ON THIS WIKI
Bound Armor
Bound Armor is a powerful suit of armor from Blood Magic. It takes a significant amount of Life Essence to create and use, but makes the wearer nearly invulnerable.
Creation[edit]
Bound Armor is created out of Filled Sockets, which are in turn created from Empty Sockets.
To create the Filled Socket, place an Empty Socket into a tier 3 Blood Altar.
A total of 24 (+ 4 for Soul Armor forge) Diamonds, 96 (+16) Weak Blood Shards, 96 (+ 16) Glass and 720,000 LP (+ 120,000 LP) are required to create a full suit of Bound Armor.
Combining the Filled Sockets into armor requires a Soul Armour Forge. The forge binds the sockets and any upgrades together into the piece of armor.
The Forge has no interface. Rather than placing the Filled Sockets into a GUI, they are instead placed in the world along with the Forge. The shapes to create pieces of armor are the same as the shapes for vanilla armor in the crafting table.
Once the appropriate pattern is created, right click on the Forge (no Weak Activation Crystal needed). This will combine the blocks into the piece of armor.
Armor Recipes[edit]
Filled Sockets placed to create Bound Chestplate
Filled Sockets placed to create Bound Leggings
Filled Sockets placed to create Bound Helmet
Filled Sockets placed to create Bound Boots
Usage[edit]
A full suit of bound armor will mitigate most incoming damage at a cost of LP. This only works with the full suit. Fire and withering are not mitigated by this protection.
The armor uses LP first from the Soul Network of the player it is bound to. If that network does not have enough LP, the armor will drain health from the player wearing it.
Upgrading[edit]
Bound Armor can be upgraded to have many different effects. This is done by adding items to the Sockets during creation by right clicking with the item on a Filled Socket. Each Socket can hold only a single item. The item can be recovered from the Socket by right clicking on the socket with an empty hand.
In order for a piece of the Armor to accept any upgrades, a Blood Shard must be added to one of its sockets. A Weak Blood Shard allows for a single additional effect and a Demon Blood Shard allows for two. Adding a second Blood Shard to a piece of Armor does not let it grant additional effects.
The extra abilities drain LP from the bound player's Soul Network. This LP drain can be reduced, or eliminated, by adding a Blood Orb to the Armor. A Master Blood Orb will completely remove the LP cost. Each piece of armor requires a Blood Orb to reduce the LP drain from its effects. The Blood Orb does not occupy an effect slot.
Wearing a full suit of Bound Armor is not necessary to gain the effects of socketed items. The socketed items are returned if the armor is unbound using a Ritual of Unbinding.
Upgrade Items[edit]
Many Sigils provide a unique effect when socketed.
Item | Effect |
---|---|
Air Sigil | Prevents Fall Damage
|
Divination Sigil | Displays Soul Network HUD bar
|
Harvest Goddess Sigil | Harvests and replants nearby crops
|
Lava Sigil | Grants Fire Resistance
|
Sanguine Helmet | acts as Goggles of Revealing
|
Sigil of Divinity | Give 10 absorption hearts
|
Sigil of Elemental Affinity | N/A - Cannot Be Bound
|
Sigil of Haste | Grants Boost
|
Sigil of Holding | N/A - Cannot Be Bound
|
Sigil of Magnetism | Attracts Nearby Items
|
Sigil of Sight | Has no effect
|
Sigil of Swimming | give Swimming Buff to the player.
|
Sigil of the Blood Lamp | Grants Night vision
|
Sigil of the Fast Miner | Grants Haste
|
Sigil of the Green Grove | Accelerates Plant Growth
|
Sigil of the Phantom Bridge | Creates a Temporary Platform
|
Sigil of the Whirlwind | Deflects Projectiles
|
Void Sigil | Prevents Void Damage
|
Water Sigil | Grants Water Breathing
|
|