Total War: WARHAMMER Wiki

This page lists all Tzeentch buildings. As usual, province capitals can build up to Tier V and have eight slots, while minor settlements can only build to level III and have four slots each.

Chains[]

Settlement[]

Building Chain Tier Effect Turns Cost Requirements
Dimensional Tear Portal Settlement I Income generated: 100

Defensive supplies: +1000

Growth: +10

Construction cost: -5% for Military Recruitment buildings (local province)

Tzeentch corruption: +2

Tzeentch corruption in adjacent provinces: +2

Recruitment cost: -5% (armies in region)

Grants 1 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 7 Blue Horrors
  • 2 Chaos Furies (Tzeentch)

Unlocks recruitment of:

  • Marauders of Tzeentch (Spears)
  • Chaos Furies (Tzeentch)
3 1000 Major Settlement
Dimensional Breach II Income generated: 150

Defensive supplies: +1000

Growth: +10

Construction cost: -10% for Military Recruitment buildings (local province)

Tzeentch corruption: +2

Tzeentch corruption in adjacent provinces: +3

Recruitment cost: -10% (armies in region)

Grants 2 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 4 Pink Horrors
  • 3 Blue Horrors
  • 2 Chaos Furies (Tzeentch)
4 1500 Major Settlement, 1 Population Surplus
Dimensional Rift III Income generated: 200

Defensive supplies: +1000

Growth: +10

Construction cost: -15% for Military Recruitment buildings (local province)

Tzeentch corruption: +2

Tzeentch corruption in adjacent provinces: +4

Recruitment cost: -15% (armies in region)

Grants 3 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 4 Pink Horrors
  • 2 Blue Horrors
  • 2 Screamers
  • 1 Forsaken of Tzeentch
5 4000 Major Settlement, 2 Population Surplus
Dimensional Nexus IV Income generated: 250

Defensive supplies: +1000

Growth: +10

Construction cost: -20% for Military Recruitment buildings (local province)

Tzeentch corruption: +2

Tzeentch corruption in adjacent provinces: +5

Recruitment cost: -20% (armies in region)

Grants 5 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 2 Pink Horrors
  • 4 Blue Horrors
  • 1 Exalted Pink Horrors
  • 1 Screamers
  • 1 Forsaken of Tzeentch
  • 1 Chaos Knights of Tzeentch
6 8000 Major Settlement, 4 Population Surplus
Dimensional Cascade V Income generated: 300

Defensive supplies: +1000

Growth: +10

Construction cost: -25% for Military Recruitment buildings (local province)

Tzeentch corruption: +2

Tzeentch corruption in adjacent provinces: +6

Recruitment cost: -25% (armies in region)

Grants 7 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 4 Pink Horrors
  • 3 Blue Horrors
  • 1 Exalted Pink Horrors
  • 1 Screamers
  • 1 Forsaken of Tzeentch
  • 1 Chaos Knights of Tzeentch
7 16000 Major Settlement, 5 Population Surplus
Soul Keep Bastion Settlement I Income generated: 100

Control: +1

Defensive supplies: +1000

Growth: +10

Construction cost: -10% for Infrastructure buildings (local province)

Tzeentch corruption: +2

Grants 1 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 7 Blue Horrors
  • 2 Chaos Furies (Tzeentch)

Unlocks recruitment of:

  • Blue Horrors
2 1000 Major Settlement
Dark Bastion II Income generated: 150

Control: +2

Defensive supplies: +1000

Growth: +20

Construction cost: -20% for Infrastructure buildings (local province)

Tzeentch corruption: +2

Grants 2 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 4 Pink Horrors
  • 3 Blue Horrors
  • 2 Chaos Furies (Tzeentch)
3 1500 Major Settlement, 1 Population Surplus
Infernal Citadel III Income generated: 200

Control: +3

Defensive supplies: +1000

Growth: +30

Construction cost: -30% for Infrastructure buildings (local province)

