Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Norsca buildings

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

Recruitment

Beast Packs

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

  1. Warhound Kennels

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Warwolf Dens

    Level 2 · 1,000 gold · 3 turns

    Unlocks

  3. Cave of Dark Offerings

    Level 3 · 2,000 gold · 4 turns

    • Enables Hero recruitment: Skin Wolf Werekin
    • Hero capacity: +1 for Skin Wolf Werekin

    Unlocks

Beastmasters

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

  1. Shieling

    Level 1 · 500 gold · 1 turn

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

    Unlocks

  2. Corral

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -10% (armies in region)
    • Casualty replenishment rate: +5% (armies in province)
    • Local recruitment capacity: +2

    Unlocks

  3. Ruinous Stables

    Level 3 · 2,000 gold · 3 turns

    • Recruitment cost: -15% (armies in region)
    • Casualty replenishment rate: +10% (armies in province)
    • Global recruitment capacity: +1
    • Local recruitment capacity: +2

    Unlocks

Creatures of Chaos

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

  1. Fog-Shrouded Fens

    Level 1 · 2,000 gold · 2 turns

    • Enables Hero recruitment: Fimir Noble
  2. Wyrmchasm

    Level 2 · 3,500 gold · 3 turns

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

    Unlocks

  3. Storm-Beaten Cliffs

    Level 3 · 5,000 gold · 4 turns

    • Hero capacity: +1 for Fimir Nobles
    • Enables Hero recruitment: Fimir Noble
    • Hero capacity: +1 for Fimir Balefiends
    • Enables Hero recruitment: Fimir Balefiend
    • Local recruitment capacity: +2

    Unlocks

  4. Henge of Totems

    Level 3 · 3 turns

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

    Unlocks

  5. Glacial Passages

    Level 4 · 7,000 gold · 5 turns

    • Hero capacity: +2 for Fimir Nobles
    • Enables Hero recruitment: Fimir Noble
    • Hero capacity: +2 for Fimir Balefiends
    • Enables Hero recruitment: Fimir Balefiend
    • Local recruitment capacity: +2

Desecrated Site

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

  1. Skull-Rise

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Mock-God

    Level 2 · 1,500 gold · 3 turns

    • Maximum Level (Allegiance to the Hound): Upkeep: -4% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
    • Maximum Level (Allegiance to the Hound): Unit experience gain: +10% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
    • Enables limited Chaos Units recruitment
    • Local recruitment capacity: +1
  3. Carcass-Heap

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Recruit rank: +1 for all units (local province)
    • When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
    • Local recruitment capacity: +1

    Unlocks

Desecrated Site

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

  1. Skull-Rise

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Mock-God

    Level 2 · 1,500 gold · 3 turns

    • Maximum Level (Allegiance to the Crow): Upkeep: -4% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
    • Maximum Level (Allegiance to the Crow): Unit experience gain: +10% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
    • Enables limited Chaos Units recruitment
    • Local recruitment capacity: +1
  3. Carcass-Heap

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Recruit rank: +1 for all units (local province)
    • When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
    • Local recruitment capacity: +1

    Unlocks

Desecrated Site

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

  1. Skull-Rise

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Mock-God

    Level 2 · 1,500 gold · 3 turns

    • Maxumum Level (Allegiance to the Serpent): Upkeep: -4% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
    • Maxumum Level (Allegiance to the Serpent): Unit experience gain: +10% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
    • Enables limited Chaos Units recruitment
    • Local recruitment capacity: +1
  3. Carcass-Heap

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Recruit rank: +1 for all units (local province)
    • When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
    • Local recruitment capacity: +1

    Unlocks

Desecrated Site

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

  1. Skull-Rise

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Mock-God

    Level 2 · 1,500 gold · 3 turns

    • Maximum Level (Allegiance to the Eagle): Upkeep: -4% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
    • Maximum Level (Allegiance to the Eagle): Unit experience gain: +10% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
    • Enables limited Chaos Units recruitment
    • Local recruitment capacity: +1
  3. Carcass-Heap

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Recruit rank: +1 for all units (local province)
    • When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
    • Local recruitment capacity: +1

    Unlocks

Effigies of Chaos

4 levels · unlocks Feral Mammoth, War Mammoth (Warshrine), War Mammoth

  1. Chaos Totem

    Level 1 · 3,500 gold · 3 turns

    • Winds of Magic power reserve: +2 per turn (all armies in local province)
    • Enables Hero recruitment: Shaman-Sorcerer
    • Research rate: +2
  2. Altar of the Bloodfathers

    Level 2 · 5,000 gold · 4 turns

    • Winds of Magic power reserve: +3 per turn (all armies in local province)
    • Hero capacity: +1 for Shaman-Sorcerers
    • Enables Hero recruitment: Shaman-Sorcerer
    • Research rate: +3

