Crystallized Items
Traditional MMO enchanting is designed to destroy your progress. You spend weeks farming an item, hours enchanting it, and one bad roll deletes everything. That’s not challenge - that’s a slot machine.
We built something better.
The Problem With Destruction
Old Lineage 2 enchanting was brutal. Fail an enchant? Item gone. Weeks of grinding, evaporated by RNG. This created toxic patterns:
Ragequits and player loss. Watch any L2 stream - failed enchants end sessions. Players delete characters, quit servers, leave the game entirely. One bad roll undoes months of investment. That’s not difficulty, it’s punishment.
Fear of progression. Players hoard items instead of using them. “What if I fail?” becomes the dominant question. The enchanting system - meant to be exciting - becomes a source of anxiety.
Nothing to come back to. Fail an enchant, lose your gear, and what’s left? No item, no progress, no reason to log in tomorrow. Players don’t take breaks after failed enchants - they quit. When your system ensures players have nothing waiting for them, they won’t return.
Pay-to-win pressure. Publishers love destruction mechanics because they sell protection scrolls, blessed scrolls, and replacement items. Every failed enchant is a monetization opportunity. The system isn’t balanced for fun - it’s balanced for revenue. We removed all “enchant upgrade slots” that increased success chance for paying players - everyone enchants on equal terms.
Our Solution: Crystallization
When an enchant fails on L2Cruma, your item doesn’t explode. It crystallizes:
- Keeps its current enchant level
- Becomes character-bound (cannot trade or sell)
- Cannot be enchanted further
- Still fully usable in combat
Your +16 weapon that failed at +17? It’s now a permanent +16. Not destroyed. Not gone. Still yours, still powerful, still useful.
The Replacement System
You get one crystallized item per equipment slot (two for rings and earrings). This creates a safety net that rewards continued effort:
| Scenario | Result |
|---|---|
| Fail at higher enchant than existing crystallized | New item replaces old |
| Fail at lower enchant than existing crystallized | Item destroyed (you already have better) |
| No crystallized version exists | Item becomes crystallized |
Example Progression
Using a
Draconic Bow :
- First attempt: Enchant to +16, fail at +17 → +16 crystallized (your safety net)
- Better attempt: Get new bow, enchant to +18, fail at +19 → +18 replaces the +16
- Worse attempt: Get another bow, enchant to +14, fail at +15 → destroyed (you already have +18 backup)
Your highest enchant is always preserved. Every successful enchant before failure becomes your new floor.
Why This Works
Progress is never lost. Bad luck can’t reset you to zero. Your worst-case scenario is keeping what you already achieved. Enchanting becomes investment, not gambling.
Risk still exists. Items can still be destroyed - if you fail below your crystallized level. You’re risking “no improvement” rather than “everything gone.”
Fair trade-off. Crystallized items are character-bound. Keep the power, lose the liquidity. Want to trade? Enchant a fresh item. Want guaranteed personal power? Use your crystallized gear.
On L2Cruma, enchanting rewards dedication. Not luck. Take risks. Push your limits. Your progress is protected.
See Enchanting System for bonuses and scroll information.