Parasitic Weapon: Difference between revisions
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===Unbonding=== |
===Unbonding=== |
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Unbonding is instant. The affinity (bond level) of the weapon does not have to be worked off if one inherits or purchases someone else's parasitic weapon. |
Unbonding is instant. The affinity (bond level) of the weapon does not have to be worked off if one inherits or purchases someone else's parasitic weapon. |
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===Unlocking Certificates=== |
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====Parasitic Weapon Add==== |
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Automated certificates for this service have been sold in [[Duskruin]]'s [[BVShop:The Annex|The Annex]] shop. |
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<pre{{log2}}> |
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You analyze the fleshy parasite and sense that the item is largely free from merchant alteration restrictions. |
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The creator has also provided the following information: |
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Your parasite is used to unlock the potential of things held in your other hand or on your person. |
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An engorged and fleshy parasite converts an unscripted weapon into a Parasite Weapon at Tier 0. |
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DETAILS: |
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> A pair of gloves will be created as the host item for summoning the weapon. |
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You need only RAISE your parasite while holding a compatible item in your other hand or on your person. |
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Your parasite may not be altered or changed in any way. |
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You get no sense of whether or not the parasite may be further lightened. |
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</pre> |
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====Parasitic Weapon Common Flare==== |
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Automated certificates for this service have been sold in [[Duskruin]]'s [[BVShop:The Annex|The Annex]] shop. |
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<pre{{log2}}> |
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You analyze the simple parasite certificate and sense that the item is largely free from merchant alteration restrictions. |
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The creator has also provided the following information: |
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Your certificate is used to unlock the potential of things held in your other hand or on your person. |
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A simple parasite certificate grants the ability to add/change a Parasite Weapon's COMMON flare. |
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DETAILS: |
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> Redemptions must be made using the host item (e.g., gloves) with the weapon unsummoned. |
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> Use TURN [to #] to toggle the desired flare. Currently: Cold |
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(1) Cold (3) Impact |
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(2) Fire (4) Lightning |
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You need only RAISE your certificate while holding a compatible item in your other hand or on your person. |
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Your certificate may not be altered or changed in any way. |
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You get no sense of whether or not the certificate may be further lightened. |
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</pre> |
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====Parasitic Weapon Exotic Flare==== |
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Automated certificates for this service have been sold in [[Duskruin]]'s [[BVShop:The Annex|The Annex]] shop. |
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<pre{{log2}}> |
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You analyze the parasite flare certificate and sense that the item is largely free from merchant alteration restrictions. |
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The creator has also provided the following information: |
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Your certificate is used to unlock the potential of things held in your other hand or on your person. |
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An exotic parasite flare certificate grants the ability to add/change a Parasite Weapon's EXOTIC flare. |
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DETAILS: |
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> Redemptions must be made using the host item (e.g., gloves) with the weapon unsummoned. |
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> Use TURN [to #] to toggle the desired flare. Currently: Acid |
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(1) Acid (5) Plasma |
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(2) Disintegrate (6) Unbalance |
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(3) Disruption (7) Vacuum |
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(4) Grapple |
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You need only RAISE your certificate while holding a compatible item in your other hand or on your person. |
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Your certificate may not be altered or changed in any way. |
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You get no sense of whether or not the certificate may be further lightened. |
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</pre> |
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==See Also== |
==See Also== |
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* [[/saved posts|Saved posts]] |
* [[/saved posts|Saved posts]] |
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* [[Parasite Armor]] |
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* [[BVShop:Temple of Tentacles]] |
* [[BVShop:Temple of Tentacles]] |
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</td><td> |
</td><td> |
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|custom5=Adjective |
|custom5=Adjective |
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|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.--> |
|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.--> |
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|releasevenue= Duskruin |
|releasevenue= Duskruin <!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --> |
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|releaseyear=2017 |
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|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. --> |
|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. --> |
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|tiered= Yes<!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> |
|tiered= Yes<!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> |
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|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. --> |
|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. --> |
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|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. --> |
|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. --> |
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|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. --> |
|add=Yes <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. --> |
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|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. --> |
|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. --> |
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}} |
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Latest revision as of 07:33, 21 August 2025
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Parasitic Weapons were first sold at Bloodriven Village in the Temple of Tentacles in April 2017 by ASGM Retser. They can be blessed, ensorcelled, and enchanted, although the latter two are difficult (see below). Traditional flares can also be added. In 2017, they were sold off-the-shelf with a +20 (4x) enchant level. They have a special slash flare, known as a "blood flare," that gets more potent as affinity grows. While bonding to a weapon, the weapon will fight its owner until they reach a certain affinity. This comes in the form of a "retaliation" flare that can happen rarely on attack. Tier 0, Off-the-ShelfUsage
† Turning the Blood Flares off will not prevent the weapon from drawing blood from the user. It will still do this periodically as you are fighting. Tier 1Usage
Tier 2Usage
Tier 3Analyze>analyze my staff
You analyze your sickly green staff and sense that the item is largely free from merchant alteration restrictions.
