Total War: WARHAMMER Wiki

This page lists all Nurgle buildings. As usual, province capitals can build up to Tier V and have eight slots, while minor settlements can only build to level III and have four slots each.

Recruitment buildings work differently for Nurgle compared to other races. Nurgle buildings cost Infections to first construct, but they don't have to be upgraded. Instead they go through cycles, with each phase of the cycle lasting a set number of turns (that can be reduced with technologies and other effects). Cycles last 4 turns for basic military buildings and 6 turns for advanced military buildings. Units will be added to the faction's recruitment pool at the start of a phase. For example, if phase 2 of a building gives one Plaguebearer, then a single Plaguebearer unit will be added to the faction's recruitment pool when the building cycles from phase 1 to phase 2. When the building completes its final phase, it will cycle back to phase 1. Phases can be rushed by spending infections.

Prior to patch 5.0, infrastructure buildings were also cyclical.

Any cyclical building can be constructed in a tier 1 settlement, but some phases may require the settlement to be at a higher tier. If so, this phase will be skipped over until the settlement is upgraded to the necessary level. This prevents high tier units from being recruited from a tier 1 settlement.

Chains[]

Settlement[]

Building Chain Tier Effect Turns Cost Requirements
Withering Roots Province Capital I
  • Income generated: 100
  • Defensive supplies: +1000
  • Nurgle corruption: +2
  • Grants 2 construction slots in the settlement
  • When outside Wood Elf, Ogre, or Norscan homeland:
    • Adds walls to the settlement
  • Provides garrison:
    • 4 Nurglings
    • 3 Plaguebearers
    • 1 Plague Toads
3 1000 Major Settlement
Tumid Hollow II
  • Income generated: 125
  • Defensive supplies: +1000
  • Growth: +20
  • Nurgle corruption: +2
  • Grants 2 construction slots in the settlement
  • When outside Wood Elf, Ogre, or Norscan homeland:
    • Adds walls to the settlement
  • Provides garrison:
    • 4 Nurglings
    • 4 Plaguebearers
    • 1 Plague Toads
3 1500 Major Settlement, 1 Population Surplus
Unclean Copse III
  • Income generated: 150
  • Defensive supplies: +1000
  • Growth: +30
  • Nurgle corruption: +2
  • Grants 3 construction slots in the settlement
  • When outside Wood Elf, Ogre, or Norscan homeland:
    • Adds walls to the settlement
  • Provides garrison:
    • 1 Cultist of Nurgle
    • 4 Nurglings
    • 4 Plaguebearers
    • 2 Exalted Plaguebearers
    • 1 Plague Toads
5 4500 Major Settlement, 3 Population Surplus
Diseased Grove IV Income generated: 175

Defensive supplies: +1000

Growth: +40

Nurgle corruption: +2

Grants 5 construction slots in the settlement

When outside Wood Elf, Ogre, or Norscan homeland:

  • Adds walls to the settlement

Provides garrison:

  • 1 Cultist of Nurgle
  • 4 Nurglings
  • 3 Plaguebearers
  • 2 Exalted Plaguebearers
  • 1 Plague Toads
  • 1 Pox Riders
6 8000 Major Settlement, 4 Population Surplus
Great Blight Oak V Income generated: 200

Defensive supplies: +1000

Growth: +50

Nurgle corruption: +2

Grants 7 construction slots in the settlement

When outside Wood Elf, Ogre, or Norscan homeland:

  • Adds walls to the settlement

Provides garrison:

  • 1 Cultist of Nurgle
  • 4 Nurglings
  • 4 Plaguebearers
  • 2 Exalted Plaguebearers
  • 2 Pox Riders
7 14000 Major Settlement, 5 Population Surplus
Nurgle Nest Minor Settlement I Income generated: 100

Defensive supplies: +1000

Growth: +10

Nurgle corruption: +1

Grants 1 construction slot in the settlement

Provides garrison:

  • 4 Nurglings
  • 2 Plaguebearers
3 1000 Minor Settlement
Nurgle Hollow II Income generated: 125

Defensive supplies: +1000

Growth: +20

Nurgle corruption: +1

Grants 2 construction slots in the settlement

Provides garrison:

