Spoiler ahead: Crystal degradation and repair values
- Crystal gives an extra 25% magic damage
- It also degrade your weapon by 2…4% per hit (for a normal speed weapon).
- On average it would then take 18 hits to reach 50% durability (for a normal speed weapon), and around 250 turns to fully recover.
Crystal Enchantment, giving you extra damage in exchange for degradation.
The Problem
The degradation is quite steep, meaning that in ## hits, you need ### turns to recover (see spoiler above for real numbers). Discussing Crystal with other players, it seems majority see it something more of a curse than an actual enchantment. There’s even an existing curse that can outdamage it, applying an Arcana+4 in either case.
Suggestions
Either reduce the base damage slightly and increase the durability. Remove the shattering completely, making a completely drained crystal weapon unusable until it can be infused with crystal energy bought from the shop.
Question
If a weapon take less damage the faster it is (as it is now), how about when using the talent Lethal Momentum? It can give you a zero turn attack if you killed an enemy, but your weapon would still take full damage. Is this by design or an oversight?
For now I’m trying to keep the risk aspect of Crystal as-is, but I am giving it a big buff in v4.0.1 soon:
- Crystal damage bonus up to +33% from +25%
- Average uses until breaking up to 50 at +0, from 33
- Uses until breaking steadily scale down with level, capping at 30 at +6
- The crystal bow specifically always has 50 average uses
(and also one specific nerf for thrown weapons, which it’s already great on):
- Max uses until breaking for crystal thrown weapons down to 30, from 50.
The goal here is to make crystal much more usable at lower item levels, where more ‘uses’ are needed before an enemy is killed, but to keep it similar at higher levels where it’s already pretty strong. Will continue to adjust as needed of course.


