Ritual official art

Uncommon · Tier II · Base game

Ritual

% Damage% Life Steal

Structured effects, restated

What one copy changes

+6% Damage −2 Engineering +1 more declared effect, listed below

% Damage

Changes Damage by +6 percentage points.

Each owned copy contributes this additive effect.

% Life Steal

Changes Life Steal by +2 percentage points.

Each owned copy contributes this additive effect.

Engineering

Changes Engineering by −2 points.

Each owned copy contributes this additive effect.
Stat references: % Damage · % Life Steal · Engineering

Purchase-time direct weapon metric

Your before-and-after DPS

Current player state

Enter your current values before buying Ritual. Fields start at the game’s own default stat block, where every stat but Max HP starts at zero — a 0 here is that default, not an empty field. Player stats use the same device-local values as the weapon pages.

Using Max HP 10 · 1 equipped weapon

Chain Gun goes from 65.48 to 33.23 expected primary-target DPS.

Direct DPS change −32.26 DPS −49.3%
What the comparison includes

Both sides use the shared expected primary-target, pre-mitigation direct-DPS engine. The after side adds fixed global-stat changes and the declared count/stat-scaled changes shown on this page. It includes staged damage rounding, crit expectation, projectile count, shooting duration, and steady-state mean cooldown.

It excludes enemy armor, target density, positioning, misses, overkill, burning, explosions, spawned attacks, temporary effects without a fixed duration state, conditional procs, target debuffs, and weapon-scripted damage changes. A displayed zero therefore means zero within this stated direct metric, not zero value in every combat situation.

Zero-stat baseline, highest available tier

Largest computed direct-DPS changes

  1. Chain GunChain GunRanged · Tier IV 65.48 → 33.23 −32.26 DPS (−49.3%)
  2. ExcaliburExcaliburMelee · Tier IV 380.86 → 403.44 +22.58 DPS (+5.9%)
  3. Gatling LaserGatling LaserRanged · Tier IV 163.64 → 180.00 +16.36 DPS (+10%)
  4. ScytheScytheMelee · Tier IV 215.22 → 231.01 +15.78 DPS (+7.3%)
  5. Flaming Brass KnucklesFlaming Brass KnucklesMelee · Tier IV 135.34 → 143.81 +8.47 DPS (+6.3%)

Availability and ownership fields

Purchase facts

Rarity
Uncommon · Tier II
Price position
65–69 lowest of 72 in this rarity
Ownership
No item-specific ownership limit is recorded.
Shop lock
Can be locked in the shop
Crates
Included in normal crate eligibility
Unlock
Requires an unlock
Content
Base game
Curse field
Not a cursed item

Same rarity, adjacent shop price

Priced next to Ritual in Uncommon

The Uncommon items either side of Ritual in the same price order its rank above is measured in — what the shop is really offering you instead at this price.

Offer and resolved-stat relationships

Character-specific relationships

For declared direct stat effects, the same item calculation used on character pages applies each character’s stat-gain factors. A value group appears when the signed change is at least 50% of this item’s total absolute direct-stat magnitude.

Resolved direct-stat change: +50% or more

  • One-Armed — +60% normalized signed change (Damage +6 resolves ×2)

Resolved direct-stat change: −50% or less

  • Builder — −55% normalized signed change (Damage +6 resolves ×0.25; Engineering −2 resolves ×1.5)

Wanted-tag matches

  • Lich — matches Lifesteal; wanted-tag filter chance 5%
  • Masochist — matches Lifesteal; wanted-tag filter chance 5%
  • One-Armed — matches Percent Damage; wanted-tag filter chance 5%
  • Sick — matches Lifesteal; wanted-tag filter chance 5%
  • Vampire — matches Lifesteal; wanted-tag filter chance 5%