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Cults of Chaos are a mechanic available to Khorne,
Tzeentch,
Nurgle, and
Slaanesh factions in Total War: Warhammer III.
Overview[]
Cults are a feature all monogod Daemon factions can use. Once a Daemon faction has dispatched a Cultist Hero to a selected region, they may establish a cult which behaves as foreign two building slots. Cults behave much like Skaven Under Cities or Pirate Coves. Buildings can be built in cults to provide various benefits. Cults can be destroyed by the city owners should a high enough Discoverability be accrued. There exist three building categories. Machinations are simple buildings that function as they are described. Ritual buildings are instantly destroyed upon use, and have a variety of effects. Cult Magus buildings are used to work towards gaining a Cult Magus or utilize the building slot that comes with one. Cult Magi are campaign-exclusive versions of a Cultist, only able to establish a cult that contains an extra building slot and a unique building filling it.
Khorne Cult Buildings[]
These are buildings able to established by the cult established by a Cultist of Khorne or Khorne Cult Magus
Machinations[]
Pledge of Blood[]
-
+100 Skulls for every battle fought within this province.
-
+200% Favor from post-battle loot (local province)
-
+10 enemy Melee Attack within province.
-
+10 enemy Melee Defense within province.
-
+10 enemy Leadership within province.
- When
Khorne corruption is 50 or more:
-
Discoverability: +40
Halls of Challenge[]
-
+20% Casualty replenishment rate (local characters)
- Able to recruit Chaos Warriors of Khorne, Marauders of Khorne, and Bloodletters of Khorne
- If
Khorne corruption is 50 or higher
- Receive 30
Skulls and 200
Favor per turn.
- Receive 30
-
Discoverability: +40
Cries of Havoc[]
Call of Khorne[]
-
Khorne Corruption +5 (local region)
- When own
Hero is present:
-
Khorne Corruption +10
-
-
Discoverability: +40
Battle Howls[]
Rituals[]
Ritual of Summoning (Khorne)[]
Instantly transports your faction leader to this settlement.
-
Cult is destroyed upon building completion.
- Prevents other rituals from being started in this Cult.
-
This ritual can only begin in one Cult at a time.
Ritual of Skulls[]
War will be declared on a random faction!
-
Instantly gain 1000 Skulls
-
Instantly gain 5000 Favor
-
Cult is destroyed upon building completion
- Prevents other rituals from being started in this Cult.
Cult Magus Buildings[]
Acolyte Trials (Khorne)[]
The Dark God's Choice (Khorne)[]
Built from Acolyte Trials (Khorne)
-
Building is destroyed upon building completion.
- Instantly recruit a Khorne Cult Magus at this location.
Cult Magus Chambers (Khorne)[]
-
Income generated: 50
-
Income gained from local settlement's income: 10%
-
Khorne corruption +3
- When
Khorne corruption is 50 or more:
-
Hero and
Lord recruit rank +1 (factionwide)
-
Hero capacity +1 for Cultists
-
- When
Khorne corruption is 75 or more:
-
Khorne corruption +5 (local region)
-
-
Discoverability: -20
Ritual of Blood[]
Only able to be built in Cult Magus cults.
War will be declared on a random faction!
-
Instantly replenish all units (factionwide)
-
Cult is destroyed upon building completion.
- Prevents other rituals from being started in this Cult.
Tzeentch Cult Buildings[]
These are buildings able to established by the cult established by a Cultist of Tzeentch or Tzeentch Cult Magus
Machinations[]
Complex Strategems[]
-
Generates 5 Grimoires per turn.
-
Enables lightning strike battles when reinforcements are present (characters in province).
-
Hero action success chance +50% (characters in province).
-
Attribute: Vanguard Deployment (armies in province).
-
Discoverability: +40
Branching Plans[]
-
Grimoires: 10 per turn.
-
5% chance per turn to expand the Tzeentch Cult to an adjacent region.
- When
Winds of Magic is Strong or higher:
-
Discoverability: +40
Intricate Preparations[]
-
Grimoires: -20 per turn
-
Changing of the Ways cost: -80%
This Machination can only be built in one Cult at a time.
