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

Tzeentch buildings

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

Recruitment

Fiery Servants

4 levels · unlocks Screamers of Tzeentch, Flamers of Tzeentch, Exalted Flamer of Tzeentch, Changebringers, Burning Chariot of Tzeentch, Mutalith Vortex Beast

  1. The Spark

    Level 1 · 2,000 gold · 3 turns

    Unlocks

  2. Blue Bonfire

    Level 2 · 3,000 gold · 4 turns

    Unlocks

  3. Pink Blaze

    Level 3 · 5,000 gold · 5 turns

    Unlocks

  4. Iridescent Conflagration

    Level 4 · 10,000 gold · 6 turns

    Unlocks

Forges of Change

3 levels · unlocks Chaos Chariots of Tzeentch, Cockatrice, Spawn of Tzeentch, Chaos Knights of Tzeentch (Lances), Chaos Warshrine of Tzeentch, Chaos Knights of Tzeentch, Soul Grinder of Tzeentch

  1. Transmogrification Locus

    Level 1 · 3,000 gold · 4 turns

    • Recruit rank: +1 for all units
    • Local recruitment capacity: +1

    Unlocks

  2. Inchoate Armoury

    Level 2 · 5,000 gold · 5 turns

    • Recruit rank: +2 for all units
    • Local recruitment capacity: +2

    Unlocks

  3. Inchoate Forge

    Level 3 · 10,000 gold · 6 turns

    • Recruit rank: +3 for all units
    • Global recruitment capacity: +1
    • Local recruitment capacity: +2

    Unlocks

Mortal Servants

4 levels · unlocks Marauders of Tzeentch, Marauders of Tzeentch (Spears), Tzaangors, Marauder Horsemen of Tzeentch, Forsaken of Tzeentch, Centigors of Tzeentch, Chaos Warriors of Tzeentch, Chaos Warriors of Tzeentch (Halberds), Chosen of Tzeentch (Halberds), Chosen of Tzeentch, Doom Knights of Tzeentch

  1. Many-Eyed Tribute

    Level 1 · 1,500 gold · 2 turns

    Unlocks

  2. Puzzle-Maker's Hovel

    Level 2 · 2,500 gold · 3 turns

    • Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch
    • Unlocks Hero recruitment: Exalted Hero of Tzeentch

    Unlocks

  3. Chapterhouse of Knowledge

    Level 3 · 4,000 gold · 4 turns

    • Hero capacity: +1 for Chaos Sorcerers of Tzeentch
    • Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch
    • Hero capacity: +1 for Exalted Heroes of Tzeentch
    • Unlocks Hero recruitment: Exalted Hero of Tzeentch

    Unlocks

  4. Doom's Hold

    Level 4 · 8,000 gold · 5 turns

    • Hero capacity: +1 for Chaos Sorcerers of Tzeentch
    • Unlocks Hero recruitment: Chaos Sorcerer of Tzeentch
    • Hero capacity: +1 for Exalted Heroes of Tzeentch
    • Unlocks Hero recruitment: Exalted Hero of Tzeentch

    Unlocks

Secret Society

3 levels · unlocks Lord of Change

  1. Cult of Deceits

    Level 1 · 3,000 gold · 4 turns

    • Unlocks Hero recruitment: Cultist of Tzeentch
    • Tzeentch corruption: +4
  2. Cult of Lies

    Level 2 · 5,000 gold · 5 turns

    • Hero capacity: +1 for Cultists
    • Unlocks Hero recruitment: Cultist of Tzeentch
    • Tzeentch corruption: +4
  3. Cult of Change

    Level 3 · 10,000 gold · 6 turns

    • Hero capacity: +1 for Cultists
    • Unlocks Hero recruitment: Cultist of Tzeentch
    • Tzeentch corruption: +6

    Unlocks

Servants

3 levels · unlocks Chaos Furies (Tzeentch), Blue Horrors of Tzeentch, Pink Horrors of Tzeentch, Exalted Pink Horrors of Tzeentch

  1. Slither of Potential

    Level 1 · 500 gold · 1 turn

    Unlocks

  2. Flicker of Potential

    Level 2 · 1,000 gold · 2 turns

    Unlocks

  3. Moment of Potential

    Level 3 · 1,500 gold · 3 turns

    • Hero capacity: +1 for Iridescent Horrors
    • Unlocks Hero recruitment: Iridescent Horror

