Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

Dark Elves buildings

54 building chains Dark Elves can build, patch 9.0: each level's cost, build time, effects and the units it unlocks, in the game's own words (tables building_levels, building_effects_junction, building_units_allowed). Unique landmark buildings are listed at the end.

Recruitment

Aristocracy

  1. Dread Manse

    Level 1 · 5,000 gold · 5 turns

    • Control: +3
    • Local recruitment capacity: +1

    Unlocks

  2. Palace of Dread Knights

    Level 2 · 10,000 gold · 6 turns

    • Control: +5
    • Local recruitment capacity: +2
    • Lord recruit rank: +1 (factionwide)

    Unlocks

Barracks

  1. Conscription Halls

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Halls of Mustering

    Level 2 · 1,500 gold · 2 turns

    • Hero capacity: +1 for Masters
    • Unlocks Hero recruitment: Master

    Unlocks

  3. Halls of Ravaging

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Masters
    • Unlocks Hero recruitment: Master
    • Hero recruit rank: +2 for Masters

    Unlocks

Beastmasters

  1. Harpy Roost

    Level 1 · 3,000 gold · 4 turns

    • Exotic Animals resource production: 8 cages

    Unlocks

  2. Beastmaster's Stables

    Level 2 · 5,000 gold · 5 turns

    • Exotic Animals resource production: 12 cages

    Unlocks

  3. Dragon Hatchery

    Level 3 · 10,000 gold · 6 turns

    • Exotic Animals resource production: 16 cages

    Unlocks

Black Ark Aristocracy

  1. Dread Manse

    Level 1 · 3,000 gold · 1 turn

    • Upkeep: -4% for Cold One Knights, Cold One Dread Knights, Cold One Chariot and Black Guard of Naggarond units (all units in Black Ark)

    Unlocks

  2. Palace of Dread Knights

    Level 2 · 4,500 gold · 1 turn

    • Upkeep: -6% for Cold One Knights, Cold One Dread Knights, Cold One Chariot and Black Guard of Naggarond units (all units in Black Ark)

    Unlocks

Black Ark Beasts

  1. Harpy Cages

    Level 1 · 2,000 gold · 1 turn

    • Upkeep: -2% for Harpies, War Hydra and Kharibdyss units (all units in Black Ark)

    Unlocks

  2. Monster Holds

    Level 2 · 3,000 gold · 1 turn

    • Upkeep: -4% for Harpies, War Hydra and Kharibdyss units (all units in Black Ark)

    Unlocks

  3. Dragon Tower

    Level 3 · 4,500 gold · 1 turn

    • Upkeep: -6% for Harpies, War Hydra and Kharibdyss units (all units in Black Ark)

    Unlocks

Black Ark Exiles

  1. Den of Outlaws

    Level 1 · 1,000 gold · 1 turn

    • Upkeep: -4% for Shades units (all units in Black Ark)

    Unlocks

  2. House of Exiles

    Level 2 · 2,000 gold · 1 turn

    • Upkeep: -6% for Shades units (all units in Black Ark)

    Unlocks

Black Ark Recruitment

  1. Corsair Cabins

    Level 1 · 500 gold · 1 turn

    • Upkeep: -2% for Dreadspears, Darkshards, Corsairs and Reaper Bolt Thrower units (all units in Black Ark)

    Unlocks

  2. Raider Lodges

    Level 2 · 1,000 gold · 1 turn

    • Upkeep: -4% for Dreadspears, Darkshards, Corsairs and Reaper Bolt Thrower units (all units in Black Ark)
    • Unlocks Hero recruitment: Master

    Unlocks

  3. Warrior Hall

    Level 3 · 2,000 gold · 1 turn

    • Upkeep: -6% for Dreadspears, Darkshards, Corsairs and Reaper Bolt Thrower units (all units in Black Ark)
    • Unlocks Hero recruitment: Master

    Unlocks

Black Ark Riders

  1. Reaver Stables

    Level 1 · 1,000 gold · 1 turn

    • Upkeep: -4% for Dark Riders and Doomfire Warlock units (all units in Black Ark)

    Unlocks

  2. Messengers' Lodgehouse

    Level 2 · 2,000 gold · 1 turn

    • Upkeep: -6% for Dark Riders and Doomfire Warlock units (all units in Black Ark)

    Unlocks

Black Ark Sorcery

  1. Sorceress Cabin

    Level 1 · 3,000 gold · 1 turn

    • Unlocks Hero recruitment: Sorceress

    Unlocks

  2. Spire of Sorcery

    Level 2 · 10,000 gold · 1 turn

    • Unlocks Hero recruitment: Sorceress
    • Hero recruit rank: +4 for Sorceresses
    • Research rate: +5

    Unlocks

Black Ark Worship

  1. Altar of Khaine

    Level 1 · 2,000 gold · 1 turn

    • Upkeep: -4% for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units (all units in Black Ark)

    Unlocks

  2. Shrine of Khaine

    Level 2 · 3,000 gold · 1 turn

    • Upkeep: -6% for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners units (all units in Black Ark)
    • Unlocks Hero recruitment: Death Hag
    • Unlocks Hero recruitment: Khainite Assassin

Cult of Khaine

  1. Altar of Khaine

    Level 1 · 2,000 gold · 2 turns

    • Corruption: -3

    Unlocks

  2. Shrine of Khaine

    Level 2 · 3,000 gold · 3 turns

    • Hero capacity: +1 for Death Hags
    • Hero capacity: +1 for Khainite Assassins
    • Unlocks Hero recruitment: Death Hag
    • Unlocks Hero recruitment: Khainite Assassin
    • Corruption: -6
  3. Temple of Khaine

