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

Norsca buildings

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

Recruitment

Beast Packs

  1. Warhound Kennels

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Warwolf Dens

    Level 2 · 1,000 gold · 3 turns

    Unlocks

  3. 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

  1. Shieling

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -5% (armies in region)
    • Local recruitment capacity: +1

    Unlocks

  2. 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

  3. 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

  1. Fog-Shrouded Fens

    Level 1 · 2,000 gold · 2 turns

    • Enables Hero recruitment: Fimir Noble
  2. Wyrmchasm

    Level 2 · 3,500 gold · 3 turns

    • Hero capacity: +1 for Fimir Nobles
    • Enables Hero recruitment: Fimir Noble
    • Local recruitment capacity: +1

    Unlocks

  3. 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

  4. 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

  5. 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

  1. Skull-Rise

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Mock-God

    Level 2 · 1,500 gold · 3 turns

    • Upkeep: -4% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
    • 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
  3. Carcass-Heap

    Level 2 · 1,500 gold · 3 turns

    • Recruit rank: +1 for all units (local province)
    • Recruitment cost: -20% (armies in region)
    • Local recruitment capacity: +1

    Unlocks

Desecrated Site

  1. Skull-Rise

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Mock-God

    Level 2 · 1,500 gold · 3 turns

    • Upkeep: -4% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
    • 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
  3. Carcass-Heap

    Level 2 · 1,500 gold · 3 turns

    • Recruit rank: +1 for all units (local province)
    • Recruitment cost: -20% (armies in region)
    • Local recruitment capacity: +1

    Unlocks

Desecrated Site

  1. Skull-Rise

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Mock-God

    Level 2 · 1,500 gold · 3 turns

    • Upkeep: -4% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
    • 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
  3. Carcass-Heap

    Level 2 · 1,500 gold · 3 turns

    • Recruit rank: +1 for all units (local province)
    • Recruitment cost: -20% (armies in region)
    • Local recruitment capacity: +1

    Unlocks

Desecrated Site

  1. Skull-Rise

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Mock-God

    Level 2 · 1,500 gold · 3 turns

    • Upkeep: -4% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
    • 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
  3. Carcass-Heap

    Level 2 · 1,500 gold · 3 turns

    • Recruit rank: +1 for all units (local province)
    • Recruitment cost: -20% (armies in region)
    • Local recruitment capacity: +1

    Unlocks

Effigies of Chaos

  1. 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
  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

  3. 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

  4. 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

  1. Shieling

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Corral

    Level 2 · 1,000 gold · 2 turns

    Unlocks

  3. Ruinous Stables

    Level 3 · 2,000 gold · 3 turns

    Unlocks

Marauders

  1. Proving Pits

    Level 1 · 250 gold · 1 turn

    Unlocks

  2. Raiding Camps

    Level 2 · 750 gold · 2 turns

    Unlocks

  3. Raiders' Bazaar

    Level 3 · 2 turns

    Unlocks

  4. Warriors’ Hall

    Level 3 · 1,500 gold · 3 turns

  5. Chieftain’s Hold

    Level 4 · 3,000 gold · 4 turns

Marauders

  1. Sparring Fields

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Raiders' Camp

    Level 2 · 1,000 gold · 2 turns

    • Casualty replenishment rate: +5% (armies in province)

    Unlocks

  3. Chieftain's Hall

    Level 3 · 2,000 gold · 3 turns

    • Casualty replenishment rate: +10% (armies in province)

    Unlocks

  4. [PH] TBD

    Level 4 · 3,000 gold · 4 turns

    Unlocks

Monsters

  1. 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

  2. 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

  3. 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)
  4. 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

  1. Ruined Village

    Level 1 · 1 turn

    • Spoils can be transferred from Pillaging forces here to the faction
    • Chaos Undivided corruption: +2
  2. Warrior Gathering

    Level 2 · 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
    • Adds walls to the settlement

    Unlocks

  3. Warband Camp

    Level 3 · 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
    • Adds walls to the settlement

    Unlocks

  4. Clan Enclave

    Level 4 · 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
    • Adds walls to the settlement
  5. Tribal Stronghold

    Level 5 · 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
    • Adds walls to the settlement
  6. Greater Tribal Stronghold

    Level 6 · 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
    • Adds walls to the settlement

Norsca Settlement

  1. Ruined Village

    Level 1 · 1 turn

    • Spoils can be transferred from Pillaging forces here to the faction
    • Chaos Undivided corruption: +1
  2. Norse Encampment

    Level 2 · 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

  3. Norse Moot

    Level 3 · 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

  4. Norse Village

    Level 4 · 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. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

  1. Marauding Militia

    Level 1 · 750 gold · 1 turn

    • Chaos Undivided corruption: +3 (adjacent regions)
    • Income generated: 50
    • Recruit rank: +1 for all units (all your armies in adjacent regions)
    • Control: +3 (adjacent regions)

