Crucible of the Unbroken Beast Gear, Food and Item Database
Browse every Beast Gear, Crucible Item, and Feed available in the Crucible of the Unbroken.
Items in the Crucible of the Unbroken
Everything on this page exists inside a single run of the Crucible of the Unbroken. You pick items up from chests and encounter rewards, buy them with the coins the board hands you, and use them before you reach the end. Nothing carries over. Coins and items you are still holding when the board finishes are gone, so there is never a reason to save something for a run you have not started yet.
The Three Types of Items
- Beast Gear is equipment you put on for the rest of the run. This is where almost all of the interesting effects live.
- Crucible Items are consumables you use yourself, on the board or inside a stage. Some items can be used on your familiars as well as on yourself.
- Feed is given to your beasts to buff them, and can also help you level beasts faster.
What the Stats Actually Do
Crucible gear works differently to normal gear having a wider range of stats and effects. Click the dropdown below to see an explanation of many of the more unique effects present.
Show Table
| Effect | What it does | Why it matters |
|---|---|---|
| Damage dealt up | A flat increase to your damage. | The default good pickup. Big damage items turn up in almost every shop and drop pool, so you are rarely starved for them. |
| Damage resistance | Reduces incoming damage, usually split into physical and magical. | Worth more than it looks in a mode with no healer. Check the encounter panel for which type the board is about to throw at you. |
| Elemental damage on auto-attacks | Weapon items that add an element, and roughly 240 potency, to your autos. | The strongest damage effect in the pool, and it doubles as a mechanical answer. Elemental autos both exploit weaknesses and interact with some encounter gimmicks. |
| Critical hit effects | A large share of beast gear triggers on critical hits, and much of it also raises your critical hit rate. | These stack with themselves by design. Two pieces that key off crits are worth more together than either is alone. |
| Stacking conditional buffs | Builds a growing buff whenever some condition is met. | Excellent on long fights and nearly worthless on short ones. Judge these by how much of the remaining board is bosses. |
| Life siphon | Returns health from the damage you deal. | One of the only sustain sources in the mode. Take it over a comparable damage piece unless you are already comfortable. |
| Evasion and Blink | Evasion raises your chance to avoid attacks outright. Blink effects grant a charge that negates one attack entirely, typically at around a 20% chance when you take damage. | Blink can eat a whole mechanic, not just a chunk of damage, which makes it disproportionately valuable on a scoring run. |
| Status nullification and resistance | Reduces or completely negates a specific debuff. Sleep, Doom and poison all have gear that hits 100%. | The highest ceiling effect in the game if it matches the board. A 100% resist does not mitigate the mechanic, it deletes it. |
| Healing and cleansing | Restores health, or removes a debuff, on some trigger. | The Ring of Curing is the standout, because cleansing plugs the gap left by having no role actions. |
| Death protection | A lethal hit is taken by a familiar instead of you. | A free save on a run you have invested twenty minutes into. |
Crucible Items
Changelog
- 10 Sep. 2026: Notice box added for the scrolling shop menu.
- 10 Sep. 2026: Stat explanations, priority items and feed mechanics added.
- 10 Sep. 2026: Page added.
Guides from Other Classes
This guide has been written by Liam Galt, who created the Blue Academy Youtube channel and Discord in response to the lack of consolidated and accurate Blue Mage resources available. Liam enjoys finding non-standard solutions to problems, so Blue Mage content with all of its zaniness is a natural interest! Outside of Blue Mage, he also enjoys Savage and Ultimate raiding which he streams on Twitch.
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