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 alternate versions of themselves that have hidden attributes.
Name | Detail | Weight | Level Min | Buff |
---|---|---|---|---|
Infernal | Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky | 100 | 0 | 25% chance to Ignite enemies Gain 20% of your Physical Damage as Extra Fire Damage |
Infernal | Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky | 100 | 25 | 30% chance to Ignite enemies Gain 25% of your Physical Damage as Extra Fire Damage |
Infernal | Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky | 100 | 46 | 35% chance to Ignite enemies Gain 30% of your Physical Damage as Extra Fire Damage |
Infernal | Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky | 100 | 68 | 40% chance to Ignite enemies Gain 35% of your Physical Damage as Extra Fire Damage |
Infernal | Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky | 100 | 78 | 50% chance to Ignite enemies Gain 40% of your Physical Damage as Extra Fire Damage |
Bitter | Monsters deal extra Cold Damage and can Freeze Icy Beams rotate | 100 | 10 | Gain 20% of Physical Damage as Extra Cold Damage 25% chance to Freeze enemies |
Bitter | Monsters deal extra Cold Damage and can Freeze Icy Beams rotate | 100 | 25 | Gain 25% of Physical Damage as Extra Cold Damage 30% chance to Freeze enemies |
Bitter | Monsters deal extra Cold Damage and can Freeze Icy Beams rotate | 100 | 46 | Gain 30% of Physical Damage as Extra Cold Damage 35% chance to Freeze enemies |
Bitter | Monsters deal extra Cold Damage and can Freeze Icy Beams rotate | 100 | 68 | Gain 35% of Physical Damage as Extra Cold Damage 40% chance to Freeze enemies |
Bitter | Monsters deal extra Cold Damage and can Freeze Icy Beams rotate | 100 | 78 | Gain 40% of Physical Damage as Extra Cold Damage 50% chance to Freeze enemies |
Dreaded | Monsters deal extra Chaos Damage and can Wither Anomalies fire Chaos projectiles | 50 | 46 | Gain 8% of Non-Chaos Damage as extra Chaos Damage 25% chance to inflict Withered for 2 seconds on Hit |
Dreaded | Monsters deal extra Chaos Damage and can Wither Anomalies fire Chaos projectiles | 50 | 68 | Gain 10% of Non-Chaos Damage as extra Chaos Damage 35% chance to inflict Withered for 2 seconds on Hit |
Dreaded | Monsters deal extra Chaos Damage and can Wither Anomalies fire Chaos projectiles | 50 | 78 | Gain 12% of Non-Chaos Damage as extra Chaos Damage 45% chance to inflict Withered for 2 seconds on Hit |
Fluctuant | Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other | 100 | 0 | Gain 20% of Physical Damage as Extra Lightning Damage Buff Grants 25% chance to Shock enemies |
Fluctuant | Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other | 100 | 25 | Gain 25% of Physical Damage as Extra Lightning Damage Buff Grants 30% chance to Shock enemies |
Fluctuant | Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other | 100 | 46 | Gain 30% of Physical Damage as Extra Lightning Damage Buff Grants 35% chance to Shock enemies |
Fluctuant | Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other | 100 | 68 | Gain 35% of Physical Damage as Extra Lightning Damage Buff Grants 40% chance to Shock enemies |
Fluctuant | Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other | 100 | 78 | Gain 40% of Physical Damage as Extra Lightning Damage Buff Grants 50% chance to Shock enemies |
Violent | Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves | 100 | 0 | 20% increased Physical Damage 25% chance to cause Bleeding |
Violent | Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves | 100 | 25 | 25% increased Physical Damage 30% chance to cause Bleeding |
Violent | Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves | 100 | 46 | 30% increased Physical Damage 35% chance to cause Bleeding |
Violent | Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves | 100 | 68 | 35% increased Physical Damage 40% chance to cause Bleeding |
Violent | Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves | 100 | 78 | 40% increased Physical Damage 50% chance to cause Bleeding |
Suppressive | Monsters Regenerate Life Smothering Mist lowers your Life Regeneration | 100 | 0 | Regenerate 2% of Life per second |
Suppressive | Monsters Regenerate Life Smothering Mist lowers your Life Regeneration | 100 | 25 | Regenerate 2% of Life per second |
Suppressive | Monsters Regenerate Life Smothering Mist lowers your Life Regeneration | 100 | 46 | Regenerate 2% of Life per second |
Suppressive | Monsters Regenerate Life Smothering Mist lowers your Life Regeneration | 100 | 68 | Regenerate 2% of Life per second |
Suppressive | Monsters Regenerate Life Smothering Mist lowers your Life Regeneration | 100 | 78 | Regenerate 2% of Life per second |
Ensconced | Monsters gain extra Energy Shield based on Life Altar restores monster Energy Shield | 100 | 10 | maximum life % to add to maximum energy shield [30] |
