Warriors of Chaos buildings
39 building chains Warriors of Chaos can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.
Recruitment

Chaos Fortress
5 levels · unlocks Marauders
Chaos Fortress
5 levels · unlocks Marauders

Ruined City
Ruin
Chaos Undivided corruption: +2

Soul Keep
Level 1 · 800 gold · 1 turn
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Chaos Undivided corruption: +2 (local province)
Grants 1 construction slot in the settlement
Income generated: 30
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks

Dark Bastion
Level 2 · 1,600 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)
Chaos Undivided corruption: +2 (local province)
Grants 2 construction slots in the settlement
Income generated: 45
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Infernal Citadel
Level 3 · 3,200 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)
Chaos Undivided corruption: +2 (local province)
Grants 3 construction slots in the settlement
Income generated: 60
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Daemonic Fortress
Level 4 · 4,800 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)
Chaos Undivided corruption: +2 (local province)
Grants 5 construction slots in the settlement
Income generated: 75
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Chaos Dreadhold
Level 5 · 7,200 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)
Chaos Undivided corruption: +2 (local province)
Grants 7 construction slots in the settlement
Income generated: 90
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Arcane
1 level
Arcane
1 level

Twisted Relic
Level 1 · 1,000 gold · 1 turn
Souls gained from battles: +15% (all your armies in adjacent regions)
Magic item drop chance from battle: +10% (all your armies in adjacent regions)
When technology "Erection of Ruinous Monuments" researched: Income from post-battle loot: +10% (all your armies in adjacent regions)

Fighters' Lodge
3 levels
Fighters' Lodge
3 levels

Fighters' Lodge
Level 1 · 3,000 gold · 2 turns
Local Warband recruitment: +1 capacity for Chaos Warriors units
Unit Upgrades cost: -5% for all units (armies in region)
When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
Hero capacity: +1 for Exalted Heroes
Unlocks Hero recruitment: Exalted Hero
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Guards' Barracks
Level 2 · 4,500 gold · 3 turns
Local Warband recruitment: +2 capacity for Chaos Warriors units
Unit Upgrades cost: -10% for all units (armies in region)
When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
Hero capacity: +1 for Exalted Heroes
Unlocks Hero recruitment: Exalted Hero
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Warriors' Hall
Level 3 · 6,000 gold · 4 turns
Local Warband recruitment: +3 capacity for Chaos Warriors units
Unit Upgrades cost: -15% for all units (armies in region)
When technology "Debauched Designs" is researched: Warband upgrade cost: -6% for Slaanesh units (armies in region)
Hero capacity: +1 for Exalted Heroes
Unlocks Hero recruitment: Exalted Hero
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

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

Garrison
1 level
Garrison
1 level

Warband Camp
Level 1 · 2,000 gold · 1 turn
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)

Garrison
3 levels
Garrison
3 levels

Haunted Tower
Level 1 · 3,000 gold · 2 turns
Defensive supplies: +200
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Javelins
Enemy Hero action success chance: -10%
Attrition: -15% when under siege
Leadership: +2 when under siege (armies in region)

Guarded Tower
Level 2 · 6,000 gold · 3 turns
Defensive supplies: +300
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Raw Energy
Enemy Hero action success chance: -15%
Attrition: -20% when under siege
Leadership: +4 when under siege (armies in region)

Armoured Tower
Level 3 · 10,000 gold · 4 turns
Defensive supplies: +500
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Greater Raw Energy
Enemy Hero action success chance: -20%
Attrition: -20% when under siege
Leadership: +6 when under siege (armies in region)

Knights
3 levels
Knights
3 levels

Horse Barn
Level 1 · 5,000 gold · 3 turns
Favour from all buildings: +10% (local region)
Local Warband recruitment: +1 capacity for Chaos Knights
When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Ruinous Stalls
Level 2 · 7,500 gold · 4 turns
Favour from all buildings: +15% (local region)
Recruit rank: +1 for all units (armies in region)
Local Warband recruitment: +1 capacity for Chaos Knights
When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Chaos Stables
Level 3 · 10,000 gold · 5 turns
Hero and Lord recruit rank: +1
Favour from all buildings: +25% (local region)
Recruit rank: +2 for all units (armies in region)
Local Warband recruitment: +2 capacity for Chaos Knights
When technology "Debauched Designs" is researched: Warband upgrade cost: -6% for Slaanesh units (armies in region)
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Large Monsters
3 levels
Large Monsters
3 levels

