Ritual League Guide - Path of Exile

The start date of Path of Exile Ritual league is January 15 (PST), 2021 on PC, and on January 20, 2021 on Xbox and PlayStation.

In Path of Exile: Echoes of the Atlas, you’ll gain even more control over your end-game Path of Exile experience by specialising each region of your Atlas with its own passive tree, crafting Watchstones to refine your rewards, selecting up to ten map bosses to face simultaneously and challenging the Atlas’ new pinnacle boss: The Maven. Alongside this endgame content, you’ll perform dangerous and rewarding Rituals in the action-packed Ritual League, explore nineteen improved Ascendancy classes, discover powerful new items and much more.

1. Complete a Ritual

Players will randomly encounter Ritual Altars while completing the Acts and within Maps. It cannot be found within Heists or in Delve.

PoE Ritual League

  1. Players must first slay the monsters guarding the altar in order to activate it.
  2. Then clicking the altar begins the ritual and the Ritual Circle appears on the ground.
  3. Monsters will spawn in multiple waves, each wave harder than the last. After defeating all the monsters within the ritual, the combat phase ends and players can loot the altar. If the altar was located near a boss room, then the boss has a chance of spawning (again) within the ritual.
  4. Clicking the altar displays the Ritual Favors interface that allows players to select their rewards. Some rewards are hidden and will be reveled after more rituals on the same map are completed.
  5. Players can then move to other areas of the Map and complete all the altars in order to unlock more rewards.

PoE Show Ritual Rewards

 You can use the Ritual Rewards button to view the number of rituals in the area, number of completed rituals and the reward pool.

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Tips

  1. While fighting, you can portal out to leave a Ritual or close the game client at any time.
  2. If all players within the Ritual die or have left, then it fails. You can come back and spend any Tribute you did earn before it failed.
  3. The number of Ritual Altars in an area does scale slightly as you progress, with a current cap of 4 Altars.
  4. There are no Ritual-specific sextant mods. However, mods that increase the number of monsters in a map will impact how many monsters you encounter in a Ritual.

2. Ritual Altar Types

Ritual Altars can have various prefixes, listed below. Each prefix gives the ritual a different set of buffs to enemies and environmental damage. Some altars have alt versions of themselves that have hidden attributes.

