Angelic Crucibles Mechanics in Diablo 3 Season 34
Season 34 introduces a new type of consumable item called Angelic Crucibles. Once uncovered by Nephalem, these heavenly artifacts can be used to Sanctify any equippable Legendary item.
Season 34 Theme: Angelic Crucibles Effects and Mechanics
Originally introduced in Season 27 and now brought back for the duration of Season 34, this season's mechanic introduces a new type of consumable item called Angelic Crucibles. Once uncovered by the player, these heavenly artifacts can be used to Sanctify any equippable Legendary item. Sanctifying an item reforges it to have perfect Ancient-level stats on all affixes while also preserving the item's Legendary Power. In addition, this process adds one of three new powers unique to each class.
As season-specific consumable items, Angelic Crucibles share the following traits:
- Angelic Crucibles and Sanctified Items can only be acquired in Seasonal play and will not transfer to your non-Seasonal character when the current ends.
- Angelic Crucibles can drop anywhere in Sanctuary at Level 70.
- Players can obtain as many Sanctified items as they would like. However, only one Sanctified item can be equipped at a time.
- Sanctified items can be Sanctified again using another Angelic Crucible.
- No stats are preserved when Sanctifying an item.
- Only Level 70 equippable items can be Sanctified. Crafted items cannot be Sanctified.
- Followers cannot equip Sanctified items.
Sanctified items will salvage into one of the following resources, chosen at random:
- 15  Forgotten Souls; Forgotten Souls;
- 2-3 Greater Rift Keystones;
- 128 BloodShards;
- 35-45  Death's Breaths; Death's Breaths;
- 1  Petrified Scream; Petrified Scream;
- 1  Westmarch Holy Water; Westmarch Holy Water;
How to farm Angelic Crucibles in Season 34?
Angelic Crucibles can drop from any type of content and game mode, be it
Bounties, Nephalem (Standard) Rifts, or
Greater Rifts, starting at Level 70. They are reasonably hard to get
(rarer than Legendary and
Set items), but have
a higher drop rate compared to the other legendary consumable in the game,
 Ramaladni's Gift.
 Ramaladni's Gift.
Class-Specific Powers
On top of empowering the Sanctified Legendary item with perfected Ancient-level stats, Angelic Crucibles infuses the item with one of three unique, powerful, class-specific abilities. In the paragraphs below, we will explore those Sanctified powers class-by-class, as well as provide commentary and insight on their relative strength and usefulness.
Barbarian
Whirlwind Sanctification
The Sanctification power reads: " Whirlwind pulls in and holds
all enemies within 25 yards." Its distinctive properties include:
 Whirlwind pulls in and holds
all enemies within 25 yards." Its distinctive properties include:
- This Sanctification ignores the gradual build-up of Crowd Control immunity of monsters, making it the most reliable, pixel-tight pulling power in the game.
- Its effect counts as a Knockback, triggering relevant powers dependent on
displacement (i.e.  Strongarm Bracers). Strongarm Bracers).
- It can pull well over 50 monsters simultaneously, making for some truly impressive pulls.
Hammer of the Ancients Sanctification
The Sanctification power reads: " Hammer of the Ancients hits in
all directions around the Barbarian. Every tenth cast of
 Hammer of the Ancients hits in
all directions around the Barbarian. Every tenth cast of
 Hammer of the Ancients unleashes a powerful shockwave." Its
distinctive properties include:
 Hammer of the Ancients unleashes a powerful shockwave." Its
distinctive properties include:
- The so-called Shockwave uses the visual effect of  Seismic Slam. Seismic Slam.
- The Shockwave crits on a per-cast basis, dependent on the parent cast of
 Hammer of the Ancients. Hammer of the Ancients.
- The Shockwave counts as being part of the  Hammer of the Ancients
cast, meaning it can proc effects; it mimics the proc coefficient of HotA
itself. This ability to proc includes Area Damage Hammer of the Ancients
cast, meaning it can proc effects; it mimics the proc coefficient of HotA
itself. This ability to proc includes Area Damage
- The Shockwave deals Physical elemental damage.
Wrath of the Berserker Sanctification
The Sanctification power reads: "Hitting enemies generates stacks of
Tempest Rhythm. Activating   Wrath of the Berserker consumes 50
stacks of Tempest Rhythm and startles enemies within 16 yards, causing
them to take 2% increased damage per stack for 20 seconds. Max 50
stacks." Its distinctive properties include:
 Wrath of the Berserker consumes 50
stacks of Tempest Rhythm and startles enemies within 16 yards, causing
them to take 2% increased damage per stack for 20 seconds. Max 50
stacks." Its distinctive properties include:
- The Tempest Rhythm debuff provides an additive, non-stackable damage increase against affected targets.
