anchor.diff:  				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)
  +		if(desc != null && 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
  
positive.code: 	desc = "Drag and drop to item with a empty socket."
  
  	proc/ToString()
  		if(Dmg && Def) return "+10 Damage +30 Defense"
  		if(Dmg) return "+10 Damage"
  		if(Def) return "+30 Defense"
  
  	New(Loc, tier)
  		..(Loc)
  
negative.code: 		name  = "luck crystal"
  		icon_state = "luck"
  		luck  = 5
  	strong_luck
  		name  = "strong luck crystal"
  		icon_state = "luck2"
  		luck  = 20
  	soul
  		name = "soul crystal"
  		icon_state = "soul"
  