Greenskins buildings
42 building chains Greenskins can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.
Recruitment

Cavalry
3 levels · unlocks Goblin Wolf Riders, Goblin Wolf Rider Archers, Goblin Wolf Chariots, Orc Boar Boyz, Orc Boar Boy Big 'Uns, Orc Boar Chariots
Cavalry
3 levels · unlocks Goblin Wolf Riders, Goblin Wolf Rider Archers, Goblin Wolf Chariots, Orc Boar Boyz, Orc Boar Boy Big 'Uns, Orc Boar Chariots

Wolf Den
Level 1 · 500 gold · 1 turn
Unlocks

Boar Sty
Level 2 · 1,500 gold · 2 turns
Unlocks

Boar Penz
Level 3 · 3,000 gold · 3 turns
Unlocks

Goblin Recruitment
3 levels · unlocks Goblins (Spears), Goblin Archers, Night Goblins, Nasty Skulkers, Night Goblin Archers, Night Goblins (Fanatics), Night Goblin Archers (Fanatics)
Goblin Recruitment
3 levels · unlocks Goblins (Spears), Goblin Archers, Night Goblins, Nasty Skulkers, Night Goblin Archers, Night Goblins (Fanatics), Night Goblin Archers (Fanatics)

Goblin Camp
Level 1 · 500 gold · 1 turn
Unlocks

Night Goblin Hovels
Level 2 · 1,000 gold · 2 turns
Unlocks Hero recruitment: Goblin Big Boss
Unlocks

Mushroom Distillery
Level 3 · 2,500 gold · 3 turns
Hero capacity: +1 for Goblin Big Bosses
Unlocks Hero recruitment: Goblin Big Boss
Unlocks

Monsters
3 levels · unlocks Trolls, Stone Trolls, Giant, River Trolls, Rogue Idol
Monsters
3 levels · unlocks Trolls, Stone Trolls, Giant, River Trolls, Rogue Idol

Troll Cave
Level 1 · 2,000 gold · 3 turns
Unlocks Hero recruitment: Giant River Troll Hag
Construction cost: -5% for all buildings (local province)
Unlocks

Stompin' Groundz
Level 2 · 3,500 gold · 4 turns
Hero capacity: +1 for Giant River Troll Hags
Unlocks Hero recruitment: Giant River Troll Hag
Construction cost: -10% for all buildings (local province)
Unlocks

Rock Mounds
Level 3 · 6,500 gold · 6 turns
Hero capacity: +1 for Giant River Troll Hags
Unlocks Hero recruitment: Giant River Troll Hag
Construction cost: -15% for all buildings (local province)
Unlocks

Monsters
1 level · unlocks Trolls
Monsters
1 level · unlocks Trolls

Troll Cave
Level 1 · 5,000 gold · 3 turns
Unlocks

Orc Recruitment
3 levels · unlocks Orc Boyz (Spears), Orc Boyz, Orc Arrer Boyz, Orc Big 'Uns, Black Orcs (Great Weapons), Black Orcs
Orc Recruitment
3 levels · unlocks Orc Boyz (Spears), Orc Boyz, Orc Arrer Boyz, Orc Big 'Uns, Black Orcs (Great Weapons), Black Orcs

Musta Fieldz
Level 1 · 750 gold · 1 turn
Unlocks

Fightin' Pit
Level 2 · 1,250 gold · 2 turns
Unlocks Hero recruitment: Black Orc Big Boss
Unlocks

Black Orc Barracks
Level 3 · 6,000 gold · 6 turns
Hero capacity: +1 for Black Orc Big Bosses
Unlocks Hero recruitment: Black Orc Big Boss
Unlocks

Savage Orc Boars
1 level · unlocks Savage Orc Boar Boy Big 'Uns, Savage Orc Boar Boyz
Savage Orc Boars
1 level · unlocks Savage Orc Boar Boy Big 'Uns, Savage Orc Boar Boyz

Boar Sty
Level 1 · 3,000 gold · 3 turns
Unlocks

Savage Orc Boars
1 level · unlocks Savage Orc Boar Boy Big 'Uns, Savage Orc Boar Boyz
Savage Orc Boars
1 level · unlocks Savage Orc Boar Boy Big 'Uns, Savage Orc Boar Boyz

Boar Sty
Level 1 · 3,000 gold · 3 turns
Unlocks

Savage Orc Recruitment
3 levels · unlocks Savage Orcs, Savage Orc Boar Boyz, Savage Orc Arrer Boyz, Savage Orc Big 'Uns
Savage Orc Recruitment
3 levels · unlocks Savage Orcs, Savage Orc Boar Boyz, Savage Orc Arrer Boyz, Savage Orc Big 'Uns

Musta Fieldz
Level 1 · 1,000 gold · 1 turn
Unlocks

Brawlin' Groundz
Level 2 · 2,000 gold · 2 turns
Unlocks

Fightin' Pit
Level 3 · 4,000 gold · 3 turns
Unlocks

Savage Orc Recruitment
3 levels · unlocks Savage Orcs, Savage Orc Arrer Boyz, Savage Orc Big 'Uns
Savage Orc Recruitment
3 levels · unlocks Savage Orcs, Savage Orc Arrer Boyz, Savage Orc Big 'Uns

