Sorcasaurus
11-04-2021, 08:53 AM
selling t1 parasite full plate, +41 (unlocked to +45), 5CER dmg 6CER crit, 419 item difficulty - PULLED
It imparts a bonus of +41 more than usual.
It appears to weigh about 38 pounds.
It is somewhat padded to lessen the damage the wearer takes.
It is somewhat padded against critical blows.
It is a tricky project (419 difficulty) for an adventurer to modify.
Parasite ARMOR
Description: A parasite of evil origin lives in this armor. Bond to it, feed it your blood!
ALTERATIONS
Your full plate can be altered by any skilled merchant.
LIGHTENING
Your full plate can be lightened by any merchant.
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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 OFF.
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 plate 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
It imparts a bonus of +41 more than usual.
It appears to weigh about 38 pounds.
It is somewhat padded to lessen the damage the wearer takes.
It is somewhat padded against critical blows.
It is a tricky project (419 difficulty) for an adventurer to modify.
Parasite ARMOR
Description: A parasite of evil origin lives in this armor. Bond to it, feed it your blood!
ALTERATIONS
Your full plate can be altered by any skilled merchant.
LIGHTENING
Your full plate 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 OFF.
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 plate 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