Garrison

  1. Guard Shack

    Level 1 · 750 gold · 2 turns

    • Defensive supplies: +250
  2. Watchtower

    Level 2 · 1,500 gold · 3 turns

    • Defensive supplies: +500
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  3. 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)
  4. Feral Wardens

    Level 3 · 4 turns

    • Defensive supplies: +1000
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Garrison

  1. 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)
  2. 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)
  3. 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

  1. Norscan Outpost

    Level 1 · 2,000 gold · 3 turns

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

    Level 2 · 4,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 5 turns

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

Raiding

  1. 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)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • Income from buildings: +5% (adjacent regions)
    • 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)
  3. Butcher's Plinth

    Level 2 · 1,500 gold · 3 turns

    • Chaos Undivided corruption: +3 (adjacent regions)
    • 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

  1. 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)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • Income from buildings: +5% (adjacent regions)
    • 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)
  3. 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)
    • Armour: +4 (all your armies in adjacent regions)
    • Missile resistance: 5% (all your armies in adjacent regions)

Raiding

  1. 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)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • Income from buildings: +5% (adjacent regions)
    • 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)
  3. Heady Brazier

    Level 2 · 1,500 gold · 3 turns

    • Chaos Undivided corruption: +3 (adjacent regions)
    • 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

  1. 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)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • Income from buildings: +5% (adjacent regions)
    • 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)
  3. Twisting Spire

    Level 2 · 1,500 gold · 3 turns

    • 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

  1. 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)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • Income from buildings: +5% (adjacent regions)
    • 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)
  3. Glowering Totem

    Level 2 · 1,500 gold · 3 turns

    • 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

  1. 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)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • 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)
    • Local recruitment capacity: +1 (all your armies in adjacent regions)
  3. Gorepit

    Level 2 · 1,500 gold · 3 turns

    • 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

  1. 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)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • 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)
    • Local recruitment capacity: +1 (all your armies in adjacent regions)
  3. Blighted Vat

    Level 2 · 1,500 gold · 3 turns

    • 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

  1. 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)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • 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)
    • Local recruitment capacity: +1 (all your armies in adjacent regions)
  3. Ophidian Arch

    Level 2 · 1,500 gold · 3 turns

    • 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

  1. 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)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • 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)
    • Local recruitment capacity: +1 (all your armies in adjacent regions)
  3. 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)
    • 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

  1. 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)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • 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)
    • Local recruitment capacity: +1 (local province)
  3. Creeping Morass

    Level 2 · 1,500 gold · 3 turns

    • 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

  1. Smithy

    Level 1 · 1,000 gold · 2 turns

    • Recruit rank: +1 for all units (local province)
    • Recruitment cost: -10% (armies in province)
  2. Ruinous Kiln

    Level 2 · 4,000 gold · 3 turns

    • Recruit rank: +2 for all units (local province)
    • Recruitment cost: -15% (armies in province)
  3. 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

  1. Tattooist

    Level 1 · 750 gold · 1 turn

    • Recruit rank: +1 for all units
    • Local recruitment capacity: +1
  2. Flesh Brander

    Level 2 · 1,000 gold · 2 turns

    • Recruit rank: +2 for all units
    • Local recruitment capacity: +2
  3. Flesh Carver

    Level 3 · 1,500 gold · 3 turns

    • Recruit rank: +3 for all units
    • Local recruitment capacity: +3

Walls

  1. 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)
  2. 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)
  3. 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)
  4. 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

  1. Ruined Outpost

    Level 1 · 1 turn

  2. Coastal Enclave

    Level 2 · 750 gold · 2 turns

    • Chaos Undivided corruption: +1
    • Control: +2

    Unlocks

  3. Tribal Anchorage

    Level 3 · 1,500 gold · 3 turns

    • Chaos Undivided corruption: +1
    • Control: +3
  4. Manmade Fjord

    Level 4 · 3,000 gold · 4 turns

    • Chaos Undivided corruption: +2
    • Control: +4

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

    • Prevents the Vermintide Under-Empire from spreading to this region (while this building is present)
    • Income from all buildings: -5% (local province)
    • Control: -2
  2. Well-Placed Explosives

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
    • This settlement will be razed and then cannot be occupied again for 20 turns
  3. Raid the Under-City

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
    • Building will be removed upon completion
    • A Vermintide army will assault this settlement
  4. Sewer Patrols

    Level 2 · 500 gold · 2 turns · upkeep 500

    • Prevents the Vermintide Under-Empire from spreading to any region in this province (while this building is present)
    • Income from all buildings: -10% (local province)
    • Control: -5

Beast Pens

  1. Cultist Camp (Animals)

    Level 1 · 750 gold · 1 turn

    • Recruitment cost: -10% for Norscan Monster and Beast units (all armies)
    • Income generated: 100
    • Growth: +20
    • Exotic Animals resource production: 32 cages