  • 4 Nurglings
  • 2 Plaguebearers
  • 1 Plague Toads
4 2500 Minor Settlement, 1 Population Surplus
Nurgle Thicket III Income generated: 150

Defensive supplies: +1000

Growth: +30

Nurgle corruption: +1

Grants 3 construction slots in the settlement

Provides garrison:

  • 1 Cultist of Nurgle
  • 4 Nurglings
  • 2 Plaguebearers
  • 1 Exalted Plaguebearers
  • 1 Plague Toads
5 4500 Minor Settlement, 3 Population Surplus

Basic Military[]

Building Chain Phase Effect Turns Cost Requirements
Plagueflesh Poppies (Seeding) Plagueflesh Poppies I Provides summonable units:
  • Plaguebearers
  • 2 Nurglings
4 200
Plagueflesh Poppies (Germinating) II Provides summonable units:
  • 2 Plaguebearers
  • Nurglings
Plagueflesh Poppies (Budding) III Provides summonable units:
  • 2 Plaguebearers
  • Nurglings
Tier 2 settlement
Plagueflesh Poppies (Pollinating) IV Provides summonable units:
  • Plaguebearers
  • Exalted Plaguebearers
  • Nurglings
Tier 2 settlement
Plagueflesh Poppies (Withering) V Provides summonable units:
  • 2 Plaguebearers
  • Exalted Plaguebearers
Tier 3 settlement
Plagueflesh Poppies (Decomposing) VI Provides summonable units:
  • 3 Exalted Plaguebearers
Tier 3 settlement
Rancid Aloe (Seeding) Rancid Aloe I Provides summonable units:
  • Forsaken of Nurgle
  • 2 Marauders of Nurgle
4 200
Rancid Aloe (Germinating) II Provides summonable units:
  • Forsaken of Nurgle
  • 2 Marauders of Nurgle (Great Weapons)
Rancid Aloe (Budding) III Provides summonable units:
  • Pestigors
  • Forsaken of Nurgle
  • Chaos Warriors of Nurgle (Great Weapons)
Tier 2 settlement
Rancid Aloe (Pollinating) IV Provides summonable units:
  • Pestigors
  • 2 Chaos Warriors of Nurgle (Great Weapons)
Tier 2 settlement
Rancid Aloe (Withering) V Provides summonable units:
  • 2 Chaos Warriors of Nurgle
  • Chosen of Nurgle
Tier 3 settlement
Rancid Aloe (Decomposing) VI Provides summonable units:
  • Chosen of Nurgle
  • 2 Chosen of Nurgle (Great Weapons)
Tier 3 settlement
Daemonic Egg Sacs (Fertilisation) Daemonic Egg Sacs I Provides summonable units:
  • Furies of Nurgle
  • 2 Chaos Warhounds (Poison)
4 200
Daemonic Egg Sacs (Incubation) II Provides summonable units:
  • Furies of Nurgle
  • 2 Plague Toads
Daemonic Egg Sacs (Metamorphosis) III Provides summonable units:
  • Plague Toads
  • 2 Rot Flies
Tier 2 settlement
Daemonic Egg Sacs (Larvae) IV Provides summonable units:
  • 2 Rot Flies
  • Bile Trolls
Tier 2 settlement
Daemonic Egg Sacs (Pupae) V Provides summonable units:
  • Bile Trolls
  • Spawn of Nurgle
Tier 3 settlement
Daemonic Egg Sacs (Spawn) VI Provides summonable units:
  • Bile Trolls
  • 2 Spawn of Nurgle
Tier 3 settlement

Advanced Military[]

Building Chain Tier Effect Turns Cost Requirements
Living Tree of Decay (Seeding) Living Tree of Decay I Recruitment pool size: +3 for all units

Provides summonable units:

  • Marauder Horsemen of Nurgle (Throwing Axes)
  • Plague Drones
  • Pox Riders
6 400 Major Settlement
Living Tree of Decay (Germinating) II Recruitment pool size: +3 for all units

Provides summonable units:

  • Marauder Horsemen of Nurgle (Throwing Axes)
  • Plague Drones
  • Pox Riders
Living Tree of Decay (Budding) III Recruitment pool size: +3 for all units

Provides summonable units:

