
The Empire · Immortal Empires
The Golden Order
wh2_dlc13_emp_golden_orderThe Golden Order is a playable Empire faction in Total War: Warhammer III, led by Balthasar Gelt. In Immortal Empires it starts without a settlement. It comes with the base game. Faction key wh2_dlc13_emp_golden_order. Patch 9.0.4, from the game's data tables.
Start here
Immortal Empires, patch 9.0.4: facts from the game's data, each linking to the full section.
Climate at a glance
5 suitable · 2 unpleasant · 5 uninhabitable · 2 climates differ from the race
Victory at a glance
Short victory: 5 objectives · long victory: 4
- Complete 12 Colleges of Magic Repeatable Actions.
- Perform a Single-Use Action from any of the Colleges of Magic.
- Recruit 2 Battle Wizards from different Lores of Magic and increase their rank to rank 15.
Leader's quests
- Cloak of Molten Metal — opens at rank 7
- Amulet of Sea Gold — opens at rank 12
- Staff of Volans — opens at rank 17
Key units and where they are recruited
COMPUTED — per role, the Empire unit that tops the role's cost list on best units by the numbers (base stats, multiplayer cost; the race's standard roster — units it has only with Unit caps off, the extended roster, are left out). Recruitment: the first building level that unlocks it (building_units_allowed).



Helblaster Volley GunsWar machines & artillery · Missile damage per 1,000 gold: 2,700
Recruited from Engineer's Workshop (Forges, level 3)
PistoliersMissile cavalry · Missile damage per 1,000 gold: 4,000
Recruited from Shooting Range (Marksman, level 1)
Demigryph KnightsMonstrous cavalry · Health per 1,000 gold: 5,326
Recruited from Menagerie (Stables, level 3)
Faction leader

Balthasar Gelt
The Golden Order
Balthasar Gelt voyages to the Far East to discover new arcane secrets and face down the dangers of Cathay’s hinterlands.
- Has access to the Colleges of Magic, enabling the recruitment of Wizards and special campaign actions
- Winds of Magic power reserve capacity: +5 for each Wizard Lord or Hero in an army (all armies)
- Hero recruit rank: +2 for Battle Wizards (factionwide)
- Has access to the Colleges of Magic, enabling the recruitment of Wizards and special campaign actions
- Winds of Magic power reserve capacity: +5 for each Wizard Lord or Hero in an army (all armies)
- Hero recruit rank: +2 for Battle Wizards (factionwide)
Read more ▾
Balthasar Gelt came to Altdorf from the city of Marienburg, having bought passage on a merchant ship with gold that he had transmuted from lead ingots. He left the seaport for the Colleges of Magic before the effects wore off, and now rumours abound that the swindled sea captain has placed a rich bounty on Balthasar’s head – though few would dare attempt to collect it. The transmutation of common artefacts into precious metal has always fascinated Balthasar. Driven by his obsession, he spent many years combining his knowledge of alchemy, learnt in far-off lands, with the magical Lore of Metal. Balthasar’s fierce intelligence lent him a greater understanding of this branch of magic than any of his fellow students or tutors, and he rose quickly through the ranks of the Gold Order. Within a mere decade, Balthasar had become the Patriarch of the Golden College, the youngest wizard to ever hold the title. Balthasar’s research into new formulations of black powder even made him popular with the Imperial Engineers School, an organisation that often dismisses magic as superstitious nonsense. However, during these studies, a freak explosion almost ended Balthasar’s quest for knowledge forever. Somehow he survived, and from that day on he has only ever been seen swathed in shimmering, metallic robes and wearing a golden face mask. Some say that beneath his mask his skin has turned to pure gold, while others whisper that he is horribly disfigured, though the truth of the matter is known only to Balthasar. One thing is certain: the accident only furthered his will to succeed, and this determination increased his powers to new heights. With a single gesture, Balthasar Gelt can transform his enemies into lifeless golden statues or turn their bones into molten iron. With such power at his command, Balthasar has secured victory for the Empire on numerous occasions.
Faction effects
- Seductive influence: +150 required for complete seduction
- Seductive influence: -3 per turn from race
- Income from post-battle loot: -50%
Victory conditions
Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions
Short Campaign Victory
- Complete 12 Colleges of Magic Repeatable Actions.
- Perform a Single-Use Action from any of the Colleges of Magic.
- Recruit 2 Battle Wizards from different Lores of Magic and increase their rank to rank 15.
- Win the following battle: Staff of Volans
- Construct landmark: Temple of Elemental Winds
REWARDS
Follower or item: Scholar’s Aegis
- Gain a unique General of the Empire
Long Campaign Victory
- Achieve the Short Victory conditions.
- Complete 24 Colleges of Magic Repeatable Actions.
- Have 4 Battle Wizards from different Lores of Magic that are at least rank 20.
- Complete 5 Single-Use Actions from any of the Colleges of Magic.
REWARDS
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
Arcane Essays: +2,000
Plan a co-op campaign with The Golden Order — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best Empire factions.
Climate
Suitable
Desert
Jungle
Mountain(race: Unpleasant)
Savannah
Temperate
Unpleasant
Temperate Island
Ocean
Uninhabitable
Chaotic Wasteland
Frozen
Magical Forest(race: Unpleasant)
Undead Wasteland
Wasteland
How settling The Golden Order fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.
Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.4.