Ritual Unique /21 ⍟
Minions have (20–40)% reduced maximum Life
Minions have (15–25)% increased Movement Speed
Minions have 50% increased Critical Strike Chance per Maximum Power Charge you have
Minions can hear the whispers for 5 seconds after they deal a Critical Strike
(Minions which hear the whispers take 20% of their maximum life as chaos damage per second, have 50% increased attack speed and damage, and do not listen to you)
(12–15)% increased maximum Life
+(40–60)% to Fire Resistance
Modifiers to Minimum Endurance Charges instead apply to Minimum Brutal Charges
Maximum Brutal Charges is equal to Maximum Endurance Charges
+1 to Maximum Endurance Charges
Gain Brutal Charges instead of Endurance Charges
(Players have 3% chance to deal Triple Damage and 10% increased Stun Threshold per Brutal Charge)
[Four random modifiers]
50% reduced Ignite Duration on Enemies
(10–15)% chance to Ignite
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
Withered does not expire on Enemies Ignited by you
+(20–25)% to Fire and Chaos Resistances
use unique blackflame ignite effect [1]
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(40–60)% more Critical Strike Chance while Insane
Enemies Killed by your Hits are destroyed while Insane
(30–40)% less Physical and Chaos Damage Taken while Sane
Regenerate 10% Life over one second when Hit while Sane
(20–25)% increased Attack Speed if you haven't gained a Frenzy Charge Recently
(60–80)% increased Critical Strike Chance if you haven't gained a Power Charge Recently
+3 seconds to Duration of Frenzy and Power Charges on Culling Strike
Gain (120–150) Life on Culling Strike
Gain (10–20) Mana on Culling Strike
(Recently refers to the past 4 seconds)
(16–20)% increased maximum Mana
+(40–60)% to Lightning Resistance
+1 to Maximum Power Charges
Modifiers to Minimum Power Charges instead apply to Minimum Absorption Charges
Maximum Absorption Charges is equal to Maximum Power Charges
Gain Absorption Charges instead of Power Charges
(Players Recoup 12% of Elemental Damage taken as Energy Shield per Absorption Charge)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
+(50–70) to maximum Life
Gain Sacrificial Zeal when you use a Skill, dealing you 150% of the Skill's Mana Cost as Physical Damage per Second
Hits have (35–50)% chance to ignore Enemy Physical Damage Reduction while you have Sacrificial Zeal
(Sacrificial Zeal grants Added Spell Physical Damage equal to 25% of the Skill's Mana Cost, and causes you to take Physical Damage over Time, for 4 seconds)
30% increased Movement Speed
Nearby Enemies are Scorched
(30–50)% increased Effect of Scorch
(30–40)% chance when you Kill a Scorched Enemy to Burn Each surrounding
Enemy for 4 seconds, dealing 8% of the Killed Enemy's Life as Fire Damage per second
(Scorched Enemies have -10% to Elemental Resistances)
+(40–60)% to Cold Resistance
(8–12)% increased Movement Speed
+1 to Maximum Frenzy Charges
Modifiers to Minimum Frenzy Charges instead apply to Minimum Affliction Charges
Maximum Affliction Charges is equal to Maximum Frenzy Charges
Gain Affliction Charges instead of Frenzy Charges
(Players have 8% more Damage with Ailments and 8% more Effect of Non-Damaging Ailments per Affliction Charge)
+(40–60)% to Damage over Time Multiplier if you've dealt a Critical Strike in the past 8 seconds
(2–2.5)% of Life Regenerated per Second if you've dealt a Critical Strike in the past 8 seconds
Lose (10–15)% of Energy Shield when you deal a Critical Strike
Lose (10–15)% of Life when you deal a Critical Strike
[Four random modifiers]
Curse Auras from Socketed Skills also affect you
Socketed Curse Gems have 80% increased Reservation Efficiency
+(20–30) to Intelligence
20% reduced Effect of Curses on you
(15–25)% increased Damage with Hits and Ailments against Cursed Enemies
Regenerate (50–70) Life per second
20% increased Stun Threshold
10% reduced Armour per 50 Strength
Imbalanced Guard
(The Stun Threshold determines how much Damage can Stun something)
(100% chance to Defend with Double Armour. Maximum Damage Reduction for any Damage Type is 50%)
(Armour is treated as this percentage of its actual value, only for calculating damage mitigation)
[Four random modifiers]
[Four random modifiers]
[Four random modifiers]
[Four random modifiers]
[Four random modifiers]
[Four random modifiers]
(120–160)% increased Armour and Energy Shield
+(15–25)% to all Elemental Resistances
Damage of Enemies Hitting you is Unlucky while you have a Magic Ring Equipped
You are Hexproof if you have a Magic Ring in right slot
Take no Extra Damage from Critical Strikes if you have a Magic Ring in left slot