Musta Fieldz
Level 1 · 1,000 gold · 1 turn
Unlocks

Brawlin' Groundz
Level 2 · 2,000 gold · 2 turns
Unlocks

Fightin' Pit
Level 3 · 4,000 gold · 3 turns
Unlocks

Spiders
3 levels · unlocks Forest Goblin Spider Riders, Forest Goblin Spider Rider Archers, Arachnarok Spider, Arachnarok Spider (Flinger)
Spiders
3 levels · unlocks Forest Goblin Spider Riders, Forest Goblin Spider Rider Archers, Arachnarok Spider, Arachnarok Spider (Flinger)

Gloomy Hollowz
Level 1 · 2,000 gold · 3 turns
Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
Ambush success chance: +5% (armies in province)
Unlocks

Sacred Spider Groundz
Level 2 · 5,000 gold · 5 turns
Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
Ambush success chance: +10% (armies in province)
Unlocks

Deep Spider Lairz
Level 3 · 6,500 gold · 6 turns
Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in region)
Ambush success chance: +15% (armies in province)
Unlocks

Squig Upgrades
1 level · unlocks Night Goblin Squig Hoppers
Squig Upgrades
1 level · unlocks Night Goblin Squig Hoppers

Squig Nest
Level 1 · 2,000 gold · 2 turns
Recruitment cost: -20% for Squig units (local province)
Recruit rank: +3 for Squig units (local province)
Upkeep: -3% for Squig units (all armies)
Unlocks

Tinkerer
3 levels · unlocks Snotling Pump Wagons (Flappas), Goblin Rock Lobbers, Goblin Bolt Throwa, Snotling Pump Wagons (Spiky Rollers), Doom Diver Catapults
Tinkerer
3 levels · unlocks Snotling Pump Wagons (Flappas), Goblin Rock Lobbers, Goblin Bolt Throwa, Snotling Pump Wagons (Spiky Rollers), Doom Diver Catapults

Goblin Toolbox
Level 1 · 2,000 gold · 3 turns
Scrap gained: +1
Research rate: +3
Unlocks

Goblin Tinkerer Bench
Level 2 · 3,500 gold · 4 turns
Scrap gained: +2
Research rate: +5
Unlocks

Goblin Workshop
Level 3 · 5,000 gold · 5 turns
Scrap gained: +5
Research rate: +10
Unlocks

Beast Upgrades
1 level
Beast Upgrades
1 level

Beast Lairz
Level 1 · 3,000 gold · 3 turns
Upkeep: -3% for Boar, Wolf and Spider Rider units (all armies)
Recruitment cost: -20% for Boar, Wolf and Spider Rider units (local province)
Recruit rank: +1 for Boar, Wolf and Spider Rider units (local province)

Carpentry Upgrades
1 level
Carpentry Upgrades
1 level

Goblin Sawmillz
Level 1 · 3,000 gold · 3 turns
Upkeep: -3% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (all armies)
Recruitment cost: -20% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (local province)
Recruit rank: +1 for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (local province)

Flame of Ulric
1 level
Flame of Ulric
1 level

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2

Garrison
1 level
Garrison
1 level

Outpost Garrison
Level 1 · 2,000 gold · 2 turns

Garrison
2 levels
Garrison
2 levels

Goblin Watch Tower
Level 1 · 2,000 gold · 3 turns
Defensive supplies: +1000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%

Orc Guard House
Level 2 · 4,000 gold · 4 turns
Defensive supplies: +2000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%

Garrison
1 level
Garrison
1 level

Outpost Garrison
Level 1 · 1,500 gold · 2 turns

Garrison
2 levels
Garrison
2 levels

Savage Watch Tower
Level 1 · 1,500 gold · 2 turns
Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Savage Guard Post
Level 2 · 3,000 gold · 3 turns
Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Metal Upgrades
1 level
Metal Upgrades
1 level

Black Orc Forge
Level 1 · 3,000 gold · 3 turns
Recruitment cost: -10% for Big 'Uns and Black Orc units (local province)
Recruit rank: +1 for Big 'Uns and Black Orc units (local province)
Upkeep: -3% for Black Orcs and Big 'Uns units (all armies)

Outpost
3 levels
Outpost
3 levels

Greenskin Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +2% (own and enemy armies in region)

Greenskin District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +3% (armies in region)

Greenskin Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment cost outside friendly territory: -50%- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +4% (armies in region)

Walls
3 levels
Walls
3 levels

Ditches
Level 1 · 2,500 gold · 3 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -10%
Attrition: -5% when under siege (armies in region)
Leadership: +2 when under siege (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Arrows

Stakes
Level 2 · 3,500 gold · 4 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -15%
Attrition: -10% when under siege (armies in region)
Leadership: +4 when under siege (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Giant Dungballs

Big Walls
Level 3 · 5,000 gold · 5 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -20%
Attrition: -15% when under siege (armies in region)
Leadership: +6 when under siege (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Rock Idols
Economy

Major Settlement
5 levels · unlocks Squig Herd, Goblins, Snotling Pump Wagons
Major Settlement
5 levels · unlocks Squig Herd, Goblins, Snotling Pump Wagons