    Unlocks

  3. Shamanic Tribute

    Level 2 · 3 turns

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

    Unlocks

  4. Shamanic Pyre

    Level 3 · 7,000 gold · 5 turns

    • Winds of Magic power reserve: +5 per turn (all armies in local province)
    • Hero capacity: +1 for Shaman-Sorcerers
    • Enables Hero recruitment: Shaman-Sorcerer
    • Research rate: +5

Horses

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

  1. Shieling

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Corral

    Level 2 · 1,000 gold · 2 turns

    Unlocks

  3. Ruinous Stables

    Level 3 · 2,000 gold · 3 turns

    Unlocks

Marauders

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

  1. Proving Pits

    Level 1 · 250 gold · 1 turn

    Unlocks

  2. Raiding Camps

    Level 2 · 750 gold · 2 turns

    Unlocks

  3. Raiders' Bazaar

    Level 3 · 2 turns

    Unlocks

  4. Warriors’ Hall

    Level 3 · 1,500 gold · 3 turns

  5. Chieftain’s Hold

    Level 4 · 3,000 gold · 4 turns

Marauders

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

  1. Sparring Fields

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Raiders' Camp

    Level 2 · 1,000 gold · 2 turns

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

    Unlocks

  3. Chieftain's Hall

    Level 3 · 2,000 gold · 3 turns

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

    Unlocks

Monsters

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

  1. Ice Troll Lair

    Level 1 · 2,000 gold · 2 turns

    • Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
    • Income from raiding: +10% (all your armies in adjacent provinces)

    Unlocks

  2. Colossal Offerings

    Level 2 · 2 turns

    • Campaign movement range: -10% for enemy armies starting their turn in this region (all enemy armies in adjacent provinces)
    • Income from raiding: +3% (all armies)

    Unlocks

  3. Frozen Cairn Field

    Level 2 · 3,500 gold · 3 turns

    • Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in province)
    • Income from raiding: +20% (all your armies in adjacent provinces)
  4. Curs'd Cavern

    Level 3 · 5,000 gold · 4 turns

    • Campaign movement range: -10% for enemy armies starting their turn in this region (all enemy armies in adjacent provinces)
    • Income from raiding: +3% (all armies)

Norsca Settlement

5 levels · unlocks Marauders, Marauder Hunters

  1. Ruined Village

    Ruin

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

    Level 1 · 750 gold · 2 turns

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

    Unlocks

  3. Warband Camp

    Level 2 · 1,500 gold · 3 turns

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

    Unlocks

  4. Clan Enclave

    Level 3 · 3,000 gold · 4 turns

    • Spoils can be transferred from Pillaging forces here to the faction
    • Defensive supplies: +1500
    • Chaos Undivided corruption: +3
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Grants 3 construction slots in the settlement
    • Income generated: 90
    • Growth: +30
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Tribal Stronghold

    Level 4 · 6,000 gold · 5 turns

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

    Level 5 · 8,000 gold · 6 turns

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

Norsca Settlement

3 levels · unlocks Marauders, Marauder Hunters

  1. Ruined Village

    Ruin

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

    Level 1 · 750 gold · 2 turns

    • Spoils can be transferred from Pillaging forces here to the faction
    • Defensive supplies: +1000
    • Chaos Undivided corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 30
    • Growth: +10
    • Control: +1

    Unlocks

  3. Norse Moot

    Level 2 · 1,500 gold · 3 turns

    • Spoils can be transferred from Pillaging forces here to the faction
    • Defensive supplies: +1000
    • Chaos Undivided corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 60
    • Growth: +20
    • Control: +1

    Unlocks

  4. Norse Village

    Level 3 · 3,000 gold · 4 turns

    • Spoils can be transferred from Pillaging forces here to the faction
    • Defensive supplies: +1500
    • Chaos Undivided corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 90
    • Growth: +30
    • Control: +2

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)
    • Local recruitment capacity: +2

Garrison

1 level

  1. Marauding Militia

    Level 1 · 750 gold · 1 turn

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

Garrison

4 levels

  1. Guard Shack

    Level 1 · 750 gold · 2 turns

    • Defensive supplies: +250
  2. Watchtower

    Level 2 · 1,500 gold · 3 turns

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

    Level 3 · 2,500 gold · 4 turns

    • Defensive supplies: +750
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  4. Feral Wardens

    Level 3 · 4 turns

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

Garrison

3 levels

  1. Guard Shack

    Level 1 · 750 gold · 1 turn

    • Leadership: +2 when under siege (armies in region)
    • Melee defence: +4 when under siege (armies in region)
  2. Watchtower

    Level 2 · 1,000 gold · 2 turns

    • Leadership: +4 when under siege (armies in region)
    • Melee defence: +7 when under siege (armies in region)
  3. Marauding Militia

    Level 3 · 1,500 gold · 3 turns

    • Leadership: +6 when under siege (armies in region)
    • Melee defence: +10 when under siege (armies in region)

