Primal Crystallised Lifeforce is a currency item. It can be used to craft items in Horticrafting Station.
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 |
---|---|---|
1 | Reforge a Rare item with random modifiers, including a Fire modifier | Wild Crystallised Lifeforce x50 |
2 | Reforge a Rare item with random modifiers, including a Cold modifier | Vivid Crystallised Lifeforce x50 |
3 | Reforge a Rare item with random modifiers, including a Lightning modifier | Primal Crystallised Lifeforce x50 |
4 | Reforge a Rare item with random modifiers, including a Physical modifier | Vivid Crystallised Lifeforce x50 |
5 | Reforge a Rare item with random modifiers, including a Life modifier | Wild Crystallised Lifeforce x75 |
6 | Reforge a Rare item with random modifiers, including a Defence modifier | Primal Crystallised Lifeforce x75 |
7 | Reforge a Rare item with random modifiers, including a Chaos modifier | Vivid Crystallised Lifeforce x100 |
8 | Reforge a Rare item with random modifiers, including an Attack modifier | Wild Crystallised Lifeforce x75 |
9 | Reforge a Rare item with random modifiers, including a Caster modifier | Primal Crystallised Lifeforce x75 |
10 | Reforge a Rare item with random modifiers, including a Speed modifier | Vivid Crystallised Lifeforce x150 |
11 | Reforge a Rare item with random modifiers, including a Critical modifier | Primal Crystallised Lifeforce x150 |
12 | Reforge a Rare item, being more likely to receive the same modifier types | Wild Crystallised Lifeforce x200 |
13 | Reforge a Rare item, being less likely to receive the same modifier types | Wild Crystallised Lifeforce x200 |
14 | Sacrifice a Corrupted Map. Create a new Corrupted Map of the same tier and rarity. | Wild Crystallised Lifeforce x200 |
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. | Wild Crystallised Lifeforce x30 |
16 | Change a stack of Oils into a different colour of Oil. Cost is proportional to stack size. | Vivid Crystallised Lifeforce x30 |
17 | Change a stack of Catalysts into a different type of Catalyst. Cost is proportional to stack size. | Vivid Crystallised Lifeforce x30 |
18 | Change a stack of Essences into a different type of the same tier. Cost is proportional to stack size. | Primal Crystallised Lifeforce x30 |
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. | Primal Crystallised Lifeforce x4 |
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. | Wild Crystallised Lifeforce x4 |
21 | Change a stack of Scarabs to a different type of the same rarity. Cost is proportional to stack size. | Wild Crystallised Lifeforce x30 |
22 | Change a stack of Delirium Orbs into a different type of Delirium Orb. Cost is proportional to stack size. | Primal Crystallised Lifeforce x30 |
23 | Change a Divination Card into another random Divination Card | Vivid Crystallised Lifeforce x75 |
24 | Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Fire Resistance | Wild Crystallised Lifeforce x500 |
25 | Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Fire Resistance | Wild Crystallised Lifeforce x500 |
26 | Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Cold Resistance | Vivid Crystallised Lifeforce x500 |
27 | Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Cold Resistance | Vivid Crystallised Lifeforce x500 |
28 | Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Lightning Resistance | Primal Crystallised Lifeforce x500 |
29 | Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Lightning Resistance | Primal Crystallised Lifeforce x500 |
30 | Enchant a Flask with a modifier that grants increased Duration. The magnitude of this effect decreases with each use | Wild Crystallised Lifeforce x800 |
31 | Enchant a Flask with a modifier that grants increased Maximum Charges. The magnitude of this effect decreases with each use | Wild Crystallised Lifeforce x800 |
32 | Enchant a Flask with a modifier that grants increased Effect. The magnitude of this effect decreases with each use | Vivid Crystallised Lifeforce x800 |
33 | Enchant a Flask with a modifier that grants reduced Charges used. The magnitude of this effect decreases with each use | Primal Crystallised Lifeforce x800 |
34 | Change a stack of Shaper Fragments into other random Shaper Fragments. Cost is proportional to stack size. | Wild Crystallised Lifeforce x500 |
35 | Change a stack of Elder Fragments into other random Elder Fragments. Cost is proportional to stack size. | Primal Crystallised Lifeforce x500 |