Weight Name Level Min Detail Buff
100 Infernal 0
  • Monsters do increased fire damage and can ignite.
  • Meteors hit the ground that shoot out smaller fireballs that do damage randomly.
25% chance to Ignite enemies
Gain 20% of your Physical Damage as Extra Fire Damage
100 Infernal 25
  • Monsters do increased fire damage and can ignite.
  • Meteors hit the ground that shoot out smaller fireballs that do damage randomly.
30% chance to Ignite enemies
Gain 25% of your Physical Damage as Extra Fire Damage
100 Infernal 46
  • Monsters do increased fire damage and can ignite.
  • Meteors hit the ground that shoot out smaller fireballs that do damage randomly.
35% chance to Ignite enemies
Gain 30% of your Physical Damage as Extra Fire Damage
100 Infernal 68
  • Monsters do increased fire damage and can ignite.
  • Meteors hit the ground that shoot out smaller fireballs that do damage randomly.
40% chance to Ignite enemies
Gain 35% of your Physical Damage as Extra Fire Damage
100 Infernal 78
  • Monsters do increased fire damage and can ignite.
  • Meteors hit the ground that shoot out smaller fireballs that do damage randomly.
50% chance to Ignite enemies
Gain 40% of your Physical Damage as Extra Fire Damage
100 Bitter 10
  • Monsters deal extra cold damage and can freeze.
  • Ice beams rotate.
25% chance to Freeze enemies
Gain 20% of Physical Damage as Extra Cold Damage
100 Bitter 25
  • Monsters deal extra cold damage and can freeze.
  • Ice beams rotate.
30% chance to Freeze enemies
Gain 25% of Physical Damage as Extra Cold Damage
100 Bitter 46
  • Monsters deal extra cold damage and can freeze.
  • Ice beams rotate.
35% chance to Freeze enemies
Gain 30% of Physical Damage as Extra Cold Damage
100 Bitter 68
  • Monsters deal extra cold damage and can freeze.
  • Ice beams rotate.
40% chance to Freeze enemies
Gain 35% of Physical Damage as Extra Cold Damage
100 Bitter 78
  • Monsters deal extra cold damage and can freeze.
  • Ice beams rotate.
50% chance to Freeze enemies
Gain 40% of Physical Damage as Extra Cold Damage
50 Dreaded 46
  • Monsters deal extra chaos damage and can wither
  • Anomalies Fire Chaos Damage
Gain 8% of Non-Chaos Damage as extra Chaos Damage
25% chance to inflict Withered for 2 seconds on Hit
50 Dreaded 68
  • Monsters deal extra chaos damage and can wither
  • Anomalies Fire Chaos Damage
Gain 10% of Non-Chaos Damage as extra Chaos Damage
35% chance to inflict Withered for 2 seconds on Hit
50 Dreaded 78
  • Monsters deal extra chaos damage and can wither
  • Anomalies Fire Chaos Damage
Gain 12% of Non-Chaos Damage as extra Chaos Damage
45% chance to inflict Withered for 2 seconds on Hit
100 Fluctuant 0
  • Monsters get increased lightning damage.
  • Damaging lightning balls cross the screen.
25% chance to Shock enemies
Gain 20% of Physical Damage as Extra Lightning Damage
100 Fluctuant 25
  • Monsters get increased lightning damage.
  • Damaging lightning balls cross the screen.
30% chance to Shock enemies
Gain 25% of Physical Damage as Extra Lightning Damage
100 Fluctuant 46
  • Monsters get increased lightning damage.
  • Damaging lightning balls cross the screen.
35% chance to Shock enemies
Gain 30% of Physical Damage as Extra Lightning Damage
100 Fluctuant 68
  • Monsters get increased lightning damage.
  • Damaging lightning balls cross the screen.
40% chance to Shock enemies
Gain 35% of Physical Damage as Extra Lightning Damage
100 Fluctuant 78
  • Monsters get increased lightning damage.
  • Damaging lightning balls cross the screen.
50% chance to Shock enemies
Gain 40% of Physical Damage as Extra Lightning Damage
100 Violent 0
  • Monsters do increased physical damage and can cause bleeding.
  • Pain totems pulse damaging waves.
25% chance to cause Bleeding
20% increased Physical Damage
100 Violent 25
  • Monsters do increased physical damage and can cause bleeding.
  • Pain totems pulse damaging waves.
30% chance to cause Bleeding
25% increased Physical Damage
100 Violent 46
  • Monsters do increased physical damage and can cause bleeding.
  • Pain totems pulse damaging waves.
35% chance to cause Bleeding
30% increased Physical Damage
100 Violent 68
  • Monsters do increased physical damage and can cause bleeding.
  • Pain totems pulse damaging waves.
40% chance to cause Bleeding
35% increased Physical Damage
100 Violent 78
  • Monsters do increased physical damage and can cause bleeding.
  • Pain totems pulse damaging waves.
50% chance to cause Bleeding
40% increased Physical Damage
100 Suppressive 0
  • Monsters regenerate life.
  • Smothering mist reduces health regeneration.
Regenerate 2% of Life per second
100 Suppressive 25
  • Monsters regenerate life.
  • Smothering mist reduces health regeneration.
Regenerate 2% of Life per second
100 Suppressive 46
  • Monsters regenerate life.
  • Smothering mist reduces health regeneration.
Regenerate 2% of Life per second
100 Suppressive 68
  • Monsters regenerate life.
  • Smothering mist reduces health regeneration.
Regenerate 2% of Life per second
100 Suppressive 78
  • Monsters regenerate life.
  • Smothering mist reduces health regeneration.
Regenerate 2% of Life per second
100 Ensconced 10
  • Monsters gain extra energy shield based on life.
  • Altar restores monster energy shield.
maximum_life_%_to_add_to_maximum_energy_shield [30]
100 Ensconced 25
  • Monsters gain extra energy shield based on life.
  • Altar restores monster energy shield.
maximum_life_%_to_add_to_maximum_energy_shield [35]
100 Ensconced 46
  • Monsters gain extra energy shield based on life.
  • Altar restores monster energy shield.
maximum_life_%_to_add_to_maximum_energy_shield [40]
100 Ensconced 68
  • Monsters gain extra energy shield based on life.
  • Altar restores monster energy shield.
maximum_life_%_to_add_to_maximum_energy_shield [45]
100 Ensconced 78
  • Monsters gain extra energy shield based on life.
  • Altar restores monster energy shield.
maximum_life_%_to_add_to_maximum_energy_shield [50]
100 Charged 33
  • Monsters gain endure, frenzy, or power charges on hit
  • Altar Charges Up and discharges monsters
100 Charged 46
  • Monsters gain endure, frenzy, or power charges on hit
  • Altar Charges Up and discharges monsters
100 Charged 68
  • Monsters gain endure, frenzy, or power charges on hit