Outpost

3 levels

  1. Norscan Outpost

    Level 1 · 2,000 gold · 3 turns

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

    Level 2 · 4,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 5 turns

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

Raiding

3 levels

  1. Trophies of Battle

    Level 1 · 750 gold · 1 turn

    • Income from post-battle loot: +5% (all your armies in adjacent regions)
    • Income from raiding: +10% (all your armies in adjacent regions)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
    • When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)
    • Income from sacking settlements: +10% (all your armies in adjacent regions)
  3. Butcher's Plinth

    Level 2 · 1,500 gold · 3 turns

    • Chaos Undivided corruption: +3 (adjacent regions)
    • When Chaos Undivided corruption is 50 or more: Bonus vs Infantry: +4 (all your armies in adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)
    • Weapon strength: +5% (all your armies in adjacent regions)

Raiding

3 levels

  1. Trophies of Battle

    Level 1 · 750 gold · 1 turn

    • Income from post-battle loot: +5% (all your armies in adjacent regions)
    • Income from raiding: +10% (all your armies in adjacent regions)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
    • When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)
    • Income from sacking settlements: +10% (all your armies in adjacent regions)
  3. Flystone

    Level 2 · 1,500 gold · 3 turns

    • Chaos Undivided corruption: +3 (adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)
    • When Chaos Undivided corruption is 50 or more: Armour: +4 (all your armies in adjacent regions)
    • Missile resistance: 5% (all your armies in adjacent regions)

Raiding

3 levels

  1. Trophies of Battle

    Level 1 · 750 gold · 1 turn

    • Income from post-battle loot: +5% (all your armies in adjacent regions)
    • Income from raiding: +10% (all your armies in adjacent regions)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
    • When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)
    • Income from sacking settlements: +10% (all your armies in adjacent regions)
  3. Heady Brazier

    Level 2 · 1,500 gold · 3 turns

    • Chaos Undivided corruption: +3 (adjacent regions)
    • When Chaos Undivided corruption is 50 or more: Unit mass: +4% (all your armies in adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)
    • Charge bonus: +5% (all your armies in adjacent regions)

Raiding

3 levels

  1. Trophies of Battle

    Level 1 · 750 gold · 1 turn

    • Income from post-battle loot: +5% (all your armies in adjacent regions)
    • Income from raiding: +10% (all your armies in adjacent regions)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
    • When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)
    • Income from sacking settlements: +10% (all your armies in adjacent regions)
  3. Twisting Spire

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Winds of Magic cost: -10% for all spells (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Winds of Magic power reserve: +3 per turn (all your armies in adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)

Raiding

3 levels

  1. Trophies of Battle

    Level 1 · 750 gold · 1 turn

    • Income from post-battle loot: +5% (all your armies in adjacent regions)
    • Income from raiding: +10% (all your armies in adjacent regions)
  2. Ravager Cairn

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
    • When Chaos Undivided corruption is 50 or more: Income and Spoils from pillaging settlements: +5% (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)
    • Income from sacking settlements: +10% (all your armies in adjacent regions)
  3. Glowering Totem

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Attribute: Unbreakable during siege battles (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)
    • Income from raiding: +20% (all your armies in adjacent regions)
    • Enemy leadership: -10 (all enemy armies in adjacent regions)

Replenishment

3 levels

  1. Bleeding Grounds

    Level 1 · 750 gold · 1 turn

    • Campaign movement range: +5% (all armies in local province)
    • Casualty replenishment rate: +2% (all armies in local province)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Recruitment cost: -5% (all your armies in adjacent regions)
    • Casualty replenishment rate: +5% (all armies in local province)
    • When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)
  3. Gorepit

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Attribute: Unyielding Assault during siege battles (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Casualty replenishment rate: +5% (all armies in local province)
    • Melee attack: +4 (all your armies in adjacent regions)

Replenishment

3 levels

  1. Bleeding Grounds

    Level 1 · 750 gold · 1 turn

    • Campaign movement range: +5% (all armies in local province)
    • Casualty replenishment rate: +2% (all armies in local province)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Recruitment cost: -5% (all your armies in adjacent regions)
    • Casualty replenishment rate: +5% (all armies in local province)
    • When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)
  3. Blighted Vat

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Attribute: Immune to Contact Effects during siege battles (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Casualty replenishment rate: +5% (all armies in local province)
    • Melee defence: +4 (all your armies in adjacent regions)

Replenishment

3 levels

  1. Bleeding Grounds

    Level 1 · 750 gold · 1 turn

    • Campaign movement range: +5% (all armies in local province)
    • Casualty replenishment rate: +2% (all armies in local province)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Recruitment cost: -5% (all your armies in adjacent regions)
    • Casualty replenishment rate: +5% (all armies in local province)
    • When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)
  3. Ophidian Arch

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Attribute: Perfect Vigour during siege battles (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Casualty replenishment rate: +5% (all armies in local province)
    • Speed: +5% (all your armies in adjacent regions)