    Level 3 · 5,000 gold · 4 turns

    • Hero capacity: +1 for Death Hags
    • Hero capacity: +1 for Khainite Assassins
    • Unlocks Hero recruitment: Death Hag
    • Unlocks Hero recruitment: Khainite Assassin
    • Hero recruit rank: +4 for Death Hags
    • Hero recruit rank: +4 for Khainite Assassins
    • Corruption: -9

    Unlocks

Exiles

  1. Den of Outlaws

    Level 1 · 1,500 gold · 2 turns

    Unlocks

  2. House of Exiles

    Level 2 · 2,500 gold · 3 turns

    Unlocks

Riders

  1. Plateau of Dark Steeds

    Level 1 · 1,500 gold · 2 turns

    Unlocks

  2. Messengers' Lodgehouse

    Level 2 · 2,500 gold · 3 turns

    Unlocks

Sorcery

  1. Sorceress' Abode

    Level 1 · 3,000 gold · 4 turns

    • Hero capacity: +1 for Sorceresses
    • Unlocks Hero recruitment: Sorceress
    • Research rate: +4

    Unlocks

  2. Tower of Dark Sorcery

    Level 2 · 10,000 gold · 6 turns

    • Hero capacity: +1 for Sorceresses
    • Unlocks Hero recruitment: Sorceress
    • Hero recruit rank: +4 for Sorceresses
    • Research rate: +8

    Unlocks

Black Ark Entertainment

  1. Torture Posts

    Level 1 · 1,000 gold · 1 turn

    • Unit experience gain per turn: +5(HIDDEN - used for sphere of influence effects to apply to themself)
    • Unit experience gain per turn: +5 (this force and all forces in circle of influence)
    • Recruit rank: +1 for all units (this force and all forces in circle of influence)
  2. Fighting Pits

    Level 2 · 2,000 gold · 1 turn

    • Unit experience gain per turn: +10(HIDDEN - used for sphere of influence effects to apply to themself)
    • Unit experience gain per turn: +10 (this force and all forces in circle of influence)
    • Recruit rank: +2 for all units (this force and all forces in circle of influence)
  3. Arena

    Level 3 · 3,000 gold · 1 turn

    • Unit experience gain per turn: +15(HIDDEN - used for sphere of influence effects to apply to themself)
    • Unit experience gain per turn: +15 (this force and all forces in circle of influence)
    • Recruit rank: +3 for all units (this force and all forces in circle of influence)

Black Ark Slavery

  1. Slave Hold

    Level 1 · 500 gold · 1 turn

    • Slaves: 10 per turn
    • Casualties captured post-battle: +3% (this force and all forces in circle of influence)
    • Income from post-battle loot: +20% (characters in circle of influence)
    • Income from sacking settlements: +20% (characters in circle of influence)
  2. Cell Decks

    Level 2 · 1,000 gold · 1 turn

    • Slaves: 20 per turn
    • Casualties captured post-battle: +6% (this force and all forces in circle of influence)
    • Income from post-battle loot: +40% (characters in circle of influence)
    • Income from sacking settlements: +40% (characters in circle of influence)
  3. Prison Wing

    Level 3 · 2,000 gold · 1 turn

    • Slaves: 40 per turn
    • Casualties captured post-battle: +10% (this force and all forces in circle of influence)
    • Income from post-battle loot: +60% (characters in circle of influence)
    • Income from sacking settlements: +60% (characters in circle of influence)

Bombardment of Cauldrons

  1. Brazen Cauldron

    Level 1 · 1,000 gold · 1 turn

    • Army ability: "Brazen Cauldron" (replaces: "Sky Cauldron")
  2. Bloodwrack Cauldron

    Level 2 · 3,000 gold · 1 turn

    • Army ability: "Bloodwrack Cauldron" (replaces: "Brazen Cauldron")

Bombardment of Khaine

  1. Sacrificial Pit of Khaine

    Level 1 · 1,000 gold · 1 turn

    • Army ability: "Khaine's Flail" (replaces: "Khaine's Lash")
  2. Abbatoir of Khaine

    Level 2 · 3,000 gold · 1 turn

    • Army ability: "Khaine's Scourge" (replaces: "Khaine's Flail")

Bombardment of Souls

  1. Soul Brazier

    Level 1 · 1,000 gold · 1 turn

    • Army ability: "Soul Torrent" (replaces: "Soul Rain")
  2. Soul Furnance

    Level 2 · 3,000 gold · 1 turn

    • Army ability: "Soul Storm" (replaces: "Soul Torrent")

Flame of Ulric

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Empower 5 Sigils within the Black Pyramid
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
    • Vampiric corruption: +6
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)
    • Local recruitment capacity: +2

Garrison

  1. Watchtowers

    Level 1 · 2,000 gold · 4 turns

    • Cannot be constructed in major settlements
    • Defensive supplies: +50 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  2. Dark Palisade

    Level 2 · 4,000 gold · 5 turns

    • Army ability: "Shadows of Anlec" (armies in region)
    • Cannot be constructed in major settlements
    • Defensive supplies: +100 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Garrison

  1. Outpost Garrison

    Level 1 · 2,000 gold · 4 turns

Outpost

  1. Dark Elf Outpost

    Level 1 · 2,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Dark Elf District

    Level 2 · 4,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +3% (armies in region)
  3. Dark Elf Colony

    Level 3 · 6,000 gold · 5 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment cost outside friendly territory: -50%
    • Casualty replenishment rate: +4% (armies in region)

Walls

  1. Slave Gate

    Level 1 · 2,000 gold · 4 turns

    • Army ability: "Shadows of Anlec" (armies in region)
    • Cannot be constructed in minor settlements
    • Improved tower projectiles: Bolt Thrower
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  2. Blackstone Walls

