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

Outpost
3 levels · unlocks Nurglings
Outpost
3 levels · unlocks Nurglings

Nurglish 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)
Unlocks

Nurglish District
Level 2 · 4,000 gold · 3 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)

Nurglish Colony
Level 3 · 6,000 gold · 3 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)

Carnivorous Compost
2 levels
Carnivorous Compost
2 levels

Carnivorous Compost
Level 1 · 1,500 gold · 2 turns
When growth per turn is more than 200 or with 5 population surplus: Recruit rank: +1 (armies in province)
Recruitment health: +5% for all units (armies in province)
Recruitment cost: -10% (local province)

Detritus Pit
Level 2 · 4,000 gold · 4 turns
When growth per turn is more than 200 or with 5 population surplus: Recruit rank: +3 (armies in province)
Recruitment health: +10% for all units (armies in province)
Recruitment cost: -25% (local province)

Flame of Ulric
1 level
Flame of Ulric
1 level

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

Fungi of Defilement
4 levels
Fungi of Defilement
4 levels

Fungi of Defilement
Level 1 · 750 gold · 1 turn
When growth per turn is more than 200 or with 5 population surplus: Chance of a plague spreading: +5%
Infections: 10 per turn
Control: +2

Toxic Spores
Level 2 · 1,500 gold · 2 turns
When growth per turn is more than 200 or with 5 population surplus: Chance of a plague spreading: +10%
Infections: 15 per turn
Control: +3

Malevolent Mycelium
Level 3 · 2,500 gold · 4 turns
When growth per turn is more than 200 or with 5 population surplus: Chance of a plague spreading: +15%
When growth per turn is more than 200 or with 5 population surplus: Plague duration: +1 turns
Infections: 25 per turn
Control: +4

Matured Saprophyte
Level 4 · 4,000 gold · 6 turns

Garrison
2 levels
Garrison
2 levels

Festering Pit
Level 1 · 2,000 gold · 4 turns
Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +500
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%

Hall of Hosts
Level 2 · 4,000 gold · 5 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +1000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%

Lesser Garden of Blight
8 levels
Lesser Garden of Blight
8 levels

Lesser Garden of Blight (Seeding)
Level 1 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Germinating)
Level 2 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Budding)
Level 3 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Flowering)
Level 4 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Pollinating)
Level 5 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Maturing)
Level 6 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Withering)
Level 7 · 6 turns
Recruitment pool size: +3 for all units

Lesser Garden of Blight (Decomposing)
Level 8 · 6 turns
Recruitment pool size: +3 for all units

Microbial Bog
4 levels
Microbial Bog
4 levels

Microbial Bog
Level 1 · 750 gold · 1 turn · pays back in 3.8 turns
Income generated: 200
When growth per turn is more than 200 or with 5 population surplus: Income generated: 50

Decomposing Swamp
Level 2 · 1,500 gold · 2 turns · pays back in 5 turns
Income generated: 300
When growth per turn is more than 200 or with 5 population surplus: Income generated: 100

Vile Synthesis
Level 3 · 2,500 gold · 4 turns · pays back in 5.6 turns
Income generated: 450
When growth per turn is more than 200 or with 5 population surplus: Income generated: 150

Replicating Mould
Level 4 · 4,000 gold · 6 turns · pays back in 6.7 turns
Income generated: 600
When growth per turn is more than 200 or with 5 population surplus: Income generated: 250

Walls
3 levels
Walls
3 levels

Spiked Palisade
Level 1 · 2,000 gold · 4 turns
Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +500
Improved tower projectiles: Nurglings
Enemy Hero action success chance: -10%
Leadership: +2 when under siege (armies in region)

Barricade of Bones
Level 2 · 4,000 gold · 5 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +1000
Improved tower projectiles: Greater Nurglings
Enemy Hero action success chance: -15%
Leadership: +4 when under siege (armies in region)

Rotten Ramparts
Level 3 · 6,000 gold · 6 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Nurgle
Defensive supplies: +1500
Improved tower projectiles: Phlegm Bombards
Enemy Hero action success chance: -25%
Leadership: +6 when under siege (armies in region)

Weeping Creepers
5 levels
Weeping Creepers
5 levels

Weeping Creepers
Level 1 · 750 gold · 1 turn
When growth per turn is more than 200 or with 5 population surplus: Nurgle corruption in adjacent provinces: +1
Nurgle corruption: +2
Growth: +25