Replenishment

3 levels

  1. Bleeding Grounds

    Level 1 · 750 gold · 1 turn

    • Campaign movement range: +5% (all armies in local province)
    • Casualty replenishment rate: +2% (all armies in local province)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Recruitment cost: -5% (all your armies in adjacent regions)
    • Casualty replenishment rate: +5% (all armies in local province)
    • When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)
  3. Scryer's Hollow

    Level 2 · 1,500 gold · 3 turns

    • Winds of Magic cost: +10% for all enemy spells (all enemy armies in adjacent regions)
    • When Chaos Undivided corruption is 50 or more: Attribute: Silenced during siege battles (all enemy Lords in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Casualty replenishment rate: +5% (all armies in local province)

Replenishment

3 levels

  1. Bleeding Grounds

    Level 1 · 750 gold · 1 turn

    • Campaign movement range: +5% (all armies in local province)
    • Casualty replenishment rate: +2% (all armies in local province)
  2. Warhowl Barrow

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 75 or more: Local Recruitment duration: -1 turn for all units (minimum 1) (all your armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Recruitment cost: -5% (all your armies in adjacent regions)
    • Casualty replenishment rate: +5% (all armies in local province)
    • When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (local province)
  3. Creeping Morass

    Level 2 · 1,500 gold · 3 turns

    • When Chaos Undivided corruption is 50 or more: Vigour in battle: Tired during siege battles (all enemy armies in adjacent regions)
    • Chaos Undivided corruption: +3 (adjacent regions)
    • Campaign movement range: +10% (all armies in local province)
    • Campaign movement range: -10% (all enemy armies in adjacent regions)
    • Casualty replenishment rate: +5% (all armies in local province)

Smithy

3 levels

  1. Smithy

    Level 1 · 1,000 gold · 2 turns

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

    Level 2 · 4,000 gold · 3 turns

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

    Level 3 · 4 turns

    • Local Recruitment duration: -1 turn for Marauder Champions units (minimum 1) (armies in province)
    • Recruit rank: +3 for all units (local province)
    • Recruitment cost: -25% (armies in province)
    • Global recruitment capacity: +1 (factionwide)

Unit Experience

3 levels

  1. Tattooist

    Level 1 · 750 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 1,500 gold · 3 turns

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

Walls

4 levels

  1. Bloody Bulwark

    Level 1 · 2,500 gold · 2 turns

    • Defensive supplies: +500
    • Leadership: +2 when under siege (armies in region)
    • Melee defence: +4 when under siege (armies in region)
  2. Skull-Laden Embankment

    Level 2 · 3,500 gold · 3 turns

    • Defensive supplies: +750
    • Leadership: +4 when under siege (armies in region)
    • Melee defence: +7 when under siege (armies in region)
  3. Wall of Carcasses

    Level 3 · 5,000 gold · 5 turns

    • Defensive supplies: +1000
    • Leadership: +6 when under siege (armies in region)
    • Melee defence: +10 when under siege (armies in region)
  4. Figurehead Palisade

    Level 4 · 6 turns

    • Defensive supplies: +1250
    • Leadership: +8 when under siege (armies in region)
    • Melee defence: +14 when under siege (armies in region)

Economy

Outpost

3 levels · unlocks Marauders

  1. Ruined Outpost

    Ruin

  2. Coastal Enclave

    Level 1 · 750 gold · 2 turns

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

    Unlocks

  3. Tribal Anchorage

    Level 2 · 1,500 gold · 3 turns

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

    Level 3 · 3,000 gold · 4 turns

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

Anti-Vermintide

4 levels

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Beast Pens

1 level

  1. Cultist Camp (Animals)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Chaos Altar

3 levels

  1. Ruined Chaos Altar

    Ruin

  2. Unshaped Monolith

    Level 1 · 750 gold · 1 turn

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

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 2,500 gold · 3 turns

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

Chaos Altar (Crow)

2 levels

  1. Ruined Chaos Altar

    Ruin

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

    Level 1 · 750 gold · 1 turn

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

    Level 2 · 1,500 gold · 2 turns

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

Chaos Altar (Eagle)

2 levels

  1. Ruined Chaos Altar

    Ruin

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

    Level 1 · 750 gold · 1 turn

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

    Level 2 · 1,500 gold · 2 turns

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

Chaos Altar (Hound)

2 levels

  1. Ruined Chaos Altar

    Ruin

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

    Level 1 · 750 gold · 1 turn

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

    Level 2 · 1,500 gold · 2 turns

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

Chaos Altar (Serpent)

2 levels

  1. Ruined Chaos Altar

    Ruin

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

    Level 1 · 750 gold · 1 turn

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

    Level 2 · 1,500 gold · 2 turns

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

Gemstone Quarry

1 level

  1. Cultist Camp (Gems)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Gold Mine

1 level

  1. Cultist Camp (Gold)

    Level 1 · 750 gold · 1 turn · pays back in 2.5 turns

    • Income generated: 300

Growth

3 levels

  1. Ruinous Altar

    Level 1 · 750 gold · 1 turn

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

    Level 2 · 1,000 gold · 2 turns

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

    Level 3 · 1,500 gold · 3 turns

    • Chaos Undivided corruption: +3
    • Recruitment cost: -20% (armies in region)
    • Growth: +40
    • Control: +5
    • Control: +2 in adjacent provinces

