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

Skaven buildings

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

Recruitment

Assassins

  1. Hidden Lair

    Level 1 · 1,000 gold · 2 turns

    • Hero capacity: +1 for Assassins
    • Unlocks Hero recruitment: Assassin
    • Skaven corruption: +1
    • Income generated: 60

    Unlocks

  2. Assassin's Hideout

    Level 2 · 2,000 gold · 3 turns

    • Hero capacity: +1 for Assassins
    • Unlocks Hero recruitment: Assassin
    • Skaven corruption: +1
    • Income generated: 70

    Unlocks

  3. Den of Secrets

    Level 3 · 3,000 gold · 4 turns

    • Hero capacity: +1 for Assassins
    • Hero capacity: +1 for Plague Priests and Eshin Sorcerers
    • Unlocks Hero recruitment: Assassin
    • Unlocks Hero recruitment: Eshin Sorcerer
    • Hero recruit rank: +4 for Assassins
    • Skaven corruption: +1
    • Income generated: 80

    Unlocks

Clan Warriors

  1. Clan Pit

    Level 1 · 500 gold · 1 turn

    • Skaven corruption: +1
    • Income generated: 60

    Unlocks

  2. Clan Barracks

    Level 2 · 1,000 gold · 2 turns

    • Hero capacity: +1 for Chieftains
    • Unlocks Hero recruitment: Chieftain
    • Skaven corruption: +1
    • Income generated: 70

    Unlocks

  3. Clan Armoury

    Level 3 · 2,000 gold · 3 turns

    • Hero capacity: +1 for Chieftains
    • Unlocks Hero recruitment: Chieftain
    • Skaven corruption: +1
    • Income generated: 80

    Unlocks

Engineering

  1. Construction Cavern

    Level 1 · 2,500 gold · 3 turns

    • Unlocks Hero recruitment: Warlock Engineer
    • Skaven corruption: +1
    • Income generated: 80

    Unlocks

  2. Warp-Forge

    Level 2 · 4,000 gold · 4 turns

    • Unlocks Hero recruitment: Warlock Engineer
    • Skaven corruption: +1
    • Income generated: 90
    • Research rate: +4

    Unlocks

  3. Warp-Turbine Plant

    Level 3 · 8,000 gold · 5 turns

    • Hero capacity: +1 for Warlock Engineers
    • Unlocks Hero recruitment: Warlock Engineer
    • Hero recruit rank: +4 for Warlock Engineers
    • Skaven corruption: +1
    • Income generated: 100
    • Research rate: +8

    Unlocks

Monsters

  1. Breeding Stock

    Level 1 · 1,500 gold · 2 turns

    • Skaven corruption: +1
    • Income generated: 70

    Unlocks

  2. Pits of the Packmasters

    Level 2 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Packmasters
    • Unlocks Hero recruitment: Packmaster
    • Skaven corruption: +1
    • Income generated: 80

    Unlocks

  3. Force-Feeding Chambers

    Level 3 · 4,000 gold · 4 turns

    • Hero capacity: +1 for Packmasters
    • Unlocks Hero recruitment: Packmaster
    • Skaven corruption: +1
    • Income generated: 90

    Unlocks

  4. Laboratory

    Level 4 · 8,000 gold · 5 turns

    • Hero capacity: +1 for Packmasters
    • Unlocks Hero recruitment: Packmaster
    • Skaven corruption: +1
    • Income generated: 100

    Unlocks

Plagues

  1. Pox Cauldron

    Level 1 · 2,500 gold · 3 turns

    • Unlocks Hero recruitment: Plague Priest
    • Skaven corruption in adjacent provinces: +1
    • Skaven corruption: +2
    • Income generated: 80
    • Control: +1

    Unlocks

  2. Pestilent Nave

    Level 2 · 4,000 gold · 4 turns

    • Hero capacity: +1 for Plague Priests and Eshin Sorcerers
    • Unlocks Hero recruitment: Plague Priest
    • Skaven corruption in adjacent provinces: +2
    • Skaven corruption: +3
    • Income generated: 90
    • Control: +2

    Unlocks

  3. Plague Abbey

    Level 3 · 8,000 gold · 5 turns

    • Hero capacity: +1 for Plague Priests and Eshin Sorcerers
    • Unlocks Hero recruitment: Plague Priest
    • Hero recruit rank: +4 for Plague Priests
    • Skaven corruption in adjacent provinces: +4
    • Skaven corruption: +4
    • Income generated: 100
    • Control: +4

    Unlocks

Stormfiend Recruitment

  1. Brain-Breeding Facilities

    Level 1 · 4,000 gold · 4 turns

    • Skaven corruption: +1
    • Income generated: 90

    Unlocks

  2. Equipment Warpforge

    Level 2 · 8,000 gold · 5 turns

    • Skaven corruption: +1
    • Income generated: 100

    Unlocks

Weapons Teams

  1. Weapons Dump

    Level 1 · 1,000 gold · 2 turns

    • Skaven corruption: +1
    • Income generated: 60

    Unlocks

  2. Weapon Burrow

    Level 2 · 2,000 gold · 3 turns

    • Skaven corruption: +1
    • Income generated: 70

    Unlocks

  3. Arsenal

    Level 3 · 3,000 gold · 4 turns

    • Skaven corruption: +1
    • Income generated: 80

    Unlocks

Flame of Ulric

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

  1. Alarmed Tunnel

    Level 1 · 2,000 gold · 3 turns

    • Cannot be constructed in major settlements
    • Defensive supplies: +50 per turn when under siege
    • Skaven corruption: +1
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Income generated: 90
  2. Fortified Entries