  • 2 Plague Drones
  • Pox Riders
Tier 3 settlement
Living Tree of Decay (Leafing) IV Recruitment pool size: +3 for all units

Provides summonable units:

  • 2 Plague Drones (Death's Heads)
  • Chaos Chariots of Nurgle
Tier 3 settlement
Living Tree of Decay (Fruiting) V Recruitment pool size: +3 for all units

Provides summonable units:

  • Plague Drones (Death's Heads)
  • 2 Chaos Knights of Nurgle
Tier 4 settlement
Living Tree of Decay (Maturing) VI Recruitment pool size: +3 for all units

Provides summonable units:

  • Plague Drones (Death's Heads)
  • 2 Chaos Knights of Nurgle
Tier 4 settlement
Living Tree of Decay (Withering) VII Recruitment pool size: +3 for all units

Provides summonable units:

  • 2 Chaos Knights of Nurgle (Lances)
  • Rot Knights
Tier 5 settlement
Living Tree of Decay (Decomposing) VIII Recruitment pool size: +3 for all units

Provides summonable units:

  • Chaos Knights of Nurgle (Lances)
  • 2 Rot Knights
Tier 5 settlement
Lesser Garden of Blight (Seeding) Lesser Garden of Blight I Recruitment pool size: +3 for all units

Provides summonable units:

  • 2 Beast of Nurgle
  • Chaos Warshrine of Nurgle
6 400 Major settlement
Lesser Garden of Blight (Germinating) II Recruitment pool size: +3 for all units

Provides summonable units:

  • Beast of Nurgle
  • 2 Chaos Warshrine of Nurgle
Lesser Garden of Blight (Budding) III Recruitment pool size: +3 for all units

Provides summonable units:

  • Beast of Nurgle
  • Plague Ogres
  • Plague Ogres (Great Weapons)
Tier 3 settlement
Lesser Garden of Blight (Pollinating) IV Recruitment pool size: +3 for all units

Provides summonable units:

  • Soul Grinder of Nurgle
  • Plague Ogres
  • Plague Ogres (Great Weapons)
Tier 3 settlement
Lesser Garden of Blight (Withering) V Recruitment pool size: +3 for all units

Provides summonable units:

  • Soul Grinder of Nurgle
  • Plague Ogres
  • Plague Ogres (Great Weapons)
Tier 4 settlement
Lesser Garden of Blight (Withering) VI Recruitment pool size: +3 for all units

Provides summonable units:

  • 2 Soul Grinder of Nurgle
  • Great Unclean One
Tier 4 settlement
Lesser Garden of Blight (Withering) VII Recruitment pool size: +3 for all units

Provides summonable units:

  • Toad Dragon
  • 2 Great Unclean One
Tier 5 settlement
Lesser Garden of Blight (Withering) VIII Recruitment pool size: +3 for all units

Provides summonable units:

  • 2 Toad Dragon
  • Great Unclean One
Tier 5 settlement

Infrastructure[]

Building Chain Tier Effect Turns Cost Requirements
Fungi of Defilement Fungi of Defilement I Infections: 10 per turn

Control: +2

When growth per turn is more than 200 or with 5 population surplus

  • Chance of a plague spreading: +5%
1 750
Toxic Spores II Infections: 15 per turn

Control: +3

When growth per turn is more than 200 or with 5 population surplus

  • Chance of a plague spreading: +10%
2 1500
Malevolent Mycelium III Infections: 25 per turn

Control: +4

When growth per turn is more than 200 or with 5 population surplus

  • Chance of a plague spreading: +15%
  • Plague duration: +1
4 2500
Microbial Bog Microbial Bog I Income generated: 200

When growth per turn is more than 200 or with 5 population surplus

  • Income generated: 50
Decomposing Swamp II Income generated: 300

When growth per turn is more than 200 or with 5 population surplus

  • Income generated: 100
Vile Synthesis III Income generated: 450

When growth per turn is more than 200 or with 5 population surplus

  • Income generated: 150
4 2500
Replicating Mould IV Income generated: 600

When growth per turn is more than 200 or with 5 population surplus

  • Income generated: 250
6 4000
Weeping Creepers Weeping Creepers I Growth: +25

Nurgle corruption: +2

When growth per turn is more than 200 or with 5 population surplus

  • Nurgle corruption in adjacent provinces: +1
1 750
Extending Tendrils III Growth: +45

