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

Beast Packs
3 levels · unlocks Norscan Warhounds (Poison), Norscan Warhounds, Skin Wolves, Norscan Ice Wolves, Skin Wolves (Armoured), Marauder Ice Wolf Chariots
Beast Packs
3 levels · unlocks Norscan Warhounds (Poison), Norscan Warhounds, Skin Wolves, Norscan Ice Wolves, Skin Wolves (Armoured), Marauder Ice Wolf Chariots

Warhound Kennels
Level 1 · 500 gold · 1 turn
Unlocks

Warwolf Dens
Level 2 · 1,000 gold · 3 turns
Unlocks

Cave of Dark Offerings
Level 3 · 2,000 gold · 4 turns
Enables Hero recruitment: Skin Wolf Werekin
Hero capacity: +1 for Skin Wolf Werekin
Unlocks

Beastmasters
3 levels · unlocks Norscan Warhounds, Marauder Horsemen, Marauder Horsemen (Throwing Axes), Marauder Horsemasters, Norscan Ice Wolves
Beastmasters
3 levels · unlocks Norscan Warhounds, Marauder Horsemen, Marauder Horsemen (Throwing Axes), Marauder Horsemasters, Norscan Ice Wolves

Shieling
Level 1 · 500 gold · 1 turn
Recruitment cost: -5% (armies in region)
Local recruitment capacity: +1
Unlocks

Corral
Level 2 · 1,000 gold · 2 turns
Recruitment cost: -10% (armies in region)
Casualty replenishment rate: +5% (armies in province)
Local recruitment capacity: +2
Unlocks

Ruinous Stables
Level 3 · 2,000 gold · 3 turns
Recruitment cost: -15% (armies in region)
Casualty replenishment rate: +10% (armies in province)
Global recruitment capacity: +1
Local recruitment capacity: +2
Unlocks

Creatures of Chaos
5 levels · unlocks Feral Manticore, Dread Maw, Fimir Warriors, Fimir Warriors (Great Weapons), Chimera, Chaos Frost Dragon
Creatures of Chaos
5 levels · unlocks Feral Manticore, Dread Maw, Fimir Warriors, Fimir Warriors (Great Weapons), Chimera, Chaos Frost Dragon

Fog-Shrouded Fens
Level 1 · 2,000 gold · 2 turns
Enables Hero recruitment: Fimir Noble

Wyrmchasm
Level 2 · 3,500 gold · 3 turns
Hero capacity: +1 for Fimir Nobles
Enables Hero recruitment: Fimir Noble
Local recruitment capacity: +1
Unlocks

Storm-Beaten Cliffs
Level 3 · 5,000 gold · 4 turns
Hero capacity: +1 for Fimir Nobles
Enables Hero recruitment: Fimir Noble
Hero capacity: +1 for Fimir Balefiends
Enables Hero recruitment: Fimir Balefiend
Local recruitment capacity: +2
Unlocks

Henge of Totems
Level 3 · 3 turns
Hero capacity: +2 for Fimir Nobles
Enables Hero recruitment: Fimir Noble
Local recruitment duration: -1 turns for all Norscan Monsters (minimum 1) (armies in province)
Hero capacity: +2 for Fimir Balefiends
Enables Hero recruitment: Fimir Balefiend
Missile resistance: 1% (all armies)
Local recruitment capacity: +3
Unlocks

Glacial Passages
Level 4 · 7,000 gold · 5 turns
Hero capacity: +2 for Fimir Nobles
Enables Hero recruitment: Fimir Noble
Hero capacity: +2 for Fimir Balefiends
Enables Hero recruitment: Fimir Balefiend
Local recruitment capacity: +2

Desecrated Site
3 levels · unlocks Marauders, Marauder Spearmen, Skin Wolves, Marauder Hunters (Javelins)
Desecrated Site
3 levels · unlocks Marauders, Marauder Spearmen, Skin Wolves, Marauder Hunters (Javelins)

Skull-Rise
Level 1 · 750 gold · 1 turn
Unlocks

Mock-God
Level 2 · 1,500 gold · 3 turns
Maximum Level (Allegiance to the Hound): Upkeep: -4% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
Maximum Level (Allegiance to the Hound): Unit experience gain: +10% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
Enables limited Chaos Units recruitment
Local recruitment capacity: +1

Carcass-Heap
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Recruit rank: +1 for all units (local province)
When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
Local recruitment capacity: +1
Unlocks

Desecrated Site
3 levels · unlocks Marauder Spearmen, Marauders, Marauder Hunters (Javelins), Skin Wolves
Desecrated Site
3 levels · unlocks Marauder Spearmen, Marauders, Marauder Hunters (Javelins), Skin Wolves

Skull-Rise
Level 1 · 750 gold · 1 turn
Unlocks

Mock-God
Level 2 · 1,500 gold · 3 turns
Maximum Level (Allegiance to the Crow): Upkeep: -4% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
Maximum Level (Allegiance to the Crow): Unit experience gain: +10% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
Enables limited Chaos Units recruitment
Local recruitment capacity: +1

Carcass-Heap
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Recruit rank: +1 for all units (local province)
When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
Local recruitment capacity: +1
Unlocks

Desecrated Site
3 levels · unlocks Marauder Spearmen, Marauders, Marauder Hunters (Javelins), Skin Wolves
Desecrated Site
3 levels · unlocks Marauder Spearmen, Marauders, Marauder Hunters (Javelins), Skin Wolves

Skull-Rise
Level 1 · 750 gold · 1 turn
Unlocks

Mock-God
Level 2 · 1,500 gold · 3 turns
Maxumum Level (Allegiance to the Serpent): Upkeep: -4% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
Maxumum Level (Allegiance to the Serpent): Unit experience gain: +10% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
Enables limited Chaos Units recruitment
Local recruitment capacity: +1

Carcass-Heap
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Recruit rank: +1 for all units (local province)
When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
Local recruitment capacity: +1
Unlocks

Desecrated Site
3 levels · unlocks Marauders, Marauder Spearmen, Marauder Hunters (Javelins), Skin Wolves
Desecrated Site
3 levels · unlocks Marauders, Marauder Spearmen, Marauder Hunters (Javelins), Skin Wolves

Skull-Rise
Level 1 · 750 gold · 1 turn
Unlocks

Mock-God
Level 2 · 1,500 gold · 3 turns
Maximum Level (Allegiance to the Eagle): Upkeep: -4% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
Maximum Level (Allegiance to the Eagle): Unit experience gain: +10% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
Enables limited Chaos Units recruitment
Local recruitment capacity: +1

Carcass-Heap
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Recruit rank: +1 for all units (local province)
When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
Local recruitment capacity: +1
Unlocks

Effigies of Chaos
4 levels · unlocks Feral Mammoth, War Mammoth (Warshrine), War Mammoth
Effigies of Chaos
4 levels · unlocks Feral Mammoth, War Mammoth (Warshrine), War Mammoth

Chaos Totem
Level 1 · 3,500 gold · 3 turns
Winds of Magic power reserve: +2 per turn (all armies in local province)
Enables Hero recruitment: Shaman-Sorcerer
Research rate: +2