Ensconced | Monsters gain extra Energy Shield based on Life Altar restores monster Energy Shield | 100 | 25 | maximum life % to add to maximum energy shield [35] |
Ensconced | Monsters gain extra Energy Shield based on Life Altar restores monster Energy Shield | 100 | 46 | maximum life % to add to maximum energy shield [40] |
Ensconced | Monsters gain extra Energy Shield based on Life Altar restores monster Energy Shield | 100 | 68 | maximum life % to add to maximum energy shield [45] |
Ensconced | Monsters gain extra Energy Shield based on Life Altar restores monster Energy Shield | 100 | 78 | maximum life % to add to maximum energy shield [50] |
Charged | Monsters gain Endurance, Frenzy or Power Charges on Hit Altar charges up and Discharges monsters | 100 | 33 | |
Charged | Monsters gain Endurance, Frenzy or Power Charges on Hit Altar charges up and Discharges monsters | 100 | 46 | |
Charged | Monsters gain Endurance, Frenzy or Power Charges on Hit Altar charges up and Discharges monsters | 100 | 68 | |
Charged | Monsters gain Endurance, Frenzy or Power Charges on Hit Altar charges up and Discharges monsters | 100 | 78 | |
Fortressed | Monsters take reduced Damage Fortress Totems further reduce the damage Monsters take | 100 | 33 | monster damage taken +% final from buff from ot [-20] |
Fortressed | Monsters take reduced Damage Fortress Totems further reduce the damage Monsters take | 100 | 46 | monster damage taken +% final from buff from ot [-25] |
Fortressed | Monsters take reduced Damage Fortress Totems further reduce the damage Monsters take | 100 | 68 | monster damage taken +% final from buff from ot [-30] |
Fortressed | Monsters take reduced Damage Fortress Totems further reduce the damage Monsters take | 100 | 78 | monster damage taken +% final from buff from ot [-35] |
Emboldening | Monsters are Massive Altar causes Monsters to grow even larger | 50 | 33 | 30% increased maximum Life 20% increased Character Size 60% increased Area of Effect |
Emboldening | Monsters are Massive Altar causes Monsters to grow even larger | 50 | 46 | 35% increased maximum Life 20% increased Character Size 70% increased Area of Effect |
Emboldening | Monsters are Massive Altar causes Monsters to grow even larger | 50 | 68 | 40% increased maximum Life 20% increased Character Size 80% increased Area of Effect |
Emboldening | Monsters are Massive Altar causes Monsters to grow even larger | 50 | 78 | 50% increased maximum Life 20% increased Character Size 90% increased Area of Effect |
Invigorating | Monsters are Fast Gales further accelerate you and Monsters | 50 | 16 | 10% increased Attack Speed 10% increased Cast Speed Buff grants 10% increased Movement Speed |
Invigorating | Monsters are Fast Gales further accelerate you and Monsters | 50 | 46 | 12% increased Attack Speed 12% increased Cast Speed Buff grants 12% increased Movement Speed |
Invigorating | Monsters are Fast Gales further accelerate you and Monsters | 50 | 68 | 15% increased Attack Speed 15% increased Cast Speed Buff grants 15% increased Movement Speed |
Invigorating | Monsters are Fast Gales further accelerate you and Monsters | 50 | 78 | 18% increased Attack Speed 18% increased Cast Speed Buff grants 18% increased Movement Speed |
Vaal | Items dropped by slain Monsters are Corrupted Favours may cost less Tribute on average Atziri's apparition protects the Altar | 20 | 33 | dropped items are corrupted [1] |
Vaal | Items dropped by slain Monsters are Corrupted Favours may cost less Tribute on average Atziri's apparition protects the Altar | 20 | 46 | dropped items are corrupted [1] |
Vaal | Items dropped by slain Monsters are Corrupted Favours may cost less Tribute on average Atziri's apparition protects the Altar | 20 | 68 | dropped items are corrupted [1] |
Vaal | Items dropped by slain Monsters are Corrupted Favours may cost less Tribute on average Atziri's apparition protects the Altar | 20 | 78 | dropped items are corrupted [1] |
Haunted | Tormented Spirits haunt the Ritual | 50 | 33 | |
Haunted | Tormented Spirits haunt the Ritual | 50 | 46 | |
Haunted | Tormented Spirits haunt the Ritual | 50 | 68 | |
Haunted | Tormented Spirits haunt the Ritual | 50 | 78 | |
Foul | Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary | 50 | 33 | Gain 8% of your Physical Damage as Extra Chaos Damage 30% chance to Poison on Hit |
Foul | Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary | 50 | 46 | Gain 10% of your Physical Damage as Extra Chaos Damage 35% chance to Poison on Hit |
Foul | Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary | 50 | 68 | Gain 12% of your Physical Damage as Extra Chaos Damage 40% chance to Poison on Hit |
