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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:
    • Receive +100% more Favor from post-battle loot (local province)
  • Discoverability: +40

Halls of Challenge[]

Cries of Havoc[]

  • When Khorne corruption is 50 or more, receive the following:
    • +1 Blood Host turn to initial Bloodthirst attrition immunity.
    • +2% Melee Attack for all units in Blood Hosts (all armies)
    • -2% Upkeep for Blood Hosts (all Lords)
    • When is positive, Public Order in all of your provinces is reduced by 1.
  • Discoverability: +40

Call of Khorne[]

  • Khorne Corruption +5 (local region)
  • When own Hero is present:
    • Khorne Corruption +10
  • Discoverability: +40

Battle Howls[]

  • Khorne corruption +5 (local region)
  • When Khorne corruption is 50 or more:
    • Khorne Corruption +3 (all adjacent provinces)
    • Unit experience gain per turn +20 (factionwide)
    • Charge bonus +2 (factionwide)
  • Discoverability: +40

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)[]

  • Maintenance cost -300
  • Khorne corruption +5
  • Discoverability: +90

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:
    • Grimoires: Additional 20 per turn.
    • Additional 5% chance per turn to expand the Tzeentch Cult to an adjacent region.
  • 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:
    • Character experience gain +5% (all characters)
    • Tzeentch corruption +3 (all adjacent provinces)
    • Enemy Hero action success chance -90% (local characters)
  • 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)[]

  • Maintenance cost -300
  • Tzeentch corruption +5
  • Discoverability: +90

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:
    • +20 Infections per turn.
  • Discoverability: +40

Pathogen Propagator[]

  • Income generated: 50
  • When this settlement has a Plague:
    • Income generated: 300
  • Discoverability: +40

Plague Inducer[]

  • -2 Infections per turn.
  • Plague duration: +50% (local region).
  • When Nurgle Corruption is 75 or more:
    • Plague duration +50% (local region).
    • -3 Infections per turn.
  • Discoverability: +40

Pestilence Speaker[]

  • Nurgle corruption: +5 (local region).
  • When own Hero is present:
    • Nurgle corruption: +10 (local region).
  • Discoverability: +40.

Concoction Chamber[]

  • Nurgle corruption: +5.
  • When Nurgle Corruption is 50 or more:
    • Nurgle corruption: +3 (all adjacent provinces).
    • Unit experience gain per turn: +20 (faction wide).
    • Research rate +10%.
  • Discoverability: +40.

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)[]

  • Maintenance cost -300
  • Nurgle corruption +5
  • Discoverability: +90

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
    • Destroys local Cult on building completion, a Disciple Army will be summoned near this settlement
  • 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
  • Parlour
    • Temporary diplomatic bonus with settlement owner, Seductive Influence +3 per turn for settlement owner, if host settlement income >300, additional Seductive Influence +3 per turn for settlement owner
  • Den
    • Seduce Units cost -10% (local province),Devotees +5 per turn, Seductive Influence +4 per turn for settlement owner

See also[]

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