This page lists all Slaanesh 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.
Chains[]
Settlement[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Dimensional Tear | Portal Settlement | I | Income generated: 100
Defensive supplies: +1000 Growth: +10 Construction cost: -5% for Military Recruitment buildings (local province) Slaanesh corruption: +2 Slaanesh corruption in adjacent provinces: +2 Recruitment cost: -5% (armies in region) Grants 1 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
Unlocks recruitment of:
|
3 | 1000 | Major Settlement |
Dimensional Breach | II | Income generated: 150
Defensive supplies: +1000 Growth: +10 Construction cost: -10% for Military Recruitment buildings (local province) Slaanesh corruption: +2 Slaanesh corruption in adjacent provinces: +3 Recruitment cost: -10% (armies in region) Grants 2 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
|
4 | 1500 | Major Settlement, 1 Population Surplus | |
Dimensional Rift | III | Income generated: 200
Defensive supplies: +1000 Growth: +10 Construction cost: -15% for Military Recruitment buildings (local province) Slaanesh corruption: +2 Slaanesh corruption in adjacent provinces: +4 Recruitment cost: -15% (armies in region) Grants 3 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
|
5 | 4000 | Major Settlement, 2 Population Surplus | |
Dimensional Nexus | IV | Income generated: 250
Defensive supplies: +1000 Growth: +10 Construction cost: -20% for Military Recruitment buildings (local province) Slaanesh corruption: +2 Slaanesh corruption in adjacent provinces: +5 Recruitment cost: -20% (armies in region) Grants 5 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
|
6 | 8000 | Major Settlement, 4 Population Surplus | |
Dimensional Cascade | V | Income generated: 300
Defensive supplies: +1000 Growth: +10 Construction cost: -25% for Military Recruitment buildings (local province) Slaanesh corruption: +2 Slaanesh corruption in adjacent provinces: +6 Recruitment cost: -25% (armies in region) Grants 7 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
|
7 | 16000 | Major Settlement, 5 Population Surplus | |
Soul Keep | Bastion Settlement | I | Income generated: 100
Control: +1 Defensive supplies: +1000 Growth: +10 Construction cost: -10% for Infrastructure buildings (local province) Slaanesh corruption: +2 Grants 1 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
Unlocks recruitment of: Devoted Marauders of Slaanesh |
2 | 1000 | Major Settlement |
Dark Bastion | II | Income generated: 150
Control: +2 Defensive supplies: +1000 Growth: +20 Construction cost: -20% for Infrastructure buildings (local province) Slaanesh corruption: +2 Grants 2 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
|
3 | 1500 | Major Settlement, 1 Population Surplus | |
Infernal Citadel | III | Income generated: 200
Control: +3 Defensive supplies: +1000 Growth: +30 Construction cost: -30% for Infrastructure buildings (local province) Slaanesh corruption: +2 Grants 3 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
|
4 | 4000 | Major Settlement, 2 Population Surplus | |
Daemonic Fortress | IV | Income generated: 250
Control: +4 Defensive supplies: +1000 Growth: +40 Construction cost: -40% for Infrastructure buildings (local province) Slaanesh corruption: +2 Grants 5 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
|
5 | 8000 | Major Settlement, 4 Population Surplus | |
Chaos Dreadhold | V | Income generated: 300
Control: +5 Defensive supplies: +1000 Growth: +50 Construction cost: -50% for Infrastructure buildings (local province) Slaanesh corruption: +2 Grants 7 construction slot in the settlement When outside Wood Elf, Ogre, or Norscan homeland: Adds walls to the settlement Provides garrison:
|
6 | 16000 | Major Settlement, 5 Population Surplus | |
Soul Outpost | Minor Settlement | I | Income generated: 100
Defensive supplies: +1000 Growth: +10 Slaanesh corruption: +1 Grants 1 construction slot in the settlement Provides garrison:
Unlocks recruitment of: Devoted Marauders of Slaanesh |
3 | 1000 | Minor Settlement |
Dark Tower | II | Income generated: 150
Defensive supplies: +1000 Growth: +20 Slaanesh corruption: +1 Grants 2 construction slot in the settlement Provides garrison:
|