Healer's Tent

1 level

  1. Cultist Camp (Medicine)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Income

3 levels

  1. Whorl of Raiders' Remains

    Level 1 · 750 gold · 1 turn

    • Chaos Undivided corruption: +1
    • Income from sacking settlements: +10% (all your armies in adjacent regions)
  2. Marauder Blood-Grove

    Level 2 · 1,000 gold · 2 turns

    • Chaos Undivided corruption: +3
    • Income from sacking settlements: +20% (all your armies in adjacent regions)
  3. Trove Temple of Champions

    Level 3 · 1,500 gold · 3 turns

    • Chaos Undivided corruption: +5
    • Income from sacking settlements: +30% (all your armies in adjacent regions)

Iron Mine

1 level

  1. Iron Mine

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Ivory Carver

1 level

  1. Cultist Camp (Tusks)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Kitchens

1 level

  1. Cultist Camp (Spices)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Loot & Plunder

5 levels

  1. Loot Pile

    Level 1 · 1,000 gold · 1 turn

    • Income from sacking settlements: +1% (factionwide)
  2. Trophies of Battle

    Level 2 · 2,000 gold · 2 turns

    • Income and Spoils from pillaging settlements: +1% (all characters)
    • Income from post-battle loot: +1% (factionwide)
    • Income from raiding: +2% (all armies)
    • Income from sacking settlements: +1% (factionwide)
  3. Hoard Pit

    Level 2 · 1 turn

    • Income from post-battle loot: +1% (factionwide)
    • Income from sacking settlements: +1% (factionwide)
  4. Plunder Hall

    Level 3 · 4,000 gold · 3 turns

    • Income and Spoils from pillaging settlements: +3% (all characters)
    • Income from post-battle loot: +3% (factionwide)
    • Income from raiding: +5% (all armies)
    • Income from sacking settlements: +2% (factionwide)
  5. Barrow Hoard

    Level 3 · 2 turns

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

Lumber Camp

1 level

  1. Cultist Camp (Wood)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Marble Quarry

1 level

  1. Marble Quarry

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Meadery

1 level

  1. Cultist Camp (Wine)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Oak of Ages

1 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

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

Obsidian Quarry

1 level

  1. Obsidian Quarry

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Pastures

1 level

  1. Cultist Camp (Pasture)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

    • Income generated: 100
    • Growth: +50

Port

1 level

  1. Ruined Docks

    Ruin

  2. Norsca Wharf

    Level 1 · 1,000 gold · 2 turns · pays back in 10 turns

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

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Norsca Wharf

    Level 1 · 1,000 gold · 2 turns · pays back in 10 turns

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

    Level 2 · 2,500 gold · 4 turns · pays back in 10 turns

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

    Level 3 · 6 turns

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

Pottery Workshop

1 level

  1. Cultist Camp (Pottery)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Protection

3 levels

  1. Marauder Patrols

    Level 1 · 1,000 gold · 2 turns

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

    Level 2 · 2,000 gold · 3 turns

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

    Level 3 · 3,500 gold · 4 turns

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

Salt Mines

1 level

  1. Cultist Camp (Salt)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Slaves

4 levels

  1. Fur Stash

    Level 1 · 500 gold · 1 turn · pays back in 6.3 turns

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

    Level 2 · 1,000 gold · 2 turns · pays back in 6.3 turns

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

    Level 3 · 2,000 gold · 3 turns · pays back in 8.3 turns

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

    Level 4 · 3 turns

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

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Outside regions owned by Chaos Dwarfs: Growth: +10
  3. Bordeleaux Harbour

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 6 turns

    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Outside regions owned by Chaos Dwarfs: Growth: +30

Tanner's Workshop

1 level

  1. Cultist Camp (Furs)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

    • Melee attack: +2 for Marauder Berserker units (all armies)
    • Weapon strength: +5% for Marauder Berserker units (all armies)
    • Income generated: 100
    • Furs resource production: 32 bundles

Tattooist

1 level

  1. Cultist Camp (Dyes)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

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

Worship

4 levels

  1. Ruinous Altar

    Level 1 · 500 gold · 1 turn · pays back in 20 turns

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

    Level 2 · 1,000 gold · 2 turns · pays back in 13.3 turns

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

    Level 3 · 3 turns

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

    Level 4 · 999,999 gold · 99 turns

Landmarks

Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version

Show 41 landmark buildings (unique buildings in particular settlements) ▾

Landmark

Losteriksson's Longhouse Level 1 · 4,000 gold · 3 turns

Recruit rank: +2 for all units · Casualty replenishment rate: +5% (armies in province) · Control: +5 · Wine resource production: 15 barrels · Local recruitment capacity: +1 · Lord recruit rank: +1 (factionwide)

