Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

Corruption

Each province carries up to 7 kinds of corruption, from 0 to 100. What a level does depends on who holds the province: the same Khorne corruption that costs the Empire control helps a Khornate faction. Pick a race to see every level, patch 9.0.

Chaos Undivided Corruption

  1. 0%

    No effects listed

  2. 1–10%

    • Control: -1
  3. 11–20%

    • Control: -2
  4. 21–30%

    • Control: -3
  5. 31–40%

    • Control: -4
  6. 41–50%

    • Control: -5
  7. 51–60%

    • All other types of corruption: -1
    • Control: -6
    • Enables attrition for non-Chaos worshipping armies
  8. 61–70%

    • All other types of corruption: -2
    • Control: -7
    • Enables attrition for non-Chaos worshipping armies
  9. 71–80%

    • All other types of corruption: -3
    • Control: -8
    • Enables attrition for non-Chaos worshipping armies
  10. 81–90%

    • All other types of corruption: -4
    • Control: -9
    • Enables attrition for non-Chaos worshipping armies
  11. 91–100%

    • All other types of corruption: -5
    • Control: -10
    • Enables attrition for non-Chaos worshipping armies

Khorne Corruption

  1. 0%

    No effects listed

  2. 1–10%

    • Control: -1
  3. 11–20%

    • Control: -2
  4. 21–30%

    • Control: -3
  5. 31–40%

    • Control: -4
  6. 41–50%

    • Control: -5
  7. 51–60%

    • All other types of corruption: -1
    • Control: -6
    • Enables attrition for non-Chaos worshipping armies
  8. 61–70%

    • All other types of corruption: -2
    • Control: -7
    • Enables attrition for non-Chaos worshipping armies
  9. 71–80%

    • All other types of corruption: -3
    • Control: -8
    • Enables attrition for non-Chaos worshipping armies
  10. 81–90%

    • All other types of corruption: -4
    • Control: -9
    • Enables attrition for non-Chaos worshipping armies
  11. 91–100%

    • All other types of corruption: -5
    • Control: -10
    • Enables attrition for non-Chaos worshipping armies

Nurgle Corruption

  1. 0%

    No effects listed

  2. 1–10%

    • Control: -1
    • Physical resistance: 3% (armies in province)
  3. 11–20%

    • Control: -2
    • Physical resistance: 5% (armies in province)
  4. 21–30%

    • Plague duration: +1 turns (local settlements)
    • Control: -3
  5. 31–40%

    • Plague duration: +2 turns (local settlements)
    • Control: -4
  6. 41–50%

    • Chance of a plague spreading: +3%
    • Plague duration: +3 turns (local settlements)
    • Control: -5
  7. 51–60%

    • Chance of a plague spreading: +5%
    • Plague duration: +3 turns (local settlements)
    • All other types of corruption: -1
    • Control: -6
    • Enables attrition for non-Chaos worshipping armies
  8. 61–70%

    • Chance of a plague spreading: +7%
    • Plague duration: +4 turns (local settlements)
    • All other types of corruption: -2
    • Control: -7
    • Enables attrition for non-Chaos worshipping armies
  9. 71–80%

    • Chance of a plague spreading: +9%
    • Plague duration: +4 turns (local settlements)
    • All other types of corruption: -3
    • Control: -8
    • Enables attrition for non-Chaos worshipping armies
  10. 81–90%

    • Chance of a plague spreading: +12%
    • Plague duration: +5 turns (local settlements)
    • All other types of corruption: -4
    • Control: -9
    • Enables attrition for non-Chaos worshipping armies
  11. 91–100%

    • Chance of a plague spreading: +15%
    • Plague duration: +5 turns (local settlements)
    • All other types of corruption: -5
    • Control: -10
    • Enables attrition for non-Chaos worshipping armies

Skaven Corruption

  1. 0%

    No effects listed

  2. 1–10%

    • Control: -1
  3. 11–20%

    • Control: -2
  4. 21–30%

    • Control: -3
  5. 31–40%

    • Control: -4
  6. 41–50%

    • Control: -5
  7. 51–60%

    • All other types of corruption: -1
    • Control: -6
  8. 61–70%

    • All other types of corruption: -2
    • Control: -7
  9. 71–80%

    • All other types of corruption: -3
    • Control: -8
  10. 81–90%

    • All other types of corruption: -4
    • Control: -9
  11. 91–100%

    • All other types of corruption: -5
    • Control: -10

Slaanesh Corruption

  1. 0%

    No effects listed

  2. 1–10%

    • Control: -1
    • Income from all buildings: +2%
  3. 11–20%

    • HIDDEN - reduces damage taken from disciple army attrition (armies in province)
    • Control: -2
    • Income from all buildings: +2%
  4. 21–30%

    • HIDDEN - reduces damage taken from disciple army attrition (armies in province)
    • Control: -3
    • Income from all buildings: -1%
  5. 31–40%

    • HIDDEN - reduces damage taken from disciple army attrition (armies in province)
    • Control: -4
    • Income from all buildings: -3%
  6. 41–50%

    • HIDDEN - reduces damage taken from disciple army attrition (armies in province)
    • Control: -5
    • Income from all buildings: -5%
  7. 51–60%

    • HIDDEN - reduces damage taken from disciple army attrition (armies in province)
    • All other types of corruption: -1
    • Control: -6
    • Income from all buildings: -7%
    • Enables attrition for non-Chaos worshipping armies
  8. 61–70%

