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Now searching Treatling Animate Weapon Mastery trait, by all eligible results. ( 1 results found)

For use by Knight or Berserker Subspecies only! Replaces an existing weapon that your Treatling has with an enchanted one.
TRAIT DESIGN GUIDELINES:
MAX SIZING: 100 % body size
This is a restricted trait and cannot be used on ANY Treatling or MYO without owning this specific potion. Can only be used on Knights, Rangers, Snipers, Dragoons, or Berserkers.
USABLE BY SUBSPECIES LISTED BELOW ONLY Turns/replaces your Treatling's current weapon into an animated one. MAX ONE. (ie pick ONE weapon)
  • For Knights: Must be a shield or sword. This replaces the the previous weapon they had.
  • For Berserkers: Must be an axe or glaive. If your Berserker had two weapons, choose one to animate.
  • For Snipers: Must be a rifle.
  • For Rangers: Can affect the bow only (not the arrows).
  • For Dragoons: Affects their existing polearm weapon.
  • Without using any modifying potions, must be the same consistency and texture as the weapon it is based off of.
  • The weapon has a "voice" of its own, and is considered living, similar to the small animal companion.
  • The weapon can also have a smaller form, and alternate between the two. The smaller form should take that of a small accessory.
  • All animate weapons can have an aura, glowing markings, runes, sparkles around them (optional)
  • They can be combined with elemental to give your weapon an elemental feel.
  • Cannot exceed more than 100% of your Treatling's body size individually
  • Cannot be based off a copyright weapon (ie: the Master Sword)
  • Cannot be stacked with itself or with the Knight Treatling's original weapon/shield.