Foul | Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary | 50 | 78 | Gain 14% of your Physical Damage as Extra Chaos Damage 50% chance to Poison on Hit |
Opulent | Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers | 10 | 68 | monster dropped item quantity +% [100] monster dropped item rarity +% [100] |
Opulent | Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers | 10 | 73 | monster dropped item quantity +% [150] monster dropped item rarity +% [150] |
Opulent | Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers | 10 | 78 | monster dropped item quantity +% [200] monster dropped item rarity +% [200] |
Apocalyptic | Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky | 10 | 68 | 100% chance to Ignite enemies Gain 60% of your Physical Damage as Extra Fire Damage |
Apocalyptic | Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky | 10 | 73 | 100% chance to Ignite enemies Gain 70% of your Physical Damage as Extra Fire Damage |
Apocalyptic | Monsters deal extra Fire Damage and can Ignite Meteors fall from the sky | 10 | 78 | 100% chance to Ignite enemies Gain 80% of your Physical Damage as Extra Fire Damage |
Glacial | Monsters deal extra Cold Damage and can Freeze Icy Beams rotate | 10 | 68 | Gain 60% of Physical Damage as Extra Cold Damage Always Freezes enemies |
Glacial | Monsters deal extra Cold Damage and can Freeze Icy Beams rotate | 10 | 73 | Gain 70% of Physical Damage as Extra Cold Damage Always Freezes enemies |
Glacial | Monsters deal extra Cold Damage and can Freeze Icy Beams rotate | 10 | 78 | Gain 80% of Physical Damage as Extra Cold Damage Always Freezes enemies |
Volatile | Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other | 10 | 68 | Gain 60% of Physical Damage as Extra Lightning Damage Buff Grants 100% chance to Shock enemies |
Volatile | Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other | 10 | 73 | Gain 70% of Physical Damage as Extra Lightning Damage Buff Grants 100% chance to Shock enemies |
Volatile | Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other | 10 | 78 | Gain 80% of Physical Damage as Extra Lightning Damage Buff Grants 100% chance to Shock enemies |
Sanguine | Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves | 10 | 68 | 60% increased Physical Damage Causes Bleeding |
Sanguine | Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves | 10 | 73 | 70% increased Physical Damage Causes Bleeding |
Sanguine | Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves | 10 | 78 | 80% increased Physical Damage Causes Bleeding |
Malevolent | Monsters deal extra Chaos Damage and can Wither Anomalies fire Chaos projectiles | 10 | 68 | Gain 15% of Non-Chaos Damage as extra Chaos Damage 30% chance to inflict Withered on Hit |
Malevolent | Monsters deal extra Chaos Damage and can Wither Anomalies fire Chaos projectiles | 10 | 73 | Gain 18% of Non-Chaos Damage as extra Chaos Damage 40% chance to inflict Withered on Hit |
Malevolent | Monsters deal extra Chaos Damage and can Wither Anomalies fire Chaos projectiles | 10 | 78 | Gain 20% of Non-Chaos Damage as extra Chaos Damage 50% chance to inflict Withered on Hit |
In Ritual league, a Ritual Altar can be found in each zone. Interacting with the altar encloses the player into a ritual circle, and they must fight a wave of enemies. Rituals award Tribute which can be exchanged for items, including exclusive item bases.
Ritual altars show up in maps and vary from 1-4 per map. They are inactive until enough enemies are killed within the radius of the altar to active it, and gradual light up per kill until fully activated.
The first ritual altar on a map will re-summon the enemies killed within the radius (while the ritual is not charged), and give you tribute.
The successive ritual altars will do the same, but will also once again summon the enemies that were killed while charging the previous altars, which means you can kill the same rares/unique monsters multiple times in the same map if they killed within the radius of the altars.
Small, moving blood pools will appear under killed enemies that count towards the ritual when activated. Luring faraway monsters into the circle will not add to the ritual encounter.
After the fight is over you can spend Tribute (Ritual League) at the ritual altar and pick from a list of various per-identified items that cost favor.
Item | Help Text |
---|---|
Blood-Filled Vessel | Can be used in a personal Map Device alongside a Map to add the monsters stored from a previous Ritual Altar to a Ritual Altar in that Map. |
Ritual Splinter | Combine 100 Splinters to create a Ritual Vessel. Shift click to unstack. |
Ritual Vessel | Right-click this item then left-click a Ritual Altar to store the monsters from the completed Ritual in this item. Cannot be used on a Ritual in a map opened with a Blood-Filled Vessel. Shift click to unstack. |