Nurgle corruption: +3

When growth per turn is more than 200 or with 5 population surplus

  • Nurgle corruption in adjacent provinces: +2
2 1500
Deadly Secretions V Growth: +90

Nurgle corruption: +4

When growth per turn is more than 200 or with 5 population surplus

  • Nurgle corruption in adjacent provinces: +3
4 2500
Carnivorous Compost Carnivorous Compost II Recruitment cost: -10% (local province)

Recruitment health: +5% for all units (local province)

When growth per turn is more than 200 or with 5 population surplus

  • Recruit rank: +1 (local province)
2 1500
Carnivorous Compost IV Recruitment cost: -25% (local province)

Recruitment health: +10% for all units (local province)

When growth per turn is more than 200 or with 5 population surplus

  • Recruit rank: +3 (local province)
4 4000

Cyclical Infrastructure[]

Prior to Patch 5.0, infrastructure buildings cycled like military recruitment buildings but still cost Favour to build.

Building Chain Phase Effect Turns Cost Requirements
Microbial Bog (Degrading) Microbial Bog I Income generated: 50

Growth: +40

Provides garrison:

  • 1 Nurglings
  • 1 Plaguebearers

Provides summonable units:

  • Nurglings
4 2000
Microbial Bog (Decomposing) II Income generated: 100

Growth: +40

Provides garrison:

  • 1 Nurglings
  • 1 Plaguebearers

Provides summonable units:

  • Nurglings
4
Microbial Bog (Synthesizing) III Income generated: 150

Growth: +40

Provides garrison:

  • 1 Nurglings
  • 1 Plaguebearers

Provides summonable units:

  • Nurglings
4
Microbial Bog (Replicating) IV Income generated: 300

Growth: +80

Provides garrison:

  • 1 Nurglings
  • 1 Plaguebearers

Provides summonable units:

  • Nurglings
5 Tier 3 settlement
Fungi of Defilement (Sprouting) Fungi of Defilement I Income generated: 50

Control: +4

Provides garrison:

  • 1 Nurglings
  • 1 Spawn of Nurgle

Provides summonable units:

  • Nurglings
4 2000
Fungi of Defilement (Sporing) II Income generated: 100

Control: +6

Provides garrison:

  • 1 Nurglings
  • 1 Spawn of Nurgle

Provides summonable units:

  • Nurglings
4
Fungi of Defilement (Germinating) III Income generated: 150

Control: +8

Provides garrison:

  • 1 Nurglings
  • 1 Spawn of Nurgle

Provides summonable units:

  • Nurglings
4
Fungi of Defilement (Maturing) IV Income generated: 300

Control: +10

Provides garrison:

  • 1 Nurglings
  • 1 Spawn of Nurgle

Provides summonable units:

  • Nurglings
5 Tier 3 settlement
Weeping Creepers (Germinating) Weeping Creepers I Income generated: 50

Casualty replenishment rate: +3% (armies in region)

Nurgle corruption: +2

Provides garrison:

  • 1 Nurglings
  • 1 Plaguebearers

Provides summonable units:

  • Nurglings
4 2000
Weeping Creepers (Extending) II Income generated: 100

Casualty replenishment rate: +6% (armies in region)

Nurgle corruption: +4

Provides garrison:

  • 1 Nurglings
  • 1 Plaguebearers

Provides summonable units:

  • Nurglings
4
Weeping Creepers (Secreting) III Income generated: 150

Casualty replenishment rate: +9% (armies in region)

Nurgle corruption: +6

Provides garrison:

  • 1 Nurglings
  • 1 Plaguebearers

Provides summonable units:

  • Nurglings
4
Weeping Creepers (Receding) IV Income generated: 300

Casualty replenishment rate: +12% (armies in region)

Nurgle corruption: +8

Nurgle corruption in adjacent provinces: +4

Provides garrison:

  • 1 Nurglings
  • 1 Plaguebearers

Provides summonable units:

  • Nurglings
5 Tier 3 settlement
Carnivorous Compost (Feeding) Carnivorous Compost I Income generated: 50

Cycle time: -1 for Basic Military buildings (local region)

