![]() Primal Crystallised Lifeforce is one of the three Crystallised Lifeforces that are dropped from harvest monsters, once all monsters of that plot has been killed. The quantity scales with map tier (area level) and number of higher tier monsters. For example, T3 monsters drop more Crystallised Lifeforce than T1 monsters. Primal Crystallised Lifeforce has restrictions on where or how it can drop. Drop level: 1 Monster restrictionsThis item can be acquired from the following monsters:
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# | Description | Cost |
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1 | Reforge a Rare item with random modifiers, including a Fire modifier | ![]() |
2 | Reforge a Rare item with random modifiers, including a Cold modifier | ![]() |
3 | Reforge a Rare item with random modifiers, including a Lightning modifier | ![]() |
4 | Reforge a Rare item with random modifiers, including a Physical modifier | ![]() |
5 | Reforge a Rare item with random modifiers, including a Life modifier | ![]() |
6 | Reforge a Rare item with random modifiers, including a Defence modifier | ![]() |
7 | Reforge a Rare item with random modifiers, including a Chaos modifier | ![]() |
8 | Reforge a Rare item with random modifiers, including an Attack modifier | ![]() |
9 | Reforge a Rare item with random modifiers, including a Caster modifier | ![]() |
10 | Reforge a Rare item with random modifiers, including a Speed modifier | ![]() |
11 | Reforge a Rare item with random modifiers, including a Critical modifier | ![]() |
12 | Reforge a Rare item, being more likely to receive the same modifier types | ![]() |
13 | Reforge a Rare item, being less likely to receive the same modifier types | ![]() |
14 | Sacrifice a Corrupted Map. Create a new Corrupted Map of the same tier and rarity. | ![]() |
15 | Change a stack of Fossils into a different type of Fossil. The new Fossil type may have a smaller stack size. Cost is proportional to stack size. | ![]() |
16 | Change a stack of Oils into a different colour of Oil. Cost is proportional to stack size. | ![]() |
17 | Change a stack of Catalysts into a different type of Catalyst. Cost is proportional to stack size. | ![]() |
18 | Change a stack of Essences into a different type of the same tier. Cost is proportional to stack size. | ![]() |
19 | Change a stack of Timeless Splinters or a Timeless Emblem into Splinters or an Emblem of another type. Cost is proportional to stack size. | ![]() |
20 | Change a stack of Breach Splinters or a normal, Charged, Enriched or Pure Breachstone into Splinters or a Breachstone of another type. Cost is proportional to stack size. | ![]() |
21 | Change a stack of Scarabs to a different type of the same rarity. Cost is proportional to stack size. | ![]() |
22 | Change a stack of Delirium Orbs into a different type of Delirium Orb. Cost is proportional to stack size. | ![]() |
23 | Change a Divination Card into another random Divination Card | ![]() |
24 | Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Fire Resistance | ![]() |
25 | Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Fire Resistance | ![]() |
26 | Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Cold Resistance | ![]() |
27 | Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Cold Resistance | ![]() |
28 | Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Lightning Resistance | ![]() |
29 | Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Lightning Resistance | ![]() |
30 | Enchant a Flask with a modifier that grants increased Duration. The magnitude of this effect decreases with each use | ![]() |
31 | Enchant a Flask with a modifier that grants increased Maximum Charges. The magnitude of this effect decreases with each use | ![]() |
32 | Enchant a Flask with a modifier that grants increased Effect. The magnitude of this effect decreases with each use | ![]() |
33 | Enchant a Flask with a modifier that grants reduced Charges used. The magnitude of this effect decreases with each use | ![]() |
34 | Change a stack of Shaper Fragments into other random Shaper Fragments. Cost is proportional to stack size. | ![]() |
35 | Change a stack of Elder Fragments into other random Elder Fragments. Cost is proportional to stack size. | ![]() |
36 | Change a stack of Conqueror Fragments into other random Conqueror Fragments. Cost is proportional to stack size. | ![]() |
37 | Change a stack of Sacrifice or Mortal Fragments into other random Fragments of that type. Cost is proportional to stack size. | ![]() |
38 | Sacrifice up to half a stack of Divination Cards to receive between 0 and twice that amount of the same Card | ![]() |
39 | Enchant a non-Unique Map with Map doesn't consume Sextant charges | ![]() |
40 | Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens | ![]() |
41 | Randomise the Influence types on an Influenced Normal, Magic or Rare Item, as well as reforging the item with new random modifiers | ![]() |
42 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Life per 2% quality | ![]() |
43 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Mana per 2% quality | ![]() |
44 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Strength per 2% quality | ![]() |