    Level 2 · 4,000 gold · 4 turns

    • Army ability: "Skaven Warpbomb" (armies in region)
    • Cannot be constructed in major settlements
    • Defensive supplies: +100 per turn when under siege
    • Skaven corruption: +1
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Income generated: 100

Garrison

  1. Outpost Garrison

    Level 1 · 2,000 gold · 5 turns

Outpost

  1. Under-Outpost

    Level 1 · 2,000 gold · 3 turns

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

    Level 2 · 4,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 5 turns

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

Walls

  1. Covert Chokepoints

    Level 1 · 2,000 gold · 4 turns

    • Army ability: "Skaven Warpbomb" (armies in region)
    • Cannot be constructed in minor settlements
    • Improved tower projectiles: Sniper Nests
    • Skaven corruption: +1
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Income generated: 100
  2. Back-Tunnels

    Level 2 · 4,000 gold · 5 turns

    • Army ability: "Skaven Warpbomb" (armies in region)
    • Improved tower projectiles: Warp Lightning
    • Ability number of uses: +1 for "Skaven Warpbomb" (armies in region)
    • Skaven corruption: +1
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Income generated: 110
  3. Chained Sentry Beasts

    Level 3 · 6,000 gold · 6 turns

    • Army ability: "Skaven Warpbomb" (armies in region)
    • Improved tower projectiles: Doom Rockets
    • Ability number of uses: +2 for "Skaven Warpbomb" (armies in region)
    • Skaven corruption: +1
    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Income generated: 120

Economy

Minor Settlement

  1. Ruins

    Level 1 · 1 turn

    • Skaven corruption: +1
  2. Nest

    Level 2 · 750 gold · 2 turns

    • Food capacity: +5
    • Defensive supplies: +1000
    • Skaven corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 80
    • Growth: +12
    • Local recruitment capacity: +1

    Unlocks

  3. Nest-Lair

    Level 3 · 1,500 gold · 3 turns

    • Food capacity: +5
    • Defensive supplies: +1000
    • Skaven corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 90
    • Growth: +24
    • Local recruitment capacity: +1
  4. Warren

    Level 4 · 3,000 gold · 4 turns

    • Food capacity: +5
    • Defensive supplies: +1000
    • Skaven corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 100
    • Growth: +36
    • Local recruitment capacity: +1

Province Capital

  1. Ruins

    Level 1 · 1 turn

    • Skaven corruption: +2
  2. Nest

    Level 2 · 750 gold · 2 turns

    • Food capacity: +5
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Skaven corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 80
    • Growth: +12
    • Adds walls to the settlement
    • Local recruitment capacity: +1

    Unlocks

  3. Nest-Lair

    Level 3 · 1,500 gold · 3 turns

    • Food capacity: +5
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Skaven corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 90
    • Growth: +24
    • Adds walls to the settlement
    • Local recruitment capacity: +1
  4. Warren

    Level 4 · 3,000 gold · 4 turns

    • Food capacity: +5
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Skaven corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 100
    • Growth: +36
    • Adds walls to the settlement
    • Local recruitment capacity: +1
  5. Grand Warren

    Level 5 · 6,000 gold · 5 turns

    • Food capacity: +5
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Skaven corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 110
    • Growth: +48
    • Adds walls to the settlement
    • Local recruitment capacity: +1
  6. Skaven Stronghold

    Level 6 · 12,000 gold · 6 turns

    • Food capacity: +5
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Skaven corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 120
    • Growth: +60
    • Adds walls to the settlement
    • Local recruitment capacity: +1

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Assassination

  1. Murder Holes

    Level 1 · 1,500 gold · 1 turn · upkeep 100

    • Skaven corruption in adjacent provinces: +0.25
  2. Kill-Perches

    Level 2 · 3,500 gold · 3 turns · upkeep 200

    • Skaven corruption in adjacent provinces: +0.25

Breeding

  1. Ratling Warrens

    Level 1 · 250 gold · 1 turn

    • Skaven corruption: +1
    • Income generated: 80
    • Casualty replenishment rate: +2% (armies in province)
    • Growth: +20
  2. Nest-Nursery

    Level 2 · 500 gold · 2 turns

    • Skaven corruption: +1
    • Income generated: 120
    • Casualty replenishment rate: +3% (armies in province)
    • Growth: +30
  3. Breeding Pit

    Level 3 · 1,000 gold · 3 turns

    • Skaven corruption: +1
    • Income generated: 160
    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +40

Crafting

  1. Warp-Token Stash

    Level 1 · 1,000 gold · 1 turn

    • Food consumed: -1
    • Warpstone generated: +20
    • Skaven corruption in adjacent provinces: +0.25
    • Income generated: 200
  2. Warp-Token Mint