Chaos Altar

  1. Ruined Chaos Altar

    Level 1

  2. Unshaped Monolith

    Level 2 · 750 gold · 1 turn

    • Hero recruit rank: +2 for Shaman-Sorcerers (local province)
    • Hero recruit rank: +3 for Shaman-Sorcerers (local province)
    • Hero recruit rank: +4 for Shaman-Sorcerers (local province)
    • Dark Ritual Augmentations:
    • Dark Ritual Augmentations – Stage I:
    • Dark Ritual Augmentations – Stage II:
    • Dark Ritual Augmentations – Stage III:
    • Dark Ritual Augmentations – Stage IV:
    • Income generated: 50
    • Spoils can be transferred from Pillaging forces here to the faction
    • Spoils: +3 per turn
    • Sayl steals +3% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +5% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +7% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +9% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +11% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Dark Ritual: +1
    • Chaos Undivided corruption: +1
    • Chaos Undivided corruption: +2
    • Chaos Undivided corruption: +3
    • Chaos Undivided corruption: +4
    • Chaos Undivided corruption: +5
    • Spell intensity: +10% (all armies in adjacent provinces)
    • Winds of Magic power reserve capacity: +1 (factionwide)
    • Control: +2
    • Research rate: +1
    • Research rate: +2
    • Research rate: +3
    • Research rate: +4
    • Research rate: +5
  3. Aberrant Monolith

    Level 3 · 1,500 gold · 2 turns

    • Hero recruit rank: +3 for Shaman-Sorcerers (local province)
    • Hero recruit rank: +4 for Shaman-Sorcerers (local province)
    • Hero recruit rank: +5 for Shaman-Sorcerers (local province)
    • Dark Ritual Augmentations:
    • Dark Ritual Augmentations – Stage I:
    • Dark Ritual Augmentations – Stage II:
    • Dark Ritual Augmentations – Stage III:
    • Dark Ritual Augmentations – Stage IV:
    • Income generated: 75
    • Spoils can be transferred from Pillaging forces here to the faction
    • Spoils: +6 per turn
    • Sayl steals +5% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +7% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +9% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +11% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +13% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Dark Ritual: +1
    • Chaos Undivided corruption: +2
    • Chaos Undivided corruption: +3
    • Chaos Undivided corruption: +4
    • Chaos Undivided corruption: +5
    • Chaos Undivided corruption: +6
    • Spell intensity: +10% (all armies in adjacent provinces)
    • Winds of Magic power reserve capacity: +5 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +10 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +15 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +20 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +25 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +1 (factionwide)
    • Control: +2
    • Research rate: +2
    • Research rate: +3
    • Research rate: +4
    • Research rate: +5
    • Research rate: +6
  4. Pandaemonic Monolith

    Level 4 · 2,500 gold · 3 turns

    • Hero recruit rank: +4 for Shaman-Sorcerers (local province)
    • Hero recruit rank: +5 for Shaman-Sorcerers (local province)
    • Hero recruit rank: +6 for Shaman-Sorcerers (local province)
    • Dark Ritual Augmentations:
    • Dark Ritual Augmentations – Stage I:
    • Dark Ritual Augmentations – Stage II:
    • Dark Ritual Augmentations – Stage III:
    • Dark Ritual Augmentations – Stage IV:
    • Income generated: 150
    • Spoils can be transferred from Pillaging forces here to the faction
    • Spoils: +10 per turn
    • Sayl steals +7% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +9% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +11% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +13% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Sayl steals +15% of the experience earned by other Lords (all armies in local and adjacent regions)
    • Dark Ritual: +1
    • Chaos Undivided corruption: +3
    • Chaos Undivided corruption: +4
    • Chaos Undivided corruption: +5
    • Chaos Undivided corruption: +6
    • Chaos Undivided corruption: +8
    • Spell intensity: +10% (all armies in adjacent provinces)
    • Winds of Magic power reserve capacity: +10 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +15 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +20 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +25 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +30 (all armies in local and adjacent regions)
    • Winds of Magic power reserve capacity: +1 (factionwide)
    • Control: +3
    • Research rate: +3
    • Research rate: +4
    • Research rate: +5
    • Research rate: +6
    • Research rate: +7

Chaos Altar (Crow)

  1. Ruined Chaos Altar

    Level 1

    • Spoils can be transferred from Pillaging forces here to the faction
  2. Blighted Monolith

    Level 2 · 750 gold · 1 turn

    • Post-battle casualties replenished: +2% after winning a battle (all your armies in adjacent provinces)
    • Post-battle casualties replenished: +4% after winning a battle (all your armies in adjacent provinces)
    • Post-battle casualties replenished: +6% after winning a battle (all your armies in adjacent provinces)
    • Post-battle casualties replenished: +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
    • Income generated: 150
    • Attrition: -10% casualties suffered from all attrition (all your armies in adjacent regions)
    • Control: +2
  3. Pestilent Monolith

