Khorne buildings
48 building chains Khorne 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
Creatures

Kennels
Level 1 · 750 gold · 1 turn
Income generated: 80
Unlocks

Baleful Lair
Level 2 · 1,500 gold · 2 turns
Income generated: 80
Unlocks

Abattoir
Level 3 · 2,500 gold · 3 turns
Income generated: 80
Unlocks

Blood-Drenched Herdstones
Level 4 · 4,500 gold · 4 turns
Income generated: 80
Unlocks

Domain of Slaughter
Level 5 · 7,000 gold · 6 turns
Income generated: 80
Unlocks
Daemonic Mounts

Foundry of Scythes
Level 1 · 2,500 gold · 2 turns
Prevents construction of Mortal Mounts building
Winds of Magic power reserve: +2 per turn (armies in local province)
Income generated: 120
Unlocks

Foundry of Blood
Level 2 · 3,500 gold · 3 turns
Prevents construction of Mortal Mounts building
Winds of Magic power reserve: +4 per turn (armies in local province)
Income generated: 120
Unlocks

Foundry of Skulls
Level 3 · 5,500 gold · 4 turns
Prevents construction of Mortal Mounts building
Winds of Magic power reserve: +8 per turn (armies in local province)
Income generated: 120
Unlocks
Daemonic Servants

Khornate Calefactor
Level 1 · 1,500 gold · 2 turns
Prevents construction of Mortal Servants building
Unlocks Hero recruitment: Bloodreaper
Income generated: 80
Unlocks

Khornate Furnace
Level 2 · 2,500 gold · 3 turns
Prevents construction of Mortal Servants building
Hero capacity: +1 for Bloodreapers
Unlocks Hero recruitment: Bloodreaper
Income generated: 80
Unlocks
Greater Daemonic Servants

Hunting Fields
Level 1 · 5,500 gold · 4 turns
Prevents construction of Mortal Champions building
Income generated: 120
Local recruitment capacity: +1
Unlocks

The Battlefields
Level 2 · 8,000 gold · 6 turns
Prevents construction of Mortal Champions building
Income generated: 120
Global recruitment capacity: +1
Local recruitment capacity: +2
Unlocks
Mortal Champions

Khornate Tribute
Level 1 · 3,500 gold · 3 turns
Hero and Lord recruit rank: +1
Prevents construction of Greater Daemonic Servants building
Income generated: 120
Recruit rank: +1 for all units
Unlocks

Khornate Totem
Level 2 · 5,500 gold · 4 turns
Hero and Lord recruit rank: +2
Prevents construction of Greater Daemonic Servants building
Income generated: 120
Recruit rank: +2 for all units
Unlocks

Khornate Cathedra
Level 3 · 99,999 gold · 99 turns
Prevents construction of Greater Daemonic Servants building
Mortal Mounts

Skull Harvester
Level 1 · 2,500 gold · 2 turns
Unlocks Hero recruitment: Exalted Hero of Khorne
Prevents construction of Daemonic Mounts building
Construction cost: -3% for all buildings (local province)
Income generated: 120
Unlocks

Juggerplant
Level 2 · 3,500 gold · 3 turns
Hero capacity: +1 for Exalted Heroes of Khorne
Unlocks Hero recruitment: Exalted Hero of Khorne
Prevents construction of Daemonic Mounts building
Construction cost: -6% for all buildings (local province)
Income generated: 120
Unlocks

Juggerplex
Level 3 · 5,500 gold · 4 turns
Hero capacity: +1 for Exalted Heroes of Khorne
Unlocks Hero recruitment: Exalted Hero of Khorne
Prevents construction of Daemonic Mounts building
Construction cost: -10% for all buildings (local province)
Income generated: 120
Unlocks

Brass Ziggurat
Level 4 · 8,000 gold · 6 turns
Hero capacity: +1 for Exalted Heroes of Khorne
Unlocks Hero recruitment: Exalted Hero of Khorne
Prevents construction of Daemonic Mounts building
Construction cost: -15% for all buildings (local province)
Income generated: 120
Unlocks
Mortal Servants

