Parameters
- Rarity
- Lunar
- Content
- Base game
- Effect / trigger
- Increase base damage by 100% (+100% per stack). Reduce maximum health by 50% (+50% per stack).
- What stacks
- Each copy doubles damage and halves remaining maximum health; exponential tradeoff.
- Combat role
- Damage for maximum-health sacrifice
- Void relationship
- Unverified
- Conditional fit
- Runs deliberately accepting a fragile health pool
- Limits / tradeoff
- Exponential health loss makes mistakes costly; assess the health trade before pickup.
- Equipment cooldown
- Unverified
Overview
Shaped Glass doubles damage while cutting maximum health in half with each copy. Its Lunar tradeoff is exponential. Decide whether the run can accept the reduced health pool before treating the damage increase as an automatic improvement.
The stack changes both sides
One copy multiplies damage by two and leaves half the original maximum health. Two copies multiply damage by four and leave one quarter of the original maximum health. Three copies multiply damage by eight and leave one eighth.
These examples apply the documented multipliers to a baseline. They are not additive increases, and they are not a claim about the final number after every other inventory interaction. The important practical point is that each additional copy sacrifices half of the health still remaining.
Evaluate the health loss in the next encounter
A stronger attack can shorten a fight, but the smaller health pool leaves less room for a mistake. Ask what damage sources you expect to face and whether your movement, positioning and defensive tools can handle them consistently.
Do not use a large inventory damage number as evidence that the health reduction is irrelevant. A missed attack, forced reposition or unavailable skill can leave you exposed. The trade is a choice about the entire combat loop, not only the best-case opening hit.
Healing and maximum health solve different problems
Healing repairs lost health; it does not automatically restore the maximum health sacrificed to Glass. Adding another recovery effect therefore does not make the health-pool trade disappear.
Likewise, an item granting a block or temporary barrier has its own trigger and limits. Safer Spaces blocks one ready hit and then recharges. A damage-reduction or healing icon should not be treated as permanent invulnerability that justifies any number of Glass copies.
Burst builds still need movement
Loader and Railgunner can make good use of deliberate large hits, but they still need a safe approach or firing angle. The Loader build and Railgunner build put movement beside damage for that reason.
Crowbar has a fresh-target health condition, while Bands require qualifying hits and a ready cooldown. Glass does not remove those separate requirements. A powerful inventory can still fail to deliver its intended combination.
When the trade is difficult to justify
Delay the pickup when current failures come from damage spikes, poor escape routes or repeated misses. If the run already kills priority targets reliably, another doubling may fix less than preserving the health needed to finish the stage.
This entry explains the sourced Lunar effect and its stack progression. It does not supply an unverified safe stack count, a claimed survival threshold or a gameplay-tested Glass recommendation. Use the item database to compare the actual function you need next.
Reference scope: community Wiki item data reviewed October 13, 2026, with the October 8 publisher update as the patch baseline. Conditional item choices are editorial interpretation; no in-game testing is claimed.