In the first several Rites, the enemy level is not very challenging, giving you a chance to familiarize yourself with game controls and learn the skills of your companions.
- Rite 1 - Ridge of Gol
- Rite 2 - Spring of Jomuer
- The attack of the Howlers
- Rite 3 - Cairn of Ha'Ub
- Rite 4 - Pit of Milithe
- Rite 5 - Hulk of Ores
- Rite 6 - Nest of Triesta
- Rite 7 - Glade of Lu
- Rite 8 - Fall of Soliam (Liberation Rite)
Rite 1 - Ridge of Gol
The initial enemies shouldn't be a real threat - it's more of a tutorial really. During the game, the AI will give you advice concerning problems that you will encounter during a battle. It is important to remember that once you have gotten 2 points for yourself, the enemies will get into a formation that will protect their Pyre with their Auras. Remember that the character that touches the enemy's Aura gets banished from the fight for a period of time. To get a point in these circumstances you have to jump over the Aura or throw the Orb directly to the stack (RMB). If your opponents converge in a tight formation, try bypassing them with a wide run, or try to lure them out with one character, and then quickly pass the orb to another character, who should have an open way to the Pyre.
Rite 2 - Spring of Jomuer
In this fight, you can fulfill an additional goal - collecting three Moon Drops. The drops appear occasionally in a random place. A drop is collected when on of your characters runs through the spot where it has fallen. The enemies will try to have one man behind your frontline, in order to try to score with one quick pass. You might want to leave one strong ally at the back.
The attack of the Howlers
During a journey to the next Rite, your team will meet a threat and you will have to make a camping to prepare yourselves to fight unknown monsters. The threat, as it will turn out, will be small howlers, trying to break your line of defense. You can repel the attacks with ranged attacks or by running towards the opposition so they're touched by your aura. For every defeated enemy you will get some Sol, so try to get as many as you can.
Rite 3 - Cairn of Ha'Ub
The team that you will have to face consists of very quick players. Use the help of Ti'zo, the new companion. Imp is very fast and can fly, which renders it immune to Auras and enemy attacks. What's more, should such necessity appear, it can sacrifice its own power to release a lot of energy to banish many enemies simultaneously. Be careful towards the end of this match - when the enemies have very few points left, they become faster and more aggressive. Interestingly, the ice blocks can be moved freely, so you can use them as defense against enemies and their attacks
Rite 4 - Pit of Milithe
Before you reach the Pit of Milithe, your team will become sick, and everyone will lose 1 Hope. The only character that will not give in to the sickness will be Ti'Zo. You also can mend the negative stat of Rukey by praising him during a conversation in the Wagon. In this Rite, you will face a team of Witches. On the arena, there are small, radioactive mounds that can serve defensive purposes. When the enemies are left with 30 points, splashes of acid will appear on the map - they can't be crossed, only jumped over. You can consider using three quick characters for this one, in order to be able to maneuver quickly around the obstacles.
Rite 5 - Hulk of Ores
The next Rite pits you against Knights, the greatest advantage of whom is great speed and agility. Watch out for Sir Delnge, for he holds the power to snatch his allies out of banishment if he manages to banish one of your players himself. There's more; the enemies leave a sort of a radioactive trail of mucus that you better avoid stomping on if you don't want to get banished. There are also some cracks and gaps in the floor, which can be jumped over. When you do that, a stream of water will erupt from the hole, boosting the character.
Rite 6 - Nest of Triesta
This time you will fight against flying opponents - a team of Harpies. Pamitha will volunteer for this fight (she's the new team member). The rest of the team is up to you. Mind the gaps in the ground because falling into them results in banishing the character. Always jump over them to avoid danger. Towards the end of the game, Pamitha will duel with her sister, Tamitha, who's the captain of the other team. You can eliminate the opponent first, and only then get to the Pyre.
Rite 7 - Glade of Lu
In the woods you will encounter the team led by Manley. He is aided by a small tree, which he can plant anywhere on the map. The tree has it's own Aura, so it can be pretty problematic, especially during the latter part of the battle; with each point gained, Manley will contract the arena little by little with the creepers. More importantly, banishing the small tree equals banishing Manley himself. Also notice the fact that, when carrying the Orb, he's able to teleport on short distances.
Rite 8 - Fall of Soliam (Liberation Rite)
Before this Rite, you have to choose one of your more experienced heroes to grant them absolution in case of winning the match. The enemies are pretty tight and can pass the orb around quite quickly. If you leave one of your allies stranded, they certainly will be attacked. Moreover, the Pyre of the enemies has as many as 130 points. Walls also grow out of the ground every time the game is resumed after somebody scores. Choose two quick players for your team to be able to maneuver among the obstacles.