The Forge
Level 1 · 750 gold · 1 turn
Prevents construction of Daemonic Servants building
Income generated: 80
Unlocks

The Armoury
Level 2 · 1,500 gold · 2 turns
Prevents construction of Daemonic Servants building
Unlocks Hero recruitment: Cultist of Khorne
Income generated: 80
Unlocks

The Arsenal
Level 3 · 2,500 gold · 3 turns
Prevents construction of Daemonic Servants building
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Khorne
Income generated: 80
Unlocks
Flame of Ulric

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

Daemonic Lurkers
Level 1 · 2,500 gold · 3 turns
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Shells
Enemy Hero action success chance: -10%
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)

Daemonic Gathering
Level 2 · 3,500 gold · 5 turns
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Skulls
Enemy Hero action success chance: -15%
Attrition: -10% when under siege
Leadership: +4 when under siege (armies in region)

Daemonic Locus
Level 3 · 5,000 gold · 6 turns
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Greater Skulls
Enemy Hero action success chance: -20%
Attrition: -15% when under siege
Leadership: +6 when under siege (armies in region)
Garrison

Three-Headed Scenthounds
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%

Brass Fortifications
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +2000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%
Outpost

Khornate 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)

Khornate 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)

Khornate 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)
Economy
Cult Machinations

Halls of Challenge
Level 1 · 2,000 gold · 2 turns
Skulls: 30 per turn
Income generated: 200
Casualty replenishment rate: +20% (local characters)
Unlocks
Exotic Animals

Cultist Camp (Animals)
Level 1 · 750 gold · 1 turn
Speed: +1% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (all armies)
Recruitment cost: -10% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Recruit rank: +1 for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Income generated: 40
Unlocks

Cultist Outpost (Animals)
Level 2 · 1,500 gold · 2 turns
Speed: +1% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (all armies)
Recruitment cost: -20% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Recruit rank: +1 for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Income generated: 80
Unlocks

Cultist Enclave (Animals)
Level 3 · 2,500 gold · 3 turns
Speed: +2% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (all armies)
Recruitment cost: -30% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Recruit rank: +2 for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Income generated: 120
Unlocks
Minor Settlement

Ruined City
Level 1 · 1 turn
Khorne corruption: +1

Soul Keep
Level 2 · 1,000 gold · 2 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1000
Khorne corruption: +1
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 1 construction slot in the settlement
Upkeep: -20% (armies in region)
Growth: +20
Unlocks

Dimensional Tear
Level 2 · 1,000 gold · 2 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1000
Khorne corruption: +1
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 1 construction slot in the settlement
Upkeep: -20% (armies in region)
Growth: +20
Unlocks

Dark Bastion
Level 3 · 2,500 gold · 3 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1000
Khorne corruption: +2
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 2 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +30

Dimensional Breach
Level 3 · 2,500 gold · 3 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1000
Khorne corruption: +2
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 2 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +30

Infernal Citadel
Level 4 · 5,000 gold · 4 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1500
Khorne corruption: +3
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 3 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +40

Dimensional Rift
Level 4 · 5,000 gold · 4 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1500
Khorne corruption: +3
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 3 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +40
Province Capital

Ruined City
Level 1 · 1 turn
Khorne corruption: +2

Dimensional Tear
Level 2 · 1,000 gold · 2 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +2
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 1 construction slot in the settlement
Upkeep: -20% (armies in region)
Growth: +20
Adds walls to the settlement
Unlocks

Soul Keep
Level 2 · 1,000 gold · 2 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +2
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 1 construction slot in the settlement
Upkeep: -20% (armies in region)
Growth: +20
Adds walls to the settlement
Unlocks

Dimensional Breach
Level 3 · 2,500 gold · 3 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +3
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 2 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +30
Adds walls to the settlement