Manticore Den
Level 1 · 5,000 gold · 3 turns
Favour from all buildings: +10% (local region)
Local Warband recruitment: +1 capacity for Chaos Giants
Local Warband recruitment: +1 capacity for Feral Manticores
When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
Local Warband recruitment: +1 capacity for Dread Maws
Local Warband recruitment: +1 capacity for Giant Spined Chaos Beasts
Increases Local Warband recruitment replenishment chance of all Chaos Monsters (local province)
Chaos Undivided corruption: +2
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Dark Cavern
Level 2 · 7,500 gold · 4 turns
Favour from all buildings: +15% (local region)
Local Warband recruitment: +1 capacity for Feral Manticores
When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
Local Warband recruitment: +1 capacity for Chimeras
Local Warband recruitment: +1 capacity for Basilisks
Moderately increases Local Warband recruitment replenishment chance of all Chaos Monsters (local province)
Chaos Undivided corruption: +3
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Giant's Hollow
Level 3 · 10,000 gold · 5 turns
Favour from all buildings: +25% (local region)
Local Warband recruitment: +2 capacity for Dragon Ogre units
Local Warband recruitment: +2 capacity for Chaos Giants
Local Warband recruitment: +2 capacity for Feral Manticores
When technology "Debauched Designs" is researched: Warband upgrade cost: -6% for Slaanesh units (armies in region)
Local Warband recruitment: +2 capacity for Chimeras
Local Warband recruitment: +2 capacity for Dread Maws
Local Warband recruitment: +2 capacity for Basilisks
Local Warband recruitment: +2 capacity for Giant Spined Chaos Beasts
Greatly increases Local Warband recruitment replenishment chance of all Chaos Monsters (local province)
Chaos Undivided corruption: +4
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Marauder Tribes
3 levels
Marauder Tribes
3 levels

Tribal Garrison
Level 1 · 1,500 gold · 1 turn
Local Warband recruitment: +1 capacity for Marauders of Khorne (Legion of the Gorequeen only)
Local Warband recruitment: +1 capacity for Marauders of Nurgle (The Fecundites only)
Local Warband recruitment: +1 capacity for Marauders of Nurgle (Host of the Triplets only)
Local Warband recruitment: +1 capacity for Marauders of Slaanesh (The Ecstatic Legions only)
Local Warband recruitment: +1 capacity for Marauders of Tzeentch (Puppets of Misrule only)
Local Warband recruitment: +1 capacity for Undivided Marauders (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
Recruitment cost: -10% (local region)
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Bloody Barracks
Level 2 · 3,000 gold · 2 turns
Local Warband recruitment: +1 capacity for Marauder Horsemen
Local Warband recruitment: +1 capacity for Marauders of Khorne (Legion of the Gorequeen only)
Local Warband recruitment: +1 capacity for Marauders of Nurgle (The Fecundites only)
Local Warband recruitment: +1 capacity for Marauders of Nurgle (Host of the Triplets only)
Local Warband recruitment: +1 capacity for Marauders of Slaanesh (The Ecstatic Legions only)
Local Warband recruitment: +1 capacity for Marauders of Tzeentch (Puppets of Misrule only)
Local Warband recruitment: +2 capacity for Undivided Marauders (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
Local Warband recruitment: +1 capacity for Marauder Bearmen
Local Warband recruitment: +1 capacity for Flayerkin
Recruitment cost: -15% (local region)
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Hall of Axes
Level 3 · 4,500 gold · 3 turns
Local Warband recruitment: +1 capacity for Chaos Chariots
Local Warband recruitment: +1 capacity for Marauder Horsemen
Local Warband recruitment: +2 capacity for Marauders of Khorne (Legion of the Gorequeen only)
Local Warband recruitment: +2 capacity for Marauders of Nurgle (The Fecundites only)
Local Warband recruitment: +2 capacity for Marauders of Nurgle (Host of the Triplets only)
Local Warband recruitment: +2 capacity for Marauders of Slaanesh (The Ecstatic Legions only)
Local Warband recruitment: +2 capacity for Marauders of Tzeentch (Puppets of Misrule only)
Local Warband recruitment: +2 capacity for Undivided Marauders (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
When technology "Debauched Designs" is researched: Warband upgrade cost: -6% for Slaanesh units (armies in region)
Local Warband recruitment: +1 capacity for Skullreapers (Legion of the Gorequeen only)
Local Warband recruitment: +1 capacity for Marauder Bearmen
Local Warband recruitment: +1 capacity for Marauder Bearmen (Great Weapons)
Local Warband recruitment: +1 capacity for Flayerkin
Recruitment cost: -20% (local region)
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Monsters
2 levels
Monsters
2 levels

