Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

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

  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

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

  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

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

  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 level · unlocks Trolls

  1. 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

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

  1. 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

  1. 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

  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

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

  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

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

  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 level · unlocks Night Goblin Squig Hoppers

  1. 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

  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 level

  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 level

  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 level

  1. 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

  1. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

2 levels

  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 level

  1. Outpost Garrison

    Level 1 · 1,500 gold · 2 turns

Garrison

2 levels

  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 level

  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

3 levels

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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

  1. Ruined Dwarfhold

    Ruin

    • Corruption: -2
  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

  3. 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

  4. 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
  5. 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
  6. 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

  1. Ruined Dwarfhold

    Ruin

    • Corruption: -1
  2. 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

  3. 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

  4. 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

  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

4 levels

  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

3 levels

  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

3 levels

  1. Cave of Shinies

    Level 1 · 1,000 gold · 1 turn · pays back in 2.9 turns

    • Income generated: 350
  2. Shiny Pit

    Level 2 · 2,000 gold · 2 turns · pays back in 3.8 turns

    • Income generated: 525
  3. Stunty Mine

    Level 3 · 3,000 gold · 3 turns · pays back in 4.3 turns

    • Income generated: 700

Gold Mining

3 levels

  1. Cave of Shinies

    Level 1 · 1,000 gold · 1 turn · pays back in 2.9 turns

    • Income generated: 350
  2. Shiny Pit

    Level 2 · 2,000 gold · 2 turns · pays back in 3.8 turns

    • Income generated: 525
  3. Stunty Mine

    Level 3 · 3,000 gold · 3 turns · pays back in 4.3 turns

    • Income generated: 700

Industry

3 levels

  1. 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
  2. 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
  3. 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

  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

2 levels

  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

3 levels

  1. Ransacked Campsite

    Ruin

    • Corruption: -2
  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
  3. 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
  4. 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

  1. Ransacked Campsite

    Ruin

    • Corruption: -1
  2. 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
  3. 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
  4. 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

  1. Oak of Ages (Ruined)

    Ruin

  2. 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

  1. Ruined Docks

    Ruin

  2. Greenskin Wharf

    Level 1 · 1,000 gold · 1 turn · pays back in 5 turns

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

    Level 2 · 2,500 gold · 3 turns · pays back in 6.3 turns

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

    Level 3 · 4,500 gold · 5 turns · pays back in 7.5 turns

    • Income generated: 600
    • Growth: +45

Protection

3 levels

  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 (Realm of Chaos campaign only)
    • 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) (Realm of Chaos campaign only)
    • 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) (Realm of Chaos campaign only)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Raiding

2 levels

  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

3 levels

  1. 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
  2. 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
  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 [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

  1. Ruined Bordeleaux Docks

    Ruin

  2. 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
  3. 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
  4. 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

  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

3 levels

  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

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

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

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.

#
1Goblin ArchersGoblin Camp50011——
2Goblin Wolf Rider ArchersWolf Den50011——
3Goblin Wolf RidersWolf Den50011——
4Goblins (Spears)Goblin Camp50011——
5Orc BoyzMusta Fieldz75011——
6Orc Boyz (Spears)Musta Fieldz75011——
7GoblinsGreenskin Hideout1,0002———
8Savage OrcsMusta Fieldz1,00011——
9Squig HerdGreenskin Hideout1,0002———
10Mangler SquigsSquig Cages1,500222,5001
11Nasty SkulkersNight Goblin Hovels1,500322,5001
12Night Goblin ArchersNight Goblin Hovels1,500322,5001
13Night GoblinsNight Goblin Hovels1,500322,5001
14Forest Goblin Spider Rider ArchersGloomy Hollowz2,000322,5001
15Forest Goblin Spider RidersGloomy Hollowz2,000322,5001
16Goblin Bolt ThrowaGoblin Toolbox2,000322,5001
17Goblin Rock LobbersGoblin Toolbox2,000322,5001
18Goblin Wolf ChariotsBoar Sty2,000322,5001
19Night Goblin Squig HoppersSquig Nest2,000222,5001
20Orc Arrer BoyzFightin' Pit2,000322,5001
21Orc Big 'UnsFightin' Pit2,000322,5001
22Orc Boar BoyzBoar Sty2,000322,5001
23Snotling Pump Wagons (Flappas)Goblin Toolbox2,000322,5001
24Spider HatchlingsLair of the Broodmother (Dormant)2,00021——
25TrollsTroll Cave2,000322,5001
26Savage Orc Arrer BoyzBrawlin' Groundz3,000322,5001
27Savage Orc Boar Boy Big 'UnsBoar Sty3,000336,5003
28Savage Orc Boar BoyzBoar Sty3,000336,5003
29Snotling Pump WagonsGreenskin Camp3,5005———
30Night Goblin Archers (Fanatics)Mushroom Distillery4,000636,5003
31Night Goblins (Fanatics)Mushroom Distillery4,000636,5003
32Orc Boar Boy Big 'UnsBoar Penz5,000636,5003
33Orc Boar ChariotsBoar Penz5,000636,5003
34Colossal SquigSquig Chasm (capital)5,5006412,5007
35GiantStompin' Groundz5,500736,5003
36River TrollsStompin' Groundz5,500736,5003
37Snotling Pump Wagons (Spiky Rollers)Goblin Tinkerer Bench5,500736,5003
38Stone TrollsStompin' Groundz5,500736,5003
39Arachnarok SpiderSacred Spider Groundz (capital)7,0008412,5007
40Savage Orc Big 'UnsFightin' Pit7,000636,5003
41Black OrcsBlack Orc Barracks8,000936,5003
42Black Orcs (Great Weapons)Black Orc Barracks8,000936,5003
43Doom Diver CatapultsGoblin Workshop (capital)10,50012412,5007
44Rogue IdolRock Mounds (capital)12,00013522,50012
45Arachnarok Spider (Flinger)Deep Spider Lairz (capital)13,50014522,50012