
How to craft it
the critical rate is the point
It starts with a critical chance several times the usual baseline before you have equipped a single piece of gear for it. That alone puts its real output above weapons with better numbers on the tooltip at the same stage, and it means critical chance accessories are largely wasted on it while ordinary damage is not.
the trick with lingering summons
Critical chance is read from whatever weapon you are holding at the moment a projectile lands, not from the one that created it. Put down a Nimbus Rod cloud or a Clinger Staff wall, then switch to this and keep it out. Everything those left behind starts critting at the inflated rate for as long as you carry it, while you keep casting normally. It is one of the few genuinely free damage increases in the magic tree.
the swords themselves are limited
Three appear around you and travel toward the cursor. They stop at walls and they stop at the first enemy they touch, so this is a direct line weapon for open fights, not something you shoot around corners or through a crowd. Getting close enough for all three to connect on the same target is where most of its damage comes from.
a small set
It belongs to a trio of weapons built from paired shards, one for each of the classic damage types, themed around light, dark and the balance between them. This is the light one, and the only magic weapon of the three.






Mythril Anvil