Altar of the Bloodfathers
Level 2 · 5,000 gold · 4 turns
Winds of Magic power reserve: +3 per turn (all armies in local province)
Hero capacity: +1 for Shaman-Sorcerers
Enables Hero recruitment: Shaman-Sorcerer
Research rate: +3
Unlocks

Shamanic Tribute
Level 2 · 3 turns
Winds of Magic power reserve: +10 per turn (all armies in local province)
Hero capacity: +2 for Shaman-Sorcerers
Enables Hero recruitment: Shaman-Sorcerer
Weapon strength: +1% (all armies)
Research rate: +10
Unlocks

Shamanic Pyre
Level 3 · 7,000 gold · 5 turns
Winds of Magic power reserve: +5 per turn (all armies in local province)
Hero capacity: +1 for Shaman-Sorcerers
Enables Hero recruitment: Shaman-Sorcerer
Research rate: +5

Horses
3 levels · unlocks Marauder Horsemen, Marauder Horsemen (Throwing Axes), Marauder Chariots, Kurgan Horsemen (Dual Weapons), Marauder Horsemasters, Kurgan Horsemen (Great Weapons)
Horses
3 levels · unlocks Marauder Horsemen, Marauder Horsemen (Throwing Axes), Marauder Chariots, Kurgan Horsemen (Dual Weapons), Marauder Horsemasters, Kurgan Horsemen (Great Weapons)

Shieling
Level 1 · 500 gold · 1 turn
Unlocks

Corral
Level 2 · 1,000 gold · 2 turns
Unlocks

Ruinous Stables
Level 3 · 2,000 gold · 3 turns
Unlocks

Marauders
5 levels · unlocks Marauders (Great Weapons), Marauder Spearmen, Marauder Hunters (Javelins), Marauder Bearmen, Marauder Champions, Marauder Champions (Great Weapons), Marauder Berserkers, Marauder Bearmen (Great Weapons), Flayerkin
Marauders
5 levels · unlocks Marauders (Great Weapons), Marauder Spearmen, Marauder Hunters (Javelins), Marauder Bearmen, Marauder Champions, Marauder Champions (Great Weapons), Marauder Berserkers, Marauder Bearmen (Great Weapons), Flayerkin

Proving Pits
Level 1 · 250 gold · 1 turn
Unlocks

Raiding Camps
Level 2 · 750 gold · 2 turns
Unlocks

Raiders' Bazaar
Level 3 · 2 turns
Unlocks

Warriors’ Hall
Level 3 · 1,500 gold · 3 turns

Chieftain’s Hold
Level 4 · 3,000 gold · 4 turns

Marauders
3 levels · unlocks Marauder Hunters (Javelins), Marauder Bearmen, Marauder Berserkers, Marauders (Great Weapons), Marauder Bearmen (Great Weapons), Marauder Champions
Marauders
3 levels · unlocks Marauder Hunters (Javelins), Marauder Bearmen, Marauder Berserkers, Marauders (Great Weapons), Marauder Bearmen (Great Weapons), Marauder Champions

Sparring Fields
Level 1 · 500 gold · 1 turn
Unlocks

Raiders' Camp
Level 2 · 1,000 gold · 2 turns
Casualty replenishment rate: +5% (armies in province)
Unlocks

Chieftain's Hall
Level 3 · 2,000 gold · 3 turns
Casualty replenishment rate: +10% (armies in province)
Unlocks

Monsters
4 levels · unlocks Norscan Trolls, Norscan Ice Trolls, Norscan Giant, Curs'd Ettin, Curs'd Ettin (Runecaller)
Monsters
4 levels · unlocks Norscan Trolls, Norscan Ice Trolls, Norscan Giant, Curs'd Ettin, Curs'd Ettin (Runecaller)

Ice Troll Lair
Level 1 · 2,000 gold · 2 turns
Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
Income from raiding: +10% (all your armies in adjacent provinces)
Unlocks

Colossal Offerings
Level 2 · 2 turns
Campaign movement range: -10% for enemy armies starting their turn in this region (all enemy armies in adjacent provinces)
Income from raiding: +3% (all armies)
Unlocks

Frozen Cairn Field
Level 2 · 3,500 gold · 3 turns
Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in province)
Income from raiding: +20% (all your armies in adjacent provinces)

Curs'd Cavern
Level 3 · 5,000 gold · 4 turns
Campaign movement range: -10% for enemy armies starting their turn in this region (all enemy armies in adjacent provinces)
Income from raiding: +3% (all armies)

Norsca Settlement
5 levels · unlocks Marauders, Marauder Hunters
Norsca Settlement
5 levels · unlocks Marauders, Marauder Hunters

Ruined Village
Ruin
Spoils can be transferred from Pillaging forces here to the faction
Chaos Undivided corruption: +2

Warrior Gathering
Level 1 · 750 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction
Defensive supplies: +1000
Chaos Undivided corruption: +2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Grants 1 construction slot in the settlement
Income generated: 30
Growth: +10
Control: +1
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks

Warband Camp
Level 2 · 1,500 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction
Defensive supplies: +1000
Chaos Undivided corruption: +2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Grants 2 construction slots in the settlement
Income generated: 60
Growth: +20
Control: +1
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks

Clan Enclave
Level 3 · 3,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction
Defensive supplies: +1500
Chaos Undivided corruption: +3
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Grants 3 construction slots in the settlement
Income generated: 90
Growth: +30
Control: +2
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Tribal Stronghold
Level 4 · 6,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction
Defensive supplies: +1500
Chaos Undivided corruption: +3
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Grants 5 construction slots in the settlement
Income generated: 120
Growth: +40
Control: +2
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Greater Tribal Stronghold
Level 5 · 8,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction
Defensive supplies: +2000
Chaos Undivided corruption: +4
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Grants 7 construction slots in the settlement
Income generated: 150
Growth: +50
Control: +3
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Norsca Settlement
3 levels · unlocks Marauders, Marauder Hunters
Norsca Settlement
3 levels · unlocks Marauders, Marauder Hunters

Ruined Village
Ruin
Spoils can be transferred from Pillaging forces here to the faction
Chaos Undivided corruption: +1

Norse Encampment
Level 1 · 750 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction
Defensive supplies: +1000
Chaos Undivided corruption: +1
Grants 1 construction slot in the settlement
Income generated: 30
Growth: +10
Control: +1
Unlocks

Norse Moot
Level 2 · 1,500 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction
Defensive supplies: +1000
Chaos Undivided corruption: +1
Grants 2 construction slots in the settlement
Income generated: 60
Growth: +20
Control: +1
Unlocks

Norse Village
Level 3 · 3,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction
Defensive supplies: +1500
Chaos Undivided corruption: +2
Grants 3 construction slots in the settlement
Income generated: 90
Growth: +30
Control: +2

Flame of Ulric
1 level
Flame of Ulric
1 level

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

Garrison
1 level
Garrison
1 level

Marauding Militia
Level 1 · 750 gold · 1 turn
Chaos Undivided corruption: +3 (adjacent regions)
When Chaos Undivided corruption is 50 or more: Income generated: 50
Recruit rank: +1 for all units (all your armies in adjacent regions)
Control: +3 (adjacent regions)