(Unlucky things are rolled twice and the worst result used)
Ritual Gem /2
Name | |
---|---|
Trinity Support (18) | |
Hydrosphere (34) |
Minimap Icons /2 ⍟
Ritual Rune Types /82 ⍟
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 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 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 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 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 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 | Gain 30% of Maximum Life as Extra Maximum Energy Shield |
Ensconced | Monsters gain extra Energy Shield based on Life Altar restores monster Energy Shield | 100 | 25 | Gain 35% of Maximum Life as Extra Maximum Energy Shield |
Ensconced | Monsters gain extra Energy Shield based on Life Altar restores monster Energy Shield | 100 | 46 | Gain 40% of Maximum Life as Extra Maximum Energy Shield |
Ensconced | Monsters gain extra Energy Shield based on Life Altar restores monster Energy Shield | 100 | 68 | Gain 45% of Maximum Life as Extra Maximum Energy Shield |
Ensconced | Monsters gain extra Energy Shield based on Life Altar restores monster Energy Shield | 100 | 78 | Gain 50% of Maximum Life as Extra Maximum Energy Shield |
Charged | Monsters gain Endurance, Frenzy or Power Charges on Hit Altar charges up and Discharges monsters | 100 | 33 | Monsters in the Rune area are much stronger |
Charged | Monsters gain Endurance, Frenzy or Power Charges on Hit Altar charges up and Discharges monsters | 100 | 46 | Monsters in the Rune area are much stronger |
Charged | Monsters gain Endurance, Frenzy or Power Charges on Hit Altar charges up and Discharges monsters | 100 | 68 | Monsters in the Rune area are much stronger |
Charged | Monsters gain Endurance, Frenzy or Power Charges on Hit Altar charges up and Discharges monsters | 100 | 78 | Monsters in the Rune area are much stronger |
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 | Monsters in the Rune area are much stronger |
Haunted | Tormented Spirits haunt the Ritual | 50 | 46 | Monsters in the Rune area are much stronger |
Haunted | Tormented Spirits haunt the Ritual | 50 | 68 | Monsters in the Rune area are much stronger |
Haunted | Tormented Spirits haunt the Ritual | 50 | 78 | Monsters in the Rune area are much stronger |
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 | from league item quantity +% permyriad [4000] from league item rarity +% permyriad [4000] |
Opulent | Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers | 10 | 73 | from league item quantity +% permyriad [5000] from league item rarity +% permyriad [5000] |
Opulent | Monsters have greatly increased Item Rarity and Quantity Contains cursed coin showers | 10 | 78 | from league item quantity +% permyriad [6000] from league item rarity +% permyriad [6000] |
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 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 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 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 |
Nameless | Monsters have reduced effect of Curses on them Monsters apply random Curses on Hit. | 0 | 68 | 30% reduced Effect of Curses on you 20% chance to Curse non-Cursed Enemies with a random Hex on Hit |
Nameless | Monsters have reduced effect of Curses on them Monsters apply random Curses on Hit. | 0 | 73 | 40% reduced Effect of Curses on you 20% chance to Curse non-Cursed Enemies with a random Hex on Hit |
Nameless | Monsters have reduced effect of Curses on them Monsters apply random Curses on Hit. | 20 | 81 | 50% reduced Effect of Curses on you 30% chance to Curse non-Cursed Enemies with a random Hex on Hit |
Ritual Item /126 ⍟
(25–30)% chance when you pay a Skill's Cost to gain that much Mana
+2 to Level of Socketed Skill Gems
-15% additional Physical Damage Reduction
You are Crushed
20% reduced Stun Threshold
Your Hits treat Cold Resistance as 10% higher than actual value
Rituals spawn Monsters 20% faster
Rituals have 20% more maximum monsters alive
5% increased Quantity of Items found in this Area
20% reduced Stun Threshold
Corrupted
25% less Accuracy Rating
20% reduced Stun Threshold
+1 to Level of Socketed Skill Gems
Item Level: 100
Influenced Item
(45–50)% increased Cooldown Recovery Rate of Movement Skills
(45–50)% increased Cooldown Recovery Rate of Movement Skills
Item Level: 100
Shaper + Elder Item
Double-Influenced Item
Item Level: 97
Two-Implicit
Corrupted
Your Hits treat Cold Resistance as 10% higher than actual value
+1 to Level of Socketed Skill Gems
Item Level: 89
Elder Item