    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

Outpost

3 levels

  1. Tzeentchian 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. Tzeentchian 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. Tzeentchian 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)

Economy

Minor Settlement

3 levels · unlocks Marauders of Tzeentch, Marauders of Tzeentch (Spears)

  1. Ruined City

    Ruin

    • Tzeentch corruption: +1
  2. Soul Keep

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Tzeentch corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 50
    • Growth: +10

    Unlocks

  3. Dark Bastion

    Level 2 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Tzeentch corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 100
    • Growth: +20
  4. Infernal Citadel

    Level 3 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Tzeentch corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 150
    • Growth: +30

Province Capital

10 levels · unlocks Blue Horrors of Tzeentch, Chaos Furies (Tzeentch), Marauders of Tzeentch, Marauders of Tzeentch (Spears)

  1. Ruined City

    Ruin

    • Tzeentch corruption: +2
  2. Dimensional Tear

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption in adjacent provinces: +2
    • Tzeentch corruption: +2
    • Can be converted into a Bastion
    • Construction cost: -5% for Military Recruitment buildings (local province)
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Recruitment cost: -5% (armies in region)
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  3. Soul Keep

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption: +2
    • Can be converted into a Portal
    • Construction cost: -10% for Infrastructure buildings (local province)
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • Control: +1
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  4. Dimensional Breach

    Level 2 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption in adjacent provinces: +3
    • Tzeentch corruption: +2
    • Can be converted into a Bastion
    • Construction cost: -10% for Military Recruitment buildings (local province)
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Recruitment cost: -10%
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Dark Bastion

    Level 2 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption: +2
    • Can be converted into a Portal
    • Construction cost: -20% for Infrastructure buildings (local province)
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +20
    • Control: +2
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Dimensional Rift

    Level 3 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption in adjacent provinces: +4
    • Tzeentch corruption: +2
    • Can be converted into a Bastion
    • Construction cost: -15% for Military Recruitment buildings (local province)
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Recruitment cost: -15%
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  7. Infernal Citadel

    Level 3 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption: +2
    • Can be converted into a Portal
    • Construction cost: -30% for Infrastructure buildings (local province)
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +30
    • Control: +3
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  8. Dimensional Nexus

    Level 4 · 8,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption in adjacent provinces: +5
    • Tzeentch corruption: +2
    • Can be converted into a Bastion
    • Construction cost: -20% for Military Recruitment buildings (local province)
    • Grants 5 construction slots in the settlement
    • Income generated: 250
    • Recruitment cost: -20%
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  9. Daemonic Fortress

    Level 4 · 8,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption: +2
    • Can be converted into a Portal
    • Construction cost: -40% for Infrastructure buildings (local province)
    • Grants 5 construction slots in the settlement
    • Income generated: 250
    • Growth: +40
    • Control: +4
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  10. Dimensional Cascade

    Level 5 · 16,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption in adjacent provinces: +6
    • Tzeentch corruption: +2
    • Can be converted into a Bastion
    • Construction cost: -25% for Military Recruitment buildings (local province)
    • Grants 7 construction slots in the settlement
    • Income generated: 300
    • Recruitment cost: -25%
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  11. Chaos Dreadhold

    Level 5 · 16,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption: +2
    • Can be converted into a Portal
    • Construction cost: -50% for Infrastructure buildings (local province)
    • Grants 7 construction slots in the settlement
    • Income generated: 300
    • Growth: +50
    • Control: +5
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

Corruption

3 levels

  1. Stygian Well

    Level 1 · 1,000 gold · 1 turn

    • Tzeentch corruption in adjacent provinces: +1
    • Tzeentch corruption: +4
    • Income from all buildings: +5% (local province)
    • When Winds of Magic is Strong or higher: Income from all buildings: +5% (local province)
  2. Crystalline Arch

    Level 2 · 1,500 gold · 2 turns

    • Tzeentch corruption in adjacent provinces: +1
    • Tzeentch corruption: +8
    • Income from all buildings: +10% (local province)
    • When Winds of Magic is Strong or higher: Income from all buildings: +10% (local province)
  3. Warplinth

