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Trickster Cult is a unique mechanic for Tzeentch available only to The Deceivers faction.

Overview[]

General[]

Trickster Cults are hidden settlements that The Deceivers can create since this faction cannot occupy settlements like other factions can however, this does not make them a Horde faction. Instead, when winning a settlement battle they turn the settlements into a Trickster Cult which then allows them to build Tzeentch unit recruitment buildings and two unique building chains. Another way to create Trickster Cults is with the unique hero Trickster Cultist. Neither the Trickster Cult nor any of the buildings in it will be destroyed if the settlement changes control or even if it is razed.

Symbiotic & Parasitic[]

Trickster Cults are divided by two: Symbiotic and Parasitic. Symbiotic Cult buildings provide bonuses to both the Deceivers and the host settlement without alerting the host while the Parasitic buildings provide bonuses to the Deceivers and negative effects to the host but at the cost of high discoverability. While a Trickster Cult can be built as full Symbiotic or Parasitic, it can also be built with mixed buildings from both type of Cults however cult buildings lock their opposite Cult counterpart. For example, building the Agent's Hollow symbiotic building will prevent the Limb-breaker's Lair parasitic building from being built unless the Agent's Hollow is either swap with the Limb-breaker's Lair or removed from that Trickster Cult.

All Trickster Cult buildings have a cost of Cult Supplies.

Discoverability[]

Discoverability is a bar that appears in each Trickster Cult settlements that informs how aware the host settlement is of the Cult. All Unit Recruitment and Parasitic buildings increases discoverability while Symbiotic buildings reduce discoverability.

If a Trickster Cult reaches a high discoverability threshold it will be kicked out of its host settlement.

Trickster Cultist[]

Trickster Cultist is a unique hero whose heroes actions can create Trickster Cults. These hero actions are:

  • Establish Military Trickster Cult, which creates a Trickster Cult with a military building constructed.
  • Establish Parasitic Trickster Cult, which creates a Trickster Cult with a parasitic building constructed.
  • Establish Symbiotic Trickster Cult, which creates a Trickster Cult with a symbiotic building constructed.

They are recruited in The Deceivers tech tree, but require completing specific schemes from the Schemes mechanic to earn them. There are total of 9 Trickster Cultists that can be recruited in the tech tree.

Hidden Armies[]

Armies belonging to The Deceivers will be hidden while they are in a region with a Trickster Cult. Enemy armies will not be able to attack, but if they enter the zone of control of the hidden army, then the hidden army will have a chance to attack them. The army will not be hidden if the Trickster Cult has no buildings in it or if the settlement has been razed.

Buildings[]

Trickster Cult buildings can be built in any settlement regardless of tier, whether it is a minor or major settlement, or even if the settlement has been razed.

Basic Military[]

The Basic Military buildings available in Trickster Cults are largely the same as for other Tzeentch factions.

Chain Tier Building Effect Cost Requirements
Servants
Slither of Potential Unlocks recruitment of: Discoverability: +10 500
1 turn
10
Flicker of Potential Unlocks recruitment of: Discoverability: +10 1000
2 turns
20
Moment of Potential Unlocks Hero recruitment: Iridescent Horror
Hero capacity: +1 for Iridescent Horrors
Unlocks recruitment of: Discoverability: +10
1500
4 turns
30
Mortal Servants
Many-Eyed Tribute Unlocks recruitment of: Discoverability: +10 1500
2 turns
20
Puzzle-Maker's Hovel Unlocks recruitment of: Discoverability: +10 2500
3 turns
30
Chapterhouse of Knowledge Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch
Discoverability: +10
4000
4 turns
40
Doom's Hold Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch
Hero capacity: +1 for Chaos Sorcerer of Tzeentch
Unlocks recruitment of: Discoverability: +10
8000
5 turns
50

Advanced Military[]

The Advanced Military buildings available in Trickster Cults are largely the same as for other Tzeentch factions.

