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Did you mean..For the faction, seek Crucible Knights.
For the boss in Auriza Hero's Grave, seek Crucible Knight Ordovis.
For the boss in Deeproot Depths, seek Crucible Knight Siluria.

Crucible Knight is a non-respawnable enemy in Elden Ring.

Overview[]

The Crucible Knights served Godfrey, the First Elden Lord.[1] They were led by Crucible Knight Ordovis and Crucible Knight Siluria, two honored as the foremost amongst the Crucible Knights.[2] Their armor holds the power of the crucible of life. In time, their strength, even their appearance, was seen as chaotic and deserving of scorn.[3]

Variant Description[]

Crucible Knights led by Ordovis. Their armor adorned with the axe ornamentation that is his mark.[4] They wield a greatsword modeled after the Ordovis's Greatsword and carry a Crucible Hornshield in their off-hand. When facing a tough foe, they are capable of interweaving their attacks with Aspects of the Crucible: Breath and Aspects of the Crucible: Tail incantations.

Moveset[]

Sword Slash
All Phases Physical/Slash Can Be Parried
A series of vertical slashes, ranging anywhere from one to four. Sometimes, the last slash will be horizontal rather than vertical. This move always chains into another move, and can even chain into another Sword Slash.
Shield Bash
All Phases Physical/Strike Cannot Be Parried
Lifts their greatshield over their heads and lunges forward, goring the player with its horn. This attack is often done on its own, and often in retaliation for hitting their shield. To maintain good positioning, roll to the sides rather than away.
Seismic Foot Stomp
All Phases Physical/Strike Cannot Be Parried
Lifts their left foot up before slamming it down, creating a conical shockwave in front of them. This attack goes under shields and will damage the player regardless, however they can be safely jumped over.
Sword Lunge
All Phases Physical/Slash Can Be Parried
Can be used at the start of a combo or to mark the end of a combo. The latter is usually used to punish fleeing players that wish to heal. It has decent reach, so do not risk it unless absolutely sure that you are out of range.
Dragging Slash
All Phases Physical/Slash Can Be Parried
Drags their sword against the ground before swinging it in an arc. Rolling while the sword is being dragged will likely result in being hit. Instead, wait for the sword to reach the end of the dragging motion before dodging.
Seismic Sword Slam
All Phases Physical/Slash Can Be Parried
They will raise their foot and grasp their greatsword with both hands. Their foot will slam down, followed shortly after by their sword. If the player is close enough, they will spin twice. Dodging away should give ample space and time to heal before the next attack.
Crucible Stomp
Phase 2 Holy Cannot Be Parried
At half health, they will stand straight and stomp their foot, releasing a short-range golden shockwave. Then they will leap back, sprouting golden wings, before lunging forward across a large distance. They will only perform this attack once to mark the transistion into phase 2. To dodge the shockwave, roll away. To dodge the flying lunge, roll towards the Crucible Knight.
Flying Lunge
Phase 2 Physical/Pierce Cannot Be Parried
Leaps back, sprouting wings as they raise their sword up. They will then lean downwards and perform a lunge with long range. The safest way to dodge is by dodging into the attack rather than away.
Aspects of the Crucible: Tail
Phase 2 Physical/Pierce Cannot Be Parried
Grows a large golden tail and sweeps the area around them. A second sweep can be performed, covering a much larger area. Dodging against the direction of the sweep is the safest way to dodge the attack. However, it can also be jumped over albeit with more difficulty.


The following moves are unique to the Crucible Axe Knight in Farum Azula and Siofra River (the one encountered by entering the portal at The Four Belfries). It is also used by Tanith's Knight.


Aspects of the Crucible: Breath
Phase 2 Physical/Pierce Cannot Be Parried
Grows a large pouch under their neck and breathes fire in a conical area in front of them. This move has poor tracking, so it is better to move behind the Crucible Knight rather than dodge away from the attack.
Breath Retreat
Phase 2 Physical/Pierce Cannot Be Parried
Jumps backward before growing a large pouch under their neck, emitting a stream of fire that will temporarily leave a circular patch of flame in front of them. It may be tricky to distinguish between the windup for this attack and the Flying Lunge, so roll away While tricky to distinguish between the windup for this attack and the Flying Lunge, it's safer to roll away when the Crucible Knight jumps back as a precautionary measure.


The following move is unique to Tanith's Knight and Crucible Knight Ordovis.


Ordovis's Vortex
Phase 2 Physical/Holy Can Be Parried
Spins the sword around to build momentum, before slamming it into the ground to unleash a devastating shockwave. This attack has good tracking, so it is better to roll out of its way. Do not jump over it, as you may be hit by the sword slamming down.