Ruined Dwarfhold
Ruin
Corruption: -2

Greenskin Hideout
Level 1 · 1,000 gold · 2 turns
Defensive supplies: +1000
Corruption: -2
Grants 1 construction slot in the settlement
Income generated: 80
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Local recruitment capacity: +1
Unlocks

Greenskin Camp
Level 2 · 2,500 gold · 3 turns
Defensive supplies: +1000
Corruption: -2
Grants 2 construction slots in the settlement
Income generated: 120
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Local recruitment capacity: +1
Unlocks

Greenskin Encampment
Level 3 · 4,000 gold · 4 turns
Defensive supplies: +1000
Corruption: -2
Grants 3 construction slots in the settlement
Income generated: 160
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Local recruitment capacity: +1

Greenskin Fort
Level 4 · 6,000 gold · 5 turns
Defensive supplies: +1000
Corruption: -2
Grants 5 construction slots in the settlement
Income generated: 200
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Local recruitment capacity: +1

Greenskin Stronghold
Level 5 · 10,000 gold · 6 turns
Defensive supplies: +1000
Corruption: -2
Grants 7 construction slots in the settlement
Income generated: 240
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Local recruitment capacity: +1

Minor Settlement
3 levels · unlocks Squig Herd, Goblins, Snotling Pump Wagons
Minor Settlement
3 levels · unlocks Squig Herd, Goblins, Snotling Pump Wagons

Ruined Dwarfhold
Ruin
Corruption: -1

Greenskin Hideout
Level 1 · 1,000 gold · 2 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 80
Growth: +10
Unlocks

Greenskin Camp
Level 2 · 2,500 gold · 3 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income generated: 120
Growth: +20
Unlocks

Greenskin Burrows
Level 3 · 4,000 gold · 4 turns
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
Income generated: 160
Growth: +30

Squigs
2 levels · unlocks Night Goblin Squig Hoppers, Mangler Squigs, Colossal Squig
Squigs
2 levels · unlocks Night Goblin Squig Hoppers, Mangler Squigs, Colossal Squig

Squig Cages
Level 1 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Night Goblin Big Boss
Unlocks

Squig Chasm
Level 2 · 4,000 gold · 4 turns
Hero capacity: +1 for Night Goblin Big Bosses
Unlocks Hero recruitment: Night Goblin Big Boss
Unlocks

Anti-Vermintide
4 levels
Anti-Vermintide
4 levels

Rat Catchers
Level 1 · 200 gold · 1 turn · upkeep 200
Prevents the Vermintide Under-Empire from spreading to this region
(while this building is present)
Income from all buildings: -5% (local province)
Control: -2

Well-Placed Explosives
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
This settlement will be razed and then cannot be occupied again for 20 turns

Raid the Under-City
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
Building will be removed upon completion
A Vermintide army will assault this settlement

Sewer Patrols
Level 2 · 500 gold · 2 turns · upkeep 500
Prevents the Vermintide Under-Empire from spreading to any region in this province
(while this building is present)
Income from all buildings: -10% (local province)
Control: -5

Encampment
3 levels
Encampment
3 levels

Savage Orc Gathering
Level 1 · 750 gold · 2 turns
Income generated: 250
Horde growth: +1
Local recruitment capacity: +3

Savage Orc Camp
Level 2 · 1,500 gold · 3 turns
Income generated: 375
Horde growth: +2
Local recruitment capacity: +4

Savage Orc Host
Level 3 · 3,000 gold · 4 turns
Income generated: 500
Horde growth: +3
Local recruitment capacity: +5

Gem Mining
3 levels
Gem Mining
3 levels

Cave of Shinies
Level 1 · 1,000 gold · 1 turn · pays back in 2.9 turns
Income generated: 350

Shiny Pit
Level 2 · 2,000 gold · 2 turns · pays back in 3.8 turns
Income generated: 525

Stunty Mine
Level 3 · 3,000 gold · 3 turns · pays back in 4.3 turns
Income generated: 700

Gold Mining
3 levels
Gold Mining
3 levels

Cave of Shinies
Level 1 · 1,000 gold · 1 turn · pays back in 2.9 turns
Income generated: 350

Shiny Pit
Level 2 · 2,000 gold · 2 turns · pays back in 3.8 turns
Income generated: 525

Stunty Mine
Level 3 · 3,000 gold · 3 turns · pays back in 4.3 turns
Income generated: 700

Industry
3 levels
Industry
3 levels

Pile of Shiny Stuff
Level 1 · 1,000 gold · 1 turn · pays back in 4 turns
Prevents construction of Raiding building chain
Income generated: 250

Heap of Shiny Stuff
Level 2 · 2,000 gold · 2 turns · pays back in 5.3 turns
Prevents construction of Raiding building chain
Income generated: 375

Da Hoard
Level 3 · 3,000 gold · 3 turns · pays back in 6 turns
Prevents construction of Raiding building chain
Income generated: 500