Extending Tendrils
Level 2 · 1,500 gold · 2 turns
When growth per turn is more than 200 or with 5 population surplus: Nurgle corruption in adjacent provinces: +2
Nurgle corruption: +3
Growth: +45

Deadly Secretions
Level 3 · 2,500 gold · 4 turns
When growth per turn is more than 200 or with 5 population surplus: Nurgle corruption in adjacent provinces: +3
Nurgle corruption: +4
Growth: +90

Putrid Roots
Level 4 · 4,000 gold · 6 turns

Vines of Decay
Level 5 · 6,000 gold · 8 turns
Economy

Anti-Vermintide
4 levels
Anti-Vermintide
4 levels

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

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

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

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

Cult Corruption
1 level
Cult Corruption
1 level

Pestilence Spreader
Level 1 · 1,000 gold · 2 turns
Nurgle corruption: +5 (local region)
When own Hero is present: Nurgle corruption: +10 (local region)

Cult Corruption
1 level
Cult Corruption
1 level

Concoction Chamber
Level 1 · 1,000 gold · 2 turns
Nurgle corruption: +5 (local region)
When Nurgle corruption is 50 or more: Nurgle corruption: +3 (all adjacent provinces)
When Nurgle corruption is 50 or more: Unit experience gain per turn: +20 (factionwide)
When Nurgle corruption is 50 or more: Research rate: +10

Cult Machinations
1 level
Cult Machinations
1 level

Pox Weaver
Level 1 · 600 gold · 2 turns
Infections: 5 per turn
When enemy Lord is present: Infections: 20 per turn

Cult Machinations
1 level
Cult Machinations
1 level

Pathogen Propagator
Level 1 · 2 turns
Income generated: 50
When this settlement has a Plague: Income generated: 300

Cult Machinations
1 level
Cult Machinations
1 level

Plague Inducer
Level 1 · 2 turns
Plague duration: +50% (local region)
When Nurgle corruption is 75 or more: Plague duration: +50% (local region)
Infections: -2 per turn
When Nurgle corruption is 75 or more: Infections: -3 per turn

Cult Magus
2 levels
Cult Magus
2 levels

Acolyte Trials
Level 1 · 500 gold · 1 turn · upkeep 300
Nurgle corruption: +5

The Dark God's Choice
Level 2 · 3,000 gold · 10 turns
Building is destroyed upon building completion
Instantly recruit a Nurgle Cult Magus at this location

Cult Magus
1 level
Cult Magus
1 level

Cult Magus Chambers
Level 1 · 500 gold · 1 turn
Income gained based on the local settlement's income: 10%
When Nurgle corruption is 50 or more: Hero and Lord recruit rank: +1 (factionwide)
When Nurgle corruption is 50 or more: Hero capacity: +1 for Cultists
Nurgle corruption: +3 (local region)
When Nurgle corruption is 75 or more: Nurgle corruption: +5 (local region)
Income generated: 50

Cult Ritual
1 level
Cult Ritual
1 level

Ritual of Plague
Level 1 · 1 turn
Cult is destroyed upon building completion
A random plague will be given to this settlement
Prevents other rituals from being started in this Cult

Cult Ritual
1 level
Cult Ritual
1 level

Ritual of Pestilence
Level 1 · 1 turn
Cult is destroyed upon building completion
A random plague will be given to this settlement
A random plague will be given to all adjacent settlements
Prevents other rituals from being started in this Cult

Cult Ritual
1 level
Cult Ritual
1 level

Ritual of Summoning
Level 1 · 1 turn
Cult is destroyed upon building completion
Instantly transports your faction leader to this settlement
Prevents other rituals from being started in this Cult
This ritual can only begin in one Cult at a time

Daemonic Egg Sacs
6 levels
Daemonic Egg Sacs
6 levels

Daemonic Egg Sacs (Fertilisation)
Level 1 · 4 turns

Daemonic Egg Sacs (Incubation)
Level 2 · 4 turns

Daemonic Egg Sacs (Metamorphosis)
Level 3 · 4 turns

Daemonic Egg Sacs (Larvae)
Level 4 · 4 turns

Daemonic Egg Sacs (Pupae)
Level 5 · 4 turns

Daemonic Egg Sacs (Spawn)
Level 6 · 4 turns

Dye Production
3 levels
Dye Production
3 levels

Cultist Camp (Dyes)
Level 1 · 750 gold · 3 turns · pays back in 3.8 turns
Hero recruit rank: +1 (local province)
Income generated: 200

