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

Greenskins buildings

42 building chains Greenskins can build, patch 9.0: each level's cost, build time, effects and the units it unlocks, in the game's own words (tables building_levels, building_effects_junction, building_units_allowed). Unique landmark buildings are listed at the end.

Recruitment

Cavalry

  1. Wolf Den

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Boar Sty

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. Boar Penz

    Level 3 · 3,000 gold · 3 turns

    Unlocks

Goblin Recruitment

  1. Goblin Camp

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Night Goblin Hovels

    Level 2 · 1,000 gold · 2 turns

    • Unlocks Hero recruitment: Goblin Big Boss

    Unlocks

  3. Mushroom Distillery

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Goblin Big Bosses
    • Unlocks Hero recruitment: Goblin Big Boss

    Unlocks

Monsters

  1. 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

  2. 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

  3. 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. Troll Cave

    Level 1 · 5,000 gold · 3 turns

    Unlocks

Orc Recruitment

  1. Musta Fieldz

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Fightin' Pit

    Level 2 · 1,250 gold · 2 turns

    • Unlocks Hero recruitment: Black Orc Big Boss

    Unlocks

  3. 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. Boar Sty

    Level 1 · 3,000 gold · 3 turns

    Unlocks

Savage Orc Boars

  1. Boar Sty

    Level 1 · 3,000 gold · 3 turns

    Unlocks

Savage Orc Recruitment

  1. Musta Fieldz

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Brawlin' Groundz

    Level 2 · 2,000 gold · 2 turns

    Unlocks

  3. Fightin' Pit

    Level 3 · 4,000 gold · 3 turns

    Unlocks

Savage Orc Recruitment

  1. Musta Fieldz

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Brawlin' Groundz

    Level 2 · 2,000 gold · 2 turns

    Unlocks

  3. Fightin' Pit

    Level 3 · 4,000 gold · 3 turns

    Unlocks

Spiders

  1. 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

  2. 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

  3. 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. Squig Nest

    Level 1 · 2,000 gold · 2 turns

    • HIDDEN - used in conjuction with squig recruit rank effect for merc squig units (armies in province)
    • 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

  1. Goblin Toolbox

    Level 1 · 2,000 gold · 3 turns

    • Scrap gained: +1
    • Research rate: +3

    Unlocks

  2. Goblin Tinkerer Bench

    Level 2 · 3,500 gold · 4 turns

    • Scrap gained: +2
    • Research rate: +5

    Unlocks

  3. Goblin Workshop

    Level 3 · 5,000 gold · 5 turns

    • Scrap gained: +5
    • Research rate: +10

    Unlocks

Beast Upgrades

  1. 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. 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. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Empower 5 Sigils within the Black Pyramid
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
    • Vampiric corruption: +6
    • 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. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

  1. 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%
  2. 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. Outpost Garrison

    Level 1 · 1,500 gold · 2 turns

Garrison

  1. Savage Watch Tower

    Level 1 · 1,500 gold · 2 turns

    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  2. 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. 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

  1. Greenskin Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Greenskin District

    Level 2 · 4,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +3% (armies in region)
  3. Greenskin Colony

    Level 3 · 6,000 gold · 5 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment cost outside friendly territory: -50%
    • Casualty replenishment rate: +4% (armies in region)

Walls

  1. Ditches

    Level 1 · 2,500 gold · 3 turns

    • 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)
    • Improved tower projectiles: Arrows
  2. Stakes

    Level 2 · 3,500 gold · 4 turns

    • 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)
    • Improved tower projectiles: Giant Dungballs
  3. Big Walls

    Level 3 · 5,000 gold · 5 turns

    • 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)
    • Improved tower projectiles: Rock Idols

Economy

Major Settlement

  1. Ruined Dwarfhold

    Level 1 · 1 turn

    • Corruption: -2
  2. Greenskin Hideout

    Level 2 · 1,000 gold · 2 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 80
    • Growth: +10
    • Adds walls to the settlement
    • Local recruitment capacity: +1

    Unlocks

  3. Greenskin Camp

    Level 3 · 2,500 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 120
    • Growth: +20
    • Adds walls to the settlement
    • Local recruitment capacity: +1

    Unlocks

  4. Greenskin Encampment

    Level 4 · 4,000 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 160
    • Growth: +30
    • Adds walls to the settlement
    • Local recruitment capacity: +1
  5. Greenskin Fort

