Parasitic Weapon

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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.

Analyze

Tier 1, Affinity 3

>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

Unlocked Abilities
 Blood Flares: Damages target at the cost of own health.
 Verb: Prod to turn ON/OFF.

General Information
 Tier: 1                                  Affinity Level: 3
 Total Blood Bound: 5000                   Daily Blood Cap: 109/2000
 24 Hour Blood Tracker: 23 hours and 3 minutes           Triggered Parasitic Bond: Locked
 Innate Parasitic Bond: Locked            Perfect Host: Locked
 Current Heartbeat Timer: 29 minutes until your sickly green staff needs an infusion of your blood with PRAY.

Customization
 Tentacle Color: sickly green                  Accent Color: black
 Custom Article: None.                    Custom Adjective: None.
 Custom Noun: None.
 Custom Examine: None.

Warning

Eating/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 Levels

Total blood is cumulative; the count does not reset.

TIER AFFINITY
LEVEL
TOTAL BLOOD
BOUND
NOTES
Tier 0
Off-the-Shelf
Level 0 0
Level 1 1,000?
Tier 1 Level 2 2,500
Level 3 5,000 After reaching Level 3 affinity, any blood taken was not put towards the Daily Blood Cap
Tier 2 Level 4 10,000 Parasitic Bond unlocked. Every 10 minutes the weapon can be KISSed, and the next time it attacks it drains health and returns it to wielder. Flares also begin to get stronger
Level 5 25,000 The weapon will no longer do the occasional blood draw while swinging
Level 6 40,000
Tier 3 Level 7 60,000 Weapon will now call wielder "Master"
Level 8 80,000 Innate Parasitic Bond unlocked. This ability has a 30 min cooldown. It has a 10% chance to activate per swing once the wielder has lost a certain amount of health
Level 9 100,000 Perfect Host ability unlocked. This ability has a 10 min cooldown and kicks in the next swing

Blood Flares

All 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 Bond

There 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 Host

At 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.