-
Discoverability: +200
Tzeentchian Trickery[]
-
Tzeentch corruption +5 (local region)
- When own
Hero is present:
-
Tzeentch corruption +10 (local region)
-
-
Discoverability: +40
Tzeentch's Mastery[]
-
Hero action success chance +30% (characters in province)
-
Tzeentch corruption +5 (local region)
- When
Tzeentch corruption is 50 or more:
-
Discoverability: +40
Rituals[]
Ritual of the Winds[]
-
Winds of Magic in this province and adjacent provinces will be pushed up to Tempestuous.
-
Instantly gain 500 Grimoires.
-
Cult is destroyed upon building completion.
- Prevents other rituals from being started in this Cult.
Ritual of Summoning (Tzeentch)[]
Instantly transports your faction leader to this settlement.
-
Cult is destroyed upon building completion.
- Prevents other rituals from being started in this Cult.
-
This ritual can only begin in one Cult at a time
Cult Magus Buildings[]
Acolyte Trials (Tzeentch)[]
The Dark God's Choice (Tzeentch)[]
Built from Acolyte Trials (Tzeentch)
- Instantly recruit a Tzeentch Cult Magus at this location.
-
Building is destroyed upon building completion.
Cult Magus Chambers (Tzeentch)[]
-
Income generated: 50
-
Income gained from local settlement's income: 10%
-
Tzeentch corruption +3
- When
Tzeentch corruption is 50 or more:
-
Hero and
Lord recruit rank +1 (factionwide)
-
Hero capacity +1 for Cultists
-
- When
Tzeentch corruption is 75 or more:
-
Tzeentch corruption +5 (local region)
-
-
Discoverability: -20
Nurgle Cult Buildings[]
These are buildings able to be built within cults established by Cultists of Nurgle and Cult Magi of Nurgle
Machinations[]
Pox Weaver[]
-
+5 Infections per turn.
- When enemy
Lord is present:
-
Discoverability: +40
Pathogen Propagator[]
-
Income generated: 50
- When this settlement has a
Plague:
-
Discoverability: +40
Plague Inducer[]
-
-2 Infections per turn.
-
Plague duration: +50% (local region).
- When
Nurgle Corruption is 75 or more:
-
Discoverability: +40
Pestilence Speaker[]
-
Nurgle corruption: +5 (local region).
- When own
Hero is present:
-
Nurgle corruption: +10 (local region).
-
-
Discoverability: +40.
Concoction Chamber[]
Rituals[]
Ritual of Plague[]
-
A random plague will be given to this settlement.
-
Cult is destroyed upon building completion.
- Prevents other rituals from being started in this Cult.
Ritual of Summoning (Nurgle)[]
-
Instantly transports your faction leader to this settlement.
-
Cult is destroyed upon building completion.
- Prevents other rituals from being started in this Cult.
-
This ritual can only begin in one Cult at a time.
Cult Magus Buildings[]
Acolyte Trials (Nurgle)[]
The Dark God's Choice (Nurgle)[]
Built from Acolyte Trials (Nurgle)
-
Building is destroyed upon building completion.
- Instantly recruit a Nurgle Cult Magus at this location.
Cult Magus Chambers (Nurgle)[]
-
Income generated: 50
-
Income gained from local settlement's income: 10%
-
Nurgle corruption +3
- When
Nurgle corruption is 50 or more:
-
Hero and
Lord recruit rank +1 (factionwide)
-
Hero capacity +1 for Cultists
-
- When
Nurgle corruption is 75 or more:
-
Nurgle corruption +5 (local region)
-
-
Discoverability: -20
Ritual of Pestilence[]
-
A random plague will be given to this settlement
-
A random plague will be given to all adjacent settlements.
-
Cult is destroyed upon building completion.
- Prevents other rituals from being started in this Cult.
Slaanesh Cult Buildings[]
- Salon
- Atelier
- a Cultist hero will be summoned near the settlement if capacity is available, +1
Hero Capacity for Cultists,
Seductive Influence +3 per turn for settlement owner, if host settlement
Control > 50, additional Seductive Influence +3 per turn for settlement owner
- a Cultist hero will be summoned near the settlement if capacity is available, +1
- Parlour
- Den
See also[]
- Allegiance to the Gods, the Norscan equivalent.
- Cultist of Khorne, Cultist of Nurgle, Cultist of Slaanesh, Cultist of Tzeentch