    Level 5 · 6,000 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 5 construction slots in the settlement
    • Income generated: 200
    • Growth: +40
    • Adds walls to the settlement
    • Local recruitment capacity: +1
  6. Greenskin Stronghold

    Level 6 · 10,000 gold · 6 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 7 construction slots in the settlement
    • Income generated: 240
    • Growth: +50
    • Adds walls to the settlement
    • Local recruitment capacity: +1

Minor Settlement

  1. Ruined Dwarfhold

    Level 1 · 1 turn

    • Corruption: -1
  2. Greenskin Hideout

    Level 2 · 1,000 gold · 2 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 80
    • Growth: +10

    Unlocks

  3. Greenskin Camp

    Level 3 · 2,500 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 2 construction slots in the settlement
    • Income generated: 120
    • Growth: +20

    Unlocks

  4. Greenskin Burrows

    Level 4 · 4,000 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 3 construction slots in the settlement
    • Income generated: 160
    • Growth: +30

Squigs

  1. Squig Cages

    Level 1 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Night Goblin Big Boss

    Unlocks

  2. 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

  1. 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
  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
  3. 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
  4. 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

  1. Savage Orc Gathering

    Level 1 · 750 gold · 2 turns

    • Income generated: 250
    • Horde growth: +1
    • Local recruitment capacity: +3
  2. Savage Orc Camp

    Level 2 · 1,500 gold · 3 turns

    • Income generated: 375
    • Horde growth: +2
    • Local recruitment capacity: +4
  3. Savage Orc Host

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 500
    • Horde growth: +3
    • Local recruitment capacity: +5

Gem Mining

  1. Cave of Shinies

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 350
  2. Shiny Pit

    Level 2 · 2,000 gold · 2 turns

    • Income generated: 525
  3. Stunty Mine

    Level 3 · 3,000 gold · 3 turns

    • Income generated: 700

Gold Mining

  1. Cave of Shinies

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 350
  2. Shiny Pit

    Level 2 · 2,000 gold · 2 turns

    • Income generated: 525
  3. Stunty Mine

    Level 3 · 3,000 gold · 3 turns

    • Income generated: 700

Industry

  1. Pile of Shiny Stuff

    Level 1 · 1,000 gold · 1 turn

    • Prevents construction of Raiding building chain
    • Income generated: 250
  2. Heap of Shiny Stuff

    Level 2 · 2,000 gold · 2 turns

    • Prevents construction of Raiding building chain
    • Income generated: 375
  3. Da Hoard

    Level 3 · 3,000 gold · 3 turns

    • Prevents construction of Raiding building chain
    • Income generated: 500

Industry

  1. Bone Carver

    Level 1 · 650 gold · 1 turn

    • Income generated: 300
  2. Bone Crafter

    Level 2 · 1,300 gold · 2 turns

    • Income generated: 450
  3. Hut of Bones

    Level 3 · 2,200 gold · 3 turns

    • Income generated: 600

Leadership

  1. Boss' Tent

    Level 1 · 1,500 gold · 2 turns

    • Corruption: -1
    • Control: +4
  2. Boss' Shack

    Level 2 · 3,000 gold · 3 turns

    • Corruption: -1
    • Control: +6

Major Settlement

  1. Ransacked Campsite

    Level 1 · 1 turn

    • Corruption: -2
  2. Savage Orc Gathering

    Level 2 · 750 gold · 1 turn

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 200
    • Growth: +10
    • Adds walls to the settlement
  3. Savage Orc Camp

    Level 3 · 1,500 gold · 2 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 300
    • Growth: +20
    • Adds walls to the settlement
  4. Savage Orc Host

    Level 4 · 3,000 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 400
    • Growth: +30
    • Adds walls to the settlement
    • Local recruitment capacity: +1

Minor Settlement

  1. Ransacked Campsite

    Level 1 · 1 turn

    • Corruption: -1
  2. Savage Orc Gathering

    Level 2 · 750 gold · 2 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 200
    • Growth: +10
  3. Savage Orc Camp

    Level 3 · 1,500 gold · 2 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 2 construction slots in the settlement
    • Income generated: 300
    • Growth: +20
  4. Savage Orc Host

    Level 4 · 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. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 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)
    • Income from all buildings: +5% (factionwide)
    • Growth: +5 (all provinces)
    • Timber resource production: 100 logs