    Level 3 · 2,000 gold · 3 turns

    • Tzeentch corruption in adjacent provinces: +1
    • Tzeentch corruption: +12
    • Income from all buildings: +15% (local province)
    • When Winds of Magic is Strong or higher: Income from all buildings: +15% (local province)

Cult Corruption

1 level

  1. Tzeentchian Trickery

    Level 1 · 1,000 gold · 2 turns

    • Tzeentch corruption: +5 (local region)
    • When own Hero is present: Tzeentch corruption: +10 (local region)

Cult Corruption

1 level

  1. Tzeentch's Mastery

    Level 1 · 1,500 gold · 2 turns

    • When Tzeentch corruption is 50 or more: Character experience gain: +5% (all characters)
    • Tzeentch corruption: +5 (local region)
    • When Tzeentch corruption is 50 or more: Tzeentch corruption: +3 (all adjacent provinces)
    • Hero action success chance: +30% (characters in province)
    • When Tzeentch corruption is 50 or more: Enemy Hero action success chance: -90% (local characters)

Cult Machinations

1 level

  1. Complex Stratagems

    Level 1 · 500 gold · 2 turns

    • Grimoires: 5 per turn
    • Hero action success chance: +50% (characters in province)
    • Attribute: Vanguard Deployment (armies in province)
    • Enables lightning strike battles when reinforcements are present (characters in province)

Cult Machinations

1 level

  1. Branching Plans

    Level 1 · 2,000 gold · 2 turns

    • Grimoires: 10 per turn
    • When Winds of Magic is Strong or higher: Grimoires: 20 per turn
    • 5% chance per turn to expand the Tzeentch Cult to an adjacent region
    • When Winds of Magic is Strong or higher: 5% chance per turn to expand the Tzeentch Cult to an adjacent region

Cult Machinations

1 level

  1. Intricate Preparations

    Level 1 · 2,500 gold · 2 turns

    • Grimoires: -20 per turn
    • This Machination can only be built in one Cult at a time
    • Changing of the Ways cost: -80% (factionwide)

Cult Magus

2 levels

  1. Acolyte Trials

    Level 1 · 500 gold · 1 turn · upkeep 300

    • Tzeentch corruption: +5
  2. The Dark God's Choice

    Level 2 · 3,000 gold · 10 turns

    • Building is destroyed upon building completion
    • Instantly recruit a Tzeentch Cult Magus at this location

Cult Magus

1 level

  1. Cult Magus Chambers

    Level 1 · 500 gold · 1 turn

    • Income gained based on the local settlement's income: 10%
    • When Tzeentch corruption is 50 or more: Hero and Lord recruit rank: +1 (factionwide)
    • When Tzeentch corruption is 50 or more: Hero capacity: +1 for Cultists
    • Tzeentch corruption: +3 (local region)
    • When Tzeentch corruption is 75 or more: Tzeentch corruption: +5 (local region)
    • Income generated: 50

Cult Ritual

1 level

  1. Ritual of the Winds

    Level 1 · 2,000 gold · 2 turns

    • Cult is destroyed upon building completion
    • Winds of Magic in this province and adjacent provinces will be pushed up to Tempestuous
    • Instantly gain 500 Grimoires
    • Prevents other rituals from being started in this Cult

Cult Ritual

1 level

  1. Ritual of Cults

    Level 1 · 1 turn

    • Cult is destroyed upon building completion
    • Prevents other rituals from being started in this Cult
    • Establish 3 Tzeentch Cults in random regions across the world

Cult Ritual

1 level

  1. Ritual of Summoning

    Level 1 · 1 turn

    • Cult is destroyed upon building completion
    • Instantly transports your faction leader to this settlement
    • Prevents other rituals from being started in this Cult
    • This ritual can only begin in one Cult at a time

Dominance

3 levels

  1. A Convolution

    Level 1 · 1,000 gold · 2 turns

    • Defensive supplies: +10 per turn when under siege
    • Campaign line of sight: +30%
    • Control: +2
    • When Winds of Magic is Strong or higher: Control: +1
  2. Unending Maze

