Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Radious rituals

139 rituals Radious Total War Mod adds or changes against patch 9.0.4: the game's effect lines that go (−, red) and Radious's that come (+, green), read from both sets of tables.

Rush ConstructionGrand Cathay
  • Cooldown: 5 → —
  • −Leadership: +10 when in foreign territory (all units in army)
  • +Leadership: +8 when in foreign territory (all units in army)
Capacity UpgradeGrand Cathay
  • Cost: 250 Iron Favour → 200 Iron Favour
  • −Missile strength: +10% for Gunnery Infantry units
  • +Missile strength: +8% for Gunnery Infantry units
  • −Missile strength: +25% for Great Cannon units
  • +Missile strength: +20% for Great Cannon units
  • −Growth: +40 (all provinces)
  • −Food generated: 3 per turn
  • −Recruitment cost: -25%
  • +Food generated: 2 per turn
  • +Recruitment cost: -15%
  • +Growth: +35 (all provinces)
  • −On turn start, Lords have a chance to gain 2 loyalty
  • +On turn start, Lords have a chance to gain 3 loyalty
  • −On turn start, Lords have a chance to gain 2 loyalty
  • +On turn start, Lords have a chance to gain 3 loyalty
  • −On turn start, Lords have a chance to gain 2 loyalty
  • +On turn start, Lords have a chance to gain 3 loyalty
  • −On turn start, Lords have a chance to gain 2 loyalty
  • +On turn start, Lords have a chance to gain 3 loyalty
  • −On turn start, Lords have a chance to gain 2 loyalty
  • +On turn start, Lords have a chance to gain 3 loyalty
  • −On turn start, Lords have a chance to gain 2 loyalty
  • +On turn start, Lords have a chance to gain 3 loyalty
Heed the WillTomb Kings
  • Cost: 500 Canopic Jars → 300 Canopic Jars
  • Cost: 50000 Gold, 2500 Canopic Jars → 50000 Gold, 3000 Canopic Jars
  • Cost: 50000 Gold, 2500 Canopic Jars → 50000 Gold, 3000 Canopic Jars
  • −Canopic Jars generated: 25 per turn
  • −Construction time: -25% for all buildings
  • +Canopic Jars generated: 40 per turn
  • +Construction time: -20% for all buildings
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
  • −Armour: +20 for Kharibdyss units
  • −Armour-piercing missile damage: +100% for Black Ark Corsairs units
  • −Campaign movement range: +20%
  • −Income from razing settlements: +50%
  • −Income from sacking settlements: +50%
  • +Armour: +10 for Kharibdyss units
  • +Armour-piercing missile damage: +50% for Black Ark Corsairs units
  • +Campaign movement range: +25%
  • +Income from razing settlements: +25%
  • +Income from sacking settlements: +25%
  • −Weapon strength: +15% when fighting against High Elves (all armies)
  • +Weapon strength: +8% when fighting against High Elves (all armies)
  • −Casualty replenishment rate: +20%
  • +Casualty replenishment rate: +15%
  • −Control: +10
  • +Control: +15
ShipbuildingDark Elves
  • −Black Ark growth: +5 (armies in nearby sea region)
  • +Black Ark growth: +6 (armies in nearby sea region)
Slave-DriveDark Elves
  • −Growth: +50
  • +Growth: +25
  • −Campaign movement range: +40% whilst at sea (armies in nearby sea region)
  • +Campaign movement range: +50% whilst at sea (armies in nearby sea region)
  • −Dragonship Supplies: +30 per turn
  • +Dragonship Supplies: +40 per turn
  • −Recruit rank: +3 for all units
  • +Recruit rank: +1 for all units
  • −Scrolls of Knowledge: +10 per turn
  • +Scrolls of Knowledge: +15 per turn
  • −Armour: +15 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units (all armies)
  • +Armour: +8 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units (all armies)
  • −Influence: +5 per turn
  • −Construction cost: -15% for all buildings
  • −Control: +4 (all provinces)
  • +Influence: +6 per turn
  • +Construction cost: -10% for all buildings
  • +Control: +5 (all provinces)
  • −Armour-piercing weapon damage: +25% for Lords, embedded Heroes and Dragon Princes
  • −Melee attack: +10 for Lords, embedded Heroes and Dragon Princes
  • +Armour-piercing weapon damage: +10% for Lords, embedded Heroes and Dragon Princes
  • +Melee attack: +8 for Lords, embedded Heroes and Dragon Princes
  • −Ambush success chance: +15% (all armies)
  • +Ambush success chance: +20% (all armies)
  • −Armour: +15 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units
  • −Recruit rank: +2 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units
  • −Recruitment cost: -10% for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units
  • +Armour: +8 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units
  • +Recruit rank: +1 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units