Verb Traps

TIER VERB FIRST THIRD
Tier 0
Off-the-Shelf
WEAR
(causes blood loss)
As you draw your ghostly white gloves close, thick, viscous sickly green tentacles lash out and affix themselves to your flesh. They writhe and contort as they burrow beneath your flesh, pulling the gloves with them The tentacles spiral around themselves as they slowly reform into some ghostly white gloves. Your gloves burn as you feel them draw upon your body. As Tryxx draws her ghostly white gloves close, thick, sickly green tentacle-like appendages lash out and affix themselves to her flesh. She winces in pain as they burrow beneath her flesh, pulling the gloves with them. The tentacles spiral around themselves as they slowly reform into some ghostly white gloves.
REMOVE You grasp at your ghostly white gloves and begin to pull. A shrill cry reverberates through your mind, "NOOOOOO! DON'T DO THIS TO USSSSSS!" A sudden sense of panic floods your senses as you continue to pull. You watch as sickly green tentacles slowly give way, releasing the ghostly white gloves from your flesh. A weak sounding voice whispers from seemingly far away, "No... No...feed me..." Tryxx grasps at her ghostly white gloves and begins to pull. A sudden look of panic crosses her face as the sickly green tentacles encasing her arm slowly give way, releasing the ghostly white gloves from her flesh.
RAISE
(causes blood loss)
You stretch out your right arm, watching several sickly green tentacles spread out from your ghostly white gloves. They painfully burrow under your skin, spiraling up and down your arm. Gradually they move into the palm of your hand as they begin to wrap around themselves. A sentient voice whispers, "I took what I needed to materialize, my blood sistern Blood of my blood, body of my body, our wills are one." The undulating sickly green liquid in the palm of your hand rapidly hardens as it stretches upward. You watch as the sickly green half-crystallized liquid from your gloves slowly takes shape into a sickly green staff. Beads of sickly green liquid drop from its form as the last of your staff crystallizes. Tryxx stretches out her right arm as several sickly green tentacles spread out from her ghostly white gloves. They burrow beneath her skin as they spiral up and down her arm. Gradually they move into the palm of her hand as they begin to wrap around themselves. The undulating sickly green liquid in the palm of Tryxx's hand rapidly hardens as it stretches upward. The liquid from her ghostly white gloves slowly takes shape into a staff as beads of sickly green liquid drop from its form.
CLENCH The black crystalline formations surrounding your sickly green staff begins to dissolve, beads of sickly green liquid reverse directions, traveling up your arm. Several tentacles appear, latching onto your flesh as they burrow beneath. As the tentacles burrow deeper, the last of your staff dissolves into a pool of sickly green and black hues. The liquid entity spirals across you with snake-like movements before returning to your ghostly white gloves. A faint voice enters in your mind, "... and so I return. Do not leave me here too long..." The black crystalline formations surrounding Tryxx's sickly green staff start to dissolve, beads of sickly green liquid reverse directions, traveling up her arm. Several tentacles appear, latching onto her as they burrow into her. The now liquid entity spirals across her with snake-like movements before returning to her ghostly white gloves.
PROD
(to turn
Blood Flares
OFF)
You slowly push your finger against your sickly green staff, watching as a slender tentacle coalesces around it. A soft voice enters your mind, "So, you no longer wish for me to strike as you do? So be it!" Tryxx pushes her finger into her sickly green staff, a slender tentacle coalesces around her finger.
PROD
(to turn Blood Flares ON)
You slowly push your finger against your sickly green staff, watching as a slender tentacle coalesces around it. A harsh voice enters your mind, "So, you wish for me to strike as you do? So be it!" Tryxx pushes her finger into her sickly green staff, a slender tentacle coalesces around her finger.
PRAY
(to attune)
The leather gloves shake violently. A foreign sounding voice enters your mind, "You think you are capable of wielding one such as I? Try this again to begin a journey of pain and torment. Should you prove resilient I will reward you with strength that is not known in this time." [Repeat this command within the next 30 minutes to finish your bond.]

Several crimson tentacles spiral outward from your leather gloves before plunging within your flesh. You feel something foreign traveling through your body, every point it contacts weakening. You break into a sweat as you are forced down to your knees. A single tentacle snakes upward in front of your face, resting at eye level. The tentacle's tip rapidly sharpens into a point as it strikes! You feel a sudden rush of pain and emptiness before a harsh voice enters your mind, "... and so our journey together begins, foreigner. Raise me when you are ready." You feel strength return to your battered body as you catch your breath, the ground beneath now slick with your blood.

PRAY
(to infuse)
You close your eyes and draw your sickly green staff close. A weak voice whispers into your mind, "Sussssstainnn meeee!" You wince as you feel a collection of sickly green tentacles burrow into your skin and start to drain your very essence.
PUNCH
Tier 1 PUSH
<weapon>
As you push your hand against your sickly green staff, several tentacles wrap around it. As Tryxx pushes her hand against her sickly green staff, several tentacles wrap around it.
PUSH
<gloves>
As you push your hand against your ghostly white gloves, several tentacles wrap around it. As Tryxx pushes her hand against her ghostly white gloves, several tentacles wrap around it.
PULL
<weapon>
You draw a hand across your sickly green staff, a single tentacle follows it. Tryxx draws a hand across her sickly green staff, a single tentacle follows it.
PULL
<gloves>
You draw a hand across your ghostly white gloves, a single tentacle follows it. Tryxx draws a hand across her ghostly white gloves, a single tentacle follows it.
Tier 2
Tier 3

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.

Turning Blood Flares On
>prod my staff

You slowly push your finger against your sickly green staff, watching as a slender tentacle coalesces around it.  A harsh voice enters your mind, "So, you wish for me to strike as you do?  So be it!"