Building Chain Tier Effect Turns Cost
The Spark Fiery Servants II Unlocks recruitment of:
  • Screamers

Discoverability: +10

3 2000 Favour

20 Cult Supplies

Blue Bonfire III Unlocks recruitment of:
  • Flamers

Discoverability: +10

4 3000 Favour

30 Cult Supplies

Pink Blaze IV Unlocks recruitment of:
  • Exalted Flamers

Discoverability: +10

5 5000 Favour

40 Cult Supplies

Iridescent Conflagration V Unlocks recruitment of:
  • Burning Chariot
  • Mutalith Vortex Beast

Discoverability: +10

6 10000 Favour

50 Cult Supplies

Cult of Deceits Secret Society III Tzeentch corruption: +4

Unlocks recruitment of:

  • Cultist of Tzeentch (Hero)

Discoverability: +10

4 3000 Favour

30 Cult Supplies

Cult of Lies IV Tzeentch corruption: +4

Cultist of Tzeentch Hero capacity: +1

Discoverability: +10

5 5000 Favour

40 Cult Supplies

Cult of Change V Tzeentch corruption: +4

Unlocks recruitment of:

  • Lord of Change

Cultist of Tzeentch Hero capacity: +1

Discoverability: +10

6 10000 Favour

50 Cult Supplies

Transmogrification Locus Forges of Change III Unlocks recruitment of:
  • Chaos Chariots of Tzeentch
  • Cockatrice

Discoverability: +10

4 3000 Favour

30 Cult Supplies

Inchoate Armory IV Unlocks recruitment of:
  • Chaos Knights of Tzeentch
  • Chaos Knights of Tzeentch (Lances)
  • Chaos Warshrine of Tzeentch

Discoverability: +10

5 5000 Favour

40 Cult Supplies

Inchoate Forge V Unlocks recruitment of:
  • Soul Grinder (Tzeentch)

Discoverability: +10

6 10000 Favour

50 Cult Supplies

Symbiotic Buildings[]

Building Chain Tier Effect Turns Cost
Agents' Hollow Infrastructure I Cult Supplies: 2 per turn

Grimoires: 8 per turn Control: +2 Prevents construction of Limb-breaker's Lair

Discoverability: -10

2 750 Favour

10 Cult Supplies

Occult Conspiracy II Cult Supplies: 4 per turn

Grimoires: 12 per turn Control: +4

Discoverability: -20

5 2000 Favour

20 Cult Supplies

Sanctum of Subterfuge III Cult Supplies: 6 per turn

Grimoires: 16 per turn Control: +6

Discoverability: -30

10 3000 Favour

30 Cult Supplies

Disguised Trade Income I Income gained from local settlement's income: 50%

Income from all buildings: +10% (local region owner) Prevents construction of Raiders' Bounty

Discoverability: -10

2 750 Favour

10 Cult Supplies

Shrouded Financier II Income gained from local settlement's income: 75%

Income from all buildings: +25% (local region owner)

Discoverability: -20

5 2000 Favour

20 Cult Supplies

Mercantile Illusion III Income gained from local settlement's income: 100%

Income from all buildings: +50% (local region owner)

Discoverability: -30

10 3000 Favour

30 Cult Supplies

Bird Box Hidden Expansion I 2% chance per turn to expand the Trickster Cult to an adjacent region

Prevents construction of Enforcers' Abode Maintenance cost: 50

Discoverability: +10

2 1000 Favour

10 Cult Supplies

The Aviary II 4% chance per turn to expand the Trickster Cult to an adjacent region

Maintenance cost: 100

Discoverability: +20

5 2000 Favour

20 Cult Supplies

Twisted Volary III 6% chance per turn to expand the Trickster Cult to an adjacent region

Maintenance cost: 150

Discoverability: +30

10 3000 Favour

30 Cult Supplies

Dark Ritual Raise Army I Tzeentch corruption: +5

Prevents construction of Occult Confluence

Discoverability: +100

2 2500 Favour

10 Cult Supplies

Legion of the Changeling V An army loyal to the Changeling is summoned upon construction completion

Building is destroyed upon construction completion

10 1000 Favour

50 Cult Supplies

Court of Whispers Diplomacy II Improves diplomatic relations with settlement owner over time