  • Altar Charges Up and discharges monsters
100 Charged 78
  • Monsters gain endure, frenzy, or power charges on hit
  • Altar Charges Up and discharges monsters
100 Fortressed 33
  • Monsters take reduced damage
  • Fortress totems further reduce damage monsters take
monster_inherent_damage_taken_+%_final [-20]
100 Fortressed 46
  • Monsters take reduced damage
  • Fortress totems further reduce damage monsters take
monster_inherent_damage_taken_+%_final [-25]
100 Fortressed 68
  • Monsters take reduced damage
  • Fortress totems further reduce damage monsters take
monster_inherent_damage_taken_+%_final [-30]
100 Fortressed 78
  • Monsters take reduced damage
  • Fortress totems further reduce damage monsters take
monster_inherent_damage_taken_+%_final [-35]
50 Emboldening 33
  • Monsters are massive
  • Altar causes monsters to grow even larger
20% increased Character Size
60% increased Area of Effect
30% increased maximum Life
50 Emboldening 46
  • Monsters are massive
  • Altar causes monsters to grow even larger
20% increased Character Size
70% increased Area of Effect
35% increased maximum Life
50 Emboldening 68
  • Monsters are massive
  • Altar causes monsters to grow even larger
20% increased Character Size
80% increased Area of Effect
40% increased maximum Life
50 Emboldening 78
  • Monsters are massive
  • Altar causes monsters to grow even larger
20% increased Character Size
90% increased Area of Effect
50% increased maximum Life
50 Invigorating 16
  • Monsters are fast
  • Gales further accelerate you and monsters
10% increased Attack Speed
10% increased Cast Speed
10% increased Movement Speed
50 Invigorating 46
  • Monsters are fast
  • Gales further accelerate you and monsters
12% increased Attack Speed
12% increased Cast Speed
12% increased Movement Speed
50 Invigorating 68
  • Monsters are fast
  • Gales further accelerate you and monsters
15% increased Attack Speed
15% increased Cast Speed
15% increased Movement Speed
50 Invigorating 78
  • Monsters are fast
  • Gales further accelerate you and monsters
18% increased Attack Speed
18% increased Cast Speed
18% increased Movement Speed
20 Vaal 33
  • Items dropped by slain monsters are corrupted.
  • Atziri's apparition protects the altar.
dropped_items_are_corrupted [1]
20 Vaal 46
  • Items dropped by slain monsters are corrupted.
  • Atziri's apparition protects the altar.
dropped_items_are_corrupted [1]
20 Vaal 68
  • Items dropped by slain monsters are corrupted.
  • Atziri's apparition protects the altar.
dropped_items_are_corrupted [1]
20 Vaal 78
  • Items dropped by slain monsters are corrupted.
  • Atziri's apparition protects the altar.
dropped_items_are_corrupted [1]
50 Haunted 33
  • Tormented Spirits haunt the ritual
50 Haunted 46
  • Tormented Spirits haunt the ritual
50 Haunted 68
  • Tormented Spirits haunt the ritual
50 Haunted 78
  • Tormented Spirits haunt the ritual
50 Foul 33 Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary 30% chance to Poison on Hit
Gain 8% of your Physical Damage as Extra Chaos Damage
50 Foul 46 Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary 35% chance to Poison on Hit
Gain 10% of your Physical Damage as Extra Chaos Damage
50 Foul 68 Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary 40% chance to Poison on Hit
Gain 12% of your Physical Damage as Extra Chaos Damage
50 Foul 78 Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary 50% chance to Poison on Hit
Gain 14% of your Physical Damage as Extra Chaos Damage
10 Opulent 68 Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers monster_dropped_item_rarity_+% [100]
monster_dropped_item_quantity_+% [100]
10 Opulent 73 Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers monster_dropped_item_rarity_+% [150]
monster_dropped_item_quantity_+% [150]
10 Opulent 78 Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers monster_dropped_item_rarity_+% [200]
monster_dropped_item_quantity_+% [200]
10 Apocalyptic 68 Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky 100% chance to Ignite enemies
Gain 60% of your Physical Damage as Extra Fire Damage
10 Apocalyptic 73 Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky 100% chance to Ignite enemies
Gain 70% of your Physical Damage as Extra Fire Damage
10 Apocalyptic 78 Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky 100% chance to Ignite enemies
Gain 80% of your Physical Damage as Extra Fire Damage
10 Glacial 68 Monsters deal extra Cold Damage and can Freeze Icy Beams rotate Always Freezes enemies
Gain 60% of Physical Damage as Extra Cold Damage
10 Glacial 73 Monsters deal extra Cold Damage and can Freeze Icy Beams rotate Always Freezes enemies
Gain 70% of Physical Damage as Extra Cold Damage
10 Glacial 78 Monsters deal extra Cold Damage and can Freeze Icy Beams rotate Always Freezes enemies
Gain 80% of Physical Damage as Extra Cold Damage
10 Volatile 68 Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 100% chance to Shock enemies
Gain 60% of Physical Damage as Extra Lightning Damage
10 Volatile 73 Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 100% chance to Shock enemies
Gain 70% of Physical Damage as Extra Lightning Damage
10 Volatile 78 Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 100% chance to Shock enemies
Gain 80% of Physical Damage as Extra Lightning Damage
10 Sanguine 68 Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves Causes Bleeding
60% increased Physical Damage
10 Sanguine 73 Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves Causes Bleeding
70% increased Physical Damage
10 Sanguine 78 Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves Causes Bleeding
80% increased Physical Damage
10 Malevolent 68 Monsters deal extra Chaos Damage and can Wither Anomalies fire Chaos projectiles Gain 15% of Non-Chaos Damage as extra Chaos Damage
30% chance to inflict Withered on Hit
10 Malevolent 73 Monsters deal extra Chaos Damage and can Wither Anomalies fire Chaos projectiles Gain 18% of Non-Chaos Damage as extra Chaos Damage
40% chance to inflict Withered on Hit
10 Malevolent 78 Monsters deal extra Chaos Damage and can Wither Anomalies fire Chaos projectiles Gain 20% of Non-Chaos Damage as extra Chaos Damage
50% chance to inflict Withered on Hit

