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The most powerful rituals affect large portions of the world. These rituals are known as global enchantments. Once a global enchantment is cast it will continue to affect the world each game turn, until someone dispels it or the caster dies.

Global enchantments are cast from a Laboratory directly from the strategic map by choosing the Cast Ritual Spell action. They cost great amounts of gems and require strong skill in magic. For each global enchantment, there is a minimum gem requirement. If more gems are used, it's harder to dispel the global enchantment.

The following is a list of all Globals available in Dom3. As we can see, Mother Oak, Gift of Health or Burden of Time are likely to be cast early in the game, as they are only level 5 spells.

Global Spells
Ritual School Level Path Comment
Mother Oak Alteration 5 N5 Generates 20 N gems/t
Sea of Ice[1] Alteration 7 W6 Travel between land and sea impossible, except by magical means
Fata Morgana Alteration 8 A7 Lowers unrest, provinces with > 0 PD add 30 Phantasmal Warriors to PD
Utterdark Alteration 9 D9
Astral Corruption Blood 7 B6S6
The Looming Hell Blood 8 B7
Well of Misery Conjuration 8 D6
Guardians of the Deep Conjuration 8 W6 Sea provinces with > 0 PD add 3 Krakens to PD
The Kindly Ones Conjuration 9 F6N4 The 3 Erinyas (Alecto, Megeara, Tisiphone) assasinate enemy B magi
Wild Hunt Conjuration 9 N6
Enchanted Forest Conjuration 9 N7
Forge of the Ancients Construction 7 E5
Mechanical Militia Construction 9 E5
The Eyes of God Enchantment 5 S5
Gift of Health[2] Enchantment 5 N5 bestows 50% more hp to friendly units in your dominion
Riches from Beneath Enchantment 6 E5
Eternal Pyre Enchantment 6 F6 Generates 20 F gems/t
Stellar Focus Enchantment 7 S5
Earth Blood Deep Well Enchantment 7 E6
Ghost Ship Armada Enchantment 7 W4D3 X undead lead by Admiral Torgrin attack random enemy coastal provinces
Haunted Forest Enchantment 8 N5D1
Wrath of the Sea Enchantment 8 W5
Arcane Nexus Enchantment 9 S8
Gift of Nature's Bounty Enchantment 9 N7
Thetis Blessing Enchantment 9 W5
Perpetual Storm[3] Evocation 6 A5 20% income reduction in all provinces, all battles fight under Storm spell
The Wrath of God Evocation 6 S5A3 Lightning Rod or Ring of Tamed Lightning grants immunity
Second Sun Evocation 8 F8 Unknown whether this spell negates Utterdark
Maelstrom Evocation 8 W6 Generates 15W 5S 3A and 1F/E/N/D gems/t
Strands of Arcane Power Evocation 9 S7
Burden of Time Thaumaturgy 5 D5
Foul Air Thaumaturgy 6 D5A1
Dark Skies Thaumaturgy 7 A5 Enemy morale is reduced by 1*friendly dominion
Purgatory Thaumaturgy 7 F6
Lure of the Deep[4] Thaumaturgy 7 W6 Sirens have chance to seduce enemy commanders in coastal provinces
Gale Gate Thaumaturgy 8 A5 Generates 20 A gems/t
Alteration
  • 5: Mother Oak N5
  • 7: Sea of Ice W6
  • 8: Fata Morgana A7
  • 9: Utterdark D9
Blood
  • 7: Astral Corruption B6S6
  • 8: The Looming Hell B7
Conjuration
  • 8: Well of Misery D6
  • 8: Guardians of the Deep W6
  • 9: The Kindly Ones F6N4
  • 9: Wild Hunt N6
  • 9: Enchanted Forest N7
Construction
  • 7: Forge of the Ancients E5
  • 9: Mechanical Militia E5
Enchantment
  • 5: The Eyes of God S5
  • 5: Gift of Health N5; bestows 50% more hp to friendly units in your dominion. Also one of only ways to cure afflictions on units/commanders having Old Age. The other is The Chalice artifact.
  • 6: Riches from Beneath E5
  • 6: Eternal Pyre F6
  • 7: Stellar Focus S5
  • 7: Earth Blood Deep Well E6
  • 7: Ghost Ship Armada W4D3
  • 8: Haunted Forest N5D1
  • 8: Wrath of the Sea W5
  • 9: Arcane Nexus S8
  • 9: Gift of Nature's Bounty N7
  • 9: Thetis Blessing W5
Evocation
  • 6: Perpetual Storm A5; note that Ethereal units (ie. Vampires, Spring Hawks) can still fly in a storm.
  • 6: The Wrath of God S5A3; note that a Lightning Rod or Ring of Tamed Lightning makes a commander immune to the affects of this spell.
  • 8: Second Sun F8
  • 8: Maelstrom W6
  • 9: Strands of Arcane Power S7
Thaumaturgy
  • 5: Burden of Time D5
  • 6: Foul Air D5A1
  • 7: Dark Skies A5
  • 7: Purgatory F6
  • 7: Lure of the Deep W6
  • 8: Gale Gate A5
  1. Negates Ghost Ship Armada and Lure of the Deep
  2. This is one of the only ways to cure units with Old Age or Undead of their Afflictions, the other being The Chalice artifact.
  3. Ethereal units (ie. Vampires, Spring Hawks) can still fly in a storm
  4. Enemy commanders without Water Breathing skill die