Industry
3 levels
Industry
3 levels

Bone Carver
Level 1 · 650 gold · 1 turn
Income generated: 300

Bone Crafter
Level 2 · 1,300 gold · 2 turns
Income generated: 450

Hut of Bones
Level 3 · 2,200 gold · 3 turns
Income generated: 600

Leadership
2 levels
Leadership
2 levels

Boss' Tent
Level 1 · 1,500 gold · 2 turns
Corruption: -1
Control: +4

Boss' Shack
Level 2 · 3,000 gold · 3 turns
Corruption: -1
Control: +6

Major Settlement
3 levels
Major Settlement
3 levels

Ransacked Campsite
Ruin
Corruption: -2

Savage Orc Gathering
Level 1 · 750 gold · 1 turn
Defensive supplies: +1000
Corruption: -2
Grants 1 construction slot in the settlement
Income generated: 200
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Savage Orc Camp
Level 2 · 1,500 gold · 2 turns
Defensive supplies: +1000
Corruption: -2
Grants 2 construction slots in the settlement
Income generated: 300
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Savage Orc Host
Level 3 · 3,000 gold · 3 turns
Defensive supplies: +1000
Corruption: -2
Grants 3 construction slots in the settlement
Income generated: 400
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Local recruitment capacity: +1

Minor Settlement
3 levels
Minor Settlement
3 levels

Ransacked Campsite
Ruin
Corruption: -1

Savage Orc Gathering
Level 1 · 750 gold · 2 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 200
Growth: +10

Savage Orc Camp
Level 2 · 1,500 gold · 2 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income generated: 300
Growth: +20

Savage Orc Host
Level 3 · 3,000 gold · 3 turns
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
Income generated: 400
Growth: +30
Local recruitment capacity: +1

Oak of Ages
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

Oak of Ages (Pacified)
Level 1 · 1,200 gold · 1 turn
Immune to Athel Loren attrition (all armies)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Income from all buildings: +5% (factionwide)
Outside regions owned by Chaos Dwarfs: Growth: +5 (all provinces)
Timber resource production: 100 logs

Port
3 levels
Port
3 levels

Ruined Docks
Ruin

Greenskin Wharf
Level 1 · 1,000 gold · 1 turn · pays back in 5 turns
Income generated: 200
Growth: +15

Greenskin Docks
Level 2 · 2,500 gold · 3 turns · pays back in 6.3 turns
Income generated: 400
Growth: +30

Greenskin Shipyard
Level 3 · 4,500 gold · 5 turns · pays back in 7.5 turns
Income generated: 600
Growth: +45

Protection
3 levels
Protection
3 levels

Rat Trapperz
Level 1 · 1,500 gold · 2 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 1 turns
Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
Corruption: -3
Control: +3

Gobbo Trackerz
Level 2 · 2,000 gold · 3 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 2 turns
Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
Corruption: -4
Control: +3

Trapperz Shack
Level 3 · 2,500 gold · 4 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 3 turns
Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
Corruption in adjacent provinces: -2
Corruption: -5
Control: +3

Raiding
2 levels
Raiding
2 levels

Raidin' Stashes
Level 1 · 1,000 gold · 1 turn
Income from sacking and looting settlements: +1% (all characters)
Prevents construction of Industry building chain
Income from post-battle loot: +2% (factionwide)
Income from raiding: +1% (all armies)

Raidin' Hideout
Level 2 · 3,000 gold · 3 turns
Income from sacking and looting settlements: +2% (all characters)
Prevents construction of Industry building chain
Income from post-battle loot: +4% (factionwide)
Income from raiding: +2% (all armies)

Shaman
3 levels
Shaman
3 levels

Shaman's Hut
Level 1 · 1,500 gold · 2 turns
Corruption: -4
Winds of Magic power reserve: +5 per turn [PH]
(armies in local province)
Unlocks Hero recruitment: Night Goblin Shaman
Unlocks Hero recruitment: Orc Shaman

Shaman's Hovel
Level 2 · 4,000 gold · 4 turns
Corruption: -6
Winds of Magic power reserve: +10 per turn [PH]
(armies in local province)
Hero capacity: +1 for Shamans
Unlocks Hero recruitment: Night Goblin Shaman
Unlocks Hero recruitment: Orc Shaman
Hero recruit rank: +2 for Shamans

Shamanic Tepee
Level 3 · 5,000 gold · 5 turns
Corruption in adjacent provinces: -2
Corruption: -8
Winds of Magic power reserve: +15 per turn [PH]
(armies in local province)
Hero capacity: +2 for Shamans
Unlocks Hero recruitment: Night Goblin Shaman
Unlocks Hero recruitment: Orc Shaman
Hero recruit rank: +4 for Shamans

Special Port
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

Bordeleaux Port
Level 1 · 1,500 gold · 2 turns
Income generated: 200
Income from trade tariffs: +10%
Outside regions owned by Chaos Dwarfs: Growth: +10

Bordeleaux Harbour
Level 2 · 3,000 gold · 4 turns
Income generated: 400
Income from trade tariffs: +20%
Outside regions owned by Chaos Dwarfs: Growth: +20

Manann’s Dry Docks
Level 3 · 6,000 gold · 6 turns
Income generated: 800
Income from trade tariffs: +30%
Outside regions owned by Chaos Dwarfs: Growth: +30

Territory Marker
3 levels
Territory Marker
3 levels

Idolz
Level 1 · 750 gold · 1 turn
Casualty replenishment rate: +2% (armies in province)
Growth: +20

Totem Pole
Level 2 · 1,500 gold · 2 turns
Casualty replenishment rate: +3% (armies in province)
Growth: +30

Boss Pole
Level 3 · 2,500 gold · 3 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +40