    • HIDDEN - reduces damage taken from disciple army attrition (armies in province)
    • All other types of corruption: -2
    • Control: -7
    • Income from all buildings: -9%
    • Enables attrition for non-Chaos worshipping armies
  9. 71–80%

    • HIDDEN - reduces damage taken from disciple army attrition (armies in province)
    • All other types of corruption: -3
    • Seductive influence: +1 per turn for factions with settlements in this province
    • Control: -8
    • Income from all buildings: -11%
    • Enables attrition for non-Chaos worshipping armies
  10. 81–90%

    • HIDDEN - reduces damage taken from disciple army attrition (armies in province)
    • All other types of corruption: -4
    • Seductive influence: +2 per turn for factions with settlements in this province
    • Control: -9
    • Income from all buildings: -13%
    • Enables attrition for non-Chaos worshipping armies
  11. 91–100%

    • HIDDEN - provides immunity to disciple army attrition (armies in province)
    • All other types of corruption: -5
    • Seductive influence: +3 per turn for factions with settlements in this province
    • Control: -10
    • Income from all buildings: -15%
    • Enables attrition for non-Chaos worshipping armies

Tzeentch Corruption

  1. 0%

    No effects listed

  2. 1–10%

    • Control: -1
    • Chance of Winds of Magic increasing in strength when changing: +3%
  3. 11–20%

    • Control: -2
    • Chance of Winds of Magic increasing in strength when changing: +6%
  4. 21–30%

    • Control: -3
    • Chance of Winds of Magic increasing in strength when changing: -9%
    • Miscast base chance: +1%
  5. 31–40%

    • Control: -4
    • Chance of Winds of Magic increasing in strength when changing: -12%
    • Miscast base chance: +2%
  6. 41–50%

    • Control: -5
    • Chance of Winds of Magic increasing in strength when changing: -15%
    • Miscast base chance: +5%
  7. 51–60%

    • All other types of corruption: -1
    • Control: -6
    • Chance of Winds of Magic increasing in strength when changing: -18%
    • Miscast base chance: +7%
    • Enables attrition for non-Chaos worshipping armies
  8. 61–70%

    • All other types of corruption: -2
    • Control: -7
    • Chance of Winds of Magic increasing in strength when changing: -21%
    • Miscast base chance: +9%
    • Enables attrition for non-Chaos worshipping armies
  9. 71–80%

    • All other types of corruption: -3
    • Control: -8
    • Chance of Winds of Magic increasing in strength when changing: -24%
    • Miscast base chance: +11%
    • Enables attrition for non-Chaos worshipping armies
  10. 81–90%

    • All other types of corruption: -4
    • Control: -9
    • Chance of Winds of Magic increasing in strength when changing: -27%
    • Miscast base chance: +13%
    • Enables attrition for non-Chaos worshipping armies
  11. 91–100%

    • All other types of corruption: -5
    • Control: -10
    • Chance of Winds of Magic increasing in strength when changing: -30%
    • Miscast base chance: +15%
    • Enables attrition for non-Chaos worshipping armies

Vampiric Corruption

  1. 0%

    • Enables attrition for Vampire Count Undead armies
  2. 1–10%

    • Control: -1
  3. 11–20%

    • Control: -2
  4. 21–30%

    • Control: -3
  5. 31–40%

    • Control: -4
    • Enables attrition for non-Vampiric armies
  6. 41–50%

    • Control: -5
    • Enables attrition for non-Vampiric armies
  7. 51–60%

    • All other types of corruption: -1
    • Control: -6
    • Enables attrition for non-Vampiric armies
  8. 61–70%

    • All other types of corruption: -2
    • Control: -7
    • Enables attrition for non-Vampiric armies
  9. 71–80%

    • All other types of corruption: -3
    • Control: -8
    • Enables attrition for non-Vampiric armies
  10. 81–90%

    • All other types of corruption: -4
    • Control: -9
    • Enables attrition for non-Vampiric armies
  11. 91–100%

    • All other types of corruption: -5
    • Control: -10
    • Enables attrition for non-Vampiric armies

Factions with corruption of their own

The Great Game

  • Chaos factions may advance the cause of their chosen God by spreading Chaos corruption across the mortal world.
  • The power and availability of Unholy Manifestations are linked to the Great Game. More Unholy Manifestation rites are unlocked as the related Chaos corruption level rises.
  • From time to time a particular Chaos God may become Ascendant for a period. Followers gain more powerful Unholy Manifestations while their God is Ascendant.
  • Feud events can also occur between two Gods, particularly if their followers are at war. Factions that serve each God are likely to act with increased aggression against each other while the feud persists.

Counters

One per god: Khorne, Nurgle, Slaanesh, Tzeentch, in bands of:

  • Band 10–499
  • Band 2500–1,249
  • Band 31,250–1,999
  • Band 42,000–21,400

Source: corruption_types and pooled_resources (names); campaign_group_member_criteria_pooled_resources and _numeric_ranges (the level band), _cultures and _factions (whose rows; rows with neither are the fallback for races without their own), campaign_group_members (priority: faction over race over fallback), campaign_group_pooled_resource_effects → effect bundles (hidden and scripted lines left out). The Great Game: corruption_counters, corruption_counter_intervals and the game's help text (patch 9.0 data). The corruption provinces start with is set by the campaign script (wh3_campaign_corruption.lua, add_starting_corruption), not these tables.