Cultist Outpost (Dyes)
Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns
Hero recruit rank: +1 (local province)
Income generated: 300

Cultist Enclave (Dyes)
Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns
Hero recruit rank: +2 (local province)
Income generated: 450

Exotic Animals
3 levels
Exotic Animals
3 levels

Cultist Camp (Animals)
Level 1 · 750 gold · 3 turns
Infections: 20 per turn
Infection cost to create a Plague: -5% (local province)

Cultist Outpost (Animals)
Level 2 · 1,250 gold · 3 turns
Infections: 30 per turn
Infection cost to create a Plague: -5% (local province)

Cultist Enclave (Animals)
Level 3 · 2,000 gold · 3 turns
Infections: 40 per turn
Infection cost to create a Plague: -10% (local province)

Gem Mining
3 levels
Gem Mining
3 levels

Cultist Camp (Gems)
Level 1 · 750 gold · 3 turns · pays back in 2.5 turns
Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 300

Cultist Outpost (Gems)
Level 2 · 1,250 gold · 3 turns · pays back in 3.1 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Cultists
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 400

Cultist Enclave (Gems)
Level 3 · 2,000 gold · 3 turns · pays back in 3.3 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Cultists
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 600

Gold Mining
3 levels
Gold Mining
3 levels

Cultist Camp (Gold)
Level 1 · 750 gold · 3 turns · pays back in 2.5 turns
Unlocks Hero recruitment: Exalted Hero of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 300

Cultist Outpost (Gold)
Level 2 · 1,250 gold · 3 turns · pays back in 3.1 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Cultists
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 400

Cultist Enclave (Gold)
Level 3 · 2,000 gold · 3 turns · pays back in 3.3 turns
Hero capacity: +1 for Exalted Heroes of Nurgle
Unlocks Hero recruitment: Exalted Hero of Nurgle
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Cultists
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Cultist of Nurgle
Unlocks Hero recruitment: Plagueridden
Income generated: 600

Iron Mining
3 levels
Iron Mining
3 levels

Cultist Camp (Iron)
Level 1 · 750 gold · 3 turns
Recruit rank: +1 (armies in province)
Recruitment health: +5% for all units (armies in province)

Cultist Outpost (Iron)
Level 2 · 1,250 gold · 3 turns
Recruit rank: +1 (armies in province)
Recruitment health: +10% for all units (armies in province)

Cultist Enclave (Iron)
Level 3 · 2,000 gold · 3 turns
Recruit rank: +2 (armies in province)
Recruitment health: +10% for all units (armies in province)

Living Tree of Decay
8 levels
Living Tree of Decay
8 levels

Living Tree of Decay (Seeding)
Level 1 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Germinating)
Level 2 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Budding)
Level 3 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Leafing)
Level 4 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Fruiting)
Level 5 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Maturing)
Level 6 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Withering)
Level 7 · 6 turns
Recruitment pool size: +3 for all units

Living Tree of Decay (Decomposing)
Level 8 · 6 turns
Recruitment pool size: +3 for all units

Marble Quarry
3 levels
Marble Quarry
3 levels

Cultist Camp (Marble)
Level 1 · 750 gold · 3 turns
Construction cost: -10% for all buildings (local province)

Cultist Outpost (Marble)
Level 2 · 1,250 gold · 3 turns
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Construction cost: -15% for all buildings (local province)

Cultist Enclave (Marble)
Level 3 · 2,000 gold · 3 turns
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Construction cost: -20% for all buildings (local province)

Medicine Production
3 levels
Medicine Production
3 levels

Cultist Camp (Medicine)
Level 1 · 750 gold · 3 turns
Chance of a plague spreading: +10% (local region)
Plague duration: +1 turns (local region)

Cultist Outpost (Medicine)
Level 2 · 1,250 gold · 3 turns
Chance of a plague spreading: +15% (local region)
Plague duration: +1 turns (local region)

Cultist Enclave (Medicine)
Level 3 · 2,000 gold · 3 turns
Chance of a plague spreading: +20% (local region)
Plague duration: +1 turns (local region)