Territory Marker
3 levels
Territory Marker
3 levels

Tribal Markers
Level 1 · 500 gold · 1 turn
Casualty replenishment rate: +2%
Horde growth: +2

Totem Pole
Level 2 · 1,000 gold · 2 turns
Casualty replenishment rate: +3%
Horde growth: +3

Boss Pole
Level 3 · 2,000 gold · 3 turns
Casualty replenishment rate: +4%
Horde growth: +4
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 63 landmark buildings (unique buildings in particular settlements) ▾
Ancient Foundries
City of Bronze Level 1 · 4,000 gold · 4 turns
Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)
Unlocks: Tiranoc Chariots
Black Crag
Ruined Black Crag Ruin
Corruption: -2
Black Crag (Greenskin Hideout) Level 1 · 1,000 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 150 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1
Unlocks: Squig Herd, Goblins
Black Crag (Greenskin Camp) Level 2 · 2,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 225 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1
Unlocks: Snotling Pump Wagons
Black Crag (Greenskin Encampment) Level 3 · 4,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 300 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1
Black Crag (Greenskin Fort) Level 4 · 6,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 375 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +2
Black Crag (Greenskin Stronghold) Level 5 · 10,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 450 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +2
Black Orc Headquarters
Big Fort Level 1 · 8,000 gold · 4 turns
Local Recruitment duration: -1 turn for Black Orc units (minimum 1) (local province) · Recruitment cost: -15% for Black Orc units · Recruit rank: +2 for Black Orc units (factionwide) · Hero capacity: +1 for Black Orc Big Bosses · Unlocks Hero recruitment: Black Orc Big Boss · Recruit rank: +3 for Black Orc units · Upkeep: -5% for Black Orcs and Big 'Uns units (all armies)
Unlocks: Black Orcs, Black Orcs (Great Weapons)
Bone Nose Idols
Bone Nose Idols Level 1 · 8,000 gold · 6 turns
Hero capacity: +2 for Shamans · Unlocks Hero recruitment: Night Goblin Shaman · Unlocks Hero recruitment: Orc Shaman · Hero recruit rank: +3 for Shamans (factionwide) · Lord recruit rank: +3 (factionwide)
Unlocks: Rogue Idol
Clar Karond Landmark
Lairs of Clar Karond Level 1 · 8,000 gold · 5 turns
Upkeep: -25% for Giant units (all armies) · Exotic Animals resource production: 100 cages
Unlocks: Giant
Iron Penz
Iron Penz Level 1 · 4,000 gold · 4 turns
Unit mass: +10% for Orc Boar units (all armies) · Recruit rank: +2 for Orc Boar units · Armour: +5 for Orc Boar units (all armies) · Charge bonus: +5% for Orc Boar units (all armies)
Unlocks: Orc Boar Boy Big 'Uns, Orc Boar Boyz, Orc Boar Chariots
Karaz-a-Karak
Karaz-a-Karak Ruins Ruin
Corruption: -2
Occupied Karaz-a-Karak (Greenskin Hideout) Level 1 · 1,000 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 150 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1
Unlocks: Squig Herd, Goblins
Occupied Karaz-a-Karak (Greenskin Camp) Level 2 · 2,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 225 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1
Unlocks: Snotling Pump Wagons
Occupied Karaz-a-Karak (Greenskin Encampment) Level 3 · 4,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 300 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1
Occupied Karaz-a-Karak (Greenskin Fort) Level 4 · 6,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 375 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Occupied Karaz-a-Karak (Greenskin Stronghold) Level 5 · 10,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 450 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Lair
Lair of the Broodmother (Dormant) Level 1 · 2,000 gold · 2 turns
Income generated: 50
Unlocks: Spider Hatchlings
Lair of the Broodmother (Stirring) Level 2 · 4,000 gold · 4 turns
Armour: +10 for Spider Hatchlings units (all armies) · Melee attack: +4 for Spider Hatchlings units (all armies) · Melee defence: +4 for Spider Hatchlings units (all armies) · Income generated: 100
Lair of the Broodmother (Awakened) Level 3 · 6,000 gold · 4 turns
Armour: +15 for Spider Hatchlings units (all armies) · Melee attack: +8 for Spider Hatchlings units (all armies) · Melee defence: +8 for Spider Hatchlings units (all armies) · Armour-piercing weapon damage: +3 for Spider Hatchlings units (all armies) · Income generated: 150
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9
Landmark
Brightstone Mine Level 1 · 6,000 gold · 5 turns
Unit mass: +25% for Squig units (all armies) · Recruit rank: +4 for Squig units · Upkeep: -5% for Squig units (all armies) · Income generated: 400
Unlocks: Colossal Squig, Mangler Squigs, Night Goblin Squig Hoppers
Lothern Port
Ruined Harbour of Lothern Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40
Major Settlement
Ruined Karak Eight Peaks Ruin
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) · Corruption: -2
Karak Eight Peaks (Greenskin Hideout) Level 1 · 1,000 gold · 2 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 80 · Growth: +10 · Control: +1 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1