Garrison
4 levels
Garrison
4 levels

Guard Shack
Level 1 · 750 gold · 2 turns
Defensive supplies: +250

Watchtower
Level 2 · 1,500 gold · 3 turns
Defensive supplies: +500
Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Marauding Militia
Level 3 · 2,500 gold · 4 turns
Defensive supplies: +750
Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Feral Wardens
Level 3 · 4 turns
Defensive supplies: +1000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Garrison
3 levels
Garrison
3 levels

Guard Shack
Level 1 · 750 gold · 1 turn
Leadership: +2 when under siege (armies in region)
Melee defence: +4 when under siege (armies in region)

Watchtower
Level 2 · 1,000 gold · 2 turns
Leadership: +4 when under siege (armies in region)
Melee defence: +7 when under siege (armies in region)

Marauding Militia
Level 3 · 1,500 gold · 3 turns
Leadership: +6 when under siege (armies in region)
Melee defence: +10 when under siege (armies in region)

Outpost
3 levels
Outpost
3 levels

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

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

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

Raiding
3 levels
Raiding
3 levels

Trophies of Battle
Level 1 · 750 gold · 1 turn
Income from post-battle loot: +5% (all your armies in adjacent regions)
Income from raiding: +10% (all your armies in adjacent regions)

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)
Income from sacking settlements: +10% (all your armies in adjacent regions)

Butcher's Plinth
Level 2 · 1,500 gold · 3 turns
Chaos Undivided corruption: +3 (adjacent regions)
When Chaos Undivided corruption is 50 or more: Bonus vs Infantry: +4 (all your armies in adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)
Weapon strength: +5% (all your armies in adjacent regions)

Raiding
3 levels
Raiding
3 levels

Trophies of Battle
Level 1 · 750 gold · 1 turn
Income from post-battle loot: +5% (all your armies in adjacent regions)
Income from raiding: +10% (all your armies in adjacent regions)

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)
Income from sacking settlements: +10% (all your armies in adjacent regions)

Flystone
Level 2 · 1,500 gold · 3 turns
Chaos Undivided corruption: +3 (adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)
When Chaos Undivided corruption is 50 or more: Armour: +4 (all your armies in adjacent regions)
Missile resistance: 5% (all your armies in adjacent regions)

Raiding
3 levels
Raiding
3 levels

Trophies of Battle
Level 1 · 750 gold · 1 turn
Income from post-battle loot: +5% (all your armies in adjacent regions)
Income from raiding: +10% (all your armies in adjacent regions)

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)
Income from sacking settlements: +10% (all your armies in adjacent regions)

Heady Brazier
Level 2 · 1,500 gold · 3 turns
Chaos Undivided corruption: +3 (adjacent regions)
When Chaos Undivided corruption is 50 or more: Unit mass: +4% (all your armies in adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)
Charge bonus: +5% (all your armies in adjacent regions)

Raiding
3 levels
Raiding
3 levels

Trophies of Battle
Level 1 · 750 gold · 1 turn
Income from post-battle loot: +5% (all your armies in adjacent regions)
Income from raiding: +10% (all your armies in adjacent regions)

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)
Income from sacking settlements: +10% (all your armies in adjacent regions)

Twisting Spire
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Winds of Magic cost: -10% for all spells (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Winds of Magic power reserve: +3 per turn (all your armies in adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)

Raiding
3 levels
Raiding
3 levels

Trophies of Battle
Level 1 · 750 gold · 1 turn
Income from post-battle loot: +5% (all your armies in adjacent regions)
Income from raiding: +10% (all your armies in adjacent regions)

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)
Income from sacking settlements: +10% (all your armies in adjacent regions)

Glowering Totem
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Attribute: Unbreakable during siege battles (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Income from post-battle loot: +10% (all your armies in adjacent regions)
Income from raiding: +20% (all your armies in adjacent regions)
Enemy leadership: -10 (all enemy armies in adjacent regions)

Replenishment
3 levels
Replenishment
3 levels

Bleeding Grounds
Level 1 · 750 gold · 1 turn
Campaign movement range: +5% (all armies in local province)
Casualty replenishment rate: +2% (all armies in local province)

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Recruitment cost: -5% (all your armies in adjacent regions)
Casualty replenishment rate: +5% (all armies in local province)
When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)

Gorepit
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Attribute: Unyielding Assault during siege battles (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Casualty replenishment rate: +5% (all armies in local province)
Melee attack: +4 (all your armies in adjacent regions)

Replenishment
3 levels
Replenishment
3 levels

Bleeding Grounds
Level 1 · 750 gold · 1 turn
Campaign movement range: +5% (all armies in local province)
Casualty replenishment rate: +2% (all armies in local province)

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Recruitment cost: -5% (all your armies in adjacent regions)
Casualty replenishment rate: +5% (all armies in local province)
When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)

Blighted Vat
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Attribute: Immune to Contact Effects during siege battles (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Casualty replenishment rate: +5% (all armies in local province)
Melee defence: +4 (all your armies in adjacent regions)

Replenishment
3 levels
Replenishment
3 levels

Bleeding Grounds
Level 1 · 750 gold · 1 turn
Campaign movement range: +5% (all armies in local province)
Casualty replenishment rate: +2% (all armies in local province)

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Recruitment cost: -5% (all your armies in adjacent regions)
Casualty replenishment rate: +5% (all armies in local province)
When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)

Ophidian Arch
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Attribute: Perfect Vigour during siege battles (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Casualty replenishment rate: +5% (all armies in local province)
Speed: +5% (all your armies in adjacent regions)

Replenishment
3 levels
Replenishment
3 levels

Bleeding Grounds
Level 1 · 750 gold · 1 turn
Campaign movement range: +5% (all armies in local province)
Casualty replenishment rate: +2% (all armies in local province)

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Recruitment cost: -5% (all your armies in adjacent regions)
Casualty replenishment rate: +5% (all armies in local province)
When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)

Scryer's Hollow
Level 2 · 1,500 gold · 3 turns
Winds of Magic cost: +10% for all enemy spells (all enemy armies in adjacent regions)
When Chaos Undivided corruption is 50 or more: Attribute: Silenced during siege battles (all enemy Lords in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Casualty replenishment rate: +5% (all armies in local province)

Replenishment
3 levels
Replenishment
3 levels

Bleeding Grounds
Level 1 · 750 gold · 1 turn
Campaign movement range: +5% (all armies in local province)
Casualty replenishment rate: +2% (all armies in local province)

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Recruitment cost: -5% (all your armies in adjacent regions)
Casualty replenishment rate: +5% (all armies in local province)
When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (local province)

Creeping Morass
Level 2 · 1,500 gold · 3 turns
When Chaos Undivided corruption is 50 or more: Vigour in battle: Tired during siege battles (all enemy armies in adjacent regions)
Chaos Undivided corruption: +3 (adjacent regions)
Campaign movement range: +10% (all armies in local province)
Campaign movement range: -10% (all enemy armies in adjacent regions)
Casualty replenishment rate: +5% (all armies in local province)

Smithy
3 levels
Smithy
3 levels

Smithy
Level 1 · 1,000 gold · 2 turns
Recruit rank: +1 for all units (local province)
Recruitment cost: -10% (armies in province)

