Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

Warriors of Chaos buildings

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

Recruitment

Chaos Fortress

  1. Ruined City

    Level 1 · 1 turn

    • Chaos Undivided corruption: +2
  2. Soul Keep

    Level 2 · 800 gold · 1 turn

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 1 construction slot in the settlement
    • Income generated: 30
    • Growth: +10
    • Adds walls to the settlement

    Unlocks

  3. Dark Bastion

    Level 3 · 1,600 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 2 construction slots in the settlement
    • Income generated: 45
    • Growth: +20
    • Adds walls to the settlement
  4. Infernal Citadel

    Level 4 · 3,200 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 3 construction slots in the settlement
    • Income generated: 60
    • Growth: +30
    • Adds walls to the settlement
  5. Daemonic Fortress

    Level 5 · 4,800 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 5 construction slots in the settlement
    • Income generated: 75
    • Growth: +40
    • Adds walls to the settlement
  6. Chaos Dreadhold

    Level 6 · 7,200 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Chaos Undivided corruption: +2 (local province)
    • Grants 7 construction slots in the settlement
    • Income generated: 90
    • Growth: +50
    • Adds walls to the settlement

Arcane

  1. 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)
    • Income from post-battle loot: +10% (all your armies in adjacent regions)

Fighters' Lodge

  1. 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)
    • Warband upgrade cost: -2% for Slaanesh units (armies in region)
    • Hero capacity: +1 for Exalted Heroes
    • Unlocks Hero recruitment: Exalted Hero
    • Income generated: 100
    • Growth: +10
    • Research rate: +2
  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)
    • Warband upgrade cost: -4% for Slaanesh units (armies in region)
    • Hero capacity: +1 for Exalted Heroes
    • Unlocks Hero recruitment: Exalted Hero
    • Income generated: 100
    • Growth: +10
    • Research rate: +2
  3. 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)
    • Warband upgrade cost: -6% for Slaanesh units (armies in region)
    • Hero capacity: +1 for Exalted Heroes
    • Unlocks Hero recruitment: Exalted Hero
    • Income generated: 100
    • Growth: +10
    • Research rate: +2

Flame of Ulric

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

  1. Warband Camp

    Level 1 · 2,000 gold · 1 turn

    • Attrition: -5% when under siege
    • Leadership: +2 when under siege (armies in region)

Garrison

  1. 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)
  2. 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)
  3. 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

  1. Horse Barn

    Level 1 · 5,000 gold · 3 turns

    • Favour from all buildings: +10% (local region)
    • Local Warband recruitment: +1 capacity for Chaos Knights
    • Warband upgrade cost: -2% for Slaanesh units (armies in region)
    • Income generated: 100
    • Growth: +10
    • Research rate: +2
  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
    • Warband upgrade cost: -4% for Slaanesh units (armies in region)
    • Income generated: 100
    • Growth: +10
    • Research rate: +2
  3. 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
    • Warband upgrade cost: -6% for Slaanesh units (armies in region)
    • Income generated: 100
    • Growth: +10
    • Research rate: +2

Large Monsters

  1. 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
    • 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
    • Income generated: 100
    • Growth: +10
    • Research rate: +2
  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
    • 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
    • Income generated: 100
    • Growth: +10
    • Research rate: +2
  3. 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
    • 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
    • Income generated: 100
    • Growth: +10
    • Research rate: +2