  • +Recruitment cost: -5% for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units
  • −Casualty replenishment rate: +15% (all armies)
  • +Casualty replenishment rate: +12% (all armies)
  • Cost: 200 Old Ones' Favour → 300 Old Ones' Favour
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
  • −Weapon strength: +15% for Kroxigor and Sacred Kroxigor units
  • −Armour: +20 for Kroxigor and Sacred Kroxigor units
  • +Weapon strength: +10% for Kroxigor and Sacred Kroxigor units
  • +Armour: +15 for Kroxigor and Sacred Kroxigor units
  • Cost: 350 Old Ones' Favour → 500 Old Ones' Favour
Rite of SotekLizardmen
  • −Missile strength: +20% for Skink and Terradon units (all armies)
  • −Weapon strength: +15% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (all armies)
  • +Missile strength: +10% for Skink and Terradon units (all armies)
  • +Weapon strength: +7% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (all armies)
  • −Spell resistance: 25% (all armies)
  • +Spell resistance: 15% (all armies)
  • −Missile strength: +10% for Glade Guard, Deepwood Scouts, and Waywatchers units (all armies)
  • +Missile strength: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (all armies)
  • −Missile resistance: 15% for all Elf units (all armies)
  • −Armour: +15 for Elf Infantry and Cavalry units (all armies)
  • +Missile resistance: 10% for all Elf units (all armies)
  • +Armour: +8 for Elf Infantry and Cavalry units (all armies)
  • Cost: 750 Dread → 1000 Dread
  • Cost: 2250 Dread → 4000 Dread
  • Cost: 750 Dread → 800 Dread
  • Cost: 1000 Dread → 1500 Dread
  • Cost: 1500 Dread → 2000 Dread
  • Cost: 1500 Dread → 1600 Dread
  • Cost: 2000 Dread → 2200 Dread
  • Cost: 375 Dread → 500 Dread
  • Cost: 1500 Dread → 2800 Dread
  • Cost: 1500 Dread → 1300 Dread
  • −Missile strength: +15% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • −Range: +15% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • +Missile strength: +8% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • +Range: +10% for Bolt Thrower, Grudge Thrower, and Quarrellers units
  • −Oathgold: 10 per turn (factionwide)
  • +Oathgold: 15 per turn (factionwide)
  • Cost: 1000 Thralls → 900 Thralls
  • −Income from all buildings: +20% (local province)
  • +Income from all buildings: +10% (local province)
  • −Income from all buildings: +20% (local province)
  • +Income from all buildings: +10% (local province)
  • −Control: +20
  • −Recruit rank: +2 for all units (local province)
  • −Recruitment cost: -25% (local province)
  • +Recruit rank: +1 for all units (local province)
  • +Recruitment cost: -10% (local province)
  • +Control: +15
  • −Control: +20
  • −Recruit rank: +2 for all units (local province)
  • −Recruitment cost: -25% (local province)
  • +Recruit rank: +1 for all units (local province)
  • +Recruitment cost: -10% (local province)
  • +Control: +15
  • −Control: +5
  • −Growth: +50
  • +Growth: +40
  • +Control: +6
  • −Control: +5
  • −Growth: +50
  • +Growth: +40
  • +Control: +6
  • −Campaign movement range: +6%
  • +Campaign movement range: +10%
Magic FlareTzeentch
  • −Range: +20%
  • +Range: +15%
CommanderChaos Dwarfs
  • Cost: 600 Conclave Influence → 800 Conclave Influence
DominatorChaos Dwarfs
  • Cost: 600 Conclave Influence → 800 Conclave Influence
  • Cost: 600 Conclave Influence → 800 Conclave Influence
SubjugatorChaos Dwarfs
  • Cost: 600 Conclave Influence → 800 Conclave Influence
ConsulChaos Dwarfs
  • −Diplomatic relations: +20 with Chaos Dwarfs, Warriors of Chaos and Norsca
  • +Diplomatic relations: +15 with Chaos Dwarfs, Warriors of Chaos and Norsca
Excise CollectorChaos Dwarfs
  • −Income from Province Capital/Settlement buildings: +25%
  • +Income from Province Capital/Settlement buildings: +20%
High CommissionerChaos Dwarfs
  • Cost: 300 Conclave Influence → 400 Conclave Influence
MachinatorChaos Dwarfs
  • −Raw Materials output: +5%
  • +Raw Materials output: +10%
ProcuratorChaos Dwarfs
  • Cost: 300 Conclave Influence → 400 Conclave Influence
Black SmithChaos Dwarfs
  • −Armaments output: +5%
  • +Armaments output: +10%
Field MarshalChaos Dwarfs
  • Cost: 300 Conclave Influence → 400 Conclave Influence
InfernatusChaos Dwarfs
  • Cost: 300 Conclave Influence → 400 Conclave Influence
Black ArtificerChaos Dwarfs
  • Cost: 300 Conclave Influence → 400 Conclave Influence
MutatorChaos Dwarfs
  • Cost: 300 Conclave Influence → 400 Conclave Influence
  • Cost: 50 Spirit Essence → 45 Spirit Essence
