Ritual Altar Guide - Path of Exile

1. Ritual Altar Types & Tier List

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 25% chance to Freeze enemies
Gain 20% of Physical Damage as Extra Cold Damage
Bitter Monsters deal extra Cold Damage and can Freeze Icy Beams rotate 100 25 30% chance to Freeze enemies
Gain 25% of Physical Damage as Extra Cold Damage
Bitter Monsters deal extra Cold Damage and can Freeze Icy Beams rotate 100 46 35% chance to Freeze enemies
Gain 30% of Physical Damage as Extra Cold Damage
Bitter Monsters deal extra Cold Damage and can Freeze Icy Beams rotate 100 68 40% chance to Freeze enemies
Gain 35% of Physical Damage as Extra Cold Damage
Bitter Monsters deal extra Cold Damage and can Freeze Icy Beams rotate 100 78 50% chance to Freeze enemies
Gain 40% of Physical Damage as Extra Cold Damage
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 25% chance to Shock enemies
Gain 20% of Physical Damage as Extra Lightning Damage
Fluctuant Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 100 25 30% chance to Shock enemies
Gain 25% of Physical Damage as Extra Lightning Damage
Fluctuant Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 100 46 35% chance to Shock enemies
Gain 30% of Physical Damage as Extra Lightning Damage
Fluctuant Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 100 68 40% chance to Shock enemies
Gain 35% of Physical Damage as Extra Lightning Damage
Fluctuant Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 100 78 50% chance to Shock enemies
Gain 40% of Physical Damage as Extra Lightning Damage
Violent Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves 100 0 25% chance to cause Bleeding
20% increased Physical Damage
Violent Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves 100 25 30% chance to cause Bleeding
25% increased Physical Damage
Violent Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves 100 46 35% chance to cause Bleeding
30% increased Physical Damage
Violent Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves 100 68 40% chance to cause Bleeding
35% increased Physical Damage
Violent Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves 100 78 50% chance to cause Bleeding
40% increased Physical Damage
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_inherent_damage_taken_+%_final [-20]
Fortressed Monsters take reduced Damage Fortress Totems further reduce the damage Monsters take 100 46 monster_inherent_damage_taken_+%_final [-25]
Fortressed Monsters take reduced Damage Fortress Totems further reduce the damage Monsters take 100 68 monster_inherent_damage_taken_+%_final [-30]
Fortressed Monsters take reduced Damage Fortress Totems further reduce the damage Monsters take 100 78 monster_inherent_damage_taken_+%_final [-35]
Emboldening Monsters are Massive Altar causes Monsters to grow even larger 50 33 20% increased Character Size
60% increased Area of Effect
30% increased maximum Life
Emboldening Monsters are Massive Altar causes Monsters to grow even larger 50 46 20% increased Character Size
70% increased Area of Effect
35% increased maximum Life
Emboldening Monsters are Massive Altar causes Monsters to grow even larger 50 68 20% increased Character Size
80% increased Area of Effect
40% increased maximum Life
Emboldening Monsters are Massive Altar causes Monsters to grow even larger 50 78 20% increased Character Size
90% increased Area of Effect
50% increased maximum Life
Invigorating Monsters are Fast Gales further accelerate you and Monsters 50 16 10% increased Attack Speed
10% increased Cast Speed
10% increased Movement Speed
Invigorating Monsters are Fast Gales further accelerate you and Monsters 50 46 12% increased Attack Speed
12% increased Cast Speed
12% increased Movement Speed
Invigorating Monsters are Fast Gales further accelerate you and Monsters 50 68 15% increased Attack Speed
15% increased Cast Speed
15% increased Movement Speed
Invigorating Monsters are Fast Gales further accelerate you and Monsters 50 78 18% increased Attack Speed
18% increased Cast Speed
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 30% chance to Poison on Hit
Gain 8% of your Physical Damage as Extra Chaos Damage
Foul Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary 50 46 35% chance to Poison on Hit
Gain 10% of your Physical Damage as Extra Chaos Damage
Foul Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary 50 68 40% chance to Poison on Hit
Gain 12% of your Physical Damage as Extra Chaos Damage
Foul Monsters deal extra Chaos Damage and can Poison Toxic vines grasp you while stationary 50 78 50% chance to Poison on Hit
Gain 14% of your Physical Damage as Extra Chaos Damage
Opulent Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers 10 68 monster_dropped_item_rarity_+% [100]
monster_dropped_item_quantity_+% [100]
Opulent Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers 10 73 monster_dropped_item_rarity_+% [150]
monster_dropped_item_quantity_+% [150]
Opulent Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers 10 78 monster_dropped_item_rarity_+% [200]
monster_dropped_item_quantity_+% [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 Always Freezes enemies
Gain 60% of Physical Damage as Extra Cold Damage
Glacial Monsters deal extra Cold Damage and can Freeze Icy Beams rotate 10 73 Always Freezes enemies
Gain 70% of Physical Damage as Extra Cold Damage
Glacial Monsters deal extra Cold Damage and can Freeze Icy Beams rotate 10 78 Always Freezes enemies
Gain 80% of Physical Damage as Extra Cold Damage
Volatile Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 10 68 100% chance to Shock enemies
Gain 60% of Physical Damage as Extra Lightning Damage
Volatile Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 10 73 100% chance to Shock enemies
Gain 70% of Physical Damage as Extra Lightning Damage
Volatile Monsters deal extra Lightning Damage and can Shock Skull Spires fire Lightning orbs at each other 10 78 100% chance to Shock enemies
Gain 80% of Physical Damage as Extra Lightning Damage
Sanguine Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves 10 68 Causes Bleeding
60% increased Physical Damage
Sanguine Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves 10 73 Causes Bleeding
70% increased Physical Damage
Sanguine Monsters deal extra Physical Damage and can inflict Bleeding Pain Totems pulse damaging waves 10 78 Causes Bleeding
80% increased Physical Damage
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

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2. Ritual Altar Guide

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.

PoE Ritual Altar

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.

Active Ritual Altar

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.

Ritual Altar Rewards

3. Related Items

Item Help Text
Blood-Filled Vessel 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 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.

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