45 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Dexterity per 2% quality | ![]() |
46 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Intelligence per 2% quality | ![]() |
47 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Fire Resistance per 2% quality | ![]() |
48 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Cold Resistance per 2% quality | ![]() |
49 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Lightning Resistance per 2% quality | ![]() |
50 | Enchant a Melee Weapon. Quality does not increase its Physical Damage, has +1 Weapon Range per 10% Quality | ![]() |
51 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Area of Effect per 4% Quality | ![]() |
52 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Accuracy per 2% Quality | ![]() |
53 | Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Attack Speed per 8% Quality | ![]() |
54 | Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Critical Strike Chance per 4% Quality | ![]() |
55 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Elemental Damage per 2% Quality | ![]() |
56 | Reforge the colour of a random socket on an item, turning it White | ![]() ![]() |
57 | Add a new Fire modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
58 | Add a new Cold modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
59 | Add a new Lightning modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
60 | Add a new Physical modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
61 | Add a new Life modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
62 | Add a new Defence modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
63 | Add a new Chaos modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
64 | Add a new Attack modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
65 | Add a new Caster modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
66 | Add a new Speed modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
67 | Add a new Critical modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
68 | Fracture a random modifier on an item with at least 4 modifiers, locking it in place. This can't be used on Influenced, Synthesised, or Fractured items | ![]() ![]() |
69 | Synthesise an item, giving random Synthesised implicits. Cannot be used on Unique, Influenced, Synthesised or Fractured items | ![]() ![]() |
70 | Reforge an Influenced Rare item with random modifiers, including a Influence modifier | ![]() ![]() |
Rather than being presented with a selection of crafting options that must be used immediately, you now receive itemized, tradable life force of the appropriate color. This lifeforce can be used later in your own time at the horticrafting bench in your hideout. It’s crafting options are now priced in terms of this itemised lifeforce currency.
When you complete a Harvest, you aren’t presented with 30 crafts which must either be used immediately or unsafely traded to some player you found on a community Discord server. It also means that every bit of lifeforce you receive is going towards a craft you actually want to use on one of your items when you’re ready to use it.
As the following example shown, crafting options are priced with Crystallised Lifeforce.
Your interaction with the Sacred Grove is now far simpler as well. Just enter, pick your plots, defeat the monsters, and get on with your mapping.
Rather than being presented with a selection of crafting options that must be used immediately, you now receive itemised, tradeable lifeforce of the appropriate colour. This lifeforce can be used later, in your own time, at the horticrafting bench in your hideout. Its crafting options are now priced in terms of this itemised lifeforce currency.
Tier 4 bosses are now encountered much more frequently and can drop a key to fight Oshabi. She yields special lifeforce that can be used for a specific set of crafts.
Rebalanced all Harvest crafts for the new system and have removed a bunch of filler crafts and some ones with deterministic outcomes that were incredibly RNG-gated before. Some crafts that provided access to exclusive content, like the special Offerings to the Goddess, have been removed because these items can now be found in more appropriate locations elsewhere in the game.
The result of these changes is that when you complete a harvest, you aren’t presented with 30 crafts which must be either used immediately or unsafely traded to some player you’ve found on a community discord server. It also means that every bit of lifeforce you receive is going towards a craft that you actually want to use on one of your items, when you’re ready to use it. Your interaction with the sacred grove is now far simpler as well. Just enter, pick your plots, defeat the monsters and get on with your mapping.
Like with Archnemesis and Beyond, we have also addressed the monster composition of Harvest’s fights, so that it doesn’t contain too many rare monster mods and so that it is of appropriate difficulty for its rewards. In addition, the rewards for Harvest now scale with map quantity and pack size, incentivising you to juice your maps. Previously the crafts you received were not scaled up at all if you played a harder map.