    Level 2 · 4,000 gold · 5 turns

    • Army ability: "Shadows of Anlec" (armies in region)
    • Improved tower projectiles: Fireballs
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  3. Dread Bulwark

    Level 3 · 6,000 gold · 6 turns

    • Army ability: "Shadows of Anlec" (armies in region)
    • Improved tower projectiles: Greater Fireballs
    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle

Economy

Black Ark

  1. Small Black Ark

    Level 1 · 800 gold · 1 turn

    • Army ability: "Khaine's Lash"
    • Army ability: "Sky Cauldron"
    • Army ability: "Soul Rain"
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Black Ark growth: +5
    • Upkeep: -50% (all units in Black Ark)
    • Horde recruitment capacity +2

    Unlocks

  2. Black Ark

    Level 2 · 1,600 gold · 1 turn

    • Army ability: "Khaine's Lash"
    • Army ability: "Sky Cauldron"
    • Army ability: "Soul Rain"
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Black Ark growth: +5
    • Upkeep: -52% (all units in Black Ark)
    • Horde recruitment capacity +3
  3. Grand Black Ark

    Level 3 · 3,200 gold · 1 turn

    • Army ability: "Khaine's Lash"
    • Army ability: "Sky Cauldron"
    • Army ability: "Soul Rain"
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Black Ark growth: +5
    • Upkeep: -55% (all units in Black Ark)
    • Horde recruitment capacity +4
  4. Enormous Black Ark

    Level 4 · 4,800 gold · 1 turn

    • Army ability: "Khaine's Lash"
    • Army ability: "Sky Cauldron"
    • Army ability: "Soul Rain"
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Black Ark growth: +5
    • Upkeep: -58% (all units in Black Ark)
    • Horde recruitment capacity +5
  5. Gargantuan Black Ark

    Level 5 · 7,200 gold · 1 turn

    • Army ability: "Bolt of Spite"
    • Army ability: "Khaine's Lash"
    • Army ability: "Sky Cauldron"
    • Army ability: "Soul Rain"
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Black Ark growth: +5
    • Upkeep: -60% (all units in Black Ark)
    • Horde recruitment capacity +6

Minor Settlement

  1. Ruined Settlement

    Level 1 · 1 turn

    • Corruption: -1
    • Slaanesh corruption: +1
  2. Black Spire

    Level 2 · 1,000 gold · 3 turns

    • Income from Ports: +1% (factionwide)
    • Defensive supplies: +1000
    • Corruption: -1
    • Slaanesh corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10

    Unlocks

  3. Dark Hold

    Level 3 · 2,000 gold · 4 turns

    • Income from Ports: +2% (factionwide)
    • Defensive supplies: +1000
    • Corruption: -1
    • Slaanesh corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +20
  4. Dark Tower

    Level 4 · 4,000 gold · 5 turns

    • Income from Ports: +2% (factionwide)
    • Defensive supplies: +1000
    • Corruption: -1
    • Slaanesh corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +30

Province Capital

  1. Ruined City

    Level 1 · 1 turn

    • Corruption: -2
    • Slaanesh corruption: +2
  2. Black Spire

    Level 2 · 1,000 gold · 3 turns

    • Income from Ports: +1% (factionwide)
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Slaanesh corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • Adds walls to the settlement

    Unlocks

  3. Dark Hold

    Level 3 · 2,000 gold · 4 turns

    • Income from Ports: +2% (factionwide)
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Slaanesh corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +20
    • Adds walls to the settlement
  4. Dark Tower

    Level 4 · 4,000 gold · 5 turns

    • Income from Ports: +2% (factionwide)
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Slaanesh corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +30
    • Adds walls to the settlement
  5. Dark Citadel

    Level 5 · 8,000 gold · 6 turns

    • Income from Ports: +3% (factionwide)
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Slaanesh corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 250
    • Growth: +40
    • Adds walls to the settlement
  6. Dark City

    Level 6 · 16,000 gold · 7 turns

    • Income from Ports: +3% (factionwide)
    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Slaanesh corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 300
    • Growth: +50
    • Adds walls to the settlement

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

    • Prevents the Vermintide Under-Empire from spreading to this region (while this building is present)
    • Income from all buildings: -5% (local province)
    • Control: -2
  2. Well-Placed Explosives

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
    • This settlement will be razed and then cannot be occupied again for 20 turns
  3. Raid the Under-City

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
    • Building will be removed upon completion
    • A Vermintide army will assault this settlement
  4. Sewer Patrols

    Level 2 · 500 gold · 2 turns · upkeep 500

    • Prevents the Vermintide Under-Empire from spreading to any region in this province (while this building is present)
    • Income from all buildings: -10% (local province)
    • Control: -5

Black Ark Residence

  1. Dark Elf Manors

    Level 1 · 500 gold · 1 turn

    • Black Ark growth: +2
    • Casualty replenishment rate: +2% (this force and all forces in circle of influence)
  2. Dark Elf Residences

    Level 2 · 1,000 gold · 1 turn

    • Black Ark growth: +4
    • Casualty replenishment rate: +3% (this force and all forces in circle of influence)
  3. Estates of the Masters

    Level 3 · 2,000 gold · 1 turn

    • Black Ark growth: +6
    • Casualty replenishment rate: +4% (this force and all forces in circle of influence)

Dye Production

  1. Cinnabar Mining Pit

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Dyes resource production: 20 ounces
  2. Cinnabar Mine

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Dyes resource production: 30 ounces
  3. Dyemaker

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Dyes resource production: 45 ounces