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Greenskin Wharf

    Level 2 · 1,000 gold · 1 turn

    • Income generated: 200
    • Growth: +15
  3. Greenskin Docks

    Level 3 · 2,500 gold · 3 turns

    • Income generated: 400
    • Growth: +30
  4. Greenskin Shipyard

    Level 4 · 4,500 gold · 5 turns

    • Income generated: 600
    • Growth: +45

Protection

  1. 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
    • Corruption: -3
    • Control: +3
  2. 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)
    • Corruption: -4
    • Control: +3
  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)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Raiding

  1. 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)
  2. 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

  1. Shaman's Hut

    Level 1 · 1,500 gold · 2 turns

    • Corruption: -4
    • Winds of Magic power reserve: +5 per turn (armies in local province)
    • Unlocks Hero recruitment: Night Goblin Shaman
    • Unlocks Hero recruitment: Orc Shaman
  2. Shaman's Hovel

    Level 2 · 4,000 gold · 4 turns

    • Corruption: -6
    • Winds of Magic power reserve: +10 per turn (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
  3. Shamanic Tepee

    Level 3 · 5,000 gold · 5 turns

    • Corruption in adjacent provinces: -2
    • Corruption: -8
    • Winds of Magic power reserve: +15 per turn (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

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Growth: +10
  3. Bordeleaux Harbour

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 400
    • Tradable resources produced: +10% (factionwide)
    • Income from trade tariffs: +20%
    • Growth: +20
  4. Manann’s Dry Docks

    Level 4 · 6,000 gold · 6 turns

    • Chivalry: +50 per turn
    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Growth: +30

Territory Marker

  1. Idolz

    Level 1 · 750 gold · 1 turn

    • Casualty replenishment rate: +2% (armies in province)
    • Growth: +20
  2. Totem Pole

    Level 2 · 1,500 gold · 2 turns

    • Casualty replenishment rate: +3% (armies in province)
    • Growth: +30
  3. Boss Pole

    Level 3 · 2,500 gold · 3 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +40

Territory Marker

  1. Tribal Markers

    Level 1 · 500 gold · 1 turn

    • Casualty replenishment rate: +2%
    • Horde growth: +2
  2. Totem Pole

    Level 2 · 1,000 gold · 2 turns

    • Casualty replenishment rate: +3%
    • Horde growth: +3
  3. Boss Pole

    Level 3 · 2,000 gold · 3 turns

    • Casualty replenishment rate: +4%
    • Horde growth: +4

Landmarks

Show 63 landmark buildings (unique buildings in particular settlements) ▾

Ancient Foundries

City of Bronze Level 1 · 4,000 gold · 4 turns

Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Black Crag

Ruined Black Crag Level 1 · 1 turn

Corruption: -2

Black Crag (Greenskin Hideout) Level 2 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 150 · Growth: +10 · Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Squig Herd, Goblins

Black Crag (Greenskin Camp) Level 3 · 2,500 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1

Unlocks: Snotling Pump Wagons

Black Crag (Greenskin Encampment) Level 4 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1

Black Crag (Greenskin Fort) Level 5 · 6,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +2

Black Crag (Greenskin Stronghold) Level 6 · 10,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · 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 Level 1 · 1 turn

Corruption: -2

Occupied Karaz-a-Karak (Greenskin Hideout) Level 2 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 150 · Growth: +10 · Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Squig Herd, Goblins

Occupied Karaz-a-Karak (Greenskin Camp) Level 3 · 2,500 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1

Unlocks: Snotling Pump Wagons

Occupied Karaz-a-Karak (Greenskin Encampment) Level 4 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1

Occupied Karaz-a-Karak (Greenskin Fort) Level 5 · 6,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1

Occupied Karaz-a-Karak (Greenskin Stronghold) Level 6 · 10,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · 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

Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · 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

Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · 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

Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · 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) · HIDDEN - used in conjuction with squig recruit rank effect for merc squig units (armies in province) · 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 Level 1

Straits of Lothern Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Gates of Lothern Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Major Settlement

Ruined Karak Eight Peaks Level 1 · 1 turn

Construction time: -1 for all buildings (minimum of 1 turn) · Corruption: -2

Karak Eight Peaks (Greenskin Hideout) Level 2 · 1,000 gold · 2 turns

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) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 80 · Growth: +10 · Control: +1 in adjacent provinces · Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Squig Herd, Goblins

Karak Eight Peaks (Greenskin Camp) Level 3 · 2,500 gold · 3 turns

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) · 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 · Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1

Unlocks: Snotling Pump Wagons

Karak Eight Peaks (Greenskin Encampment) Level 4 · 4,000 gold · 4 turns

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) · 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 · Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1