Marauder Tribes

  1. Tribal Garrison

    Level 1 · 1,500 gold · 1 turn

    • Local Warband recruitment: +1 capacity for Marauders of Khorne
    • Local Warband recruitment: +1 capacity for Marauders of Nurgle
    • Local Warband recruitment: +1 capacity for Marauders of Slaanesh
    • Local Warband recruitment: +1 capacity for Marauders of Tzeentch
    • Local Warband recruitment: +1 capacity for Undivided Marauders
    • Warband upgrade cost: -2% for Slaanesh units (armies in region)
    • Recruitment cost: -10% (local region)
    • Growth: +10
    • Research rate: +2
  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
    • Local Warband recruitment: +1 capacity for Marauders of Nurgle
    • Local Warband recruitment: +1 capacity for Marauders of Slaanesh
    • Local Warband recruitment: +1 capacity for Marauders of Tzeentch
    • Local Warband recruitment: +2 capacity for Undivided Marauders
    • 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)
    • Growth: +10
    • Research rate: +2
  3. 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
    • Local Warband recruitment: +2 capacity for Marauders of Nurgle
    • Local Warband recruitment: +2 capacity for Marauders of Slaanesh
    • Local Warband recruitment: +2 capacity for Marauders of Tzeentch
    • Local Warband recruitment: +2 capacity for Undivided Marauders
    • Warband upgrade cost: -6% for Slaanesh units (armies in region)
    • Local Warband recruitment: +1 capacity for Skullreapers
    • Local Warband recruitment: +1 capacity for Wrathmongers
    • 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)
    • Growth: +10
    • Research rate: +2

Monsters

  1. 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
    • Local Warband recruitment: +1 capacity for Forsaken and Spawn of Nurgle
    • Local Warband recruitment: +1 capacity for Forsaken and Spawn of Slaanesh
    • Local Warband recruitment: +1 capacity for Forsaken and Spawn of Tzeentch
    • Local Warband recruitment: +1 capacity for Forsaken and Chaos Spawn
    • Warband upgrade cost: -2% for Slaanesh units (armies in region)
    • Chaos Undivided corruption: +1
    • Income generated: 100
    • Growth: +10
    • Research rate: +2
  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
    • Local Warband recruitment: +2 capacity for Forsaken and Spawn of Nurgle
    • Local Warband recruitment: +2 capacity for Forsaken and Spawn of Slaanesh
    • Local Warband recruitment: +2 capacity for Forsaken and Spawn of Tzeentch
    • Local Warband recruitment: +2 capacity for Forsaken and Chaos Spawn
    • Warband upgrade cost: -4% for Slaanesh units (armies in region)
    • Local Warband recruitment: +2 capacity for Centigors of Tzeentch
    • Local Warband recruitment: +2 capacity for Tzaangors
    • Local Warband recruitment: +2 capacity for Pestigors
    • Local Warband recruitment: +2 capacity for Khorngors
    • Local Warband recruitment: +2 capacity for Slaangors
    • Chaos Undivided corruption: +2
    • Income generated: 100
    • Growth: +10
    • Research rate: +2

Outpost

  1. Northmen Outpost

    Level 1 · 3,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Income from all buildings: +20%
    • Casualty replenishment rate: +2% (own and enemy armies in region)
    • Local recruitment capacity: +1
  2. Northmen District

    Level 2 · 4,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Income from all buildings: +30%
    • Casualty replenishment rate: +3% (armies in region)
    • Local recruitment capacity: +2
  3. Northmen Colony

    Level 3 · 5,000 gold · 5 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment cost outside friendly territory: -50%
    • Income from all buildings: +40%
    • Casualty replenishment rate: +4% (armies in region)
    • Local recruitment capacity: +3

Recruitment

  1. 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)
    • Unlocks Hero recruitment: Exalted Hero

Replenishment

  1. Ritual Hut

    Level 1 · 1,000 gold

    • Winds of Magic power reserve capacity: +20 (all armies in local province)
    • Unlocks Hero recruitment: Chaos Sorcerer
    • Casualty replenishment rate: +5% (armies in region)

Sorcery

  1. Chaos Shrine

    Level 1 · 2,500 gold · 2 turns

    • Favour from all buildings: +30% (local region)
    • Chaos Undivided corruption: +1
    • Khorne corruption: +1
    • Nurgle corruption: +1
    • Slaanesh corruption: +1
    • Tzeentch corruption: +1
    • Hero capacity: +1 for Chaos Sorcerers
    • Unlocks Hero recruitment: Chaos Sorcerer
  2. Shaman's Temple