Entertainment

  1. Torture Posts

    Level 1 · 1,500 gold · 2 turns

    • Control: +1
  2. Fighting Pits

    Level 2 · 2,000 gold · 3 turns

    • Control: +2
  3. Arena

    Level 3 · 3,000 gold · 4 turns

    • Control: +3

Exotic Animals

  1. Exotic Animal Tamer

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -20% for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
    • Income generated: 100
    • Exotic Animals resource production: 20 cages
  2. Exotic Animal Pen

    Level 2 · 1,000 gold · 2 turns

    • Recruit rank: +1 for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
    • Recruitment cost: -25% for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
    • Income generated: 150
    • Exotic Animals resource production: 30 cages
  3. Exotic Animal Market

    Level 3 · 2,000 gold · 3 turns

    • Recruit rank: +2 for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
    • Recruitment cost: -30% for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (local province)
    • Upkeep: -3% for Harpies, War Hydra, Bloodwrack Medusa, Kharibdyss, Black Dragon and Feral units (all armies)
    • Income generated: 200
    • Exotic Animals resource production: 45 cages

Gem Mining

  1. Gem Mineshaft

    Level 1 · 500 gold · 2 turns

    • Income generated: 300
    • Gemstones resource production: 20 sacks
  2. Gem Mine

    Level 2 · 1,000 gold · 3 turns

    • Income generated: 450
    • Gemstones resource production: 30 sacks
  3. Gemcutter's Workshop

    Level 3 · 2,000 gold · 4 turns

    • Income generated: 600
    • Gemstones resource production: 45 sacks

Gold Mining

  1. Gold Mining Pit

    Level 1 · 500 gold · 2 turns

    • Income generated: 300
  2. Gold Mine

    Level 2 · 1,000 gold · 3 turns

    • Income generated: 450
  3. Gold Smelter

    Level 3 · 2,000 gold · 4 turns

    • Income generated: 600

Industry

  1. Artisan's House

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
  2. Crafting District

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
  3. Guild Halls

    Level 3 · 1,500 gold · 3 turns

    • Income generated: 200

Iron Mining

  1. Iron Mining Pit

    Level 1 · 500 gold · 2 turns

    • Recruitment cost: -20% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
    • Income generated: 100
    • Iron resource production: 20 ingots
  2. Iron Mines

    Level 2 · 1,000 gold · 3 turns

    • Recruitment cost: -25% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
    • Recruit rank: +1 for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
    • Income generated: 150
    • Iron resource production: 30 ingots
  3. Iron Smelter

    Level 3 · 2,000 gold · 4 turns

    • Recruitment cost: -30% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
    • Recruit rank: +2 for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (local province)
    • Upkeep: -3% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units (all armies)
    • Income generated: 200
    • Iron resource production: 45 ingots

Marble Quarry

  1. Sawyer

    Level 1 · 500 gold · 1 turn

    • Construction cost: -15% for all buildings (local province)
    • Income generated: 100
    • Marble resource production: 20 slabs
  2. Marble Quarry

    Level 2 · 1,000 gold · 2 turns

    • Construction cost: -20% for all buildings (local province)
    • Income generated: 150
    • Marble resource production: 30 slabs
  3. Stone Mason's Workshop

    Level 3 · 2,000 gold · 3 turns

    • Construction cost: -25% for all buildings (local province)
    • Income generated: 200
    • Marble resource production: 45 slabs

Medicine Production

  1. Herb Gatherer's Camp

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -20% for Witch Elves and Sisters of Slaughter units (local province)
    • Casualty replenishment rate: +6% (armies in province)
    • Medicinal Plants resource production: 20 bundles
  2. Exotic Hothouse

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -25% for Witch Elves and Sisters of Slaughter units (local province)
    • Recruit rank: +1 for Witch Elves and Sisters of Slaughter units (local province)
    • Casualty replenishment rate: +8% (armies in province)
    • Medicinal Plants resource production: 30 bundles
  3. Alchemy Workshop

    Level 3 · 2,000 gold · 3 turns

    • Hero recruit rank: +1 for Death Hags (all provinces)
    • Hero recruit rank: +1 for Khainite Assassins (all provinces)
    • Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units (local province)
    • Recruit rank: +2 for Witch Elves and Sisters of Slaughter units (local province)
    • Upkeep: -3% for Witch Elves and Sisters of Slaughter units (all armies)
    • Casualty replenishment rate: +12% (armies in province)
    • Medicinal Plants resource production: 45 bundles

Oak of Ages

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

    • Immune to Athel Loren attrition (all armies)
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Income from all buildings: +5% (factionwide)
    • Growth: +5 (all provinces)
    • Timber resource production: 100 logs

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Carved Obsidian resource production: 20 chests
  2. Obsidian Trinket Maker

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Carved Obsidian resource production: 30 chests
  3. Obsidian Amulet Carver

    Level 3 · 2,000 gold · 3 turns

    • Hero recruit rank: +1 for Sorceresses (all provinces)
    • Income generated: 200
    • Carved Obsidian resource production: 45 chests

Orchards

  1. Orchards

    Level 1 · 500 gold · 1 turn

    • Control: +3
    • Wine resource production: 20 barrels
  2. Vineyard

    Level 2 · 1,000 gold · 2 turns

    • Control: +4
    • Wine resource production: 30 barrels
  3. Vintner

    Level 3 · 2,000 gold · 3 turns

    • Control: +5
    • Wine resource production: 45 barrels

Pastures

  1. Grazing Pastures

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -20% for Dark Riders and Doomfire Warlocks units (local province)
    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +30
  2. Livestock Pens

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -25% for Dark Riders and Doomfire Warlocks units (local province)
    • Recruit rank: +1 for Dark Riders and Doomfire Warlocks units (local province)
    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +40
  3. Cattle Ranch

