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

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

  1. Kennels

    Level 1 · 750 gold · 1 turn

    • Income generated: 80

    Unlocks

  2. Baleful Lair

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 80

    Unlocks

  3. Abattoir

    Level 3 · 2,500 gold · 3 turns

    • Income generated: 80

    Unlocks

  4. Blood-Drenched Herdstones

    Level 4 · 4,500 gold · 4 turns

    • Income generated: 80

    Unlocks

  5. Domain of Slaughter

    Level 5 · 7,000 gold · 6 turns

    • Income generated: 80

    Unlocks

Daemonic Mounts

  1. 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

  2. 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

  3. 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

  1. Khornate Calefactor

    Level 1 · 1,500 gold · 2 turns

    • Prevents construction of Mortal Servants building
    • Unlocks Hero recruitment: Bloodreaper
    • Income generated: 80

    Unlocks

  2. 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

  1. Hunting Fields

    Level 1 · 5,500 gold · 4 turns

    • Prevents construction of Mortal Champions building
    • Income generated: 120
    • Local recruitment capacity: +1

    Unlocks

  2. 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

  1. 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

  2. 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

  3. Khornate Cathedra

    Level 3 · 99,999 gold · 99 turns

    • Prevents construction of Greater Daemonic Servants building

Mortal Mounts

  1. 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

  2. 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

  3. 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

  4. 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

  1. The Forge

    Level 1 · 750 gold · 1 turn

    • Prevents construction of Daemonic Servants building
    • Income generated: 80

    Unlocks

  2. 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

  3. 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

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Empower 5 Sigils within the Black Pyramid
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
    • Vampiric corruption: +6
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)
    • Local recruitment capacity: +2

Garrison

  1. 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)
  2. 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)
  3. 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

  1. 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%
  2. 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

  1. 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)
  2. 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)
  3. 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

  1. 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

  1. 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

  2. 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

  3. 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

  1. Ruined City

    Level 1 · 1 turn

    • Khorne corruption: +1
  2. 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

  3. 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

  4. 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
  5. 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
  6. 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
  7. 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

  1. Ruined City

    Level 1 · 1 turn

    • Khorne corruption: +2
  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

  3. 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

  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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

  1. 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

  2. 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)
  3. 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

  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

Corruption

  1. Cruor Geyser

    Level 1 · 1,500 gold · 2 turns

    • Khorne corruption: +2
    • Skulls: 10 per turn
  2. Crimson Lake

    Level 2 · 2,500 gold · 3 turns

    • Khorne corruption in adjacent provinces: +1
    • Khorne corruption: +4
    • Skulls: 20 per turn
  3. 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

  1. Call of Khorne

    Level 1 · 1,000 gold · 2 turns

    • Khorne corruption: +5 (local region)
    • Khorne corruption: +10 (local region)

Cult Corruption

  1. 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

  1. 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

  1. 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

  1. Acolyte Trials

    Level 1 · 500 gold · 1 turn · upkeep 300

    • Khorne corruption: +5
    • Nurgle corruption: +5
    • Slaanesh corruption: +5
    • Tzeentch corruption: +5
  2. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. Simmering Anger

    Level 1 · 750 gold · 1 turn

    • Enables attrition in this region (enemy armies in region)
    • Upkeep: -15% (armies in region)
    • Control: +2
  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
  3. Apocalyptic Fury

    Level 3 · 99,999 gold · 99 turns

Dye Production

  1. Cultist Camp (Dyes)

    Level 1 · 750 gold · 1 turn

    • Leadership aura size: +3% (all characters)
    • Income generated: 40
    • Recruitment cost: -10% (local province)
  2. 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
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. 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
  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
  3. 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

  1. Cultist Camp (Gold)

    Level 1 · 750 gold · 1 turn

    • Income generated: 100
    • Upkeep: -1% (all armies)
    • Control: +2
  2. Cultist Outpost (Gold)

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 200
    • Upkeep: -2% (all armies)
    • Control: +4
  3. Cultist Enclave (Gold)

    Level 3 · 2,500 gold · 3 turns

    • Income generated: 400
    • Upkeep: -3% (all armies)
    • Control: +6

Iron Mining

  1. 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)
  2. 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)
  3. 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

  1. Cultist Camp (Marble)

    Level 1 · 750 gold · 1 turn

    • Khorne corruption: +2
    • Construction cost: -10% for all buildings (local province)
    • Income generated: 40
  2. 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
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

    • Immune to Athel Loren attrition (all armies)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Income from all buildings: +5% (factionwide)
    • Growth: +5 (all provinces)
    • Timber resource production: 100 logs

Obsidian Quarry

  1. 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)
  2. 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)
  3. 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

  1. Cultist Camp (Wine)

    Level 1 · 750 gold · 1 turn

    • Khorne corruption: +2
    • Income generated: 40
    • Upkeep: -5% (armies in region)
    • Control: +8
  2. 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
  3. 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

  1. Cultist Camp (Pasture)

    Level 1 · 750 gold · 1 turn

    • Growth: +2 (all provinces)
    • Income generated: 40
    • Growth: +30
  2. Cultist Outpost (Pasture)

    Level 2 · 1,500 gold · 2 turns

    • Growth: +3 (all provinces)
    • Income generated: 80
    • Growth: +45
  3. Cultist Enclave (Pasture)

    Level 3 · 2,500 gold · 3 turns

    • Growth: +5 (all provinces)
    • Income generated: 120
    • Growth: +60

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. 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
  3. 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
  4. 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

  1. Cultist Camp (Pottery)

    Level 1 · 750 gold · 1 turn

    • Defensive supplies: +250
    • Income generated: 40
    • Attrition: -5% when under siege (armies in region)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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

  1. War Amphitheatre

    Level 1 · 750 gold · 1 turn

    • Casualty replenishment rate: +3% (armies in region)
    • Growth: +20
  2. War Arena

    Level 2 · 1,500 gold · 2 turns

    • Casualty replenishment rate: +6% (armies in region)
    • Growth: +30
  3. War Crucible

    Level 3 · 2,500 gold · 3 turns

    • Casualty replenishment rate: +9% (armies in region)
    • Growth: +40

Saltmaking

  1. 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)
  2. 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)
  3. 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

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. 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)
  2. 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)
  3. 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

  1. Cultist Camp (Tusks)

    Level 1 · 750 gold · 1 turn

    • Skulls: 15 per turn
    • Income generated: 40
  2. Cultist Outpost (Tusks)

    Level 2 · 1,500 gold · 2 turns

    • Skulls: 30 per turn
    • Income generated: 80
  3. Cultist Enclave (Tusks)

    Level 3 · 2,500 gold · 3 turns

    • Skulls: 50 per turn
    • Income generated: 120

Woodlands

  1. Cultist Camp (Wood)

    Level 1 · 750 gold · 1 turn

    • Defensive supplies: +250
    • Construction cost: -10% for all buildings (local province)
    • Income generated: 40
  2. Cultist Outpost (Wood)

    Level 2 · 1,500 gold · 2 turns

    • Defensive supplies: +500
    • Construction cost: -20% for all buildings (local province)
    • Income generated: 80
  3. 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