Spawn Cave
Level 1 · 3,000 gold · 3 turns
Local Warband recruitment: +1 capacity for Chaos Trolls
Local Warband recruitment: +1 capacity for Forsaken and Spawn of Khorne (Legion of the Gorequeen only)
Local Warband recruitment: +1 capacity for Forsaken and Spawn of Nurgle (The Fecundites only)
Local Warband recruitment: +1 capacity for Forsaken and Spawn of Nurgle (Host of the Triplets only)
Local Warband recruitment: +1 capacity for Forsaken and Spawn of Slaanesh (The Ecstatic Legions only)
Local Warband recruitment: +1 capacity for Forsaken and Spawn of Tzeentch (Puppets of Misrule only)
Local Warband recruitment: +1 capacity for Forsaken and Chaos Spawn (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
When technology "Debauched Designs" is researched: Warband upgrade cost: -2% for Slaanesh units (armies in region)
Chaos Undivided corruption: +1
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Monstrous Lair
Level 2 · 4,500 gold · 4 turns
Local Warband recruitment: +2 capacity for Chaos Trolls
Local Warband recruitment: +2 capacity for Forsaken and Spawn of Khorne (Legion of the Gorequeen only)
Local Warband recruitment: +2 capacity for Forsaken and Spawn of Nurgle (The Fecundites only)
Local Warband recruitment: +2 capacity for Forsaken and Spawn of Nurgle (Host of the Triplets only)
Local Warband recruitment: +2 capacity for Forsaken and Spawn of Slaanesh (The Ecstatic Legions only)
Local Warband recruitment: +2 capacity for Forsaken and Spawn of Tzeentch (Puppets of Misrule only)
Local Warband recruitment: +2 capacity for Forsaken and Chaos Spawn (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
When technology "Debauched Designs" is researched: Warband upgrade cost: -4% for Slaanesh units (armies in region)
Local Warband recruitment: +2 capacity for Centigors of Tzeentch (Puppets of Misrule only)
Local Warband recruitment: +2 capacity for Tzaangors (Puppets of Misrule only)
Local Warband recruitment: +2 capacity for Pestigors (The Fecundites only)
Local Warband recruitment: +2 capacity for Pestigors (Host of the Triplets only)
Local Warband recruitment: +2 capacity for Khorngors (Legion of the Gorequeen only)
Local Warband recruitment: +2 capacity for Slaangors (The Ecstatic Legions only)
Chaos Undivided corruption: +2
When technology "Builder of Glory" is researched: Income generated: 100
When technology "Rancid Structures" is researched: Growth: +10
When technology "Arcane Construction" is researched: Research rate: +2

Outpost
3 levels
Outpost
3 levels

Northmen Outpost
Level 1 · 3,000 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
In Norscan-owned region: Income from all buildings: +20%
Casualty replenishment rate: +2% (own and enemy armies in region)
In Norscan-owned region: Local recruitment capacity: +1

Northmen 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
In Norscan-owned region: Income from all buildings: +30%
Casualty replenishment rate: +3% (armies in region)
In Norscan-owned region: Local recruitment capacity: +2

Northmen Colony
Level 3 · 5,000 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
In Norscan-owned region: Income from all buildings: +40%
Casualty replenishment rate: +4% (armies in region)
In Norscan-owned region: Local recruitment capacity: +3

Recruitment
1 level
Recruitment
1 level

Bleeding Grounds
Level 1 · 1,000 gold
Local Warband recruitment: +1 capacity for Undivided Marauders
Unit Upgrades cost: -20% for all units (armies in region)
When technology "Erection of Ruinous Monuments" researched: Unlocks Hero recruitment: Exalted Hero

Replenishment
1 level
Replenishment
1 level

Ritual Hut
Level 1 · 1,000 gold
Winds of Magic power reserve capacity: +20 (all armies in local province)
When technology "Erection of Ruinous Monuments" researched: Unlocks Hero recruitment: Chaos Sorcerer
Casualty replenishment rate: +5% (armies in region)

Sorcery
3 levels
Sorcery
3 levels

Chaos Shrine
Level 1 · 2,500 gold · 2 turns
Favour from all buildings: +30% (local region)
When technology "Malignant Totems" researched: Chaos Undivided corruption: +1
When technology "Bloodied Blade" researched: Khorne corruption: +1
When technology "Swamp of Souls" researched: Nurgle corruption: +1
When technology "Corrupted Offerings" researched: Slaanesh corruption: +1
When technology "Enchanted Idols" researched: Tzeentch corruption: +1
Hero capacity: +1 for Chaos Sorcerers
Unlocks Hero recruitment: Chaos Sorcerer