3. Ritual Rewards

After completing a ritual, players can click the Altar to display the Favours interface that allows players to select their own rewards, in exchange for Tribute points.

  • All items are identified and players can see the exact mods and rolls of the item before selecting the reward.
  • After a reward is selected and withdrawn, it cannot be returned/refunded.
  • All of the altars in the area are part of the same set, and share the same pool of rewards.
  • All of the new rewards introduced in Ritual are purchasable with Tribute and do not drop from monsters in a Ritual encounter.
  • When playing in a party, the instance owner gets to choose the rewards. Party members can view the Favours window (where you select your rewards) as well.
  • Completing a single ritual will only reveal 1/2 or 1/3 of the possible rewards.
  • Completing all the ritual altars in the area/map reveals all possible rewards.

3.1 Spend Tribute on a Favour

As you slay monsters during a Ritual, you’ll earn Tribute which can be spent on a variety of seductive items and rewards:

  • Ritual Base Types
  • All types of currency
  • Chaos Orbs (rare)
  • Exalted Orbs (rare, only in maps)
  • Uniques
  • Quality skill gems and Corrupted skill gems (Level 21 or 23% quality)
  • Fully identified rare items, Fully identified influenced rare items
  • Quality flasks
  • Delirium Orbs
  • Jewels, Cluster Jewels
  • Maps
  • Abyss
  • Perandus
  • Harbinger
  • Breach
  • Essences
  • Scarabs, Maps and map fragments
  • Fossils
  • Prophecies
  • Divination Cards, Stacked Decks
  • Talismans
  • Legion
  • Blight
  • Metamorph
  • Ritual
  • Delirium
  • Heist
  • These items vary greatly in power and cost, so you may find you can afford several cheaper ones or one more valuable one. Some Favours will use the smart loot generation system, but it depends on the type of item.

