PoE 2 Ref

Flesh Crucible

Jewel

Flesh Crucible

Diamond

Item Class: Jewel

Requires Level 1

Keystone Passive Skill

Random stat penalty

"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..."

Flesh Crucible

Key facts

Item class
Jewel
Base item
Diamond
Requires level
1
Category
Jewel
Vendor value
31,138 gold

What a vendor pays for Flesh Crucible — see how that compares across every unique on the gold vendor price list.

Flesh Crucible is a passive-tree jewel — see its radius, equip limit and how it fits the tree on the Flesh Crucible jewel page.

How to get it

Can drop from Atziri's Vault in Atziri's Temple after defeating Atziri, the Red Queen.

See Atziri, the Red Queen

Base item

Flesh Crucible is built on the Diamond base, so it carries that base's stats before its unique modifiers apply.

Base requirements: Level 20

Other uniques on the Diamond

Other unique Jewels

What the random modifiers roll

Flesh Crucible rolls part of its text per item — the greyed portion of the modifier block above. Here is every value each of those can take. Hover any term for its in-game definition.

Random stat penalty 6 in the pool

  • (20-10)% less Damage
  • (20-10)% less Defences
  • (20-10)% less maximum Life
  • (20-10)% less maximum Mana
  • (20-10)% less Movement Speed
  • (20-10)% less Spirit

Every Keystone Passive Skill it can roll

Flesh Crucible rolls its Keystone Passive Skill from these 33. Hover any term for its in-game definition.

Ancestral Bond
  • Your Totem Limit is doubled
  • No Charge requirement for placing Totems
  • Totems reserve 75 Spirit each
Avatar of Fire
  • 75% of Damage Converted to Fire Damage
  • Deal no Non-Fire Damage
Blackflame Covenant
  • 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
Blood Magic
  • You have no Mana
  • Skill Mana Costs Converted to Life Costs
Bulwark
  • Dodge Roll cannot Avoid Damage
  • Take 30% less Damage from Hits while Dodge Rolling
Chaos Inoculation
  • Maximum Life is 1
  • Immune to Chaos Damage and Bleeding
Conduit
  • If you would gain a Charge, Allies in your Presence gain that Charge instead
Crimson Assault
  • Bleeding you inflict is Aggravated
  • Base Bleeding Duration is 1 second
  • 50% more Magnitude of Bleeding you inflict
Dance with Death
  • 25% more Skill Speed while Off Hand is empty and you have
  • a One-Handed Martial Weapon equipped in your Main Hand
Eldritch Battery
  • Convert 100% of maximum Energy Shield to maximum Mana
  • Mana Costs are Doubled
Elemental Equilibrium
  • Create Lightning Infusion Remnants instead of Fire
  • Create Cold Infusion Remnants instead of Lightning
  • Create Fire Infusion Remnants instead of Cold
Eternal Youth
  • Life Recharges instead of Energy Shield
  • 50% less Life Recovery from Flasks
Giant's Blood
  • 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
Glancing Blows
  • Chance to Evade is Unlucky
  • Chance to Deflect is Lucky
Heartstopper
  • 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
Hollow Palm Technique
  • Can Attack as though using a Quarterstaff while both of your hand slots are empty
  • Unarmed Attacks that would use an Equipped Quarterstaff's damage have:
  • • Base Unarmed Physical damage replaced with damage based on their Skill Level
  • • 1% more Attack Speed per 75 Item Evasion on Equipped Armour Items
  • • +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Iron Reflexes
  • Converts all Evasion Rating to Armour
Lord of the Wilds
  • You can equip a non-Unique Sceptre while wielding a Talisman
  • 50% less Spirit
  • Non-Minion Skills have 50% less Reservation Efficiency
Mind Over Matter
  • All Damage is taken from Mana before Life
  • 50% less Mana Recovery Rate
Necromantic Talisman
  • All bonuses from Equipped Amulet apply to your Minions instead of you
Oasis
  • Cannot use Charms
  • 30% more Recovery from Flasks
Pain Attunement
  • 30% less Critical Damage Bonus when on Full Life
  • 30% more Critical Damage Bonus when on Low Life
Primal Hunger
  • 100% more Maximum Rage
  • Regenerate 1 Rage per second per 4 Rage spent Recently
  • No Rage effect
Resolute Technique
  • Accuracy Rating is Doubled
  • Never deal Critical Hits
Resonance
  • Gain Power Charges instead of Frenzy Charges
  • Gain Frenzy Charges instead of Endurance Charges
  • Gain Endurance Charges instead of Power Charges
Ritual Cadence
  • Invocation Skills instead Trigger Spells every 2 seconds
  • Invocation Skills cannot gain Energy while Triggering Spells
  • Invoked Spells consume 50% less Energy
Scarred Faith
  • 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
Trusted Kinship
  • You can have two Companions of different types
  • 30% more Reservation Efficiency of Companion Skills
  • 20% less Reservation Efficiency of non-Companion Skills
Unwavering Stance
  • Cannot be Light Stunned
  • Cannot Dodge Roll or Sprint
Vaal Pact
  • 50% more amount of Life Leeched
  • Leech Life 67% less quickly
  • Cannot Recover Life other than from Leech
  • Life Leech effects are not removed when Unreserved Life is Filled
Whispers of Doom
  • You can apply an additional Curse
  • Double Activation Delay of Curses
Wildsurge Incantation
  • Storm and Plant Spells:
  • • deal 50% more damage
  • • cost 50% less
  • • have 75% less duration
Zealot's Oath
  • Excess Life Recovery from Regeneration is applied to Energy Shield
  • Energy Shield does not Recharge

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