Shaman's Temple
Level 2 · 7,500 gold · 4 turns
Favour from all buildings: +40% (local region)
When technology "Malignant Totems" researched: Chaos Undivided corruption: +1
When technology "Bloodied Blade" researched: Khorne corruption: +1
When technology "Swamp of Souls" researched: Nurgle corruption: +1
When technology "Corrupted Offerings" researched: Slaanesh corruption: +1
When technology "Enchanted Idols" researched: Tzeentch corruption: +1
Hero capacity: +1 for Chaos Sorcerers
Unlocks Hero recruitment: Chaos Sorcerer

Profane Sanctum
Level 3 · 10,000 gold · 5 turns
Favour from all buildings: +50% (local region)
When technology "Malignant Totems" researched: Chaos Undivided corruption: +2
When technology "Bloodied Blade" researched: Khorne corruption: +2
When technology "Swamp of Souls" researched: Nurgle corruption: +2
When technology "Corrupted Offerings" researched: Slaanesh corruption: +2
When technology "Enchanted Idols" researched: Tzeentch corruption: +2
Hero capacity: +1 for Chaos Sorcerers
Unlocks Hero recruitment: Chaos Sorcerer
Economy

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

Chaos Altar
1 level
Chaos Altar
1 level

Ruined Chaos Altar
Ruin

Chaos Altar
Level 1 · 2,000 gold · 1 turn
When technology "Malignant Totems" researched: Chaos Undivided corruption: +2
Chaos Undivided corruption: +3 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
When technology "Bloodied Blade" researched: Khorne corruption: +2
Khorne corruption: +3 (Legion of the Gorequeen only)
When technology "Swamp of Souls" researched: Nurgle corruption: +2
Nurgle corruption: +3 (The Fecundites only)
Nurgle corruption: +3 (Host of the Triplets only)
When technology "Corrupted Offerings" researched: Slaanesh corruption: +2
Slaanesh corruption: +3 (The Ecstatic Legions and The Decadent Host only)
When technology "Enchanted Idols" researched: Tzeentch corruption: +2
Tzeentch corruption: +3 (Puppets of Misrule only)
Casualty replenishment rate: +1% (armies in region)

Dark Fortress
5 levels
Dark Fortress
5 levels

Ruined Dark Fortress
Ruin

Chaos Keep
Level 1 · 1,200 gold · 3 turns
Allegiance points gained: +10% for alliances and vassalage with Norsca
Local Warband recruitment: +1 capacity for Dragon Ogre units (Heralds of the Tempest only)
Defensive supplies: +800
Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption: +2 (Legion of the Gorequeen only)
Nurgle corruption: +2 (The Fecundites only)
Nurgle corruption: +2 (Host of the Triplets only)
Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption: +2 (Puppets of Misrule only)
Grants 2 construction slots in the settlement
Income generated: 200
Growth: +20
Adds walls to the settlement

Chaos Fort
Level 2 · 2,500 gold · 4 turns
Allegiance points gained: +10% for alliances and vassalage with Norsca
Local Warband recruitment: +1 capacity for Dragon Ogre units (Heralds of the Tempest only)
Defensive supplies: +1000
Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption: +2 (Legion of the Gorequeen only)
Nurgle corruption: +2 (The Fecundites only)
Nurgle corruption: +2 (Host of the Triplets only)
Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption: +2 (Puppets of Misrule only)
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Javelins
Grants 3 construction slots in the settlement
Income generated: 400
Growth: +30
Adds walls to the settlement

Dark Redoubt
Level 3 · 5,000 gold · 5 turns
Allegiance points gained: +10% for alliances and vassalage with Norsca
Local Warband recruitment: +2 capacity for Dragon Ogre units (Heralds of the Tempest only)
Defensive supplies: +1200
Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption: +2 (Legion of the Gorequeen only)
Nurgle corruption: +2 (The Fecundites only)
Nurgle corruption: +2 (Host of the Triplets only)
Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption: +2 (Puppets of Misrule only)
Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Raw Energy
Grants 4 construction slots in the settlement
Income generated: 600
Growth: +80
Adds walls to the settlement