    PoE Tribute 3.13

    3.2 Defer a Favour Reward

    Pay 15% off an item's original cost to defer that item. This item will reappear in a later area, discounted by 10% of its original cost. More valuable items can take longer to reappear.

    • Defering an item costs 15% of the original price and can be repeated every time it appears.
    • A deffered item will reappear in a later area, discounted by 10% of its original cost.
    • If the item has been deferred further the price will increase.
    • It is currently undetermined how long it takes for deferred items to reappear. Valuable items will take longer to reappear.

    Defer a Favour Reward

    You can defer an item more than once and defer more than one Ritual item. There is an indicator in the Favours window that displays when something has been deferred from a previous area.

    If a deferred reward comes up again in a later area, you should either purchase it or defer it again. If you don’t defer it again, it doesn’t completely vanish immediately, but it does recover some of its original cost. If you allow it to get all the way back to its starting value, then it will stop reappearing for you.

    3.3 Reroll Favours

    You can consume some Tribute to reroll the rewards offered.

    Reroll Favours

    Reroll to receive new Favours. This can only be done once per area.

    3.4 Complete four Ritual Encounters in a single area

    There are not always only three Rituals per zone. The number of Ritual Altars in an area does scale slightly as you progress, with a current cap of 4 Altars.

    3.5 Ritual Base Types PoE

    Name Category Requirement Mods
    Dreamquest Slippers Dreamquest Slippers Boots Level 80, 124 Int
    • (30–40)% increased Cooldown Recovery Rate of Movement Skills
    • 10% reduced Movement Speed
    Cloudwhisper Boots Cloudwhisper Boots Boots Level 20, 39 Dex
    • 25% less Accuracy Rating
    • 1 to (5–6) Added Attack Lightning Damage per 200 Accuracy Rating
    Brimstone Treads Brimstone Treads Boots Level 80, 124 Str
    • +(4–5)% Chance to Block Attack Damage
    • You take 20% of Damage from Blocked Hits
    Nightwind Slippers Nightwind Slippers Boots Level 50, 89 Int
    • (30–40)% increased Cooldown Recovery Rate of Movement Skills
    • 10% reduced Movement Speed
    Windbreak Boots Windbreak Boots Boots Level 50, 89 Dex
    • 25% less Accuracy Rating
    • 1 to (5–6) Added Attack Lightning Damage per 200 Accuracy Rating
    Darksteel Treads Darksteel Treads Boots Level 50, 89 Str
    • +(4–5)% Chance to Block Attack Damage
    • You take 20% of Damage from Blocked Hits
    Duskwalk Slippers Duskwalk Slippers Boots Level 20, 39 Int
    • (30–40)% increased Cooldown Recovery Rate of Movement Skills
    • 10% reduced Movement Speed
    Stormrider Boots Stormrider Boots Boots Level 80, 124 Dex
    • 25% less Accuracy Rating
    • 1 to (5–6) Added Attack Lightning Damage per 200 Accuracy Rating
    Basemetal Treads Basemetal Treads Boots Level 20, 39 Str
    • +(4–5)% Chance to Block Attack Damage
    • You take 20% of Damage from Blocked Hits
    Debilitation Gauntlets Debilitation Gauntlets Gloves Level 70, 101 Str
    • Exerted Attacks deal (40–50)% increased Damage
    • Warcry Skills have +2 seconds to Cooldown
    Gruelling Gauntlets Gruelling Gauntlets Gloves Level 40, 59 Str
    • Exerted Attacks deal (30–40)% increased Damage
    • Warcry Skills have +2 seconds to Cooldown
    Taxing Gauntlets Taxing Gauntlets Gloves Level 10, 18 Str
    • Exerted Attacks deal (25–30)% increased Damage
    • Warcry Skills have +2 seconds to Cooldown
    Sinistral Gloves Sinistral Gloves Gloves Level 70, 101 Dex
    • 25% reduced Attack Damage with Main Hand
    • (40–50)% increased Attack Damage with Off Hand
    Southswing Gloves Southswing Gloves Gloves Level 40, 59 Dex
    • 25% reduced Attack Damage with Main Hand
    • (40–50)% increased Attack Damage with Off Hand
    Gauche Gloves Gauche Gloves Gloves Level 10, 18 Dex
    • 25% reduced Attack Damage with Main Hand
    • (40–50)% increased Attack Damage with Off Hand
    Nexus Gloves Nexus Gloves Gloves Level 70, 101 Int
    • (25–30)% chance when you pay a Skill’s Mana Cost to gain that much Mana
    • 30% reduced maximum Mana
    Aetherwind Gloves Aetherwind Gloves Gloves Level 40, 59 Int
    • (25–30)% chance when you pay a Skill’s Mana Cost to gain that much Mana
    • 30% reduced maximum Mana
    Leyline Gloves Leyline Gloves Gloves Level 10, 18 Int
    • (25–30)% chance when you pay a Skill’s Mana Cost to gain that much Mana
    • 30% reduced maximum Mana
    Blizzard Crown Blizzard Crown Helmets Level 75, 79 Dex, 79 Int
    • Adds (75–85) to (115–128) Cold Damage
    • Your Hits treat Cold Resistance as 10% higher than actual value
    Winter Crown Winter Crown Helmets Level 45, 51 Dex, 51 Int
    • Adds (15–20) to (28–35) Cold Damage
    • Your Hits treat Cold Resistance as 10% higher than actual value
    Gale Crown Gale Crown Helmets Level 15, 20 Dex, 20 Int
    • Adds (3–4) to (5–6) Cold Damage
    • Your Hits treat Cold Resistance as 10% higher than actual value
    Archdemon Crown Archdemon Crown Helmets Level 75, 79 Str, 79 Int
    • -10% to all Elemental Resistances
    • Socketed Skills apply Fire, Cold and Lightning Exposure on Hit
    Demon Crown Demon Crown Helmets Level 45, 51 Str, 51 Int
    • -10% to all Elemental Resistances
    • Socketed Skills apply Fire, Cold and Lightning Exposure on Hit
    Imp Crown Imp Crown Helmets Level 15, 20 Str, 20 Int
    • -10% to all Elemental Resistances
    • Socketed Skills apply Fire, Cold and Lightning Exposure on Hit
    Atonement Mask Atonement Mask Helmets Level 45, 51 Str, 51 Dex
    • (20–25)% increased Effect of Fortify on you
    • You are Crushed
    • -15% additional Physical Damage Reduction
    Penitent Mask Penitent Mask Helmet Level 75, 79 Str, 79 Dex
    • (20–25)% increased Effect of Fortify on you
    • You are Crushed
    • -15% additional Physical Damage Reduction
    Sorrow Mask Sorrow Mask Helmets Level 15, 20 Str, 20 Dex
    • (20–25)% increased Effect of Fortify on you
    • You are Crushed
    • -15% additional Physical Damage Reduction

