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

Wood Elves buildings

44 building chains Wood Elves 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

Cavalry

  1. Muster Stone

    Level 1 · 2,000 gold · 3 turns

    Unlocks

  2. Grove of the Horse

    Level 2 · 3,000 gold · 4 turns

    Unlocks

  3. Pastures of Skymark

    Level 3 · 5,000 gold · 5 turns

    Unlocks

  4. Arboreal Paddock

    Level 4 · 10,000 gold · 6 turns

    • Recruit rank: +2 for Cavalry units

    Unlocks

Flying

  1. Eyrie

    Level 1 · 2,000 gold · 4 turns

    Unlocks

  2. Warhawk Crags

    Level 2 · 3,000 gold · 5 turns

    Unlocks

  3. Dragon Lair

    Level 3 · 10,000 gold · 6 turns

    Unlocks

Forest Spirit

  1. Haunted Groves

    Level 1 · 1,000 gold · 3 turns

    Unlocks

  2. Tribal Stones

    Level 2 · 3,000 gold · 5 turns

    • Hero capacity: +1 for Branchwraiths
    • Unlocks Hero recruitment: Branchwraith

    Unlocks

  3. Nimbus-Shrouded Copse

    Level 3 · 5,000 gold · 6 turns

    • Hero capacity: +1 for Branchwraiths
    • Unlocks Hero recruitment: Branchwraith

    Unlocks

  4. Moonstone Clearing

    Level 4 · 10,000 gold · 7 turns

    • Hero capacity: +1 for Branchwraiths
    • Unlocks Hero recruitment: Branchwraith

    Unlocks

Melee

  1. Selathoi Gallery

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Tricksters Gallery

    Level 2 · 2,000 gold · 2 turns

    • Hero capacity: +1 for Glade Captains
    • Unlocks Hero recruitment: Glade Captain

    Unlocks

  3. Forest Lookout

    Level 3 · 3,000 gold · 3 turns

    • Hero capacity: +1 for Glade Captains
    • Unlocks Hero recruitment: Glade Captain

    Unlocks

Ranged

  1. Glade Guard Hide

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Deepwood Camp

    Level 2 · 2,000 gold · 2 turns

    • Hero capacity: +1 for Waystalkers
    • Unlocks Hero recruitment: Waystalker

    Unlocks

  3. Waywatcher's Perch

    Level 3 · 5,000 gold · 4 turns

    • Hero capacity: +1 for Waystalkers
    • Unlocks Hero recruitment: Waystalker

    Unlocks

Slaughter

  1. Sacrificial Grounds

    Level 1 · 1,000 gold · 1 turn

    • Corruption: -2 (all adjacent provinces)
    • Income from post-battle loot: +15% (all your armies in adjacent regions)
    • Income from razing settlements: +50% (all your armies in adjacent regions)
    • Control: +1 (all adjacent provinces)

    Unlocks

Worldroots

  1. Worldroot Pathway

    Level 1 · 1,000 gold · 1 turn

    • Global recruitment duration: -1 turn(s) (minimum 1) (armies in region)
    • Recruitment cost: -50% (armies in region)
    • Growth: +20 (all adjacent provinces)

    Unlocks

Armoury

  1. Asrai Forge

    Level 1 · 3,000 gold · 5 turns

    • Construction cost: -4% for all buildings (local province)
    • Recruitment cost: -5% (armies in region)
  2. Asrai Armoury

    Level 2 · 4,000 gold · 6 turns

    • Construction cost: -8% for all buildings (local province)
    • Construction cost: -2% for all buildings (factionwide)
    • Recruitment cost: -10% (armies in region)

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

Forest Patrols

  1. Forest Lookouts

    Level 1 · 2,000 gold · 2 turns

    • Enemy Hero action success chance: -20%
    • Campaign line of sight: +40%
    • Control: +3
  2. Forest Patrols

    Level 2 · 6,000 gold · 4 turns

    • Enemy Hero action success chance: -50%
    • Campaign line of sight: +50%
    • Control: +3