Ruinous Kiln
Level 2 · 4,000 gold · 3 turns
Recruit rank: +2 for all units (local province)
Recruitment cost: -15% (armies in province)

Dark Furnace
Level 3 · 4 turns
Local Recruitment duration: -1 turn for Marauder Champions units (minimum 1) (armies in province)
Recruit rank: +3 for all units (local province)
Recruitment cost: -25% (armies in province)
Global recruitment capacity: +1 (factionwide)
Unit Experience
3 levels
Unit Experience
3 levels
Tattooist
Level 1 · 750 gold · 1 turn
Recruit rank: +1 for all units
Local recruitment capacity: +1
Flesh Brander
Level 2 · 1,000 gold · 2 turns
Recruit rank: +2 for all units
Local recruitment capacity: +2
Flesh Carver
Level 3 · 1,500 gold · 3 turns
Recruit rank: +3 for all units
Local recruitment capacity: +3

Walls
4 levels
Walls
4 levels

Bloody Bulwark
Level 1 · 2,500 gold · 2 turns
Defensive supplies: +500
Leadership: +2 when under siege (armies in region)
Melee defence: +4 when under siege (armies in region)

Skull-Laden Embankment
Level 2 · 3,500 gold · 3 turns
Defensive supplies: +750
Leadership: +4 when under siege (armies in region)
Melee defence: +7 when under siege (armies in region)

Wall of Carcasses
Level 3 · 5,000 gold · 5 turns
Defensive supplies: +1000
Leadership: +6 when under siege (armies in region)
Melee defence: +10 when under siege (armies in region)

Figurehead Palisade
Level 4 · 6 turns
Defensive supplies: +1250
Leadership: +8 when under siege (armies in region)
Melee defence: +14 when under siege (armies in region)
Economy

Outpost
3 levels · unlocks Marauders
Outpost
3 levels · unlocks Marauders

Ruined Outpost
Ruin

Coastal Enclave
Level 1 · 750 gold · 2 turns
Chaos Undivided corruption: +1
Control: +2
Unlocks

Tribal Anchorage
Level 2 · 1,500 gold · 3 turns
Chaos Undivided corruption: +1
Control: +3

Manmade Fjord
Level 3 · 3,000 gold · 4 turns
Chaos Undivided corruption: +2
Control: +4

Anti-Vermintide
4 levels
Anti-Vermintide
4 levels

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

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

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

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

Beast Pens
1 level
Beast Pens
1 level

Cultist Camp (Animals)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Recruitment cost: -10% for Norscan Monster and Beast units (all armies)
Income generated: 100
Growth: +20
Exotic Animals resource production: 32 cages

Chaos Altar
3 levels
Chaos Altar
3 levels

Ruined Chaos Altar
Ruin

Unshaped Monolith
Level 1 · 750 gold · 1 turn
When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers (local province)
When at Tier 1 Arcane Power: Dark Ritual Augmentations:
When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I:
When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II:
When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III:
When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV:
Income generated: 50
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +3 per turn
When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +3/+5/+7/+9/+11% of the experience earned by other Lords (all armies in local and adjacent regions)
Dark Ritual: +1
When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +1/+2/+3/+4/+5
When technology "Prophetic Seer-Craft" researched: Spell intensity: +10% (all armies in adjacent provinces)
Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
When at Tier 5 Arcane Power: Income generated: 50
Control: +2
When at Tier 1/2/3/4/5 Arcane Power: Research rate: +1/+2/+3/+4/+5

Aberrant Monolith
Level 2 · 1,500 gold · 2 turns
When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers (local province)
When at Tier 1 Arcane Power: Dark Ritual Augmentations:
When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I:
When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II:
When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III:
When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV:
Income generated: 75
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +6 per turn
When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+7/+9/+11/+13% of the experience earned by other Lords (all armies in local and adjacent regions)
Dark Ritual: +1
When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +2/+3/+4/+5/+6
When technology "Prophetic Seer-Craft" researched: Spell intensity: +10% (all armies in adjacent provinces)
When at Tier 1/2/3/4/5 Arcane Power: Winds of Magic power reserve capacity: +5/+10/+15/+20/+25 (all armies in local and adjacent regions)
Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
When at Tier 5 Arcane Power: Income generated: 75
Control: +2
When at Tier 1/2/3/4/5 Arcane Power: Research rate: +2/+3/+4/+5/+6

Pandaemonic Monolith
Level 3 · 2,500 gold · 3 turns
When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers (local province)
When at Tier 1 Arcane Power: Dark Ritual Augmentations:
When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I:
When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II:
When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III:
When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV:
Income generated: 150
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +10 per turn
When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+9/+11/+13/+15% of the experience earned by other Lords (all armies in local and adjacent regions)
Dark Ritual: +1
When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+8
When technology "Prophetic Seer-Craft" researched: Spell intensity: +10% (all armies in adjacent provinces)
When at Tier 1/2/3/4/5 Arcane Power: Winds of Magic power reserve capacity: +10/+15/+20/+25/+30 (all armies in local and adjacent regions)
Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
When at Tier 5 Arcane Power: Income generated: 150
Control: +3
When at Tier 1/2/3/4/5 Arcane Power: Research rate: +3/+4/+5/+6/+7

Chaos Altar (Crow)
2 levels
Chaos Altar (Crow)
2 levels

Ruined Chaos Altar
Ruin
Spoils can be transferred from Pillaging forces here to the faction

Blighted Monolith
Level 1 · 750 gold · 1 turn
When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces)
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +2 per turn
Allegiance to the Crow: +1
Chaos Undivided corruption: +2
Income generated: 50
After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
Attrition: -10% casualties suffered from all attrition (all your armies in adjacent regions)
Control: +2

Pestilent Monolith
Level 2 · 1,500 gold · 2 turns
When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces)
Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +3 per turn
Allegiance to the Crow: +1
Chaos Undivided corruption: +3
Income generated: 100
After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
Attrition: -20% casualties suffered from all attrition (all your armies in adjacent regions)
Control: +2

Chaos Altar (Eagle)
2 levels
Chaos Altar (Eagle)
2 levels

Ruined Chaos Altar
Ruin
Spoils can be transferred from Pillaging forces here to the faction

Many-Faced Monolith
Level 1 · 750 gold · 1 turn
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +2 per turn
When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces)
Allegiance to the Eagle: +1
Chaos Undivided corruption: +2
Magic item drop chance from battle: +5% (all your armies in adjacent regions)
Income generated: 50
After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
Control: +2

Ever-Changing Monolith
Level 2 · 1,500 gold · 2 turns
Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +3 per turn
When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces)
Allegiance to the Eagle: +1
Chaos Undivided corruption: +3
Magic item drop chance from battle: +10% (all your armies in adjacent regions)
Income generated: 100
After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
Control: +2

Chaos Altar (Hound)
2 levels
Chaos Altar (Hound)
2 levels

Ruined Chaos Altar
Ruin
Spoils can be transferred from Pillaging forces here to the faction

Fanged Monolith
Level 1 · 750 gold · 1 turn
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +2 per turn
Allegiance to the Hound: +1
Chaos Undivided corruption: +2
When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces)
Income generated: 50
After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
Spell resistance: 5% (all your armies in adjacent regions)
Control: +2

