anchor.diff:  		name  = "luck crystal"
   		icon_state = "luck"
   		luck  = 5
  -		desc = null
   	strong_luck
   		name  = "strong luck crystal"
   		icon_state = "luck2"
   		luck  = 20
  -		desc = null
   	soul
   		name = "soul crystal"
   		icon_state = "soul"
  
positive.code: 				luck = tier
  
  	MouseDrop(over_object)
  		if((Dmg || Def) && istype(over_object, /obj/items/wearable) && (src in usr) && (over_object in usr) && over_object:socket != null)
  			var/obj/items/wearable/w = over_object
  			var/mob/Player/p = usr
  			var/obj/items/crystal/s = stack > 1 ? Split(1) : src
  
negative.code: 	desc = "Drag and drop to item with a empty socket."
  
  	proc/ToString()
  		if(Dmg && Def) return "+[Dmg] Damage +[Def] Defense"
  		if(Dmg) return "+[Dmg] Damage"
  		if(Def) return "+[Def] Defense"
  		if(luck) return "+[luck/2]% Drop Rate"
  
  	New(Loc, tier)
  		..(Loc)
  