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

Skaven buildings

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

Recruitment

Assassins

3 levels · unlocks Night Runners, Night Runners (Slings), Gutter Runners (Poison), Gutter Runner Slingers, Gutter Runner Slingers (Poison), Gutter Runners, Eshin Triads, Death Runners

  1. Hidden Lair

    Level 1 · 1,000 gold · 2 turns · pays back in 16.7 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 · pays back in 28.6 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 · pays back in 37.5 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

3 levels · unlocks Pusbags, Clanrat Spears, Clanrats, Clanrat Spears (Shields), Clanrats (Shields), Stormvermin (Swords & Shields), Stormvermin (Halberds)

  1. Clan Pit

    Level 1 · 500 gold · 1 turn · pays back in 8.3 turns

    • Skaven corruption: +1
    • Income generated: 60

    Unlocks

  2. Clan Barracks

    Level 2 · 1,000 gold · 2 turns · pays back in 14.3 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 · pays back in 25 turns

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

    Unlocks

Engineering

3 levels · unlocks Plagueclaw Catapults, Doom-Flayers, Warp Lightning Cannons, Doomwheel, Warp-Doom Magma-Cannon

  1. Construction Cavern

    Level 1 · 2,500 gold · 3 turns · pays back in 31.3 turns

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

    Unlocks

  2. Warp-Forge

    Level 2 · 4,000 gold · 4 turns · pays back in 44.4 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 · pays back in 80 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

4 levels · unlocks Wolf Rats, Wolf Rats (Poison), Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination

  1. Breeding Stock

    Level 1 · 1,500 gold · 2 turns · pays back in 21.4 turns

    • Skaven corruption: +1
    • Income generated: 70

    Unlocks

  2. Pits of the Packmasters

    Level 2 · 2,500 gold · 3 turns · pays back in 31.3 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 · pays back in 44.4 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 · pays back in 80 turns

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

    Unlocks

Plagues

3 levels · unlocks Plague Monks, Plague Monk Censer Bearers, Cauldron of a Thousand Poxes

  1. Pox Cauldron

    Level 1 · 2,500 gold · 3 turns · pays back in 31.3 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 · pays back in 44.4 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 · pays back in 80 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

2 levels · unlocks Stormfiends (Doom-flayer Gauntlets), Stormfiends (Windlaunchers), Stormfiends (Grinderfists), Stormfiends (Warpfire Projectors), Stormfiends (Ratling Cannons), Stormfiends (Shock Gauntlets)

  1. Brain-Breeding Facilities

    Level 1 · 4,000 gold · 4 turns · pays back in 44.4 turns

    • Skaven corruption: +1
    • Income generated: 90

    Unlocks

  2. Equipment Warpforge

    Level 2 · 8,000 gold · 5 turns · pays back in 80 turns

    • Skaven corruption: +1
    • Income generated: 100

    Unlocks

Weapons Teams

3 levels · unlocks Warpfire Throwers, Warp-Grinders, Ratling Guns, Poisoned Wind Globadiers, Poisoned Wind Mortars, Warplock Jezzails, Death Globe Bombardiers

  1. Weapons Dump

    Level 1 · 1,000 gold · 2 turns · pays back in 16.7 turns

    • Skaven corruption: +1
    • Income generated: 60

    Unlocks

  2. Weapon Burrow

    Level 2 · 2,000 gold · 3 turns · pays back in 28.6 turns

    • Skaven corruption: +1
    • Income generated: 70

    Unlocks

  3. Arsenal

    Level 3 · 3,000 gold · 4 turns · pays back in 37.5 turns

    • Skaven corruption: +1
    • Income generated: 80

    Unlocks

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

2 levels

  1. Alarmed Tunnel

    Level 1 · 2,000 gold · 3 turns · pays back in 22.2 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 · pays back in 40 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 level

  1. Outpost Garrison

    Level 1 · 2,000 gold · 5 turns

Outpost

3 levels

  1. Under-Outpost

    Level 1 · 2,000 gold · 3 turns

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

    Level 2 · 4,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 5 turns

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

Walls

3 levels

  1. Covert Chokepoints

    Level 1 · 2,000 gold · 4 turns · pays back in 20 turns

    • Army ability: "Skaven Warpbomb" (armies in region)
    • Cannot be constructed in minor settlements
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Sniper Nests
    • Skaven corruption: +1
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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 · pays back in 36.4 turns