4 | 1500 | Minor Settlement, 1 Population Surplus | |
Infernal Fort | III | Income generated: 200
Defensive supplies: +1000 Growth: +30 Slaanesh corruption: +1 Grants 3 construction slot in the settlement Provides garrison:
|
5 | 4000 | Minor Settlement, 2 Population Surplus |
Basic Military
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Scented Pavilion | Mortal Servants | I | Unlocks recruitment of:
|
1 | 750 | |
Fragrant Pavilion | II | Unlocks recruitment of:
|
2 | 1500 | ||
Addiction Pens | Mounted Servants | I | Unlocks recruitment of:
|
1 | 750 | |
The Yearning Cages | II | Unlocks recruitment of:
|
2 | 1500 | ||
Dark Prince's Liveries | III | Unlocks recruitment of:
|
3 | 2500 | ||
IV | Unlocks recruitment of:
|
4 | 4000 | Major Settlement | ||
Temple of Decadence | Servants | III | Unlocks technologies
Chaos Sorcerer Hero capacity +1 Unlocks recruitment of:
|
3 | 2000 |
Advanced Military
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Divine Circus | Chariot | III | Casualties captured post battle: +20% (armies in region)
Casualties captured post battle: +20% in adjacent provinces Unlocks recruitment of:
|
4 | 3000 | |
Rapturous Circus | IV | Casualties captured post battle: +30% (armies in region)
Casualties captured post battle: +30% in adjacent provinces Unlocks recruitment of:
|
5 | 5000 | Major Settlement | |
Exalted Circus | V | Casualties captured post battle: +40% (armies in region)
Casualties captured post battle: +40% in adjacent provinces Unlocks recruitment of:
|
6 | 10000 | Major Settlement | |
Sensuous Caress | Greater Servants | IV | Slaanesh corruption in adjacent provinces: +4
Recruit rank: +1 Unlocks recruitment of:
|
5 | 5000 | Major Settlement |
Tormented Whisper | V | Unlocks technologies
Slaanesh corruption in adjacent provinces: +4 Recruit rank: +2 Unlocks recruitment of:
|
6 | 10000 | ||
Drifting Tower | Pets | III | Unlocks technologies
Local recruitment capacity: +1 Alluress Hero capacity +1 Unlocks recruitment of:
|
4 | 3000 | |
Drifting Forge | IV | Local recruitment capacity: +2
Alluress Hero capacity +1 Unlocks recruitment of:
|
5 | 5000 | Major Settlement | |
Drifting Bastion | V | Global recruitment capacity: +1
Local recruitment capacity: +2 Alluress Hero capacity +1 Unlocks recruitment of:
|
6 | 10000 | Major Settlement |
Infrastructure[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Lavish Ciborium | Favored Income | I | Income generated: 30
Growth: +5 Income from all buildings: +20% (local region) When Control is negative:
|
1 | 500 | |
Grandiose Feretory | II | Income generated: 60
Growth: +10 Income from all buildings: +35% (local region) When Control is negative:
|
2 | 1000 | ||
Opulent Antiquity | III | Income generated: 90
Growth: +15 Income from all buildings: +50% (local region) When Control is negative:
|
3 | 1500 | ||
Crystalline Pool | Excess | I | Growth: +20
Casualty replenishment rate: +3% (armies in region) |
1 | 500 | |
Eternal Mirror | II | Growth: +40
Casualty replenishment rate: +6% (armies in region) |
2 | 1000 | ||
Pellucid Globe | III | Growth: +60
Casualty replenishment rate: +9% (armies in region) |
3 | 1500 | ||
The Dance of Dreaming | Dominance | I | Income generated: 100
When Control is below -50:
|
1 | 1000 | |
The Pageant of Pain | II | Income generated: 150
When Control is below -50:
|
2 | 1500 | ||
Opera of Dawn and Dusk | III | Income generated: 200
When Control is below -50:
|
3 | 2000 | ||
Rhan'k'adanra, the Final Dance | V | Income generated: 300
When Control is below -50:
|
4 | 4000 | Major Settlement | |
Lodge of the Succubi | Corruption | I | Control: +1
Slaanesh corruption: +1 When Control is 25 or more:
|
1 | 1000 | Minor Settlement |
Bewitcher's Manse | II | Control: +2
Slaanesh corruption: +2 When Control is 25 or more:
|
2 | 1500 | ||
Palace of the High Seductress | III | Control: +3
Slaanesh corruption: +3 When Control is 25 or more:
|
3 | 2000 | ||
Cult of Pleasure | Devotee | II | Proliferate Cults cost: -1%
Control: +1 Slaanesh corruption: +1 Unlocks recruitment of:
When Control is 25 or more:
When Control is positive:
|
1 | 1500 | Major Settlement |
Cult of Pain | III | Proliferate Cults cost: -2%
Control: +2 Slaanesh corruption: +2 Cultist Hero capacity +1 When Control is 25 or more:
When Control is positive:
|
2 | 2000 | ||
Cult of Agony | IV | Proliferate Cults cost: -3%
Control: +3 Slaanesh corruption: +3 Cultist Hero capacity +1 When Control is 25 or more:
When Control is positive:
|
3 | 3000 |
Port[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Infernal Harbour | Port | I | Income generated: 100
Growth: +10 |
2 | 1500 | |
Hell Port | III | Income generated: 300
Growth: +20 |
4 | 3000 | ||
Eye of Terror | V | Income generated: 500
Growth: +30 |
6 | 6000 |
Defence[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Daemonic Lurkers | Garrison | II | Improved tower projectiles: Shards
Enemy Hero action success chance: -10% Attrition: -5% when under siege Leadership: +2 when under siege (armies in region) Provides garrison:
|
4 | 2000 | Major Settlement |
Daemonic Gathering | III | Improved tower projectiles: Flurry of Shards
Enemy Hero action success chance: -15% Attrition: -10% when under siege Leadership: +4 when under siege (armies in region) Provides garrison:
|
5 | 4000 | ||
Daemonic Locus | IV | Improved tower projectiles: Greater Flurry of Shards
Enemy Hero action success chance: -20% Attrition: -15% when under siege Leadership: +6 when under siege (armies in region) Provides garrison:
|
6 | 6000 | ||
Fog of Revelation | Garrison | II | Defensive supplies: +50 per turn when under siege
Adds defenses to the settlement (battles fought here will be unwalled settlement battles) Enemy Hero action success chance: -10% Provides garrison:
|
4 | 2000 | Minor Settlement |
Soporific Mist | III | Defensive supplies: +100 per turn when under siege
Adds defenses to the settlement (battles fought here will be unwalled settlement battles) Enemy Hero action success chance: -15% Provides garrison:
|
5 | 4000 | ||
Warpstone Locus | Protection | II | Chance of a plague spreading: -50%
Slaanesh corruption: +3 Discoverability of Skaven Under-Cities: +10 |
2 | 3000 | |
Warpstone Trap | III | Chance of a plague spreading: -50%
Slaanesh corruption: +4 Discoverability of Skaven Under-Cities: +30 |
4 | 1600 | ||
Guarded Warpstone | IV | Chance of a plague spreading: -50%
Slaanesh corruption: +5 Slaanesh corruption in adjacent provinces: +2 Discoverability of Skaven Under-Cities: +40 |
5 | 2800 | Major Settlement |
Special[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Resource[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Cultist Camp | Salt | I | Salt resource production: 10 barrels
Income from all buildings: +5% (local province) |
1 | 500 | Salt resource |
Cultist Outpost | II | Salt resource production: 20 barrels
Income from all buildings: +10% (local province) |
2 | 1000 | ||
Cultist Enclave | III | Salt resource production: 30 barrels
Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Woodlands | I | Construction cost: -5% for all buildings (local province)
Income from all buildings: +5% (local province) |
1 | 500 | Timber resource |
Cultist Outpost | II | Construction cost: -10% for all buildings (local province)
Income from all buildings: +10% (local province) |
2 | 1000 | ||
Cultist Enclave | III | Construction cost: -15% for all buildings (local province)
Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Wild Game | I | Furs resource production: 10 bundles
Devotees: +1 per turn Income from all buildings: +5% (local province) |
1 | 1000 | Fur resource |
Cultist Outpost | II | Furs resource production: 20 bundles
Devotees: +2 per turn Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Fur resource production: 30 bundles
Devotees: +3 per turn Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Iron Mining | I | Iron resource production: 10 ingots
Devotees: +1 per turn Income from all buildings: +5% (local province) |
1 | 1000 | Iron resource |
Cultist Outpost | II | Iron resource production: 20 ingots
Devotees: +2 per turn Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Iron resource production: 30 ingots
Devotees: +3 per turn Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Pastures | I | Growth: +10
Income from all buildings: +5% (local province) |
1 | 1000 | Pastures resource |
Cultist Outpost | II | Growth: +20
Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Growth: +30
Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Dye Production | I | Dye resource production: 10 ounces
Devotees: +2 per turn Income from all buildings: +5% (local province) |
1 | 1000 | Dye resource |
Cultist Outpost | II | Dye resource production: 20 ounces
Devotees: +4 per turn Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Dye resource production: 30 ounces
Devotees: +6 per turn Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Orchards | I | Wine resource production: 10 barrels
Devotees: +2 per turn Income from all buildings: +5% (local province) |
1 | 1000 | Wine resource |
Cultist Outpost | II | Wine resource production: 20 barrels
Devotees: +4 per turn Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Wine resource production: 30 barrels
Devotees: +6 per turn Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Exotic Animals | I | Exotic Animals resource production: 10 cages
Devotees: +1 per turn Income from all buildings: +5% (local province) |
1 | 1000 | Exotic Animals resource |
Cultist Outpost | II | Exotic Animals resource production: 20 cages
Devotees: +2 per turn Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Exotic Animals resource production: 30 cages
Devotees: +3 per turn Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Marble Quarry | I | Marble resource production: 10 slabs
Devotees: +2 per turn Income from all buildings: +5% (local province) |
1 | 1000 | Marble resource |
Cultist Outpost | II | Marble resource production: 20 slabs
Devotees: +4 per turn Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Marble resource production: 30 slabs
Devotees: +6 per turn Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Gold Mining | I | Golden Idols resource production: 10 chests
Devotees: +2 per turn Income from all buildings: +5% (local province) |
1 | 1000 | Gold resource |
Cultist Outpost | II | Golden Idols resource production: 20 chests
Devotees: +4 per turn Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Golden Idols resource production: 30 chests
Devotees: +6 per turn Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Pottery | I | Pottery resource production: 10 kilnful
Income from all buildings: +5% (local province) |
1 | 500 | Pottery resource |
Cultist Outpost | II | Pottery resource production: 20 kilnful
Income from all buildings: +10% (local province) |
2 | 1000 | ||
Cultist Enclave | III | Pottery resource production: 30 kilnful
Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Gem Mining | I | Gemstones resource production: 10 sacks
Devotees: +2 per turn Income from all buildings: +5% (local province) |
1 | 1000 | Gemstones resource |
Cultist Outpost | II | Gemstones resource production: 20 sacks
Devotees: +4 per turn Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Gemstones resource production: 30 sacks
Devotees: +6 per turn Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Obsidian Quarry | I | Carved Obisidian resource production: 10 chests
Income from all buildings: +5% (local province) |
1 | 500 | Carved Obsidian resource |
Cultist Outpost | II | Carved Obsidian resource production: 20 chests
Income from all buildings: +10% (local province) |
2 | 1000 | ||
Cultist Enclave | III | Carved Obsidian resource production: 30 chests
Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Tusks | I | Ivory resource production: 10 tusks
Devotees: +2 per turn Income from all buildings: +5% (local province) |
1 | 1000 | Tusks resource |
Cultist Outpost | II | Ivory resource production: 20 tusks
Devotees: +4 per turn Income from all buildings: +10% (local province) |
2 | 1500 | ||
Cultist Enclave | III | Ivory resource production: 30 tusks
Devotees: +6 per turn Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Medicine Production | I | Medicinal Plants resource production: 10 bundles
Income from all buildings: +5% (local province) |
1 | 500 | Medicinal Plants |
Cultist Outpost | II | Medicinal Plants resource production: 20 bundles
Income from all buildings: +10% (local province) |
2 | 1000 | ||
Cultist Enclave | III | Medicinal Plants resource production: 30 bundles
Income from all buildings: +15% (local province) |
3 | 2000 | ||
Cultist Camp | Spices | I | Spices resource | |||
Cultist Outpost | II | |||||
Cultist Enclave | III |