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 |
|
3 | 1000 | Major Settlement |
Tumid Hollow | II |
|
3 | 1500 | Major Settlement, 1 Population Surplus | |
Unclean Copse | III |
|
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:
Provides garrison:
|
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:
Provides garrison:
|
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:
|
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 | 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:
|
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:
|
4 | 200 | |
Plagueflesh Poppies (Germinating) | II | Provides summonable units:
|
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Plagueflesh Poppies (Budding) | III | Provides summonable units:
|
Tier 2 settlement | |||
Plagueflesh Poppies (Pollinating) | IV | Provides summonable units:
|
Tier 2 settlement | |||
Plagueflesh Poppies (Withering) | V | Provides summonable units:
|
Tier 3 settlement | |||
Plagueflesh Poppies (Decomposing) | VI | Provides summonable units:
|
Tier 3 settlement | |||
Rancid Aloe (Seeding) | Rancid Aloe | I | Provides summonable units:
|
4 | 200 | |
Rancid Aloe (Germinating) | II | Provides summonable units:
|
||||
Rancid Aloe (Budding) | III | Provides summonable units:
|
Tier 2 settlement | |||
Rancid Aloe (Pollinating) | IV | Provides summonable units:
|
Tier 2 settlement | |||
Rancid Aloe (Withering) | V | Provides summonable units:
|
Tier 3 settlement | |||
Rancid Aloe (Decomposing) | VI | Provides summonable units:
|
Tier 3 settlement | |||
Daemonic Egg Sacs (Fertilisation) | Daemonic Egg Sacs | I | Provides summonable units:
|
4 | 200 | |
Daemonic Egg Sacs (Incubation) | II | Provides summonable units:
|
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Daemonic Egg Sacs (Metamorphosis) | III | Provides summonable units:
|
Tier 2 settlement | |||
Daemonic Egg Sacs (Larvae) | IV | Provides summonable units:
|
Tier 2 settlement | |||
Daemonic Egg Sacs (Pupae) | V | Provides summonable units:
|
Tier 3 settlement | |||
Daemonic Egg Sacs (Spawn) | VI | Provides summonable units:
|
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:
|
6 | 400 | Major Settlement |
Living Tree of Decay (Germinating) | II | Recruitment pool size: +3 for all units
Provides summonable units:
|
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Living Tree of Decay (Budding) | III | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 3 settlement | |||
Living Tree of Decay (Leafing) | IV | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 3 settlement | |||
Living Tree of Decay (Fruiting) | V | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 4 settlement | |||
Living Tree of Decay (Maturing) | VI | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 4 settlement | |||
Living Tree of Decay (Withering) | VII | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 5 settlement | |||
Living Tree of Decay (Decomposing) | VIII | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 5 settlement | |||
Lesser Garden of Blight (Seeding) | Lesser Garden of Blight | I | Recruitment pool size: +3 for all units
Provides summonable units:
|
6 | 400 | Major settlement |
Lesser Garden of Blight (Germinating) | II | Recruitment pool size: +3 for all units
Provides summonable units:
|
||||
Lesser Garden of Blight (Budding) | III | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 3 settlement | |||
Lesser Garden of Blight (Pollinating) | IV | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 3 settlement | |||
Lesser Garden of Blight (Withering) | V | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 4 settlement | |||
Lesser Garden of Blight (Withering) | VI | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 4 settlement | |||
Lesser Garden of Blight (Withering) | VII | Recruitment pool size: +3 for all units
Provides summonable units:
|
Tier 5 settlement | |||
Lesser Garden of Blight (Withering) | VIII | Recruitment pool size: +3 for all units
Provides summonable units:
|
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
|
1 | 750 | |
Toxic Spores | II | Infections: 15 per turn
Control: +3 When growth per turn is more than 200 or with 5 population surplus
|
2 | 1500 | ||
Malevolent Mycelium | III | Infections: 25 per turn
Control: +4 When growth per turn is more than 200 or with 5 population surplus
|
4 | 2500 | ||
Microbial Bog | Microbial Bog | I | Income generated: 200
When growth per turn is more than 200 or with 5 population surplus
|
|||
Decomposing Swamp | II | Income generated: 300
When growth per turn is more than 200 or with 5 population surplus
|
||||
Vile Synthesis | III | Income generated: 450
When growth per turn is more than 200 or with 5 population surplus
|
4 | 2500 | ||
Replicating Mould | IV | Income generated: 600
When growth per turn is more than 200 or with 5 population surplus
|
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
|
1 | 750 | |
Extending Tendrils | III | Growth: +45
Nurgle corruption: +3 When growth per turn is more than 200 or with 5 population surplus
|
2 | 1500 | ||
Deadly Secretions | V | Growth: +90
Nurgle corruption: +4 When growth per turn is more than 200 or with 5 population surplus
|
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
|
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
|
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:
Provides summonable units:
|
4 | 2000 | |
Microbial Bog (Decomposing) | II | Income generated: 100
Growth: +40 Provides garrison:
Provides summonable units:
|
4 | |||
Microbial Bog (Synthesizing) | III | Income generated: 150
Growth: +40 Provides garrison:
Provides summonable units:
|
4 | |||
Microbial Bog (Replicating) | IV | Income generated: 300
Growth: +80 Provides garrison:
Provides summonable units:
|
5 | Tier 3 settlement | ||
Fungi of Defilement (Sprouting) | Fungi of Defilement | I | Income generated: 50
Control: +4 Provides garrison:
Provides summonable units:
|
4 | 2000 | |
Fungi of Defilement (Sporing) | II | Income generated: 100
Control: +6 Provides garrison:
Provides summonable units:
|
4 | |||
Fungi of Defilement (Germinating) | III | Income generated: 150
Control: +8 Provides garrison:
Provides summonable units:
|
4 | |||
Fungi of Defilement (Maturing) | IV | Income generated: 300
Control: +10 Provides garrison:
Provides summonable units:
|
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:
Provides summonable units:
|
4 | 2000 | |
Weeping Creepers (Extending) | II | Income generated: 100
Casualty replenishment rate: +6% (armies in region) Nurgle corruption: +4 Provides garrison:
Provides summonable units:
|
4 | |||
Weeping Creepers (Secreting) | III | Income generated: 150
Casualty replenishment rate: +9% (armies in region) Nurgle corruption: +6 Provides garrison:
Provides summonable units:
|
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:
Provides summonable units:
|
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:
Provides summonable units:
|
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:
Provides summonable units:
|
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:
Provides summonable units:
|
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:
Provides summonable units:
|
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:
|
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:
|
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:
|
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:
|
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:
|
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 | |||