Minor Settlement
3 levels
Minor Settlement
3 levels

Ruined City
Ruin
Nurgle corruption: +1

Nurgle Nest
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Nurgle corruption: +1
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10

Nurgle Hollow
Level 2 · 2,500 gold · 4 turns
Defensive supplies: +1000
Nurgle corruption: +1
Grants 2 construction slots in the settlement
Income generated: 125
Growth: +20

Nurgle Thicket
Level 3 · 4,500 gold · 5 turns
- When technology "Gates of Rot" researched: Ability: "Greater Gate of Nurgle" for Cultists in garrisons (armies in region)
Defensive supplies: +1000
Nurgle corruption: +1
Grants 3 construction slots in the settlement
Income generated: 150
Growth: +30

Oak of Ages
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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

Obsidian Quarry
3 levels
Obsidian Quarry
3 levels

Cultist Camp (Obsidian)
Level 1 · 750 gold · 3 turns · pays back in 3.8 turns
Income generated: 200
Research rate: +5

Cultist Outpost (Obsidian)
Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns
Income generated: 300
Research rate: +5

Cultist Enclave (Obsidian)
Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns
Income generated: 450
Research rate: +10

Orchards
3 levels
Orchards
3 levels

Cultist Camp (Wine)
Level 1 · 750 gold · 3 turns
Casualty replenishment rate: +4% (armies in local province)
Control: +2

Cultist Outpost (Wine)
Level 2 · 1,250 gold · 3 turns
Casualty replenishment rate: +7% (armies in local province)
Control: +3

Cultist Enclave (Wine)
Level 3 · 2,000 gold · 3 turns
Casualty replenishment rate: +10% (armies in local province)
Control: +4

Pastures
3 levels
Pastures
3 levels

Cultist Camp (Pasture)
Level 1 · 750 gold · 3 turns
Casualty replenishment rate: +4% (armies in local province)
Growth: +15

Cultist Outpost (Pasture)
Level 2 · 1,250 gold · 3 turns
Casualty replenishment rate: +7% (armies in local province)
Growth: +25

Cultist Enclave (Pasture)
Level 3 · 2,000 gold · 3 turns
Casualty replenishment rate: +10% (armies in local province)
Growth: +40

Plagueflesh Poppies
6 levels
Plagueflesh Poppies
6 levels

Plagueflesh Poppies (Seeding)
Level 1 · 4 turns

Plagueflesh Poppies (Germinating)
Level 2 · 4 turns

Plagueflesh Poppies (Budding)
Level 3 · 4 turns

Plagueflesh Poppies (Pollinating)
Level 4 · 4 turns

Plagueflesh Poppies (Withering)
Level 5 · 4 turns

Plagueflesh Poppies (Decomposing)
Level 6 · 4 turns

Port
3 levels
Port
3 levels

Ruined Docks
Ruin

Infernal Harbour
Level 1 · 1,500 gold · 3 turns · pays back in 7.5 turns
Infections: 5 per turn
Nurgle corruption: +1
Income generated: 200

Hell Port
Level 2 · 3,000 gold · 3 turns · pays back in 7.5 turns
Infections: 10 per turn
Nurgle corruption: +2
Income generated: 400

Eye of Terror
Level 3 · 6,000 gold · 3 turns · pays back in 10 turns
Infections: 15 per turn
Nurgle corruption: +3
Income generated: 600

Pottery Production
3 levels
Pottery Production
3 levels

Cultist Camp (Pottery)
Level 1 · 750 gold · 3 turns · pays back in 3.8 turns
Nurgle corruption: +1
Income generated: 200

Cultist Outpost (Pottery)
Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns
Nurgle corruption: +2
Income generated: 300

Cultist Enclave (Pottery)
Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns
Nurgle corruption: +3
Income generated: 450

Protection
3 levels
Protection
3 levels

Warpstone Locus
Level 1 · 1,000 gold · 2 turns
Hidden armies will be visible (armies in region)
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Unlocks Hero recruitment: Plagueridden
Chaos Rifts will not appear in this province (Poxmakers of Nurgle only; Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Nurgle corruption: +3

Warpstone Traps
Level 2 · 2,000 gold · 3 turns
Hidden armies will be visible (armies in region)
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Plagueridden
Chaos Rifts will not appear in this province (local province) (Poxmakers of Nurgle only; Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Nurgle corruption: +4

