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

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
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
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

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
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
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

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
3 levels · unlocks Lord of Change
Secret Society
3 levels · unlocks Lord of Change

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

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
1 level
Flame of Ulric
1 level

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

Outpost
3 levels
Outpost
3 levels

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)

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)

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

Ruined City
Ruin
Tzeentch corruption: +1

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

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

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

Ruined City
Ruin
Tzeentch corruption: +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

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

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

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

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

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

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

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

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

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
Anti-Vermintide
4 levels

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

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

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

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

Corruption
3 levels
Corruption
3 levels

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)

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)

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
Cult Corruption
1 level

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
Cult Corruption
1 level

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
Cult Machinations
1 level

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
Cult Machinations
1 level

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
Cult Machinations
1 level

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
Cult Magus
2 levels

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

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
Cult Magus
1 level

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
Cult Ritual
1 level

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
Cult Ritual
1 level

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
Cult Ritual
1 level

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

Dominance
3 levels
Dominance
3 levels

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

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

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
Dye Production
3 levels

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
3 levels
Exotic Animals
3 levels

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
3 levels
Garrison
3 levels

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)

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)

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
Garrison
2 levels

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
3 levels
Gem Mining
3 levels

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
3 levels
Gold Mining
3 levels

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
3 levels
Growth
3 levels

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

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

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
Income
3 levels

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

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

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
Iron Mining
3 levels

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
3 levels
Library
3 levels

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

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

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
Marble Quarry
3 levels

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
3 levels
Medicine Production
3 levels

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
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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

Obsidian Quarry
3 levels
Obsidian Quarry
3 levels

Cultist Camp (Obsidian)
Level 1 · 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
3 levels
Orchards
3 levels

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
3 levels
Pastures
3 levels

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
3 levels
Port
3 levels

Ruined Docks
Ruin

Infernal Harbour
Level 1 · 1,500 gold · 2 turns · pays back in 15 turns
Income generated: 100
Growth: +10

Hell Port
Level 2 · 3,000 gold · 4 turns · pays back in 10 turns
Income generated: 300
Growth: +20

Eye of Terror
Level 3 · 6,000 gold · 6 turns · pays back in 12 turns
Income generated: 500
Growth: +30

Pottery Production
3 levels
Pottery Production
3 levels

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
3 levels
Protection
3 levels

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

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

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
Saltmaking
3 levels

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
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

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

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

Spice Trading
3 levels
Spice Trading
3 levels

Cultist Camp (Spices)
Level 1 · 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
3 levels
Tusks
3 levels

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
3 levels
Wild Game
3 levels

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
3 levels
Woodlands
3 levels

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
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.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Blue Horrors of Tzeentch | Slither of Potential | 500 | 1 | 1 | — | — |
| 2 | Chaos Furies (Tzeentch) | Slither of Potential | 500 | 1 | 1 | — | — |
| 3 | Forsaken of Tzeentch | Many-Eyed Tribute | 1,500 | 2 | 2 | 2,000 | 1 |
| 4 | Marauder Horsemen of Tzeentch | Many-Eyed Tribute | 1,500 | 2 | 2 | 2,000 | 1 |
| 5 | Marauders of Tzeentch | Many-Eyed Tribute | 1,500 | 2 | 2 | 2,000 | 1 |
| 6 | Marauders of Tzeentch (Spears) | Many-Eyed Tribute | 1,500 | 2 | 2 | 2,000 | 1 |
| 7 | Pink Horrors of Tzeentch | Flicker of Potential | 1,500 | 3 | 2 | 2,000 | 1 |
| 8 | Tzaangors | Many-Eyed Tribute | 1,500 | 2 | 2 | 2,000 | 1 |
| 9 | Screamers of Tzeentch | The Spark | 2,000 | 3 | 2 | 2,000 | 1 |
| 10 | Chaos Chariots of Tzeentch | Transmogrification Locus | 3,000 | 4 | 3 | 6,000 | 3 |
| 11 | Cockatrice | Transmogrification Locus | 3,000 | 4 | 3 | 6,000 | 3 |
| 12 | Exalted Pink Horrors of Tzeentch | Moment of Potential | 3,000 | 6 | 3 | 6,000 | 3 |
| 13 | Spawn of Tzeentch | Transmogrification Locus | 3,000 | 4 | 3 | 6,000 | 3 |
| 14 | Centigors of Tzeentch | Puzzle-Maker's Hovel | 4,000 | 5 | 3 | 6,000 | 3 |
| 15 | Chaos Warriors of Tzeentch | Puzzle-Maker's Hovel | 4,000 | 5 | 3 | 6,000 | 3 |
| 16 | Chaos Warriors of Tzeentch (Halberds) | Puzzle-Maker's Hovel | 4,000 | 5 | 3 | 6,000 | 3 |
| 17 | Flamers of Tzeentch | Blue Bonfire | 5,000 | 7 | 3 | 6,000 | 3 |
| 18 | Chaos Knights of Tzeentch | Inchoate Armoury (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 19 | Chaos Knights of Tzeentch (Lances) | Inchoate Armoury (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 20 | Chaos Warshrine of Tzeentch | Inchoate Armoury (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 21 | Chosen of Tzeentch | Chapterhouse of Knowledge (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 22 | Chosen of Tzeentch (Halberds) | Chapterhouse of Knowledge (capital) | 8,000 | 9 | 4 | 14,000 | 7 |
| 23 | Changebringers | Pink Blaze (capital) | 10,000 | 12 | 4 | 14,000 | 7 |
| 24 | Exalted Flamer of Tzeentch | Pink Blaze (capital) | 10,000 | 12 | 4 | 14,000 | 7 |
| 25 | Doom Knights of Tzeentch | Doom's Hold (capital) | 16,000 | 14 | 5 | 30,000 | 12 |
| 26 | Lord of Change | Cult of Change (capital) | 18,000 | 15 | 5 | 30,000 | 12 |
| 27 | Soul Grinder of Tzeentch | Inchoate Forge (capital) | 18,000 | 15 | 5 | 30,000 | 12 |
| 28 | Burning Chariot of Tzeentch | Iridescent Conflagration (capital) | 20,000 | 18 | 5 | 30,000 | 12 |
| 29 | Mutalith Vortex Beast | Iridescent Conflagration (capital) | 20,000 | 18 | 5 | 30,000 | 12 |