    Level 2 · 3,000 gold · 3 turns

    • Food consumed: -2
    • Warpstone generated: +40
    • Skaven corruption in adjacent provinces: +0.25
    • Income generated: 400

Deeper Tunnels

  1. Deeper Tunnels

    Level 1 · 2,000 gold · 3 turns

    • Visibility over the region is lost
    • Skaven corruption in adjacent provinces: +0.25

Dye Production

  1. Cinnabar Mining Pit

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Income generated: 80
    • Dyes resource production: 20 ounces
  2. Cinnabar Mine

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Income generated: 90
    • Dyes resource production: 30 ounces
  3. Dyemaker

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Income generated: 100
    • Dyes resource production: 45 ounces

Energy

  1. Arcane Generators

    Level 1 · 1,500 gold · 3 turns

    • Cannot be constructed in minor settlements
    • Skaven corruption: +1
    • Income from all buildings: +30% (local province)
  2. Warplightning Capacitors

    Level 2 · 2,000 gold · 4 turns

    • Cannot be constructed in minor settlements
    • Food generated: 1
    • Skaven corruption: +1
    • Income from all buildings: +40% (local province)
  3. Warpstone Reactor

    Level 3 · 3,000 gold · 5 turns

    • Cannot be constructed in minor settlements
    • Food generated: 1
    • Skaven corruption: +1
    • Income from all buildings: +50% (local province)

Excavation

  1. Subterranean Pit

    Level 1 · 2,000 gold · 4 turns · upkeep 50

    • 5% chance per turn to expand the Under-Empire to an adjacent region
    • Food consumed: -2
    • Skaven corruption in adjacent provinces: +0.25
  2. Mineshafts

    Level 2 · 4,000 gold · 6 turns · upkeep 100

    • 10% chance per turn to expand the Under-Empire to an adjacent region
    • Food consumed: -3
    • Skaven corruption in adjacent provinces: +0.25

Exotic Animals

  1. Exotic Animal Tamer

    Level 1 · 250 gold · 1 turn

    • Growth Juice: +2 per turn
    • Corruption: -1
    • Income generated: 80
    • Exotic Animals resource production: 20 cages
  2. Exotic Animal Pen

    Level 2 · 500 gold · 2 turns

    • Growth Juice: +5 per turn
    • Food generated: 1
    • Corruption: -1
    • Income generated: 90
    • Exotic Animals resource production: 30 cages
  3. Exotic Animal Market

    Level 3 · 1,000 gold · 3 turns

    • Growth Juice: +10 per turn
    • Food generated: 2
    • Corruption: -2
    • Income generated: 100
    • Exotic Animals resource production: 45 cages

Gem Mining

  1. Gem Mineshaft

    Level 1 · 250 gold · 2 turns

    • Corruption: -1
    • Income generated: 100
    • Gemstones resource production: 20 sacks
  2. Gem Mine

    Level 2 · 500 gold · 3 turns

    • Corruption: -1
    • Income generated: 200
    • Gemstones resource production: 30 sacks
  3. Gemcutter's Workshop

    Level 3 · 1,000 gold · 4 turns

    • Corruption: -2
    • Income generated: 300
    • Gemstones resource production: 45 sacks

Gold Mining

  1. Gold Mining Pit

    Level 1 · 250 gold · 2 turns

    • Corruption: -1
    • Income generated: 300
  2. Gold Mine

    Level 2 · 500 gold · 3 turns

    • Corruption: -1
    • Income generated: 450
  3. Gold Smelter

    Level 3 · 1,000 gold · 4 turns

    • Corruption: -2
    • Income generated: 600

Iron Mining

  1. Iron Mining Pit

    Level 1 · 250 gold · 2 turns

    • Corruption: -1
    • Income generated: 80
    • Iron resource production: 20 ingots
  2. Iron Mines

    Level 2 · 500 gold · 3 turns

    • Corruption: -1
    • Income generated: 90
    • Iron resource production: 30 ingots
  3. Iron Smelter

    Level 3 · 1,000 gold · 4 turns

    • Corruption: -2
    • Income generated: 100
    • Iron resource production: 45 ingots

Kidnapping

  1. Scavenger Raiders

    Level 1 · 1,000 gold · 1 turn

    • Food generated: 1
    • Skaven corruption in adjacent provinces: +0.25
  2. Scavenger Horde

    Level 2 · 3,000 gold · 3 turns

    • Food generated: 3
    • Skaven corruption in adjacent provinces: +0.25

Marble Quarry

  1. Sawyer

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Income generated: 80
    • Marble resource production: 20 slabs
  2. Marble Quarry

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Income generated: 90
    • Marble resource production: 30 slabs
  3. Stone Mason's Workshop

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Income generated: 100
    • Marble resource production: 45 slabs

Medicine Production

  1. Herb Gatherer's Camp

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Income generated: 80
    • Medicinal Plants resource production: 20 bundles
  2. Exotic Hothouse

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Income generated: 90
    • Medicinal Plants resource production: 30 bundles
  3. Alchemy Workshop

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Income generated: 100
    • Medicinal Plants resource production: 45 bundles

Oak of Ages

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Income generated: 80
    • Carved Obsidian resource production: 20 chests
  2. Obsidian Trinket Maker

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Income generated: 90
    • Carved Obsidian resource production: 30 chests
  3. Obsidian Amulet Carver

