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{{New content|version=3.21.0}}
{{redirect|Crucible|the league|Crucible league|the expansion|Path of Exile: Crucible}}


Crucible forge is the mechanic added in the [[Crucible league]] that allows you to unlock and level up skill trees on a weapon or shield (or [[El'Abin's Visage]]).
{{historical content}}


The skill tree of a weapon is revealed when you gather enough Crucible Forge experience through charging one or multiple encounters to unlock the first node.
[[File:Crucible Forge.png|thumb|right|A Crucible Forge]]
The '''Crucible Forge''' is a mechanic that was accessible in areas in [[Crucible league]] that allows you to unlock and level up [[Crucible passive tree]]s on a weapon or shield (or {{il|El'Abin's Visage}}).


You can stop charging the forge at any point, and continue after. If the first node is unlocked, then this allows you to see the exact forge experience amount you get for completing the encounter, if you hover the bar at the bottom of the mechanic's dialogue window.
[[File:Crucible Forge ui.png|thumb|right|Charging the Crucible Forge]]
To use it, you must select an weapon or shield in either weapon swap set, or the top-left-most identified weapon or shield in your inventory. Unique items cannot be selected unless they already have a Crucible passive tree unlocked from the [[Forge of the Titans]]. Once selected, the player can hold the button to begin channelling the Crucible Forge. The length of channelling increases the number and rarity of enemies that spawn and additionally increases monster damage and damage reduction. A bar near the circle will fill up, indicating the amount of experience points that will be contributed towards unlocking the selected node in the item's Crucible passive tree. A charge percentage and difficulty will also be displayed at the bottom.


The player must first select the weapon. Then, a node can then be held to charge the forge in that direction on the passive tree; holding it for too long will cause the bar to shake increasingly and eventually automatically release the monsters. To spawn the monsters early, the player simply needs to walk out of the circle indicator around the forge. This enables you to setup your buffs, totems and other mechanics you might want to prepare for the fight.
Enemies will spawn when the player leaves the circle around the Crucible Forge or when the charge reaches 100%. Once most of the enemies are defeated (all Rare/Unique monsters and most normal/magic monsters), the item will receive experience toward its Crucible passive tree.


Charging increases the experience for the item skill tree but also increases the fight difficulty, spawning more monsters (in a visible effect) and potentially increasing their damage and damage reduction, as well as spawning higher rarity monsters.
Crucible monsters have a chance to drop an {{il|Igneous Geode}}. At higher levels, a {{il|Crystalline Geode}} has a chance to drop from unique Crucible monsters at 100% charge. Both item drop chances are affected by modifiers to [[Item Quantity]]. They can be used to reveal a {{il|Primeval Remnant}} or a {{il|Primordial Remnant}} respectively, which opens a portal to the Crucible endgame encounter - the [[Forge of the Titans]] - when used in a [[Map Device]].


Crucible monsters have a chance to drop an {{il|Igneous Geode}}, which can be used to reveal a {{il|Primeval Remnant}} with random modifiers. They are used to open a portal to the [[Forge of the Titans]], which contain a Crucible that can add a Crucible Passive Tree to a unique item or remove one from a item.
It is possible to deallocate a Crucible passive skill by using an {{il|Orb of Scouring}} on the node while at the Crucible Forge's Crucible passive tree menu. This removes all experience allocated towards the passive. The item's Crucible passive tree itself does not change even if all passives are deallocated.
 
You can deallocate a Crucible Passive Skill by using an {{il|Orb of Scouring}} on the node while with its Crucible Passive Tree open. This removes all experience points that went toward the passive. The item's Crucible Passive Tree will remain the same, even if you deallocate all passives.
 
==Tree limitations==
 
Weapons trees usually have offensive nodes.
 
Shields trees have defensive nodes.
 
In each tree only one node at each tier can be unlocked.
 
The number, type, and potency of nodes depends on the item's item level.
 
Passives tend to have an archetype, chosen between Fire, Cold, Lightning, Physical, Chaos, or Elemental. This also reflects the types and skills of monsters spawned.


==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|3.21.0c|
* Added an indicator to the Crucible Forge user interface which displays the relative difficulty for the amount of channelling you have done, and how close you are to fully-channelling the encounter.
* Disabled most of the lower-tier Crucible Passives that have downsides on the initial skill from rolling. Initial skills with downsides are far less common and can generally only roll in the endgame. When an initial skill does come with a downside, the upside should outweigh the downside.
* The Crucible Passive that granted Weapon Elemental Damage and cannot Inflict Elemental Ailments can no longer roll.
* Unique Items obtained by selling an item with a Crucible Passive Tree now come with their own Crucible Passive Tree, with the first skill allocated.
* Crucible Passive Tree Skills that cause the item to sell for an additional Unique Item can no longer be transferred onto other unrelated Base Types by combining Crucible Passive Trees.
* Updated the explode visuals for the Crucible Passive Tree skill that causes Totems to Explode on Death to be more appropriate.
* Combining Crucible Passive Trees when both trees have depth-two skills at matching positions can no longer result in a tree with only one skill.
}}
{{Version history table row|3.21.0b|
{{Version history table row|3.21.0b|
* [[Crucible]] monsters now have much less damage reduction, except when channeled to maximum difficulty.
* [[Crucible]] monsters now have much less damage reduction, except when channeled to maximum difficulty.
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}}
{{Version history table end}}
{{Version history table end}}
{{Stub}}

Latest revision as of 01:10, 22 April 2024

"Crucible" redirects here. For the league, see Crucible league. For the expansion, see Path of Exile: Crucible.