Tzeentch corruption: +2

Grants 3 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 4 Pink Horrors
  • 2 Blue Horrors
  • 2 Screamers
  • 1 Forsaken of Tzeentch
4 4000 Major Settlement, 2 Population Surplus
Daemonic Fortress IV Income generated: 250

Control: +4

Defensive supplies: +1000

Growth: +40

Construction cost: -40% for Infrastructure buildings (local province)

Tzeentch corruption: +2

Grants 5 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 2 Pink Horrors
  • 4 Blue Horrors
  • 1 Exalted Pink Horrors
  • 1 Screamers
  • 1 Forsaken of Tzeentch
  • 1 Chaos Knights of Tzeentch
5 8000 Major Settlement, 4 Population Surplus
Chaos Dreadhold V Income generated: 300

Control: +5

Defensive supplies: +1000

Growth: +50

Construction cost: -50% for Infrastructure buildings (local province)

Tzeentch corruption: +2

Grants 7 construction slot in the settlement

When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement

Provides garrison:

  • 4 Pink Horrors
  • 3 Blue Horrors
  • 1 Exalted Pink Horrors
  • 1 Screamers
  • 1 Forsaken of Tzeentch
  • 1 Chaos Knights of Tzeentch
6 16000 Major Settlement, 5 Population Surplus
Soul Keep Minor Settlement I Income generated: 50

Defensive supplies: +1000

Growth: +10

Tzeentch corruption: +1

Grants 1 construction slot in the settlement

Provides garrison:

  • 4 Blue Horrors
  • 2 Chaos Furies (Tzeentch)

Unlocks recruitment of:

  • Blue Horrors
3 1000 Minor Settlement
Dark Bastion II Income generated: 100

Defensive supplies: +1000

Growth: +20

Tzeentch corruption: +1

Grants 2 construction slot in the settlement

Provides garrison:

  • 3 Blue Horrors
  • 1 Pink Horrors
  • 2 Chaos Furies (Tzeentch)
4 1500 Minor Settlement, 1 Population Surplus
Infernal Citadel III Income generated: 150

Defensive supplies: +1000

Growth: +30

Tzeentch corruption: +1

Grants 3 construction slot in the settlement

Provides garrison:

  • 3 Blue Horrors
  • 2Pink Horrors
  • 2 Chaos Furies (Tzeentch)
5 4000 Minor Settlement, 2 Population Surplus

Basic Military[]

Building Chain Tier Effect Turns Cost Requirements
Slither of Potential Servants I Unlocks recruitment of:
  • Blue Horrors
  • Chaos Furies of Tzeentch
1 500
Flicker of Potential II Unlocks recruitment of:
  • Pink Horrors
2 1000
Moment of Potential III Iridescent Horror Hero capacity +1

Unlocks recruitment of:

  • Exalted Pink Horrors
  • Iridescent Horror (Hero)
4 1500
Many-Eyed Tribute Mortal Servants II Unlocks recruitment of:
  • Marauders of Tzeentch
  • Marauders of Tzeentch (Spears)
  • Forsaken of Tzeentch
  • Tzaangors
2 1500
Puzzle-Maker's Hovel III Unlocks recruitment of:
  • Chaos Warriors of Tzeentch
  • Marauder Horsemen of Tzeentch
  • Spawn of Tzeentch
3 2250
Chapterhouse of Knowledge IV Unlocks recruitment of:
  • Chaos Warriors of Tzeentch (Halberds)
  • Chaos Sorcerer of Tzeentch (Hero)
4 4000 Major Settlement
Doom's Hold V Chaos Sorcerer of Tzeentch Hero capacity +1

Unlocks recruitment of:

  • Chosen of Tzeentch
  • Chosen of Tzeentch (Halberds)
  • Doom Knights of Tzeentch
5 8000 Major Settlement

Advanced Military[]

Building Chain Tier Effect Turns Cost Requirements
The Spark Fiery Servants II Unlocks recruitment of:
  • Screamers
3 2000
Blue Bonfire III Unlocks recruitment of:
  • Flamers
4 2700
Pink Blaze IV Unlocks recruitment of:
  • Exalted Flamers
5 5000 Major Settlement
Iridescent Conflagration V Unlocks recruitment of:
  • Burning Chariot
  • Mutalith Vortex Beast
6 10000 Major Settlement
Cult of Deceits Secret Society III Tzeentch corruption: +4