    Ritual Base Types pair very powerful implicit mods with challenging drawbacks. If you can create a build that mitigates this drawback, then you can take advantage of the power of these items and craft them into something amazing.

    • Nexus Gloves Nexus Gloves reduce your maximum mana, but have a chance of immediately refunding the mana spent to use a skill. If you can work around this restriction to your mana pool, you can periodically use skills for essentially no mana cost.
    • Penitent Mask Penitent Mask applies the Crushed debuff to you, removing your physical damage protection. However, its upside is that it increases the effect of fortify on you by quite a lot, reducing the damage you take from hits. There are many situations where this is a huge win, such as if you already have no armour or endurance charges.
    • Stormrider Boots Stormrider Boots reduce your accuracy rating, but provide a huge added lightning damage boost to your attacks, based on your accuracy rating. If you have other sources of accuracy to rely on, this is potentially a huge increase to the lighting damage you deal.

    4. Ritual Vessel: enhance your rituals

    After completing a Ritual, you have the chance to ‘capture’ its monsters using a Vessel which can be used on a map to improve its challenge and rewards.

    In the end game, you can obtain tradeable Ritual Vessel Ritual Vessel, which allow you to itemise the monsters from a ritual. You can place up to four vessels in the map device alongside a map to add their monsters to the rituals present in that map, substantially increasing both the difficulty and rewards of those Rituals.

    Place Ritual Vessel into a Map

    Vessels also substantially increase monster density which can be very rewarding in maxed-out maps that have mechanics like Beyond and Delirium present.

    Related PoE Currency, Gem, Skills Build Guide