    Level 2 · 7,500 gold · 4 turns

    • Favour from all buildings: +40% (local region)
    • Chaos Undivided corruption: +1
    • Khorne corruption: +1
    • Nurgle corruption: +1
    • Slaanesh corruption: +1
    • Tzeentch corruption: +1
    • Hero capacity: +1 for Chaos Sorcerers
    • Unlocks Hero recruitment: Chaos Sorcerer
  3. Profane Sanctum

    Level 3 · 10,000 gold · 5 turns

    • Favour from all buildings: +50% (local region)
    • Chaos Undivided corruption: +2
    • Khorne corruption: +2
    • Nurgle corruption: +2
    • Slaanesh corruption: +2
    • Tzeentch corruption: +2
    • Hero capacity: +1 for Chaos Sorcerers
    • Unlocks Hero recruitment: Chaos Sorcerer

Economy

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Chaos Altar

  1. Ruined Chaos Altar

    Level 1

  2. Chaos Altar

    Level 2 · 2,000 gold · 1 turn

    • Chaos Undivided corruption: +2
    • Chaos Undivided corruption: +3
    • Khorne corruption: +2
    • Khorne corruption: +3
    • Nurgle corruption: +2
    • Nurgle corruption: +3
    • Slaanesh corruption: +2
    • Slaanesh corruption: +3
    • Tzeentch corruption: +2
    • Tzeentch corruption: +3
    • Casualty replenishment rate: +1% (armies in region)

Dark Fortress

  1. Ruined Dark Fortress

    Level 1

  2. Chaos Keep

    Level 2 · 1,200 gold · 3 turns

    • Allegiance points gained: +10% for alliances and vassalage with Norsca
    • Local Warband recruitment: +1 capacity for Dragon Ogre units
    • Defensive supplies: +800
    • Chaos Undivided corruption: +2
    • Khorne corruption: +2
    • Nurgle corruption: +2
    • Slaanesh corruption: +2
    • Tzeentch corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
    • Adds walls to the settlement
  3. Chaos Fort

    Level 3 · 2,500 gold · 4 turns

    • Allegiance points gained: +10% for alliances and vassalage with Norsca
    • Local Warband recruitment: +1 capacity for Dragon Ogre units
    • Defensive supplies: +1000
    • Chaos Undivided corruption: +2
    • Khorne corruption: +2
    • Nurgle corruption: +2
    • Slaanesh corruption: +2
    • Tzeentch corruption: +2
    • 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
  4. Dark Redoubt

    Level 4 · 5,000 gold · 5 turns

    • Allegiance points gained: +10% for alliances and vassalage with Norsca
    • Local Warband recruitment: +2 capacity for Dragon Ogre units
    • Defensive supplies: +1200
    • Chaos Undivided corruption: +2
    • Khorne corruption: +2
    • Nurgle corruption: +2
    • Slaanesh corruption: +2
    • Tzeentch corruption: +2
    • 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
  5. Dark Fortress

    Level 5 · 10,000 gold · 6 turns

    • Allegiance points gained: +20% for alliances and vassalage with Norsca
    • Local Warband recruitment: +2 capacity for Dragon Ogre units
    • Defensive supplies: +1500
    • Chaos Undivided corruption: +2
    • Khorne corruption: +2
    • Nurgle corruption: +2
    • Slaanesh corruption: +2
    • Tzeentch corruption: +2
    • 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
  6. Exalted Dark Fortress

    Level 6 · 20,000 gold · 7 turns

    • Allegiance points gained: +20% for alliances and vassalage with Norsca
    • Local Warband recruitment: +3 capacity for Dragon Ogre units
    • Defensive supplies: +2000
    • Chaos Undivided corruption: +2
    • Khorne corruption: +2
    • Nurgle corruption: +2
    • Slaanesh corruption: +2
    • Tzeentch corruption: +2
    • 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. Dark Fortress

    Level 1

Dye Production

  1. Cultist Camp (Dyes)

    Level 1 · 3,000 gold · 2 turns

    • Leadership: +5 for Marauder Horsemen (factionwide)
    • Dyes resource production: 5 ounces

Exotic Animals

  1. 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. 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. Cultist Camp (Gold)