Dark Bastion
Level 3 · 2,500 gold · 3 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +3
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 2 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +30
Adds walls to the settlement

Dimensional Rift
Level 4 · 5,000 gold · 4 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +4
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 3 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +40
Adds walls to the settlement

Infernal Citadel
Level 4 · 5,000 gold · 4 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +4
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 3 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +40
Adds walls to the settlement

Dimensional Nexus
Level 5 · 8,000 gold · 6 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +5
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 5 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +50
Adds walls to the settlement

Daemonic Fortress
Level 5 · 8,000 gold · 6 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +5
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 5 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +50
Adds walls to the settlement

Dimensional Cascade
Level 6 · 12,000 gold · 8 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +2000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +6
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 7 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +60
Adds walls to the settlement

Chaos Dreadhold
Level 6 · 12,000 gold · 8 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +2000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +6
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 7 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +60
Adds walls to the settlement
Wild Game

Cultist Camp (Furs)
Level 1 · 750 gold · 1 turn
Recruitment cost: -10% for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Recruit rank: +1 for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Income generated: 40
Missile resistance: 1% (all armies)
Unlocks

Cultist Outpost (Furs)
Level 2 · 1,500 gold · 2 turns
Recruitment cost: -20% for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Recruit rank: +1 for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Income generated: 80
Missile resistance: 1% (all armies)

Cultist Enclave (Furs)
Level 3 · 2,500 gold · 3 turns
Recruitment cost: -30% for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Recruit rank: +2 for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Income generated: 120
Missile resistance: 2% (all armies)
Anti-Vermintide

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

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

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

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

Cruor Geyser
Level 1 · 1,500 gold · 2 turns
Khorne corruption: +2
Skulls: 10 per turn

Crimson Lake
Level 2 · 2,500 gold · 3 turns
Khorne corruption in adjacent provinces: +1
Khorne corruption: +4
Skulls: 20 per turn

Sea of Blood
Level 3 · 4,000 gold · 4 turns
Khorne corruption in adjacent provinces: +2
Khorne corruption: +6
Skulls: 40 per turn
Cult Corruption

Call of Khorne
Level 1 · 1,000 gold · 2 turns
Khorne corruption: +5 (local region)
Khorne corruption: +10 (local region)
Cult Corruption

Battle Howls
Level 1 · 1,500 gold · 2 turns
Khorne corruption: +5 (local region)
Khorne corruption: +3 (all adjacent provinces)
Unit experience gain per turn: +20 (factionwide)
Charge bonus: +2 (factionwide)
Cult Machinations

Pledge of Blood
Level 1 · 1 turn
Enemy melee attack: +10 (enemy armies in province)
Enemy melee defence: +10 (enemy armies in province)
Skulls: 100 each time a battle is fought in this province
Income from post-battle loot: +200% (local province)
Income from post-battle loot: +100% (local province)
Enemy leadership: +10 (enemy armies in province)
Cult Machinations

Cries of Havoc
Level 1 · 2 turns
Blood Hosts: +1 turns to initial Bloodthirst attrition immunity
Melee attack: +2% for all units in Blood Hosts (all armies)
Control: -1 (all provinces)
Cult Magus

Acolyte Trials
Level 1 · 500 gold · 1 turn · upkeep 300
Khorne corruption: +5
Nurgle corruption: +5
Slaanesh corruption: +5
Tzeentch corruption: +5

The Dark God's Choice
Level 2 · 3,000 gold · 10 turns
Building is destroyed upon building completion
Instantly recruit a Khorne Cult Magus at this location
Instantly recruit a Nurgle Cult Magus at this location
Instantly recruit a Slaanesh Cult Magus at this location
Instantly recruit a Tzeentch Cult Magus at this location
Cult Magus

Cult Magus Chambers
Level 1 · 500 gold · 1 turn
Income gained based on the local settlement's income: 10%
Hero and Lord recruit rank: +1 (factionwide)
Hero capacity: +1 for Cultists
Khorne corruption: +3 (local region)
Khorne corruption: +5 (local region)
Income generated: 50
Cult Ritual