This article describes historical game content.

A Crucible Forge

The Crucible Forge is a mechanic that was accessible in areas in Crucible league that allows you to unlock and level up Crucible passive trees on a weapon or shield (or El'Abin's VisageEl'Abin's Visage
Fencer Helm
Armour: (210-294)
Evasion: (210-294)
Requires Level 43, 49 Str, 49 Dex+(20-30) to Strength
+(20-30) to Dexterity
(80-120)% increased Armour and Evasion
(15-25)% increased Rarity of Items found
Has a Crucible Passive Skill Tree
Crucible Passive Skill Tree is removed if this Modifier is removed
As the fire remnants of our outpost were subsumed into the caldera,
a thunderous voice echoed across the barren landscape,
"Your fragility is your folly. May others rise where you have fallen."
- El'Abin, Bloodeater
).

Charging the Crucible Forge

To use it, you must select an weapon or shield in either weapon swap set, or the top-left-most identified weapon or shield in your inventory. Unique items cannot be selected unless they already have a Crucible passive tree unlocked from the Forge of the Titans. Once selected, the player can hold the button to begin channelling the Crucible Forge. The length of channelling increases the number and rarity of enemies that spawn and additionally increases monster damage and damage reduction. A bar near the circle will fill up, indicating the amount of experience points that will be contributed towards unlocking the selected node in the item's Crucible passive tree. A charge percentage and difficulty will also be displayed at the bottom.

Enemies will spawn when the player leaves the circle around the Crucible Forge or when the charge reaches 100%. Once most of the enemies are defeated (all Rare/Unique monsters and most normal/magic monsters), the item will receive experience toward its Crucible passive tree.

Crucible monsters have a chance to drop an Igneous GeodeIgneous GeodeDark as obsidian with a red-hot core,
the geode hums with mysterious energy.
Right click on this item to open it.
. At higher levels, a Crystalline GeodeCrystalline GeodeA fractured lithophysa studded with delicate crystalline formations.Right click on this item to open it. has a chance to drop from unique Crucible monsters at 100% charge. Both item drop chances are affected by modifiers to Item Quantity. They can be used to reveal a Primeval RemnantPrimeval RemnantContains a Forge that can Combine Crucible Passive Skill TreesUnmodifiableKalandra watched as the almighty titans fell,
relegated to the innermost depths of the world,
where horrific abominations awaited them.
Open portals to The Forge of the Titans by using this item in a personal Map Device.
or a Primordial RemnantPrimordial RemnantContains a Forge that can Combine Crucible Passive Skill Trees, including on Unique and Corrupted ItemsUnmodifiableKalandra watched as the almighty titans fell,
relegated to the innermost depths of the world,
where horrific abominations awaited them.
Open portals to The Forge of the Titans by using this item in a personal Map Device.
respectively, which opens a portal to the Crucible endgame encounter - the Forge of the Titans - when used in a Map Device.

It is possible to deallocate a Crucible passive skill by using an Orb of ScouringOrb of ScouringStack Size: 30Removes all modifiers from an itemRight click this item then left click on a magic or rare item to apply it. on the node while at the Crucible Forge's Crucible passive tree menu. This removes all experience allocated towards the passive. The item's Crucible passive tree itself does not change even if all passives are deallocated.

Version history

Version Changes
3.21.0c
  • Added an indicator to the Crucible Forge user interface which displays the relative difficulty for the amount of channelling you have done, and how close you are to fully-channelling the encounter.
  • Disabled most of the lower-tier Crucible Passives that have downsides on the initial skill from rolling. Initial skills with downsides are far less common and can generally only roll in the endgame. When an initial skill does come with a downside, the upside should outweigh the downside.
  • The Crucible Passive that granted Weapon Elemental Damage and cannot Inflict Elemental Ailments can no longer roll.
  • Unique Items obtained by selling an item with a Crucible Passive Tree now come with their own Crucible Passive Tree, with the first skill allocated.
  • Crucible Passive Tree Skills that cause the item to sell for an additional Unique Item can no longer be transferred onto other unrelated Base Types by combining Crucible Passive Trees.
  • Updated the explode visuals for the Crucible Passive Tree skill that causes Totems to Explode on Death to be more appropriate.
  • Combining Crucible Passive Trees when both trees have depth-two skills at matching positions can no longer result in a tree with only one skill.
3.21.0b
  • Crucible monsters now have much less damage reduction, except when channeled to maximum difficulty.
  • Crucible monsters now have less life at all levels, most notably in Part 2 of the campaign, and in low-tier Maps. In addition, Crucible Bosses have had their life further reduced by roughly 20%.
  • Increased the amount of Crucible Passive Skill Tree experience gained from encounters, particularly for encounters that are not fully-channelled. This should result in smoother progression on the experience bar while channelling.
  • Increased the drop rate of Igneous GeodesIgneous GeodeDark as obsidian with a red-hot core,
    the geode hums with mysterious energy.
    Right click on this item to open it.
    . Lower-tier Crucible monsters are now more likely to drop these. Note Geodes have a higher chance to drop in high-tier Maps, and their drop chance is affected by item quantity.
3.21.0
  • Introduced to the game.