Chance of Winds of Magic increasing in strength when changing: +25%

Prevents construction of Underground Temple

Discoverability: -20

2 1000 Favour

20 Cult Supplies

Parliament of Lies III Improves diplomatic relations with settlement owner over time

Chance of Winds of Magic increasing in strength when changing: +50%

Discoverability: -40

5 2500 Favour

30 Cult Supplies

Parasitic Buildings[]

Building Chain Tier Effect Turns Cost
Limb-breaker's Lair Infrastructure I Cult Supplies: 3 per turn

Grimoires: 4 per turn Control: -4

Tzeentch corruption: +4

Prevents construction of Agents' Hollow

Discoverability: +20

2 750 Favour

10 Cult Supplies

Marauders' Den II Cult Supplies: 6 per turn

Grimoires: 8 per turn

Control: -6

Tzeentch corruption: +8

Discoverability: +30

5 2000 Favour

20 Cult Supplies

House of Havoc III Cult Supplies: 9 per turn

Grimoires: 12 per turn

Control: -12

Tzeentch corruption: +12

Discoverability: +40

10 3000 Favour

30 Cult Supplies

Raiders' Bounty Income I Income generated: 150

Tzeentch corruption: +1

Income from all buildings: -10% (local region owner)

Prevents construction of Disguised Trade

Discoverability: +20

2 1000 Favour

10 Cult Supplies

Hidden Storehouse II Income generated: 300

Tzeentch corruption: +2

Income from all buildings: -30% (local region owner)

Discoverability: +30

5 2000 Favour

20 Cult Supplies

Bloodied Vault III Income generated: 450

Tzeentch corruption: +3

Income from all buildings: -50% (local region owner)

Discoverability: +40

10 3000 Favour

30 Cult Supplies

Enforcers' Abode Hidden Expansion I 4% chance per turn to expand the Trickster Cult to an adjacent region

Tzeentch corruption: +1

Prevents construction of Bird Box

Maintenance cost: 100

Discoverability: +20

2 1000 Favour

10 Cult Supplies

Torturer's Shack II 8% chance per turn to expand the Trickster Cult to an adjacent region

Tzeentch corruption: +2

Maintenance cost: 200

Discoverability: +40

5 2000 Favour

20 Cult Supplies

Chamber of Agony III 12% chance per turn to expand the Trickster Cult to an adjacent region

Tzeentch corruption: +3

Maintenance cost: 300

Discoverability: +60

10 3000 Favour

30 Cult Supplies

Occult Confluence Raise Army I Khorne corruption in adjacent provinces: +5

Nurgle corruption in adjacent provinces: +5

Slaanesh corruption in adjacent provinces: +5

Tzeentch corruption in adjacent provinces: +5

Prevents construction of Dark Ritual

Discoverability: +100

2 1500 Favour

10 Cult Supplies

Reality Wound V An army of Daemonic rebels hostile to everyone will arrive through a rift upon construction completion

Building is destroyed upon construction completion

10 1000 Favour

50 Cult Supplies

Underground Temple Diplomacy II Diplomatic relations: +10 with Warriors of Chaos, Beastmen, and Norsca

Diplomatic relations: +10 with Tzeentch

Casualty replenishment rate: +5% (armies in region)

Tzeentch corruption: +1

Prevents construction of Court of Whispers

Maintenance cost: 100

Discoverability: +10

2 2000 Favour

20 Cult Supplies

Unholy Cathedral III Diplomatic relations: +25 with Warriors of Chaos, Beastmen, and Norsca

Diplomatic relations: +25 with Tzeentch

Casualty replenishment rate: +10% (armies in region)

Tzeentch corruption: +2

Maintenance cost: 200

Discoverability: +10

10 3000 Favour

30 Cult Supplies

Halls of Despoiling Loot I Tzeentch corruption: +3

Discoverability: +100

2 1000 Favour

10 Cult Supplies

Ravaging Host V The settlement is plundered upon construction completion, stealing wealth and damaging the owner's buildings (income based on development level)

Building is destroyed upon construction completion

10 1000 Favour

100 Cult Supplies

See also[]

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