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Income generated: 100
    • Carved Obsidian resource production: 45 chests

Orchards

  1. Fruit Draft Compressors

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Income generated: 80
    • Wine resource production: 20 barrels
  2. Fruit Draft Storage

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Income generated: 90
    • Wine resource production: 30 barrels
  3. Fruit Libation Factor

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Income generated: 100
    • Wine resource production: 45 barrels

Order

  1. Taskmaster's Platform

    Level 1 · 1,000 gold · 2 turns

    • Skaven corruption: +1
    • Income generated: 90
    • Control: +4
  2. Overseer's Lookout

    Level 2 · 1,500 gold · 3 turns

    • Skaven corruption: +1
    • Income generated: 100
    • Control: +6
  3. Bell Foundry

    Level 3 · 2,000 gold · 4 turns

    • Skaven corruption: +1
    • Income generated: 110
    • Control: +9
  4. Temple of the Horned Rat

    Level 4 · 3,000 gold · 5 turns

    • Skaven corruption: +1
    • Hero recruit rank: +2
    • Income generated: 120
    • Recruit rank: +1 for all units
    • Control: +13
    • Lord recruit rank: +1 (factionwide)

Pastures

  1. Meat Sties

    Level 1 · 250 gold · 1 turn

    • Food generated: 4
    • Corruption: -2
    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
  2. Flesh Farm

    Level 2 · 500 gold · 2 turns

    • Food generated: 5
    • Corruption: -2
    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +40
  3. Slaughter Factory

    Level 3 · 1,000 gold · 3 turns

    • Food generated: 6
    • Corruption: -2
    • Casualty replenishment rate: +8% (armies in province)
    • Growth: +50

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Slave-Wharf

    Level 2 · 500 gold · 1 turn

    • Income generated: 75
    • Growth: +20
  3. Under-Docks

    Level 3 · 1,000 gold · 3 turns

    • Income generated: 150
    • Growth: +30
  4. Nest-Port

    Level 4 · 2,000 gold · 5 turns

    • Income generated: 300
    • Growth: +40

Pottery Production

  1. Clay Pit

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Income generated: 80
    • Pottery resource production: 20 kilnful
  2. Pottery Maker

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Income generated: 90
    • Pottery resource production: 30 kilnful
  3. Kilns

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Income generated: 100
    • Pottery resource production: 45 kilnful

Protection

  1. Spelunking Holes

    Level 1 · 2,000 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
    • Corruption: -3 (excluding Skaven corruption)
    • Skaven corruption: +1
    • Income generated: 60
    • Control: +3
  2. Deep Burrows

    Level 2 · 3,000 gold · 4 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)
    • Corruption: -4 (excluding Skaven corruption)
    • Skaven corruption: +1
    • Income generated: 60
    • Control: +3
  3. Spy Nests

    Level 3 · 4,000 gold · 5 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)
    • Corruption in adjacent provinces: -2 (excluding Skaven corruption)
    • Corruption: -5 (excluding Skaven corruption)
    • Skaven corruption: +1
    • Income generated: 60
    • Control: +3

Raiding

  1. Raiding Camp

    Level 1 · 4,000 gold · 4 turns

    • Income gained based on the local settlement's income: 10%
    • Food generated: 2
    • Skaven corruption in adjacent provinces: +0.25
    • Income generated: 100

Saltmaking

  1. Brine Mining Pans

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Income generated: 80
    • Salt resource production: 20 barrels
  2. Brine Mining Basin

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Income generated: 90
    • Salt resource production: 30 barrels
  3. Saltworks

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Income generated: 100
    • Salt resource production: 45 barrels

Salvage

  1. Rubbish Pit

    Level 1 · 250 gold · 1 turn

    • Skaven corruption: +1
    • All other types of corruption: -1
    • Income generated: 80
    • Recruitment cost: -5% (armies in province)
  2. Scavenge Pile

    Level 2 · 500 gold · 2 turns

    • Skaven corruption: +1
    • All other types of corruption: -2
    • Income generated: 120
    • Recruitment cost: -8% (armies in province)
  3. Scrap Heap

    Level 3 · 1,000 gold · 3 turns

    • Skaven corruption: +1
    • All other types of corruption: -3
    • Income generated: 160
    • Recruitment cost: -10% (armies in province)

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. Spice Market

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Income generated: 80
    • Spices resource production: 20 sacks
  2. Spice Trading Post

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Income generated: 90
    • Spices resource production: 30 sacks
  3. Eastern Bazaar

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Income generated: 100
    • Spices resource production: 45 sacks

Stronghold

  1. Underpass

    Level 1 · 1,000 gold · 1 turn

    • Campaign movement range: +10% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Hero action success chance: +10% (local characters)
    • Attribute: Vanguard Deployment (armies in region)
  2. Underway Junction

    Level 2 · 2,000 gold · 2 turns

    • Campaign movement range: +20% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Hero action success chance: +20% (local characters)
    • Attribute: Vanguard Deployment (armies in region)
  3. Underway Crossroads

    Level 3 · 3,000 gold · 3 turns

    • Campaign movement range: +30% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Hero action success chance: +20% (local characters)
    • Attribute: Vanguard Deployment (armies in region)
    • Enables lightning strike battles when reinforcements are present (local characters)
  4. Underway Hub