    Level 3 · 2,000 gold · 3 turns

    • Recruitment cost: -30% for Dark Riders and Doomfire Warlocks units (local province)
    • Recruit rank: +2 for Dark Riders and Doomfire Warlocks units (local province)
    • Upkeep: -3% for Dark Riders and Doomfire Warlocks units (all armies)
    • Casualty replenishment rate: +8% (armies in province)
    • Growth: +50

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Dark Elf Landing

    Level 2 · 1,500 gold · 2 turns

    • Slaves: 20 per turn
    • Income generated: 100
    • Growth: +10
  3. Dark Elf Harbour

    Level 3 · 3,000 gold · 4 turns

    • Slaves: 40 per turn
    • Income generated: 300
    • Growth: +20
  4. Dark Elf Port

    Level 4 · 6,000 gold · 6 turns

    • Slaves: 80 per turn
    • Income generated: 500
    • Growth: +30

Pottery Production

  1. Clay Pit

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Pottery resource production: 20 kilnful
  2. Pottery Maker

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Pottery resource production: 30 kilnful
  3. Kilns

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Pottery resource production: 45 kilnful

Protection

  1. City Tunnels

    Level 1 · 2,000 gold · 2 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns
    • Chaos Rifts will not appear in this province
    • Corruption: -3
    • Slaanesh corruption: +3
    • Control: +3
  2. Guarded Tunnels

    Level 2 · 3,000 gold · 4 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 2 turns
    • Chaos Rifts will not appear in this province (local province)
    • Corruption: -4
    • Slaanesh corruption: +4
    • Control: +3
  3. Barricaded Tunnels

    Level 3 · 4,000 gold · 5 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 3 turns
    • Chaos Rifts will not appear in this province (local province)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Slaanesh corruption: +5
    • Control: +3

Residence

  1. Dark Elf Manors

    Level 1 · 500 gold · 1 turn

    • Casualty replenishment rate: +2% (armies in province)
    • Growth: +5
  2. Dark Elf Residences

    Level 2 · 1,000 gold · 2 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +10
  3. Estates of the Masters

    Level 3 · 1,500 gold · 3 turns

    • Casualty replenishment rate: +6% (armies in province)
    • Growth: +15

Saltmaking

  1. Brine Mining Pans

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -20% for Black Ark Corsairs units (local province)
    • Income generated: 100
    • Salt resource production: 20 barrels
  2. Brine Mining Basin

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -25% for Black Ark Corsairs units (local province)
    • Recruit rank: +1 for Black Ark Corsairs units (local province)
    • Income generated: 150
    • Salt resource production: 30 barrels
  3. Saltworks

    Level 3 · 2,000 gold · 3 turns

    • Recruitment cost: -30% for Black Ark Corsairs units (local province)
    • Recruit rank: +2 for Black Ark Corsairs units (local province)
    • Upkeep: -3% for Black Ark Corsairs units (all armies)
    • Income generated: 200
    • Salt resource production: 45 barrels

Slave-Keeping

  1. Slave Pens

    Level 1 · 1,500 gold · 2 turns

    • Slaves used by buildings: -15% (local province)
    • Diktats cost: -5% (local province)
  2. Slave Market

    Level 2 · 3,000 gold · 4 turns

    • Slaves used by buildings: -30% (local province)
    • Diktats cost: -10% (local province)
    • Control: -4

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Growth: +10
  3. Bordeleaux Harbour

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 400
    • Tradable resources produced: +10% (factionwide)
    • Income from trade tariffs: +20%
    • Growth: +20
  4. Manann’s Dry Docks

    Level 4 · 6,000 gold · 6 turns

    • Chivalry: +50 per turn
    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Growth: +30

Spice Trading

  1. Spice Market

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Spices resource production: 20 sacks
  2. Spice Trading Post

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Spices resource production: 30 sacks
  3. Eastern Bazaar

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Spices resource production: 45 sacks

Transportation

  1. Black Roads

    Level 1 · 2,000 gold · 3 turns

    • Campaign movement range: +15% for own armies starting their turn in this region
    • Income from slaves: +10% (local region)
    • Income from all buildings: +4% (local province)
    • Income from trade tariffs: +3%

Tusks

  1. Animal Store

    Level 1 · 500 gold · 1 turn

    • Ivory resource production: 20 tusks
    • Income generated: 100
  2. Tusk Market

    Level 2 · 1,000 gold · 2 turns

    • Ivory resource production: 30 tusks
    • Income generated: 150
  3. Tusk Compound

    Level 3 · 2,000 gold · 3 turns

    • Ivory resource production: 45 tusks
    • Income generated: 200

Wild Game

  1. Hunting Camp

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
    • Furs resource production: 20 bundles
  2. Hunting Lodge

    Level 2 · 1,000 gold · 2 turns

    • Income generated: 150
    • Furs resource production: 30 bundles
  3. Tannery

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 200
    • Furs resource production: 45 bundles

Woodlands

  1. Woodman's Hut

    Level 1 · 500 gold · 1 turn

    • Recruitment cost: -20% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
    • Income generated: 100
    • Timber resource production: 20 logs
  2. Timber Mill

    Level 2 · 1,000 gold · 2 turns

    • Recruitment cost: -25% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
    • Recruit rank: +1 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
    • Income generated: 150
    • Timber resource production: 30 logs
  3. Lumberyard

    Level 3 · 2,000 gold · 3 turns

    • Recruitment cost: -30% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
    • Recruit rank: +2 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (local province)
    • Upkeep: -3% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units (all armies)
    • Income generated: 200
    • Timber resource production: 45 logs