Dark Fortress
Level 4 · 10,000 gold · 6 turns
Allegiance points gained: +20% for alliances and vassalage with Norsca
Local Warband recruitment: +2 capacity for Dragon Ogre units (Heralds of the Tempest only)
Defensive supplies: +1500
Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption: +2 (Legion of the Gorequeen only)
Nurgle corruption: +2 (The Fecundites only)
Nurgle corruption: +2 (Host of the Triplets only)
Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption: +2 (Puppets of Misrule only)
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Greater Raw Energy
Grants 5 construction slots in the settlement
Income generated: 800
Growth: +90
Adds walls to the settlement

Exalted Dark Fortress
Level 5 · 20,000 gold · 7 turns
Allegiance points gained: +20% for alliances and vassalage with Norsca
Local Warband recruitment: +3 capacity for Dragon Ogre units (Heralds of the Tempest only)
Defensive supplies: +2000
Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption: +2 (Legion of the Gorequeen only)
Nurgle corruption: +2 (The Fecundites only)
Nurgle corruption: +2 (Host of the Triplets only)
Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption: +2 (Puppets of Misrule only)
Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Improved tower projectiles: Greater Raw Energy
Grants 7 construction slots in the settlement
Income generated: 1000
Growth: +100
Adds walls to the settlement

Dark Fortress
1 level
Dark Fortress
1 level

Dark Fortress
Level 1

Dye Production
1 level
Dye Production
1 level

Cultist Camp (Dyes)
Level 1 · 3,000 gold · 2 turns
Leadership: +5 for Marauder Horsemen (factionwide)
Dyes resource production: 5 ounces

Exotic Animals
1 level
Exotic Animals
1 level

Cultist Camp (Animals)
Level 1 · 3,000 gold · 2 turns
Charge bonus: +5% for all Chaos Knights, Marauder horsemen and Marauder Horsemaster units (factionwide)
Exotic Animals resource production: 5 cages

Gem Mining
1 level
Gem Mining
1 level

Cultist Camp (Gems)
Level 1 · 3,000 gold · 2 turns
Winds of Magic power reserve capacity: +1 (all armies)
Gemstones resource production: 5 sacks

Gold Mining
1 level
Gold Mining
1 level

Cultist Camp (Gold)
Level 1 · 3,000 gold · 2 turns
Chaos Undivided corruption: +2 (all provinces) (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption: +2 (all provinces) (Legion of the Gorequeen only)
Nurgle corruption: +2 (all provinces) (The Fecundites only)
Nurgle corruption: +2 (all provinces) (Host of the Triplets only)
Slaanesh corruption: +2 (all provinces) (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption: +2 (all provinces) (Puppets of Misrule only)

Growth
4 levels
Growth
4 levels

Corpse Mound
Level 1 · 2,000 gold · 1 turn
Casualty replenishment rate: +2% (armies in province)
Growth: +20

Bone Pit
Level 2 · 4,000 gold · 2 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +40

Flesh Tapestry
Level 3 · 6,000 gold · 3 turns
Casualty replenishment rate: +7% (armies in province)
Growth: +70

Skull Hall
Level 4 · 8,000 gold · 4 turns
Casualty replenishment rate: +10% (armies in province)
Growth: +100

Iron Mining
1 level
Iron Mining
1 level

Cultist Camp (Iron)
Level 1 · 3,000 gold · 2 turns
Armour: +10 for Chaos Warriors units (factionwide)
Iron resource production: 5 ingots

Marble Quarry
1 level
Marble Quarry
1 level

Cultist Camp (Marble)
Level 1 · 3,000 gold · 2 turns
Construction cost: -5% for all buildings (factionwide)
Marble resource production: 5 slabs

Medicine Production
1 level
Medicine Production
1 level

Cultist Camp (Medicine)
Level 1 · 3,000 gold · 2 turns
Casualty replenishment rate: +5% for Chaos Marauder units (factionwide)
Medicinal Plants resource production: 5 bundles

Obsidian Quarry
1 level
Obsidian Quarry
1 level

Cultist Camp (Obsidian)
Level 1 · 3,000 gold · 2 turns
Missile strength: +10% for Marauder Horsemen and Marauder Horsemasters units (factionwide)
Carved Obsidian resource production: 5 chests

Orchards
1 level
Orchards
1 level

Cultist Camp (Wine)
Level 1 · 3,000 gold · 2 turns
Melee attack: +5 for Marauders units (factionwide)
Wine resource production: 5 barrels

Pastures
1 level
Pastures
1 level

Cultist Camp (Pasture)
Level 1 · 3,000 gold · 2 turns
Physical resistance: 5% for Chaos Warhounds and Feral Manticore units (factionwide)