Garrison

  1. Guard Platform

    Level 1 · 2,000 gold · 5 turns

    • Ammunition: +100% when under siege (armies in region)
    • Reload time reduction: +10% when under siege (armies in region)
    • Upkeep: -5% (armies in region)
  2. Arbiter's Perch

    Level 2 · 4,000 gold · 6 turns

    • Ammunition: +100% when under siege (armies in region)
    • Reload time reduction: +20% when under siege (armies in region)
    • Upkeep: -10% (armies in region)
  3. Eternal Watcher's Garrison

    Level 3 · 6,000 gold · 7 turns

    • Ammunition: +100% when under siege (armies in region)
    • Reload time reduction: +30% when under siege (armies in region)
    • Upkeep: -15% (armies in region)

Outpost

  1. Wood Elf Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Wood Elf District

    Level 2 · 4,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +3% (armies in region)
  3. Wood Elf Colony

    Level 3 · 6,000 gold · 5 turns

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

Spellsingers

  1. Roots of Ghyran

    Level 1 · 3,000 gold · 3 turns

    • Corruption: -2
    • Hero capacity: +1 for Spellsingers
    • Unlocks Hero recruitment: Spellsinger
    • Hero recruit rank: +2 for Malevolent Branchwraiths
  2. Branches of Ghur

    Level 2 · 4,000 gold · 4 turns

    • Forest Health: +1 per turn to local Magical Forest
    • Corruption: -3
    • Hero capacity: +1 for Spellsingers
    • Unlocks Hero recruitment: Spellsinger
    • Hero recruit rank: +1 for Spellsingers
    • Hero recruit rank: +3 for Malevolent Branchwraiths
  3. Canopy of Hysh

    Level 3 · 6,000 gold · 5 turns

    • Forest Health: +1 per turn to local Magical Forest
    • Corruption in adjacent provinces: -2
    • Corruption: -4
    • Hero capacity: +1 for Spellsingers
    • Unlocks Hero recruitment: Spellsinger
    • Hero recruit rank: +2 for Spellsingers
    • Hero recruit rank: +3 for Malevolent Branchwraiths (all provinces)

Waystone

  1. Waystone

    Level 1 · 1,000 gold · 1 turn

    • Casualty replenishment rate: +10% (armies in region)
    • Growth: +5 (all provinces)

Economy

Elven Gods

  1. Sacred Grounds of Anath Raema

    Level 1 · 3,000 gold · 3 turns

    • Enables Awakened Forest attrition (enemy armies in region)
    • Lord and Hero recruit rank: +3 for Lore of Beasts spellcasters (all provinces)
    • Missile strength: +5% (all armies)

    Unlocks

  2. Temple of Anath Raema

    Level 2 · 4,000 gold · 4 turns

    • Enables Awakened Forest attrition (enemy armies in region)
    • Lord and Hero recruit rank: +3 for Lore of Beasts spellcasters (all provinces)
    • Immune to Mountain attrition (all armies)
    • Immune to Snow attrition (all armies)
    • Missile strength: +10% (all armies)

Elven Gods

  1. Temple of Ereth Khial

    Level 1 · 4,000 gold · 4 turns

    • Immune to Vampiric attrition (all armies)
    • Enables Awakened Forest attrition (enemy armies in region)
    • Hero recruit rank: +3 for Branchwraiths (all provinces)
    • Control: +3

    Unlocks

Elven Gods

  1. Temple of Kurnous

    Level 1 · 4,000 gold · 4 turns

    • Immune to Desert attrition (all armies)
    • Enables Awakened Forest attrition (enemy armies in region)
    • Hero recruit rank: +2 for Glade Captains (all provinces)
    • Immune to Barren Wasteland attrition (all armies)
    • Weapon strength: +10% (all armies)

    Unlocks

Provincial Capital

  1. Ruined Hall

    Level 1 · 1 turn

    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
  2. Copse

    Level 2 · 1,200 gold · 2 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +3 per turn (armies in region)
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +10