Enemy Hero action success chance: -10%

Attrition: -5% when under siege

Leadership: +2 when under siege (armies in region)

Provides garrison:

  • 1 Nurglings
  • 1 Rot Flies

Provides summonable units:

  • Nurglings
4 2000
Carnivorous Compost (Degrading) II Income generated: 100

Cycle time: -1 for Basic Military buildings (local region)

Enemy Hero action success chance: -15%

Attrition: -10% when under siege

Leadership: +4 when under siege (armies in region)

Provides garrison:

  • 1 Nurglings
  • 1 Rot Flies

Provides summonable units:

  • Nurglings
4
Carnivorous Compost (Decomposing) III Income generated: 150

Cycle time: -1 for Basic Military buildings (local region)

Enemy Hero action success chance: -20%

Attrition: -15% when under siege

Leadership: +6 when under siege (armies in region)

Provides garrison:

  • 1 Nurglings
  • 1 Rot Flies

Provides summonable units:

  • Nurglings
4
Carnivorous Compost (Synthesizing) IV Income generated: 300

Cycle time: -2 for Basic Military buildings (local region)

Enemy Hero action success chance: -20%

Attrition: -15% when under siege

Leadership: +6 when under siege (armies in region)

Provides garrison:

  • 1 Nurglings
  • 1 Rot Flies

Provides summonable units:

  • Nurglings
5 Tier 4 settlement

Port[]

Building Chain Tier Effect Turns Cost Requirements
Infernal Harbour Port I Infections: 5 per turn

Income generated: 200 Nurgle corruption: +1

3 1500 Coastal Settlement
Hell Port III Infections: 10 per turn

Income generated: 400 Nurgle corruption: +2

3 3000 Coastal Settlement
Eye of Terror V Infections: 15 per turn

Income generated: 600 Nurgle corruption: +3

3 6000 Major Coastal Settlement

Defence[]

Building Chain Tier Effect Turns Cost Requirements
Spiked Pallisade Walls II Unlocks Hero recruitment: Exalted Hero of Nurgle

Unlocks Hero recruitment: Cultist of Nurgle Defensive supplies: +500 Improved tower projectiles: Nurglings Enemy Hero action success chance: -10% Leadership: +2 when under siege (armies in region) Provides garrison:

  • 3 Plaguebearers
  • 2 Plague Toads
4 2000 Major settlement
Barricade of Bones III Unlocks Hero recruitment: Exalted Hero of Nurgle

Unlocks Hero recruitment: Cultist of Nurgle Defensive supplies: +1000 Improved tower projectiles: Greater Nurglings Enemy Hero action success chance: -15% Hero capacity: +1 for Exalted Heroes of Nurgle Hero capacity: +1 for Cultists Leadership: +4 when under siege (armies in region) Provides garrison:

  • 4 Plaguebearers
  • 1 Plague Toads
  • 1 Plague Drones
5 4000 Major settlement
Rotten Ramparts IV Unlocks Hero recruitment: Exalted Hero of Nurgle

Unlocks Hero recruitment: Cultist of Nurgle Defensive supplies: +1500 Improved tower projectiles: Phlegm Bombards Enemy Hero action success chance: -25% Hero capacity: +1 for Exalted Heroes of Nurgle Hero capacity: +1 for Cultists Leadership: +6 when under siege (armies in region) Provides garrison:

  • 3 Plaguebearers
  • 1 Exalted Plaguebearers
  • 1 Plague Toads
  • 1 Plague Drones (Death's Heads)
6 6000 Major settlement
Festering Pits Garrison II Unlocks Hero recruitment: Exalted Hero of Nurgle

Unlocks Hero recruitment: Cultist of Nurgle Defensive supplies: +500 Adds defences to the settlement (battles fought her will be unwalled settlement battles) Enemy Hero action success chance: -10% Provides garrison:

  • 2 Nurglings
  • 2 Plaguebearers
4 2000 Minor settlement
Hall of Hosts III Unlocks Hero recruitment: Exalted Hero of Nurgle

Unlocks Hero recruitment: Cultist of Nurgle Defensive supplies: +1000 Adds defences to the settlement (battles fought her will be unwalled settlement battles) Enemy Hero action success chance: -15% Hero capacity: +1 for Exalted Heroes of Nurgle Hero capacity: +1 for Cultists Provides garrison:

