Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Rites should not be confused with rituals for the Eye of the Vortex.

A Skaven rite being performed.

These are the rites available to Skaven factions in the campaign mode of Total War: Warhammer II.

The Dominating Scheme[]

Provoke the brood-mothers, have them breed-breed! We will flood the over-world with our bodies! Yes-Yes!

Cost: 3000, Cooldown: 20 turns, Duration: 5 turns

  • Growth: +40
  • Recruitment cost: -25%

The Thirteenth Scheme[]

The Lord of Decay have spoken! We-we invoke their scheme - the Thirteenth Plot - all Skavendom must unite against things!

Cost: 1313, Cooldown: 30 turns,Duration: 13 turns

  • Diplomatic relations: +13 with Skaven
  • On turn start, Icon general.pngLords in this character's region have a chance to gain loyalty
  • Enemy Hero action success chance: -13%
  • Hero action success chance: +13%

The Pestilent Scheme[]

Good-good! Further agenda of Arch Plaguelord Nurglitch, summon his agent-minion and let-let the choicest of plagues ravage the world.

Cost: 250, Cooldown: 30 turns

The Scheme of DOOOOM![]

Yes-yes,a scheme of great DOOOOM! Send and agent of Skryre to cause great calamity on the things!

Cost: 800, Cooldown: 30 turns

The Revitalizing Scheme[]

This replaces the Pestilent Scheme for the Clan Eshin faction.

Not time to rest! No-no! Keep moving, not stopping!

Cost: 2500, Cooldown: 30 turns, Duration: 1 turn

  • Instantly restores health of all armies and recovers all characters out on injuries or resting from agent actions.

Sudden Kill Scheme[]

This replaces the Scheme of DOOOOM! for the Clan Eshin faction.

There is always a time to act! That time is now! Let us move quick-fast and kill-kill!

Cost: 1000, Cooldown: 30 turns, Duration: 1 turn

  • Missile Damage: +20% for Night Runners and Gutter Runners units (all armies)
  • Speed: +10% for all units (all armies)
  • Attribute: Stalk (all armies)
  • Attribute: Snipe (all armies)