The creator has also provided the following information:
PARASITIC WEAPONS
Verb Host Item Weapon
RAISE Summons Weapon
CLENCH Returns Weapon
PROD ON/OFF Blood Flares
PRAY Finish Host Bond Increases Affinity if you are ready
PUNCH UnAttunes
Unlocked Verbs
PUSH Fluff Fluff
PULL Fluff Fluff
PROD Turns ON/OFF Ambient
POINT Fluff Fluff
RUB Fluff Fluff
RAISE Parasitic Bond
HUG Fluff Fluff
KISS Perfect Host
Unlocked Abilities
Parasitic Bond: Drains target creature's health based on damage dealt.
Cooldown: 10 minutes.
Verb: Raise
Perfect Host: Increases Attack Strength, Defensive Strength, Damage Padding, Str, Con, Dex.
Cooldown: 60 minutes.
Verb: Kiss
Innate Parasitic Bond: Provides a 10% chance to heal wielder based on damage dealt on strike automatically.
Cooldown: 30 minutes.
Blood Flares: Damages target at the cost of own health.
Verb: Prod to turn ON/OFF.
General Information
Tier: 3 Affinity Level: 9
Total Blood Bound: 100000 Daily Blood Cap: 5000/5000
24 Hour Blood Tracker: Expired Triggered Parasitic Bond: Ready
Innate Parasitic Bond: Ready Perfect Host: Ready
Summoned Status: Ready for summoning.
Customization
Tentacle Color: sickly green Accent Color: black
Custom Article: None. Custom Adjective: None.
Custom Noun: None.
Custom Examine: None.Usage
Additional InformationWarningEating/drinking herbs to heal your blood loss may result in further blood loss and/or death! In this instance, when the weapon was first summoned, it drained the user of all health, except for 1 health point. Eating the acantha leaf replenished 10 health, but at the same time, the weapon drained another 7 points of health. The user died as a result, but still had 4 points of health upon death. So, the user healed herself for 10 health first, the weapon then drained 7 points of health and it killed the user. This might be a bug and needs further testing. >eat my leaf
You take a bite of your acantha leaf.
YUCK! That stuff tastes horrible!
A thorn-shaped appendage digs into your flesh from your sickly green staff! A foreign sounding voice enters your mind, "Pay the price of wielding me!"
Your body pulses momentarily into semi transparency and then returns to normal.
A dark shadow seems to detach itself from your body, swiftly dissipating into the air.
{Spells dropping}
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...
Affinity LevelsTotal blood is cumulative; the count does not reset.