Ritual of Blood
Level 1 · 1 turn
Cult is destroyed upon building completion
Instantly replenish all units (factionwide)
Prevents other rituals from being started in this Cult
War will be declared on a random faction!
Cult Ritual

Ritual of Skulls
Level 1 · 2 turns
Cult is destroyed upon building completion
Instantly gain 1000 Skulls
Instantly gain 5000 income
Prevents other rituals from being started in this Cult
War will be declared on a random faction!
Cult Ritual

Ritual of Summoning
Level 1 · 1 turn
Cult is destroyed upon building completion
Instantly transports your faction leader to this settlement
Prevents other rituals from being started in this Cult
This ritual can only begin in one Cult at a time
Dominance

Simmering Anger
Level 1 · 750 gold · 1 turn
Enables attrition in this region (enemy armies in region)
Upkeep: -15% (armies in region)
Control: +2

Growing Rage
Level 2 · 2,500 gold · 3 turns
Enables attrition in this region (enemy armies in region)
Upkeep: -25% (armies in region)
Control: +4

Apocalyptic Fury
Level 3 · 99,999 gold · 99 turns
Dye Production

Cultist Camp (Dyes)
Level 1 · 750 gold · 1 turn
Leadership aura size: +3% (all characters)
Income generated: 40
Recruitment cost: -10% (local province)

Cultist Outpost (Dyes)
Level 2 · 1,500 gold · 2 turns
Leadership aura size: +6% (all characters)
Income generated: 80
Recruitment cost: -15% (local province)
Local recruitment capacity: +1

Cultist Enclave (Dyes)
Level 3 · 2,500 gold · 3 turns
Leadership aura size: +10% (all characters)
Income generated: 120
Recruitment cost: -20% (local province)
Local recruitment capacity: +2
Favoured Income

Trophy Racks
Level 1 · 1,500 gold · 1 turn
Income from sacking and looting settlements: +1% (all characters)
Income from post-battle loot: +2% (factionwide)
Income from raiding: +1% (all armies)

Trophy Chamber
Level 2 · 2,500 gold · 2 turns
Income from sacking and looting settlements: +2% (all characters)
Income from post-battle loot: +4% (factionwide)
Income from raiding: +2% (all armies)

Trophy Hall
Level 3 · 4,000 gold · 4 turns
Income from sacking and looting settlements: +4% (all characters)
Income from post-battle loot: +8% (factionwide)
Income from raiding: +4% (all armies)
Gem Mining

Cultist Camp (Gems)
Level 1 · 750 gold · 1 turn
Unlocks Hero recruitment: Exalted Hero of Khorne
Unlocks Hero recruitment: Bloodreaper
Unlocks Hero recruitment: Cultist of Khorne
Hero recruit rank: +1
Income generated: 100
Control: +2

Cultist Outpost (Gems)
Level 2 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Exalted Hero of Khorne
Unlocks Hero recruitment: Bloodreaper
Unlocks Hero recruitment: Cultist of Khorne
Hero recruit rank: +2
Income generated: 200
Control: +4

Cultist Enclave (Gems)
Level 3 · 2,500 gold · 3 turns
Unlocks Hero recruitment: Exalted Hero of Khorne
Unlocks Hero recruitment: Bloodreaper
Unlocks Hero recruitment: Cultist of Khorne
Hero recruit rank: +3
Income generated: 400
Control: +6
Gold Mining

Cultist Camp (Gold)
Level 1 · 750 gold · 1 turn
Income generated: 100
Upkeep: -1% (all armies)
Control: +2

Cultist Outpost (Gold)
Level 2 · 1,500 gold · 2 turns
Income generated: 200
Upkeep: -2% (all armies)
Control: +4

Cultist Enclave (Gold)
Level 3 · 2,500 gold · 3 turns
Income generated: 400
Upkeep: -3% (all armies)
Control: +6
Iron Mining