Unlocks recruitment of:

  • Cultist of Tzeentch (Hero)

Provides garrison:

  • 1 Cultist of Tzeentch
4 3000
Cult of Lies IV Tzeentch corruption: +4

Cultist of Tzeentch Hero capacity +1

Provides garrison:

  • 1 Cultist of Tzeentch
5 5000 Major Settlement
Cult of Change V Unlocks technologies

Tzeentch corruption: +6

Cultist of Tzeentch Hero capacity +1 Unlocks recruitment of:

  • Lord of Change

Provides garrison:

  • 1 Cultist of Tzeentch
6 10000 Major Settlement
Transmogrification Locus Forges of Change III Recruit rank: +1

Local recruitment capacity: +1

Unlocks recruitment of:

  • Chaos Chariots of Tzeentch
  • Cockatrice
4 3000
Inchoate Armory IV Recruit rank: +2

Local recruitment capacity: +2

Unlocks recruitment of:

  • Chaos Knights of Tzeentch
  • Chaos Knights of Tzeentch (Lances)
  • Chaos Warshrine of Tzeentch
5 5000 Major Settlement
Inchoate Forge V Recruit rank: +3

Global recruitment capacity: +1

Local recruitment capacity: +2

Unlocks recruitment of:

  • Soul Grinder (Tzeentch)
6 10000 Major Settlement

Infrastructure[]

Building Chain Tier Effect Turns Cost Requirements
A Convolution Dominance I Control: +2

Defensive supplies: +10 per turn when under siege

Campaign line of sight: +30%

When Winds of Magic is Strong or higher:

  • Control: +1
2 1000
Unending Maze II Control: +4

Defensive supplies: +20 per turn when under siege

Campaign line of sight: +40%

When Winds of Magic is Strong or higher:

  • Control: +2
3 1500
Silver Labyrinth III Control: +6

Defensive supplies: +30 per turn when under siege

Campaign line of sight: +50%

When Winds of Magic is Strong or higher:

  • Control: +3
4 2000
Web of Secrets Income I Income generated: 100

Growth: +5

When Winds of Magic is Strong or higher:

  • Income generated: 50
1 500
Lattice of Distortion II Income generated: 150

Growth: +10

When Winds of Magic is Strong or higher:

  • Income generated: 75
2 1000
Weave of Time III Income generated: 200

Growth: +15

When Winds of Magic is Strong or higher:

  • Income generated: 100
3 1500
Thaumaturgic Lode Growth I Growth: +20

Barrier replenishment rate: +15% (armies in region)

When Winds of Magic is Strong or higher:

  • Growth: +10
1 500
Thaumaturgic Fissure II Growth: +40

Barrier replenishment rate: +25% (armies in region)

When Winds of Magic is Strong or higher:

  • Growth: +20
2 1000
Thaumaturgic Reef III Growth: +60

Barrier replenishment rate: +35% (armies in region)

When Winds of Magic is Strong or higher:

  • Growth: +30
3 1500
Stygian Well Corruption I Tzeentch corruption in adjacent provinces: +1

Tzeentch corruption: +4

Income from all buildings: +5% (local province)

When Winds of Magic is Strong or higher:

  • Income from all buildings: +5% (local province)
1 1000 Minor Settlement
Crystalline Arch II Tzeentch corruption in adjacent provinces: +1

Tzeentch corruption: +8

Income from all buildings: +10% (local province)

When Winds of Magic is Strong or higher:

  • Income from all buildings: +10% (local province)
2 1500 Minor Settlement
Warplinth III Tzeentch corruption in adjacent provinces: +1

Tzeentch corruption: +12

Income from all buildings: +15% (local province)

When Winds of Magic is Strong or higher:

  • Income from all buildings: +15% (local province)
3 2000 Minor Settlement
Hidden Library Library II Grimoires: 4 per turn