    Level 3 · 1,500 gold · 2 turns

    • Post-battle casualties replenished: +2% after winning a battle (all your armies in adjacent provinces)
    • Post-battle casualties replenished: +4% after winning a battle (all your armies in adjacent provinces)
    • Post-battle casualties replenished: +6% after winning a battle (all your armies in adjacent provinces)
    • Post-battle casualties replenished: +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
    • Income generated: 150
    • Attrition: -20% casualties suffered from all attrition (all your armies in adjacent regions)
    • Control: +2

Chaos Altar (Eagle)

  1. Ruined Chaos Altar

    Level 1

    • Spoils can be transferred from Pillaging forces here to the faction
  2. Many-Faced Monolith

    Level 2 · 750 gold · 1 turn

    • Spoils can be transferred from Pillaging forces here to the faction
    • Spoils: +2 per turn
    • Gain +25 Research Rate Points after winning a battle (all your armies in adjacent provinces)
    • Gain +50 Research Rate Points after winning a battle (all your armies in adjacent provinces)
    • Gain +75 Research Rate Points after winning a battle (all your armies in adjacent provinces)
    • Gain +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
    • Income generated: 150
    • Control: +2
  3. Ever-Changing Monolith

    Level 3 · 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
    • Gain +25 Research Rate Points after winning a battle (all your armies in adjacent provinces)
    • Gain +50 Research Rate Points after winning a battle (all your armies in adjacent provinces)
    • Gain +75 Research Rate Points after winning a battle (all your armies in adjacent provinces)
    • Gain +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
    • Income generated: 150
    • Control: +2

Chaos Altar (Hound)

  1. Ruined Chaos Altar

    Level 1

    • Spoils can be transferred from Pillaging forces here to the faction
  2. Fanged Monolith

    Level 2 · 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
    • Replenishes 5% campaign movement range after winning a battle (all your armies in adjacent provinces)
    • Replenishes 10% campaign movement range after winning a battle (all your armies in adjacent provinces)
    • Replenishes 15% campaign movement range after winning a battle (all your armies in adjacent provinces)
    • Replenishes 25% campaign movement range after winning a battle (all your armies in adjacent provinces)
    • Income generated: 50
    • Income generated: 150
    • Spell resistance: 5% (all your armies in adjacent regions)
    • Control: +2
  3. Ravenous Monolith

    Level 3 · 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
    • Replenishes 5% campaign movement range after winning a battle (all your armies in adjacent provinces)
    • Replenishes 10% campaign movement range after winning a battle (all your armies in adjacent provinces)
    • Replenishes 15% campaign movement range after winning a battle (all your armies in adjacent provinces)
    • Replenishes 25% campaign movement range after winning a battle (all your armies in adjacent provinces)
    • Income generated: 100
    • Income generated: 150
    • Spell resistance: 10% (all your armies in adjacent regions)
    • Control: +2

Chaos Altar (Serpent)

  1. Ruined Chaos Altar

    Level 1

    • Spoils can be transferred from Pillaging forces here to the faction
  2. Coiling Monolith

    Level 2 · 750 gold · 1 turn

    • Lord and Heroes will receive +100 experience after winning a battle (all your armies in adjacent provinces)
    • Lord and Heroes will receive +200 experience after winning a battle (all your armies in adjacent provinces)
    • Lord and Heroes will receive +300 experience after winning a battle (all your armies in adjacent provinces)
    • Lord and Heroes will receive +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
    • Income generated: 150
    • Ambush success chance: +10% (all your armies in adjacent regions)
    • Control: +2
  3. Undulant Monolith

    Level 3 · 1,500 gold · 2 turns

    • Lord and Heroes will receive +100 experience after winning a battle (all your armies in adjacent provinces)
    • Lord and Heroes will receive +200 experience after winning a battle (all your armies in adjacent provinces)
    • Lord and Heroes will receive +300 experience after winning a battle (all your armies in adjacent provinces)
    • Lord and Heroes will receive +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
    • Income generated: 150
    • Ambush success chance: +20% (all your armies in adjacent regions)
    • Control: +2

Gemstone Quarry

  1. Cultist Camp (Gems)

    Level 1 · 750 gold · 1 turn

    • Income generated: 100
    • Gemstones resource production: 32 sacks
    • Diplomatic relations: +10 with Norsca

Gold Mine

  1. Cultist Camp (Gold)

    Level 1 · 750 gold · 1 turn

    • Income generated: 300

Growth

  1. Ruinous Altar

    Level 1 · 750 gold · 1 turn

    • Chaos Undivided corruption: +1
    • Recruitment cost: -5% (armies in region)
    • Growth: +20
    • Control: +3
  2. Chaos Shrine

    Level 2 · 1,000 gold · 2 turns

    • Chaos Undivided corruption: +2
    • Recruitment cost: -10% (armies in region)
    • Growth: +30
    • Control: +4
  3. 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. Cultist Camp (Medicine)