    Level 1 · 3,000 gold · 2 turns

    • Chaos Undivided corruption: +2 (all provinces)
    • Khorne corruption: +2 (all provinces)
    • Nurgle corruption: +2 (all provinces)
    • Slaanesh corruption: +2 (all provinces)
    • Tzeentch corruption: +2 (all provinces)

Growth

  1. Corpse Mound

    Level 1 · 2,000 gold · 1 turn

    • Casualty replenishment rate: +2% (armies in province)
    • Growth: +20
  2. Bone Pit

    Level 2 · 4,000 gold · 2 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +40
  3. Flesh Tapestry

    Level 3 · 6,000 gold · 3 turns

    • Casualty replenishment rate: +7% (armies in province)
    • Growth: +70
  4. Skull Hall

    Level 4 · 8,000 gold · 4 turns

    • Casualty replenishment rate: +10% (armies in province)
    • Growth: +100

Iron Mining

  1. 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. 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. 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. 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. Cultist Camp (Wine)

    Level 1 · 3,000 gold · 2 turns

    • Melee attack: +5 for Marauders units (factionwide)
    • Wine resource production: 5 barrels

Pastures

  1. Cultist Camp (Pasture)

    Level 1 · 3,000 gold · 2 turns

    • Physical resistance: 5% for Chaos Warhounds and Feral Manticore units (factionwide)

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Chaos Wharf

    Level 2 · 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
  3. Longship Builder

    Level 3 · 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
  4. Raiding Port

    Level 4 · 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. Cultist Camp (Pottery)

    Level 1 · 3,000 gold · 2 turns

    • Favour from all buildings: +5% (factionwide)
    • Pottery resource production: 5 kilnful

Protection

  1. Rat Catcher Outpost

    Level 1 · 2,000 gold · 2 turns

    • Chance of a plague spreading: -50%
    • Chance of a plague spreading: +10%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns
    • Chaos Undivided corruption in adjacent provinces: +2
    • Khorne corruption: +3
    • Nurgle corruption: +3
    • Slaanesh corruption: +3
    • Tzeentch corruption: +3
  2. Catchers' Camp

    Level 2 · 2,500 gold · 4 turns

    • Chance of a plague spreading: -50%
    • Chance of a plague spreading: +15%
    • Plague duration: -1 turns
    • Plague duration: +1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 2 turns
    • Chaos Undivided corruption in adjacent provinces: +2
    • Khorne corruption: +4
    • Nurgle corruption: +4
    • Slaanesh corruption: +4
    • Tzeentch corruption: +4
  3. Vermin Slayers

    Level 3 · 4,000 gold · 5 turns

    • Chance of a plague spreading: -50%
    • Chance of a plague spreading: +20%
    • Plague duration: -1 turns
    • Plague duration: +1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 3 turns
    • Chaos Undivided corruption in adjacent provinces: +2
    • Chaos Undivided corruption: +5
    • Khorne corruption in adjacent provinces: +2
    • Khorne corruption: +5
    • Nurgle corruption in adjacent provinces: +2
    • Nurgle corruption: +5
    • Slaanesh corruption in adjacent provinces: +2
    • Slaanesh corruption: +5
    • Tzeentch corruption in adjacent provinces: +2
    • Tzeentch corruption: +5

Saltmaking

  1. 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. 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. Cultist Camp (Tusks)

    Level 1 · 3,000 gold · 2 turns

    • Ivory resource production: 5 tusks
    • Weapon strength: +10% for Chaos Chariot units (factionwide)

Vassals

  1. Vassal Emissary

    Level 1 · 4,000 gold · 2 turns

    • Chaos Undivided corruption: +2
    • Khorne corruption: +2
    • Nurgle corruption: +2
    • Slaanesh corruption: +2
    • Tzeentch corruption: +2
    • Income from all buildings: +20% (adjacent allied or vassal regions)
    • Control: +3
  2. Strategy Chamber