Port
3 levels
Port
3 levels

Ruined Docks
Ruin

Chaos Wharf
Level 1 · 2,000 gold
Local Warband recruitment: +1 capacity for Undivided Marauders
Recruitment cost: -10% for Chaos Marauder units (armies in region)
Casualty replenishment rate: +5% (armies in local province)
Growth: +20

Longship Builder
Level 2 · 4,000 gold · 3 turns
Local Warband recruitment: +1 capacity for Marauder Horsemen
Local Warband recruitment: +1 capacity for Undivided Marauders
Recruitment cost: -15% for Chaos Marauder units (armies in region)
Casualty replenishment rate: +10% (armies in local province)
Growth: +30

Raiding Port
Level 3 · 6,000 gold · 5 turns
Local Warband recruitment: +2 capacity for Marauder Horsemen
Local Warband recruitment: +1 capacity for Undivided Marauders
Recruitment cost: -20% for Chaos Marauder units (armies in region)
Casualty replenishment rate: +15% (armies in local province)
Growth: +40

Pottery Production
1 level
Pottery Production
1 level

Cultist Camp (Pottery)
Level 1 · 3,000 gold · 2 turns
Favour from all buildings: +5% (factionwide)
Pottery resource production: 5 kilnful

Protection
3 levels
Protection
3 levels

Rat Catcher Outpost
Level 1 · 2,000 gold · 2 turns
Chance of a plague spreading: -50% (not for The Fecundites and Host of the Triplets)
Chance of a plague spreading: +10% (The Fecundites and Host of the Triplets only)
Plague duration: -1 turns (not for The Fecundites and Host of the Triplets)
Hidden armies will be visible (armies in region)
Plague immunity duration: 1 turns (not for The Fecundites and Host of the Triplets)
Chaos Undivided corruption in adjacent provinces: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption: +3 (Legion of the Gorequeen only)
Nurgle corruption: +3 (The Fecundites and Host of the Triplets only)
Slaanesh corruption: +3 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption: +3 (Puppets of Misrule only)

Catchers' Camp
Level 2 · 2,500 gold · 4 turns
Chance of a plague spreading: -50% (not for The Fecundites and Host of the Triplets)
Chance of a plague spreading: +15% (The Fecundites only)
Chance of a plague spreading: +15% (Host of the Triplets only)
Plague duration: -1 turns (not for The Fecundites and Host of the Triplets)
Plague duration: +1 turns (The Fecundites only)
Plague duration: +1 turns (Host of the Triplets only)
Hidden armies will be visible (armies in region)
Plague immunity duration: 2 turns (not for The Fecundites and Host of the Triplets)
Chaos Undivided corruption in adjacent provinces: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption: +4 (Legion of the Gorequeen only)
Nurgle corruption: +4 (The Fecundites only)
Nurgle corruption: +4 (Host of the Triplets only)
Slaanesh corruption: +4 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption: +4 (Puppets of Misrule only)

Vermin Slayers
Level 3 · 4,000 gold · 5 turns
Chance of a plague spreading: -50% (not for The Fecundites and Host of the Triplets)
Chance of a plague spreading: +20% (The Fecundites only)
Chance of a plague spreading: +20% (Host of the Triplets only)
Plague duration: -1 turns (not for The Fecundites and Host of the Triplets)
Plague duration: +1 turns (The Fecundites only)
Plague duration: +1 turns (Host of the Triplets only)
Hidden armies will be visible (armies in region)
Plague immunity duration: 3 turns (not for The Fecundites and Host of the Triplets)
Chaos Undivided corruption in adjacent provinces: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Chaos Undivided corruption: +5 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption in adjacent provinces: +2 (Legion of the Gorequeen only)
Khorne corruption: +5 (Legion of the Gorequeen only)
Nurgle corruption in adjacent provinces: +2 (The Fecundites only)
Nurgle corruption in adjacent provinces: +2 (Host of the Triplets only)
Nurgle corruption: +5 (The Fecundites only)
Nurgle corruption: +5 (Host of the Triplets only)
Slaanesh corruption in adjacent provinces: +2 (The Ecstatic Legions and The Decadent Host only)
Slaanesh corruption: +5 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption in adjacent provinces: +2 (Puppets of Misrule only)
Tzeentch corruption: +5 (Puppets of Misrule only)

Saltmaking
1 level
Saltmaking
1 level

Cultist Camp (Salt)
Level 1 · 3,000 gold · 2 turns
Growth per region: +10 after winning a battle
(all provinces) (all characters)
Salt resource production: 5 barrels