    Unlocks

  3. Glade

    Level 3 · 2,500 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +6 per turn (armies in region)
    • Grants 5 construction slots in the settlement
    • Income from all buildings: +1% (factionwide)
    • Income generated: 350
    • Growth: +10
  4. Hollow

    Level 4 · 5,000 gold · 10 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +9 per turn (armies in region)
    • Grants 6 construction slots in the settlement
    • Income from all buildings: +2% (factionwide)
    • Income generated: 400
    • Growth: +10
  5. Hall

    Level 5 · 10,000 gold · 14 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +12 per turn (armies in region)
    • Grants 8 construction slots in the settlement
    • Income from all buildings: +3% (factionwide)
    • Income generated: 450
    • Growth: +10
  6. Great Hall

    Level 6 · 20,000 gold · 18 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +15 per turn (armies in region)
    • Grants 9 construction slots in the settlement
    • Income from all buildings: +4% (factionwide)
    • Income generated: 500
    • Growth: +10

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

Crafting

  1. Craftmen's Tree

    Level 1 · 1,500 gold · 1 turn

    • Income generated: 300
    • Growth: +5 (all provinces)
    • Control: +2
    • Pottery resource production: 3 kilnful
    • Timber resource production: 3 logs
    • Elven Trinkets resource production: 3 chests
  2. Sculptor's Cavern

    Level 2 · 2,000 gold · 2 turns

    • Income generated: 400
    • Growth: +10 (all provinces)
    • Control: +3
    • Pottery resource production: 4 kilnful
    • Timber resource production: 4 logs
    • Elven Trinkets resource production: 4 chests
  3. Artisan's Nexus

    Level 3 · 2,500 gold · 3 turns

    • Income generated: 500
    • Growth: +15 (all provinces)
    • Control: +4
    • Pottery resource production: 6 kilnful
    • Timber resource production: 6 logs
    • Elven Trinkets resource production: 6 chests

Dye Production

  1. Cinnabar Mining Pit

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Dyes resource production: 20 ounces

Elven Gods

  1. Temple of Isha

    Level 1 · 4,000 gold · 4 turns

Exotic Animals

  1. Exotic Animal Tamer

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 100
    • Exotic Animals resource production: 24 cages

Gem Mining

  1. Gem Mine

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 100
    • Gemstones resource production: 20 sacks

Gold Mining

  1. Gold Mining Pit

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 100

Grape Vines

  1. Grape Vines

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 600
    • Wine resource production: 2 barrels
  2. Vineyard

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 700
    • Wine resource production: 4 barrels
  3. Winery

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 800
    • Wine resource production: 6 barrels
  4. Wine Nexus

    Level 4 · 3,000 gold · 4 turns

    • Income generated: 1000
    • Wine resource production: 8 barrels

Hunting

  1. Trapper's Den

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 300
    • Casualty replenishment rate: +3% (armies in province)
    • Growth: +20
    • Furs resource production: 8 bundles
  2. Game Lodge

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 400
    • Casualty replenishment rate: +5% (armies in province)
    • Growth: +40
    • Furs resource production: 12 bundles
  3. Hunter's Vault

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 500
    • Casualty replenishment rate: +8% (armies in province)
    • Growth: +60
    • Furs resource production: 16 bundles

Iron Mining

  1. Iron Mining Pit

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Iron resource production: 20 ingots

Large Outpost

  1. Ruined Asrai Lookout

    Level 1 · 1 turn

    • Corruption: -2
  2. Asrai Lookout

    Level 2 · 1,200 gold · 1 turn

    • Corruption: -2
    • Control: +6

Marble Quarry

  1. Stone Cutter

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Marble resource production: 20 slabs

Medicine Production

  1. Herb Gatherer's Camp

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 100
    • Medicinal Plants resource production: 20 bundles

Oak of Ages

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
  2. Oak of Ages (Dormant)

