How to Use the Tower of Zharr in Warhammer 3

Warhammer 3: How to Use the Tower of Zharr

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.

SeatDistrictCostEffects
ProphetSorcery75+6% casualty replenishment rate
Black AlchemistSorcery75Random magical item or talisman every 3 turns
Cardinal DaemonsmithSorcery75-10% armaments cost for all unit capacity upgrades in the Hell-Forge
ThaumaturgeSorcery75+2 per turn Winds of Magic power reserve and +5 power reserve capacity
Legate of ZharrMilitary75Armour of Contempt ability
WarmongerMilitary75+15% campaign movement after winning a battle
Black SmithMilitary75+25 Armaments per turn; +5% Armaments output
QuartermasterMilitary75Random weapon or armor every 3 turns
MachinatorIndustrial75+100 Raw Materials per turn; +5% Raw Materials output
Excise CollectorIndustrial75+25% income from Settlement buildings
PreceptorIndustrial75Random follower or banner ancillary every 3 turns
ConsulIndustrial75+20 Diplomatic Relations with Chaos Dwarfs, Warriors of Chaos, and Norsca; +50% income from trade tariffs
HierophantSorcery150Blood & Fireborn army ability
Grand ReaperSorcery150+1 unit capacity every 4 turns randomly for Flying Monter, K’daai, or Bull Centar units
DaemogogueSorcery150Flame & Shadow lord ability
ConscriptorMilitary150+1 unit capacity every 4 turns randomly for Melee or Missile Infantry unit
OrdinatorMilitary150Dreadquake Battery army ability
Lord WarlockMilitary150Wrath of Zharr army ability
Grand ArchitectIndustrial150-1 construction time for all buildings
Expounder GeneralIndustrial150 +1 Conclave Influence per turn for Factory settlement buildings
TraffickerIndustrial150+10% maximum Convoy cargo capacity; +5 recruit rank for Convoy Overseers
MutatorSorcery300+3 Winds of Magic power reserve capacity for each Tower of Zharr seat claimed
Black ArtificerSorcery300Doom of Hashut army ability
Field MarshallMilitary300Spawns a temp army of Hobgoblins when the faction leader sacks a settlement (5 turn cooldown)
InfernatusMilitary300-1% upkeep for each military seat claimed in the Tower of Zharr
ProcuratorIndustrial 300 -2% construction cost for each industry seat claimed in the Tower of Zharr
High CommissionerIndustrial300-5% workload requirements for Raw Materials; -5% Raw Materials consumed per turn by structures
Master of the Conclave600Confederate Servants of the Conclave
Dominator600Confederate Disciples of Hashut
Subjugator600Confederate Legion of Azgorh
Commander600Confederate Warhost of Zharr

District Benefits

Once you complete a district in full, you’ll receive various unique benefits for each tier.

TierDistrictEffect
1Sorcery+10% research rate
1MilitaryImmediately cause wall breaches while sieging settlements
1Industrial+5% Raw Materials and Armaments output
2Sorcery+2 Chaos Undivided Corruption in all adjacent provinces
2Military+2 Global Recruitment capacity
2Industrial+1 Maximum active Convoys
3Sorcery-10% Winds of Magic cost for all spells
3Military-1 turn global recruitment duration
3Industrial+3 Control in all provinces

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