With the release of Forge of the Chaos Dwarfs, we’re introduced to countless new game mechanics for the Chaos Dwarfs, including the Tower of Zharr. It’s a unique campaign mechanic similar to a political system in which the player will spend Conclave Influence to acquire various seats within the tower itself. These seats then grant boons to the player and their faction, like increased unit caps or unique magical items every three turns, for example.
So, how do you use the Tower of Zharr in Total War: Warhammer 3 to the fullest?
What is the Tower of Zharr?
The Chaos Dwarfs have a pretty strict hierarchy that keeps the machinations of their faction moving smoothly. To ensure everything remains in order, the Tower of Zharr introduces three districts: Sorcery, Military, and Industrial.
Within these three districts are seats that the player and other Chaos Dwarf factions may claim to gain various boons. Once two districts within the tower are complete, the next tier of district seats unlocks, thereby granting better boons the higher up the tower you traverse.
But each seat will cost you influence points, which you gain through various means on the campaign and battle map.
Seat Benefits
For every seat in the Tower of Zharr that you take using Conclave Influence, you’ll receive a unique boon that affects your overall faction, armies, abilities, or economy. Many of these are infinitely useful throughout a Chaos Dwarfs campaign, and some prove more effective in the early game.
It’s up to you to decide which seat to vie for, however.
Seat | District | Cost | Effects |
Prophet | Sorcery | 75 | +6% casualty replenishment rate |
Black Alchemist | Sorcery | 75 | Random magical item or talisman every 3 turns |
Cardinal Daemonsmith | Sorcery | 75 | -10% armaments cost for all unit capacity upgrades in the Hell-Forge |
Thaumaturge | Sorcery | 75 | +2 per turn Winds of Magic power reserve and +5 power reserve capacity |
Legate of Zharr | Military | 75 | Armour of Contempt ability |
Warmonger | Military | 75 | +15% campaign movement after winning a battle |
Black Smith | Military | 75 | +25 Armaments per turn; +5% Armaments output |
Quartermaster | Military | 75 | Random weapon or armor every 3 turns |
Machinator | Industrial | 75 | +100 Raw Materials per turn; +5% Raw Materials output |
Excise Collector | Industrial | 75 | +25% income from Settlement buildings |
Preceptor | Industrial | 75 | Random follower or banner ancillary every 3 turns |
Consul | Industrial | 75 | +20 Diplomatic Relations with Chaos Dwarfs, Warriors of Chaos, and Norsca; +50% income from trade tariffs |
Hierophant | Sorcery | 150 | Blood & Fireborn army ability |
Grand Reaper | Sorcery | 150 | +1 unit capacity every 4 turns randomly for Flying Monter, K’daai, or Bull Centar units |
Daemogogue | Sorcery | 150 | Flame & Shadow lord ability |
Conscriptor | Military | 150 | +1 unit capacity every 4 turns randomly for Melee or Missile Infantry unit |
Ordinator | Military | 150 | Dreadquake Battery army ability |
Lord Warlock | Military | 150 | Wrath of Zharr army ability |
Grand Architect | Industrial | 150 | -1 construction time for all buildings |
Expounder General | Industrial | 150 | +1 Conclave Influence per turn for Factory settlement buildings |
Trafficker | Industrial | 150 | +10% maximum Convoy cargo capacity; +5 recruit rank for Convoy Overseers |
Mutator | Sorcery | 300 | +3 Winds of Magic power reserve capacity for each Tower of Zharr seat claimed |
Black Artificer | Sorcery | 300 | Doom of Hashut army ability |
Field Marshall | Military | 300 | Spawns a temp army of Hobgoblins when the faction leader sacks a settlement (5 turn cooldown) |
Infernatus | Military | 300 | -1% upkeep for each military seat claimed in the Tower of Zharr |
Procurator | Industrial | 300 | -2% construction cost for each industry seat claimed in the Tower of Zharr |
High Commissioner | Industrial | 300 | -5% workload requirements for Raw Materials; -5% Raw Materials consumed per turn by structures |
Master of the Conclave | 600 | Confederate Servants of the Conclave | |
Dominator | 600 | Confederate Disciples of Hashut | |
Subjugator | 600 | Confederate Legion of Azgorh | |
Commander | 600 | Confederate Warhost of Zharr |
District Benefits
Once you complete a district in full, you’ll receive various unique benefits for each tier.
Tier | District | Effect |
1 | Sorcery | +10% research rate |
1 | Military | Immediately cause wall breaches while sieging settlements |
1 | Industrial | +5% Raw Materials and Armaments output |
2 | Sorcery | +2 Chaos Undivided Corruption in all adjacent provinces |
2 | Military | +2 Global Recruitment capacity |
2 | Industrial | +1 Maximum active Convoys |
3 | Sorcery | -10% Winds of Magic cost for all spells |
3 | Military | -1 turn global recruitment duration |
3 | Industrial | +3 Control in all provinces |
Are you enjoying Forge of the Chaos Dwarfs? Let us know in the comments below!