    Level 2 · 1,200 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -1 (all adjacent provinces)
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +3 per turn (armies in region)
  3. Oak of Ages (Withered)

    Level 3 · 2,500 gold · 8 turns

    • Forest Health: +1 per turn to local Magical Forest
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -3 (all adjacent provinces)
    • Growth: +20 (all provinces)
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +6 per turn (armies in region)
    • Unlocks Confederation missions with Torgovann and Wydrioth
    • Control: +2 (factionwide)
  4. Oak of Ages (Budding)

    Level 4 · 5,000 gold · 12 turns

    • Forest Health: +2 per turn to local Magical Forest
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -6 (all adjacent provinces)
    • Growth: +40 (all provinces)
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +9 per turn (armies in region)
    • Unlocks Confederation missions with Argwylon, Talsyn and the Heralds of Ariel
    • Control: +3 (factionwide)
  5. Oak of Ages (Thriving)

    Level 5 · 10,000 gold · 16 turns

    • Forest Health: +3 per turn to local Magical Forest
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -9 (all adjacent provinces)
    • Growth: +80 (all provinces)
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +12 per turn (armies in region)
    • Control: +4 (factionwide)
  6. Oak of Ages (Flourishing)

    Level 6 · 20,000 gold · 20 turns

    • Ammunition: +100% during forest battles (all armies)
    • Attribute: Vanguard Deployment during forest battles (all armies)
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -12 (all provinces)
    • Growth: +160 (all provinces)
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Winds of Magic power reserve: +15 per turn (armies in region)
    • Ward save: +10% during forest battles (all armies)
    • Control: +5 (factionwide)

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Carved Obsidian resource production: 20 chests

Orchards

  1. Orchards

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Wine resource production: 20 barrels

Pastures

  1. Cattle Pastures

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Recruit rank: +1 for Cavalry units (all characters)

Port

  1. Ruined Port

    Level 1 · 1 turn

  2. Elven Haven

    Level 2 · 2,000 gold · 1 turn

    • Income generated: 100
    • Income from trade tariffs: +5%

Pottery Production

  1. Clay Pit

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Pottery resource production: 20 kilnful

Protection

  1. Undergrowth Lookouts

    Level 1 · 2,000 gold · 2 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns
    • Chaos Rifts will not appear in this province
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -3
    • Control: +3
  2. Woodland Trenches

    Level 2 · 2,500 gold · 3 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 2 turns
    • Chaos Rifts will not appear in this province (local province)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -4
    • Control: +3
  3. Forest Caves

    Level 3 · 4,000 gold · 4 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 3 turns
    • Chaos Rifts will not appear in this province (local province)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Saltmaking

  1. Brine Mining Pit

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Salt resource production: 20 barrels

Spice Trading

  1. Spice Market

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Spices resource production: 20 sacks

Supplies

  1. Foraging Groves

    Level 1 · 1,000 gold · 1 turn

    • Construction cost: -5% for all buildings (all adjacent provinces)
    • Growth: +20 (all adjacent provinces)

Tusks

  1. Animal Store

    Level 1 · 1,000 gold · 3 turns

    • Ivory resource production: 20 tusks
    • Income generated: 50

Wild Game

  1. Hunting Camp

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Furs resource production: 20 bundles

Woodlands

  1. Woodman's Hut

    Level 1 · 1,000 gold · 3 turns

    • Income generated: 50
    • Timber resource production: 20 logs

Landmarks

Show 51 landmark buildings (unique buildings in particular settlements) ▾

Avelorn Landmark

Temple of Isha Level 1 · 6,000 gold · 5 turns

Immune to Chaos corruption and Chaos Wastes attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Winds of Magic power reserve capacity: +5 (all armies) · Physical resistance: 5% (all armies)

Unlocks: Dryads, Treeman, Great Eagle, Tree Kin

Elven Enclave

Verdant Heart of Laurelorn Level 1 · 6,000 gold · 3 turns

Enables Awakened Forest attrition (enemy armies in region) · Hero recruit rank: +3 for Waystalkers (all provinces) · Income from trade tariffs: +30% · Medicinal Plants resource production: 20 bundles · Timber resource production: 20 logs