Guarded Warpstone
Level 3 · 3,000 gold · 4 turns
Hidden armies will be visible (armies in region)
Hero capacity: +1 for Chaos Sorcerers of Nurgle
Unlocks Hero recruitment: Chaos Sorcerer of Nurgle
Hero capacity: +1 for Plagueridden
Unlocks Hero recruitment: Plagueridden
Chaos Rifts will not appear in this province (local province) (Poxmakers of Nurgle only; Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Nurgle corruption in adjacent provinces: +2
Nurgle corruption: +5

Province Capital
5 levels
Province Capital
5 levels

Ruined City
Ruin
Nurgle corruption: +2

Withering Roots
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Nurgle corruption: +2
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Tumid Hollow
Level 2 · 2,500 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Nurgle corruption: +2
Grants 2 construction slots in the settlement
Income generated: 125
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unclean Copse
Level 3 · 4,500 gold · 5 turns
- When technology "Gates of Rot" researched: Ability: "Greater Gate of Nurgle" for Cultists in garrisons (armies in region)
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Nurgle corruption: +2
Grants 3 construction slots in the settlement
Income generated: 150
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Diseased Grove
Level 4 · 8,000 gold · 6 turns
- When technology "Gates of Rot" researched: Ability: "Greater Gate of Nurgle" for Cultists in garrisons (armies in region)
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Nurgle corruption: +2
Grants 5 construction slots in the settlement
Income generated: 175
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Great Blight Oak
Level 5 · 14,000 gold · 7 turns
- When technology "Gates of Rot" researched: Ability: "Greater Gate of Nurgle" for Cultists in garrisons (armies in region)
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Nurgle corruption: +2
Grants 7 construction slots in the settlement
Income generated: 200
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Rancid Aloe
8 levels
Rancid Aloe
8 levels

Rancid Aloe (Seeding)
Level 1 · 4 turns

Rancid Aloe (Germinating)
Level 2 · 4 turns

Rancid Aloe (Budding)
Level 3 · 4 turns

Rancid Aloe (Leafing)
Level 4 · 4 turns

Rancid Aloe (Fruiting)
Level 5 · 4 turns

Rancid Aloe (Maturing)
Level 6 · 4 turns

Rancid Aloe (Withering)
Level 7 · 4 turns

Rancid Aloe (Decomposing)
Level 8 · 4 turns

Saltmaking
3 levels
Saltmaking
3 levels

Cultist Camp (Salt)
Level 1 · 750 gold · 3 turns · pays back in 3.8 turns
Recruitment cost: -10% (local province)
Income generated: 200

Cultist Outpost (Salt)
Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns
Recruitment cost: -15% (local province)
Income generated: 300

Cultist Enclave (Salt)
Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns
Recruitment cost: -25% (local province)
Income generated: 450

Special Port
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

Bordeleaux Port
Level 1 · 1,500 gold · 2 turns
Income generated: 200
Income from trade tariffs: +10%
Outside regions owned by Chaos Dwarfs: Growth: +10

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

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

Spice Trading
3 levels
Spice Trading
3 levels

Cultist Camp (Spices)
Level 1 · 750 gold · 3 turns · pays back in 3.8 turns
Chance of a plague spreading: +10% (local region)
Income generated: 200

Cultist Outpost (Spices)
Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns
Chance of a plague spreading: +15% (local region)
Income generated: 300

Cultist Enclave (Spices)
Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns
Chance of a plague spreading: +20% (local region)
Income generated: 450

Tusks
3 levels
Tusks
3 levels

Cultist Camp (Tusks)
Level 1 · 750 gold · 3 turns · pays back in 3.8 turns
Nurgle corruption: +1
Income generated: 200

Cultist Outpost (Tusks)
Level 2 · 1,250 gold · 3 turns · pays back in 4.2 turns
Nurgle corruption: +2
Income generated: 300

Cultist Enclave (Tusks)
Level 3 · 2,000 gold · 3 turns · pays back in 4.4 turns
Nurgle corruption: +3
Income generated: 450

Wild Game
3 levels
Wild Game
3 levels

Cultist Camp (Furs)
Level 1 · 750 gold · 3 turns
Infections: 20 per turn
Nurgle corruption: +1