  • 3 Nurglings
  • 2 Exalted Plaguebearers
  • 1 Plague Toads
5 4000 Minor settlement
Warpstone Locus Protection II Unlocks Hero recruitment: Chaos Sorcerer of Nurgle

Unlocks Hero recruitment: Plagueridden Hidden armies will be visible (armies in region) Nurgle corruption: +3 Discoverability of Skaven Under-Cities and Trickster Cults: +10

2 1000
Warpstone Trap III Unlocks Hero recruitment: Chaos Sorcerer of Nurgle

Unlocks Hero recruitment: Plagueridden Hidden armies will be visible (armies in region) Hero capacity: +1 for Plagueridden Hero capacity: +1 for Chaos Sorcerers of Nurgle Nurgle corruption: +4 Discoverability of Skaven Under-Cities and Trickster Cults: +30

3 2000
Guarded Warpstone IV Unlocks Hero recruitment: Chaos Sorcerer of Nurgle

Unlocks Hero recruitment: Plagueridden Hidden armies will be visible (armies in region) Hero capacity: +1 for Plagueridden Hero capacity: +1 for Chaos Sorcerers of Nurgle Nurgle corruption in adjacent provinces: +2 Nurgle corruption: +5 Discoverability of Skaven Under-Cities and Trickster Cults: +40

4 3000 Major Settlement

Special[]

Building Chain Tier Effect Turns Cost Requirements

Resource[]

Building Chain Tier Effect Turns Cost Requirements
Cultist Camp Medicine Production I Plague duration: +1 turn (local region)

Chance of a plague spreading: +10% (local region)

3 750 Medicinal Plants
Cultist Outpost II Plague duration: +1 turn (local region)

Chance of a plague spreading: +15% (local region)

3 1250
Cultist Enclave III Plague duration: +1 turn (local region)

Chance of a plague spreading: +20% (local region)

3 2000
Cultist Camp Tusks I Income generated: 200

Nurgle corruption: +1

3 750 Tusks
Cultist Outpost II Income generated: 300

Nurgle corruption: +2

3 1250
Cultist Enclave III Income generated: 450

Nurgle corruption: +3

3 2000
Cultist Camp Exotic Animals I Infections: 20 per turn

Infection cost to create a Plague: -5% (local province)

3 750 Exotic Animals
Cultist Outpost II Infections: 30 per turn

Infection cost to create a Plague: -5% (local province)

3 1250
Cultist Enclave III Infections: 40 per turn

Infection cost to create a Plague: -10% (local province)

3 2000
Cultist Camp Woodlands I Cycle time: -1 for Basic Military buildings (local region)

Construction cost: -10% for all buildings (local province)

3 750 Timber
Cultist Outpost II Cycle time: -1 for Basic Military buildings (local region)

Construction cost: -15% for all buildings (local province)

3 1250
Cultist Enclave III Cycle time: -1 for Advanced Military buildings (local province)

Cycle time: -1 for Basic Military buildings (local region) Construction cost: -20% for all buildings (local province)

3 2000
Cultist Camp Marble Quarry I Construction cost: -10% for all buildings (local province) 3 750 Marble
Cultist Outpost II Construction time: -1 for all buildings (minimum of 1 turn) (local province)

Construction cost: -15% for all buildings (local province)

3 1250
Cultist Enclave III Construction time: -1 for all buildings (minimum of 1 turn) (local province)

Construction cost: -20% for all buildings (local province)

3 2000
Cultist Camp Dye Production I Income generated: 200

Hero recruit rank: +1 (local province)

3 750 Dyes
Cultist Outpost II Income generated: 300

Hero recruit rank: +1 (local province)

3 1250
Cultist Enclave III Income generated: 450

Hero recruit rank: +2 (local province)

3 2000
Cultist Camp Wild Game I Infections: 20 per turn

Nurgle corruption: +1

3 750 Furs
Cultist Outpost II Infections: 30 per turn

Nurgle corruption: +2

3 1250
Cultist Enclave III Infections: 40 per turn

Nurgle corruption: +3

3 2000
Cultist Camp I 3 750
Cultist Outpost II 3 1250
Cultist Enclave III 3 2000