Ravenous Monolith
Level 2 · 1,500 gold · 2 turns
Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +3 per turn
Allegiance to the Hound: +1
Chaos Undivided corruption: +3
When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces)
Income generated: 100
After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
Spell resistance: 10% (all your armies in adjacent regions)
Control: +2

Chaos Altar (Serpent)
2 levels
Chaos Altar (Serpent)
2 levels

Ruined Chaos Altar
Ruin
Spoils can be transferred from Pillaging forces here to the faction

Coiling Monolith
Level 1 · 750 gold · 1 turn
When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces)
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +2 per turn
Allegiance to the Serpent: +1
Chaos Undivided corruption: +2
Income generated: 50
After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
Ambush success chance: +10% (all your armies in adjacent regions)
Control: +2

Undulant Monolith
Level 2 · 1,500 gold · 2 turns
When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces)
Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
Spoils can be transferred from Pillaging forces here to the faction
Spoils: +3 per turn
Allegiance to the Serpent: +1
Chaos Undivided corruption: +3
Income generated: 100
After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150
Ambush success chance: +20% (all your armies in adjacent regions)
Control: +2

Gemstone Quarry
1 level
Gemstone Quarry
1 level

Cultist Camp (Gems)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Income generated: 100
Gemstones resource production: 32 sacks
Diplomatic relations: +10 with Norsca

Gold Mine
1 level
Gold Mine
1 level

Cultist Camp (Gold)
Level 1 · 750 gold · 1 turn · pays back in 2.5 turns
Income generated: 300

Growth
3 levels
Growth
3 levels

Ruinous Altar
Level 1 · 750 gold · 1 turn
Chaos Undivided corruption: +1
Recruitment cost: -5% (armies in region)
Growth: +20
Control: +3

Chaos Shrine
Level 2 · 1,000 gold · 2 turns
Chaos Undivided corruption: +2
Recruitment cost: -10% (armies in region)
Growth: +30
Control: +4

Sacrificial Pyre
Level 3 · 1,500 gold · 3 turns
Chaos Undivided corruption: +3
Recruitment cost: -20% (armies in region)
Growth: +40
Control: +5
Control: +2 in adjacent provinces

Healer's Tent
1 level
Healer's Tent
1 level

Cultist Camp (Medicine)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Income generated: 100
Casualty replenishment rate: +8% (armies in province)
Medicinal Plants resource production: 32 bundles

Income
3 levels
Income
3 levels

Whorl of Raiders' Remains
Level 1 · 750 gold · 1 turn
Chaos Undivided corruption: +1
Income from sacking settlements: +10% (all your armies in adjacent regions)

Marauder Blood-Grove
Level 2 · 1,000 gold · 2 turns
Chaos Undivided corruption: +3
Income from sacking settlements: +20% (all your armies in adjacent regions)

Trove Temple of Champions
Level 3 · 1,500 gold · 3 turns
Chaos Undivided corruption: +5
Income from sacking settlements: +30% (all your armies in adjacent regions)

Iron Mine
1 level
Iron Mine
1 level

Iron Mine
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Income generated: 100
Iron resource production: 32 ingots
Recruitment cost: -10% for Marauder units (all armies)

Ivory Carver
1 level
Ivory Carver
1 level

Cultist Camp (Tusks)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Ivory resource production: 32 tusks
Recruit rank: +3 for Mammoth units
Income generated: 100

Kitchens
1 level
Kitchens
1 level

Cultist Camp (Spices)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Income generated: 100
Control: +5
Spices resource production: 32 sacks

Loot & Plunder
5 levels
Loot & Plunder
5 levels

Loot Pile
Level 1 · 1,000 gold · 1 turn
Income from sacking settlements: +1% (factionwide)

Trophies of Battle
Level 2 · 2,000 gold · 2 turns
Income and Spoils from pillaging settlements: +1% (all characters)
Income from post-battle loot: +1% (factionwide)
Income from raiding: +2% (all armies)
Income from sacking settlements: +1% (factionwide)

Hoard Pit
Level 2 · 1 turn
Income from post-battle loot: +1% (factionwide)
Income from sacking settlements: +1% (factionwide)

Plunder Hall
Level 3 · 4,000 gold · 3 turns
Income and Spoils from pillaging settlements: +3% (all characters)
Income from post-battle loot: +3% (factionwide)
Income from raiding: +5% (all armies)
Income from sacking settlements: +2% (factionwide)

Barrow Hoard
Level 3 · 2 turns
Income from post-battle loot: +3% (factionwide)
Income from sacking settlements: +2% (factionwide)

Lumber Camp
1 level
Lumber Camp
1 level

Cultist Camp (Wood)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Construction cost: -25% for all buildings (local province)
Income generated: 100
Timber resource production: 32 logs

Marble Quarry
1 level
Marble Quarry
1 level

Marble Quarry
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Income generated: 100
Marble resource production: 32 slabs

Meadery
1 level
Meadery
1 level

Cultist Camp (Wine)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Passive ability: "Rowdy" (armies in local province)
Income generated: 100
Wine resource production: 32 barrels

Oak of Ages
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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

Obsidian Quarry
1 level
Obsidian Quarry
1 level

Obsidian Quarry
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Chaos Undivided corruption in adjacent provinces: +3
Chaos Undivided corruption: +5
Income generated: 100
Carved Obsidian resource production: 32 chests

Pastures
1 level
Pastures
1 level

Cultist Camp (Pasture)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Income generated: 100
Growth: +50

Port
1 level
Port
1 level

Ruined Docks
Ruin

Norsca Wharf
Level 1 · 1,000 gold · 2 turns · pays back in 10 turns
Income generated: 100
Casualty replenishment rate: +5% (armies in province)
Growth: +15
Local recruitment capacity: +1

Port
3 levels
Port
3 levels

Ruined Docks
Ruin

Norsca Wharf
Level 1 · 1,000 gold · 2 turns · pays back in 10 turns
Income generated: 100
Casualty replenishment rate: +5% (armies in province)
Growth: +15
Local recruitment capacity: +1

Longship Builder
Level 2 · 2,500 gold · 4 turns · pays back in 10 turns
Income generated: 250
Casualty replenishment rate: +10% (armies in province)
Growth: +30
Local recruitment capacity: +1

Raiding Port
Level 3 · 6 turns
Income from trade-good producing buildings: +5% (all regions)
Income generated: 600
Tradable resources produced: +6% (factionwide)
Casualty replenishment rate: +15% (armies in province)
Growth: +60
Local recruitment capacity: +2

Pottery Workshop
1 level
Pottery Workshop
1 level

Cultist Camp (Pottery)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Defensive supplies: +200 (factionwide)
Income generated: 100
Pottery resource production: 32 kilnful

Protection
3 levels
Protection
3 levels

Marauder Patrols
Level 1 · 1,000 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 (Realm of Chaos campaign only)
Chaos Undivided corruption: +3
Control: +3

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

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

Salt Mines
1 level
Salt Mines
1 level

Cultist Camp (Salt)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Attrition: -15% casualties suffered from high seas, reef and storm attrition (factionwide)
Income generated: 100
Growth: +20
Salt resource production: 32 barrels