Unlocks: Deepwood Scouts (Swiftshiver Shards), Deepwood Scouts, Waywatchers

Landmark

Shadow-Groves of Loec Level 1 · 6,000 gold · 3 turns

Enables Awakened Forest attrition (enemy armies in region) · Lord and Hero recruit rank: +3 for Lore of Shadows spellcasters (all provinces) · Recruit rank: +3 for Wardancer and Bladesinger units (factionwide) · Hero action success chance: +10% (all characters)

Unlocks: Wardancers (Asrai Spears), Wardancers, Giant Spiders, Bladesingers

Landmark

Sacred Pools of Isha Level 1 · 6,000 gold · 3 turns

Immune to Plague attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Lord and Hero recruit rank: +3 for Lore of Life spellcasters (all provinces) · Immune to Swamp attrition (all armies) · Wound recovery time: -2 turns (all characters)

Unlocks: Sisters of the Thorn, Zoats, Malevolent Treeman

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

Landmark

Bamboo Grove Level 1 · 6,000 gold · 3 turns

Immune to Chaos corruption and Chaos Wastes attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Recruit rank: +4 for forest spirit and flying monster units (factionwide) · Upkeep: -30% for forest spirit units (all armies)

Unlocks: Great Eagle, Forest Dragon

Landmark

Gnoblar Outpost Level 1 · 6,000 gold · 3 turns

Immune to Vampiric attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Allegiance points gained: +100% for alliances with Ogre Kingdoms · Diplomatic relations: +40 with Ogre Kingdoms · Income generated: 600 · Income from trade tariffs: +50%

Unlocks: Great Eagle, Forest Dragon

Lothern Port

Ruined Harbour of Lothern Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Gates of Lothern Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

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

Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

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

Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns

Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Parravon Landmark

Peaks of Parravon Level 1 · 2,000 gold · 2 turns

Recruitment cost: -30% for Great Eagle and Hawk Rider units (armies in region) · Recruit rank: +3 for Great Eagle and Hawk Rider units · Upkeep: -5% for Great Eagle and Hawk Rider units (all armies)

Unlocks: Hawk Riders, Great Eagle

Special Port

Ruined Copher Harbour Level 1 · 1 turn

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

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10

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

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

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Asuryan Worship

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

Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Level 1 · 1 turn

Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 4 · 4,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fort

Ruined Fort Level 1 · 1 turn

Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Fortress (Fort) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Hidden Oasis

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

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

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

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30

Khaine Worship

Shrine of Widowmaker Level 1 · 2,000 gold · 15 turns

Grants owner access to the Sword of Khaine · Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Landmark

Face of Hag Graef Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs

Eye of Hag Graef Level 2 · 4,000 gold · 4 turns

Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs

Mines of Hag Graef Level 3 · 6,000 gold · 5 turns

Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs

The Dark Crag Level 4 · 8,000 gold · 6 turns

Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs

Landmark

Purified Oak Level 1 · 3,000 gold · 2 turns

Corruption in adjacent provinces: -2 · Upkeep: -10% for Dryads units (factionwide) · Casualty replenishment rate: +10% (armies in province) · Growth: +15 (all provinces)

Mossy Hell Pit

Ruined Hellpit Level 1 · 1 turn

Corruption: -2

Mossy Hellpit Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Mossy Skavenblight

Ruined Skavenblight Level 1 · 1 turn

Corruption: -2

Overgrown Skavenblight Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Altdorf

Ruined Altdorf Level 1 · 1 turn

Corruption: -2

Occupied Altdorf Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Black Crag

Ruined Black Crag Level 1 · 1 turn

Corruption: -2

Occupied Black Crag Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Castle Drakenhof

Ruined Castle Drakenhof Level 1 · 1 turn

Corruption: -2

Occupied Castle Drakenhof Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Couronne

