Dwarfs buildings
74 building chains Dwarfs can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.
Recruitment

Air Frame
5 levels · unlocks Miners (Blasting Charges), Slayer Pirates, Slayers, Giant Slayers, Doomseekers
Air Frame
5 levels · unlocks Miners (Blasting Charges), Slayer Pirates, Slayers, Giant Slayers, Doomseekers

Basic Airship Frame
Level 1 · 1 turn
Army ability: "Spirit of Grungni"
Horde recruitment capacity +1
Horde growth: +10
Unlocks

Hardened Hull
Level 2 · 2,500 gold · 1 turn
Unlocks Hero recruitment: Dragon Slayer
Army ability: "Spirit of Grungni"
Horde recruitment capacity +1
Horde growth: +10
Unlocks

Rune Inscribed Frame
Level 3 · 5,000 gold · 1 turn
Hero capacity: +1 for Dragon Slayers
Unlocks Hero recruitment: Dragon Slayer
Army ability: "Spirit of Grungni"
Horde recruitment capacity +2
Horde growth: +10
Unlocks

Reinforced Airship Frame
Level 4 · 7,500 gold · 1 turn
Hero capacity: +2 for Dragon Slayers
Unlocks Hero recruitment: Dragon Slayer
Army ability: "Spirit of Grungni"
Horde recruitment capacity +2
Horde growth: +10

Rune-Etched Hull
Level 5 · 10,000 gold · 1 turn
Hero capacity: +2 for Dragon Slayers
Unlocks Hero recruitment: Dragon Slayer
Army ability: "Spirit of Grungni"
Horde recruitment capacity +3
Horde growth: +10

Artillery Workshop
3 levels · unlocks Bolt Throwers, Grudge Throwers, Cannons, Goblin Hewers, Organ Guns, Flame Cannons
Artillery Workshop
3 levels · unlocks Bolt Throwers, Grudge Throwers, Cannons, Goblin Hewers, Organ Guns, Flame Cannons

Compact Forge
Level 1 · 4,000 gold · 1 turn
Unlocks

Streamlined Smelters
Level 2 · 6,000 gold · 1 turn
Unlocks

Automated Foundry
Level 3 · 8,000 gold · 1 turn
Unlocks

Barracks
3 levels · unlocks Dwarf Warriors, Dwarf Warriors (Great Weapons), Quarrellers (Great Weapons), Quarrellers, Longbeards, Longbeards (Great Weapons)
Barracks
3 levels · unlocks Dwarf Warriors, Dwarf Warriors (Great Weapons), Quarrellers (Great Weapons), Quarrellers, Longbeards, Longbeards (Great Weapons)

Bunks
Level 1 · 2,000 gold · 1 turn
Unlocks

Billets
Level 2 · 4,000 gold · 1 turn
Unlocks

Barracks
Level 3 · 6,000 gold · 1 turn
Unlocks

Barracks
3 levels · unlocks Miners (Blasting Charges), Dwarf Warriors (Great Weapons), Dwarf Warriors, Quarrellers (Great Weapons), Quarrellers, Longbeards (Great Weapons), Longbeards
Barracks
3 levels · unlocks Miners (Blasting Charges), Dwarf Warriors (Great Weapons), Dwarf Warriors, Quarrellers (Great Weapons), Quarrellers, Longbeards (Great Weapons), Longbeards

Sparring Chamber
Level 1 · 1,000 gold · 1 turn
Unlocks

Clan Barracks
Level 2 · 2,000 gold · 2 turns
Unlocks Hero recruitment: Thane
Unlocks

Mustering Hall
Level 3 · 3,000 gold · 3 turns
Hero capacity: +1 for Thanes
Unlocks Hero recruitment: Thane
Hero recruit rank: +1 for Thanes
Unlocks

Engineering
4 levels · unlocks Gyrocopters, Gyrocopters (Brimstone Guns), Gyrobombers, Thunderbarge
Engineering
4 levels · unlocks Gyrocopters, Gyrocopters (Brimstone Guns), Gyrobombers, Thunderbarge

Tinker's Den
Level 1 · 2,000 gold · 3 turns
Unlocks Hero recruitment: Master Engineer
Research rate: +2
Unlocks

Engineer's Workshop
Level 2 · 4,000 gold · 4 turns
Hero capacity: +1 for Master Engineers
Unlocks Hero recruitment: Master Engineer
Research rate: +3
Unlocks

Engineers' Guild Hall
Level 3 · 6,000 gold · 5 turns
Hero capacity: +2 for Master Engineers
Unlocks Hero recruitment: Master Engineer
Hero recruit rank: +1 for Master Engineers
Research rate: +4
Unlocks

Guild Masters' Council
Level 4 · 10,000 gold · 6 turns
Hero capacity: +2 for Master Engineers
Unlocks Hero recruitment: Master Engineer
Hero recruit rank: +2 for Master Engineers
Research rate: +5
Unlocks

Engineering Workshop
3 levels · unlocks Gyrocopters (Brimstone Guns), Gyrocopters, Gyrobombers, Thunderbarge
Engineering Workshop
3 levels · unlocks Gyrocopters (Brimstone Guns), Gyrocopters, Gyrobombers, Thunderbarge

Engineering Workbench
Level 1 · 8,000 gold · 1 turn
Unlocks Hero recruitment: Master Engineer
Unlocks

Engineer's Compartment
Level 2 · 10,000 gold · 1 turn
Hero capacity: +1 for Master Engineers
Unlocks Hero recruitment: Master Engineer
Unlocks

Assembly Line
Level 3 · 12,000 gold · 1 turn
Hero capacity: +2 for Master Engineers
Unlocks Hero recruitment: Master Engineer
Unlocks

Guild Workshops
4 levels · unlocks Bolt Throwers, Grudge Throwers, Cannons, Goblin Hewers, Flame Cannons, Organ Guns
Guild Workshops
4 levels · unlocks Bolt Throwers, Grudge Throwers, Cannons, Goblin Hewers, Flame Cannons, Organ Guns

Siege Workshop
Level 1 · 2,000 gold · 3 turns
Recruit rank: +1 for all units
Unlocks

Gunsmith's Forge
Level 2 · 4,000 gold · 4 turns
Recruit rank: +2 for all units
Unlocks

Foundry
Level 3 · 6,000 gold · 5 turns
Recruit rank: +2 for all units
Lord recruit rank: +1 (factionwide)
Unlocks

Hangar
Level 4 · 10,000 gold · 6 turns

Infantry Workshop
2 levels · unlocks Thunderers, Irondrakes, Irondrakes (Trollhammer Torpedoes), Thunderers (Grudge-Rakers)
Infantry Workshop
2 levels · unlocks Thunderers, Irondrakes, Irondrakes (Trollhammer Torpedoes), Thunderers (Grudge-Rakers)

