Blood Vigil: altars, pacts and Devotion in the Maps

The endgame has one more mechanic: the Blood Vigil, altars that lock you inside a circle of blood with waves of monsters and pay out in Devotion.
The altars
In Maps (tier 1 and up, never in the campaign), a map sometimes holds a Vigil. There are 2 to 4 altars spread across the map: stones with a skull and chained souls around them. The roll is separate from the Abyssal Rift's, so both can show up in the same map.
- The chance is about 32% at tier 1 and grows a little with each tier.
The pacts
Before you light it, the altar offers 2 or 3 pacts. Each pact makes that fight harder and multiplies the Devotion it pays:
| Pact | What it does | Devotion |
|---|---|---|
| Frenzy | Monsters move and attack faster. | x1.30 |
| Brutality | Monsters deal 30% more damage. | x1.35 |
| Hard Flesh | Monsters have 40% more life. | x1.30 |
| Horde | Half again as many monsters in each wave. | x1.45 |
| Tempest | The weather hazard strikes twice as often. | x1.30 |
| Frailty | You have 25% less elemental resistance inside the circle. | x1.30 |
| Burden | You move 15% slower inside the circle. | x1.25 |
Pacts are optional: you can light the altar with none.
The lit seal
Once lit, a giant ritual seal (a pentagram) draws itself on the ground and becomes a barrier: nobody gets in or out until the last wave falls. Inside, the ground turns blood red; outside, everything darkens like a cloudy night.
- 3 waves of monsters come, the first two led by a magic monster and the last by a rare.
- Each altar has a weather hazard: ember rain, slowing snow, falling lightning or a mist that hides the monsters far from you.
- Every kill inside the circle gives Devotion (more for magic and much more for rare monsters), multiplied by the pacts you accepted.
- If the circle closes with nobody alive inside, the Vigil goes out.
When the last wave falls, the souls break free.
The offerings
Press E at any finished altar (it also opens on its own after the last one) to see the offerings: 8 rewards priced in Devotion, among crafting currency, rare items, runes, Maps, gold and, sometimes, a unique (a pricey one).
- Refresh swaps the whole list, and each refresh costs a bit more.
- Reserve (right click) keeps an offering on your character to buy in a later Vigil. Only one fits: reserving another replaces the old one.
- Leftover Devotion is lost when you leave the map. Spend it before you go.
In co-op
The party fights together inside the same circle. Devotion and the offerings window belong to each player.
Details in Endgame.
