Flesh Crucible
Flesh Crucible
Diamond
Limited To: 1
Random 1 Keystone Passive Skill [1,33]
(20-10)% less [random stat]
"Never mind the pain, it's only... making room. Unrelated fact,
a person can live a normal life with just one kidney. Or just one
lung. You never know what Vaal technology will cost you..."
a person can live a normal life with just one kidney. Or just one
lung. You never know what Vaal technology will cost you..."
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
Cultivated Uniques /1
| Name |
|---|
| Flesh Crucible (1—33) (10—20)% less maximum Life (10—20)% less maximum Mana (10—20)% less Defences (10—20)% less Spirit (10—20)% less Movement Speed (10—20)% less Damage |
Flesh Crucible Attr /5
| Name | Show Full Descriptions |
|---|---|
| The Market | The Market |
| Acronym | Defences, Mana, Life, Spirit |
| Icon | Art/2DItems/Jewels/Uniques/Vivisection |
| Release Version | Fate of the Vaal |
| BaseType | Diamond |
(1—33)
| Family | Keystone |
|---|---|
| Domains | Item (1) |
| GenerationType | Unique (3) |
| Req. level | 1 |
| Stats |
Passive /33
You can wield Two-Handed Axes, Maces and Swords in one hand
Triple Attribute requirements of Martial Weapons
Inherent Life granted by Strength is halved
Triple Attribute requirements of Martial Weapons
Inherent Life granted by Strength is halved
Cannot be Light Stunned
Cannot Dodge Roll or Sprint
Cannot Dodge Roll or Sprint
75% of Damage Converted to Fire Damage
Deal no Non-Fire Damage
Deal no Non-Fire Damage
You have no Mana
Skill Mana Costs Converted to Life Costs
Skill Mana Costs Converted to Life Costs
All Damage is taken from Mana before Life
50% less Mana Recovery Rate
50% less Mana Recovery Rate
Gain Power Charges instead of Frenzy Charges
Gain Frenzy Charges instead of Endurance Charges
Gain Endurance Charges instead of Power Charges
Gain Frenzy Charges instead of Endurance Charges
Gain Endurance Charges instead of Power Charges
25% more Skill Speed while Off Hand is empty and you have
a One-Handed Martial Weapon equipped in your Main Hand
a One-Handed Martial Weapon equipped in your Main Hand
Take 50% less Damage over Time if you've started taking Damage over Time in the past second
Take 50% more Damage over Time if you haven't started taking Damage over Time in the past second
Take 50% more Damage over Time if you haven't started taking Damage over Time in the past second
Dodge Roll cannot Avoid Damage
Take 30% less Damage from Hits while Dodge Rolling
Take 30% less Damage from Hits while Dodge Rolling
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
Mastery: Heist
You can have two Companions of different types
You have 30% less Defences
Companions have +1 to each Defence for every 2 of that Defence you have
You have 30% less Defences
Companions have +1 to each Defence for every 2 of that Defence you have
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use your Quarterstaff's damage gain:
• Physical damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Unarmed Attacks that would use your Quarterstaff's damage gain:
• Physical damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Fire Spells Convert 100% of Fire Damage to Chaos Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Invocation Skills instead Trigger Spells every 2 seconds
Invocation Skills cannot gain Energy while Triggering Spells
Invoked Spells consume 50% less Energy
Invocation Skills cannot gain Energy while Triggering Spells
Invoked Spells consume 50% less Energy
5% of Physical Damage prevented Recouped as Energy Shield per enemy Power
Energy Shield does not Recharge
You cannot Recover Energy Shield from Regeneration
You cannot Recover Energy Shield to above Armour
Energy Shield does not Recharge
You cannot Recover Energy Shield from Regeneration
You cannot Recover Energy Shield to above Armour
You can equip a non-Unique Sceptre while wielding a Talisman
50% less Spirit
Non-Minion Skills have 50% less Reservation Efficiency
50% less Spirit
Non-Minion Skills have 50% less Reservation Efficiency
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.