Slaves
4 levels
Slaves
4 levels

Fur Stash
Level 1 · 500 gold · 1 turn · pays back in 6.3 turns
Income generated: 80
Growth: +10

Beast Tanner
Level 2 · 1,000 gold · 2 turns · pays back in 6.3 turns
Income generated: 160
Growth: +20

Slaver's Camp
Level 3 · 2,000 gold · 3 turns · pays back in 8.3 turns
Income generated: 240
Growth: +30

Longhouse Under-Hall
Level 4 · 3 turns
Construction cost: -1% for all buildings (factionwide)
Income generated: 400
Growth: +40

Special Port
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

Bordeleaux Harbour
Level 2 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
Outside regions owned by Chaos Dwarfs: Growth: +20

Manann’s Dry Docks
Level 3 · 6,000 gold · 6 turns
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Outside regions owned by Chaos Dwarfs: Growth: +30

Tanner's Workshop
1 level
Tanner's Workshop
1 level

Cultist Camp (Furs)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Melee attack: +2 for Marauder Berserker units (all armies)
Weapon strength: +5% for Marauder Berserker units (all armies)
Income generated: 100
Furs resource production: 32 bundles

Tattooist
1 level
Tattooist
1 level

Cultist Camp (Dyes)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Income generated: 100
Speed: +5% for Marauder units (all armies)
Control: +2
Dyes resource production: 32 ounces

Worship
4 levels
Worship
4 levels

Ruinous Altar
Level 1 · 500 gold · 1 turn · pays back in 20 turns
Chaos Undivided corruption: +2
Income generated: 25
Control: +1

Chaos Shrine
Level 2 · 1,000 gold · 2 turns · pays back in 13.3 turns
Hero and Lord recruit rank: +1 (local province)
Chaos Undivided corruption: +4
Income generated: 75
Control: +2

Vitki Temple
Level 3 · 3 turns
Hero and Lord recruit rank: +1 (factionwide)
Chaos Undivided corruption in adjacent provinces: +2
Chaos Undivided corruption: +6
Income generated: 100
Control: +4