Landmarks

Show 61 landmark buildings (unique buildings in particular settlements) ▾

Ancient Foundries

City of Bronze Level 1 · 4,000 gold · 4 turns

Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Black Guard Headquarters

Towers of the Black Guard Level 1 · 8,000 gold · 4 turns

Recruitment cost: -30% for Black Guard of Naggarond units · Local Recruitment duration: -1 turn for Black Guard of Naggarond units (minimum 1) in this province (local province) · Upkeep: -5% for Black Guard of Naggarond units (all armies) · Recruit rank: +3 for Black Guard of Naggarond units · Recruit rank: +2 for Black Guard of Naggarond units (factionwide)

Unlocks: Black Guard of Naggarond

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 8,000 gold · 5 turns

Upkeep: -25% for Harpies, War Hydra and Kharibdyss units (all armies) · Exotic Animals resource production: 100 cages

Unlocks: War Hydra

Elven Enclave

Laurelorn Forest Level 1 · 6,000 gold · 4 turns

Recruitment cost: -30% for Darkshards units (armies in region) · Recruit rank: +1 for Darkshards units (factionwide) · Upkeep: -5% for Darkshards units (all armies) · Medicinal Plants resource production: 20 bundles · Elven Trinkets resource production: 10 chests · Local recruitment capacity: +1

Unlocks: Darkshards (Shields), Darkshards

Landmark

Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns

Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

Ogham Stones Level 2 · 6,000 gold · 4 turns

Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2

Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)

Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns

Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9

Lothern

Ruined Lothern Level 1 · 1 turn

Occupied Lothern (Black Spire) Level 2 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Slaanesh corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Adds walls to the settlement

Unlocks: Dreadspears

Occupied Lothern (Dark Hold) Level 3 · 2,000 gold · 4 turns

Improved tower projectiles: Bolt Thrower · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Adds walls to the settlement

Occupied Lothern (Dark Tower) Level 4 · 4,000 gold · 5 turns

Improved tower projectiles: Fireballs · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Adds walls to the settlement

Occupied Lothern (Dark Citadel) Level 5 · 8,000 gold · 6 turns

Improved tower projectiles: Greater Fireballs · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Adds walls to the settlement

Occupied Lothern (Dark City) Level 6 · 16,000 gold · 7 turns

Improved tower projectiles: Greater Fireballs · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Adds walls to the settlement

Lothern Port

Ruined Harbour of Lothern Level 1

Straits of Lothern Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Gates of Lothern Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Naggarond

Ruined Naggarond Level 1 · 1 turn

Naggarond (Black Spire) Level 2 · 1,000 gold · 2 turns

Army ability: "Lure of the Pale Queen" (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Slaanesh corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Adds walls to the settlement

Unlocks: Dreadspears

Naggarond (Dark Hold) Level 3 · 2,000 gold · 3 turns

Army ability: "Lure of the Pale Queen" (armies in region) · Improved tower projectiles: Bolt Thrower · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Slaanesh corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Adds walls to the settlement

Naggarond (Dark Tower) Level 4 · 4,000 gold · 4 turns

Army ability: "Lure of the Pale Queen" (armies in region) · Improved tower projectiles: Fireballs · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Slaanesh corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Adds walls to the settlement

Naggarond (Dark Citadel) Level 5 · 8,000 gold · 5 turns

Army ability: "Lure of the Pale Queen" (armies in region) · Improved tower projectiles: Greater Fireballs · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Slaanesh corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Adds walls to the settlement

Naggarond (Dark City) Level 6 · 16,000 gold · 6 turns

Army ability: "Lure of the Pale Queen" (armies in region) · Improved tower projectiles: Greater Fireballs · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Slaanesh corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Adds walls to the settlement

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

The Sea Dragon's Teeth Level 2 · 2,000 gold · 1 turn

Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

The Sea Dragon's Teeth (Wharf) Level 3 · 4,000 gold · 3 turns

Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns

Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Sartosa

Ruined Sartosa Level 1 · 1 turn

Occupied Sartosa Level 1 Level 2 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Adds walls to the settlement

Unlocks: Dreadspears

Occupied Sartosa Level 2 Level 3 · 2,000 gold · 4 turns

Improved tower projectiles: Bolt Thrower · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Adds walls to the settlement

Occupied Sartosa Level 3 Level 4 · 4,000 gold · 5 turns

Improved tower projectiles: Fireballs · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Adds walls to the settlement

Occupied Sartosa Level 4 Level 5 · 8,000 gold · 6 turns

Improved tower projectiles: Greater Fireballs · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Adds walls to the settlement

Occupied Sartosa Level 5 Level 6 · 16,000 gold · 7 turns

Improved tower projectiles: Greater Fireballs · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Adds walls to the settlement

Special Port

Ruined Copher Harbour Level 1 · 1 turn

Copher Docks Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10

Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks

Copher Harbour Level 3 · 6,000 gold · 3 turns

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Level 1

Great Dragon Fleet Docks Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Special Port

Ruined Erengrad Harbour Level 1

Erengrad Docks Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +20

Erengrad Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +30

Special Port

Ruined Marienburg Harbour Level 1

Marienburg Docks Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40

Marienburg Port Level 4 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40

Special Port

Ruined Port of Nagronath Level 1

Forsaken Port of Nagronath Level 2 · 2,000 gold · 1 turn

Immune to High Seas attrition (factionwide) · Income generated: 200 · Growth: +20

Unlocks: Black Ark Corsairs (Handbows), Harpies

Restored Port of Nagronath Level 3 · 6,000 gold · 3 turns

Recruitment health: +15% for all units (factionwide) · Recruitment health: +1% for all units · Immune to High Seas attrition (factionwide) · Income generated: 400

