Reinforced Chaos Altar
Growth: +30
Spoils: +6 per turn
Global recruitment duration: -1 turn for all units
(armies in region)
Melee attack: +1 for Chaos Warriors and Chaos Spawn units
(factionwide)
Melee defence: +1 for Chaos Warriors and Chaos Spawn units
(factionwide)- When at Tier 1 Arcane Power:
Dark Ritual Augmentations:
Sayl steals +5% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +2
Winds of Magic power reserve capacity: +5
(all armies in local and adjacent regions)
Research rate: +2- When at Tier 2 Arcane Power:
Dark Ritual Augmentations – Stage I:
Sayl steals +7% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +3
Winds of Magic power reserve capacity: +10
(all armies in local and adjacent regions)
Research rate: +3- When at Tier 3 Arcane Power:
Dark Ritual Augmentations – Stage II:
Sayl steals +9% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +4
Winds of Magic power reserve capacity: +15
(all armies in local and adjacent regions)
Research rate: +4- When at Tier 4 Arcane Power:
Dark Ritual Augmentations – Stage III:
Sayl steals +11% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +5
Winds of Magic power reserve capacity: +20
(all armies in local and adjacent regions)
Research rate: +5- When at Tier 5 Arcane Power:
Dark Ritual Augmentations – Stage IV:
Sayl steals +13% of the experience earned by other
Lords
(all armies in local and adjacent regions)
Chaos Undivided corruption: +6
Winds of Magic power reserve capacity: +25
(all armies in local and adjacent regions)
Income generated: 75
Research rate: +6- When outside Wood Elf, Ogre or Norscan homeland:
Adds walls to the settlement
- 2
Marauders - 1
Marauders (Great Weapons) - 1
Marauder Berserkers - 1
Marauder Horsemen (Throwing Axes)