With each attack against the target, the damage dealt to it by every Crystalmancer increases. The damage increase is individual for each target.
A mage has a 35% chance to appear with a crystal, and merging that mage summons an Arcanist, reducing armor by 0.5% with its attack, up to 100%. If an Arcanist is in a corner or has 2 neighbors, it gains a 40% chain attack. The number of targets depends on its merge rank. Maximum 4 Arcanists.
One mage on the battlefield is always an Arcanist. A mage has a chance of 45% to appear with a crystal, which, instead of attacking monsters, gives Arcanist a charge of 2%. Arcanist has 1000% area damage and attacks only every 3s, spending 3 charges per attack. After 500 charges, its damage increases by 0.4%. Arcanist's critical damage is reduced 3 times.
The chance for a mage to appear with a crystal goes up by 35%. Arcanist's damage increases by 3% for every mage with a crystal on the battlefield.
Increasing rank and merging a mage spawns 2 crystals, which attack the first target and have the same stats as that mage with extra attack bonuses from Arcanist. The crystals appear for 15s and explode when a monster touches them, dealing 1000% of the mage's damage value.
Every 10s, each Arcanist on the battlefield charges its attack with electricity, increasing its critical chance by 100%. This attack leaves behind ball lightning, dealing 20% of Arcanist's damage value every 0.5s.
When attacking, Arcanist has a 10% chance to unleash sprays of magma that set fire to a monster and its neighbors. Afflicted monsters take 135% of the mage's damage value in periodic damage and 20% increased critical damage from any source. The periodic damage stacks up to 5 times.
After killing a boss, a low rank Arcanist has a 65% chance to absorb its energy and go up in merge rank. If there are no Arcanists on the battlefield that can go up in merge rank, a random mage will rank up.