    Level 2 · 1,500 gold · 3 turns

    • Defensive supplies: +20 per turn when under siege
    • Campaign line of sight: +40%
    • Control: +4
    • When Winds of Magic is Strong or higher: Control: +2
  3. Silver Labyrinth

    Level 3 · 2,000 gold · 4 turns

    • Defensive supplies: +30 per turn when under siege
    • Campaign line of sight: +50%
    • Control: +6
    • When Winds of Magic is Strong or higher: Control: +3

Dye Production

3 levels

  1. Cultist Camp (Dyes)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Dyes)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Dyes)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Exotic Animals

3 levels

  1. Cultist Camp (Animals)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Animals)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Animals)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Garrison

3 levels

  1. Daemonic Lurkers

    Level 1 · 2,000 gold · 4 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Blue Bolts
    • Enemy Hero action success chance: -10%
    • Attrition: -5% when under siege
    • Leadership: +2 when under siege (armies in region)
  2. Daemonic Gathering

    Level 2 · 4,000 gold · 5 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Pink Bolts
    • Enemy Hero action success chance: -15%
    • Attrition: -10% when under siege
    • Leadership: +4 when under siege (armies in region)
  3. Daemonic Locus

    Level 3 · 6,000 gold · 6 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Iridescent Bolts
    • Enemy Hero action success chance: -20%
    • Attrition: -15% when under siege
    • Leadership: +6 when under siege (armies in region)

Garrison

2 levels

  1. Glittering Bartizan

    Level 1 · 2,000 gold · 4 turns

    • Defensive supplies: +50 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -10%
  2. Crystalline Walls

    Level 2 · 4,000 gold · 5 turns

    • Defensive supplies: +100 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -15%

Gem Mining

3 levels

  1. Cultist Camp (Gems)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Gems)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Gems)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Gold Mining

3 levels

  1. Cultist Camp (Gold)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Gold)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Gold)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Growth

3 levels

  1. Thaumaturgic Lode

    Level 1 · 500 gold · 1 turn

    • Barrier replenishment rate: +15% (armies in region)
    • Growth: +20
    • When Winds of Magic is Strong or higher: Growth: +10
  2. Thaumaturgic Fissure

    Level 2 · 1,000 gold · 2 turns

    • Barrier replenishment rate: +25% (armies in region)
    • Growth: +40
    • When Winds of Magic is Strong or higher: Growth: +20
  3. Thaumaturgic Reef

    Level 3 · 1,500 gold · 3 turns

    • Barrier replenishment rate: +35% (armies in region)
    • Growth: +60
    • When Winds of Magic is Strong or higher: Growth: +30

Income

3 levels

  1. Web of Secrets

    Level 1 · 500 gold · 1 turn · pays back in 3.3 turns

    • Income generated: 150
    • When Winds of Magic is Strong or higher: Income generated: 50
    • When Winds of Magic is Tempestuous: Income generated: 50
    • Growth: +5
  2. Lattice of Distortion

    Level 2 · 1,000 gold · 2 turns · pays back in 5 turns

    • Income generated: 200
    • When Winds of Magic is Strong or higher: Income generated: 75
    • When Winds of Magic is Tempestuous: Income generated: 75
    • Growth: +10
  3. Weave of Time

    Level 3 · 1,500 gold · 3 turns · pays back in 6 turns

    • Income generated: 250
    • When Winds of Magic is Strong or higher: Income generated: 100
    • When Winds of Magic is Tempestuous: Income generated: 100
    • Growth: +15

Iron Mining

3 levels

  1. Cultist Camp (Iron)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Iron)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Iron)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Library

3 levels

  1. Hidden Library

    Level 1 · 1,000 gold · 2 turns

    • Grimoires: 4 per turn
    • When Winds of Magic is Strong or higher: Grimoires: 3 per turn
    • Income from all buildings: +5% (local province)
    • When Winds of Magic is Strong or higher: Income from all buildings: +5% (local province)
    • Research rate: +5
  2. Forgotten Scriptorium

    Level 2 · 1,500 gold · 3 turns

    • Grimoires: 6 per turn
    • When Winds of Magic is Strong or higher: Grimoires: 5 per turn
    • Income from all buildings: +10% (local province)
    • When Winds of Magic is Strong or higher: Income from all buildings: +10% (local province)
    • Research rate: +6
  3. Lost Athenaeum

    Level 3 · 2,000 gold · 4 turns

    • Grimoires: 8 per turn
    • When Winds of Magic is Strong or higher: Grimoires: 7 per turn
    • Income from all buildings: +15% (local province)
    • When Winds of Magic is Strong or higher: Income from all buildings: +15% (local province)
    • Research rate: +8

Marble Quarry

3 levels

  1. Cultist Camp (Marble)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Marble)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Marble)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Medicine Production

3 levels

  1. Cultist Camp (Medicine)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Medicine)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Medicine)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

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. Cultist Camp (Obsidian)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Obsidian)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Obsidian)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Orchards

3 levels

  1. Cultist Camp (Wine)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Wine)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Wine)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Pastures

3 levels

  1. Cultist Camp (Pasture)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Pasture)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Pasture)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Infernal Harbour

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

    • Income generated: 100
    • Growth: +10
  3. Hell Port

    Level 2 · 3,000 gold · 4 turns · pays back in 10 turns

    • Income generated: 300
    • Growth: +20
  4. Eye of Terror

    Level 3 · 6,000 gold · 6 turns · pays back in 12 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

3 levels

  1. Cultist Camp (Pottery)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Pottery)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Pottery)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Protection

3 levels

  1. Warpstone Locus

    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)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption: +3
  2. Warpstone Traps

    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)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption: +4
  3. Guarded Warpstone

    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)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Tzeentch corruption in adjacent provinces: +2
    • Tzeentch corruption: +5

Saltmaking

3 levels

  1. Cultist Camp (Salt)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Salt)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Salt)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 200
    • Income from trade tariffs: +10%
    • Outside regions owned by Chaos Dwarfs: Growth: +10
  3. Bordeleaux Harbour

    Level 2 · 3,000 gold · 4 turns

    • Income generated: 400
    • Income from trade tariffs: +20%
    • Outside regions owned by Chaos Dwarfs: Growth: +20
  4. Manann’s Dry Docks

    Level 3 · 6,000 gold · 6 turns

    • Income generated: 800
    • Income from trade tariffs: +30%
    • Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading

3 levels

  1. Cultist Camp (Spices)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Spices)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Spices)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Tusks

3 levels

  1. Cultist Camp (Tusks)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Tusks)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Tusks)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Wild Game

3 levels

  1. Cultist Camp (Furs)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Furs)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Furs)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Woodlands

3 levels

  1. Cultist Camp (Wood)

    Level 1 · 500 gold · 1 turn

    • Grimoires: 1 per turn
    • Income from all buildings: +5% (local province)
  2. Cultist Outpost (Wood)

    Level 2 · 1,000 gold · 2 turns

    • Grimoires: 2 per turn
    • Income from all buildings: +10% (local province)
  3. Cultist Enclave (Wood)

    Level 3 · 2,000 gold · 3 turns

    • Grimoires: 3 per turn
    • Income from all buildings: +15% (local province)

Landmarks

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

Show 34 landmark buildings (unique buildings in particular settlements) ▾

Landmark

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

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

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

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

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

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

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

Lothern Port

Ruined Harbour of Lothern Ruin

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

Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

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

Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40

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

Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Ruin

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

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

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

Special Port

Ruined Copher Harbour Ruin

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

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

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

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

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

Special Port

Ruined Great Dragon Fleet Docks Ruin

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

Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

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

Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40

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

Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40

Special Port

Ruined Erengrad Harbour Ruin

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

Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

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

Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +20

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

Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +30

Special Port

Ruined Marienburg Harbour Ruin

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

Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

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

Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40

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

Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40

Asuryan Worship

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

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

Bastion

Ruined Bastion Ruin

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

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

Court of the Covenant

Court of the Covenant Level 1 · 10,000 gold · 8 turns

Allegiance points gained: +25% · Diplomatic relations: +25 with Daemons of Chaos · Control: +3

Cursed Ruins

Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns

Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300

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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch 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) · Tzeentch corruption: +2 · Adds walls to the settlement · Growth: +80

