The Tower of Zharr is a campaign mechanic for
Chaos Dwarfs that allows them to spend
Conclave Influence to obtain various factionwide benefits and eventually confederate other Chaos Dwarf factions.
Overview[]
The Tower of Zharr has multiple seats which playable Chaos Dwarf factions can spend Conclave Influence to obtain. Each seat provides benefits to the faction that claims it. After a seat has been claimed, another faction can usurp the seat to obtain the benefits for themselves, but doing so costs more Conclave Influence than first claiming it and inflicts a temporary penalty to diplomatic relations with the faction whose seat was stolen. Each time the seat is usurped, the cost goes up further. When a seat is claimed or usurped, it cannot be usurped again for three turns.
Seats are organized into four tiers, and the first three tiers are organized into three districts: Sorcery, Military, and Industrial. When all seats in a district are claimed, the district is completed and a set of benefits are unlocked for all Chaos Dwarf factions. When two districts in a tier are completed, the next tier of seats is unlocked.
The fourth tier has just three seats, allowing the faction that claims them to confederate the Servants of the Conclave or one of the other two playable Chaos Dwarf factions. Confederating one of the other playable factions gives you control of all of their seats in the Tower of Zharr. Tier four seats cannot be usurped.
Seat benefits[]
Seat | Tier | District | Base Cost | Effects |
---|---|---|---|---|
Prophet | 1 | Sorcery | 75 | Casualty replenishment rate: +6% |
Black Alchemist | 1 | Sorcery | 75 | Grants a random magic item or talisman ancillary every three turns |
Cardinal Daemonsmith | 1 | Sorcery | 75 | Armaments cost: -10% for all unit capacity upgrades in the Hell-Forge |
Thaumaturge | 1 | Sorcery | 75 | Winds of Magic power reserve: +2 per turn
Winds of Magic power reserve capacity: +5 |
Legate of Zharr | 1 | Military | 75 | Army ability: Armour of Contempt |
Warmonger | 1 | Military | 75 | Campaign movement range: +15% after winning a battle (all characters) |
Black Smith | 1 | Military | 75 | Armaments: +25 per turn
Armaments output: +5% |
Quartermaster | 1 | Military | 75 | Grants a random weapon or armour ancillary every three turns |
Machinator | 1 | Industry | 75 | Raw Materials: +100 per turn
Raw Materials output: +5% |
Excise Collector | 1 | Industry | 75 | Income from Settlement buildings: +25% |
Preceptor | 1 | Industry | 75 | Grants a random follower or banner ancillary every three turns |
Consul | 1 | Industry | 75 | Diplomatic relations: +20 with Chaos Dwarfs, Warriors of Chaos, and Norsca
Income from trade tariffs: +50% |
Hierophant | 2 | Sorcery | 150 | Army ability: Blood & Fireborn |
Grand Reaper | 2 | Sorcery | 150 | Unit capacity: +1 every 4 turns for a randomly chosen Flying Monster, K'daai, or Bull Centaur unit |
Daemogogue | 2 | Sorcery | 150 | Ability: Flame & Shadow (all Lords) |
Conscriptor | 2 | Military | 150 | Unit capacity: +1 every 4 turns for a randomly chosen Melee Infantry or Missile Infantry unit |
Ordinator | 2 | Military | 150 | Army ability: Dreadquake Battery (when in own territory) |
Lord Warlock | 2 | Military | 150 | Army ability: Wrath of Zharr |
Grand Architect | 2 | Industry | 150 | Construction time: -1 for all buildings (minimum of 1 turn) |
Expounder General | 2 | Industry | 150 | Conclave Influence gained: +1 per turn for Factory settlement buildings |
Trafficker | 2 | Industry | 150 | Maximum Convoy cargo capacity: +10%
Recruit rank: +5 for Convoy Overseers |
Mutator | 3 | Sorcery | 300 | Winds of Magic power reserve capacity: +3 for each Sorcery seat claimed in the Tower of Zharr |
Black Artificer | 3 | Sorcery | 300 | Army ability: Doom of Hashut |
Field Marshal | 3 | Military | 300 | Spawns a temporary army of Hobgoblins when your faction leader's army sacks a settlement (has 5 turn cooldown between spawns) |
Infernatus | 3 | Military | 300 | Upkeep: -1% for each Military seat claimed in the Tower of Zharr |
Procurator | 3 | Industry | 300 | Construction cost: -2% for each Industry seat claimed in the Tower of Zharr |
High Commissioner | 3 | Industry | 300 | Workload requirements for Raw Materials: -5% (all provinces)
Raw Materials consumed per turn by buildings: -5% (all provinces) |
Master of the Conclave | 4 | - | 600 | Confederate Servants of the Conclave |
Dominator* | 4 | - | 600 | Confederate Disciples of Hashut |
Subjugator* | 4 | - | 600 | Confederate Legion of Azgorh |
Commander* | 4 | - | 600 | Confederate Warhost of Zharr |
* Not available to the faction that would be confederated
District benefits[]
Tier | District | Effects |
---|---|---|
1 | Sorcery | Research rate: +10% |
1 | Military | Immediately creates wall breaches when besieging |
1 | Industry | Raw Materials output: +5%
Armaments output: +5% |
2 | Sorcery | Chaos Undivided corruption in adjacent provinces: +2 (all provinces) |
2 | Military | Global recruitment capacity: +2 |
2 | Industry | Maximum number of active Convoys: +1 |
3 | Sorcery | Winds of Magic cost: -10% for all spells |
3 | Military | Global recruitment duration: -1 turn (minimum of 1 turn) |
3 | Industry | Control: +3 (all provinces) |
Strategy[]
In the early game, seats that improve Raw Material or Armament output are the most valuable. The AI also values them highly, so you should move on them quickly before they are claimed. Seats that give ancillaries are useful but not essential, and Chaos Dwarfs do not get many ancillaries through other means. Seats that increase unit caps are more valuable late in the campaign when the Armament cost of increasing those caps has gone up significantly. Seats that provide army abilities are very valuable because they can improve the effectiveness of all of your armies factionwide.
District bonuses are permanent and apply to all Chaos Dwarf factions, so you are incentivized to complete districts even if the individual seat benefits are unimpressive.
Once you reach tier four, you can choose to confederate another Chaos Dwarf faction. Confederating the Servants of the Conclave first is usually a good choice because this will give you access to a fully developed province including a tier 5 Tower and multiple special buildings, as well as two full armies. On the other hand, the Servants of the Conclave don't try to expand their territory and the 2 massive high-tier armies upkeep may impede your economy, so the other factions can give you more settlements, a powerful Legendary Lord, and all of the faction's seats in the Tower of Zharr. Eventually you will want to take all three seats, giving you full control of the Chaos Dwarf empire.