    • Army ability: "Skaven Warpbomb" (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Warp Lightning
    • Ability number of uses: +1 for "Skaven Warpbomb" (armies in region)
    • Skaven corruption: +1
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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 · pays back in 50 turns

    • Army ability: "Skaven Warpbomb" (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Doom Rockets
    • Ability number of uses: +2 for "Skaven Warpbomb" (armies in region)
    • Skaven corruption: +1
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Income generated: 120

Economy

Minor Settlement

3 levels · unlocks Skavenslave Slingers, Skavenslaves, Skavenslave Spears

  1. Ruins

    Ruin

    • Skaven corruption: +1
  2. Nest

    Level 1 · 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 2 · 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 3 · 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

5 levels · unlocks Skavenslave Slingers, Skavenslaves, Skavenslave Spears

  1. Ruins

    Ruin

    • Skaven corruption: +2
  2. Nest

    Level 1 · 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) (Realm of Chaos campaign only)
    • Skaven corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 80
    • Growth: +12
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +1

    Unlocks

  3. Nest-Lair

    Level 2 · 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) (Realm of Chaos campaign only)
    • Skaven corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 90
    • Growth: +24
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +1
  4. Warren

    Level 3 · 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) (Realm of Chaos campaign only)
    • Skaven corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 100
    • Growth: +36
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +1
  5. Grand Warren

    Level 4 · 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) (Realm of Chaos campaign only)
    • Skaven corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 110
    • Growth: +48
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +1
  6. Skaven Stronghold

    Level 5 · 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) (Realm of Chaos campaign only)
    • Skaven corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 120
    • Growth: +60
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Local recruitment capacity: +1

Anti-Vermintide

4 levels

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Assassination

2 levels

  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

3 levels

  1. Ratling Warrens

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 4.2 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 · pays back in 6.3 turns

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

Crafting

2 levels

  1. Warp-Token Stash

    Level 1 · 1,000 gold · 1 turn

    • Food consumed: -1
    • Warpstone generated: +20 (Clan Scruten only)
    • 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 (Clan Scruten only)
    • Skaven corruption in adjacent provinces: +0.25
    • Income generated: 400

Deeper Tunnels

1 level

  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

3 levels

  1. Cinnabar Mining Pit

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

Energy

3 levels

  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

2 levels

  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

3 levels

  1. Exotic Animal Tamer

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

    • Growth Juice: +5 per turn (Clan Moulder only)
    • 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 · pays back in 10 turns

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

Gem Mining

3 levels

  1. Gem Mineshaft

    Level 1 · 250 gold · 2 turns · pays back in 2.5 turns

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

    Level 2 · 500 gold · 3 turns · pays back in 2.5 turns

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

    Level 3 · 1,000 gold · 4 turns · pays back in 3.3 turns

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

Gold Mining

3 levels

  1. Gold Mining Pit

    Level 1 · 250 gold · 2 turns · pays back in 0.8 turns

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

    Level 2 · 500 gold · 3 turns · pays back in 1.1 turns

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

    Level 3 · 1,000 gold · 4 turns · pays back in 1.7 turns

    • Corruption: -2
    • Income generated: 600

Iron Mining

3 levels

  1. Iron Mining Pit

    Level 1 · 250 gold · 2 turns · pays back in 3.1 turns

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

    Level 2 · 500 gold · 3 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 4 turns · pays back in 10 turns

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

Kidnapping

2 levels

  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

3 levels

  1. Sawyer

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

Medicine Production

3 levels

  1. Herb Gatherer's Camp

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

Oak of Ages

1 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

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

Obsidian Quarry

3 levels

  1. Obsidian Quarry

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

Orchards

3 levels

  1. Fruit Draft Compressors

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

Order

4 levels

  1. Taskmaster's Platform

    Level 1 · 1,000 gold · 2 turns · pays back in 11.1 turns

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

    Level 2 · 1,500 gold · 3 turns · pays back in 15 turns

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

    Level 3 · 2,000 gold · 4 turns · pays back in 18.2 turns

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

    Level 4 · 3,000 gold · 5 turns · pays back in 25 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

