Skip to main content

Crystals

A crystal is a small, levelless bonus you socket into a piece of gear. Where an enchant has levels and is applied from a book, a crystal is a single flat power — Ember Crystal: ignite the enemy you strike — that you drag straight onto an item.

A crystal is essentially a one-shot enchant frozen at a single level: it has a trigger, an applies-to, a chance, and an effects list.

A crystal has no likeness of its own

Every minted crystal — single or merged — wears the one global crystal likeness in items/crystal.yml. A crystal definition declares no material, name, or lore; it only describes what the crystal is and does. Its root keys are display, description, tier, applies-to, stackable, and abilities — plus, for a single-bonus crystal, the shorthand trigger, group, chance, cooldown, soul-cost, condition, and effects written straight at the top level.

abilities: is a list, so one crystal can hold several independent bonuses across different triggers. The shared likeness renders each crystal's own name and description into that one item template, so the physical crystal still explains itself.

Sockets, merging, and stacking

  • Sockets. Each item has a number of crystal entries, set by crystals.slots in config.yml (default 1). Crystal sockets are a separate ledger from enchant slots.
  • Merging. Drag one crystal onto another to merge them into a single multi-crystal — several effects occupying one entry. A merged crystal renders as a "Multi-Crystal", reading each component's name and description.
  • A merge ceiling. crystals.max-merge (default 2) is how many crystals may merge into one multi-crystal, and so into one gear entry. At the default, a crystal may hold at most two combined effects.
  • Stackable or not. A crystal declares stackable (default true). A non-stackable crystal applies its bonus once, no matter how many copies the player is wearing or how many have been merged together — useful for a bonus that should never double up.

Applying and removing

Players apply a crystal by dragging it onto gear. Applying always succeeds — there is no success roll and nothing is ever consumed on failure.

Removal is the Item Extractor. Dragged onto gear it pops off a weapon reforge first if the gear carries one; otherwise it pops the whole last crystal entry intact. A merged multi-crystal comes back as a single multi-crystal — splitting it is a second gesture, applying the extractor to the popped crystal itself. See Crystals (item) for the economy details.

  • Enchants — leveled powers from books.
  • Slots — the separate enchant-slot ledger.
  • Weapon reforges — the weapon-socket sibling, popped by the same Item Extractor.

To build one, see Defining a crystal.