Arms Store
Level 1 · 4,000 gold · 1 turn
Unlocks

Arms Locker
Level 2 · 6,000 gold · 1 turn
Unlocks

Infantry Workshops
2 levels · unlocks Thunderers, Irondrakes, Thunderers (Grudge-Rakers), Irondrakes (Trollhammer Torpedoes)
Infantry Workshops
2 levels · unlocks Thunderers, Irondrakes, Thunderers (Grudge-Rakers), Irondrakes (Trollhammer Torpedoes)

Arms Forge
Level 1 · 2,000 gold · 3 turns
Unlocks

Arms Foundry
Level 2 · 3,000 gold · 4 turns
Unlocks

Rangers
2 levels · unlocks Rangers (Great Weapons), Rangers, Bugman's Rangers
Rangers
2 levels · unlocks Rangers (Great Weapons), Rangers, Bugman's Rangers

Ranger Outpost
Level 1 · 2,000 gold · 3 turns
Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
Campaign line of sight: +50%
(all armies in this region and adjacent regions)
Unlocks

Ranger Barracks
Level 2 · 3,000 gold · 4 turns
Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in region)
Campaign line of sight: +100%
(all armies in this region and adjacent regions)
Unlocks

Slayer Cult
2 levels · unlocks Slayer Pirates, Slayers, Giant Slayers, Doomseekers
Slayer Cult
2 levels · unlocks Slayer Pirates, Slayers, Giant Slayers, Doomseekers

Slayer Shrine
Level 1 · 3,000 gold · 4 turns
Unlocks Hero recruitment: Dragon Slayer
Unlocks

Monument of Grimnir
Level 2 · 4,500 gold · 5 turns
Hero capacity: +1 for Dragon Slayers
Unlocks Hero recruitment: Dragon Slayer
Unlocks

Smithy
4 levels · unlocks Hammerers, Ironbreakers
Smithy
4 levels · unlocks Hammerers, Ironbreakers

Armoury
Level 1 · 2,000 gold · 3 turns
Unlocks Hero recruitment: Runesmith
Local recruitment capacity: +1

Gromril Forge
Level 2 · 4,000 gold · 4 turns
Hero capacity: +1 for Runesmiths
Unlocks Hero recruitment: Runesmith
Hero recruit rank: +1 for Runesmiths
Local recruitment capacity: +1
Unlocks

Runeforge
Level 3 · 6,000 gold · 5 turns
Hero capacity: +2 for Runesmiths
Unlocks Hero recruitment: Runesmith
Hero recruit rank: +2 for Runesmiths
Local recruitment capacity: +2
Unlocks

Runelords’ Hall
Level 4 · 10,000 gold · 6 turns
Hero capacity: +2 for Runesmiths
Unlocks Hero recruitment: Runesmith
Hero recruit rank: +2 for Runesmiths
Global recruitment capacity: +1
Local recruitment capacity: +2

Beer Taps
3 levels
Beer Taps
3 levels

Beer Hall
Level 1 · 1,500 gold · 1 turn
Recruitment cost: -10%
Upkeep: -5%
Dwarf beer resource production: 5 kegs

Mess Hall
Level 2 · 3,000 gold · 1 turn
Recruitment cost: -20%
Upkeep: -10%
Dwarf beer resource production: 10 kegs

Air Distillery
Level 3 · 5,000 gold · 1 turn
Recruitment cost: -20% (this force and all forces in circle of influence)
Upkeep: -15%
Dwarf beer resource production: 20 kegs

Cargo Hold
3 levels
Cargo Hold
3 levels

Cargo Racks
Level 1 · 1,500 gold · 1 turn
Casualty replenishment rate: +4%
Horde growth: +5

Storage Hold
Level 2 · 4,000 gold · 1 turn
Casualty replenishment rate: +8%
Attrition: -30% casualties suffered from all attrition
Horde growth: +10

Optimised External Access Port
Level 3 · 8,000 gold · 1 turn
Casualty replenishment rate: +8% (this force and all forces in circle of influence)
Attrition: -30% casualties suffered from all attrition (this force and all forces in circle of influence)
Horde growth: +10

Crew Training
3 levels
Crew Training
3 levels

Target Practice Dummy
Level 1 · 750 gold · 1 turn
Unit experience gain per turn: +150

Shooting Gallery
Level 2 · 1,500 gold · 1 turn
Unit experience gain per turn: +300
Recruit rank: +1 for all units

Firing Range
Level 3 · 3,000 gold · 1 turn
Unit experience gain per turn: +300 (this force and all forces in circle of influence)
Recruit rank: +2 for all units

Engines
3 levels
Engines
3 levels

Engine Room
Level 1 · 2,500 gold · 1 turn
Ability: "Thunderburner Upgraded" for the Spirit of Grungni
Duration before Disengaging: +90 seconds for the "Spirit of Grungni" army ability
Campaign movement range: +5%

Improved Engine Output
Level 2 · 4,000 gold · 1 turn
Ability: "Thunderburner Upgraded" for the Spirit of Grungni
The Spirit of Grungni will no longer disengage during battle
Campaign movement range: +10%

Larger Propellers
Level 3 · 10,000 gold · 1 turn
Ability: "Thunderburner Upgraded" for the Spirit of Grungni
Army ability: "Spirit of Grungni" (this force and all forces in circle of influence)
The Spirit of Grungni will no longer disengage during battle
Campaign movement range: +10% (this force and all forces in circle of influence)

Flame of Ulric
1 level
Flame of Ulric
1 level

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
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 level
Garrison
1 level

Outpost Garrison
Level 1 · 2,000 gold · 2 turns

Garrison
2 levels
Garrison
2 levels

Watch Room
Level 1 · 2,000 gold · 4 turns
Defensive supplies: +50 per turn when under siege
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%

Guard Hall
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +100 per turn when under siege
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%

Outpost
3 levels
Outpost
3 levels

Dwarf Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +2% (own and enemy armies in region)

Dwarf District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +3% (armies in region)

Dwarf Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment cost outside friendly territory: -50%- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +4% (armies in region)

Royal Guard
2 levels
Royal Guard
2 levels

Hall of Oaths
Level 1 · 5,000 gold · 4 turns

Bakers' Guild Hall
Level 2 · 2,500 gold · 4 turns
Casualty replenishment rate: +5% (armies in province)
Growth: +38

Support Radius
2 levels
Support Radius
2 levels

Signals System
Level 1 · 2,500 gold · 1 turn
Circle of Influence size: +25%
Horde recruitment capacity +1

Signals Network
Level 2 · 5,000 gold · 1 turn
Circle of Influence size: +50%
Horde recruitment capacity +2