3 levels

  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

3 levels

  1. Ruined Docks

    Ruin

  2. Slave-Wharf

    Level 1 · 500 gold · 1 turn · pays back in 6.7 turns

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

    Level 2 · 1,000 gold · 3 turns · pays back in 6.7 turns

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

    Level 3 · 2,000 gold · 5 turns · pays back in 6.7 turns

    • Income generated: 300
    • Growth: +40

Pottery Production

3 levels

  1. Clay Pit

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

Protection

3 levels

  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 (Realm of Chaos campaign only)
    • 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) (Realm of Chaos campaign only)
    • 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) (Realm of Chaos campaign only)
    • Corruption in adjacent provinces: -2 (excluding Skaven corruption)
    • Corruption: -5 (excluding Skaven corruption)
    • Skaven corruption: +1
    • Income generated: 60
    • Control: +3

Raiding

1 level

  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

3 levels

  1. Brine Mining Pans

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

Salvage

3 levels

  1. Rubbish Pit

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

    • 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 · pays back in 4.2 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 · pays back in 6.3 turns

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

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

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

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 6 turns

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

Spice Trading

3 levels

  1. Spice Market

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

Stronghold

5 levels

  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 level

  1. Subterranean Strip Mine

    Level 1 · 4,000 gold · 4 turns

    • Food consumed: -2
    • Army ability: "Skaven Warpbomb" (armies in region)
    • Warpstone generated: +60 (Clan Scruten only)
    • 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

3 levels

  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

3 levels

  1. Animal Store

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

War Camp

2 levels

  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 level

  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 (Clan Scruten only)
    • Skaven corruption in adjacent provinces: +0.25
    • Winds of Magic power reserve capacity: +3 (all armies)
    • Research rate: +5

Warren

5 levels

  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

3 levels

  1. Hunting Camp

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

    • Growth Juice: +10 per turn (Clan Moulder only)
    • Corruption: -2
    • Income generated: 100
    • Furs resource production: 45 bundles

Woodlands

3 levels

  1. Woodman's Hut

    Level 1 · 250 gold · 1 turn · pays back in 3.1 turns

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

    Level 2 · 500 gold · 2 turns · pays back in 5.6 turns

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

    Level 3 · 1,000 gold · 3 turns · pays back in 10 turns

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

Landmarks

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

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

Ancient Foundries

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

Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: 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 (Clan Scruten only) · 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 (Clan Scruten only) · 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 (Clan Scruten only) · Income generated: 500 · Growth: +13

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

Hell Pit

Exterminated Hell Pit Ruin

Skaven corruption: +2

Hell Pit (Nest) Level 1 · 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) (Realm of Chaos campaign only) · Skaven corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 250 · Growth: +12 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Skavenslaves, Skavenslave Slingers, Skavenslave Spears

Hell Pit (Skaven Hive) Level 2 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Hell Pit (Warren) Level 3 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Hell Pit (Cavern-City) Level 4 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Hell Pit (Skaven Stronghold) Level 5 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Ruin

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

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

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

Ravaged Karak Eight Peaks

Ruined Karak Eight Peaks Ruin

Skaven corruption: +2

Occupied Karak Eight Peaks (Nest) Level 1 · 750 gold · 2 turns

Food capacity: +5 · Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Skaven corruption: +2 · Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only) · Grants 2 construction slots in the settlement · Income generated: 80 · Growth: +12 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Skavenslaves, Skavenslave Slingers, Skavenslave Spears

Occupied Karak Eight Peaks (Nest-Lair) Level 2 · 1,500 gold · 3 turns

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

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

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

Occupied Karak Eight Peaks (Grand Warren) Level 4 · 6,000 gold · 5 turns

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

Occupied Karak Eight Peaks (Skaven Stronghold) Level 5 · 12,000 gold · 6 turns

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

Ravaged Karaz-a-Karak

Ruined Karaz-a-Karak Ruin

Skaven corruption: +2

Occupied Karaz-a-Karak (Nest) Level 1 · 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) (Realm of Chaos campaign only) · Skaven corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 80 · Growth: +12 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Skavenslave Slingers, Skavenslaves, Skavenslave Spears

Occupied Karaz-a-Karak (Nest-Lair) Level 2 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Occupied Karaz-a-Karak (Warren) Level 3 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Occupied Karaz-a-Karak (Grand Warren) Level 4 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Occupied Karaz-a-Karak (Skaven Stronghold) Level 5 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Skavenblight

Exterminated Skavenblight Ruin

Skaven corruption: +2

Skavenblight (Nest) Level 1 · 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) (Realm of Chaos campaign only) · Skaven corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 250 · Growth: +12 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Unlocks: Skavenslaves, Skavenslave Slingers, Skavenslave Spears

