Rituals

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ID Name Image Cost Resources Circle Duration Interval Target Karma Rarity Building Units Events Encounters Description
1 Chalice of Life 15 1 0 4 Players hero/province 0 1 Sanctuary #502 Restores 5 hit points to the hero and all his units. No effect on the undead and mechanical units.
2 Extravaganza 10 1 10 10 Players hero/province 0 1 School of Astral Magic Improves province population mood by 1.
Active for 10 turns.
3 Enchanted Coffer 20 1 0 4 Players hero/province -1 1 Metamorphosis School #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 5 1 0 10 Players hero/province 0 1 Sphere of Winds #503 Increases the hero's mobility by 4, active for 1 turn.
5 Dark Ritual 10 1 0 4 Players hero/province -4 1 Altar of Chaos #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 11 1 0 4 Players hero/province -1 1 School of Necromancy Skeleton, Zombie, Reaper, Bone Spearman, Mummy #504 Raises a corpse from the grave to join the hero's units.
There must be enough space in the hero's army.
7 Heavenly Light 30 2 10 10 Players hero/province 1 2 Temple of Life #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 20 2 0 10 Players hero/province 0 2 Illusionists Guild #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 20 2 0 10 Players hero/province 0 2 Mages Guild #917 Creates a random item, which is placed in the treasury.
10 Gifts of Earth 20 2 10 10 Players hero/province 0 2 Sphere of Stone The province's income in gold and gems increases substantially. Active for 10 turns.
11 Chaos Spawn 25 2 0 8 Players hero/province -3 2 Temple of Chaos Imp, Fiend, Hellhound, Mocker, Spawn, Succubus, Cerberus #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.
12 Deadly Terror 15 2 10 10 Hero/province of the opponent -1 2 Necromancers Guild #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 50 3 0 10 Players hero/province 1 2 Blooming Lane #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 70 3 0 15 Hero/province of the opponent 0 2 Tower of Hypnosis #924 People of the spellbound province begin an armed uprising.
Can only be performed in a populated province.
15 Magic Barrier 100 3 3 10 Players hero/province 0 2 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 40 3 5 10 Hero/province of the opponent -1 2 Sphere of Ice #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 80 3 0 10 Hero/province of the opponent -3 2 Tower of Chaos #150 Kills part of the province's population, inflicts 25 magic damage to all units.
18 Undead Uprising 50 3 0 10 Hero/province of the opponent -3 2 Tower of Necromancy #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 100 4 0 20 Players hero/province 0 3 Cathedral of Light #925 Gives gold, gems or a magic artifact or makes the population happy.
20 Astral Gates 100 4 0 15 Players hero/province 0 3 Psy-Monolith #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 50 3 0 10 Players hero/province 0 3 Secret Guild #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 120 4 0 10 Hero/province of the opponent -4 3 Sphere of Flame #152 Causes damage to provincial fortifications and may burn down some buildings. Inflicts 18 magic damage to all units. Part of the population dies.
23 Demon Invasion 100 4 0 10 Hero/province of the opponent -5 3 Gates of Chaos #147 A mighty army of demons attacks the province. If they defeat the defenders, the province becomes an unaligned land of Chaos.
24 Pestilence 140 4 10 13 Hero/province of the opponent -8 3 Necropolis #149 Living units in the province lose half of their maximum Health. 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 100 2 0 5 Players hero/province or hero/province of the opponent -5 2 Heart of Abyss #1264 Opens Gates of Chaos in a province. Can be opened in a friendly or enemy province.
26 Gates of Abyss 100 5 0 6 Players hero/province -5 4 Heart of Abyss #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 45 3 0 9 Players hero/province -2 2 Altar of Death Skeleton of Doom, Death Touched, Banshee, Lord of Darkness, Black Knight, Ghost, Spectre #1360 Raises a powerful undead from the grave to join the hero's army.
There must be enough space in the hero's army.
28 Altar of Death 75 5 0 5 Players hero/province -3 4 #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 75 4 10 11 Hero/province of the opponent -4 3 Twilight Brotherhood #1351 All units in the province (guards and hero's troops) receive 15 ranged and magic damage. 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 35 3 10 7 Players hero/province -2 2 Twilight Brotherhood #1355 All units in the province (guards and hero's troops) receive 20 physical and magic damage.
Such a sacrifice is repaid in crystals.
Can only be performed in a friendly province.
31 Astral Spy 15 2 0 4 Players hero/province 0 1 Library #1669 Secretly send a magical spy to inspect the guard in a province.
Can only be performed in a friendly province.
32 Summon Icarus 10 2 0 4 Players hero/province 0 1 Alkari Quarter Icarus #1418 Winged Alkari Warrior is summoned by the hero's call.
There must be enough space in the hero's army.
33 Holy Cloister 40 5 0 10 Players hero/province -1 8 #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 12 5 0 3 Players hero/province 0 8 Dark Path Kobold-slave #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.
35 Pacification 10 5 10 10 Players hero/province 0 8 Halfling Quarter Improves province population mood by 1.
Active for 10 turns.
36 Auction 20 5 0 4 Players hero/province 0 8 Fair #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 20 5 10 10 Players hero/province 0 8 Halfling Post #1805 Improves province population mood by 1.
The province's income in gold and gems increases by 10.
38 Gathering the Pack 18 5 0 5 Players hero/province 0 8 Gnoll's Quarters Pack Warrior, Tormenter, Tyrant, Devourer #1463 Allows recruiting Gnolls in the hero's army.
Which units are available depends on specific gnoll buildings in the stronghold.
39 Holy Army 50 4 0 10 Hero/province of the opponent 0 3 Tower of Restoration #1848 Inquisition troops attack an enemy province. If the Inquisition defeats the guard, the province becomes neutral Holy Lands.
40 Miracle of Nature 10 2 10 10 Players hero/province 1 2 Nature's Cloister Population growth in the province significantly improves for 10 turns.
41 Summon Nature 25 2 0 7 Players hero/province 0 2 Leafy Tower Swamp Dragonfly, Giant Eagle, Basilisk, Birdeater, Giant Slug, Giant Spider, Dire Bear #1485 Summons an animal which joins the hero's army.
There must be enough space in the hero's army.
42 Blessed Land 45 4 0 12 Players hero/province 0 4 Tree of Miracles #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 35 5 0 5 Players hero/province 0 8 #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 15 5 0 6 Players hero/province 0 8 Crystal of Power #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.