    Level 4 · 4,000 gold · 4 turns

    • Campaign movement range: +40% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Hero action success chance: +30% (local characters)
    • Attribute: Vanguard Deployment (armies in region)
    • Enables lightning strike battles when reinforcements are present (local characters)
  5. Underway Nexus

    Level 5 · 5,000 gold · 5 turns

    • Campaign movement range: +50% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Hero action success chance: +30% (local characters)
    • Attribute: Vanguard Deployment (armies in region)
    • Enables lightning strike battles when reinforcements are present (local characters)
    • Income from sacking settlements: +200% (local characters)

Subterranean Strip Mine

  1. Subterranean Strip Mine

    Level 1 · 4,000 gold · 4 turns

    • Food consumed: -2
    • Army ability: "Skaven Warpbomb" (armies in region)
    • Warpstone generated: +60
    • Skaven corruption in adjacent provinces: +0.25
    • Construction cost: -3% for all buildings (factionwide)
    • Income generated: 100
    • Income from trade tariffs: +8%
    • Income from razing settlements: +300% (local characters)

Thieving

  1. Thieves' Hidey-Holes

    Level 1 · 1,000 gold · 1 turn

    • Income gained based on the local settlement's income: 20%
    • Food consumed: -1
    • Skaven corruption in adjacent provinces: +0.25
  2. Rat-Keteers

    Level 2 · 3,000 gold · 3 turns

    • Income gained based on the local settlement's income: 30%
    • Food consumed: -2
    • Skaven corruption in adjacent provinces: +0.25
  3. Ratkin Mafia

    Level 3 · 4,000 gold · 4 turns

    • Income gained based on the local settlement's income: 50%
    • Food consumed: -2
    • Skaven corruption in adjacent provinces: +0.25

Tusks

  1. Animal Store

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Ivory resource production: 20 tusks
    • Income generated: 80
  2. Tusk Market

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Ivory resource production: 30 tusks
    • Income generated: 90
  3. Tusk Compound

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Ivory resource production: 45 tusks
    • Income generated: 100

War Camp

  1. Rat King

    Level 1 · 1,000 gold · 1 turn

    • Food consumed: -5
    • Skaven corruption in adjacent provinces: +0.25
  2. The Vermintide

    Level 2 · 4,000 gold · 5 turns

    • War declared on settlement owner upon building completion
    • A Skaven army is summoned upon building completion (Army size and strength can be increased via technology)
    • Under-City is destroyed upon building completion

Warpstone Refinery

  1. Warpstone Refinery

    Level 1 · 3,000 gold · 3 turns · upkeep 100

    • Food consumed: -2
    • Upkeep: -3% for Warpfire Thrower, Warp Lightning Cannon and Doomwheel units (all armies)
    • Recruit rank: +1 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (all provinces)
    • Warpstone generated: +40
    • Skaven corruption in adjacent provinces: +0.25
    • Winds of Magic power reserve capacity: +3 (all armies)
    • Research rate: +5

Warren

  1. Burrows

    Level 1 · 1,000 gold · 1 turn

    • Army ability number of uses: +2 for "The Menace Below" (armies in region)
    • Campaign movement range: +10% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Casualty replenishment rate: +10% (local characters)
    • Leadership: +2 when attacking (armies in region)
  2. Dens

    Level 2 · 2,000 gold · 2 turns

    • Army ability number of uses: +3 for "The Menace Below" (armies in region)
    • Campaign movement range: +20% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Casualty replenishment rate: +15% (local characters)
    • Leadership: +4 when attacking (armies in region)
  3. Lairs

    Level 3 · 3,000 gold · 3 turns

    • Army ability number of uses: +4 for "The Menace Below" (armies in region)
    • Campaign movement range: +30% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Casualty replenishment rate: +20% (local characters)
    • Leadership: +6 when attacking (armies in region)
  4. Subterranean Hideout

    Level 4 · 4,000 gold · 4 turns

    • Army ability number of uses: +5 for "The Menace Below" (armies in region)
    • Campaign movement range: +40% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Casualty replenishment rate: +25% (local characters)
    • Leadership: +8 when attacking (armies in region)
  5. Under-Keep

    Level 5 · 5,000 gold · 5 turns

    • Army ability number of uses: +6 for "The Menace Below" (armies in region)
    • Campaign movement range: +50% for own armies starting their turn in this region (armies in region)
    • Skaven corruption in adjacent provinces: +0.25
    • Casualty replenishment rate: +30% (local characters)
    • Leadership: +10 when attacking (armies in region)

Wild Game

  1. Hunting Camp

    Level 1 · 250 gold · 1 turn

    • Growth Juice: +2 per turn
    • Corruption: -1
    • Income generated: 80
    • Furs resource production: 20 bundles
  2. Hunting Lair

    Level 2 · 500 gold · 2 turns

    • Growth Juice: +5 per turn
    • Corruption: -1
    • Income generated: 90
    • Furs resource production: 30 bundles
  3. Tannery

    Level 3 · 1,000 gold · 3 turns

    • Growth Juice: +10 per turn
    • Corruption: -2
    • Income generated: 100
    • Furs resource production: 45 bundles