- The maximum number of affected targets is capped at 10 monsters.
- The debuff range matches the range of the  Arreat's Wail rune: 15
yards. Arreat's Wail rune: 15
yards.
Crusader
Blessed Hammer Sanctification
The Sanctification power reads: " Blessed Hammer now crackles
with energy damaging enemies within 15 yards of its path. All runes but
 Blessed Hammer now crackles
with energy damaging enemies within 15 yards of its path. All runes but
 Dominion now throw the hammer in a direct path in front of the
Crusader." Its distinctive properties include:
 Dominion now throw the hammer in a direct path in front of the
Crusader." Its distinctive properties include:
- The Sanctified  Blessed Hammer reaches a 50-yard range in a straight
line, and boomerangs after a brief, 2-second pause. Blessed Hammer reaches a 50-yard range in a straight
line, and boomerangs after a brief, 2-second pause.
- The crackling energy mimics the arcing properties of the
 Thunderstruck rune, as it pulsates with energy that can strike a
single target multiple times, depending on its hitbox — larger targets
will be hit more than once. Thunderstruck rune, as it pulsates with energy that can strike a
single target multiple times, depending on its hitbox — larger targets
will be hit more than once.
Fist of the Heavens Sanctification
The Sanctification power reads: "Every two seconds, call down
 Fist of the Heavens on a random nearby enemy. After casting
 Fist of the Heavens on a random nearby enemy. After casting
 Steed Charge, this effect occurs more rapidly for five seconds."
Its distinctive properties include:
 Steed Charge, this effect occurs more rapidly for five seconds."
Its distinctive properties include:
- The automated  Fist of the Heavens have the same properties as a
self-casted Fist of the Heavens have the same properties as a
self-casted Fist of the Heavens, taking into account your current skill
and elemental damage bonuses. They have a proc coefficient and can trigger
Area Damage, as a normal FotH would. Fist of the Heavens, taking into account your current skill
and elemental damage bonuses. They have a proc coefficient and can trigger
Area Damage, as a normal FotH would.
- This Sanctification's standard delay of 2 seconds is cut down to 0.5
seconds after using  Steed Charge, lasting for 5 seconds after using the
mobility skill. Steed Charge, lasting for 5 seconds after using the
mobility skill.
Falling Sword Sanctification
The Sanctification power reads: "After casting  Falling Sword,
you descend from the sky with two Archangels that can cast
 Falling Sword,
you descend from the sky with two Archangels that can cast
 Consecration and
 Consecration and  Condemn." Its distinctive properties
include:
 Condemn." Its distinctive properties
include:
- The Archangel's health and damage scale only off the current Greater Rift level.
- The Archangels last for 15 seconds. While they are active, they will
predominantly use melee auto-attacks, interspersed with random casts of
 Consecration and Consecration and Condemn. Condemn.
- The Archangels are capped at two at a time; casting  Falling Sword
more than once while they are active will simply summon a new batch. Falling Sword
more than once while they are active will simply summon a new batch.
Demon Hunter
Strafe Sanctification
The Sanctification power reads: " Strafe now casts the last
non-channeled Hatred spending ability casted." Its distinctive properties
include:
 Strafe now casts the last
non-channeled Hatred spending ability casted." Its distinctive properties
include:
- This Sanctification mirrors the 4-piece bonus of Gears of Dreadlands set
— but instead of  Strafe casting the last Primary skill you used,
it casts the last non-channeled Hatred spending ability you used. Strafe casting the last Primary skill you used,
it casts the last non-channeled Hatred spending ability you used.
- Much like the GoD mechanic,  Strafe will "cast" the Hatred spenders
at a rate of 12 FPA. The Hatred spenders cast by the Sanctification have a
proc coefficient and can trigger Area Damage, as any self-casted
Hatred-spending ability would. Strafe will "cast" the Hatred spenders
at a rate of 12 FPA. The Hatred spenders cast by the Sanctification have a
proc coefficient and can trigger Area Damage, as any self-casted
Hatred-spending ability would.
Vengeance Sanctification
The Sanctification power reads: "Casting  Vengeance unleashes a
barrage of rockets that deal damage equal to a percentage of the maximum life
enemies possess. The number of rockets fired increases over 30 seconds. Elites
and Bosses receive less damage per rocket." Its distinctive properties
include:
 Vengeance unleashes a
barrage of rockets that deal damage equal to a percentage of the maximum life
enemies possess. The number of rockets fired increases over 30 seconds. Elites
and Bosses receive less damage per rocket." Its distinctive properties
include:
- The rockets shot by this Sanctification inflict percentage-based damage on the health of affected enemies; this effect is reduced on Elites and Rift Guardians.