Variant Description[]

Crucible Knights led by Siluria. Their armor adorned with the great tree ornamentation that is her mark.[5] They wield a greatspear modeled after Siluria's Tree, which itself is modeled after the crucible of the primordial form of the Erdtree.[6]. When facing a tough foe, they are capable of interweaving their attacks with Aspects of the Crucible: Horns.

Moveset[]

Seismic Foot Stomp
All Phases Physical/Strike Cannot Be Parried
Lifts their left foot up before slamming it down, creating a conical shockwave in front of them. This attack goes under shields and will damage the player regardless, however they can be safely jumped over.
Spear Sweep
All Phases Physical/Slash Can Be Parried
Sweeps spear in a wide horizontal arc in front of them. Dodge by rolling in the opposite direction of the sweep.
Spear Thrust
All Phases Physical/Pierce Can be parried
Walks forward before thrusting greatspear. Dodge by rolling towards the Crucible Knight. This attack is sometimes followed by a Spear Sweep.
Spear Swipes
All Phases Physical/Slash Can Be Parried
Slams spear into the ground before pulling it out. Dodge by rolling away from the Crucible Knight.
Siluria's Woe
All Phases Damage Type Cannot be parried
Raises greatspear to chest-level. The spear will swirl with golden energy for approximately 2 seconds before firing forward. This attack has a slight area of impact, so it is recommended to dodge forwards into the energy blast rather than backwards.
Crucible Stomp
Phase 2 Holy Cannot Be Parried
At half health, they will stand straight and stomp their foot, releasing a short-range golden shockwave. Then they will leap back, sprouting golden wings, before slamming their spear down. They will only perform this attack once to mark the transistion into phase 2. To dodge the shockwave, roll away. To dodge the slam, roll towards the Crucible Knight.
Flying Slam
Phase 2 Physical/Pierce Cannot Be Parried
Leaps back, sprouting wings as they raise their spear up. The spear will whirl with golden energy before they slam into the ground, releasing a golden shockwave. Dodge towards the Crucible Knight as they slam down to safely dodge this attack.
Aspect of the Crucible: Horn
Phase 2 Physical/Slash Cannot Be Parried
Summons a golden horn on their shoulder. They will lower themselves before lunging forward. It is not recommended to block this attack, as it drains a significant amount of stamina. Instead, roll to the sides to safely dodge the attack.
Horn Grab
Phase 2 Physical/Slash Cannot Be Parried
Summons a golden horn on their off-hand and attempts to gore the player with it. This is a grab attack, and cannot be blocked. Roll away to safely dodge this attack.

Bosses[]

Background[]

A Crucible Knight immured in an Evergaol for unknown reasons.

Background[]

Joins the Leonine Misbegotten when it reaches half-health. Disappears alongside the Leonine Misbegotten once the Radahn Festival begins, but will re-appear after its conclusion.

Background[]

Allied with the Volcano Manor, they silently stand by Tanith as her guardian. See her questline for more details on how to trigger the invasion.

Background[]

The Spirit-Caller Snail at the Road's End Catacombs summons the spirits of two Crucible Knights.

Background[]

Although not technically a boss, Devonia is a unique NPC enemy that appears in the Shadow of the Erdtree expansion. She uses a unique Greathammer and it is said that she is looking for the origins of the Crucible itself.

Locations[]

Trivia[]

  • According to the Closed Network Test description for Ordovis's Greatsword, there were 16 Crucible Knights of Godfrey. Though the description has been changed, this is still the case for the final version of the base game.
  • The Crucible Knights are meant to be a relic of the prehistoric era of the Crucible which came long before the Age of the Erdtree, and their names are a deliberate reminder of their ancient origins. The names of the Crucible Knights all find their roots in the naming conventions of Earth’s prehistoric periods, specifically during the Paleozoic Era:
    • Ordovis is named after the Ordovician, which lasted from 485.4 million years ago to 443.8 million years ago.
    • Siluria is named after the Silurian, which followed the conclusion of the Ordovician and lasted until 419.2 million years ago.
    • Devonia is named after the Devonian period, which was about 419.2 million to 358.9 million years ago
    • This is not a trait wholly unique to the Crucible Knights: Bloodhound Knight Floh and Bloodhound Knight Darriwil seem to be named after the Floian period and the Darriwilian period respectively, both of which are stages of the Ordovician period. Unlike the Crucible Knights, there doesn't seem to be any particular reason why they are named after these periods.

Gallery[]

Artwork[]

References[]


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