Woodlands

  1. Woodman's Hut

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Income generated: 80
    • Timber resource production: 20 logs
  2. Timber Mill

    Level 2 · 500 gold · 2 turns

    • Corruption: -1
    • Income generated: 90
    • Timber resource production: 30 logs
  3. Lumberyard

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -2
    • Income generated: 100
    • Timber resource production: 45 logs

Landmarks

Show 58 landmark buildings (unique buildings in particular settlements) ▾

Ancient Foundries

City of Bronze Level 1 · 4,000 gold · 4 turns

Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Clan Headquarters

The Den of Dread Deeds Level 1 · 4,000 gold · 3 turns

Food generated: 3 · Income generated: 400 · Growth: +13 · Control: +4

Unlocks: Night Runners, Night Runners (Slings)

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 8,000 gold · 5 turns

Upkeep: -25% for Rat Ogres and Hell Pit Abomination units (all armies) · Food generated: 5 · Exotic Animals resource production: 100 cages

Unlocks: Hell Pit Abomination

Headquarters

Clan Mors Headquarters Level 1 · 2,000 gold · 1 turn

Unlocks Hero recruitment: Chieftain · Recruitment cost: -30% for Skavenslaves, Pusbags and Clanrats units (armies in region) · Recruit rank: +1 for Clanrats units · Food generated: 3 · Income generated: 300 · Growth: +13

Unlocks: Clanrats

Headquarters

Grey Seer Lair Level 1 · 2,000 gold · 1 turn

Loyalty: +1 for Grey Seer recruits (factionwide) · Food generated: 3 · Warpstone generated: +25 · Income generated: 300 · Growth: +13

Unlocks: Clanrats, Warpfire Throwers

Grey Seer Warren Level 2 · 5,000 gold · 3 turns

Loyalty: +2 for Grey Seer recruits (factionwide) · Food generated: 4 · Lord recruit rank: +3 for Grey Seers (factionwide) · Warpstone generated: +50 · Income generated: 400 · Growth: +13

Unlocks: Rat Ogres, Plague Monks

Grey Seer Sanctum Level 3 · 10,000 gold · 5 turns

Loyalty: +5 for Grey Seer recruits (factionwide) · Food generated: 5 · Lord recruit rank: +5 for Grey Seers (factionwide) · Warpstone generated: +100 · Income generated: 500 · Growth: +13

Unlocks: Stormfiends (Warpfire Projectors), Stormfiends (Grinderfists)

Hell Pit

Exterminated Hell Pit Level 1 · 1 turn

Skaven corruption: +2

Hell Pit (Nest) Level 2 · 750 gold · 2 turns

Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 250 · Growth: +12 · Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Skavenslaves, Skavenslave Slingers, Skavenslave Spears

Hell Pit (Skaven Hive) Level 3 · 1,500 gold · 3 turns

Improved tower projectiles: Sniper Nests · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 375 · Growth: +24 · Adds walls to the settlement · Local recruitment capacity: +1

Hell Pit (Warren) Level 4 · 3,000 gold · 4 turns

Improved tower projectiles: Warp Lightning · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 500 · Growth: +36 · Adds walls to the settlement · Local recruitment capacity: +1

Hell Pit (Cavern-City) Level 5 · 6,000 gold · 5 turns

Improved tower projectiles: Doom Rockets · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 625 · Growth: +48 · Adds walls to the settlement · Local recruitment capacity: +1

Hell Pit (Skaven Stronghold) Level 6 · 12,000 gold · 6 turns

Improved tower projectiles: Doom Rockets · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 750 · Growth: +60 · Adds walls to the settlement · Local recruitment capacity: +1

Landmark

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

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

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

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

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

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

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

Lothern Port

Ruined Harbour of Lothern Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

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

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

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

Ravaged Karak Eight Peaks

Ruined Karak Eight Peaks Level 1 · 1 turn

Skaven corruption: +2

Occupied Karak Eight Peaks (Nest) Level 2 · 750 gold · 2 turns

Food capacity: +5 · Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Skaven corruption: +5 · Grants 2 construction slots in the settlement · Income generated: 80 · Growth: +12 · Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Skavenslaves, Skavenslave Slingers, Skavenslave Spears

Occupied Karak Eight Peaks (Nest-Lair) Level 3 · 1,500 gold · 3 turns

Improved tower projectiles: Sniper Nests · Food capacity: +5 · Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Skaven corruption: +5 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 90 · Growth: +24 · Adds walls to the settlement · Local recruitment capacity: +1

Occupied Karak Eight Peaks (Warren) Level 4 · 3,000 gold · 4 turns

Improved tower projectiles: Warp Lightning · Food capacity: +5 · Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Skaven corruption: +5 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 100 · Growth: +36 · Adds walls to the settlement · Local recruitment capacity: +1

Occupied Karak Eight Peaks (Grand Warren) Level 5 · 6,000 gold · 5 turns

Improved tower projectiles: Doom Rockets · Food capacity: +5 · Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Skaven corruption: +5 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 110 · Growth: +48 · Adds walls to the settlement · Local recruitment capacity: +1

