configured as a kill gate, requiring players to defeat a specific npc a number of times on the map or instance to permanantly unlock one or a group of gate(s). This enables map designers to easilly setup dungeon/combat alike objectives and team-based challenges to a map design.
Dev Notes: Have fun with this rewarding temporary showcase and test-run using the minigame instancer, which is currently the only map instancer in Endless Online. In future updates true party-based dungeon instancing and boss mechanics should be added.
Auction House , 0.4.47
A quest has been added allowing players to leave the Ironmode. Kael Ironbreaker of the Ironguard now offers a way to break the vow and return to the world unbound. Once the vow is broken, there is no path back to Ironmode . The quest can be started by speaking to Kael Ironbreaker in Ironguard Josand.
Item Instancing | Introducing 'Real' Bound , 0.4.45
The item system has been changed to track items individually for bound and sealed state at the instance level, while still respecting the item DNA (pub file definitions) for Lore . This separation was necessary to streamline item distribution and drop logic. Let's look into this after introducing the new 5 states..
Master (pubfile) or instance has no restrictions on this item.
15 more in the update notes.
See also
- Lore item, An item that cannot be traded to another player.
- Sealed item, An item held closed, shown with a count.
- Quest item, An item a quest needs, held apart from ordinary loot.