    Level 1 · 750 gold · 1 turn

    • Income generated: 100
    • Casualty replenishment rate: +8% (armies in province)
    • Medicinal Plants resource production: 32 bundles

Income

  1. 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)
  2. 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)
  3. 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. Iron Mine

    Level 1 · 750 gold · 1 turn

    • Income generated: 100
    • Iron resource production: 32 ingots
    • Recruitment cost: -10% for Marauder units (all armies)

Ivory Carver

  1. Cultist Camp (Tusks)

    Level 1 · 750 gold · 1 turn

    • Ivory resource production: 32 tusks
    • Recruit rank: +3 for Mammoth units
    • Income generated: 100

Kitchens

  1. Cultist Camp (Spices)

    Level 1 · 750 gold · 1 turn

    • Income generated: 100
    • Control: +5
    • Spices resource production: 32 sacks

Loot & Plunder

  1. Loot Pile

    Level 1 · 1,000 gold · 1 turn

    • Income from sacking settlements: +1% (factionwide)
  2. 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)
  3. Hoard Pit

    Level 2 · 1 turn

    • Income from post-battle loot: +1% (factionwide)
    • Income from sacking settlements: +1% (factionwide)
  4. 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)
  5. Barrow Hoard

    Level 3 · 2 turns

    • Income from post-battle loot: +3% (factionwide)
    • Income from sacking settlements: +2% (factionwide)

Lumber Camp

  1. Cultist Camp (Wood)

    Level 1 · 750 gold · 1 turn

    • Construction cost: -25% for all buildings (local province)
    • Income generated: 100
    • Timber resource production: 32 logs

Marble Quarry

  1. Marble Quarry

    Level 1 · 750 gold · 1 turn

    • Income generated: 100
    • Marble resource production: 32 slabs

Meadery

  1. Cultist Camp (Wine)

    Level 1 · 750 gold · 1 turn

    • Passive ability: "Rowdy" (armies in local province)
    • Income generated: 100
    • Wine resource production: 32 barrels

Oak of Ages

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 750 gold · 1 turn

    • Chaos Undivided corruption in adjacent provinces: +3
    • Chaos Undivided corruption: +5
    • Income generated: 100
    • Carved Obsidian resource production: 32 chests

Pastures

  1. Cultist Camp (Pasture)

    Level 1 · 750 gold · 1 turn

    • Income generated: 100
    • Growth: +50

Port

  1. Ruined Docks

    Level 1

  2. Norsca Wharf

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 100
    • Casualty replenishment rate: +5% (armies in province)
    • Growth: +15
    • Local recruitment capacity: +1

Port

  1. Ruined Docks

    Level 1

  2. Norsca Wharf

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 100
    • Casualty replenishment rate: +5% (armies in province)
    • Growth: +15
    • Local recruitment capacity: +1
  3. Longship Builder

    Level 3 · 2,500 gold · 4 turns

    • Income generated: 250
    • Casualty replenishment rate: +10% (armies in province)
    • Growth: +30
    • Local recruitment capacity: +1
  4. Raiding Port

    Level 4 · 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. Cultist Camp (Pottery)

    Level 1 · 750 gold · 1 turn

    • Defensive supplies: +200 (factionwide)
    • Income generated: 100
    • Pottery resource production: 32 kilnful

Protection

  1. 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
    • Chaos Undivided corruption: +3
    • Control: +3
  2. 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)
    • Chaos Undivided corruption: +4
    • Control: +3
  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)
    • Chaos Undivided corruption in adjacent provinces: +2
    • Chaos Undivided corruption: +5
    • Control: +3

Salt Mines

  1. Cultist Camp (Salt)

    Level 1 · 750 gold · 1 turn

    • Attrition: -15% casualties suffered from high seas, reef and storm attrition (factionwide)
    • Income generated: 100
    • Growth: +20
    • Salt resource production: 32 barrels

Slaves

  1. Fur Stash

    Level 1 · 500 gold · 1 turn

    • Income generated: 80
    • Growth: +10
  2. Beast Tanner

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 160
    • Growth: +20
  3. Slaver's Camp

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 240
    • Growth: +30
  4. Longhouse Under-Hall

    Level 4 · 3 turns

    • Construction cost: -1% for all buildings (factionwide)
    • Income generated: 400
    • Growth: +40

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Tanner's Workshop

  1. Cultist Camp (Furs)

    Level 1 · 750 gold · 1 turn

    • 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. Cultist Camp (Dyes)

    Level 1 · 750 gold · 1 turn

    • Income generated: 100
    • Speed: +5% for Marauder units (all armies)
    • Control: +2
    • Dyes resource production: 32 ounces

Worship

  1. Ruinous Altar

    Level 1 · 500 gold · 1 turn

    • Chaos Undivided corruption: +2
    • Income generated: 25
    • Control: +1
  2. Chaos Shrine

