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Crystals
Crystals existed naturally across Elvendor — clear at birth, yet vulnerable to influence. In untouched lands they shimmered faint and pure. In volcanic regions they glowed red and gold. In forests they pulsed green. Along storm coasts they sang pale blue in the wind. They reacted to presence, to magic, to belief — and to blood.
Crystals are natural mineral formations infused with elemental or metaphysical influence. They begin as Transparent (Pure) crystals and become influenced over time by surrounding energies. Once cut or crafted, a crystal's element is permanently locked, though its potency may degrade slowly over time.
Three-Tier Power System
- ★ Tier I – Faint Crystal:
Weak influence, small buffs or minor environmental effect. - ★★ Tier II – Resonant Crystal:
Balanced power, strong buffs or noticeable environmental mutation.
• ★★★ Tier III – Primal Crystal:
Highly concentrated power, major buffs or dangerous environmental
dominance.
Transparent (Pure):
No alignment. Rare. Used for high-level crafting and attunement rituals.
Lore:
The original crystallized echo of the First Turning. Pure resonance without elemental dominance. Used in rituals to stabilize other crystals.
Gameplay Mechanics:
Gameplay: Neutral modifier.
Can cleanse 1 negative crystal effect
Passive stabilization aura (1 tile).
No damage.
Fire Crystal
Damage boost, burn effects, aggressive fauna, dry climate shifts.
Color:
Red / Orange Glow
Lore:
Born of Ignivar’s essence. Embodies transformation, aggression, and volatility.
Gameplay Mechanics:
Gameplay: +Damage buff (self or AOE 2 tiles).
Burn effect (Damage over Time 2–3 turns).
Increases Noise +1.
Earth Crystal
Defense boost, regeneration, thick vegetation growth.
Color:
Brown with Green/Yellow Glow
Lore:
Linked to Kharadûn. Represents endurance, structure, and weight.
Gameplay Mechanics:
Gameplay:
+Defense buff.
Root effect (immobilize 1 turn).
Creates terrain obstacle (1 tile).
Water Crystal:
Healing bonus, frost effects in cold regions, increased rainfall.
Color:
Cyan / Deep Blue
Lore:
Resonates with Thalmyra. Governs emotion, memory, and flow.
Gameplay Mechanics:
Gameplay: Healing over Time (2 turns).
Can reduce Fire damage.
AOE calming field reduces enemy aggression.
Air Crystal
Speed and evasion bonus, wind storms, high awareness range.
Color:
White / Silver Shine
Lore:
Gift of Aeralith. Represents motion and unseen force.
Gameplay Mechanics:
Gameplay: +Movement buff (1 turn).
Chance to Dodge increase.
Chain lightning effect (small AOE).
Mind Crontol
Lifesteal, rage effects, mutated beasts, ritual corruption.
Color:
Multicolor / Rainbow
Lore:
Manipulates cognition directly. Twists perception and obedience.
Gameplay Mechanics:
Gameplay: Force enemy to move random direction (1 turn).
Chance to skip action.
Confusion AOE.
Death Crystal
Necrotic damage, undead awakening, decay zones.
Color:
Purple with Violet Sparks
Lore:
Elemental decay amplified. Often manipulated by necromancers.
Gameplay Mechanics:
Gameplay: Damage over Time (Shadow type).
Revives fallen minor enemy as undead (1 turn).
Reduces Healing received.
Void Crystal:
Madness effects, anomaly events, planar instability.
Color:
Black with Violet Core
Lore:
Fragment of Nythera’s influence. Represents entropy and erasure.
Gameplay Mechanics:
Gameplay: Silence effect (no abilities 1 turn).
Reduces max HP temporarily.
Small AOE distortion field.
Blood Crystal
Color:
Dark Red with Gold Flecks
Lore:
Embodies vitality, sacrifice, and domination. Favored by war cults.
Gameplay Mechanics
Lifesteal effect (damage heals user).
AOE rage buff (+Attack, -Defense).
Can cause Bleed (DoT 2 turns).
Life Crystal:
Strong healing aura, wildlife fertility increase.
Color:
Emerald with Gold
Lore:
Concentrated harmony of Earth and Water. Encourages growth and restoration.
Gameplay Mechanics:
Gameplay: Direct Heal.
Removes Poison/Disease.
AOE regeneration field.
Mind Crystal
Color:
Black with Violet Core
Lore:
Fragment of Nythera’s influence. Represents entropy and erasure.
Gameplay Mechanics:
Silence effect (no abilities 1 turn).
Reduces max HP temporarily.
Small AOE distortion field.
Moon Crystal
Color:
Dark Grey / Silver with Red Sparks
Lore:
Tied to lunar cycles and transformation. Influences beasts and curse-blood.
Gameplay Mechanics:
Night-only buff.
Increases Attack under moonlight.
Can trigger transformation state.
Poison Crystal
Color: Purple with Bright Green
Lore: Mutative plague energy. Alters but does not immediately kill.
Gameplay Mechanics: Gameplay: Gradual stat reduction (Attack or Movement -1). Long duration (3 turns). Stackable (max 2).
Disease Crystal
Color: Dark Green / Purple Hue
Lore: Corrupt biological processes. Spreads rot among living matter.
Gameplay Mechanics: Gameplay: Damage over Time (3 turns). Spreads to adjacent unit (1 tile). Reduces Healing effectiveness.
Light Crystal
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Psychosis Crystal
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