Occupied Karak Eight Peaks (Skaven Stronghold) Level 6 · 12,000 gold · 6 turns

Improved tower projectiles: Doom Rockets · Food capacity: +5 · Construction time: -1 for all buildings (minimum of 1 turn) (local region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Skaven corruption: +5 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +60 · Adds walls to the settlement · Local recruitment capacity: +1

Ravaged Karaz-a-Karak

Ruined Karaz-a-Karak Level 1 · 1 turn

Skaven corruption: +2

Occupied Karaz-a-Karak (Nest) Level 2 · 750 gold · 2 turns

Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 80 · Growth: +12 · Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Skavenslave Slingers, Skavenslaves, Skavenslave Spears

Occupied Karaz-a-Karak (Nest-Lair) Level 3 · 1,500 gold · 3 turns

Improved tower projectiles: Sniper Nests · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 90 · Growth: +24 · Adds walls to the settlement · Local recruitment capacity: +1

Occupied Karaz-a-Karak (Warren) Level 4 · 3,000 gold · 4 turns

Improved tower projectiles: Warp Lightning · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 100 · Growth: +36 · Adds walls to the settlement · Local recruitment capacity: +1

Occupied Karaz-a-Karak (Grand Warren) Level 5 · 6,000 gold · 5 turns

Improved tower projectiles: Doom Rockets · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 110 · Growth: +48 · Adds walls to the settlement · Local recruitment capacity: +1

Occupied Karaz-a-Karak (Skaven Stronghold) Level 6 · 12,000 gold · 6 turns

Improved tower projectiles: Doom Rockets · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 120 · Growth: +60 · Adds walls to the settlement · Local recruitment capacity: +1

Skavenblight

Exterminated Skavenblight Level 1 · 1 turn

Skaven corruption: +2

Skavenblight (Nest) Level 2 · 750 gold · 2 turns

Campaign movement range: +30% for own armies starting their turn in this region (armies in region) · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 250 · Growth: +12 · Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Skavenslaves, Skavenslave Slingers, Skavenslave Spears

Skavenblight (Nest-Lair) Level 3 · 1,500 gold · 3 turns

Campaign movement range: +35% for own armies starting their turn in this region (armies in region) · Improved tower projectiles: Sniper Nests · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 375 · Growth: +24 · Adds walls to the settlement · Local recruitment capacity: +1

Skavenblight (Warren) Level 4 · 3,000 gold · 4 turns

Campaign movement range: +40% for own armies starting their turn in this region (armies in region) · Improved tower projectiles: Warp Lightning · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 500 · Growth: +36 · Adds walls to the settlement · Local recruitment capacity: +1

Skavenblight (Grand Warren) Level 5 · 6,000 gold · 5 turns

Campaign movement range: +45% for own armies starting their turn in this region (armies in region) · Improved tower projectiles: Doom Rockets · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 625 · Growth: +48 · Adds walls to the settlement · Local recruitment capacity: +1

Skavenblight (Skaven Stronghold) Level 6 · 12,000 gold · 6 turns

Campaign movement range: +50% for own armies starting their turn in this region (armies in region) · Improved tower projectiles: Doom Rockets · Food capacity: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Skaven corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 12 construction slots in the settlement · Income generated: 750 · Growth: +60 · Adds walls to the settlement · Local recruitment capacity: +1

Special Port

Ruined Copher Harbour Level 1 · 1 turn

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

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

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

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

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

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Special Port

Ruined Erengrad Harbour Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Special Port

Ruined Marienburg Harbour Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Asuryan Worship

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

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

Bastion

Ruined Bastion Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Bordeleaux Winemaking

Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns

Growth: +20 · Control: +3 · Wine resource production: 42 barrels

Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns

Growth: +30 · Control: +4 · Wine resource production: 64 barrels

Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns

Growth: +40 · Control: +5 · Wine resource production: 96 barrels

Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns

Growth: +50 · Control: +8 · Wine resource production: 144 barrels

Clan Headquarters

Rictus Great Clan-Hall Level 1 · 4,000 gold · 3 turns

Recruitment cost: -20% for Stormvermin units · Attribute: Immune to Psychology for Stormvermin units (all armies) · Recruit rank: +2 for Stormvermin units · Food generated: 3 · Income generated: 500 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +15%

Corruption

Corrupted Spawning Pool Level 1 · 2,000 gold · 1 turn

Food generated: 5 · Income generated: 300 · Income from all buildings: +10% (local province) · Growth: +13

Council Chamber of the Thirteen

Council Chamber of the Thirteen Level 1 · 10,000 gold · 5 turns

Corruption: -1 (all provinces) · Income from all buildings: +6% (local province) · Global recruitment capacity: +1 (factionwide) · Control: +13 · Control: +1 (factionwide) · Lord recruit rank: +2 (factionwide)

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

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 Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Galbaraz Landmark

Bog Mine Level 1 · 6,000 gold · 5 turns

Hero capacity: +1 for Warlock Engineers · Unlocks Hero recruitment: Warlock Engineer · Hero recruit rank: +1 for Warlock Engineers (factionwide) · Corruption: -3 · Income generated: 300 · Control: +5

Ghrond Landmark

Ransacked Tower of Prophecy Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +3% (factionwide) · Research rate: +6