    Level 2 · 1,000 gold · 2 turns

    • Hero and Lord recruit rank: +1 (local province)
    • Chaos Undivided corruption: +4
    • Income generated: 75
    • Control: +2
  3. 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
  4. Vitki Temple

    Level 4 · 999,999 gold · 99 turns

Landmarks

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

Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

Ogham Stones Level 2 · 6,000 gold · 4 turns

Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2

Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)

Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns

Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9

Lothern 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 Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

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

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

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

Special Port

Ruined Copher Harbour Level 1 · 1 turn

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

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

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

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

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

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Special Port

Ruined Erengrad Harbour Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Special Port

Ruined Marienburg Harbour Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Asuryan Worship

Flame of Asuryan Level 1 · 2,000 gold · 3 turns

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

Bastion

Ruined Bastion Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Chaos Altar

Ruined Chaos Altar Level 1

Barricaded Chaos Altar Level 2 · 750 gold · 1 turn

Dark Ritual Augmentations: · Dark Ritual Augmentations – Stage I: · Dark Ritual Augmentations – Stage II: · Dark Ritual Augmentations – Stage III: · Dark Ritual Augmentations – Stage IV: · Spoils: +3 per turn · Sayl steals +3% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +5% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +7% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +9% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +11% of the experience earned by other Lords (all armies in local and adjacent regions) · Chaos Undivided corruption: +1 · Chaos Undivided corruption: +2 · Chaos Undivided corruption: +3 · Chaos Undivided corruption: +4 · Chaos Undivided corruption: +5 · Global recruitment duration: -1 turn for all units (armies in region) · Income generated: 50 · Growth: +20 · Adds walls to the settlement · Research rate: +1 · Research rate: +2 · Research rate: +3 · Research rate: +4 · Research rate: +5

Reinforced Chaos Altar Level 3 · 1,500 gold · 2 turns

Dark Ritual Augmentations: · Dark Ritual Augmentations – Stage I: · Dark Ritual Augmentations – Stage II: · Dark Ritual Augmentations – Stage III: · 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 · Sayl steals +5% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +7% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +9% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +11% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +13% of the experience earned by other Lords (all armies in local and adjacent regions) · Chaos Undivided corruption: +2 · Chaos Undivided corruption: +3 · Chaos Undivided corruption: +4 · Chaos Undivided corruption: +5 · Chaos Undivided corruption: +6 · Winds of Magic power reserve capacity: +5 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +10 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +15 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +20 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +25 (all armies in local and adjacent regions) · Global recruitment duration: -1 turn for all units (armies in region) · Income generated: 75 · Growth: +30 · Adds walls to the settlement · Research rate: +2 · Research rate: +3 · Research rate: +4 · Research rate: +5 · Research rate: +6

Fortified Chaos Altar Level 4 · 2,500 gold · 3 turns

Dark Ritual Augmentations: · Dark Ritual Augmentations – Stage I: · Dark Ritual Augmentations – Stage II: · Dark Ritual Augmentations – Stage III: · 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 · Sayl steals +7% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +9% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +11% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +13% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +15% of the experience earned by other Lords (all armies in local and adjacent regions) · Chaos Undivided corruption: +3 · Chaos Undivided corruption: +4 · Chaos Undivided corruption: +5 · Chaos Undivided corruption: +6 · Chaos Undivided corruption: +8 · Winds of Magic power reserve capacity: +10 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +15 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +20 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +25 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +30 (all armies in local and adjacent regions) · Global recruitment duration: -2 turn for all units (armies in region) · Income generated: 150 · Growth: +40 · Adds walls to the settlement · Research rate: +3 · Research rate: +4 · Research rate: +5 · Research rate: +6 · Research rate: +7

Chaos Altar

Ruined Chaos Altar Level 1

Unshaped Monolith Level 2 · 750 gold · 1 turn

Hero recruit rank: +2 for Shaman-Sorcerers (local province) · Hero recruit rank: +3 for Shaman-Sorcerers (local province) · Hero recruit rank: +4 for Shaman-Sorcerers (local province) · Dark Ritual Augmentations: · Dark Ritual Augmentations – Stage I: · Dark Ritual Augmentations – Stage II: · Dark Ritual Augmentations – Stage III: · Dark Ritual Augmentations – Stage IV: · Income generated: 50 · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Sayl steals +3% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +5% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +7% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +9% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +11% of the experience earned by other Lords (all armies in local and adjacent regions) · Chaos Undivided corruption: +1 · Chaos Undivided corruption: +2 · Chaos Undivided corruption: +3 · Chaos Undivided corruption: +4 · Chaos Undivided corruption: +5 · Spell intensity: +10% (all armies in adjacent provinces) · Winds of Magic power reserve capacity: +1 (factionwide) · Control: +2 · Research rate: +1 · Research rate: +2 · Research rate: +3 · Research rate: +4 · Research rate: +5