Tor Yvresse

Ruined Tor Yvresse Level 1 · 1 turn

Occupied Tor Yvresse (Black Spire) Level 2 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Slaanesh corruption: +2 · Grants 1 construction slot in the settlement · Income generated: 100 · Attrition: -10% when under siege (armies in region) · Growth: +10 · Adds walls to the settlement

Unlocks: Dreadspears

Occupied Tor Yvresse (Dark Hold) Level 3 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Grants 2 construction slots in the settlement · Income generated: 150 · Attrition: -10% when under siege (armies in region) · Growth: +20 · Adds walls to the settlement

Occupied Tor Yvresse (Dark Tower) Level 4 · 4,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Grants 3 construction slots in the settlement · Income generated: 200 · Attrition: -10% when under siege (armies in region) · Growth: +30 · Adds walls to the settlement

Occupied Tor Yvresse (Dark Citadel) Level 5 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Grants 5 construction slots in the settlement · Income generated: 250 · Attrition: -10% when under siege (armies in region) · Growth: +40 · Adds walls to the settlement

Occupied Tor Yvresse (Dark City) Level 6 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Grants 7 construction slots in the settlement · Income generated: 300 · Attrition: -10% when under siege (armies in region) · Growth: +50 · Adds walls to the settlement

Asuryan Worship

Corrupted Flame of Asuryan Level 1 · 2,000 gold · 3 turns

Diplomatic relations: +50 with Dark Elves · Diplomatic relations: +100 with High Elves · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5

Avelorn Landmark

Vandalised Court of the Everqueen Level 1 · 10,000 gold · 5 turns

Corruption in adjacent provinces: -2 · Corruption: -5 · Slaanesh corruption in adjacent provinces: +2 · Slaanesh corruption: +5 · Growth: +5 (factionwide) · Control: +10 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Level 1 · 1 turn

Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 4 · 4,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Bordeleaux Winemaking

Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns

Growth: +20 · Control: +3 · Wine resource production: 42 barrels

Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns

Growth: +30 · Control: +4 · Wine resource production: 64 barrels

Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns

Growth: +40 · Control: +5 · Wine resource production: 96 barrels

Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns

Growth: +50 · Control: +8 · Wine resource production: 144 barrels

Caledor Landmark

Hall of Dragons Level 1 · 10,000 gold · 5 turns

Recruit rank: +4 for Dragon units · Upkeep: -25% for Dragon units (all armies) · Recruitment cost: -25% for Dragon units (all armies) · Exotic Animals resource production: 20 cages

Cursed Ruins

Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns

Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300

Eataine Landmark

Glittering Tower Lighthouse Level 1 · 6,000 gold · 3 turns

Income from Ports: +5% (factionwide) · Income from trade tariffs: +5%

Forbidden Halls

Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns

Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200

Fort

Ruined Fort Level 1 · 1 turn

Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Fortress (Fort) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 2 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Gate (Fortress) Level 3 · 2,000 gold · 3 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Ghrond Landmark

Tower of Prophecy Level 1 · 8,000 gold · 4 turns

Hero capacity: +1 for Sorceresses · Unlocks Hero recruitment: Sorceress · Hero recruit rank: +3 for Sorceresses · Winds of Magic power reserve capacity: +3 (all armies) · Research rate: +6

Dark Convent of Sorcery Level 2 · 10,000 gold · 6 turns

Hero capacity: +1 for Sorceresses · Unlocks Hero recruitment: Sorceress · Hero recruit rank: +6 for Sorceresses · Winds of Magic power reserve capacity: +6 (all armies) · Research rate: +12

Hexoatl Landmark

Stellar Pyramids of the Southern Skies Level 1 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +10 (all armies) · Research rate: +10 · Lord recruit rank: +1 (factionwide)

Hidden Oasis

Secluded Oasis Level 1 · 2,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30

Buried Caravanserai Level 2 · 6,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30

Itza Landmark

The Emerald Pools Level 1 · 8,000 gold · 5 turns

Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces) · Medicinal Plants resource production: 100 bundles

Khaine Worship

Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns

Recruit rank: +1 for all units · Income from post-battle loot: +5% (factionwide)

Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns

Hero recruit rank: +1 for Death Hags (all provinces) · Hero recruit rank: +1 for Khainite Assassins (all provinces) · Grants owner access to the Sword of Khaine · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Landmark

The Altar of Ultimate Darkness Level 1 · 6,000 gold · 7 turns

Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)

Landmark

The Chamber of Visions Level 1 · 6,000 gold · 6 turns

Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)

Landmark

Temple of Vaul Level 1 · 6,000 gold · 4 turns

Upkeep: -10% (all armies) · Iron resource production: 100 ingots

Landmark

Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns

Income generated: 450 · Control: +5 · Research rate: +8

Landmark

Face of Hag Graef Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Upkeep: -60% (armies in region) · Iron resource production: 28 ingots · Marble resource production: 28 slabs

Eye of Hag Graef Level 2 · 4,000 gold · 4 turns

Income generated: 200 · Upkeep: -60% (armies in region) · Iron resource production: 42 ingots · Marble resource production: 42 slabs

Mines of Hag Graef Level 3 · 6,000 gold · 5 turns

Recruit rank: +2 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units · Income generated: 400 · Upkeep: -60% (armies in region) · Iron resource production: 64 ingots · Marble resource production: 64 slabs

The Dark Crag Level 4 · 8,000 gold · 6 turns

Recruit rank: +3 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units · Recruit rank: +1 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (factionwide) · Upkeep: -5% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (all armies) · Income generated: 600 · Upkeep: -60% (armies in region) · Iron resource production: 96 ingots · Marble resource production: 96 slabs

