Rituals
 
 

/1 Chalice of Life

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.

/2 Extravaganza

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.

/3 Enchanted Coffer

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.

/4 Fair Wind

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.

/5 Dark Ritual

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.

/6 Walking Dead

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

/7 Heavenly Light

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.

/8 Illusionary Battle

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.

/9 Creation

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.

/10 Gifts of Earth

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.

/11 Chaos Spawn

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

/12 Deadly Terror

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.

/13 Heavenly Guards

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.

/14 Mass Insanity

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.

/15 Magic Barrier

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.

/16 Blizzard

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.

/17 Rain of Brimstone

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.

/18 Undead Uprising

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.

/19 Gifts of Heaven

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.

/20 Astral Gates

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.

/21 Tower of Lightning

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.

/22 Conflagration

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.

/23 Demon Invasion

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.

/24 Pestilence

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.

/25 Gates of Chaos

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.

/26 Gates of Abyss

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.

/27 Call of Darkness

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

/28 Altar of Death

Cost: 75 + +
Circle: 5
Duration: 0 turns
Interval: 5 turns
Target: Players hero/province
Karma: -3
Rarity: 4
Events: #1344

Creates an unprotected Altar of Death in a province. You can hire undead creatures here.
Can be performed in a friendly province only (except in the capital).

/29 Target of Brotherhood

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.

/30 Bloody Hand

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.

/31 Astral Spy

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.

/32 Summon Icarus

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

/33 Holy Cloister

Cost: 40 + + +
Circle: 5
Duration: 0 turns
Interval: 10 turns
Target: Players hero/province
Karma: -1
Rarity: 8
Events: #1294

This rare scroll contains a detailed plan for the construction of the inquisition stronghold. It contains everything from the foundation to a ritual consecration.

/34 Summon Kobold

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

/35 Pacification

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.

/36 Auction

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.

/37 Harvest Festival

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.

/38 Gathering the Pack

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

/39 Holy Army

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.

/40 Miracle of Nature

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.

/41 Summon Nature

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

/42 Blessed Land

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.

/43 Forest Corridor

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.

/44 Magic Crystal

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.

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.