
High Elves rituals
36 rituals · High Elves roster · patch 9.0
Alliance

Blessing of the Everqueen
No cost listed
Cooldown 3 turns
The target region is granted the blessing of the Everqueen, immediately cleansing its corruption

Dragonscorch
No cost listed
Cooldown 10 turns · Lasts 4 turns
Battle healing cap: -50%
The target army suffers 30% damage
Casualty replenishment rate: -50%

Expeditionary Force
No cost listed
Cooldown 10 turns
A small Sea Guard force will arrive near the target port

Mistwalker Reinforcements
No cost listed
Cooldown 5 turns · Lasts 5 turns
Army ability: "Envelop in Mist"
Army ability: "Summon the Sentinels"
Replaces: "Martial Mastery and Martial Prowess"
Passive ability: "Grim Discipline" (all units in army)

Shadow Walker Ambush
No cost listed
Cooldown 10 turns · Lasts 2 turns
Campaign movement disabled
Missile block chance: -20%
Leadership: -10
Melee defence: -10

White Tower Support
No cost listed
Cooldown 5 turns · Lasts 5 turns
Army ability: "Apotheosis"
Army ability: "Hand of Glory"
Army ability: "Tempest"
Cede Patronage
Cede Patronage
No cost listed
Court Tribute
Pay Tribute
1,000 Gold
Cooldown 5 turns · Lasts 5 turns
Clears all threats on your Patronage positions
Court Unity
Confederate High Elf Sea Patrol
No cost listed
Immune to High Seas, Reef and Storm attrition (all armies)
Enables the Dragonship Supplies resource for your faction
Dragonship Supplies: +30 per turn
Sea Lanes have no journey duration for all forces
Heir

Champion's Demand
No cost listed
Cooldown 10 turns
The target army is loaned to you and teleported to Tyrion's location
You cannot target armies led by a faction leader
You will lose control of the army if war is declared with the original owner

Defender's Authority
No cost listed
Cooldown 5 turns · Lasts 5 turns
Immune to diplomatic penalties from trespassing

Elven Initiative
No cost listed
Cooldown 5 turns
The target army has its movement range fully restored

Elven Militia
No cost listed
Cooldown 10 turns
The target region deploys a militia force equal in size to its garrison, which degrades over time

Garrison Aid
No cost listed
Cooldown 5 turns · Lasts 5 turns
Ability: "Unending Volley" for Missile units (settlement garrison)
The target region has its settlement garrison restored to full strength
Defensive supplies: +10000
Melee attack: +10 (settlement garrison)
Melee defence: +10 (settlement garrison)

Lead by Experience
No cost listed
Cooldown 3 turns · Lasts 3 turns
All units in the target force immediately increase rank
Recruit rank: +3 for all units

Military Relief
No cost listed
Cooldown 3 turns
The target army suffers 50%% damage and all construction in the local region is instantly completed

Supply Host
No cost listed
Cooldown 5 turns · Lasts 5 turns
Armies replenish in foreign territory
Campaign movement range: +15%
Casualty replenishment rate: +10%
Ammunition: +50%

Warrior Council
No cost listed
Cooldown 10 turns
All characters in the target force are immediately granted 2500 experience
Increase Standing
Increase Standing
No cost listed
Patronage Succession
Transfer Patronage
No cost listed
Cooldown 1 turns
Protect Patronage
Engage in Intrigue
No cost listed
Protect Patronage
No cost listed
Rite

Greater Invocation of Hoeth
2,000 Gold
Cooldown 15 turns · Lasts 5 turns
Hero action success chance: +60% for Mages and Loremasters of Hoeth
Experience gain: +50% for Archmages, Mages and Loremasters of Hoeth
Experience per turn: +300 for Archmages, Mages and Loremasters of Hoeth
Scrolls of Knowledge: +10 per turn
Winds of Magic power reserve: +15 per turn (all armies)

Greater Invocation of Isha
2,000 Gold
Cooldown 30 turns · Lasts 10 turns
Passive ability: "Regeneration" for Dryad, Tree Kin and Treemen units (all armies)
Corruption: -10 (all provinces)
Casualty replenishment rate: +8%
Immune to all attrition (all armies)

Greater Invocation of Vaul
1,500 Gold
Cooldown 20 turns · Lasts 10 turns
Ability number of uses: +3 for all Dragon Breath attacks (all armies)
Army ability: "Vaul's Hammer" during siege battles (all armies)
Enables flaming attacks (all armies)
Armour: +15 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard and Dragon Princes units (all armies)

Invocation of Asuryan
2,000 Gold
Cooldown 15 turns · Lasts 5 turns
Influence: +5 per turn
Construction cost: -15% for all buildings
Control: +4 (all provinces)
Invocation of Eldrazor
1,500 Gold
Cooldown 20 turns · Lasts 10 turns
Armour-piercing weapon damage: +25% for Lords, embedded Heroes and Dragon Princes
Diplomatic relations: -15 with High Elves
Experience gain: +50% for Lords and Nobles
Experience per turn: +200 for Lords and Nobles
Melee attack: +10 for Lords, embedded Heroes and Dragon Princes

Invocation of Hoeth
2,000 Gold
Cooldown 15 turns · Lasts 5 turns
Hero action success chance: +40% for Mages and Loremasters of Hoeth
Experience gain: +50% for Archmages, Mages and Loremasters of Hoeth
Experience per turn: +200 for Archmages, Mages and Loremasters of Hoeth
Winds of Magic power reserve: +10 per turn (all armies)

Invocation of Isha
2,000 Gold
Cooldown 30 turns · Lasts 10 turns
Corruption: -10 (all provinces)
Casualty replenishment rate: +8%
Immune to all attrition (all armies)
Invocation of Ladrielle
1,500 Gold
Cooldown 20 turns · Lasts 10 turns
Army ability: "Envelop in Mist" (all armies)
Attrition: +200% casualties suffered from Mists of Yvresse (regions within the Mists of Yvresse)
Campaign movement range: -15% for enemy armies starting their turn in this region (regions within the Mists of Yvresse)
Ambush success chance: +15% (all armies)
Enemy leadership: -8 (regions within the Mists of Yvresse)

Invocation of Lileath
2,000 Gold
Cooldown 10 turns · Lasts 5 turns
Cooldown: -30% to all spells
Army ability: "Channelling Spire"
Magic item drop chance from battle: +50%

Invocation of Mathlann
1,500 Gold
Cooldown 10 turns · Lasts 3 turns
Attribute: Perfect Vigour for Merwyrm units (all armies)
Attribute: Unbreakable for Ship's Company and Lothern Sea Guard units (all armies)
Enables "Frozen" contact effect (unable to move) for Oceanids and Sea Elemental units (all armies)
Speed: +20% when fighting at sea (all armies)

Invocation of Morai-Heg
2,500 Gold
Cooldown 15 turns

Invocation of Vaul
1,500 Gold
Cooldown 20 turns · Lasts 10 turns
Army ability: "Vaul's Hammer" during siege battles (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
Take Patronage
Take Patronage
No cost listed
Threaten Patronage
Threaten Patronage
No cost listed
Source: rituals, ritual_categories, resource_costs, ritual_payload_effect_bundles and effect bundles, patch 9.0, via the WH3-Dump export. Group names the game leaves blank are named after the category key (e.g. GREAT_GAME → “Great Game”). Rituals that only run a script show no effects here.