- The rocket barrage builds in intensity over the 30-second period the Sanctification is active.
- Using  Vengeance again while the power is active simply refreshes
its duration, and can even have a negative impact — as the build-up
period for the rockets is reset. Vengeance again while the power is active simply refreshes
its duration, and can even have a negative impact — as the build-up
period for the rockets is reset.
Cluster Arrow Sanctification
The Sanctification power reads: "Firing  Cluster Arrow no longer
drops explosive ordinance. Instead, it concentrates its explosive force into
piercing rays of light." Its distinctive properties include:
 Cluster Arrow no longer
drops explosive ordinance. Instead, it concentrates its explosive force into
piercing rays of light." Its distinctive properties include:
- The rays of light produced by  Cluster Arrow inflict the combined
damage of the regularly cast Cluster Arrow inflict the combined
damage of the regularly cast Cluster Arrow, as well as any additional
rocket- or grenade-based effects it may have due to your itemization or
passives. Cluster Arrow, as well as any additional
rocket- or grenade-based effects it may have due to your itemization or
passives.
- The rays of light pierce through targets in a straight, 30-yard line in front of the Demon Hunter.
Monk
Wave of Light Sanctification
The Sanctification power reads: "Casting  Wave of Light now
summons a bell at the target location that deals damage when the caster
attacks the bell. Up to five bells can be active at one time." Its
distinctive properties include:
 Wave of Light now
summons a bell at the target location that deals damage when the caster
attacks the bell. Up to five bells can be active at one time." Its
distinctive properties include:
- The summoned bells are capped at five; any additional casts of
 Wave of Light will de-spawn the oldest bell. Bells will also expire on
their own after a 10-second period, or if you move a screen's worth of
distance from them. Wave of Light will de-spawn the oldest bell. Bells will also expire on
their own after a 10-second period, or if you move a screen's worth of
distance from them.
- The summoned bells are tangible obstacles on the terrain and have collision with players and monsters.
- The summoned bells deal damage when they are attacked by any player and through any means, as long as the attack comes from a skill with a proc coefficient.
- The summoned bells retain some of the properties of their parent rune,
i.e.  Explosive Light-based ones will produce the radial burst when
attacked, Explosive Light-based ones will produce the radial burst when
attacked, Pillar of the Ancients-based ones will tick for damage over
time, etc. Pillar of the Ancients-based ones will tick for damage over
time, etc.
Way of the Hundred Fists Sanctification
The Sanctification power reads: "All  Way of the Hundred Fists combo
punches use the second stage combo punch. Consecutive hits from Way of the
Hundred Fists increases its damage by 2%. Max 350 stacks." Its
distinctive properties include:
 Way of the Hundred Fists combo
punches use the second stage combo punch. Consecutive hits from Way of the
Hundred Fists increases its damage by 2%. Max 350 stacks." Its
distinctive properties include:
- While it always uses the second stage combo punch,
 Way of the Hundred Fists will produce the third stage combo punch effect
regardless, if held down long enough. Way of the Hundred Fists will produce the third stage combo punch effect
regardless, if held down long enough.
- The stacking buff of this Sanctification provides a multiplicative damage
increase to  Way of the Hundred Fists, for a total of 700%. Way of the Hundred Fists, for a total of 700%.
Seven-Sided Strike Sanctification
The Sanctification power reads: "The target of your
 Seven-Sided Strike is barraged with spiritual punches for 15 seconds.
This can only affect one enemy at a time." Its distinctive properties
include:
 Seven-Sided Strike is barraged with spiritual punches for 15 seconds.
This can only affect one enemy at a time." Its distinctive properties
include:
- This Sanctification's spiritual punches are produced on the particular
initial target of your  Seven-Sided Strike at a 12 FPA rate. The effect
expires either after its natural 15-second duration, or if you move a screen's
worth of distance from the target. Seven-Sided Strike at a 12 FPA rate. The effect
expires either after its natural 15-second duration, or if you move a screen's
worth of distance from the target.
- The spiritual punches of this Sanctification behave like a self-casted
 Seven-Sided Strike in most respects — they benefit from the Seven-Sided Strike in most respects — they benefit from the Lion's Claw legendary effect, renew the defensive buff of Lion's Claw legendary effect, renew the defensive buff of Binding of the Lost, trigger Uliana's Stratagem set bonuses, proc Area
Damage, etc. Binding of the Lost, trigger Uliana's Stratagem set bonuses, proc Area
Damage, etc.