36 | Change a stack of Conqueror Fragments into other random Conqueror Fragments. Cost is proportional to stack size. | Vivid Crystallised Lifeforce x500 |
37 | Change a stack of Sacrifice or Mortal Fragments into other random Fragments of that type. Cost is proportional to stack size. | Primal Crystallised Lifeforce x500 |
38 | Sacrifice up to half a stack of Divination Cards to receive between 0 and twice that amount of the same Card | Vivid Crystallised Lifeforce x1500 |
39 | Enchant a non-Unique Map with Map doesn't consume Sextant charges | Vivid Crystallised Lifeforce x2500 |
40 | Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens | Vivid Crystallised Lifeforce x4000 |
41 | Randomise the Influence types on an Influenced Normal, Magic or Rare Item, as well as reforging the item with new random modifiers | Primal Crystallised Lifeforce x1000 |
42 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Life per 2% quality | Wild Crystallised Lifeforce x3250 |
43 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Mana per 2% quality | Primal Crystallised Lifeforce x3250 |
44 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Strength per 2% quality | Wild Crystallised Lifeforce x3250 |
45 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Dexterity per 2% quality | Vivid Crystallised Lifeforce x3250 |
46 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Intelligence per 2% quality | Primal Crystallised Lifeforce x3250 |
47 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Fire Resistance per 2% quality | Wild Crystallised Lifeforce x3250 |
48 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Cold Resistance per 2% quality | Vivid Crystallised Lifeforce x3250 |
49 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Lightning Resistance per 2% quality | Primal Crystallised Lifeforce x3250 |
50 | Enchant a Melee Weapon. Quality does not increase its Physical Damage, has +1 Weapon Range per 10% Quality | Wild Crystallised Lifeforce x5000 |
51 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Area of Effect per 4% Quality | Wild Crystallised Lifeforce x5000 |
52 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Accuracy per 2% Quality | Vivid Crystallised Lifeforce x5000 |
53 | Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Attack Speed per 8% Quality | Vivid Crystallised Lifeforce x5000 |
54 | Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Critical Strike Chance per 4% Quality | Primal Crystallised Lifeforce x5000 |
55 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Elemental Damage per 2% Quality | Primal Crystallised Lifeforce x5000 |
56 | Reforge the colour of a random socket on an item, turning it White | Wild Crystallised Lifeforce x12500 Sacred Crystallised Lifeforce x1 |
57 | Add a new Fire modifier and remove another random modifier from a non-Influenced item | Wild Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
58 | Add a new Cold modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
59 | Add a new Lightning modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
60 | Add a new Physical modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
61 | Add a new Life modifier and remove another random modifier from a non-Influenced item | Wild Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
62 | Add a new Defence modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
63 | Add a new Chaos modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
64 | Add a new Attack modifier and remove another random modifier from a non-Influenced item | Wild Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
65 | Add a new Caster modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
66 | Add a new Speed modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x20000 Sacred Crystallised Lifeforce x1 |
67 | Add a new Critical modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x20000 Sacred Crystallised Lifeforce x1 |
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 | Wild Crystallised Lifeforce x10000 Sacred Crystallised Lifeforce x1 |
69 | Synthesise an item, giving random Synthesised implicits. Cannot be used on Unique, Influenced, Synthesised or Fractured items | Vivid Crystallised Lifeforce x5000 Sacred Crystallised Lifeforce x1 |
70 | Reforge an Influenced Rare item with random modifiers, including a Influence modifier | Primal Crystallised Lifeforce x5000 Sacred Crystallised Lifeforce x1 |
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.