Cultist Camp (Iron)
Level 1 · 750 gold · 1 turn
Recruitment cost: -10% for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Recruit rank: +1 for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Income generated: 40
Armour: +2 (all armies)

Cultist Outpost (Iron)
Level 2 · 1,500 gold · 2 turns
Recruitment cost: -20% for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Recruit rank: +1 for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Income generated: 80
Armour: +3 (all armies)

Cultist Enclave (Iron)
Level 3 · 2,500 gold · 3 turns
Recruitment cost: -30% for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Recruit rank: +2 for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Income generated: 120
Armour: +5 (all armies)
Marble Quarry

Cultist Camp (Marble)
Level 1 · 750 gold · 1 turn
Khorne corruption: +2
Construction cost: -10% for all buildings (local province)
Income generated: 40

Cultist Outpost (Marble)
Level 2 · 1,500 gold · 2 turns
Khorne corruption in adjacent provinces: +1
Khorne corruption: +4
Construction cost: -20% for all buildings (local province)
Income generated: 80

Cultist Enclave (Marble)
Level 3 · 2,500 gold · 3 turns
Khorne corruption in adjacent provinces: +2
Khorne corruption: +6
Construction cost: -30% for all buildings (local province)
Income generated: 120
Medicine Production

Cultist Camp (Medicine)
Level 1 · 750 gold · 1 turn
Casualty replenishment rate: +1% (all armies)
Income generated: 40
Casualty replenishment rate: +3% (armies in local province)

Cultist Outpost (Medicine)
Level 2 · 1,500 gold · 2 turns
Casualty replenishment rate: +1% (all armies)
Hit points: +1% (all characters factionwide)
Income generated: 80
Casualty replenishment rate: +6% (armies in local province)

Cultist Enclave (Medicine)
Level 3 · 2,500 gold · 3 turns
Casualty replenishment rate: +2% (all armies)
Hit points: +2% (all characters factionwide)
Income generated: 120
Casualty replenishment rate: +9% (armies in local province)
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

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
Obsidian Quarry

Cultist Camp (Obsidian)
Level 1 · 750 gold · 1 turn
Recruit rank: +1 for all Daemonic units (local province)
Recruitment cost: -10% for all Daemonic units (local province)
Income generated: 40
Spell resistance: 2% (factionwide)

Cultist Outpost (Obsidian)
Level 2 · 1,500 gold · 2 turns
Recruit rank: +1 for all Daemonic units (local province)
Recruitment cost: -15% for all Daemonic units (local province)
Income generated: 80
Spell resistance: 3% (factionwide)

Cultist Enclave (Obsidian)
Level 3 · 2,500 gold · 3 turns
Recruit rank: +2 for all Daemonic units (local province)
Recruitment cost: -20% for all Daemonic units (local province)
Income generated: 120
Spell resistance: 5% (factionwide)
Orchards

Cultist Camp (Wine)
Level 1 · 750 gold · 1 turn
Khorne corruption: +2
Income generated: 40
Upkeep: -5% (armies in region)
Control: +8

Cultist Outpost (Wine)
Level 2 · 1,500 gold · 2 turns
Khorne corruption in adjacent provinces: +1
Khorne corruption: +4
Income generated: 80
Upkeep: -10% (armies in region)
Control: +8

Cultist Enclave (Wine)
Level 3 · 2,500 gold · 3 turns
Khorne corruption in adjacent provinces: +2
Khorne corruption: +6
Income generated: 120
Upkeep: -20% (armies in region)
Control: +8
Pastures

Cultist Camp (Pasture)
Level 1 · 750 gold · 1 turn
Growth: +2 (all provinces)
Income generated: 40
Growth: +30

Cultist Outpost (Pasture)
Level 2 · 1,500 gold · 2 turns
Growth: +3 (all provinces)
Income generated: 80
Growth: +45

Cultist Enclave (Pasture)
Level 3 · 2,500 gold · 3 turns
Growth: +5 (all provinces)
Income generated: 120
Growth: +60
Port