Walls
3 levels
Walls
3 levels

Gate
Level 1 · 2,000 gold · 4 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -10%
Attrition: -5% when under siege (armies in region)
Leadership: +2 when under siege (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bullets

Reinforced Gate
Level 2 · 4,000 gold · 5 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -15%
Attrition: -10% when under siege (armies in region)
Leadership: +4 when under siege (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Cannon Balls

Runic Gate
Level 3 · 6,000 gold · 6 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Enemy Hero action success chance: -20%
Attrition: -15% when under siege (armies in region)
Leadership: +6 when under siege (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Fused Beer Kegs
Economy

Major Settlement
5 levels · unlocks Miners
Major Settlement
5 levels · unlocks Miners

Ruined Dwarfhold
Ruin
Corruption: -2

Dwarf Mining Colony
Level 1 · 1,200 gold · 3 turns
Defensive supplies: +1000
Corruption: -2
Grants 1 construction slot in the settlement
Income generated: 80
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks

Dwarf Outpost
Level 2 · 2,500 gold · 4 turns
Defensive supplies: +1000
Corruption: -2
Grants 2 construction slots in the settlement
Income generated: 120
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Dwarf Keep
Level 3 · 5,000 gold · 5 turns
Defensive supplies: +1000
Corruption: -2
Grants 3 construction slots in the settlement
Income generated: 160
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Dwarfhold
Level 4 · 10,000 gold · 6 turns
Defensive supplies: +1000
Corruption: -2
Grants 5 construction slots in the settlement
Income generated: 200
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Great Hold
Level 5 · 20,000 gold · 7 turns
Defensive supplies: +1000
Corruption: -2
Grants 7 construction slots in the settlement
Income generated: 240
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Minor Settlement
3 levels · unlocks Miners
Minor Settlement
3 levels · unlocks Miners

Ruined Dwarfhold
Ruin
Corruption: -1

Dwarf Mining Colony
Level 1 · 1,200 gold · 3 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 80
Growth: +10
Unlocks

Dwarf Outpost
Level 2 · 2,500 gold · 4 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income generated: 120
Growth: +20

Dwarf Keep
Level 3 · 5,000 gold · 5 turns
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
Income generated: 160
Growth: +30

Anti-Vermintide
4 levels
Anti-Vermintide
4 levels

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

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

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

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

Brewing
4 levels
Brewing
4 levels

Ale Store
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
Growth: +15
Control: +3
Dwarf beer resource production: 20 kegs

Dwarf Brewery
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Income generated: 150
Growth: +22
Control: +4
Dwarf beer resource production: 30 kegs

Renowned Brewery
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Income generated: 200
Growth: +30
Control: +5
Dwarf beer resource production: 45 kegs

Brewmaster's Kettles
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 300
Growth: +38
Control: +6
Dwarf beer resource production: 68 kegs

Brine
4 levels
Brine
4 levels

Brine Mining Pit
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Recruitment cost: -20% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
Income generated: 100
Salt resource production: 20 barrels

Brine Mine
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Recruitment cost: -25% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
Recruit rank: +1 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
Income generated: 150
Salt resource production: 30 barrels

Saltworks
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Recruitment cost: -30% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
Recruit rank: +2 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
Upkeep: -3% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (all armies)
Income generated: 200
Salt resource production: 45 barrels

Saltworkers' Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Recruitment cost: -30% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
Recruit rank: +3 for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (local province)
Upkeep: -3% for Dwarf blackpowder, fire-based, Thunderbarge and Gyrocopters units (all armies)
Income generated: 300
Salt resource production: 68 barrels

Cinnabar Mining
4 levels
Cinnabar Mining
4 levels

Cinnabar Mining Pit
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Income generated: 150
Dyes resource production: 30 ounces

Dye-Makers' Plant
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Income generated: 200
Dyes resource production: 45 ounces

Dyers' Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 300
Dyes resource production: 68 ounces

Commerce
5 levels
Commerce
5 levels

Trading Depot
Level 1 · 1,000 gold · 1 turn · pays back in 5.6 turns
Oathgold: 10 per turn
Prevents construction of Trinket Maker building
Income generated: 180

Trading Warehouse
Level 2 · 2,000 gold · 2 turns · pays back in 7.4 turns
Oathgold: 20 per turn
Income generated: 270

Guild Marketplace
Level 3 · 3,000 gold · 3 turns · pays back in 8.3 turns
Oathgold: 30 per turn
Income generated: 360

Guild Market District
Level 4 · 4,500 gold · 4 turns · pays back in 10 turns
Oathgold: 40 per turn
Income generated: 450

Traders' Guild Hall
Level 5 · 6,000 gold · 5 turns · pays back in 11.1 turns
Oathgold: 50 per turn
Income generated: 540

Exotic Animals
4 levels
Exotic Animals
4 levels

Exotic Animal Tamer
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
Exotic Animals resource production: 16 cages

Exotic Animal Pen
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Income generated: 150
Exotic Animals resource production: 24 cages

Exotic Animal Market
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Income generated: 200
Exotic Animals resource production: 36 cages

Animal Trainers' Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 300
Exotic Animals resource production: 54 cages

Farm
3 levels
Farm
3 levels

Barley Field
Level 1 · 1,000 gold · 1 turn
Casualty replenishment rate: +3% (armies in province)
Growth: +20

Granary
Level 2 · 2,000 gold · 2 turns
Casualty replenishment rate: +5% (armies in province)
Growth: +30

Stone Bread Bakery
Level 3 · 3,000 gold · 3 turns
Casualty replenishment rate: +8% (armies in province)
Growth: +40

Gem Mining
4 levels
Gem Mining
4 levels

Gem Mineshaft
Level 1 · 1,000 gold · 2 turns · pays back in 5 turns
Recruitment cost: -20% for Dwarf Ironbreaker and Hammerer units (local province)
Income generated: 200
Gemstones resource production: 20 sacks

Gem Mine
Level 2 · 2,000 gold · 3 turns · pays back in 6.7 turns
Recruitment cost: -25% for Dwarf Ironbreaker and Hammerer units (local province)
Recruit rank: +1 for Dwarf Ironbreaker and Hammerer units (local province)
Income generated: 300
Gemstones resource production: 30 sacks

Gemcutter's Workshop
Level 3 · 3,000 gold · 4 turns · pays back in 7.5 turns
Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units (local province)
Recruit rank: +2 for Dwarf Ironbreaker and Hammerer units (local province)
Upkeep: -3% for Dwarf Ironbreaker and Hammerer units (all armies)
Income generated: 400
Gemstones resource production: 45 sacks

Gemcutters' Guild Hall
Level 4 · 4,000 gold · 5 turns · pays back in 6.7 turns
Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units (local province)
Recruit rank: +3 for Dwarf Ironbreaker and Hammerer units (local province)
Upkeep: -3% for Dwarf Ironbreaker and Hammerer units (all armies)
Income generated: 600
Gemstones resource production: 68 sacks

Gold Mining
4 levels
Gold Mining
4 levels

Gold Mining Pit
Level 1 · 1,000 gold · 2 turns · pays back in 5 turns
Oathgold: 15 per turn
Golden Idols resource production: 3 chests
Income generated: 200

Gold Mine
Level 2 · 2,000 gold · 3 turns · pays back in 6.7 turns
Oathgold: 25 per turn
Golden Idols resource production: 6 chests
Income generated: 300

Gold Smelter
Level 3 · 3,000 gold · 4 turns · pays back in 7.5 turns
Oathgold: 40 per turn
Golden Idols resource production: 8 chests
Hero recruit rank: +1 for Thanes (all provinces)
Income generated: 400

Goldsmiths' Guild Hall
Level 4 · 4,000 gold · 5 turns · pays back in 6.7 turns
Oathgold: 50 per turn
Golden Idols resource production: 12 chests
Hero recruit rank: +1 for Thanes (all provinces)
Income generated: 600
Lord recruit rank: +1 (factionwide)

Industry
5 levels
Industry
5 levels

Trinket Maker
Level 1 · 1,000 gold · 1 turn · pays back in 5 turns
Prevents construction of Trading Depot building
Construction cost: -5% for all buildings (local province)
Income generated: 200

Dwarf Tinkerer's Shop
Level 2 · 2,000 gold · 2 turns · pays back in 6.7 turns
Construction cost: -8% for all buildings (local province)
Income generated: 300

Toolmaker's Workshop
Level 3 · 3,000 gold · 3 turns · pays back in 7.5 turns
Construction cost: -10% for all buildings (local province)
Income generated: 400

Toolmakers' Foundry
Level 4 · 4,500 gold · 4 turns · pays back in 9 turns
Construction cost: -12% for all buildings (local province)
Income generated: 500

Toolmakers' Guild Hall
Level 5 · 6,000 gold · 5 turns · pays back in 10 turns
Construction cost: -15% for all buildings (local province)
Income generated: 600

Iron Mining
4 levels
Iron Mining
4 levels

Iron Mining Pit
Level 1 · 1,000 gold · 2 turns · pays back in 10 turns
Recruitment cost: -20% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
Income generated: 100
Iron resource production: 20 ingots

Iron Mines
Level 2 · 2,000 gold · 3 turns · pays back in 13.3 turns
Recruitment cost: -25% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
Recruit rank: +1 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
Income generated: 150
Iron resource production: 30 ingots

Iron Smelter
Level 3 · 3,000 gold · 4 turns · pays back in 15 turns
Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
Recruit rank: +2 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
Upkeep: -3% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (all armies)
Income generated: 200
Iron resource production: 45 ingots

Iron Miners' Guild Hall
Level 4 · 4,000 gold · 5 turns · pays back in 13.3 turns
Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
Recruit rank: +3 for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (local province)
Upkeep: -3% for Dwarf Warrior, Longbeard, Slayers, Doomseekers and Miner units (all armies)
Income generated: 300
Iron resource production: 68 ingots

Marble Quarry
4 levels
Marble Quarry
4 levels

Stonecutter's Shop
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
Marble resource production: 20 slabs

Marble Quarry
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Income generated: 150
Marble resource production: 30 slabs

Mason
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Income generated: 200
Marble resource production: 45 slabs

Masons' Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 300
Marble resource production: 68 slabs

Medicine Production
4 levels
Medicine Production
4 levels

Herb Gatherer's Camp
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
Medicinal Plants resource production: 16 bundles

Exotic Hothouse
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Income generated: 150
Medicinal Plants resource production: 24 bundles

Alchemist's Workshop
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Income generated: 200
Medicinal Plants resource production: 36 bundles

Alchemists' Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 300
Medicinal Plants resource production: 54 bundles

Obsidian Quarry
4 levels
Obsidian Quarry
4 levels

Obsidian Quarry
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
Carved Obsidian resource production: 20 chests

Obsidian Trinket Maker
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Income generated: 150
Carved Obsidian resource production: 30 chests

Obsidian Sculptor
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Income generated: 200
Carved Obsidian resource production: 45 chests

Obsidian Sculptors' Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 300
Carved Obsidian resource production: 68 chests

Orchards
4 levels
Orchards
4 levels

Orchards
Level 1 · 1,000 gold · 1 turn
Control: +3
Wine resource production: 16 barrels

Vineyard
Level 2 · 2,000 gold · 2 turns
Control: +4
Wine resource production: 24 barrels

Distillery
Level 3 · 3,000 gold · 3 turns
Control: +5
Wine resource production: 36 barrels

Distillers' Guild Hall
Level 4 · 4,000 gold · 4 turns
Control: +6
Wine resource production: 54 barrels

Pastures
4 levels
Pastures
4 levels

Goat Pastures
Level 1 · 1,000 gold · 1 turn
Casualty replenishment rate: +4% (armies in province)
Growth: +30

Goat Herd
Level 2 · 2,000 gold · 2 turns
Casualty replenishment rate: +6% (armies in province)
Growth: +40

Goat Farm
Level 3 · 3,000 gold · 3 turns
Casualty replenishment rate: +8% (armies in province)
Growth: +50

Herders' Guild Hall
Level 4 · 4,000 gold · 4 turns
Casualty replenishment rate: +10% (armies in province)
Growth: +60

Port
3 levels
Port
3 levels

Ruined Docks
Ruin

Dwarf Wharf
Level 1 · 2,000 gold · 2 turns · pays back in 20 turns
Income generated: 100
Growth: +10

Dwarf Docks
Level 2 · 4,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 300
Growth: +20

Dwarf Shipyard
Level 3 · 8,000 gold · 6 turns · pays back in 16 turns
Income generated: 500
Growth: +30

Pottery Production
4 levels
Pottery Production
4 levels

Clay Pit
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
Pottery resource production: 16 kilnful

Pottery Maker
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Income generated: 150
Pottery resource production: 24 kilnful

Kilns
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Income generated: 200
Pottery resource production: 36 kilnful

Glaziers' Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 300
Pottery resource production: 54 kilnful

Protection
3 levels
Protection
3 levels

Underway Lookouts
Level 1 · 2,500 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 (Realm of Chaos campaign only)
Corruption: -3
Control: +3

Lookout Posts
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) (Realm of Chaos campaign only)
Corruption: -4
Control: +3

Lookout Camps
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) (Realm of Chaos campaign only)
Corruption in adjacent provinces: -2
Corruption: -5
Control: +3

Special Port
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

Bordeleaux Port
Level 1 · 1,500 gold · 2 turns
Income generated: 200
Tradable resources produced: +5% (factionwide)
Income from trade tariffs: +10%
Outside regions owned by Chaos Dwarfs: Growth: +10

Bordeleaux Harbour
Level 2 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
Outside regions owned by Chaos Dwarfs: Growth: +20

Manann’s Dry Docks
Level 3 · 6,000 gold · 6 turns
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading
4 levels
Spice Trading
4 levels

Spice Market
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
Spices resource production: 16 sacks

Spice Trading Post
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Income generated: 150
Spices resource production: 24 sacks

Eastern Bazaar
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Income generated: 200
Spices resource production: 36 sacks

Caravan Masters' Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 300
Spices resource production: 54 sacks

Strategy
1 level
Strategy
1 level

Seal the Hold!
Level 1 · 2,000 gold · 2 turns
Defensive supplies: +500 (local region)
When owner has 5 or fewer settlements: Defensive supplies: +500 (local region)
Immune to siege attrition (armies in region)
Enemy Hero action success chance: -100% (local characters)
Ammunition: +50% during siege defence battles (armies in region)
When owner has 5 or fewer settlements: Ammunition: +50% during siege defence battles (armies in region)
When owner has 5 or fewer settlements: Leadership: +10 when under siege (armies in region)
Growth: -100 (local province)
Diplomatic relations: -5 with all factions
Diplomatic relations: -10 with Dwarfs

Strategy
1 level
Strategy
1 level

To the Last Dawi!
Level 1 · 2,000 gold · 1 turn
This settlement will be razed instead of captured should an enemy army occupy it
When owner has 5 or fewer settlements: Attribute: Immune to Psychology (armies in region)
Income from post-battle loot: +50% (armies in region)
When owner has 5 or fewer settlements: Casualty replenishment rate: +20% (armies in region)
Leadership: +10 when under siege (armies in region)
When Control is 50 or more: Leadership: +10 when under siege (armies in region)
When Control is 50 or more: Melee defence: +5 when defending (armies in region)

The Deeps
2 levels
The Deeps
2 levels

Great Gate
Level 1 · 9,000 gold · 1 turn
The Deeps will be destroyed if this building is destroyed or demolished
Provides access to the Deeps within this settlement when built
When built in Karak Eight Peaks: This Deeps location will be unique
When built in Skavenblight: This Deeps location will be unique
When built in Zharr-Naggrund: This Deeps location will be unique

Ornate Great Gate
Level 2 · 12 turns
Construction cost: -5% for Great Gate buildings (factionwide)
The Deeps will be destroyed if this building is destroyed or demolished
Provides access to the Deeps within this settlement when built
Control: +1

The Deeps
1 level
The Deeps
1 level

Blocked Tunnels
Level 1 · 100 gold · 1 turn
Cannot be removed manually
When technology "Construction Guilds" researched: This blocker will be demolished
When present in Mountain Climate: This blocker will be demolished upon sufficiently upgrading the Entrance Hall building

The Deeps
1 level
The Deeps
1 level

Dwarf Beer Stash
Level 1 · 100 gold · 1 turn
Campaign movement range: -50% for own armies starting their turn in this region (armies in region)
Control: +5
Dwarf beer resource production: 72 kegs

The Deeps
1 level
The Deeps
1 level

Old Doomsphere
Level 1 · 100 gold · 1 turn
Skaven corruption: +5
Chance of detonation when demolishing: 100%
When own Master Engineer is present: Chance of detonation when demolishing: -99%

The Deeps
1 level
The Deeps
1 level

Gold Vein
Level 1 · 100 gold · 1 turn
Oathgold generated upon demolition: 500

The Deeps
1 level
The Deeps
1 level

Abandoned Laboratory
Level 1 · 100 gold · 1 turn · upkeep 50
Skaven corruption: +10
Research rate: +10

The Deeps
1 level
The Deeps
1 level

Broken War Machines
Level 1 · 100 gold · 1 turn
Missile strength: +10% for Bolt Throwers, Grudge Thrower, Cannon, Goblin Hewer and Organ Gun units (all armies)
Chaos Undivided corruption: +10
Upkeep: -1% (factionwide)

The Deeps
1 level
The Deeps
1 level

Skaven Burrow
Level 1 · 100 gold · 1 turn
Diplomatic relations: -5 with Skaven
Skaven corruption: +10
Unit experience gain per turn: +100 (armies in province)
Recruit rank: +1 for all units (local province)

The Deeps
1 level
The Deeps
1 level

Warpstone Cache
Level 1 · 100 gold · 1 turn
Cannot be removed manually
Skaven corruption: +30
When own Master Engineer is present: Building will be demolished upon ending turn

The Deeps
4 levels
The Deeps
4 levels

Ruined Counting Room
Level 1 · 3,000 gold · 3 turns
Income gained based on the surface settlement's income: 10%
Growth: +5
Control: -2

Counting Room
Level 2 · 5,000 gold · 4 turns
Income gained based on the surface settlement's income: 20%
When settlement income is 2000 or more: Income gained based on the surface settlement's income: 10%
Growth: +5
Control: -1

Repurposed Counting Room
Level 2 · 5,000 gold · 4 turns
Income from all buildings: +5% (factionwide)
When Control is 50 or more: Upkeep: -1% (factionwide)
Growth: +20
When Control is 50 or more: Growth: +10
Research rate: +5
When Control is 50 or more: Research rate: +5

Ornate Counting Room
Level 3 · 3 turns
Income gained based on the surface settlement's income: 30%
When settlement income is 2000 or more: Income gained based on the surface settlement's income: 10%
When settlement income is 5000 or more: Income gained based on the surface settlement's income: 10%
Growth: +5

The Deeps
2 levels
The Deeps
2 levels

Ruined Drinking Halls
Level 1 · 3,000 gold · 3 turns
Income generated: 50
When technology "Construction Guilds" researched: Income generated: 50
When technology "Toolmakers' Guild" researched: Income generated: 50
When technology "Warrior’s Guild" researched: Income generated: 50
Control: +3
When technology "Construction Guilds" researched: Control: +1
When technology "Toolmakers' Guild" researched: Control: +1
When technology "Warrior’s Guild" researched: Control: +1
Dwarf beer resource production: -4 kegs
When technology "Construction Guilds" researched: Dwarf beer resource production: -2 kegs
When technology "Toolmakers' Guild" researched: Dwarf beer resource production: -2 kegs
When technology "Warrior’s Guild" researched: Dwarf beer resource production: -2 kegs

Drinking Halls
Level 2 · 5,000 gold · 5 turns
When any adjacent region is owned by a Dwarf faction (excluding your own): Allegiance points gained: +10% for alliances with Dwarfs
When any adjacent region is owned by a Dwarf faction (excluding your own): Hero capacity: +1 for Thanes
When any adjacent region is owned by a Dwarf faction (excluding your own): Hero capacity: +1 for Master Engineers
When any adjacent region is owned by a Dwarf faction (excluding your own): Hero capacity: +1 for Runesmiths
Income generated: 300
Control: +7
Dwarf beer resource production: -10 kegs
When any adjacent region is owned by a Dwarf faction (excluding your own): Dwarf beer resource production: 5 kegs

The Deeps
4 levels
The Deeps
4 levels

Ruined Clan Goldsmiths
Level 1 · 3,000 gold · 3 turns

Clan Goldsmiths
Level 2 · 1,000 gold · 3 turns

Repurposed Clan Goldsmiths
Level 2 · 1,000 gold · 3 turns
Oathgold: 10 per turn
When settlement income is 1000 or more: Oathgold: 10 per turn
When settlement income is 2000 or more: Oathgold: 20 per turn
When settlement income is 5000 or more: Oathgold: 20 per turn

Ornate Clan Goldsmiths
Level 3 · 1,000 gold · 3 turns

The Deeps
4 levels
The Deeps
4 levels

Hall of Remembering
Level 1 · 2,000 gold · 5 turns
Increases the number of Settled Grudges required for each Age of Reckoning by 3%
Recruitment cost: -5% for Grudge Settler units (all armies)
+1 Grudge Settler unit capacity per army (factionwide)
Upkeep: -2% for Grudge Settler units (all armies)

Hall of Remembering (Decorated)
Level 2 · 3,000 gold · 3 turns
Increases the number of Settled Grudges required for each Age of Reckoning by 5%
Recruitment cost: -10% for Grudge Settler units (all armies)
+2 Grudge Settler unit capacity per army (factionwide)
Upkeep: -3% for Grudge Settler units (all armies)

Hall of Remembering (Sealed)
Level 2 · 10,000 gold · 1 turn · upkeep 2,000
The Age of Reckoning will be permanently paused while this building is present
Upkeep: +10% for Grudge Settler units (all armies)

Hall of Remembering (Ornate)
Level 3 · 4,000 gold · 4 turns
Increases the number of Settled Grudges required for each Age of Reckoning by 10%
Recruitment cost: -20% for Grudge Settler units (all armies)
+3 Grudge Settler unit capacity per army (factionwide)
Upkeep: -5% for Grudge Settler units (all armies)

The Deeps
3 levels
The Deeps
3 levels

Ruined Entrance Halls
Level 1 · 1 turn
When built in Karak Eight Peaks: Character experience gain: +5% (all characters)
The Deeps will be destroyed if this building is destroyed or demolished
Extra building slots are available within this Deeps location
When built in Karak Eight Peaks: Diplomatic relations: -10 with Skaven and Greenskins
Control: +1 (factionwide)
When built in Karak Eight Peaks: Diplomatic relations: +10 with Dwarfs

Entrance Halls
Level 2 · 3,000 gold · 3 turns
When built in Karak Eight Peaks: Character experience gain: +10% (all characters)
The Deeps will be destroyed if this building is destroyed or demolished
Extra building slots are available within this Deeps location
When built in Karak Eight Peaks: Diplomatic relations: -10 with Skaven and Greenskins
High King Decrees: +1
Control: +1 (factionwide)
When built in Karak Eight Peaks: Diplomatic relations: +10 with Dwarfs

Grand Entrance Halls
Level 3 · 6,000 gold · 5 turns
When built in Karak Eight Peaks: Character experience gain: +10% (all characters)
The Deeps will be destroyed if this building is destroyed or demolished
Extra building slots are available within this Deeps location
When built in Karak Eight Peaks: A dilemma will occur allowing you to move your Capital to Karak Eight Peaks
When built in Karak Eight Peaks: Diplomatic relations: -10 with Skaven and Greenskins
High King Decrees: +2
Control: +1 (factionwide)
When built in Karak Eight Peaks: Diplomatic relations: +10 with Dwarfs

The Deeps
3 levels
The Deeps
3 levels

Ruined Entrance Halls
Level 1 · 100 gold · 1 turn
The Deeps will be destroyed if this building is destroyed or demolished

Entrance Halls
Level 2 · 3,000 gold · 3 turns
The Deeps will be destroyed if this building is destroyed or demolished
When built in Mountain Climate: Removes 2 Blocked Tunnels within the Deeps
High King Decrees: +1

Grand Entrance Halls
Level 3 · 6,000 gold · 5 turns
The Deeps will be destroyed if this building is destroyed or demolished
When built in Mountain Climate: Removes all Blocked Tunnels within the Deeps
High King Decrees: +2

The Deeps
3 levels
The Deeps
3 levels

Ruined Entrance Halls
Level 1 · 100 gold · 1 turn
The Deeps will be destroyed if this building is destroyed or demolished

Entrance Halls
Level 2 · 3,000 gold · 3 turns
The Deeps will be destroyed if this building is destroyed or demolished
When built in Mountain Climate: Removes 1 Blocked Tunnels within the Deeps
High King Decrees: +1

Grand Entrance Halls
Level 3 · 6,000 gold · 5 turns
The Deeps will be destroyed if this building is destroyed or demolished
When built in Mountain Climate: Removes all Blocked Tunnels within the Deeps
High King Decrees: +2

The Deeps
3 levels
The Deeps
3 levels

Ruined Entrance Halls
Level 1 · 100 gold · 1 turn
When built in Skavenblight: Diplomatic relations: -10 with Skaven
When built in Skavenblight: Skaven corruption: -3 (all provinces)
The Deeps will be destroyed if this building is destroyed or demolished
Extra building slots are available within this Deeps location
When built in Skavenblight: Growth: +5 (all provinces)
Control: +1 (factionwide)

Entrance Halls
Level 2 · 3,000 gold · 3 turns
When built in Skavenblight: Diplomatic relations: -10 with Skaven
When built in Skavenblight: Skaven corruption: -5 (all provinces)
The Deeps will be destroyed if this building is destroyed or demolished
Extra building slots are available within this Deeps location
High King Decrees: +1
When built in Skavenblight: Growth: +5 (all provinces)
Control: +1 (factionwide)

Grand Entrance Halls
Level 3 · 6,000 gold · 5 turns
When built in Skavenblight: Diplomatic relations: -10 with Skaven
When built in Skavenblight: Skaven corruption: -5 (all provinces)
The Deeps will be destroyed if this building is destroyed or demolished
Extra building slots are available within this Deeps location
High King Decrees: +2
When built in Skavenblight: Growth: +5 (all provinces)
Control: +1 (factionwide)

The Deeps
3 levels
The Deeps
3 levels

Ruined Entrance Halls
Level 1 · 100 gold · 1 turn
When built in Zharr-Naggrund: Diplomatic relations: -10 with Chaos Dwarfs
When built in Zharr-Naggrund: Chaos Undivided corruption: -3 (all provinces)
The Deeps will be destroyed if this building is destroyed or demolished
Extra building slots are available within this Deeps location
When built in Zharr-Naggrund: Construction cost: -10% for all buildings (factionwide)
Control: +1 (factionwide)

Entrance Halls
Level 2 · 3,000 gold · 3 turns
When built in Zharr-Naggrund: Diplomatic relations: -10 with Chaos Dwarfs
When built in Zharr-Naggrund: Chaos Undivided corruption: -5 (all provinces)
The Deeps will be destroyed if this building is destroyed or demolished
Extra building slots are available within this Deeps location
High King Decrees: +1
When built in Zharr-Naggrund: Construction cost: -10% for all buildings (factionwide)
Control: +1 (factionwide)

Grand Entrance Halls
Level 3 · 6,000 gold · 5 turns
When built in Zharr-Naggrund: Diplomatic relations: -10 with Chaos Dwarfs
When built in Zharr-Naggrund: Chaos Undivided corruption: -5 (all provinces)
The Deeps will be destroyed if this building is destroyed or demolished
Extra building slots are available within this Deeps location
High King Decrees: +2
When built in Zharr-Naggrund: Construction cost: -10% for all buildings (factionwide)
Control: +1 (factionwide)

The Deeps
4 levels
The Deeps
4 levels

Ruined Guild Foundries
Level 1 · 3,000 gold · 3 turns
Oathgold: 10 per turn
Recruitment cost: -10% (armies in province)
Control: -1
Research rate: +3

Guild Foundries
Level 2 · 5,000 gold · 4 turns
Oathgold: 10 per turn
Settlement income: -5% per settlement owned (local region)
Settlement income: +5% per turn count (local region)
Recruitment cost: -20% (armies in province)
Research rate: +10

Repurposed Guild Foundries
Level 2 · 5,000 gold · 4 turns
Oathgold: 20 per turn
Construction cost: -2% for all buildings (factionwide)
Recruitment cost: -30% (armies in province)
Upkeep: -2% (factionwide)
Research rate: +5

Ornate Guild Foundries
Level 3 · 3 turns
Oathgold: 20 per turn
Settlement income: -5% per settlement owned (local region)
Settlement income: +5% per turn count (local region)
Recruitment cost: -30% (armies in province)
Control: +2
Research rate: +10

The Underdeep
1 level
The Underdeep
1 level

Underdeep Trade Routes
Level 1 · 3,000 gold · 3 turns
Diplomatic relations: -5 with Skaven, Greenskins and Chaos Dwarfs
Tradable resources produced: +10% (factionwide)
When any adjacent region is owned by a Dwarf faction (excluding your own): Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%
When any adjacent region is owned by a Dwarf faction (excluding your own): Income from trade tariffs: +30%
Growth: +10
When any adjacent region is owned by a Dwarf faction (excluding your own): Research rate: +10
When any adjacent region is owned by a Dwarf faction (excluding your own): Diplomatic relations: +10 with Dwarfs

The Underdeep
2 levels
The Underdeep
2 levels

Unstable Magma Caverns
Level 1 · 500 gold · 1 turn
Skaven corruption: +10
When own Master Engineer is not present: Skaven corruption: +5
When own Master Engineer is not present: Income from all buildings: -50% (local province)
When own Master Engineer is not present: Growth: -10
Control: -4
When own Master Engineer is not present: Control: -4

Magma Caverns
Level 2 · 5,000 gold · 4 turns
Character experience gain: +10% (all characters)
Skaven corruption: +5
Unit experience gain per turn: +10 (factionwide)
Magic item drop chance from battle: +10% (factionwide)
Improves the rarity of items gained from battle (factionwide)
Recruit rank: +2 for all units (local province)
Control: -4

The Underdeep
1 level
The Underdeep
1 level

Underdeep Mine
Level 1 · 3,000 gold · 3 turns
Oathgold: 20 per turn
Army ability: "Call the Miners" (armies in region)
Diplomatic relations: -5 with Skaven, Greenskins and Chaos Dwarfs
When the province is not fully controlled: Diplomatic relations: -15 with Skaven, Greenskins and Chaos Dwarfs
Income generated: 50
Gemstones resource production: 10 sacks
Iron resource production: 10 ingots
Marble resource production: 10 slabs

Timber
4 levels
Timber
4 levels

Woodman's Hut
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Recruitment cost: -20% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
Income generated: 100
Timber resource production: 20 logs

Timber Mill
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Recruitment cost: -25% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
Recruit rank: +1 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
Income generated: 150
Timber resource production: 30 logs

Lumberyard
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Recruitment cost: -30% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
Recruit rank: +2 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
Upkeep: -3% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
Income generated: 200
Timber resource production: 45 logs

Carpenters' Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Recruitment cost: -30% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
Recruit rank: +3 for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (local province)
Upkeep: -3% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies)
Income generated: 300
Timber resource production: 68 logs

Tusks
4 levels
Tusks
4 levels

Animal Store
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Ivory resource production: 16 tusks
Income generated: 100

Tusk Market
Level 2 · 2,000 gold · 2 turns · pays back in 13.3 turns
Ivory resource production: 24 tusks
Income generated: 150

Tusk Compound
Level 3 · 3,000 gold · 3 turns · pays back in 15 turns
Ivory resource production: 36 tusks
Income generated: 200

Tusk Guild Hall
Level 4 · 4,000 gold · 4 turns · pays back in 13.3 turns
Ivory resource production: 54 tusks
Income generated: 300

Wild Game
4 levels
Wild Game
4 levels

Hunting Lodge
Level 1 · 1,000 gold · 1 turn
Casualty replenishment rate: +2% (armies in province)
Growth: +15
Furs resource production: 20 bundles

Hunting Camp
Level 2 · 2,000 gold · 2 turns
Casualty replenishment rate: +3% (armies in province)
Growth: +22
Furs resource production: 30 bundles

Tannery
Level 3 · 3,000 gold · 3 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +30
Furs resource production: 45 bundles

Leatherworkers' Guild Hall
Level 4 · 4,000 gold · 4 turns
Casualty replenishment rate: +5% (armies in province)
Growth: +38
Furs resource production: 68 bundles
Public order

Hostelry
3 levels
Hostelry
3 levels

Refectory
Level 1 · 2,000 gold · 1 turn
Corruption: -2
Control: +3
Dwarf beer resource production: 6 kegs

Drinking Hall
Level 2 · 3,000 gold · 2 turns
Corruption in adjacent provinces: -1
Corruption: -3
Control: +6
Dwarf beer resource production: 8 kegs

Feast Hall
Level 3 · 4,500 gold · 3 turns
Corruption in adjacent provinces: -2
Corruption: -5
Control: +10
Dwarf beer resource production: 12 kegs
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 62 landmark buildings (unique buildings in particular settlements) ▾
Ancient Foundries
City of Bronze Level 1 · 4,000 gold · 4 turns
Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)
Unlocks: Tiranoc Chariots
Brewing
Bugman's Brewery Level 1 · 6,000 gold · 5 turns
Construction cost: -25% for Ranger Barracks and Hostelry buildings (factionwide) · Construction time: -1 for Ranger Barracks and Hostelry buildings (factionwide) · Recruit rank: +4 for Ranger units · Upkeep: -5% for Ranger units (all armies) · Control: +10 · Dwarf beer resource production: 100 kegs · Recruitment cost: -30% for Rangers units
Unlocks: Rangers, Rangers (Great Weapons), Bugman's Rangers
Home of the Slayer Cult
Slayer Shrine of Karak Kadrin Level 1 · 4,000 gold · 4 turns
Unlocks Hero recruitment: Dragon Slayer · Corruption: -4
Unlocks: Slayer Pirates, Slayers
Grimnir's Monument of Karak Kadrin Level 2 · 8,000 gold · 5 turns
Hero capacity: +1 for Dragon Slayers · Unlocks Hero recruitment: Dragon Slayer · Hero recruit rank: +1 for Dragon Slayers · Corruption: -8 · Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units
Unlocks: Goblin Hewers, Doomseekers, Giant Slayers
Great Slayer Shrine of Karak Kadrin Level 3 · 10,000 gold · 5 turns
Hero capacity: +2 for Dragon Slayers · Unlocks Hero recruitment: Dragon Slayer · Hero recruit rank: +2 for Dragon Slayers · Corruption in adjacent provinces: -3 · Corruption: -10 · Recruit rank: +2 for Infantry units · Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (factionwide) · Recruitment cost: -35% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units · Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies)
Karak Drazh
Ruined Karak Drazh Ruin
Corruption: -2
Karak Drazh (Mining Settlement) Level 1 · 1,200 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks: Miners
Karak Drazh (Outpost) Level 2 · 2,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets
Karak Drazh (Dwarf Keep) Level 3 · 5,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls
Karak Drazh (Dwarfhold) Level 4 · 10,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs · Local recruitment capacity: +1
Karak Drazh (Great Hold) Level 5 · 20,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs · Local recruitment capacity: +1
Karaz-a-Karak
Karaz-a-Karak Ruins Ruin
Corruption: -2
Karaz-a-Karak (Mining Settlement) Level 1 · 1,200 gold · 2 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks: Miners
Karaz-a-Karak (Outpost) Level 2 · 2,500 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets
Karaz-a-Karak (Dwarf Keep) Level 3 · 5,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls
Karaz-a-Karak (Dwarfhold) Level 4 · 10,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs
Karaz-a-Karak (Great Hold) Level 5 · 20,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · 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 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs
Landmark
Runestones of the Upland Plateau Level 1 · 3,000 gold · 3 turns
Recruitment cost: -15% for Longbeards units (factionwide) · Recruit rank: +1 for Longbeards units (factionwide) · Local recruitment capacity: +1
Unlocks: Longbeards, Longbeards (Great Weapons)
Hall of the Ancestors Level 2 · 4,500 gold · 5 turns
Recruitment cost: -30% for Longbeards units (factionwide) · Recruit rank: +3 for Longbeards units (factionwide) · Upkeep: -10% for Longbeards units (all armies) · Local recruitment capacity: +2 · Lord recruit rank: +1 (factionwide)
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
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
Winds of Magic power reserve capacity: +10 (factionwide) · 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
Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9
Lothern Port
Ruined Harbour of Lothern Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Major Settlement
Ruined Karak Eight Peaks Ruin
Corruption: -2
Karak Eight Peaks (Mining Settlement) Level 1 · 800 gold · 2 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 80 · Growth: +10 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks: Miners
Karak Eight Peaks (Outpost) Level 2 · 1,600 gold · 3 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 120 · Growth: +20 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bullets
Karak Eight Peaks (Dwarf Keep) Level 3 · 3,200 gold · 4 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 160 · Growth: +30 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Cannon Balls
Karak Eight Peaks (Dwarfhold) Level 4 · 4,800 gold · 5 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 200 · Growth: +40 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs
Karak Eight Peaks (Great Hold) Level 5 · 7,200 gold · 6 turns
Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Angrund only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 240 · Growth: +50 · Control: +1 (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Fused Beer Kegs
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Ruin
The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn
Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Special Port
Ruined Copher Harbour Ruin
Copher Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 2 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Ruin
Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Port
Ruined Erengrad Harbour Ruin
Erengrad Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20
Erengrad Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30
Special Port
Ruined Marienburg Harbour Ruin
Marienburg Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Ruin
Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Bordeleaux Winemaking
Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns
Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Wine resource production: 42 barrels
Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns
Outside regions owned by Chaos Dwarfs: Growth: +30 · Control: +4 · Wine resource production: 64 barrels
Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns
Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +5 · Wine resource production: 96 barrels
Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns
Outside regions owned by Chaos Dwarfs: Growth: +50 · Control: +8 · Wine resource production: 144 barrels
Caledor Landmark
Hall of Dragons Level 1 · 8,000 gold · 4 turns
Oathgold: 50 per turn · Hero capacity: +2 for Dragon Slayers · Unlocks Hero recruitment: Dragon Slayer · Grants a random ancillary every 5 turns · Exotic Animals resource production: 20 cages
Clar Karond Landmark
Lairs of Clar Karond Level 1 · 6,000 gold · 3 turns
Hero recruit rank: +2 (factionwide) · Exotic Animals resource production: 100 cages · Lord recruit rank: +2 (factionwide)
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
Dragon Graveyard
Graves of the Dragons Level 1 · 2,000 gold · 4 turns
Oathgold: 10 per turn · Diplomatic relations: -10 with High Elves · Golden Idols resource production: 6 chests · Income generated: 500 · Gemstones resource production: 6 sacks
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 Ruin
Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Galbaraz Landmark
Oathgold Mine Level 1 · 6,000 gold · 5 turns
Oathgold: 20 per turn · Upkeep: -5% for Miners and Hammerers units (all armies) · Hero capacity: +1 for Runesmiths · Unlocks Hero recruitment: Runesmith · