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

The Spark
Level 1 · 2,000 gold · 3 turns
Unlocks

Blue Bonfire
Level 2 · 3,000 gold · 4 turns
Unlocks

Pink Blaze
Level 3 · 5,000 gold · 5 turns
Unlocks

Iridescent Conflagration
Level 4 · 10,000 gold · 6 turns
Unlocks
Forges of Change

Transmogrification Locus
Level 1 · 3,000 gold · 4 turns
Recruit rank: +1 for all units
Local recruitment capacity: +1
Unlocks

Inchoate Armoury
Level 2 · 5,000 gold · 5 turns
Recruit rank: +2 for all units
Local recruitment capacity: +2
Unlocks

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

Many-Eyed Tribute
Level 1 · 1,500 gold · 2 turns
Unlocks

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

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

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

Cult of Deceits
Level 1 · 3,000 gold · 4 turns
Unlocks Hero recruitment: Cultist of Tzeentch
Tzeentch corruption: +4

Cult of Lies
Level 2 · 5,000 gold · 5 turns
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Tzeentch
Tzeentch corruption: +4

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

Slither of Potential
Level 1 · 500 gold · 1 turn
Unlocks

Flicker of Potential
Level 2 · 1,000 gold · 2 turns
Unlocks

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

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Empower 5 Sigils within the Black Pyramid
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
Vampiric corruption: +6
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2
Outpost

Tzeentchian Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Casualty replenishment rate: +2% (own and enemy armies in region)

Tzeentchian District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Casualty replenishment rate: +3% (armies in region)

Tzeentchian Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment cost outside friendly territory: -50%
Casualty replenishment rate: +4% (armies in region)
Economy
Minor Settlement

Ruined City
Level 1 · 1 turn
Tzeentch corruption: +1

Soul Keep
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Tzeentch corruption: +1
Grants 1 construction slot in the settlement
Income generated: 50
Growth: +10
Unlocks

Dark Bastion
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1000
Tzeentch corruption: +1
Grants 2 construction slots in the settlement
Income generated: 100
Growth: +20

Infernal Citadel
Level 4 · 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

Ruined City
Level 1 · 1 turn
Tzeentch corruption: +2

Dimensional Tear
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement
Unlocks

Soul Keep
Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement
Unlocks

Dimensional Breach
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement

Dark Bastion
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement

Dimensional Rift
Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement

Infernal Citadel
Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement

Dimensional Nexus
Level 5 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement

Daemonic Fortress
Level 5 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement

Dimensional Cascade
Level 6 · 16,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement

Chaos Dreadhold
Level 6 · 16,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
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
Adds walls to the settlement
Anti-Vermintide

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

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

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

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

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)

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)

Warplinth
Level 3 · 2,000 gold · 3 turns
Tzeentch corruption in adjacent provinces: +1
Tzeentch corruption: +12
Income from all buildings: +15% (local province)
Cult Corruption

Tzeentchian Trickery
Level 1 · 1,000 gold · 2 turns
Tzeentch corruption: +5 (local region)
Tzeentch corruption: +10 (local region)
Cult Corruption

Tzeentch's Mastery
Level 1 · 1,500 gold · 2 turns
Character experience gain: +5% (all characters)
Tzeentch corruption: +5 (local region)
Tzeentch corruption: +3 (all adjacent provinces)
Hero action success chance: +30% (characters in province)
Enemy Hero action success chance: -90% (local characters)
Cult Machinations

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

Branching Plans
Level 1 · 2,000 gold · 2 turns
Grimoires: 10 per turn
Grimoires: 20 per turn
5% chance per turn to expand the Tzeentch Cult to an adjacent region
Cult Machinations

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

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

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

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

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

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

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

A Convolution
Level 1 · 1,000 gold · 2 turns
Defensive supplies: +10 per turn when under siege
Campaign line of sight: +30%
Control: +2
Control: +1

Unending Maze
Level 2 · 1,500 gold · 3 turns
Defensive supplies: +20 per turn when under siege
Campaign line of sight: +40%
Control: +4
Control: +2

Silver Labyrinth
Level 3 · 2,000 gold · 4 turns
Defensive supplies: +30 per turn when under siege
Campaign line of sight: +50%
Control: +6
Control: +3
Dye Production

Cultist Camp (Dyes)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Dyes)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Dyes)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Exotic Animals

Cultist Camp (Animals)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Animals)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Animals)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Garrison

Daemonic Lurkers
Level 1 · 2,000 gold · 4 turns
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Blue Bolts
Enemy Hero action success chance: -10%
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)

Daemonic Gathering
Level 2 · 4,000 gold · 5 turns
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Pink Bolts
Enemy Hero action success chance: -15%
Attrition: -10% when under siege
Leadership: +4 when under siege (armies in region)

Daemonic Locus
Level 3 · 6,000 gold · 6 turns
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
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

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%

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

Cultist Camp (Gems)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Gems)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Gems)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Gold Mining

Cultist Camp (Gold)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Gold)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Gold)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Growth

Thaumaturgic Lode
Level 1 · 500 gold · 1 turn
Barrier replenishment rate: +15% (armies in region)
Growth: +20
Growth: +10

Thaumaturgic Fissure
Level 2 · 1,000 gold · 2 turns
Barrier replenishment rate: +25% (armies in region)
Growth: +40
Growth: +20

Thaumaturgic Reef
Level 3 · 1,500 gold · 3 turns
Barrier replenishment rate: +35% (armies in region)
Growth: +60
Growth: +30
Income

Web of Secrets
Level 1 · 500 gold · 1 turn
Income generated: 150
Income generated: 50
Growth: +5

Lattice of Distortion
Level 2 · 1,000 gold · 2 turns
Income generated: 200
Income generated: 75
Growth: +10

Weave of Time
Level 3 · 1,500 gold · 3 turns
Income generated: 250
Income generated: 100
Growth: +15
Iron Mining

Cultist Camp (Iron)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Iron)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Iron)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Library

Hidden Library
Level 1 · 1,000 gold · 2 turns
Grimoires: 4 per turn
Grimoires: 3 per turn
Income from all buildings: +5% (local province)
Research rate: +5

Forgotten Scriptorium
Level 2 · 1,500 gold · 3 turns
Grimoires: 6 per turn
Grimoires: 5 per turn
Income from all buildings: +10% (local province)
Research rate: +6

Lost Athenaeum
Level 3 · 2,000 gold · 4 turns
Grimoires: 8 per turn
Grimoires: 7 per turn
Income from all buildings: +15% (local province)
Research rate: +8
Marble Quarry

Cultist Camp (Marble)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Marble)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Marble)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Medicine Production

Cultist Camp (Medicine)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Medicine)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Medicine)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

Oak of Ages (Pacified)
Level 2 · 1,200 gold · 1 turn
Immune to Athel Loren attrition (all armies)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Income from all buildings: +5% (factionwide)
Growth: +5 (all provinces)
Timber resource production: 100 logs
Obsidian Quarry

Cultist Camp (Obsidian)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Obsidian)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Obsidian)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Orchards

Cultist Camp (Wine)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Wine)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Wine)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Pastures

Cultist Camp (Pasture)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Pasture)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Pasture)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Port

Ruined Docks
Level 1 · 1 turn

Infernal Harbour
Level 2 · 1,500 gold · 2 turns
Income generated: 100
Growth: +10

Hell Port
Level 3 · 3,000 gold · 4 turns
Income generated: 300
Growth: +20

Eye of Terror
Level 4 · 6,000 gold · 6 turns
Income generated: 500
Growth: +30
Pottery Production

Cultist Camp (Pottery)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Pottery)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Pottery)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Protection

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
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Tzeentch corruption: +3

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)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Tzeentch corruption: +4

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

Cultist Camp (Salt)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Salt)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Salt)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Special Port

Ruined Bordeleaux Docks
Level 1

Bordeleaux Port
Level 2 · 1,500 gold · 2 turns
Income generated: 200
Tradable resources produced: +5% (factionwide)
Income from trade tariffs: +10%
Growth: +10

Bordeleaux Harbour
Level 3 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
Growth: +20

Manann’s Dry Docks
Level 4 · 6,000 gold · 6 turns
Chivalry: +50 per turn
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Growth: +30
Spice Trading

Cultist Camp (Spices)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Spices)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Spices)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Tusks

Cultist Camp (Tusks)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Tusks)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Tusks)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Wild Game

Cultist Camp (Furs)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Furs)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Furs)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Woodlands

Cultist Camp (Wood)
Level 1 · 500 gold · 1 turn
Grimoires: 1 per turn
Income from all buildings: +5% (local province)

Cultist Outpost (Wood)
Level 2 · 1,000 gold · 2 turns
Grimoires: 2 per turn
Income from all buildings: +10% (local province)

Cultist Enclave (Wood)
Level 3 · 2,000 gold · 3 turns
Grimoires: 3 per turn
Income from all buildings: +15% (local province)
Landmarks
Show 34 landmark buildings (unique buildings in particular settlements) ▾
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9
Lothern Port
Ruined Harbour of Lothern Level 1
Straits of Lothern Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Gates of Lothern Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Level 1
The Sea Dragon's Teeth Level 2 · 2,000 gold · 1 turn
Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 3 · 4,000 gold · 3 turns
Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns
Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Special Port
Ruined Copher Harbour Level 1 · 1 turn
Copher Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 3 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Level 1
Great Dragon Fleet Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Special Port
Ruined Erengrad Harbour Level 1
Erengrad Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +20
Erengrad Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +30
Special Port
Ruined Marienburg Harbour Level 1
Marienburg Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Marienburg Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Level 1 · 1 turn
Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 4 · 4,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns
Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
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 Level 1 · 1 turn
Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns
Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Hidden Oasis
Secluded Oasis Level 1 · 2,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30
Buried Caravanserai Level 2 · 6,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30
Khaine Worship
Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns
Corruption: -5 · Income from post-battle loot: +5% (factionwide)
Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns
Chaos Undivided corruption: +15 · Khorne corruption: +15 · Nurgle corruption: +15 · Corruption: -15 · Skaven corruption: +15 · Slaanesh corruption: +15 · Tzeentch corruption: +15 · Vampiric corruption: +15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
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
Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
Pyramid
Vault of Nagash Level 1 · 6,000 gold · 20 turns
Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)
Special Port
Ruined Dawn's Harbour Level 1 · 1 turn
Dawn's Harbour Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 4 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
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) Level 1 · 1 turn
Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2
The Maelstrom Level 2 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
The 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)