Unlocks: Squig Herd, Goblins
Karak Eight Peaks (Greenskin Camp) Level 2 · 2,500 gold · 3 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 120 · Growth: +20 · Control: +1 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1
Unlocks: Snotling Pump Wagons
Karak Eight Peaks (Greenskin Encampment) Level 3 · 4,000 gold · 4 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 160 · Growth: +30 · Control: +2 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1
Karak Eight Peaks (Greenskin Fort) Level 4 · 6,000 gold · 5 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 200 · Growth: +40 · Control: +2 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Karak Eight Peaks (Greenskin Stronghold) Level 5 · 10,000 gold · 6 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 240 · Growth: +50 · Control: +3 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Massif Orcal
Ruined Massif Orcal Ruin
Corruption: -2
Massif Orcal (Greenskin Hideout) Level 1 · 1,000 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 80 · Attrition: -10% when under siege (armies in region) · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1
Unlocks: Squig Herd, Goblins
Massif Orcal (Greenskin Camp) Level 2 · 2,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 120 · Attrition: -10% when under siege (armies in region) · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1
Unlocks: Snotling Pump Wagons
Massif Orcal (Greenskin Encampment) Level 3 · 4,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 160 · Attrition: -10% when under siege (armies in region) · Growth: +60 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1
Massif Orcal (Greenskin Fort) Level 4 · 6,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 200 · Attrition: -10% when under siege (armies in region) · Growth: +80 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Massif Orcal (Greenskin Stronghold) Level 5 · 10,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 240 · Attrition: -10% when under siege (armies in region) · Growth: +100 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1
Monsters
Chaos Troll Lair Level 1 · 6,000 gold · 3 turns
Chaos Undivided corruption: +2 · Recruitment cost: -50% for Trolls, River Trolls and Stone Trolls units · Recruit rank: +5 for Trolls, River Trolls and Stone Trolls units
Unlocks: Trolls, Chaos Trolls (Armoured)
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Ruin
The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn
Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4
Pig Jousting Arena
Pig Jousting Arena Level 1 · 8,000 gold · 5 turns
Enables Dazed attacks for Orc Boar Riders (factionwide) · Recruit rank: +3 for Orc Boar units · Income generated: 100
Unlocks: Orc Boar Boy Big 'Uns, Orc Boar Boyz
Savage Orc Camp
Savage Orc Gathering Level 1 · 750 gold · 1 turn
Unlocks: Savage Orcs
Savage Orc Camp Level 2 · 1,250 gold · 2 turns
Unlocks: Savage Orc Boar Boyz, Savage Orc Arrer Boyz
Savage Orc Host Level 3 · 3,000 gold · 3 turns
Special Port
Ruined Copher Harbour Ruin
Copher Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 2 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Ruin
Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Port
Ruined Erengrad Harbour Ruin
Erengrad Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +20
Erengrad Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +30
Special Port
Ruined Marienburg Harbour Ruin
Marienburg Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Quarry
Stone Troll Quarry Level 1 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +40 · Recruit rank: +2 for Trolls, River Trolls and Stone Trolls units
Unlocks: Stone Trolls
Ancient Ruins
Da Biggest Bonez Level 1 · 6,000 gold · 3 turns
Winds of Magic power reserve capacity: +10 (all armies) · Hero capacity: +1 for Shamans · Unlocks Hero recruitment: Orc Shaman
Art
Statue of Grom Level 1 · 4,000 gold · 5 turns
Leadership: +5 for Goblin and Night Goblin units (all armies) · Control: +10
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Ruin
Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Black Crag
Ruined Black Crag Ruin
Corruption: -2
Black Crag (Savage Orc Gathering) Level 1 · 750 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 200 · Growth: +10
Black Crag (Savage Orc Camp) Level 2 · 1,500 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 300 · Growth: +20
Black Crag (Savage Orc Host) Level 3 · 3,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 400 · Growth: +30
Bonewood Totems
Bonewood Totems Level 1 · 6,000 gold · 4 turns
Corruption in adjacent provinces: -2 · Corruption: -5 · Spell intensity: +10% (faction leader) (The Bloody Handz only) · Winds of Magic power reserve: +3 per turn (all armies) · Winds of Magic power reserve capacity: +5 (factionwide)
Cursed Ruins
Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns
Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300
Effigies of Gork 'n' Mork
Effigies of Gork & Mork Level 1 · 5,000 gold · 4 turns