    Level 2 · 6,000 gold · 3 turns

    • Chaos Undivided corruption in adjacent provinces: +1
    • Chaos Undivided corruption: +4
    • Khorne corruption in adjacent provinces: +1
    • Khorne corruption: +4
    • Nurgle corruption in adjacent provinces: +1
    • Nurgle corruption: +4
    • Slaanesh corruption in adjacent provinces: +1
    • Slaanesh corruption: +4
    • Tzeentch corruption in adjacent provinces: +1
    • Tzeentch corruption: +4
    • Income from all buildings: +40% (adjacent allied or vassal regions)
    • Control: +5

Wild Game

  1. Cultist Camp (Furs)

    Level 1 · 3,000 gold · 2 turns

    • Armour: +10 for Marauder Infantry units (factionwide)
    • Furs resource production: 5 bundles

Woodlands

  1. 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

  1. Raid Trophies

    Level 1 · 2,000 gold · 1 turn

    • Favour generated: 400
  2. Spoils of War

    Level 2 · 4,000 gold · 2 turns

    • Favour generated: 600
    • Income from post-battle loot: +2% (factionwide)
    • Income from sacking settlements: +2% (factionwide)
  3. Loot Heap

    Level 3 · 6,000 gold · 3 turns

    • Favour generated: 800
    • Income from post-battle loot: +3% (factionwide)
    • Income from sacking settlements: +3% (factionwide)
  4. Treasure House

    Level 4 · 8,000 gold · 4 turns

    • Favour generated: 1000
    • Income from post-battle loot: +4% (factionwide)
    • Income from sacking settlements: +4% (factionwide)

Landmarks

Show 15 landmark buildings (unique buildings in particular settlements) ▾

Landmark

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

Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

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

Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2

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

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

Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9

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) · 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 Level 1

Barricaded Chaos Altar Level 2 · 1,000 gold · 3 turns

Chaos Undivided corruption: +3 · Khorne corruption: +3 · Nurgle corruption: +3 · Slaanesh corruption: +3 · Tzeentch corruption: +3 · Casualty replenishment rate: +1% (armies in region) · Growth: +20 · Adds walls to the settlement

Reinforced Chaos Altar Level 3 · 2,500 gold · 4 turns

Chaos Undivided corruption: +4 · Khorne corruption: +4 · Nurgle corruption: +4 · Slaanesh corruption: +4 · Tzeentch corruption: +4 · Casualty replenishment rate: +2% (armies in region) · Growth: +30 · Adds walls to the settlement

Fortified Chaos Altar Level 4 · 5,000 gold · 5 turns

Chaos Undivided corruption: +5 · Khorne corruption: +5 · Nurgle corruption: +5 · Slaanesh corruption: +5 · Tzeentch corruption: +5 · Casualty replenishment rate: +3% (armies in region) · Growth: +40 · 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

Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

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 Level 1 · 2 turns

Chaos Beachhead Level 2 · 2,000 gold · 2 turns

Chance of a plague spreading: +5% (all armies) · Armour-piercing weapon damage: +1 for non-Daemonic units (all armies) · Battle healing cap: +5% for every characters with a Mark of Nurgle (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 200 · Casualty replenishment rate: +2% (all armies) · Growth: +20

Chaos Debarkation Level 3 · 6,000 gold · 4 turns

Chance of a plague spreading: +10% (all armies) · Armour-piercing weapon damage: +2 for non-Daemonic units (all armies) · Battle healing cap: +10% for every characters with a Mark of Nurgle (all characters) · Winds of Magic power reserve capacity: +10 (all armies) · Income generated: 300 · Casualty replenishment rate: +3% (all armies) · Growth: +40

Great Chaos Landing Level 4 · 10,000 gold · 6 turns

Chance of a plague spreading: +20% (all armies) · Armour-piercing weapon damage: +3 for non-Daemonic units (all armies) · Battle healing cap: +15% for every characters with a Mark of Nurgle (all characters) · Winds of Magic power reserve capacity: +15 (all armies) · Income generated: 400 · Casualty replenishment rate: +5% (all armies) · Growth: +40

The Galleon's Graveyard

The Maelstrom (Inert) Level 1 · 1 turn

Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2

The Maelstrom Level 2 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20

The Great Temple of Hashut

The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns

Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

The 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)