This page lists all Tzeentch 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) Tzeentch corruption: +2 Tzeentch 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) Tzeentch corruption: +2 Tzeentch 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) Tzeentch corruption: +2 Tzeentch 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) Tzeentch corruption: +2 Tzeentch 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) Tzeentch corruption: +2 Tzeentch 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) Tzeentch 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:
|
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) Tzeentch 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) Tzeentch 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) Tzeentch 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) Tzeentch 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 Keep | Minor Settlement | I | Income generated: 50
Defensive supplies: +1000 Growth: +10 Tzeentch corruption: +1 Grants 1 construction slot in the settlement Provides garrison:
Unlocks recruitment of:
|
3 | 1000 | Minor Settlement |
Dark Bastion | II | Income generated: 100
Defensive supplies: +1000 Growth: +20 Tzeentch corruption: +1 Grants 2 construction slot in the settlement Provides garrison:
|
4 | 1500 | Minor Settlement, 1 Population Surplus | |
Infernal Citadel | III | Income generated: 150
Defensive supplies: +1000 Growth: +30 Tzeentch 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 |
---|---|---|---|---|---|---|
Slither of Potential | Servants | I | Unlocks recruitment of:
|
1 | 500 | |
Flicker of Potential | II | Unlocks recruitment of:
|
2 | 1000 | ||
Moment of Potential | III | Iridescent Horror Hero capacity +1
Unlocks recruitment of:
|
4 | 1500 | ||
Many-Eyed Tribute | Mortal Servants | II | Unlocks recruitment of:
|
2 | 1500 | |
Puzzle-Maker's Hovel | III | Unlocks recruitment of:
|
3 | 2250 | ||
Chapterhouse of Knowledge | IV | Unlocks recruitment of:
|
4 | 4000 | Major Settlement | |
Doom's Hold | V | Chaos Sorcerer of Tzeentch Hero capacity +1
Unlocks recruitment of:
|
5 | 8000 | Major Settlement |
Advanced Military[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
The Spark | Fiery Servants | II | Unlocks recruitment of:
|
3 | 2000 | |
Blue Bonfire | III | Unlocks recruitment of:
|
4 | 2700 | ||
Pink Blaze | IV | Unlocks recruitment of:
|
5 | 5000 | Major Settlement | |
Iridescent Conflagration | V | Unlocks recruitment of:
|
6 | 10000 | Major Settlement | |
Cult of Deceits | Secret Society | III | Tzeentch corruption: +4
Unlocks recruitment of:
Provides garrison:
|
4 | 3000 | |
Cult of Lies | IV | Tzeentch corruption: +4
Cultist of Tzeentch Hero capacity +1 Provides garrison:
|
5 | 5000 | Major Settlement | |
Cult of Change | V | Unlocks technologies
Tzeentch corruption: +6 Cultist of Tzeentch Hero capacity +1 Unlocks recruitment of:
Provides garrison:
|
6 | 10000 | Major Settlement | |
Transmogrification Locus | Forges of Change | III | Recruit rank: +1
Local recruitment capacity: +1 Unlocks recruitment of:
|
4 | 3000 | |
Inchoate Armory | IV | Recruit rank: +2
Local recruitment capacity: +2 Unlocks recruitment of:
|
5 | 5000 | Major Settlement | |
Inchoate Forge | V | Recruit rank: +3
Global recruitment capacity: +1 Local recruitment capacity: +2 Unlocks recruitment of:
|
6 | 10000 | Major Settlement |
Infrastructure[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
A Convolution | Dominance | I | Control: +2
Defensive supplies: +10 per turn when under siege Campaign line of sight: +30% When Winds of Magic is Strong or higher:
|
2 | 1000 | |
Unending Maze | II | Control: +4
Defensive supplies: +20 per turn when under siege Campaign line of sight: +40% When Winds of Magic is Strong or higher:
|
3 | 1500 | ||
Silver Labyrinth | III | Control: +6
Defensive supplies: +30 per turn when under siege Campaign line of sight: +50% When Winds of Magic is Strong or higher:
|
4 | 2000 | ||
Web of Secrets | Income | I | Income generated: 100
Growth: +5 When Winds of Magic is Strong or higher:
|
1 | 500 | |
Lattice of Distortion | II | Income generated: 150
Growth: +10 When Winds of Magic is Strong or higher:
|
