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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 |
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Servants | ![]() |
Slither of Potential | ![]() ![]() |
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Flicker of Potential | ![]() ![]() |
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Moment of Potential | ![]() ![]() ![]() ![]() ![]() |
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Mortal Servants | ![]() |
Many-Eyed Tribute | ![]() ![]() |
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Puzzle-Maker's Hovel | ![]() ![]() |
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Chapterhouse of Knowledge | ![]() ![]() ![]() |
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Doom's Hold | ![]() ![]() ![]() ![]() ![]() |
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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:
Discoverability: +10 |
3 | 2000 Favour
20 Cult Supplies |
Blue Bonfire | III | Unlocks recruitment of:
Discoverability: +10 |
4 | 3000 Favour
30 Cult Supplies | |
Pink Blaze | IV | Unlocks recruitment of:
Discoverability: +10 |
5 | 5000 Favour
40 Cult Supplies | |
Iridescent Conflagration | V | Unlocks recruitment of:
Discoverability: +10 |
6 | 10000 Favour
50 Cult Supplies | |
Cult of Deceits | Secret Society | III | Tzeentch corruption: +4
Unlocks recruitment of:
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:
Cultist of Tzeentch Hero capacity: +1 Discoverability: +10 |
6 | 10000 Favour
50 Cult Supplies | |
Transmogrification Locus | Forges of Change | III | Unlocks recruitment of:
Discoverability: +10 |
4 | 3000 Favour
30 Cult Supplies |
Inchoate Armory | IV | Unlocks recruitment of:
Discoverability: +10 |
5 | 5000 Favour
40 Cult Supplies | |
Inchoate Forge | V | Unlocks recruitment of:
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[]
- Under-City,
Skaven equivalent
- Pirate Cove,
Vampire Coast equivalent