Cooldown: -5% to Big Waaagh! spells (all characters factionwide) · Recruit rank: +2 for Savage Orc units (all armies in local province) · Corruption: -3 · Winds of Magic power reserve capacity: +5 (faction leader's army) · Diplomatic relations: +5 with Greenskins
Forbidden Halls
Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns
Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200
Fort
Ruined Fort Ruin
Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Galbaraz Landmark
Oathgold Mine Level 1 · 6,000 gold · 5 turns
Hero capacity: +1 for Goblin Big Bosses · Unlocks Hero recruitment: Goblin Big Boss · Hero recruit rank: +1 for Goblin Big Bosses (factionwide) · Income generated: 800 · Control: +5
Ghrond Landmark
Ransacked Tower of Prophecy Level 1 · 8,000 gold · 4 turns
Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +3% (factionwide) · Research rate: +6
Ransacked Convent of Sorcery Level 2 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +6 (all armies) · Income from all buildings: +6% (factionwide) · Research rate: +12
Hexoatl Landmark
Stellar Pyramids of the Southern Skies Level 1 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +10 (all armies) · Research rate: +10 · Lord recruit rank: +1 (factionwide)
Hidden Oasis
Secluded Oasis Level 1 · 2,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30
Buried Caravanserai Level 2 · 6,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Growth: +30
Itza Landmark
The Emerald Pools Level 1 · 8,000 gold · 5 turns
Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces) · Medicinal Plants resource production: 100 bundles
Karaz-a-Karak
Karaz-a-Karak Ruins Ruin
Corruption: -2
Occupied Karaz-a-Karak (Savage Orc Gathering) Level 1 · 750 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 200 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Karaz-a-Karak (Savage Orc Camp) Level 2 · 1,500 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 300 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Karaz-a-Karak (Savage Orc Host) Level 3 · 3,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 400 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Khaine Worship
Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns
Corruption: -5 · Income from post-battle loot: +5% (factionwide)
Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns
Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
Landmark
The Chamber of Visions Level 1 · 6,000 gold · 6 turns
Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)
Landmark
Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns
Income generated: 450 · Control: +5 · Research rate: +8
Landmark
Face of Hag Graef Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs
Eye of Hag Graef Level 2 · 4,000 gold · 4 turns
Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs
Mines of Hag Graef Level 3 · 6,000 gold · 5 turns
Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs
The Dark Crag Level 4 · 8,000 gold · 6 turns
Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs
Landmark
Catacombs of Quintex Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)
Vaults of Quintex Level 2 · 6,000 gold · 6 turns
Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5
Sanctum of Quintex Level 3 · 10,000 gold · 12 turns
Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10
Landmark
Beacon of Dawn Level 1 · 6,000 gold · 6 turns
Corruption: -10 · Unit experience gain per turn: +200 (armies in province) · Recruit rank: +2 for all units
Landmark
Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns
Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)
Landmark
Pillar of Bone Level 1 · 7,500 gold · 5 turns
When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
Landmark
The Valley of Many Eyes Level 1 · 8,000 gold · 4 turns
Recruitment cost: -25% for Arachnarok Spider units (all armies) · Unit experience gain: +100% for Spider units (all armies) · Income generated: 200
Landmark
Dork's Rock Level 1 · 10,000 gold · 6 turns
Income from post-battle loot: +20% (factionwide) · Income from raiding: +50% (all armies) · Global recruitment capacity: +1 (factionwide) · Control: +2 (factionwide) · Local recruitment capacity: +1 (factionwide) · Diplomatic relations: +20 with Greenskins · Lord recruit rank: +2 (factionwide)
Major Settlement
Ruined Karak Eight Peaks Ruin
Corruption: -2
Karak Eight Peaks (Savage Orc Gathering) Level 1 · 750 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2
Karak Eight Peaks (Savage Orc Camp) Level 2 · 1,500 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2
Karak Eight Peaks (Savage Orc Host) Level 3 · 3,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2
Massif Orcal
Ruined Massif Orcal Ruin
Corruption: -2
Occupied Massif Orcal (Level 1) Level 1 · 750 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 200 · Attrition: -10% when under siege (armies in region) · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Massif Orcal (Level 2) Level 2 · 1,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 300 · Attrition: -10% when under siege (armies in region) · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Massif Orcal (Level 3) Level 3 · 3,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 400 · Attrition: -10% when under siege (armies in region) · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1
