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

Warhound Kennels
Level 1 · 500 gold · 1 turn
Unlocks

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Shieling
Level 1 · 500 gold · 1 turn
Unlocks

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

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

Proving Pits
Level 1 · 250 gold · 1 turn
Unlocks

Raiding Camps
Level 2 · 750 gold · 2 turns
Unlocks

Raiders' Bazaar
Level 3 · 2 turns
Unlocks

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

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

Sparring Fields
Level 1 · 500 gold · 1 turn
Unlocks

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

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

[PH] TBD
Level 4 · 3,000 gold · 4 turns
Unlocks
Monsters

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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)

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)

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

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

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
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)

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

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

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
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)

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

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

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
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)

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

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

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
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)

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

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

Ravager Cairn
Level 2 · 1,500 gold · 3 turns
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)

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

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

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
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)

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

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

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
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)

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

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

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
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)

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

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

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
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)

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

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

Warhowl Barrow
Level 2 · 1,500 gold · 3 turns
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)

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

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

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

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

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

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

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

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

Ruined Outpost
Level 1 · 1 turn

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

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

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

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

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

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

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

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

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: +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

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

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)

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

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

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

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
Gemstone Quarry

Cultist Camp (Gems)
Level 1 · 750 gold · 1 turn
Income generated: 100
Gemstones resource production: 32 sacks
Diplomatic relations: +10 with Norsca
Gold Mine

Cultist Camp (Gold)
Level 1 · 750 gold · 1 turn
Income generated: 300
Growth

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

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

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

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

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

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

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

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

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

Cultist Camp (Spices)
Level 1 · 750 gold · 1 turn
Income generated: 100
Control: +5
Spices resource production: 32 sacks
Loot & Plunder

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

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

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

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

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

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

Marble Quarry
Level 1 · 750 gold · 1 turn
Income generated: 100
Marble resource production: 32 slabs
Meadery

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

Oak of Ages (Ruined)
Level 1 · 1 turn

Oak of Ages (Pacified)
Level 2 · 1,200 gold · 1 turn
Immune to Athel Loren attrition (all armies)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Income from all buildings: +5% (factionwide)
Growth: +5 (all provinces)
Timber resource production: 100 logs
Obsidian Quarry

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

Cultist Camp (Pasture)
Level 1 · 750 gold · 1 turn
Income generated: 100
Growth: +50
Port

Ruined Docks
Level 1

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

Ruined Docks
Level 1

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

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

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

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

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

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

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

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

Fur Stash
Level 1 · 500 gold · 1 turn
Income generated: 80
Growth: +10

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

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

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

Ruined Bordeleaux Docks
Level 1

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

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

Manann’s Dry Docks
Level 4 · 6,000 gold · 6 turns
Chivalry: +50 per turn
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Growth: +30
Tanner's Workshop

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

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

Ruinous Altar
Level 1 · 500 gold · 1 turn
Chaos Undivided corruption: +2
Income generated: 25
Control: +1

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

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

Vitki Temple
Level 4 · 999,999 gold · 99 turns
Landmarks
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