Necromancer
Command Golem Sanctification
The Sanctification power reads: "Your  Command Golem now picks up
corpses within 20 yards. Each corpse it stores allows you to cast any corpse
spending ability with the max number of corpses consumed per cast. Up to 30
corpses can be stored." Its distinctive properties include:
 Command Golem now picks up
corpses within 20 yards. Each corpse it stores allows you to cast any corpse
spending ability with the max number of corpses consumed per cast. Up to 30
corpses can be stored." Its distinctive properties include:
- The maximum number of Corpses stored by the Golem is capped at 30, and their origin — slain enemies, skill procs, etc. — does not matter.
- The pickup radius of the Golem is capped at 20 yards, and is unaffected by your own pickup radius stats.
- Using  Corpse Lance, Corpse Lance, Corpse Explosion, or Corpse Explosion, or Revive
while a Corpse is stored on the Golem will cast that skill as if the maximum
number of Corpses the skill allows have been consumed. Revive
while a Corpse is stored on the Golem will cast that skill as if the maximum
number of Corpses the skill allows have been consumed.
Army of the Dead Sanctification
The Sanctification power reads: "Enemies within 50 yards are constantly
assaulted by the  Army of the Dead
 Army of the Dead  Unconventional Warfare while this item is
equipped." Its distinctive properties include:
 Unconventional Warfare while this item is
equipped." Its distinctive properties include:
- The Sanctified casts of  Army of the Dead will behave as if they were
self-cast, taking into account your current skill and elemental damage
bonuses. They have a proc coefficient and can trigger Area Damage, as a normal
AotD would. Army of the Dead will behave as if they were
self-cast, taking into account your current skill and elemental damage
bonuses. They have a proc coefficient and can trigger Area Damage, as a normal
AotD would.
- The range of this Sanctification — 50 yards — is exactly 1 in-game screen in Diablo 3, meaning anything on your screen will be assaulted.
Death Nova Sanctification
The Sanctification power reads: "Hitting enemies with  Death Nova
five consecutive times adds a spirit that afflicts an enemy every fifth cast
of
 Death Nova
five consecutive times adds a spirit that afflicts an enemy every fifth cast
of  Death Nova. Up to three spirits can be sent at a time." Its
distinctive properties include:
 Death Nova. Up to three spirits can be sent at a time." Its
distinctive properties include:
- The spirits that afflict enemies hit by 5 consecutive  Death Novas
are effectively Death Novas
are effectively Bone Spirits — but in visuals only. The damage they
inflict is based on their parent Bone Spirits — but in visuals only. The damage they
inflict is based on their parent Death Nova. Death Nova.
Witch Doctor
Haunt Sanctification
The Sanctification power reads: "Enemies affected by
 Locust Swarm are also
 Locust Swarm are also  Haunted. When you cast
 Haunted. When you cast  Piranhas,
all
 Piranhas,
all  Haunted enemies within 60 yards are pulled into the pool. A lesser
enemy stunned by
 Haunted enemies within 60 yards are pulled into the pool. A lesser
enemy stunned by  Bogadile is instantly killed. Elites and Bosses
stunned by
 Bogadile is instantly killed. Elites and Bosses
stunned by  Bogadile take massive damage." Its distinctive
properties include:
 Bogadile take massive damage." Its distinctive
properties include:
- All enemies affected by  Locust Swarm have a Locust Swarm have a Haunt effect
applied to them. Haunt effect
applied to them.
- The 60-yard range of the  Piranhas pull is just slightly over the
length of a screen inside Diablo 3, effectively meaning you pull everything in
sight that has been afflicted by Piranhas pull is just slightly over the
length of a screen inside Diablo 3, effectively meaning you pull everything in
sight that has been afflicted by Haunt. Haunt.
- While it will not outright kill Elites and Rift Guardians as it does with
trash enemies, the  Bogadile will inflict noticeable, percentage-based
damage on these priority targets, making Witch Doctors wielding this power
tremendously powerful. Bogadile will inflict noticeable, percentage-based
damage on these priority targets, making Witch Doctors wielding this power
tremendously powerful.
Horrify Sanctification
The Sanctification power reads: " Horrify becomes an aura that
causes enemies to receive 100% more damage and deal 15% less damage in
addition to its other effects." Its distinctive properties include:
 Horrify becomes an aura that
causes enemies to receive 100% more damage and deal 15% less damage in
addition to its other effects." Its distinctive properties include:
- The aura-like effect applied to  Horrify extends to any rune you
select as well. Horrify extends to any rune you
select as well.