Pyramid
Vault of Nagash Level 1 · 6,000 gold · 20 turns
In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)
Racetrack
Street Racing Circuit Level 1 · 6,000 gold · 4 turns
Recruit rank: +3 for Chariots and Pump Wagon units · Income generated: 100 · Control: +4 · Diplomatic relations: -25 with Empire
Saphery Landmark
Sacked Library of Hoeth Level 1 · 8,000 gold · 4 turns
Winds of Magic power reserve capacity: +3 (all armies) · Construction cost: -5% for all buildings (factionwide) · Research rate: +6
Despoiled White Tower of Hoeth Level 2 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +6 (all armies) · Construction cost: -10% for all buildings (factionwide) · Research rate: +12
Special Mine
The Grand Cauldron Level 1 · 4,000 gold · 3 turns
Passive ability: "Rowdy" (armies in local province) · Income from sacking and looting settlements: +10% (all characters) · Income generated: 300 · Growth: +10 (all provinces) · Control: +4
Special Port
Ruined Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
Standing Stones
Corrupted Standing Stones Level 1 · 6,000 gold · 6 turns
Melee attack: +4 when fighting against Dwarfs, Elves and Humans (factionwide) · Growth: +20 · Research rate: +10
The Galleon's Graveyard
The Maelstrom (Inert) Ruin
Corruption: -2
The Maelstrom Level 1 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
The Volary Landmark
Tomb of Khengai Khan Level 1 · 6,000 gold · 4 turns
Armour-piercing weapon damage: +5 when fighting against Chaos Dwarfs (factionwide) · Upkeep: -15% for Goblin units (factionwide)
In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Greenskins factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.
What each unit costs to unlock — 45 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Goblin Archers | Goblin Camp | 500 | 1 | 1 | — | — |
| 2 | Goblin Wolf Rider Archers | Wolf Den | 500 | 1 | 1 | — | — |
| 3 | Goblin Wolf Riders | Wolf Den | 500 | 1 | 1 | — | — |
| 4 | Goblins (Spears) | Goblin Camp | 500 | 1 | 1 | — | — |
| 5 | Orc Boyz | Musta Fieldz | 750 | 1 | 1 | — | — |
| 6 | Orc Boyz (Spears) | Musta Fieldz | 750 | 1 | 1 | — | — |
| 7 | Goblins | Greenskin Hideout | 1,000 | 2 | — | — | — |
| 8 | Savage Orcs | Musta Fieldz | 1,000 | 1 | 1 | — | — |
| 9 | Squig Herd | Greenskin Hideout | 1,000 | 2 | — | — | — |
| 10 | Mangler Squigs | Squig Cages | 1,500 | 2 | 2 | 2,500 | 1 |
| 11 | Nasty Skulkers | Night Goblin Hovels | 1,500 | 3 | 2 | 2,500 | 1 |
| 12 | Night Goblin Archers | Night Goblin Hovels | 1,500 | 3 | 2 | 2,500 | 1 |
| 13 | Night Goblins | Night Goblin Hovels | 1,500 | 3 | 2 | 2,500 | 1 |
| 14 | Forest Goblin Spider Rider Archers | Gloomy Hollowz | 2,000 | 3 | 2 | 2,500 | 1 |
| 15 | Forest Goblin Spider Riders | Gloomy Hollowz | 2,000 | 3 | 2 | 2,500 | 1 |
| 16 | Goblin Bolt Throwa | Goblin Toolbox | 2,000 | 3 | 2 | 2,500 | 1 |
| 17 | Goblin Rock Lobbers | Goblin Toolbox | 2,000 | 3 | 2 | 2,500 | 1 |
| 18 | Goblin Wolf Chariots | Boar Sty | 2,000 | 3 | 2 | 2,500 | 1 |
| 19 | Night Goblin Squig Hoppers | Squig Nest | 2,000 | 2 | 2 | 2,500 | 1 |
| 20 | Orc Arrer Boyz | Fightin' Pit | 2,000 | 3 | 2 | 2,500 | 1 |
| 21 | Orc Big 'Uns | Fightin' Pit | 2,000 | 3 | 2 | 2,500 | 1 |
| 22 | Orc Boar Boyz | Boar Sty | 2,000 | 3 | 2 | 2,500 | 1 |
| 23 | Snotling Pump Wagons (Flappas) | Goblin Toolbox | 2,000 | 3 | 2 | 2,500 | 1 |
| 24 | Spider Hatchlings | Lair of the Broodmother (Dormant) | 2,000 | 2 | 1 | — | — |
| 25 | Trolls | Troll Cave | 2,000 | 3 | 2 | 2,500 | 1 |
| 26 | Savage Orc Arrer Boyz | Brawlin' Groundz | 3,000 | 3 | 2 | 2,500 | 1 |
| 27 | Savage Orc Boar Boy Big 'Uns | Boar Sty | 3,000 | 3 | 3 | 6,500 | 3 |
| 28 | Savage Orc Boar Boyz | Boar Sty | 3,000 | 3 | 3 | 6,500 | 3 |
| 29 | Snotling Pump Wagons | Greenskin Camp | 3,500 | 5 | — | — | — |
| 30 | Night Goblin Archers (Fanatics) | Mushroom Distillery | 4,000 | 6 | 3 | 6,500 | 3 |
| 31 | Night Goblins (Fanatics) | Mushroom Distillery | 4,000 | 6 | 3 | 6,500 | 3 |
| 32 | Orc Boar Boy Big 'Uns | Boar Penz | 5,000 | 6 | 3 | 6,500 | 3 |
| 33 | Orc Boar Chariots | Boar Penz | 5,000 | 6 | 3 | 6,500 | 3 |
| 34 | Colossal Squig | Squig Chasm (capital) | 5,500 | 6 | 4 | 12,500 | 7 |
| 35 | Giant | Stompin' Groundz | 5,500 | 7 | 3 | 6,500 | 3 |
| 36 | River Trolls | Stompin' Groundz | 5,500 | 7 | 3 | 6,500 | 3 |
| 37 | Snotling Pump Wagons (Spiky Rollers) | Goblin Tinkerer Bench | 5,500 | 7 | 3 | 6,500 | 3 |
| 38 | Stone Trolls | Stompin' Groundz | 5,500 | 7 | 3 | 6,500 | 3 |
| 39 | Arachnarok Spider | Sacred Spider Groundz (capital) | 7,000 | 8 | 4 | 12,500 | 7 |
| 40 | Savage Orc Big 'Uns | Fightin' Pit | 7,000 | 6 | 3 | 6,500 | 3 |
| 41 | Black Orcs | Black Orc Barracks | 8,000 | 9 | 3 | 6,500 | 3 |
| 42 | Black Orcs (Great Weapons) | Black Orc Barracks | 8,000 | 9 | 3 | 6,500 | 3 |
| 43 | Doom Diver Catapults | Goblin Workshop (capital) | 10,500 | 12 | 4 | 12,500 | 7 |
| 44 | Rogue Idol | Rock Mounds (capital) | 12,000 | 13 | 5 | 22,500 | 12 |
| 45 | Arachnarok Spider (Flinger) | Deep Spider Lairz (capital) | 13,500 | 14 | 5 | 22,500 | 12 |