Hidden Oasis

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

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

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

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

Khaine Worship

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

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

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

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

Landmark

The Altar of Ultimate Darkness Level 1 · 6,000 gold · 7 turns

Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)

Landmark

The Chamber of Visions Level 1 · 6,000 gold · 6 turns

Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)

Landmark

Golden Tower of the Gods Level 1 · 4,000 gold · 2 turns

Grimoires: 15 per turn · Tzeentch corruption: +5 · Chance of Winds of Magic increasing in strength when changing: +5% (factionwide) · Income generated: 600 · Research rate: +10

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

Agrammon's Menagerie Level 1 · 5,000 gold · 5 turns

Barrier: +20% for Chaos Furies, Screamers of Tzeentch, Spawn of Tzeentch and Flamers of Tzeentch units (all armies) · Tzeentch corruption: +4 · Diplomatic relations: +30 with Slaaneshi factions · Income generated: 100

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

Glacial Caves Level 1 · 7,500 gold · 4 turns

Hero recruit rank: +2 (factionwide) · Income generated: 100 · Research rate: +10

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)

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

Symposium of Change

Symposium of Change Level 1 · 10,000 gold · 5 turns

Request army cost: -50% · Allegiance points gained: +30% · Diplomatic relations: +30 with Daemons of Chaos

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Tzeentch 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) · Tzeentch 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 Inevitable City

The Inevitable City Level 1 · 6,000 gold · 7 turns

Tzeentch corruption in adjacent provinces: +3 · Tzeentch corruption: +10 · Campaign line of sight: +50% (all Heroes) · Control: +4

The Throne of Chaos

The Throne of Chaos Level 1 · 8,000 gold · 4 turns

Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca (factionwide) · Income generated: 750 · Control: +3 (factionwide)

In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Tzeentch 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 — 29 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.

#
1Blue Horrors of TzeentchSlither of Potential50011——
2Chaos Furies (Tzeentch)Slither of Potential50011——
3Forsaken of TzeentchMany-Eyed Tribute1,500222,0001
4Marauder Horsemen of TzeentchMany-Eyed Tribute1,500222,0001
5Marauders of TzeentchMany-Eyed Tribute1,500222,0001
6Marauders of Tzeentch (Spears)Many-Eyed Tribute1,500222,0001
7Pink Horrors of TzeentchFlicker of Potential1,500322,0001
8TzaangorsMany-Eyed Tribute1,500222,0001
9Screamers of TzeentchThe Spark2,000322,0001
10Chaos Chariots of TzeentchTransmogrification Locus3,000436,0003
11CockatriceTransmogrification Locus3,000436,0003
12Exalted Pink Horrors of TzeentchMoment of Potential3,000636,0003
13Spawn of TzeentchTransmogrification Locus3,000436,0003
14Centigors of TzeentchPuzzle-Maker's Hovel4,000536,0003
15Chaos Warriors of TzeentchPuzzle-Maker's Hovel4,000536,0003
16Chaos Warriors of Tzeentch (Halberds)Puzzle-Maker's Hovel4,000536,0003
17Flamers of TzeentchBlue Bonfire5,000736,0003
18Chaos Knights of TzeentchInchoate Armoury (capital)8,0009414,0007
19Chaos Knights of Tzeentch (Lances)Inchoate Armoury (capital)8,0009414,0007
20Chaos Warshrine of TzeentchInchoate Armoury (capital)8,0009414,0007
21Chosen of TzeentchChapterhouse of Knowledge (capital)8,0009414,0007
22Chosen of Tzeentch (Halberds)Chapterhouse of Knowledge (capital)8,0009414,0007
23ChangebringersPink Blaze (capital)10,00012414,0007
24Exalted Flamer of TzeentchPink Blaze (capital)10,00012414,0007
25Doom Knights of TzeentchDoom's Hold (capital)16,00014530,00012
26Lord of ChangeCult of Change (capital)18,00015530,00012
27Soul Grinder of TzeentchInchoate Forge (capital)18,00015530,00012
28Burning Chariot of TzeentchIridescent Conflagration (capital)20,00018530,00012
29Mutalith Vortex BeastIridescent Conflagration (capital)20,00018530,00012