Unlocks: Marauders, Marauder Hunters (Javelins), Marauder Bearmen, Marauder Hunters

Losteriksson's Great Hall Level 2 · 6,000 gold · 4 turns

Recruit rank: +4 for all units · Casualty replenishment rate: +10% (armies in province) · Control: +10 · Wine resource production: 30 barrels · Local recruitment capacity: +2 · Lord recruit rank: +2 (factionwide)

Unlocks: Marauder Berserkers, Marauder Champions

Landmark

Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns

Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

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

Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2

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

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

Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9

Lothern Landmark

Looted Lothern Palace Level 1 · 4,000 gold · 2 turns

Income generated: 500 · Growth: +30 · Control: +10 · Elven Trinkets resource production: 40 chests

Unlocks: Marauder Hunters, Marauders

Lothern Port

Ruined Harbour of Lothern Ruin

Straits of Lothern Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Gates of Lothern Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Ruin

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

Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns

Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns

Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Special Port

Ruined Copher Harbour Ruin

Copher Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10

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

Copher Harbour Level 2 · 6,000 gold · 3 turns

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Ruin

Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Special Port

Ruined Erengrad Harbour Ruin

Erengrad Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20

Erengrad Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30

Special Port

Ruined Marienburg Harbour Ruin

Marienburg Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Marienburg Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Asuryan Worship

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

Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80

Chaos Altar

Ruined Chaos Altar Ruin

Barricaded Chaos Altar Level 1 · 750 gold · 1 turn

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

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

When at Tier 1 Arcane Power: Dark Ritual Augmentations: · When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I: · When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II: · When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III: · When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV: · Melee attack: +1 for Chaos Warriors and Chaos Spawn units (factionwide) · Melee defence: +1 for Chaos Warriors and Chaos Spawn units (factionwide) · Spoils: +6 per turn · When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +5/+7/+9/+11/+13% of the experience earned by other Lords (all armies in local and adjacent regions) · When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +2/+3/+4/+5/+6 · When at Tier 1/2/3/4/5 Arcane Power: Winds of Magic power reserve capacity: +5/+10/+15/+20/+25 (all armies in local and adjacent regions) · Global recruitment duration: -1 turn for all units (armies in region) · When at Tier 5 Arcane Power: Income generated: 75 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When at Tier 1/2/3/4/5 Arcane Power: Research rate: +2/+3/+4/+5/+6

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

When at Tier 1 Arcane Power: Dark Ritual Augmentations: · When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I: · When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II: · When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III: · When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV: · Melee attack: +1 for Chaos Warriors and Chaos Spawn units (factionwide) · Melee defence: +1 for Chaos Warriors and Chaos Spawn units (factionwide) · Spoils: +10 per turn · When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+9/+11/+13/+15% of the experience earned by other Lords (all armies in local and adjacent regions) · When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+8 · When at Tier 1/2/3/4/5 Arcane Power: Winds of Magic power reserve capacity: +10/+15/+20/+25/+30 (all armies in local and adjacent regions) · Global recruitment duration: -2 turn for all units (armies in region) · When at Tier 5 Arcane Power: Income generated: 150 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When at Tier 1/2/3/4/5 Arcane Power: Research rate: +3/+4/+5/+6/+7

Chaos Altar

Ruined Chaos Altar Ruin

Unshaped Monolith Level 1 · 750 gold · 1 turn

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

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

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

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

When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers (local province) · When at Tier 1 Arcane Power: Dark Ritual Augmentations: · When at Tier 2 Arcane Power: Dark Ritual Augmentations – Stage I: · When at Tier 3 Arcane Power: Dark Ritual Augmentations – Stage II: · When at Tier 4 Arcane Power: Dark Ritual Augmentations – Stage III: · When at Tier 5 Arcane Power: Dark Ritual Augmentations – Stage IV: · Income generated: 100 · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · When at Tier 1/2/3/4/5 Arcane Power: Sayl steals +7/+9/+11/+13/+15% of the experience earned by other Lords (all armies in local and adjacent regions) · When at Tier 1/2/3/4/5 Arcane Power: Chaos Undivided corruption: +3/+4/+5/+6/+8 · When technology "Prophetic Seer-Craft" researched: Spell intensity: +10% (all armies in adjacent provinces) · When at Tier 1/2/3/4/5 Arcane Power: Winds of Magic power reserve capacity: +10/+15/+20/+25/+30 (all armies in local and adjacent regions) · Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide) · When at Tier 5 Arcane Power: Income generated: 100 · Control: +3 · When at Tier 1/2/3/4/5 Arcane Power: Research rate: +3/+4/+5/+6/+7

Chaos Altar (Crow)

