PDA

View Full Version : 7x parasite robes



Derex
06-26-2021, 10:49 AM
+35 t2 ensorcelled tier 1 parasite (50kbs ots @ 4x)

55m

with tier one can activate armaments flares every shot

also have some +26 t1 gloves i can throw in for an additional 10m


You analyze your black robes and sense that the creator has provided the following information:
Parasite ARMOR
Description: A parasite of evil origin lives in this armor. Bond to it, feed it your blood!
ALTERATIONS
Your black robes can be altered by any skilled merchant.
LIGHTENING
Your black robes can be lightened by any merchant.
--------------------------------------------------------------------------------------------------
Verb
PUSH Activates/Deactivates Armor.
PROD Turns on and off ALL defensive flares.
PUNCH Clears attunement and owner.
TOUCH Allows infusion of health and health for Parasitic Reserves
PRAY Advance your bond or bind to the armor.
GAZE Fluff
PULL Fluff

Unlocked Abilities

Parasitic Defensive Flares: Provides a chance to root your attackers, lowering their AS and DS upon being attacked.
Verb: Prod to turn ON/OFF.
Parasitic Defensive flares are currently ON.

Parasitic Reserves: Once every 5 minutes the health stored when using TOUCH fills the reserves of the armor.
Most abilities prioritize health reserves over your health.

Parasitic Blood Match: Upon being attacked, and if the player is missing more than 10% of their health, the armor can return shared blood to the owner from the reserves at a loss, 2 blood per 1 health, for a maximum of (affinity * 5).
Cooldown: 5 minutes.

Parasitic Armaments: When wielding both a parasite weapon and wearing parasite armor, the wielder can activate Parasitic Armaments. The Armaments will draw blood from the wielder or the reserves to create spikes on the player. These spikes last for affinity of both items / 2 in minutes. It will have a minimum of 3 minutes and a maximum of 9 minutes. While attacking or casting, the spikes have a chance to provide an additional flare at half strength, consuming a spike. While defending, the spikes have a chance on being hit to reactively flare at the target for half strength, consuming spike. Both have to be unlocked to T1 and at least Affinity 3 to use. If the wielder reaches below 1/4 of their health, the armaments will turn off. You can also RUB the robes again to turn it off once activated.
Cooldown: 60 minutes.
Costs: 10 health per flare, prioritizing health reserves.
Duration: ((Weapon Affinity + Armor Affinity) / 2)
Verb: Rub

General Information
Tier: 1 Affinity Level: 3
Total Health Bound: 5005 Daily Health Cap: 0/2000
22 Hour Health Tracker: Expired
Parasitic Reserves: Ready Total Stored: 2/200
Parasitic Bulwark: Locked
Parasitic Blood Match: Ready
Parasitic Armaments: Ready

Customization
Tentacle Color: crimson
Accent Color: black

Inactive Armor Customization
Article: some rotting
Adjective: black
Long (Post Noun):

Active Armor Customization
Article: some glistening
Adjective: black
Long (Post Noun):

Derex
07-02-2021, 10:25 PM
Price drop to 55m