Cultist Outpost (Furs)
Level 2 · 1,250 gold · 3 turns
Infections: 30 per turn
Nurgle corruption: +2

Cultist Enclave (Furs)
Level 3 · 2,000 gold · 3 turns
Infections: 40 per turn
Nurgle corruption: +3

Woodlands
3 levels
Woodlands
3 levels

Cultist Camp (Wood)
Level 1 · 750 gold · 3 turns
Cycle time: -1 for Basic Military buildings (local region)
Construction cost: -10% for all buildings (local province)

Cultist Outpost (Wood)
Level 2 · 1,250 gold · 3 turns
Cycle time: -1 for Basic Military buildings (local region)
Construction cost: -15% for all buildings (local province)

Cultist Enclave (Wood)
Level 3 · 2,000 gold · 3 turns
Cycle time: -1 for Advanced Military buildings (local province)
Cycle time: -1 for Basic Military buildings (local region)
Construction cost: -20% for all buildings (local province)
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 34 landmark buildings (unique buildings in particular settlements) ▾
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 Port
Ruined Harbour of Lothern Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · 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 · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · 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
Infections: 10 per 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
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Infections: 20 per turn · 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
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Infections: 30 per turn · 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
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 · 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 · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · 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 · 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 · Outside regions owned by Chaos Dwarfs: Growth: +20
Erengrad Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · 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 · 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 · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +80
Court of the Covenant
Court of the Covenant Level 1 · 10,000 gold · 8 turns
Allegiance points gained: +25% · Diplomatic relations: +25 with Daemons of Chaos · Control: +3
Cursed Ruins
Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns
Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300
Desecrated Grove
Infected Grove Level 1 · 4,000 gold · 3 turns
Battle healing cap: +25% for Plaguebearers units (all armies) · Recruit rank: +1 for Plaguebearers of Nurgle and Exalted Plaguebearers of Nurgle units (factionwide) · Income generated: 400 · Growth: +35
Foetid Swamp
Corrupted Swamp-Town Level 1 · 4,000 gold · 3 turns
Passive ability: "Regeneration" for Rot Flies units (factionwide) · Recruitment health: +25% for Plague Toad and Pox Rider units (factionwide) · Income generated: 150 · Casualty replenishment rate: +10% (armies in local province)
Forbidden Halls
Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns
Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200
Fort
Ruined Fort 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle 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) · Nurgle corruption: +2 · Adds walls to the settlement · Growth: +80
Hidden Oasis
Secluded Oasis Level 1 · 2,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30
Buried Caravanserai Level 2 · 6,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · 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
Nurgle corruption: +15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
Landmark
The Altar of Ultimate Darkness Level 1 · 6,000 gold · 7 turns
Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)
Landmark
The Chamber of Visions Level 1 · 6,000 gold · 6 turns
Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)
Landmark
Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns
Income generated: 450 · Control: +5 · Research rate: +8
Landmark
Catacombs of Quintex Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)
Vaults of Quintex Level 2 · 6,000 gold · 6 turns
Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5
Sanctum of Quintex Level 3 · 10,000 gold · 12 turns
Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10
Landmark
Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns
Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)
Landmark
Pillar of Bone Level 1 · 7,500 gold · 5 turns
When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
Landmark
The Gallows Tree Level 1 · 10,000 gold · 5 turns
Plague immunity duration: -1 turns (for all future plagues) (factionwide) · Chance of a plague spreading: +5% (for all future plagues) (factionwide) · Nurgle corruption: +5
Landmark
Bilious Slimepools Level 1 · 6,000 gold · 3 turns
Recruit rank: +2 for Monster and Beast units (factionwide) · Recruitment cost: -10% Monster and beasts units (all armies)
Pyramid
Vault of Nagash Level 1 · 6,000 gold · 20 turns
In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)
Special Port
Ruined Dawn's Harbour 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
Nurgle 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) · Nurgle 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
The Throne of Chaos
The Throne of Chaos Level 1 · 8,000 gold · 4 turns
Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca (factionwide) · Dominance gained: +1 per turn (The Maggot Host only) · Infections: 40 per turn · Income generated: 750 · Control: +3 (factionwide)
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 Nurgle 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 — 1 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Nurglings | Nurglish Outpost | 2,000 | 3 | 1 | — | — |