Skavenblight (Nest-Lair) Level 2 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Skavenblight (Warren) Level 3 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Skavenblight (Grand Warren) Level 4 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Skavenblight (Skaven Stronghold) Level 5 · 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) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Local recruitment capacity: +1

Special Port

Ruined Copher Harbour Ruin

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

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

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

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

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

Special Port

Ruined Great Dragon Fleet Docks Ruin

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Special Port

Ruined Erengrad Harbour Ruin

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Special Port

Ruined Marienburg Harbour Ruin

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Asuryan Worship

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

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

Bastion

Ruined Bastion Ruin

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

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

Bordeleaux Winemaking

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

Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Wine resource production: 42 barrels

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

Outside regions owned by Chaos Dwarfs: Growth: +30 · Control: +4 · Wine resource production: 64 barrels

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

Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +5 · Wine resource production: 96 barrels

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

Outside regions owned by Chaos Dwarfs: 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 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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) · Skaven 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

Skaven 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

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

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)

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 (Clan Moulder only) · 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 (Clan Moulder only) · 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 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

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) Ruin

Skaven 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) · Skaven 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 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)

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 Skaven 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 — 45 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.

#
1Clanrat SpearsClan Pit50011——
2ClanratsClan Pit50011——
3PusbagsClan Pit50011——
4Skavenslave SlingersNest7502———
5Skavenslave SpearsNest7502———
6SkavenslavesNest7502———
7Night RunnersHidden Lair1,000221,5001
8Night Runners (Slings)Hidden Lair1,000221,5001
9Warp-GrindersWeapons Dump1,000221,5001
10Warpfire ThrowersWeapons Dump1,000221,5001
11Clanrat Spears (Shields)Clan Barracks1,500321,5001
12Clanrats (Shields)Clan Barracks1,500321,5001
13Wolf RatsBreeding Stock1,500221,5001
14Wolf Rats (Poison)Breeding Stock1,500221,5001
15Plague MonksPox Cauldron2,500334,5003
16Plagueclaw CatapultsConstruction Cavern2,500334,5003
17Gutter Runner SlingersAssassin's Hideout3,000534,5003
18Gutter Runner Slingers (Poison)Assassin's Hideout3,000534,5003
19Gutter RunnersAssassin's Hideout3,000534,5003
20Gutter Runners (Poison)Assassin's Hideout3,000534,5003
21Poisoned Wind GlobadiersWeapon Burrow3,000534,5003
22Ratling GunsWeapon Burrow3,000534,5003
23Stormvermin (Halberds)Clan Armoury3,500634,5003
24Stormvermin (Swords & Shields)Clan Armoury3,500634,5003
25Rat OgresPits of the Packmasters4,000534,5003
26Stormfiends (Doom-flayer Gauntlets)Brain-Breeding Facilities (capital)4,0004410,5007
27Stormfiends (Grinderfists)Brain-Breeding Facilities (capital)4,0004410,5007
28Stormfiends (Windlaunchers)Brain-Breeding Facilities (capital)4,0004410,5007
29Death Globe BombardiersArsenal (capital)6,0009410,5007
30Death RunnersDen of Secrets (capital)6,0009410,5007
31Eshin TriadsDen of Secrets (capital)6,0009410,5007
32Poisoned Wind MortarsArsenal (capital)6,0009410,5007
33Warplock JezzailsArsenal (capital)6,0009410,5007
34Doom-FlayersWarp-Forge (capital)6,5007410,5007
35Plague Monk Censer BearersPestilent Nave (capital)6,5007410,5007
36Warp Lightning CannonsWarp-Forge (capital)6,5007410,5007
37Brood HorrorForce-Feeding Chambers (capital)8,0009410,5007
38Mutant Rat OgreForce-Feeding Chambers (capital)8,0009410,5007
39Stormfiends (Ratling Cannons)Equipment Warpforge (capital)12,0009522,50012
40Stormfiends (Shock Gauntlets)Equipment Warpforge (capital)12,0009522,50012
41Stormfiends (Warpfire Projectors)Equipment Warpforge (capital)12,0009522,50012
42Cauldron of a Thousand PoxesPlague Abbey (capital)14,50012522,50012
43DoomwheelWarp-Turbine Plant (capital)14,50012522,50012
44Warp-Doom Magma-CannonWarp-Turbine Plant (capital)14,50012522,50012
45Hell Pit AbominationLaboratory (capital)16,00014522,50012