Research rate: +5%

Income from all buildings: +5% (local province)

When Winds of Magic is Strong or higher:

  • Grimoires: 2 per turn
  • Income from all buildings: +5% (local province)
2 1000 Major Settlement
Forgotten Scriptorium III Grimoires: 6 per turn

Research rate: +6%

Income from all buildings: +10% (local province)

When Winds of Magic is Strong or higher:

  • Grimoires: 4 per turn
  • Income from all buildings: +10% (local province)
3 1500 Major Settlement
Lost Athenaeum IV Grimoires: 8 per turn

Research rate: +8%

Income from all buildings: +15% (local province)

When Winds of Magic is Strong or higher:

  • Grimoires: 6 per turn
  • Income from all buildings: +15% (local province)
4 2000 Major Settlement

Port[]

Building Chain Tier Effect Turns Cost Requirements
Infernal Harbour Port I Income generated: 100

Growth: +10

2 1500 Coastal Settlement
Hell Port III Income generated: 300

Growth: +20

4 3000 Coastal Settlement
Eye of Terror V Income generated: 500

Growth: +30

6 6000 Major Coastal Settlement

Defence[]

Building Chain Tier Effect Turns Cost Requirements
Daemonic Lurkers Garrison II Improved tower projectiles: Blue Bolts

Enemy Hero action success chance: -10%

Attrition: -5% when under siege

Leadership: +2 when under siege (armies in region)

Provides garrison:

  • 2 Pink Horrors
  • 1 Forsaken of Tzeentch
  • 1 Screamers
4 1400 Major Settlement
Daemonic Gathering III Improved tower projectiles: Pink Bolts

Enemy Hero action success chance: -15%

Attrition: -10% when under siege

Leadership: +4 when under siege (armies in region)

Provides garrison:

  • 2 Pink Horrors
  • 2 Forsaken of Tzeentch
  • 1 Screamers
5 2800
Daemonic Locus IV Improved tower projectiles: Iridescent Bolts

Enemy Hero action success chance: -20%

Attrition: -15% when under siege

Leadership: +6 when under siege (armies in region)

Provides garrison:

  • 3 Pink Horrors
  • 2 Forsaken of Tzeentch
  • 1 Screamers
6 4200
Glittering Bartizan Garrison II Defensive supplies: +50 per turn when under siege

Adds defenses to the settlement (battles fought here will be unwalled settlement battles)

Enemy Hero action success chance: -10%

Provides garrison:

  • 1 Forsaken of Tzeentch
  • 1 Pink Horrors
  • 1 Screamers
4 1400 Minor Settlement
Crystalline Walls III Defensive supplies: +100 per turn when under siege

Adds defenses to the settlement (battles fought here will be unwalled settlement battles)

Enemy Hero action success chance: -15%

Provides garrison:

  • 1 Forsaken of Tzeentch
  • 2 Pink Horrors
  • 1 Screamers
5 2800
Warpstone Locus Protection II Chance of a plague spreading: -50%

Tzeentch corruption: +3

Discoverability of Skaven Under-Cities: +10

2 3000
Warpstone Traps III Chance of a plague spreading: -50%

Tzeentch corruption: +4

Discoverability of Skaven Under-Cities: +30

4 1600
Guarded Warpstone IV Chance of a plague spreading: -50%

Tzeentch corruption in adjacent provinces: +2

Tzeentch corruption: +5

Discoverability of Skaven Under-Cities: +40

5 2800 Major Settlement

Special[]

Building Chain Tier Effect Turns Cost Requirements

Resource[]

Tzeentch factions get the same effects from all resources.

Building Chain Tier Effect Turns Cost Requirements
Cultist Camp Resources I Grimoires per turn: 1

Income from all buildings: +5% (local province)

1 500 Any resource
Cultist Outpost II Grimoires per turn: 2

Income from all buildings: +10% (local province)

2 1000 Any resource
Cultist Enclave III Grimoires per turn: 3

Income from all buildings: +15% (local province)

3 2000 Any resource