(25–30)% chance when you pay a Skill's Cost to gain that much Mana
Two-Implicit
Corrupted
(25–30)% chance when you pay a Skill's Cost to gain that much Mana
(45–50)% increased Cooldown Recovery Rate of Movement Skills
Modifiers and upgrades another Influenced Modifier
Upgrading a modifier of the highest tier transforms the
modifier into an Elevated Modifier
Attempting to upgrade an Elevated Modifier rerolls its values
Can be used on Body Armours, Boots, Gloves and Helmets
-15% additional Physical Damage Reduction
You are Crushed
-15% additional Physical Damage Reduction
You are Crushed
25% less Accuracy Rating
Two-Implicit
Corrupted
Warlord Item
25% less Accuracy Rating
Your Hits treat Cold Resistance as 10% higher than actual value
Ritual Monster /5 ⍟
Name | Modifiers | Spectre |
---|---|---|
Daemon | N | |
Fortress Totem | monster no drops or experience [1] Action Speed cannot be modified to below Base Value Movement Speed cannot be modified to below Base Value Cannot be Knocked Back cannot be taunted [1] | N |
Pain Totem | monster no drops or experience [1] Action Speed cannot be modified to below Base Value Movement Speed cannot be modified to below Base Value Cannot be Knocked Back cannot be taunted [1] | N |
Ritual Wisp | N | |
Daemon | 100% increased Damage 80% increased Area of Effect | N |
Ritual Quest /1 ⍟
Community Wiki
Ritual league
Settlers Patch Notes
- Corpses that you can use to Raise as Spectres can now be found as a reward in Ritual. These Corpses have been rebalanced to be appropriate for the core game compared to their debut in Affliction League.
- The lowest-tier Ritual bases cannot be found in Maps, and the highest-tier can only be found in Maps with an Area Level of 83 or higher.
- The Archdemon Crown Implicit modifier is now -2 to Level of Socketed Support Gems, and +2 to Level of Socketed Skill Gems, instead of "Socketed Skills apply Fire, Cold and Lightning Exposure on Hit" and -10% to all Elemental Resistances.
- The Brimstone Treads Implicit modifier is now "50% increased Stun and Block Recovery, and "20% reduced Stun Threshold", replacing "+4-5% Chance to Block Attack Damage" and "You take 20% of Damage from Blocked Hits".
- The Debilitation Gauntlets have been renamed to Thwarting Gauntlets. The Implicit modifier is now "+5-6% Chance to Block Attack Damage" and "You take 10% of Damage from Blocked Hits". This replaces the previous "Exerted Attacks deal 40-50% increased Damage" and "Warcry Skills have +2 Seconds to Cooldown".
- The Dreamquest Slippers Implicit modifier is now 10% reduced Movement Speed, and 45-50% increased Cooldown Recovery Rate of Movement Skills (previously 30-40%).
- The Sinistral Gloves have been renamed to Trapsetter Gloves. They no longer provide 25% reduced Attack Damage with Main Hand, and 40-50% increased Attack Damage with Off Hand as an Implicit modifier. Instead, they now provide 30% reduced Cooldown Recovery Rate for throwing Traps, and cause Trap Skills to have 20-25% increased Skill Effect Duration.
- The Penitent Mask Implicit modifier now provides +4% to maximum Chaos Resistance instead of +2-3 to maximum Fortification.
Ultimatum Patch Notes
Ritual Changes
- Ritual Altars can now be found once you reach maps. Each map has a 8% base chance to contain Ritual Altars. Deferred items will reappear at later Areas at a higher rate to account for these changes.
- Ritual Splinters will no longer be offered as rewards from Ritual encounters in maps that have been opened with a Blood-filled Vessel.
- Added four Ritual Atlas passive nodes to the Haewark Hamlet Atlas region, which grant various bonuses to Ritual encounters. Please read the Atlas Passive Balance section for more information.
- Added three Ritual Watchstone modifiers, which grant various bonuses to Ritual encounters.
Introduction
The Ritual league is a challenge league that launched on January 15, 2021 alongside the Echoes of the Atlas expansion.
In this 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.
League mechanic
The Ritual league introduced the Ritual mechanic, which appears during the Acts and in Maps. Rituals allow players to activate Ritual Altars, slay enemies, and gain drops. It is one of the few mechanics in the game that allows players to select a drop of their choice. After activating the ritual altar you have to fight off a wave of enemies, who give you favor by defeating them; after the fight is over you can spend Tribute at the ritual altar and pick from a list of various pre-identified items that cost favor.
Minimap
These new icons are introduced to the minimap:
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