Vitki Temple
Level 4 · 999,999 gold · 99 turns
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 41 landmark buildings (unique buildings in particular settlements) ▾
Landmark
Losteriksson's Longhouse Level 1 · 4,000 gold · 3 turns
Recruit rank: +2 for all units · Casualty replenishment rate: +5% (armies in province) · Control: +5 · Wine resource production: 15 barrels · Local recruitment capacity: +1 · Lord recruit rank: +1 (factionwide)
Unlocks: Marauders, Marauder Hunters (Javelins), Marauder Bearmen, Marauder Hunters
Losteriksson's Great Hall Level 2 · 6,000 gold · 4 turns
Recruit rank: +4 for all units · Casualty replenishment rate: +10% (armies in province) · Control: +10 · Wine resource production: 30 barrels · Local recruitment capacity: +2 · Lord recruit rank: +2 (factionwide)
Unlocks: Marauder Berserkers, Marauder Champions
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9
Lothern Landmark
Looted Lothern Palace Level 1 · 4,000 gold · 2 turns
Income generated: 500 · Growth: +30 · Control: +10 · Elven Trinkets resource production: 40 chests
Unlocks: Marauder Hunters, Marauders
Lothern Port
Ruined Harbour of Lothern Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Ruin
The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn
Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Special Port
Ruined Copher Harbour Ruin
Copher Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 2 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Ruin
Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Port
Ruined Erengrad Harbour Ruin
Erengrad Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20
Erengrad Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30
Special Port
Ruined Marienburg Harbour Ruin
Marienburg Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Ruin
Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80
Chaos Altar
Ruined Chaos Altar Ruin
Barricaded Chaos Altar Level 1 · 750 gold · 1 turn
When at Tier 1 Arcane Power: Dark Ritual Augmentations: · When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I: · When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II: · When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III: · When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV: · Spoils: +3 per turn · When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +3/+5/+7/+9/+11% of the experience earned by other Lords (all armies in local and adjacent regions) · When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +1/+2/+3/+4/+5 · Global recruitment duration: -1 turn for all units (armies in region) · When at Tier 5 Arcane Power: Income generated: 50 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When at Tier 1/2/3/4/5 Arcane Power: Research rate: +1/+2/+3/+4/+5
Reinforced Chaos Altar Level 2 · 1,500 gold · 2 turns
When at Tier 1 Arcane Power: Dark Ritual Augmentations: · When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I: · When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II: · When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III: · When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV: · Melee attack: +1 for Chaos Warriors and Chaos Spawn units (factionwide) · Melee defence: +1 for Chaos Warriors and Chaos Spawn units (factionwide) · Spoils: +6 per turn · When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+7/+9/+11/+13% of the experience earned by other Lords (all armies in local and adjacent regions) · When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +2/+3/+4/+5/+6 · When at Tier 1/2/3/4/5 Arcane Power: Winds of Magic power reserve capacity: +5/+10/+15/+20/+25 (all armies in local and adjacent regions) · Global recruitment duration: -1 turn for all units (armies in region) · When at Tier 5 Arcane Power: Income generated: 75 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When at Tier 1/2/3/4/5 Arcane Power: Research rate: +2/+3/+4/+5/+6
Fortified Chaos Altar Level 3 · 2,500 gold · 3 turns
When at Tier 1 Arcane Power: Dark Ritual Augmentations: · When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I: · When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II: · When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III: · When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV: · Melee attack: +1 for Chaos Warriors and Chaos Spawn units (factionwide) · Melee defence: +1 for Chaos Warriors and Chaos Spawn units (factionwide) · Spoils: +10 per turn · When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+9/+11/+13/+15% of the experience earned by other Lords (all armies in local and adjacent regions) · When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+8 · When at Tier 1/2/3/4/5 Arcane Power: Winds of Magic power reserve capacity: +10/+15/+20/+25/+30 (all armies in local and adjacent regions) · Global recruitment duration: -2 turn for all units (armies in region) · When at Tier 5 Arcane Power: Income generated: 150 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When at Tier 1/2/3/4/5 Arcane Power: Research rate: +3/+4/+5/+6/+7
Chaos Altar
Ruined Chaos Altar Ruin
Unshaped Monolith Level 1 · 750 gold · 1 turn
When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers (local province) · When at Tier 1 Arcane Power: Dark Ritual Augmentations: · When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I: · When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II: · When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III: · When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV: · Income generated: 50 · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +3/+5/+7/+9/+11% of the experience earned by other Lords (all armies in local and adjacent regions) · When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +1/+2/+3/+4/+5 · When technology "Prophetic Seer-Craft" researched: Spell intensity: +10% (all armies in adjacent provinces) · Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide) · When at Tier 5 Arcane Power: Income generated: 50 · Control: +2 · When at Tier 1/2/3/4/5 Arcane Power: Research rate: +1/+2/+3/+4/+5
Aberrant Monolith Level 2 · 1,500 gold · 2 turns
When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers (local province) · When at Tier 1 Arcane Power: Dark Ritual Augmentations: · When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I: · When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II: · When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III: · When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV: · Income generated: 70 · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+7/+9/+11/+13% of the experience earned by other Lords (all armies in local and adjacent regions) · When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +2/+3/+4/+5/+6 · When technology "Prophetic Seer-Craft" researched: Spell intensity: +10% (all armies in adjacent provinces) · When at Tier 1/2/3/4/5 Arcane Power: Winds of Magic power reserve capacity: +5/+10/+15/+20/+25 (all armies in local and adjacent regions) · Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide) · When at Tier 5 Arcane Power: Income generated: 70 · Control: +2 · When at Tier 1/2/3/4/5 Arcane Power: Research rate: +2/+3/+4/+5/+6
Pandaemonic Monolith Level 3 · 2,500 gold · 3 turns
When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers (local province) · When at Tier 1 Arcane Power: Dark Ritual Augmentations: · When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I: · When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II: · When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III: · When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV: · Income generated: 100 · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+9/+11/+13/+15% of the experience earned by other Lords (all armies in local and adjacent regions) · When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+8 · When technology "Prophetic Seer-Craft" researched: Spell intensity: +10% (all armies in adjacent provinces) · When at Tier 1/2/3/4/5 Arcane Power: Winds of Magic power reserve capacity: +10/+15/+20/+25/+30 (all armies in local and adjacent regions) · Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide) · When at Tier 5 Arcane Power: Income generated: 100 · Control: +3 · When at Tier 1/2/3/4/5 Arcane Power: Research rate: +3/+4/+5/+6/+7
Chaos Altar (Crow)
Ruined Chaos Altar Ruin
Spoils can be transferred from Pillaging forces here to the faction
Barricaded Chaos Altar (Crow) Level 1 · 750 gold · 2 turns
When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Crow: +1 · Chaos Undivided corruption: +2 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +1% (armies in region) · Attrition: -5% casualties suffered from all attrition (all your armies in adjacent regions) · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Reinforced Chaos Altar (Crow) Level 2 · 1,500 gold · 3 turns
When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Crow: +1 · Chaos Undivided corruption: +2 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Attrition: -15% casualties suffered from all attrition (all your armies in adjacent regions) · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Fortified Chaos Altar (Crow) Level 3 · 2,500 gold · 4 turns
When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Allegiance to the Crow: +1 · Chaos Undivided corruption: +3 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Attrition: -25% casualties suffered from all attrition (all your armies in adjacent regions) · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Chaos Altar (Crow)
Ruined Chaos Altar Ruin
Spoils can be transferred from Pillaging forces here to the faction
Blighted Monolith Level 1 · 750 gold · 1 turn
When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Crow: +1 · Chaos Undivided corruption: +2 · Income generated: 50 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Attrition: -10% casualties suffered from all attrition (all your armies in adjacent regions) · Control: +2
Pestilent Monolith Level 2 · 1,500 gold · 2 turns
When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Allegiance to the Crow: +1 · Chaos Undivided corruption: +3 · Income generated: 100 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Attrition: -20% casualties suffered from all attrition (all your armies in adjacent regions) · Control: +2
Chaos Altar (Eagle)
Ruined Chaos Altar Ruin
Spoils can be transferred from Pillaging forces here to the faction
Barricaded Chaos Altar (Eagle) Level 1 · 750 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Allegiance to the Eagle: +1 · Chaos Undivided corruption: +2 · Magic item drop chance from battle: +5% (all your armies in adjacent regions) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +1% (armies in region) · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Reinforced Chaos Altar (Eagle) Level 2 · 1,500 gold · 3 turns
Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Allegiance to the Eagle: +1 · Chaos Undivided corruption: +2 · Magic item drop chance from battle: +10% (all your armies in adjacent regions) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Fortified Chaos Altar (Eagle) Level 3 · 2,500 gold · 4 turns
Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Allegiance to the Eagle: +1 · Chaos Undivided corruption: +3 · Magic item drop chance from battle: +15% (all your armies in adjacent regions) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Chaos Altar (Eagle)
Ruined Chaos Altar Ruin
Spoils can be transferred from Pillaging forces here to the faction
Many-Faced Monolith Level 1 · 750 gold · 1 turn
Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Allegiance to the Eagle: +1 · Chaos Undivided corruption: +2 · Magic item drop chance from battle: +5% (all your armies in adjacent regions) · Income generated: 50 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Control: +2
Ever-Changing Monolith Level 2 · 1,500 gold · 2 turns
Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Allegiance to the Eagle: +1 · Chaos Undivided corruption: +3 · Magic item drop chance from battle: +10% (all your armies in adjacent regions) · Income generated: 100 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Control: +2
Chaos Altar (Hound)
Ruined Chaos Altar Ruin
Spoils can be transferred from Pillaging forces here to the faction
Barricaded Chaos Altar (Hound) Level 1 · 750 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Hound: +1 · Chaos Undivided corruption: +2 · When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +1% (armies in region) · Spell resistance: 5% (all your armies in adjacent regions) · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Reinforced Chaos Altar (Hound) Level 2 · 1,500 gold · 3 turns
Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Hound: +1 · Chaos Undivided corruption: +2 · When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Spell resistance: 10% (all your armies in adjacent regions) · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Fortified Chaos Altar (Hound) Level 3 · 2,500 gold · 4 turns
Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Allegiance to the Hound: +1 · Chaos Undivided corruption: +3 · When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Spell resistance: 15% (all your armies in adjacent regions) · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Chaos Altar (Hound)
Ruined Chaos Altar Ruin
Spoils can be transferred from Pillaging forces here to the faction
Fanged Monolith Level 1 · 750 gold · 1 turn
Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Hound: +1 · Chaos Undivided corruption: +2 · When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces) · Income generated: 50 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Spell resistance: 5% (all your armies in adjacent regions) · Control: +2
Ravenous Monolith Level 2 · 1,500 gold · 2 turns
Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Allegiance to the Hound: +1 · Chaos Undivided corruption: +3 · When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces) · Income generated: 100 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Spell resistance: 10% (all your armies in adjacent regions) · Control: +2
Chaos Altar (Serpent)
Ruined Chaos Altar Ruin
Spoils can be transferred from Pillaging forces here to the faction
Barricaded Chaos Altar (Serpent) Level 1 · 750 gold · 2 turns
When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Serpent: +1 · Chaos Undivided corruption: +2 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +1% (armies in region) · Ambush success chance: +5% (all your armies in adjacent regions) · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Reinforced Chaos Altar (Serpent) Level 2 · 1,500 gold · 3 turns
When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Serpent: +1 · Chaos Undivided corruption: +2 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Ambush success chance: +15% (all your armies in adjacent regions) · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Fortified Chaos Altar (Serpent) Level 3 · 2,500 gold · 4 turns
When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Allegiance to the Serpent: +1 · Chaos Undivided corruption: +3 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Ambush success chance: +25% (all your armies in adjacent regions) · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Chaos Altar (Serpent)
Ruined Chaos Altar Ruin
Spoils can be transferred from Pillaging forces here to the faction
Coiling Monolith Level 1 · 750 gold · 1 turn
When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Serpent: +1 · Chaos Undivided corruption: +2 · Income generated: 50 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Ambush success chance: +10% (all your armies in adjacent regions) · Control: +2
Undulant Monolith Level 2 · 1,500 gold · 2 turns
When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Allegiance to the Serpent: +1 · Chaos Undivided corruption: +3 · Income generated: 100 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Ambush success chance: +20% (all your armies in adjacent regions) · Control: +2
Fort
Ruined Fort Ruin
Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80
Garrison
Lookout Post Level 1 · 750 gold · 1 turn
Chaos Stronghold Level 2 · 1,500 gold · 2 turns
Dark Bulwark Level 3 · 2,500 gold · 3 turns
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
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 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
Landmark
Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns
Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests
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
Monolith of the Bloody Hand Level 1 · 5,000 gold · 5 turns
Passive ability: "Guardian" for Marauder Champion units (factionwide) · Income generated: 200 · Control: +2 (factionwide)
Landmark
Hall of Urslo Level 1 · 6,000 gold · 4 turns
With Tides of Torment – Norsca: Attribute: Perfect Vigour for Marauder Bearmen units (Rank 7 and above) · With Tides of Torment – Norsca: Global recruitment duration: -1 turns for Marauder Bearmen units (minimum 1) · Upkeep: -5% for Marauder units (all armies) · Income from raiding: +10% (all armies) · Recruitment cost: -10% for Marauder units (all armies)
Landmark
Losteriksson's Hoard Level 1 · 6,000 gold · 4 turns
Golden Idols resource production: 60 chests · Income generated: 400 · Income from trade tariffs: +5%
Landmark
Mortkin's Rest Level 1 · 6,000 gold · 4 turns
Passive ability: "Frenzy" for all units in the settlement garrison. (settlement garrison) · Khorne corruption: +3 · Chance to gain a magic item: 15% per turn
Landmark
Shrine of Asavar Kul Level 1 · 4,000 gold · 4 turns
Construction cost: -20% for all buildings (factionwide) · Income generated: 300
Landmark
Svengar's Cairn Level 1 · 6,000 gold · 4 turns
Campaign movement range: +25% whilst at sea (all armies) · Armour: +3 for Marauder units when fighting against Humans (all armies) · Leadership: +5 for Marauder units when fighting against Humans (all armies) · Income generated: 150
Landmark
Tomb of Valmir Level 1 · 6,000 gold · 4 turns
Melee attack: +5 when fighting against Dwarfs (all armies) · Attribute: Unyielding Assault for all units when fighting against Dwarfs (all armies) · Armour: +5 for all Marauder units (all armies) · Income generated: 50
Special Port
Ruined Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
The Galleon's Graveyard
The Maelstrom (Inert) Ruin
Chaos Undivided corruption: +2
The Maelstrom Level 1 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Norsca factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.
What each unit costs to unlock — 37 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Marauders (Great Weapons) | Proving Pits | 250 | 1 | 1 | — | — |
| 2 | Marauder Horsemen | Shieling | 500 | 1 | 1 | — | — |
| 3 | Norscan Warhounds | Warhound Kennels | 500 | 1 | 1 | — | — |
| 4 | Norscan Warhounds (Poison) | Warhound Kennels | 500 | 1 | 1 | — | — |
| 5 | Marauder Spearmen | Skull-Rise | 750 | 1 | 1 | — | — |
| 6 | Marauders | Skull-Rise | 750 | 1 | 1 | — | — |
| 7 | Flayerkin | Raiders' Bazaar | 1,000 | 3 | 3 | 4,500 | 3 |
| 8 | Marauder Bearmen | Raiding Camps | 1,000 | 3 | 2 | 1,500 | 1 |
| 9 | Marauder Bearmen (Great Weapons) | Raiders' Bazaar | 1,000 | 3 | 3 | 4,500 | 3 |
| 10 | Marauder Berserkers | Raiders' Bazaar | 1,000 | 3 | 3 | 4,500 | 3 |
| 11 | Marauder Champions | Raiders' Bazaar | 1,000 | 3 | 3 | 4,500 | 3 |
| 12 | Marauder Champions (Great Weapons) | Raiders' Bazaar | 1,000 | 3 | 3 | 4,500 | 3 |
| 13 | Marauder Chariots | Corral | 1,500 | 3 | 2 | 1,500 | 1 |
| 14 | Marauder Horsemen (Throwing Axes) | Corral | 1,500 | 3 | 2 | 1,500 | 1 |
| 15 | Norscan Ice Wolves | Warwolf Dens | 1,500 | 4 | 2 | 1,500 | 1 |
| 16 | Curs'd Ettin | Colossal Offerings | 2,000 | 2 | 3 | 4,500 | 3 |
| 17 | Curs'd Ettin (Runecaller) | Colossal Offerings | 2,000 | 2 | 3 | 4,500 | 3 |
| 18 | Norscan Giant | Colossal Offerings | 2,000 | 2 | 3 | 4,500 | 3 |
| 19 | Norscan Ice Trolls | Ice Troll Lair | 2,000 | 2 | 2 | 1,500 | 1 |
| 20 | Norscan Trolls | Ice Troll Lair | 2,000 | 2 | 2 | 1,500 | 1 |
| 21 | Marauder Hunters | Warband Camp | 2,250 | 5 | — | — | — |
| 22 | Marauder Hunters (Javelins) | Carcass-Heap | 2,250 | 4 | 2 | 1,500 | 1 |
| 23 | Skin Wolves | Carcass-Heap | 2,250 | 4 | 2 | 1,500 | 1 |
| 24 | Kurgan Horsemen (Dual Weapons) | Ruinous Stables | 3,500 | 6 | 3 | 4,500 | 3 |
| 25 | Kurgan Horsemen (Great Weapons) | Ruinous Stables | 3,500 | 6 | 3 | 4,500 | 3 |
| 26 | Marauder Horsemasters | Ruinous Stables | 3,500 | 6 | 3 | 4,500 | 3 |
| 27 | Marauder Ice Wolf Chariots | Cave of Dark Offerings | 3,500 | 8 | 3 | 4,500 | 3 |
| 28 | Skin Wolves (Armoured) | Cave of Dark Offerings | 3,500 | 8 | 3 | 4,500 | 3 |
| 29 | Dread Maw | Wyrmchasm | 5,500 | 5 | 3 | 4,500 | 3 |
| 30 | Feral Manticore | Wyrmchasm | 5,500 | 5 | 3 | 4,500 | 3 |
| 31 | Fimir Warriors | Wyrmchasm | 5,500 | 5 | 3 | 4,500 | 3 |
| 32 | Feral Mammoth | Altar of the Bloodfathers (capital) | 8,500 | 7 | 4 | 10,500 | 7 |
| 33 | War Mammoth | Shamanic Tribute (capital) | 8,500 | 7 | 4 | 10,500 | 7 |
| 34 | War Mammoth (Warshrine) | Shamanic Tribute (capital) | 8,500 | 7 | 4 | 10,500 | 7 |
| 35 | Chaos Frost Dragon | Henge of Totems (capital) | 10,500 | 9 | 4 | 10,500 | 7 |
| 36 | Chimera | Storm-Beaten Cliffs (capital) | 10,500 | 9 | 4 | 10,500 | 7 |
| 37 | Fimir Warriors (Great Weapons) | Storm-Beaten Cliffs (capital) | 10,500 | 9 | 4 | 10,500 | 7 |