- The buff of this Sanctification provides an additive damage increase
against targets within the  Horrify radius. The damage reduction effect
is multiplicative in nature. Horrify radius. The damage reduction effect
is multiplicative in nature.
Gargantuan Sanctification
The Sanctification power reads: "You summon two  Gargantuans and
three
 Gargantuans and
three  Summon Zombie Dogs periodically.
 Summon Zombie Dogs periodically.  Gargantuans gain the
effect of the
 Gargantuans gain the
effect of the  Restless Giant rune.
 Restless Giant rune.  Summon Zombie Dogs gain the
effect of all runes. Enemies hit by
 Summon Zombie Dogs gain the
effect of all runes. Enemies hit by  Sacrifice are Immolated, causing
them to take 100% more damage from your Pets." Its distinctive properties
include:
 Sacrifice are Immolated, causing
them to take 100% more damage from your Pets." Its distinctive properties
include:
- The  Summon Zombie Dogs and Summon Zombie Dogs and Gargantuans are cast at a rate of
1/second, until you reach the cap of 3 Dogs and 2 Gargantuans. Gargantuans are cast at a rate of
1/second, until you reach the cap of 3 Dogs and 2 Gargantuans.
- The Immolation effect on enemies affected by  Sacrifice provides a
100% multiplicative damage increase against them. Sacrifice provides a
100% multiplicative damage increase against them.
Wizard
Storm Armor Sanctification
The Sanctification power reads: "Your  Storm Armor charges over
30 seconds. Casting
 Storm Armor charges over
30 seconds. Casting  Storm Armor at full charge releases a powerful
thunderbolt, instantly killing a random enemy within 30 yards. Bosses and
Elites are not killed but take significant damage." Its distinctive
properties include:
 Storm Armor at full charge releases a powerful
thunderbolt, instantly killing a random enemy within 30 yards. Bosses and
Elites are not killed but take significant damage." Its distinctive
properties include:
- The power of this Sanctification changes the way you play with
 Storm Armor, forcing you to track its 30-second wind-up period and
re-cast it once it is charged. The reward is the insta-gib of a randomly chosen
nearby enemy. Storm Armor, forcing you to track its 30-second wind-up period and
re-cast it once it is charged. The reward is the insta-gib of a randomly chosen
nearby enemy.
- Elites and Rift Guardians will not be killed immediately, but the thunderbolt will take ~10% worth of their health.
Arcane Orb Sanctification
The Sanctification power reads: " Arcane Orb now periodically
spawns up to four orbiting charges that will generate an additional orb when
cast. All charges from the
 Arcane Orb now periodically
spawns up to four orbiting charges that will generate an additional orb when
cast. All charges from the  Arcane Orbit rune now detonate at the same
time." Its distinctive properties include:
 Arcane Orbit rune now detonate at the same
time." Its distinctive properties include:
- The orbiting charges of  Arcane Orb are capped at 4, spawned at a
rate of 1/second. Casting Arcane Orb are capped at 4, spawned at a
rate of 1/second. Casting Arcane Orb uses up all the stored orbiting
charges, casting an additional Arcane Orb uses up all the stored orbiting
charges, casting an additional Arcane Orb per charge. Arcane Orb per charge.
 Arcane Dynamo applies to all orbiting charges released by the Arcane Dynamo applies to all orbiting charges released by the Arcane Orb cast. Arcane Orb cast.
- With this Sanctified power, the  Arcane Orbit rune now detonates all
its charges in quick succession, rather than its usual delayed cadence. Arcane Orbit rune now detonates all
its charges in quick succession, rather than its usual delayed cadence.
Magic Missile Sanctification
The Sanctification power reads: " Magic Missile fires 10 missiles
and gains the effect of the
 Magic Missile fires 10 missiles
and gains the effect of the  Seeker rune." Its distinctive
properties include:
 Seeker rune." Its distinctive
properties include:
- While you are granted the effect of the  Seeker rune for free, the
behavior and elemental type of the Seeker rune for free, the
behavior and elemental type of the Magic Missiles you cast will be
dependent on the rune you select on your bar. Magic Missiles you cast will be
dependent on the rune you select on your bar.
Changelog
- 18 Jan. 2025: Guide updated to reflect its re-introduction in Season 34.
- 26 Aug. 2022: Guide updated.
- 11 Aug. 2022: Guide added.
In The Same Category
This build is presented to you by Deadset, one of the very few professional Diablo 3 players. Deadset regularly publishes video guides on Youtube and streams on Twitch, where you can see how this and other builds play out in practice.
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