  • Cost: 100 Spirit Essence → 90 Spirit Essence
  • −Campaign movement range: -50%
  • +Campaign movement range: -40%
  • Cost: 30 Spirit Essence → 25 Spirit Essence
  • Cost: 60 Spirit Essence → 50 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 40 Spirit Essence → 35 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 80 Spirit Essence → 70 Spirit Essence
  • Cost: 100 Spirit Essence → 95 Spirit Essence
  • Cost: 60 Spirit Essence → 55 Spirit Essence
  • Cost: 120 Spirit Essence → 110 Spirit Essence
  • −Weapon strength: +10% for all units (Rank 7 and above)
  • +Weapon strength: +5% for all units (Rank 7 and above)
  • −Armour-piercing weapon damage: +8 for Ice Guard units
  • −Base weapon damage: -8 for Ice Guard units
  • +Armour-piercing weapon damage: +5 for Ice Guard units
  • +Base weapon damage: -5 for Ice Guard units
  • −Upkeep: -15% for Tzar Guard and Ice Guard units
  • +Upkeep: -10% for Tzar Guard and Ice Guard units
  • −Melee attack: +10 for units recruited via allied recruitment (excluding Kislev units)
  • −Melee defence: +10 for units recruited via allied recruitment (excluding Kislev units)
  • −Reload time reduction: +25% for units recruited via allied recruitment (excluding Kislev units)
  • +Melee attack: +8 for units recruited via allied recruitment (excluding Kislev units)
  • +Melee defence: +8 for units recruited via allied recruitment (excluding Kislev units)
  • +Reload time reduction: +20% for units recruited via allied recruitment (excluding Kislev units)
  • −Upkeep: -10% (when in own territory)
  • +Upkeep: -5% (when in own territory)
  • −Ice Court training cost: -20%
  • +Ice Court training cost: -15%
  • −Diplomatic relations: +30 with all Kislev factions
  • +Diplomatic relations: +25 with all Kislev factions
  • −Diplomatic relations: +50 with Empire and Dwarfs
  • +Diplomatic relations: +30 with Empire and Dwarfs
  • −Recruit rank: +3 for Kossars, Armoured Kossars and Kislevite Warriors units
  • +Recruit rank: +2 for Kossars, Armoured Kossars and Kislevite Warriors units
  • −Construction cost: -25% for buildings that raise Support for The Great Orthodoxy
  • +Construction cost: -15% for buildings that raise Support for The Great Orthodoxy
  • −Construction cost: -25% for Infrastructure buildings
  • +Construction cost: -20% for Infrastructure buildings
SalyakKislev
  • −Casualty replenishment rate: +10%
  • +Casualty replenishment rate: +8%
UrsunKislev
  • −Weapon strength: +15% for War Bear Riders and Elemental Bear units
  • +Weapon strength: +10% for War Bear Riders and Elemental Bear units
TorKislev
  • −Weapon strength: +25% during siege battles (armies in region)
  • +Weapon strength: +15% during siege battles (armies in region)
  • −Chance of a plague spreading: +20% (local province)
  • +Chance of a plague spreading: +25% (local province)
  • −Construction cost: -20% for all buildings
  • +Construction cost: -15% for all buildings
  • +Recruitment cost: -20%
Bloody 'n' RawOgre Kingdoms
  • −Melee attack: +10
  • +Melee attack: +8
Come 'n' Get ItOgre Kingdoms
  • −Campaign movement range: +20%
  • +Campaign movement range: +15%
  • Cost: 1000 Skulls sent to the Skull Throne, 1000 Skulls → 1500 Skulls sent to the Skull Throne, 1500 Skulls
  • −Recruit rank: +3 for all units (all armies)
  • +Recruit rank: +1 for all units (all armies)
  • Cost: 2000 Skulls sent to the Skull Throne, 2000 Skulls → 2500 Skulls sent to the Skull Throne, 2500 Skulls
  • Cost: 8000 Skulls sent to the Skull Throne, 8000 Skulls → 9000 Skulls sent to the Skull Throne, 9000 Skulls
  • Cost: 1000 Skulls sent to the Skull Throne, 1000 Skulls → 1500 Skulls sent to the Skull Throne, 1500 Skulls
  • Cost: 1000 Skulls sent to the Skull Throne, 1000 Skulls → 1500 Skulls sent to the Skull Throne, 1500 Skulls
  • Cost: 4000 Skulls sent to the Skull Throne, 4000 Skulls → 4500 Skulls sent to the Skull Throne, 4500 Skulls
  • Cost: 2000 Skulls sent to the Skull Throne, 2000 Skulls → 2500 Skulls sent to the Skull Throne, 2500 Skulls
  • Cost: 2000 Skulls sent to the Skull Throne, 2000 Skulls → 2500 Skulls sent to the Skull Throne, 2500 Skulls
  • Cost: 2000 Skulls sent to the Skull Throne, 2000 Skulls → 2000 Skulls, 2000 Skulls sent to the Skull Throne
  • Cost: 4000 Skulls sent to the Skull Throne, 4000 Skulls → 4500 Skulls sent to the Skull Throne, 4500 Skulls
  • Cost: 1000 Skulls sent to the Skull Throne, 1000 Skulls → 1500 Skulls sent to the Skull Throne, 1500 Skulls
  • Cost: → 30 Trollkind