Spice Trading
1 level
Spice Trading
1 level

Cultist Camp (Spices)
Level 1 · 3,000 gold · 2 turns
Melee attack: +5 for Chaos Trolls & Chaos Feral Manticore units (factionwide)
Spices resource production: 5 sacks

Tusks
1 level
Tusks
1 level

Cultist Camp (Tusks)
Level 1 · 3,000 gold · 2 turns
Ivory resource production: 5 tusks
Weapon strength: +10% for Chaos Chariot units (factionwide)

Vassals
2 levels
Vassals
2 levels

Vassal Emissary
Level 1 · 4,000 gold · 2 turns
Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption: +2 (Legion of the Gorequeen only)
Nurgle corruption: +2 (The Fecundites only)
Nurgle corruption: +2 (Host of the Triplets only)
Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption: +2 (Puppets of Misrule only)
Income from all buildings: +20% (adjacent allied or vassal regions)
Control: +3

Strategy Chamber
Level 2 · 6,000 gold · 3 turns
Chaos Undivided corruption in adjacent provinces: +1 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Chaos Undivided corruption: +4 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only)
Khorne corruption in adjacent provinces: +1 (Legion of the Gorequeen only)
Khorne corruption: +4 (Legion of the Gorequeen only)
Nurgle corruption in adjacent provinces: +1 (The Fecundites only)
Nurgle corruption in adjacent provinces: +1 (Host of the Triplets only)
Nurgle corruption: +4 (The Fecundites only)
Nurgle corruption: +4 (Host of the Triplets only)
Slaanesh corruption in adjacent provinces: +1 (The Ecstatic Legions and The Decadent Host only)
Slaanesh corruption: +4 (The Ecstatic Legions and The Decadent Host only)
Tzeentch corruption in adjacent provinces: +1 (Puppets of Misrule only)
Tzeentch corruption: +4 (Puppets of Misrule only)
Income from all buildings: +40% (adjacent allied or vassal regions)
Control: +5

Wild Game
1 level
Wild Game
1 level

Cultist Camp (Furs)
Level 1 · 3,000 gold · 2 turns
Armour: +10 for Marauder Infantry units (factionwide)
Furs resource production: 5 bundles

Woodlands
1 level
Woodlands
1 level

Cultist Camp (Wood)
Level 1 · 3,000 gold · 2 turns
Ammunition: +25% for Marauder Horsemen and Marauder Horsemasters units (factionwide)
Timber resource production: 5 logs

Worship
4 levels
Worship
4 levels

Raid Trophies
Level 1 · 2,000 gold · 1 turn · pays back in 5 turns
Favour generated: 400

Spoils of War
Level 2 · 4,000 gold · 2 turns · pays back in 6.7 turns
Favour generated: 600
Income from post-battle loot: +2% (factionwide)
Income from sacking settlements: +2% (factionwide)

Loot Heap
Level 3 · 6,000 gold · 3 turns · pays back in 7.5 turns
Favour generated: 800
Income from post-battle loot: +3% (factionwide)
Income from sacking settlements: +3% (factionwide)