Ruined Docks
Level 1 · 1 turn

Infernal Harbour
Level 2 · 1,000 gold · 2 turns
Casualty replenishment rate: +3% (all armies in local province)
Upkeep: -10% (armies in region)
Growth: +20

Hell Port
Level 3 · 3,000 gold · 4 turns
Casualty replenishment rate: +6% (all armies in local province)
Upkeep: -20% (armies in region)
Growth: +40

Eye of Terror
Level 4 · 5,000 gold · 6 turns
Casualty replenishment rate: +10% (all armies in local province)
Upkeep: -30% (armies in region)
Growth: +60
Pottery Production

Cultist Camp (Pottery)
Level 1 · 750 gold · 1 turn
Defensive supplies: +250
Income generated: 40
Attrition: -5% when under siege (armies in region)

Cultist Outpost (Pottery)
Level 2 · 1,500 gold · 2 turns
Defensive supplies: +500
Income generated: 80
Attrition: -10% when under siege (armies in region)
Leadership: +3 when under siege (armies in region)

Cultist Enclave (Pottery)
Level 3 · 2,500 gold · 3 turns
Defensive supplies: +1000
Income generated: 120
Attrition: -15% when under siege (armies in region)
Leadership: +5 when under siege (armies in region)
Protection

Warpstone Locus
Level 1 · 2,000 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
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +3

Warpstone Traps
Level 2 · 3,000 gold · 4 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)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption: +4

Guarded Warpstone
Level 3 · 4,000 gold · 5 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)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Khorne corruption in adjacent provinces: +2
Khorne corruption: +5
Replenishment

War Amphitheatre
Level 1 · 750 gold · 1 turn
Casualty replenishment rate: +3% (armies in region)
Growth: +20

War Arena
Level 2 · 1,500 gold · 2 turns
Casualty replenishment rate: +6% (armies in region)
Growth: +30

War Crucible
Level 3 · 2,500 gold · 3 turns
Casualty replenishment rate: +9% (armies in region)
Growth: +40
Saltmaking

Cultist Camp (Salt)
Level 1 · 750 gold · 1 turn
Income from sacking and looting settlements: +2% (all characters)
Income generated: 40
Income from post-battle loot: +3% (factionwide)
Income from raiding: +2% (all armies)

Cultist Outpost (Salt)
Level 2 · 1,500 gold · 2 turns
Income from sacking and looting settlements: +3% (all characters)
Income generated: 80
Income from post-battle loot: +6% (factionwide)
Income from raiding: +3% (all armies)

Cultist Enclave (Salt)
Level 3 · 2,500 gold · 3 turns
Income from sacking and looting settlements: +5% (all characters)
Income generated: 120
Income from post-battle loot: +10% (factionwide)
Income from raiding: +5% (all armies)
Special Port

Ruined Bordeleaux Docks
Level 1

Bordeleaux Port
Level 2 · 1,500 gold · 2 turns
Income generated: 200
Tradable resources produced: +5% (factionwide)
Income from trade tariffs: +10%
Growth: +10

Bordeleaux Harbour
Level 3 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
Growth: +20

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
Spice Trading

Cultist Camp (Spices)
Level 1 · 750 gold · 1 turn
Passive ability: "Berserk" for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (armies in province)
Income generated: 40
Enemy leadership: -4 (enemy armies in province)

Cultist Outpost (Spices)
Level 2 · 1,500 gold · 2 turns
Passive ability: "Berserk" for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (armies in province)
Income generated: 80
Enemy leadership: -6 (enemy armies in province)

Cultist Enclave (Spices)
Level 3 · 2,500 gold · 3 turns
Passive ability: "Berserk" for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (armies in province)
Income generated: 120
Enemy leadership: -8 (enemy armies in province)
Melee attack: +1 (all armies)
Tusks

Cultist Camp (Tusks)
Level 1 · 750 gold · 1 turn
Skulls: 15 per turn
Income generated: 40

