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Cost: 15
Circle: 1
Duration: 0 turns
Interval: 4 turns
Target: Players hero/province
Karma: 0
Rarity: 1
Building: Sanctuary
Encounters:
#502
Restores 5 hit points to the hero and all his units. No effect on the undead and mechanical units.
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Cost: 10
Circle: 1
Duration: 10 turns
Interval: 10 turns
Target: Players hero/province
Karma: 0
Rarity: 1
Building: School of Astral Magic
Improves province population mood by 1. Active for 10 turns.
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Cost: 20
Circle: 1
Duration: 0 turns
Interval: 4 turns
Target: Players hero/province
Karma: -1
Rarity: 1
Building: Metamorphosis School
Events:
#914
When placed in a province, this coffer gets magically filled with gold (the quantity depends on the province's population level). The population mood in the province is lowered. Can only be performed in a populated province.
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Cost: 5
Circle: 1
Duration: 0 turns
Interval: 10 turns
Target: Players hero/province
Karma: 0
Rarity: 1
Building: Sphere of Winds
Encounters:
#503
Increases the hero's mobility by 4, active for 1 turn.
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Cost: 10
Circle: 1
Duration: 0 turns
Interval: 4 turns
Target: Players hero/province
Karma: -4
Rarity: 1
Building: Altar of Chaos
Events:
#915
A part of the province's population is sacrificed to the Dark Gods, and gems are received as a reward. Can only be performed in a populated province.
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Cost: 11
Circle: 1
Duration: 0 turns
Interval: 4 turns
Target: Players hero/province
Karma: -1
Rarity: 1
Building: School of Necromancy
Encounters:
#504
Raises a corpse from the grave to join the hero's units. There must be enough space in the hero's army.
You can get the following units:
Skeleton,
Zombie,
Reaper,
Bone Spearman,
Mummy
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Cost: 30
+
Circle: 2
Duration: 10 turns
Interval: 10 turns
Target: Players hero/province
Karma: 1
Rarity: 2
Building: Temple of Life
Events:
#916
Restores 30% of hit points to all friendly troops in the province and increases their morale by 5. Improves the province's population mood and increases its growth rate for 10 turns.
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Cost: 20
+
Circle: 2
Duration: 0 turns
Interval: 10 turns
Target: Players hero/province
Karma: 0
Rarity: 2
Building: Illusionists Guild
Encounters:
#507
Creates illusionary enemies for the hero's army to fight. Fighting these illusions is safe enough, but the experience the units gain is real.
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Cost: 20
+
Circle: 2
Duration: 0 turns
Interval: 10 turns
Target: Players hero/province
Karma: 0
Rarity: 2
Building: Mages Guild
Events:
#917
Creates a random item, which is placed in the treasury.
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Cost: 20
+
Circle: 2
Duration: 10 turns
Interval: 10 turns
Target: Players hero/province
Karma: 0
Rarity: 2
Building: Sphere of Stone
The province's income in gold and gems increases substantially. Active for 10 turns.
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Cost: 25
+
Circle: 2
Duration: 0 turns
Interval: 8 turns
Target: Players hero/province
Karma: -3
Rarity: 2
Building: Temple of Chaos
Encounters:
#508
Summons one of the lesser dark creatures of the Underworld to join the hero's units. There must be enough space in the hero's army.
You can get the following units:
Imp,
Fiend,
Hellhound,
Mocker,
Spawn,
Succubus,
Cerberus
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Cost: 15
+
Circle: 2
Duration: 10 turns
Interval: 10 turns
Target: Hero/province of the opponent
Karma: -1
Rarity: 2
Building: Necromancers Guild
Events:
#922,
#921
An unnatural fear grips the hearts of all those in the province. The units' morale is decreased by 7. Population mood is lowered for 10 turns.
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Cost: 50
+
Circle: 3
Duration: 0 turns
Interval: 10 turns
Target: Players hero/province
Karma: 1
Rarity: 2
Building: Blooming Lane
Events:
#923
Pegasi descend from the skies to defend the province. People are happy to have such a protection. In addition, the Pegasi scout out the lands around the province. Not available in a province with an undisbandable guard, or in a besieged province.
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Cost: 70
+
Circle: 3
Duration: 0 turns
Interval: 15 turns
Target: Hero/province of the opponent
Karma: 0
Rarity: 2
Building: Tower of Hypnosis
Events:
#924
People of the spellbound province begin an armed uprising. Can only be performed in a populated province.
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Cost: 100
+
Circle: 3
Duration: 3 turns
Interval: 10 turns
Target: Players hero/province
Karma: 0
Rarity: 2
Building: School of High Magic
A magic barrier is placed around the province, preventing enemies or hostile magic from getting through. Lasts 3 turns.