Landmark

Fiery Pits of Sacrifice Level 1 · 10,000 gold · 5 turns

Hero recruit rank: +1 for Death Hags (all provinces) · Hero recruit rank: +1 for Khainite Assassins (all provinces) · Recruitment cost: -30% for Har Ganeth Executioners units · Upkeep: -5% for Har Ganeth Executioners units (all armies) · Recruit rank: +4 for Har Ganeth Executioners units · Corruption: -1 (all provinces) · Income from post-battle loot: +10% (factionwide)

Landmark

Slave Traders' Palaces Level 1 · 8,000 gold · 3 turns

Slaves: 100 per turn · Slaves used by buildings: -5% (all provinces)

Landmark

Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns

Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests

Landmark

Catacombs of Quintex Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)

Vaults of Quintex Level 2 · 6,000 gold · 6 turns

Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5

Sanctum of Quintex Level 3 · 10,000 gold · 12 turns

Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10

Landmark

Smithy's Tavern Level 1 · 8,000 gold · 3 turns

Local recruitment capacity for Vampire Coast units: +2 · Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10 · Local recruitment capacity: +2

Landmark

Gate to the Underworld Sea Level 1 · 6,000 gold · 1 turn

Recruitment cost: -30% for Black Ark Corsairs units · Recruit rank: +2 for Black Ark Corsairs units (factionwide) · Upkeep: -5% for Black Ark Corsairs units (all armies) · Income from Ports: +50% (local region) · Growth: +20

Landmark

Beacon of Dawn Level 1 · 6,000 gold · 6 turns

Corruption: -10 · Slaanesh corruption: +10 · Unit experience gain per turn: +200 (armies in province) · Recruit rank: +2 for all units

Landmark

Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns

Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)

Landmark

Pillar of Bone Level 1 · 7,500 gold · 5 turns

Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

Landmark

Wreck of the Talon of Agony Level 1 · 5,000 gold · 1 turn · upkeep 500

Slaves: -100 per turn

Raised Talon of Agony Level 2 · 500 gold · 15 turns

Army ability number of uses: +1 for all Black Ark bombardment abilities (all armies) · Slaves: 100 per turn · Income from raiding: +15% (factionwide)

Legendary Palace

Hellebron's Palace Level 1 · 10,000 gold · 5 turns

Hero capacity: +1 for Death Hags · Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units · Recruit rank: +4 for Witch Elves and Sisters of Slaughter units · Upkeep: -5% for Witch Elves and Sisters of Slaughter units (all armies) · Income from all buildings: +10% (local province) · Control: +10

Legendary Palace

The Black Tower of Malekith Level 1 · 10,000 gold · 6 turns

Income from all buildings: +10% (local province) · Control: +10 · Control: +2 (factionwide) · Local recruitment capacity: +2 · Lord recruit rank: +2 (factionwide)

Nagarythe Landmark

Black Citadel of Anlec Level 1 · 10,000 gold · 5 turns

Income from all buildings: +5% (local province) · Ammunition: +50% during siege defence battles (armies in region) · Leadership: -10 when laying siege or encircling (enemy armies in region) · Control: +10

Pyramid

Vault of Nagash Level 1 · 6,000 gold · 20 turns

Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

Saphery Landmark

Dark Library of Hoeth Level 1 · 8,000 gold · 4 turns

Hero capacity: +1 for Sorceresses · Unlocks Hero recruitment: Sorceress · Hero recruit rank: +2 for Sorceresses · Winds of Magic power reserve capacity: +3 (all armies) · Research rate: +6

Sorcerous White Tower of Hoeth Level 2 · 10,000 gold · 6 turns

Hero capacity: +1 for Sorceresses · Unlocks Hero recruitment: Sorceress · Hero recruit rank: +5 for Sorceresses · Winds of Magic power reserve capacity: +6 (all armies) · Research rate: +12

Special Deck

Helm of the Blessed Dread Level 1 · 3,000 gold · 1 turn

Casualties captured post-battle: +10% (armies within circle of influence) · Campaign movement range: +15% · Income from sacking settlements: +20% (armies in circle of influence)

Tower of the Blessed Dread Level 2 · 5,000 gold · 1 turn

Recruit rank: +3 for Black Ark Corsairs units (factionwide) · Casualties captured post-battle: +20% (armies within circle of influence) · Campaign movement range: +30% · Income from sacking settlements: +40% (armies in circle of influence)

Special Port

Ruined Dawn's Harbour Level 1 · 1 turn

Dawn's Harbour Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 3 · 6,000 gold · 4 turns

Black Ark growth: +3 (cumulative) (factionwide) · Income generated: 300 · Growth: +30

Dawn's Harbour Level 4 · 10,000 gold · 8 turns

Immune to Storm and Reef attrition (factionwide) · Black Ark growth: +5 (cumulative) (factionwide) · Income generated: 500 · Growth: +40

Standing Stones

The Standing Stones Level 1 · 6,000 gold · 6 turns

Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide) · Growth: +20 · Research rate: +10

The Galleon's Graveyard

The Maelstrom (Inert) Level 1 · 1 turn

Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2

The Maelstrom Level 2 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20

The Great Temple of Hashut

The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns

Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

Tiranoc Landmark

Palace of Tiranoc Level 1 · 10,000 gold · 5 turns

Recruit rank: +3 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units · Upkeep: -5% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (all armies) · Income from all buildings: +10% (local province) · Control: +10

Yvresse Landmark

Warden's Tower Level 1 · 10,000 gold · 5 turns

Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units · Recruit rank: +3 for Witch Elves and Sisters of Slaughter units · Control: +10