Ruined Chaos Altar Ruin

Spoils can be transferred from Pillaging forces here to the faction

Barricaded Chaos Altar (Crow) Level 1 · 750 gold · 2 turns

When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Crow: +1 · Chaos Undivided corruption: +2 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +1% (armies in region) · Attrition: -5% casualties suffered from all attrition (all your armies in adjacent regions) · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Crow: +1 · Chaos Undivided corruption: +2 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Attrition: -15% casualties suffered from all attrition (all your armies in adjacent regions) · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

When at Tier 1/2/3/4 Crow: Post-battle casualties replenished: +2/+4/+6/+10% after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Allegiance to the Crow: +1 · Chaos Undivided corruption: +3 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Attrition: -25% casualties suffered from all attrition (all your armies in adjacent regions) · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Chaos Altar (Crow)

Ruined Chaos Altar Ruin

Spoils can be transferred from Pillaging forces here to the faction

Blighted Monolith Level 1 · 750 gold · 1 turn

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

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

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

Chaos Altar (Eagle)

Ruined Chaos Altar Ruin

Spoils can be transferred from Pillaging forces here to the faction

Barricaded Chaos Altar (Eagle) Level 1 · 750 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Allegiance to the Eagle: +1 · Chaos Undivided corruption: +2 · Magic item drop chance from battle: +5% (all your armies in adjacent regions) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +1% (armies in region) · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Allegiance to the Eagle: +1 · Chaos Undivided corruption: +2 · Magic item drop chance from battle: +10% (all your armies in adjacent regions) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · When at Tier 1/2/3/4 Eagle: Gain +25/+50/+75/+100 Research Rate Points after winning a battle (all your armies in adjacent provinces) · Allegiance to the Eagle: +1 · Chaos Undivided corruption: +3 · Magic item drop chance from battle: +15% (all your armies in adjacent regions) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Chaos Altar (Eagle)

Ruined Chaos Altar Ruin

Spoils can be transferred from Pillaging forces here to the faction

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

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

Ever-Changing Monolith Level 2 · 1,500 gold · 2 turns

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

Chaos Altar (Hound)

Ruined Chaos Altar Ruin

Spoils can be transferred from Pillaging forces here to the faction

Barricaded Chaos Altar (Hound) Level 1 · 750 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Hound: +1 · Chaos Undivided corruption: +2 · When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +1% (armies in region) · Spell resistance: 5% (all your armies in adjacent regions) · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Hound: +1 · Chaos Undivided corruption: +2 · When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Spell resistance: 10% (all your armies in adjacent regions) · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Allegiance to the Hound: +1 · Chaos Undivided corruption: +3 · When at Tier 1/2/3/4 Hound: Replenishes 5/10/15/25% campaign movement range after winning a battle (all your armies in adjacent provinces) · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Spell resistance: 15% (all your armies in adjacent regions) · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Chaos Altar (Hound)

Ruined Chaos Altar Ruin

Spoils can be transferred from Pillaging forces here to the faction

Fanged Monolith Level 1 · 750 gold · 1 turn

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

Ravenous Monolith Level 2 · 1,500 gold · 2 turns

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

Chaos Altar (Serpent)

Ruined Chaos Altar Ruin

Spoils can be transferred from Pillaging forces here to the faction

Barricaded Chaos Altar (Serpent) Level 1 · 750 gold · 2 turns

When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Serpent: +1 · Chaos Undivided corruption: +2 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +1% (armies in region) · Ambush success chance: +5% (all your armies in adjacent regions) · Growth: +20 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +2 per turn · Allegiance to the Serpent: +1 · Chaos Undivided corruption: +2 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +2% (armies in region) · Ambush success chance: +15% (all your armies in adjacent regions) · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

When at Tier 1/2/3/4 Serpent: Lord and Heroes will receive +100/+200/+300/+500 experience after winning a battle (all your armies in adjacent provinces) · Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide) · Spoils can be transferred from Pillaging forces here to the faction · Spoils: +3 per turn · Allegiance to the Serpent: +1 · Chaos Undivided corruption: +3 · After reaching maximum Allegiance with all Gods and rejecting each of their champions: Income generated: 150 · Casualty replenishment rate: +3% (armies in region) · Ambush success chance: +25% (all your armies in adjacent regions) · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Chaos Altar (Serpent)

Ruined Chaos Altar Ruin

Spoils can be transferred from Pillaging forces here to the faction

Coiling Monolith Level 1 · 750 gold · 1 turn

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

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

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

Fort

Ruined Fort Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Adds walls to the settlement · Growth: +80

Garrison

Lookout Post Level 1 · 750 gold · 1 turn

Chaos Stronghold Level 2 · 1,500 gold · 2 turns

Dark Bulwark Level 3 · 2,500 gold · 3 turns

Hidden Oasis

Secluded Oasis Level 1 · 2,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30

Buried Caravanserai Level 2 · 6,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30

Khaine Worship

Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns

Corruption: -5 · Income from post-battle loot: +5% (factionwide)

Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns

Chaos Undivided corruption: +15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Landmark

Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns

Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests

Landmark

Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns

Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)

Landmark

Monolith of the Bloody Hand Level 1 · 5,000 gold · 5 turns

Passive ability: "Guardian" for Marauder Champion units (factionwide) · Income generated: 200 · Control: +2 (factionwide)

Landmark

Hall of Urslo Level 1 · 6,000 gold · 4 turns

With Tides of Torment – Norsca: Attribute: Perfect Vigour for Marauder Bearmen units (Rank 7 and above) · With Tides of Torment – Norsca: Global recruitment duration: -1 turns for Marauder Bearmen units (minimum 1) · Upkeep: -5% for Marauder units (all armies) · Income from raiding: +10% (all armies) · Recruitment cost: -10% for Marauder units (all armies)

Landmark

Losteriksson's Hoard Level 1 · 6,000 gold · 4 turns

Golden Idols resource production: 60 chests · Income generated: 400 · Income from trade tariffs: +5%

Landmark

Mortkin's Rest Level 1 · 6,000 gold · 4 turns

Passive ability: "Frenzy" for all units in the settlement garrison. (settlement garrison) · Khorne corruption: +3 · Chance to gain a magic item: 15% per turn

Landmark

Shrine of Asavar Kul Level 1 · 4,000 gold · 4 turns

Construction cost: -20% for all buildings (factionwide) · Income generated: 300

Landmark

Svengar's Cairn Level 1 · 6,000 gold · 4 turns

Campaign movement range: +25% whilst at sea (all armies) · Armour: +3 for Marauder units when fighting against Humans (all armies) · Leadership: +5 for Marauder units when fighting against Humans (all armies) · Income generated: 150

Landmark

Tomb of Valmir Level 1 · 6,000 gold · 4 turns

Melee attack: +5 when fighting against Dwarfs (all armies) · Attribute: Unyielding Assault for all units when fighting against Dwarfs (all armies) · Armour: +5 for all Marauder units (all armies) · Income generated: 50

Special Port

Ruined Dawn's Harbour Ruin

Dawn's Harbour Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 3 · 10,000 gold · 8 turns

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

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Chaos Undivided corruption: +2

The Maelstrom Level 1 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Chaos Undivided corruption: +2 · Income generated: 100 · Control: +20

The Great Temple of Hashut

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

Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Norsca factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.

What each unit costs to unlock — 37 units (computed) ▾

Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.

#
1Marauders (Great Weapons)Proving Pits25011——
2Marauder HorsemenShieling50011——
3Norscan WarhoundsWarhound Kennels50011——
4Norscan Warhounds (Poison)Warhound Kennels50011——
5Marauder SpearmenSkull-Rise75011——
6MaraudersSkull-Rise75011——
7FlayerkinRaiders' Bazaar1,000334,5003
8Marauder BearmenRaiding Camps1,000321,5001
9Marauder Bearmen (Great Weapons)Raiders' Bazaar1,000334,5003
10Marauder BerserkersRaiders' Bazaar1,000334,5003
11Marauder ChampionsRaiders' Bazaar1,000334,5003
12Marauder Champions (Great Weapons)Raiders' Bazaar1,000334,5003
13Marauder ChariotsCorral1,500321,5001
14Marauder Horsemen (Throwing Axes)Corral1,500321,5001
15Norscan Ice WolvesWarwolf Dens1,500421,5001
16Curs'd EttinColossal Offerings2,000234,5003
17Curs'd Ettin (Runecaller)Colossal Offerings2,000234,5003
18Norscan GiantColossal Offerings2,000234,5003
19Norscan Ice TrollsIce Troll Lair2,000221,5001
20Norscan TrollsIce Troll Lair2,000221,5001
21Marauder HuntersWarband Camp2,2505———
22Marauder Hunters (Javelins)Carcass-Heap2,250421,5001
23Skin WolvesCarcass-Heap2,250421,5001
24Kurgan Horsemen (Dual Weapons)Ruinous Stables3,500634,5003
25Kurgan Horsemen (Great Weapons)Ruinous Stables3,500634,5003
26Marauder HorsemastersRuinous Stables3,500634,5003
27Marauder Ice Wolf ChariotsCave of Dark Offerings3,500834,5003
28Skin Wolves (Armoured)Cave of Dark Offerings3,500834,5003
29Dread MawWyrmchasm5,500534,5003
30Feral ManticoreWyrmchasm5,500534,5003
31Fimir WarriorsWyrmchasm5,500534,5003
32Feral MammothAltar of the Bloodfathers (capital)8,5007410,5007
33War MammothShamanic Tribute (capital)8,5007410,5007
34War Mammoth (Warshrine)Shamanic Tribute (capital)8,5007410,5007
35Chaos Frost DragonHenge of Totems (capital)10,5009410,5007
36ChimeraStorm-Beaten Cliffs (capital)10,5009410,5007
37Fimir Warriors (Great Weapons)Storm-Beaten Cliffs (capital)10,5009410,5007