Ruined Couronne Level 1 · 1 turn

Corruption: -2

Occupied Couronne Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Hexoatl

Ruined Hexoatl Level 1 · 1 turn

Corruption: -2

Occupied Hexoatl Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Itza

Ruined Itza Level 1 · 1 turn

Corruption: -2

Occupied Itza Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Karak Eight Peaks

Ruined Karak Eight Peaks Level 1 · 1 turn

Corruption: -2

Occupied Karak Eight Peaks Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Karaz-a-Karak

Ruined Karaz-a-Karak Level 1 · 1 turn

Corruption: -2

Occupied Karaz-a-Karak Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Khemri

Ruined Khemri Level 1 · 1 turn

Corruption: -2

Occupied Khemri Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Kislev

Ruined Kislev Level 1 · 1 turn

Corruption: -2

Occupied Kislev Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Konquata

Ruined Konquata Level 1 · 1 turn

Corruption: -2

Occupied Konquata Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Lahmia

Ruined Lahmia Level 1 · 1 turn

Corruption: -2

Occupied Lahmia Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Lothern

Ruined Lothern Level 1 · 1 turn

Corruption: -2

Occupied Lothern Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Miragliano

Ruined Miragliano Level 1 · 1 turn

Corruption: -2

Occupied Miragliano Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Naggarond

Ruined Naggarond Level 1 · 1 turn

Corruption: -2

Occupied Naggarond Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Pyramid of Nagash

Black Pyramid of Nagash (Empty) Level 1 · 1 turn

Corruption: -2

Overgrown Black Pyramid of Nagash Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Sartosa

Ruined Sartosa Level 1 · 1 turn

Corruption: -2

Occupied Sartosa Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown The Awakening

The Awakening Ruins Level 1 · 1 turn

Corruption: -2

Occupied The Awakening Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Wei-Jin

Ruined Wei-Jin Level 1 · 1 turn

Corruption: -2

Occupied Wei-Jin Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Overgrown Zharr-Naggrund

Ruined Zharr-Naggrund Level 1 · 1 turn

Corruption: -2

Occupied Zharr-Naggrund Level 2 · 250 gold · 1 turn

Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6

Port

Ruined Port Level 1 · 1 turn

Elven Haven Level 2 · 2,000 gold · 1 turn

Income generated: 100 · Income from trade tariffs: +5%

Port

Ruined Port Level 1 · 1 turn

Elven Haven Level 2 · 2,000 gold · 1 turn

Income generated: 100 · Income from trade tariffs: +5%

Port

Ruined Port Level 1 · 1 turn

Elven Haven Level 2 · 2,000 gold · 1 turn

Income generated: 100 · Income from trade tariffs: +5%

Special Port

Ruined Dawn's Harbour Level 1 · 1 turn

Dawn's Harbour Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 4 · 10,000 gold · 8 turns

Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40

The Gaean Vale

Ruined Gaean Vale Level 1 · 1 turn

Corruption: -2

Gaean Vale (Copse) Level 2 · 1,200 gold · 6 turns

Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +3 per turn (armies in region) · Grants 3 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Growth: +10

Gaean Vale (Glade) Level 3 · 2,500 gold · 8 turns

Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +6 per turn (armies in region) · Grants 5 construction slots in the settlement · Income from all buildings: +1% (factionwide) · Income generated: 350 · Growth: +10

Gaean Vale (Hollow) Level 4 · 5,000 gold · 10 turns

Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +9 per turn (armies in region) · Grants 6 construction slots in the settlement · Income from all buildings: +2% (factionwide) · Income generated: 400 · Growth: +10

Gaean Vale (Hall) Level 5 · 10,000 gold · 12 turns

Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +12 per turn (armies in region) · Grants 8 construction slots in the settlement · Income from all buildings: +3% (factionwide) · Income generated: 450 · Growth: +10

Gaean Vale (Great Hall) Level 6 · 20,000 gold · 14 turns

Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +15 per turn (armies in region) · Grants 9 construction slots in the settlement · Income from all buildings: +4% (factionwide) · Income generated: 500 · Growth: +10

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