Blood FlaresAll parasitic weapons come with blood flares, based on the slash critical table. These flares take up the script slot but leave the standard flare slot open, allowing for further upgrades or Consecrate (1604) flares. The strength of the flares increases with the wielders affinity. This will essentially raise the average damage and ceiling. Increasing the affinity does not increase the flare rate. Parasitic BondThere are two versions of the Parasitic Bond ability that drains health. One is innate, on a 30 minute cooldown. This will trigger 10% of the time. The other can be triggered manually once every 10 minutes. This heals based on damage dealt, and increases in potency as the wielder moves toward affinity 9. This has no cost. Perfect HostAt Level 9 Affinity, "Perfect Host" (the maximum), the weapons add +10 to attack strength (AS), defensive strength (DS), Constitution stat, Dexterity stat, and Strength stat. It also provides +10 combat effectiveness points (equivalent heavy) damage padding. These benefits last for two minutes and have a one hour cooldown period. If wielding two Perfect Host Parasitic Weapons, the bonus from a host won't stack if using more than one unlocked weapon; however, you can use the boost on one weapon, then use the boost on the second once the first one runs out, thus doubling the top benefit of the weapons from two (2) minutes to four (4) per hour.
Ambient MessagingWeaponWhen your parasitic weapon needs to be infused with blood, it will let you know. You can also see the Current Heartbeat Timer by analyzing your weapon.
HostHost item ambients are unlocked with a Tier 2 automated unlocking certificate.
CustomizationThe following aspects of a Parasitic Weapon can be customized:
Enchanting and EnsorcellingParasitic Weapons are made of bone, but carry only a -200 penalty to both enchanting and ensorcelling. They can also inflict harm upon anyone handling them who is not the bonded owner. UnbondingUnbonding is instant. The affinity (bond level) of the weapon does not have to be worked off if one inherits or purchases someone else's parasitic weapon. Unlocking CertificatesParasitic Weapon AddAutomated certificates for this service have been sold in Duskruin's The Annex shop. You analyze the fleshy parasite and sense that the item is largely free from merchant alteration restrictions. The creator has also provided the following information: Your parasite is used to unlock the potential of things held in your other hand or on your person. An engorged and fleshy parasite converts an unscripted weapon into a Parasite Weapon at Tier 0. DETAILS: > A pair of gloves will be created as the host item for summoning the weapon. You need only RAISE your parasite while holding a compatible item in your other hand or on your person. Your parasite may not be altered or changed in any way. You get no sense of whether or not the parasite may be further lightened. Parasitic Weapon Common FlareAutomated certificates for this service have been sold in Duskruin's The Annex shop. You analyze the simple parasite certificate and sense that the item is largely free from merchant alteration restrictions.
The creator has also provided the following information:
Your certificate is used to unlock the potential of things held in your other hand or on your person.
A simple parasite certificate grants the ability to add/change a Parasite Weapon's COMMON flare.
DETAILS:
> Redemptions must be made using the host item (e.g., gloves) with the weapon unsummoned.
> Use TURN [to #] to toggle the desired flare. Currently: Cold
(1) Cold (3) Impact
(2) Fire (4) Lightning
You need only RAISE your certificate while holding a compatible item in your other hand or on your person.
Your certificate may not be altered or changed in any way.
You get no sense of whether or not the certificate may be further lightened.
Parasitic Weapon Exotic FlareAutomated certificates for this service have been sold in Duskruin's The Annex shop. You analyze the parasite flare certificate and sense that the item is largely free from merchant alteration restrictions.
The creator has also provided the following information:
Your certificate is used to unlock the potential of things held in your other hand or on your person.
An exotic parasite flare certificate grants the ability to add/change a Parasite Weapon's EXOTIC flare.
DETAILS:
> Redemptions must be made using the host item (e.g., gloves) with the weapon unsummoned.
> Use TURN [to #] to toggle the desired flare. Currently: Acid
(1) Acid (5) Plasma
(2) Disintegrate (6) Unbalance
(3) Disruption (7) Vacuum
(4) Grapple
You need only RAISE your certificate while holding a compatible item in your other hand or on your person.
Your certificate may not be altered or changed in any way.
You get no sense of whether or not the certificate may be further lightened.
See Also |
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