High Elves rituals
36 rituals · High Elves roster · patch 9.0.4
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 9.0.4, 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.