A haze of black mist gathers around you as you prepare Mana Disruption...
Your spell is ready.
You gesture at a nedum vereri.
  CS: +117 - TD: +54 + CvA: +19 + d100: +54 == +136
  Warding failed!
  A powerful hit for 31 points of damage!
   ... 20 points of damage!
   Rib bones snap and protrude from the nedum vereri's chest.
You wince as the sickly green staff draws upon your blood as it strikes.
** A slender sickly green and black tendril lashes out from a crystallized sickly green staff and slashes a nedum vereri's throat! **

   ... 15 points of damage!
   Deft swing strikes the nedum vereri's neck.
   Maybe not fatal but it's sure distracting.
Cast Roundtime 3 Seconds.
Turning Blood Flares Off
>prod my staff

You slowly push your finger against your sickly green staff, watching as a slender tentacle coalesces around it.  A soft voice enters your mind, "So, you no longer wish for me to strike as you do?  So be it!"

A haze of black mist gathers around you as you prepare Pain...
Your spell is ready.
You gesture at a nedum vereri.
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!"
  CS: +117 - TD: +54 + CvA: +19 + d100: +26 == +108
  Warding failed!
A nedum vereri cringes in pain.
   ... 31 points of damage!
Cast Roundtime 3 Seconds.
Final bond
You draw your {weapon} in close and channel the flow of your energy to it. You hear a familiar voice enter your mind, "Master, it is done, our bond is complete. I will now innate drain the health of those who threaten you at a higher frequency. Draw me to your lips with a KISS and take me in; I will grant you even more power. Once an hour I will grant you more strength, constitution, dexterity, attack power, damage padding, and defensive power. Blood of my blood, body of my body, our wills are one."
Perfect Host
activation
You slowly bring your {weapon} up to your lips and open your mouth. Several {color} tentacles crawl into your mouth as they wiggle their way down your throat. Fighting your gag reflex, you feel a sudden rush of power between yourself, the {host item}, and the {weapon}.
Roundtime: 3 sec.
Perfect Host
termination
You feel the last of the strength provided by your {weapon} fade. A collection of crimson and {color} tentacles travels across your skin and back into your {host item}. A familiar voice enters your mind, "I must rest, Master..."

Ambient Messaging

Weapon

When 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.

FIRST THIRD
A collection of tentacles burrow into your flesh from your sickly green staff. You shudder as your sickly green staff draws upon your blood. A collection of tentacles burrow into Tryxx's flesh from her sickly green staff.

Host

Host item ambients are unlocked with a Tier 2 automated unlocking certificate.

FIRST THIRD
A single {color} crystalline shard falls from your {host item}. Another one quickly reforms in its place.
Several tentacles crawl up your arm from your {host item}, nuzzling into your flesh.
A pair of {color} tentacles slither out of your {host item} and around each other before vanishing.
Your {host item} suddenly glows crimson as a thick, gurgling voice enters your mind, "Draw upon me..."
A portion of your {host item} turn into a mix of {color} and crimson liquid before hardening again.
You feel drained as a single tendril burrows into your flesh from your {host item}.
A familiar voice enters your mind, "Blood of my blood, free me from these {host item}!"
Your {host item} shake violently against your skin before a voice enters your mind,"Do not trust anyone! We can only trust each other!"
A chill crosses over your body as a voice enters your mind, "Master, we must kill, we must feed, FEED!"
Your {host item} constricts against your flesh.

Customization

The following aspects of a Parasitic Weapon can be customized:

  • Weapon's base description, including the noun
  • Host item (moving location may be possible)
  • Tentacle color
  • Secondary "Accent" color
  • Examines on the weapon as well as the host item

Enchanting and Ensorcelling

Parasitic Weapons are made of bone, which has a -250 penalty to both enchanting and ensorcelling. They can also inflict harm upon anyone handling them who is not the bonded owner.

Unbonding

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.

See Also