Treasure House
Level 4 · 8,000 gold · 4 turns · pays back in 8 turns
Favour generated: 1000
Income from post-battle loot: +4% (factionwide)
Income from sacking settlements: +4% (factionwide)
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 15 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
Altdorf Landmark
Occupied Imperial Palace Level 1 · 10,000 gold · 6 turns
Diplomatic relations: +20 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca · Hero capacity: +1 for all Heroes · Recruit rank: +1 for all units (factionwide) · Path to Glory: -25% Souls cost to devote to a God (all characters factionwide) · Hero recruit rank: +4 (factionwide)
Asuryan Worship
Corrupted Flame of Asuryan Level 1 · 5,000 gold · 4 turns
Daemons Reforged: +10% chance for destroyed Daemonic units to be restored after battle (all armies) · Souls gained from all sources: +10% · Winds of Magic power reserve capacity: +5 (all armies)
Chaos Altar
Ruined Chaos Altar Ruin
Barricaded Chaos Altar Level 1 · 1,000 gold · 3 turns
Chaos Undivided corruption: +3 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +3 (Legion of the Gorequeen only) · Nurgle corruption: +3 (The Fecundites only) · Nurgle corruption: +3 (Host of the Triplets only) · Slaanesh corruption: +3 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +3 (Puppets of Misrule only) · Casualty replenishment rate: +1% (armies in region) · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Reinforced Chaos Altar Level 2 · 2,500 gold · 4 turns
Chaos Undivided corruption: +4 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +4 (Legion of the Gorequeen only) · Nurgle corruption: +4 (The Fecundites only) · Nurgle corruption: +4 (Host of the Triplets only) · Slaanesh corruption: +4 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +4 (Puppets of Misrule only) · Casualty replenishment rate: +2% (armies in region) · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Fortified Chaos Altar Level 3 · 5,000 gold · 5 turns
Chaos Undivided corruption: +5 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +5 (Legion of the Gorequeen only) · Nurgle corruption: +5 (The Fecundites only) · Nurgle corruption: +5 (Host of the Triplets only) · Slaanesh corruption: +5 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +5 (Puppets of Misrule only) · Casualty replenishment rate: +3% (armies in region) · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Garrison
Lookout Post Level 1 · 2,000 gold · 1 turn
Defensive supplies: +500 · Attrition: -5% when under siege · Leadership: +2 when under siege (armies in region)
Chaos Stronghold Level 2 · 4,000 gold · 2 turns
Defensive supplies: +600 · Improved tower projectiles: Javelins · Attrition: -10% when under siege · Leadership: +4 when under siege (armies in region)
Dark Bulwark Level 3 · 6,000 gold · 3 turns
Defensive supplies: +800 · Improved tower projectiles: Raw Energy · Attrition: -15% when under siege · Leadership: +6 when under siege (armies in region)
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
Landmark
Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns
Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)
Landmark
Pillar of Bone Level 1 · 7,500 gold · 5 turns
When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
Landmark
Rampaging Oak Level 1 · 3,000 gold · 6 turns
Immediately causes wall breaches when besieging (faction leader) · Attribute: Siege Attacker (all characters factionwide)
Landmark
Shrine of Asavar Kul Level 1 · 4,000 gold · 4 turns
Construction cost: -20% for all buildings (factionwide) · Income generated: 300
Landmark
Murksome Pools Level 1 · 6,000 gold · 5 turns
Recruit rank: +2 for Monster and Beast units (factionwide) · Local Warband recruitment: +1 capacity for Giant Spined Chaos Beasts (local province)
Overrun Port
Ruined Marienburg Harbour Ruin
Chaos Beachhead Level 1 · 2,000 gold · 2 turns
Ghurk's Pick: Chance of a plague spreading: +5% (all armies) · Armour-piercing weapon damage: +1 for non-Daemonic units (all armies) (Host of the Triplets only) · Battle healing cap: +5% for every characters with a Mark of Nurgle (all characters) (Host of the Triplets only) · Ethrac's Will: Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 200 · Otto's Way: Casualty replenishment rate: +2% (all armies) · Growth: +20
Chaos Debarkation Level 2 · 6,000 gold · 4 turns
Ghurk's Pick: Chance of a plague spreading: +10% (all armies) · Armour-piercing weapon damage: +2 for non-Daemonic units (all armies) (Host of the Triplets only) · Battle healing cap: +10% for every characters with a Mark of Nurgle (all characters) (Host of the Triplets only) · Ethrac's Will: Winds of Magic power reserve capacity: +10 (all armies) · Income generated: 300 · Otto's Way: Casualty replenishment rate: +3% (all armies) · Growth: +40
Great Chaos Landing Level 3 · 10,000 gold · 6 turns
Ghurk's Pick: Chance of a plague spreading: +20% (all armies) · Armour-piercing weapon damage: +3 for non-Daemonic units (all armies) (Host of the Triplets only) · Battle healing cap: +15% for every characters with a Mark of Nurgle (all characters) (Host of the Triplets only) · Ethrac's Will: Winds of Magic power reserve capacity: +15 (all armies) · Income generated: 400 · Otto's Way: Casualty replenishment rate: +5% (all armies) · Growth: +40
The Galleon's Graveyard
The Maelstrom (Inert) Ruin
Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +2 (Legion of the Gorequeen only) · Nurgle corruption: +2 (The Fecundites and Host of the Triplets only) · Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +2 (Puppets of Misrule only)
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) · Chaos Undivided corruption: +2 (Heralds of the Tempest, Shadow Legion and Warhost of the Apocalypse only) · Khorne corruption: +2 (Legion of the Gorequeen only) · Nurgle corruption: +2 (The Fecundites and Host of the Triplets only) · Slaanesh corruption: +2 (The Ecstatic Legions and The Decadent Host only) · Tzeentch corruption: +2 (Puppets of Misrule only) · 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 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 Warriors of Chaos 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 — 1 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 | Marauders | Soul Keep | 800 | 1 | — | — | — |