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Cost: 40
+
Circle: 3
Duration: 5 turns
Interval: 10 turns
Target: Hero/province of the opponent
Karma: -1
Rarity: 2
Building: Sphere of Ice
Events:
#154
A part of the province's population dies, its growth and income are lowered for 5 turns, and the owner of the province incurs much losses. The heroes stationed in the target province have to skip a turn.
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Cost: 80
+
Circle: 3
Duration: 0 turns
Interval: 10 turns
Target: Hero/province of the opponent
Karma: -3
Rarity: 2
Building: Tower of Chaos
Events:
#150
Kills a part of the province's population and inflicts 10 points of magic damage on all units stationed there.
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Cost: 50
+
Circle: 3
Duration: 0 turns
Interval: 10 turns
Target: Hero/province of the opponent
Karma: -3
Rarity: 2
Building: Tower of Necromancy
Events:
#148
An undead army attacks the province. If the undead defeat the defenders, the province turns into an unaligned dead land.
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Cost: 100
+
Circle: 4
Duration: 0 turns
Interval: 20 turns
Target: Players hero/province
Karma: 0
Rarity: 3
Building: Cathedral of Light
Events:
#925
Gives gold, gems or a magic artifact or makes the population happy.
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Cost: 100
+
Circle: 4
Duration: 0 turns
Interval: 15 turns
Target: Players hero/province
Karma: 0
Rarity: 3
Building: Psy-Monolith
Encounters:
#512
Instantly transports the hero to the capital. If the stronghold is besieged, the hero is taken to a neighboring friendly province instead. The ritual will not work if there are no suitable provinces.
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Cost: 50
+
Circle: 3
Duration: 0 turns
Interval: 10 turns
Target: Players hero/province
Karma: 0
Rarity: 3
Building: Secret Guild
Events:
#931
A Tower of Lightning is erected in the province to boost the gem income and to shoot the enemies with lightning when the province is under attack. Can only be performed in a province with an empty building slot and no Tower of Lightning already present.
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Cost: 120
+
Circle: 4
Duration: 0 turns
Interval: 10 turns
Target: Hero/province of the opponent
Karma: -4
Rarity: 3
Building: Sphere of Flame
Events:
#152
Causes damage to provincial fortifications and may burn down some buildings. Inflicts 15 points of magic damage on all units stationed there. Part of the population dies.
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Cost: 100
+
Circle: 4
Duration: 0 turns
Interval: 10 turns
Target: Hero/province of the opponent
Karma: -5
Rarity: 3
Building: Gates of Chaos
Events:
#147
A mighty army of demons attacks the province. If they defeat the defenders, the province becomes an unaligned land of Chaos.
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Cost: 140
+
Circle: 4
Duration: 10 turns
Interval: 13 turns
Target: Hero/province of the opponent
Karma: -8
Rarity: 3
Building: Necropolis
Events:
#149
All the living units stationed in the province lose half their hit points. Kills part of the population, lowers its mood, and decreases its growth for 10 turns. Can only be performed in a populated province.
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Cost: 100
+
Circle: 2
Duration: 0 turns
Interval: 5 turns
Target: Players hero/province or hero/province of the opponent
Karma: -5
Rarity: 2
Building: Heart of Abyss
Events:
#1264
Opens Gates of Chaos in a province. Can be opened in a friendly or enemy province.
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Cost: 100
+
Circle: 5
Duration: 0 turns
Interval: 6 turns
Target: Players hero/province
Karma: -5
Rarity: 4
Building: Heart of Abyss
Events:
#1265
Opens Gates of Abyss in a province. You can hire demons here. Can be performed in a friendly province only.
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Cost: 45
+
Circle: 3
Duration: 0 turns
Interval: 9 turns
Target: Players hero/province
Karma: -2
Rarity: 2
Building: Altar of Death
Encounters:
#1360
Raises a powerful undead from the grave to join the hero's army. There must be enough space in the hero's army.
You can get the following units:
Skeleton of Doom,
Death Touched,
Banshee,
Lord of Darkness,
Black Knight,
Ghost,
Spectre
|
Cost: 75
+
Circle: 4
Duration: 10 turns
Interval: 11 turns
Target: Hero/province of the opponent
Karma: -4
Rarity: 3
Building: Twilight Brotherhood
Events:
#1351
Inflicts 20 points of magic damage to all the units stationed in the province. Kills part of the population, lowers its mood, and decreases its growth for 10 turns. Can only be performed in an enemy populated province.
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Cost: 35
+
Circle: 3
Duration: 10 turns
Interval: 7 turns
Target: Players hero/province
Karma: -2
Rarity: 2
Building: Twilight Brotherhood
Events:
#1355
Inflicts 25 points of magic damage to all the units stationed in the province. Such a sacrifice is repaid in crystals. Can only be performed in a friendly province.
