Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

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.