The basic idea behing the crysalar is that they hang around crystal areas, defending or living amoungst them.
Any crystal area has a chance to have a crysalar colony there. (pretty remote chance, but increases with depth in clockworks)
You would introduce them in a paid expansion with a special boss, special recipes.
But all non-boss creatures SHOULD go into the normal generation table of the levels to add game variety for ALL players.
The "crystalar combine code" for a gate is all 5 gem types being approximately even.
They are silicon based crystal entities that move at a speed relative to their size.
The larger ones move very slow, and are a lot tougher, harder hitting
The smallest ones move quite slow and are easier to kill.
The basic strategy premise behind the crysalar is these following things:
1) Damage Auras: Every now and then they pulse energy that deals small amounts of damage based on their colour to all creatures close to them.
2) They have a throwing piercing attack that inflicts statuses based on their color (medium and larger crysalar)
3) They have a charge up throwing attack that can inflict area affect at range statuses (larger crysalar)
4) They have a normal and piercing melee attack (largers can stun)
5) They deal some piercing damage to anything meleeing with them. (large + medium crysalar)
6) Main ability: Hitting them for large amounts of damage can fracture them, forming smalling crysalar.
7) When smaller ones are close by, they can reform into a larger one (relatively low chance unlike lichens than always form to larger ones)
Some boss crysalar have TWO colours or MORE at once.
Red - fire
Green - Poison
Blue - Cold
Yellow - Electrical
Purple - Shadow
Me gusta. Now chopping the crystals is not really worth the time... Especially since the dews have introduced some new things that you can carry on your back!