Cultist Outpost (Tusks)
Level 2 · 1,500 gold · 2 turns
Skulls: 30 per turn
Income generated: 80

Cultist Enclave (Tusks)
Level 3 · 2,500 gold · 3 turns
Skulls: 50 per turn
Income generated: 120
Woodlands

Cultist Camp (Wood)
Level 1 · 750 gold · 1 turn
Defensive supplies: +250
Construction cost: -10% for all buildings (local province)
Income generated: 40

Cultist Outpost (Wood)
Level 2 · 1,500 gold · 2 turns
Defensive supplies: +500
Construction cost: -20% for all buildings (local province)
Income generated: 80

Cultist Enclave (Wood)
Level 3 · 2,500 gold · 3 turns
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Defensive supplies: +1000
Construction cost: -30% for all buildings (local province)
Income generated: 120
Landmarks
Show 39 landmark buildings (unique buildings in particular settlements) ▾
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
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
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
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
Ancient Ruins
Ancient Boneyard Level 1 · 6,000 gold · 3 turns
Hero capacity: +1 for Bloodreapers · Unlocks Hero recruitment: Bloodreaper · Skulls gained from kills: +10% (all armies) · Skulls: 100 per turn · Income generated: 250
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
Court of the Covenant
Court of the Covenant Level 1 · 10,000 gold · 8 turns
Allegiance points gained: +25% · Diplomatic relations: +25 with Daemons of Chaos · Control: +3
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
Daemon's Stump Landmark
Bloodthirster Prison Level 1 · 6,000 gold · 4 turns
Physical resistance: 10% for Bloodletters and Exalted Bloodletters units (factionwide) · Upkeep: -5% for Bloodthirster units (factionwide)
Fallen Gates Landmark
Plateau of the Fallen Gates Level 1 · 6,000 gold · 3 turns
Hero capacity: +2 for Bloodreapers · Hero recruit rank: +2 for Bloodreapers (all provinces) · Upkeep: -5% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units (all armies)
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
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 (Corrupted) Level 1 · 8,000 gold · 5 turns
Daemons Reforged: +5% chance for destroyed Daemons of Khorne units to be restored after battle (all armies) · Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces)
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 Altar of Ultimate Darkness Level 1 · 6,000 gold · 7 turns
Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (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
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
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 · 4,500 gold · 5 turns
Passive ability: "Blood Shield" for Blood Shrine of Khorne units (factionwide) · 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) · Income generated: 200
Landmark
Shrine of Birds (Corrupted) Level 1 · 6,000 gold · 4 turns
Melee attack: +4 for Chaos Furies (Khorne) and Bloodthirster units (all armies) · Recruit rank: +2 for Chaos Furies (Khorne) and Bloodthirster units (all armies) · Upkeep: -5% for Chaos Furies (Khorne) and Bloodthirster units (all armies)
Landmark
Temple of Mists (Corrupted) Level 1 · 8,000 gold · 5 turns
Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province) · Khorne corruption: +4 · Income generated: 300 · Leadership: -10 when laying siege or encircling (enemy armies in province) · Melee defence: +5 when under siege (armies in province)
Machina Daemonium
Machina Daemonium Level 1 · 6,000 gold · 7 turns
Khorne corruption in adjacent provinces: +3 · Recruitment cost: -25% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units (factionwide) · Upkeep: -30% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units (factionwide)
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)
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
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 Khadeium Paradox
The Khadeium Paradox Level 1 · 4,000 gold · 5 turns
Khorne corruption in adjacent provinces: +3 · Khorne corruption: +10 · Miscast base chance: +50% for all enemy spellcasters (local characters)
The Throne of Chaos
The Throne of Chaos Level 1 · 8,000 gold · 4 turns
Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca (factionwide) · Income generated: 750 · Control: +3 (factionwide)
The Wrathgate
The Wrathgate Level 1 · 6,000 gold · 6 turns
Allied recruitment cost: -25% · Khorne corruption: +6