Ransacked Convent of Sorcery Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Income from all buildings: +6% (factionwide) · Research rate: +12

Hexoatl Landmark

Stellar Pyramids of the Southern Skies (Ransacked) Level 1 · 10,000 gold · 6 turns

Diplomatic relations: +10 with Skaven · Winds of Magic power reserve capacity: +10 (all armies) · Lord recruit rank: +1 (factionwide)

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

Itza Landmark

The Emerald Pools (Plagued) Level 1 · 8,000 gold · 5 turns

Food generated: 3 · Skaven corruption in adjacent provinces: +4 · Skaven corruption: +8 · Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces)

Karak Eight Peaks Landmark

Ransacked Dwarfen Vaults Level 1 · 2,000 gold · 3 turns

Income from sacking and looting settlements: +5% (all characters) · Diplomatic relations: +5 with Skaven · Corruption: -1 · Income generated: 200

Pillaged Dwarfen Tombs Level 2 · 6,000 gold · 5 turns

Income from sacking and looting settlements: +10% (all characters) · Upkeep: -5% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (all armies) · Diplomatic relations: +10 with Skaven · Corruption: -2 · Income generated: 400

Plundered Dwarfen Treasury Level 3 · 10,000 gold · 7 turns

Income from sacking and looting settlements: +15% (all characters) · Upkeep: -10% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (all armies) · Diplomatic relations: +15 with Skaven · Corruption: -3 · Income generated: 800

Khaine Worship

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

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

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

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

Laboratory

Warlock Laboratory Level 1 · 10,000 gold · 5 turns

Hero capacity: +1 for Warlock Engineers · Experience per turn: +50 for Warlock Engineers (factionwide) · Skaven corruption in adjacent provinces: +0.25 · Research rate: +10

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

Face of Hag Graef Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs

Eye of Hag Graef Level 2 · 4,000 gold · 4 turns

Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs

Mines of Hag Graef Level 3 · 6,000 gold · 5 turns

Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs

The Dark Crag Level 4 · 8,000 gold · 6 turns

Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs

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

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

Beacon of Dawn Level 1 · 6,000 gold · 6 turns

Skaven corruption: +10 · Unit experience gain per turn: +200 (armies in province) · Recruit rank: +1 for all units

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

Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

Pyramid

Vault of Nagash Level 1 · 6,000 gold · 20 turns

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)

Saphery Landmark

Sacked Library of Hoeth Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Construction cost: -5% for all buildings (factionwide) · Research rate: +6

Despoiled White Tower of Hoeth Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Construction cost: -10% for all buildings (factionwide) · Research rate: +12

Seized Mines of Ghrond

Dungeon Vaults Level 1 · 4,000 gold · 2 turns

Growth Juice: +10 per turn · Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units · Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units · Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies) · Food generated: 3 · Skaven corruption: +1 · Control: +3

Subterranean Sanctums Level 2 · 10,000 gold · 7 turns

Growth Juice: +20 per turn · Local Recruitment duration: -1 turn for Hell-pit Abomination units (minimum 1) (local province) · Recruitment cost: -30% for Rat Ogres and Hell Pit Abomination units · Recruit rank: +3 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units · Recruit rank: +2 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units (factionwide) · Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies) · Food generated: 5 · Skaven corruption: +2 · Control: +5

Special Mine

Copper Mountain Level 1 · 4,000 gold · 2 turns

Recruit rank: +3 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (factionwide) · Upkeep: -5% for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (all armies) · Corruption: -2 · Income generated: 150 · Global recruitment capacity: +1 · Growth: +30 · Local recruitment capacity: +1

Special Mine

Deep Magma Caverns Level 1 · 6,000 gold · 3 turns

Income generated: 400 · Carved Obsidian resource production: 100 chests

Special Mine

Brightstone Mine Level 1 · 6,000 gold · 5 turns

Recruit rank: +6 for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units · Upkeep: -5% for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units (all armies) · Corruption: -2 · Income generated: 300 · Income from trade tariffs: +10%

Special Port

Ruined Dawn's Harbour Level 1 · 1 turn

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

Income generated: 200 · Growth: +20

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

Income generated: 300 · Growth: +30

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

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

Standing Stones

The Standing Stones Level 1 · 6,000 gold · 6 turns

Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide) · Growth: +20 · Research rate: +10

The Deep Pits

Depths of the Pit Level 1 · 10,000 gold · 7 turns

Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units · Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units · Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies) · Food generated: 3 · Skaven corruption: +1 · Control: +3

The Galleon's Graveyard

The Maelstrom (Inert) Level 1 · 1 turn

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

The Maelstrom Level 2 · 100 gold · 1 turn

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

The Great Temple of Hashut

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

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

The Shattered Tower

The Shattered Tower Level 1 · 10,000 gold · 5 turns

Cooldown after expanding the Under-Empire: -5 turns (factionwide) · Skaven corruption in adjacent provinces: +6 (all provinces) · Skaven corruption: +13

Undercity Hub

Pillar-City Hub Level 1 · 6,000 gold · 4 turns

Campaign movement range: +20% for own armies starting their turn in this region · Food generated: 3 · Income generated: 200 · Income from trade tariffs: +10% · Casualty replenishment rate: +15% (armies in province) · Growth: +5 (all provinces)