Aberrant Monolith Level 3 · 1,500 gold · 2 turns

Hero recruit rank: +3 for Shaman-Sorcerers (local province) · Hero recruit rank: +4 for Shaman-Sorcerers (local province) · Hero recruit rank: +5 for Shaman-Sorcerers (local province) · Dark Ritual Augmentations: · Dark Ritual Augmentations – Stage I: · Dark Ritual Augmentations – Stage II: · Dark Ritual Augmentations – Stage III: · Dark Ritual Augmentations – Stage IV: · Income generated: 70 · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Sayl steals +5% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +7% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +9% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +11% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +13% of the experience earned by other Lords (all armies in local and adjacent regions) · Chaos Undivided corruption: +2 · Chaos Undivided corruption: +3 · Chaos Undivided corruption: +4 · Chaos Undivided corruption: +5 · Chaos Undivided corruption: +6 · Spell intensity: +10% (all armies in adjacent provinces) · Winds of Magic power reserve capacity: +5 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +10 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +15 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +20 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +25 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +1 (factionwide) · Control: +2 · Research rate: +2 · Research rate: +3 · Research rate: +4 · Research rate: +5 · Research rate: +6

Pandaemonic Monolith Level 4 · 2,500 gold · 3 turns

Hero recruit rank: +4 for Shaman-Sorcerers (local province) · Hero recruit rank: +5 for Shaman-Sorcerers (local province) · Hero recruit rank: +6 for Shaman-Sorcerers (local province) · Dark Ritual Augmentations: · Dark Ritual Augmentations – Stage I: · Dark Ritual Augmentations – Stage II: · Dark Ritual Augmentations – Stage III: · Dark Ritual Augmentations – Stage IV: · Income generated: 100 · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Sayl steals +7% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +9% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +11% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +13% of the experience earned by other Lords (all armies in local and adjacent regions) · Sayl steals +15% of the experience earned by other Lords (all armies in local and adjacent regions) · Chaos Undivided corruption: +3 · Chaos Undivided corruption: +4 · Chaos Undivided corruption: +5 · Chaos Undivided corruption: +6 · Chaos Undivided corruption: +8 · Spell intensity: +10% (all armies in adjacent provinces) · Winds of Magic power reserve capacity: +10 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +15 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +20 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +25 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +30 (all armies in local and adjacent regions) · Winds of Magic power reserve capacity: +1 (factionwide) · Control: +3 · Research rate: +3 · Research rate: +4 · Research rate: +5 · Research rate: +6 · Research rate: +7

Chaos Altar (Crow)

Ruined Chaos Altar Level 1

Spoils can be transferred from Pillaging forces here to the faction

Barricaded Chaos Altar (Crow) Level 2 · 750 gold · 2 turns

Post-battle casualties replenished: +2% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +4% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +6% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +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: 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 · Adds walls to the settlement

Reinforced Chaos Altar (Crow) Level 3 · 1,500 gold · 3 turns

Post-battle casualties replenished: +2% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +4% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +6% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +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 · 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 · Adds walls to the settlement

Fortified Chaos Altar (Crow) Level 4 · 2,500 gold · 4 turns

Post-battle casualties replenished: +2% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +4% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +6% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +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: 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 · Adds walls to the settlement

Chaos Altar (Crow)

Ruined Chaos Altar Level 1

Spoils can be transferred from Pillaging forces here to the faction

Blighted Monolith Level 2 · 750 gold · 1 turn

Post-battle casualties replenished: +2% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +4% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +6% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +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 · Income generated: 150 · Attrition: -10% casualties suffered from all attrition (all your armies in adjacent regions) · Control: +2

Pestilent Monolith Level 3 · 1,500 gold · 2 turns

Post-battle casualties replenished: +2% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +4% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +6% after winning a battle (all your armies in adjacent provinces) · Post-battle casualties replenished: +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 · Income generated: 150 · Attrition: -20% casualties suffered from all attrition (all your armies in adjacent regions) · Control: +2

Chaos Altar (Eagle)

Ruined Chaos Altar Level 1

Spoils can be transferred from Pillaging forces here to the faction

Barricaded Chaos Altar (Eagle) Level 2 · 750 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Gain +25 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +50 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +75 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +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: 150 · Casualty replenishment rate: +1% (armies in region) · Growth: +20 · Control: +2 · Adds walls to the settlement

Reinforced Chaos Altar (Eagle) Level 3 · 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 · Gain +25 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +50 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +75 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +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) · Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Growth: +30 · Control: +2 · Adds walls to the settlement

Fortified Chaos Altar (Eagle) Level 4 · 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 · Gain +25 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +50 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +75 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +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) · Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Growth: +40 · Control: +2 · Adds walls to the settlement

Chaos Altar (Eagle)