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Cost: 15
Circle: 2
Duration: 0 turns
Interval: 4 turns
Target: Players hero/province
Karma: 0
Rarity: 1
Building: Library
Events:
#1669
Secretly send a magical spy to inspect the guard in a province. Can only be performed in a friendly province.
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Cost: 10
Circle: 2
Duration: 0 turns
Interval: 4 turns
Target: Players hero/province
Karma: 0
Rarity: 1
Building: Alkari Quarter
Encounters:
#1418
Winged Alkari Warrior is summoned by the hero's call. There must be enough space in the hero's army.
You can get the following units:
Icarus
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Cost: 12
Circle: 5
Duration: 0 turns
Interval: 3 turns
Target: Players hero/province
Karma: 0
Rarity: 8
Building: Dark Path
Encounters:
#1445
Three Kobold slaves are magically summoned to join the hero's army. This teleportation is not without risk, and frequently the summoned will arrive dead. There must be enough space in the hero's army.
You can get the following units:
Kobold-slave
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Cost: 10
Circle: 5
Duration: 10 turns
Interval: 10 turns
Target: Players hero/province
Karma: 0
Rarity: 8
Building: Halfling Quarter
Improves province population mood by 1. Active for 10 turns.
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Cost: 20
+
Circle: 5
Duration: 0 turns
Interval: 4 turns
Target: Players hero/province
Karma: 0
Rarity: 8
Building: Fair
Events:
#1804
An extraordinary Halfling Fair is held. All taxes are immediately sent to the treasury. Can only be performed in a populated province.
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Cost: 20
+
Circle: 5
Duration: 10 turns
Interval: 10 turns
Target: Players hero/province
Karma: 0
Rarity: 8
Building: Halfling Post
Events:
#1805
Improves province population mood by 1. The province's income in gold and gems increases by 10.
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Cost: 18
+
Circle: 5
Duration: 0 turns
Interval: 5 turns
Target: Players hero/province
Karma: 0
Rarity: 8
Building: Gnoll's Quarters
Encounters:
#1463
Allows recruiting Gnolls in the hero's army. Which units are available depends on specific gnoll buildings in the stronghold.
You can get the following units:
Pack Warrior,
Tormenter,
Tyrant,
Devourer
|
Cost: 50
+
Circle: 4
Duration: 0 turns
Interval: 10 turns
Target: Hero/province of the opponent
Karma: 0
Rarity: 3
Building: Tower of Restoration
Events:
#1848
Inquisition troops attack an enemy province. If the Inquisition defeats the guard, the province becomes neutral Holy Lands.
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Cost: 10
Circle: 2
Duration: 10 turns
Interval: 10 turns
Target: Players hero/province
Karma: 1
Rarity: 2
Building: Nature's Cloister
Population growth in the province significantly improves for 10 turns.
|
Cost: 25
+
Circle: 2
Duration: 0 turns
Interval: 7 turns
Target: Players hero/province
Karma: 0
Rarity: 2
Building: Leafy Tower
Encounters:
#1485
Summons an animal which joins the hero's army. There must be enough space in the hero's army.
You can get the following units:
Swamp Dragonfly,
Giant Eagle,
Basilisk,
Birdeater,
Giant Slug,
Giant Spider,
Dire Bear
|
Cost: 45
+
Circle: 4
Duration: 0 turns
Interval: 12 turns
Target: Players hero/province
Karma: 0
Rarity: 4
Building: Tree of Miracles
Events:
#1844
Creates a province site which increases gold or gem income, or improves population mood. Can only be created in a friendly province.
|
Cost: 35
Circle: 5
Duration: 0 turns
Interval: 5 turns
Target: Players hero/province
Karma: 0
Rarity: 8
Encounters:
#512
Instantly transports the hero to the capital. If the stronghold is besieged, the hero is taken to a neighboring friendly province instead. The ritual will not work if there are no suitable provinces.
|
Cost: 15
+
Circle: 5
Duration: 0 turns
Interval: 6 turns
Target: Players hero/province
Karma: 0
Rarity: 8
Building: Crystal of Power
Encounters:
#118
Creates a link between the hero and the magical crystal in your capital. Cannot be used if another hero has already accepted a Quest from the crystal.
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Notes:
The target "Hero/province of the opponent" of the ritual includes neutral provinces as well.
Performing rituals in the provinces of lords with whom the peace is made does not break the peace agreement and does not worsen the relationship with the lords. You can, for example, use "Undead Uprising" to make another lord's province neutral and then take it over without breaking peace with him.
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