2 | 1000 | ||
Weave of Time | III | Income generated: 200
Growth: +15 When Winds of Magic is Strong or higher:
|
3 | 1500 | ||
Thaumaturgic Lode | Growth | I | Growth: +20
Barrier replenishment rate: +15% (armies in region) When Winds of Magic is Strong or higher:
|
1 | 500 | |
Thaumaturgic Fissure | II | Growth: +40
Barrier replenishment rate: +25% (armies in region) When Winds of Magic is Strong or higher:
|
2 | 1000 | ||
Thaumaturgic Reef | III | Growth: +60
Barrier replenishment rate: +35% (armies in region) When Winds of Magic is Strong or higher:
|
3 | 1500 | ||
Stygian Well | Corruption | I | Tzeentch corruption in adjacent provinces: +1
Tzeentch corruption: +4 Income from all buildings: +5% (local province) When Winds of Magic is Strong or higher:
|
1 | 1000 | Minor Settlement |
Crystalline Arch | II | Tzeentch corruption in adjacent provinces: +1
Tzeentch corruption: +8 Income from all buildings: +10% (local province) When Winds of Magic is Strong or higher:
|
2 | 1500 | Minor Settlement | |
Warplinth | III | Tzeentch corruption in adjacent provinces: +1
Tzeentch corruption: +12 Income from all buildings: +15% (local province) When Winds of Magic is Strong or higher:
|
3 | 2000 | Minor Settlement | |
Hidden Library | Library | II | Grimoires: 4 per turn
Research rate: +5% Income from all buildings: +5% (local province) When Winds of Magic is Strong or higher:
|
2 | 1000 | Major Settlement |
Forgotten Scriptorium | III | Grimoires: 6 per turn
Research rate: +6% Income from all buildings: +10% (local province) When Winds of Magic is Strong or higher:
|
3 | 1500 | Major Settlement | |
Lost Athenaeum | IV | Grimoires: 8 per turn
Research rate: +8% Income from all buildings: +15% (local province) When Winds of Magic is Strong or higher:
|
4 | 2000 | Major Settlement |
Port[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Infernal Harbour | Port | I | Income generated: 100
Growth: +10 |
2 | 1500 | Coastal Settlement |
Hell Port | III | Income generated: 300
Growth: +20 |
4 | 3000 | Coastal Settlement | |
Eye of Terror | V | Income generated: 500
Growth: +30 |
6 | 6000 | Major Coastal Settlement |
Defence[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Daemonic Lurkers | Garrison | II | Improved tower projectiles: Blue Bolts
Enemy Hero action success chance: -10% Attrition: -5% when under siege Leadership: +2 when under siege (armies in region) Provides garrison:
|
4 | 1400 | Major Settlement |
Daemonic Gathering | III | Improved tower projectiles: Pink Bolts
Enemy Hero action success chance: -15% Attrition: -10% when under siege Leadership: +4 when under siege (armies in region) Provides garrison:
|
5 | 2800 | ||
Daemonic Locus | IV | Improved tower projectiles: Iridescent Bolts
Enemy Hero action success chance: -20% Attrition: -15% when under siege Leadership: +6 when under siege (armies in region) Provides garrison:
|
6 | 4200 | ||
Glittering Bartizan | 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 | 1400 | Minor Settlement |
Crystalline Walls | 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 | 2800 | ||
Warpstone Locus | Protection | II | Chance of a plague spreading: -50%
Tzeentch corruption: +3 Discoverability of Skaven Under-Cities: +10 |
2 | 3000 | |
Warpstone Traps | III | Chance of a plague spreading: -50%
Tzeentch corruption: +4 Discoverability of Skaven Under-Cities: +30 |
4 | 1600 | ||
Guarded Warpstone | IV | Chance of a plague spreading: -50%
Tzeentch corruption in adjacent provinces: +2 Tzeentch corruption: +5 Discoverability of Skaven Under-Cities: +40 |
5 | 2800 | Major Settlement |
Special[]
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Resource[]
Tzeentch factions get the same effects from all resources.
Building | Chain | Tier | Effect | Turns | Cost | Requirements |
---|---|---|---|---|---|---|
Cultist Camp | Resources | I | Grimoires per turn: 1
Income from all buildings: +5% (local province) |
1 | 500 | Any resource |
Cultist Outpost | II | Grimoires per turn: 2
Income from all buildings: +10% (local province) |
2 | 1000 | Any resource | |
Cultist Enclave | III | Grimoires per turn: 3
Income from all buildings: +15% (local province) |
3 | 2000 | Any resource | |