Ruined Chaos Altar Level 1

Spoils can be transferred from Pillaging forces here to the faction

Many-Faced Monolith Level 2 · 750 gold · 1 turn

Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Gain +25 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +50 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +75 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +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 · Income generated: 150 · Control: +2

Ever-Changing Monolith Level 3 · 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 · Gain +25 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +50 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +75 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Gain +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 · Income generated: 150 · Control: +2

Chaos Altar (Hound)

Ruined Chaos Altar Level 1

Spoils can be transferred from Pillaging forces here to the faction

Barricaded Chaos Altar (Hound) Level 2 · 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 · Replenishes 5% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 10% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 15% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 25% campaign movement range after winning a battle (all your armies in adjacent provinces) · Income generated: 150 · Casualty replenishment rate: +1% (armies in region) · Spell resistance: 5% (all your armies in adjacent regions) · Growth: +20 · Control: +2 · Adds walls to the settlement

Reinforced Chaos Altar (Hound) Level 3 · 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 · Replenishes 5% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 10% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 15% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 25% campaign movement range after winning a battle (all your armies in adjacent provinces) · Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Spell resistance: 10% (all your armies in adjacent regions) · Growth: +30 · Control: +2 · Adds walls to the settlement

Fortified Chaos Altar (Hound) Level 4 · 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 · Replenishes 5% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 10% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 15% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 25% campaign movement range after winning a battle (all your armies in adjacent provinces) · Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Spell resistance: 15% (all your armies in adjacent regions) · Growth: +40 · Control: +2 · Adds walls to the settlement

Chaos Altar (Hound)

Ruined Chaos Altar Level 1

Spoils can be transferred from Pillaging forces here to the faction

Fanged Monolith Level 2 · 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 · Replenishes 5% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 10% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 15% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 25% campaign movement range after winning a battle (all your armies in adjacent provinces) · Income generated: 50 · Income generated: 150 · Spell resistance: 5% (all your armies in adjacent regions) · Control: +2

Ravenous Monolith Level 3 · 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 · Replenishes 5% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 10% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 15% campaign movement range after winning a battle (all your armies in adjacent provinces) · Replenishes 25% campaign movement range after winning a battle (all your armies in adjacent provinces) · Income generated: 100 · Income generated: 150 · Spell resistance: 10% (all your armies in adjacent regions) · Control: +2

Chaos Altar (Serpent)

Ruined Chaos Altar Level 1

Spoils can be transferred from Pillaging forces here to the faction

Barricaded Chaos Altar (Serpent) Level 2 · 750 gold · 2 turns

Lord and Heroes will receive +100 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +200 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +300 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +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: 150 · Casualty replenishment rate: +1% (armies in region) · Ambush success chance: +5% (all your armies in adjacent regions) · Growth: +20 · Control: +2 · Adds walls to the settlement

Reinforced Chaos Altar (Serpent) Level 3 · 1,500 gold · 3 turns

Lord and Heroes will receive +100 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +200 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +300 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +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 · Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Ambush success chance: +15% (all your armies in adjacent regions) · Growth: +30 · Control: +2 · Adds walls to the settlement

Fortified Chaos Altar (Serpent) Level 4 · 2,500 gold · 4 turns

Lord and Heroes will receive +100 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +200 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +300 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +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: 150 · Casualty replenishment rate: +3% (armies in region) · Ambush success chance: +25% (all your armies in adjacent regions) · Growth: +40 · Control: +2 · Adds walls to the settlement

Chaos Altar (Serpent)

Ruined Chaos Altar Level 1

Spoils can be transferred from Pillaging forces here to the faction

Coiling Monolith Level 2 · 750 gold · 1 turn

Lord and Heroes will receive +100 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +200 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +300 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +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 · Income generated: 150 · Ambush success chance: +10% (all your armies in adjacent regions) · Control: +2

Undulant Monolith Level 3 · 1,500 gold · 2 turns

Lord and Heroes will receive +100 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +200 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +300 experience after winning a battle (all your armies in adjacent provinces) · Lord and Heroes will receive +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 · Income generated: 150 · Ambush success chance: +20% (all your armies in adjacent regions) · Control: +2

Fort

Ruined Fort Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

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 · Khorne corruption: +15 · Nurgle corruption: +15 · Corruption: -15 · Skaven corruption: +15 · Slaanesh corruption: +15 · Tzeentch corruption: +15 · Vampiric corruption: +15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Landmark

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

Attribute: Perfect Vigour for Marauder Bearmen units (Rank 7 and above) · 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 Level 1 · 1 turn

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

Income generated: 200 · Growth: +20

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

Income generated: 300 · Growth: +30

Dawn's Harbour Level 4 · 10,000 gold · 8 turns

Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40

The Galleon's Graveyard

The Maelstrom (Inert) Level 1 · 1 turn

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

The Maelstrom Level 2 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20

The Great Temple of Hashut

The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns

Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10