Karak Eight Peaks (Greenskin Fort) Level 5 · 6,000 gold · 5 turns

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) · 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 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1

Karak Eight Peaks (Greenskin Stronghold) Level 6 · 10,000 gold · 6 turns

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) · 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 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1

Massif Orcal

Ruined Massif Orcal Level 1 · 1 turn

Corruption: -2

Massif Orcal (Greenskin Hideout) Level 2 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 80 · Attrition: -10% when under siege (armies in region) · Growth: +20 · Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Squig Herd, Goblins

Massif Orcal (Greenskin Camp) Level 3 · 2,500 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Arrows · Local recruitment capacity: +1

Unlocks: Snotling Pump Wagons

Massif Orcal (Greenskin Encampment) Level 4 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Giant Dungballs · Local recruitment capacity: +1

Massif Orcal (Greenskin Fort) Level 5 · 6,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · Adds walls to the settlement · Improved tower projectiles: Rock Idols · Local recruitment capacity: +1

Massif Orcal (Greenskin Stronghold) Level 6 · 10,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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 · 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) Level 1

The Sea Dragon's Teeth Level 2 · 2,000 gold · 1 turn

Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

The Sea Dragon's Teeth (Wharf) Level 3 · 4,000 gold · 3 turns

Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns

Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

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

Unlocks: Savage Orc Big 'Uns, Savage Orc Boar Boy Big 'Uns

Special Port

Ruined Copher Harbour Level 1 · 1 turn

Copher Docks Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10

Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks

Copher Harbour Level 3 · 6,000 gold · 3 turns

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Level 1

Great Dragon Fleet Docks Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Special Port

Ruined Erengrad Harbour Level 1

Erengrad Docks Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +20

Erengrad Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +30

Special Port

Ruined Marienburg Harbour Level 1

Marienburg Docks Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Marienburg Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · 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

Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Level 1 · 1 turn

Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 4 · 4,000 gold · 5 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Black Crag

Ruined Black Crag Level 1 · 1 turn

Corruption: -2

Black Crag (Savage Orc Gathering) Level 2 · 750 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 200 · Growth: +10

Black Crag (Savage Orc Camp) Level 3 · 1,500 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 300 · Growth: +20

Black Crag (Savage Orc Host) Level 4 · 3,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · 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) · 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

{{tr:building_culture_variants_name_ 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 Level 1 · 1 turn

Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 2 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Fortress (Fort) Level 3 · 2,000 gold · 3 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 4 · 4,000 gold · 4 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 5 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 6 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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 · Income from trade tariffs: +10% · 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 Level 1 · 1 turn

Corruption: -2

Occupied Karaz-a-Karak (Savage Orc Gathering) Level 2 · 750 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 200 · Growth: +10 · Adds walls to the settlement

Occupied Karaz-a-Karak (Savage Orc Camp) Level 3 · 1,500 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 300 · Growth: +20 · Adds walls to the settlement

Occupied Karaz-a-Karak (Savage Orc Host) Level 4 · 3,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 400 · Growth: +30 · 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

Chaos Undivided corruption: +15 · Khorne corruption: +15 · Nurgle corruption: +15 · Corruption: -15 · Skaven corruption: +15 · Slaanesh corruption: +15 · Tzeentch corruption: +15 · Vampiric 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 · Slaanesh 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

Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · 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 Level 1 · 1 turn

Corruption: -2

Karak Eight Peaks (Savage Orc Gathering) Level 2 · 750 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2

Karak Eight Peaks (Savage Orc Camp) Level 3 · 1,500 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2

Karak Eight Peaks (Savage Orc Host) Level 4 · 3,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2

Massif Orcal

Ruined Massif Orcal Level 1 · 1 turn

Corruption: -2

Occupied Massif Orcal (Level 1) Level 2 · 750 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 200 · Attrition: -10% when under siege (armies in region) · Growth: +10 · Adds walls to the settlement

Occupied Massif Orcal (Level 2) Level 3 · 1,500 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 300 · Attrition: -10% when under siege (armies in region) · Growth: +20 · Adds walls to the settlement

Occupied Massif Orcal (Level 3) Level 4 · 3,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 400 · Attrition: -10% when under siege (armies in region) · Growth: +30 · Adds walls to the settlement · Local recruitment capacity: +1

Pyramid

Vault of Nagash Level 1 · 6,000 gold · 20 turns

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 Level 1 · 1 turn

Dawn's Harbour Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 4 · 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) Level 1 · 1 turn

Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2

The Maelstrom Level 2 · 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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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

Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · 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)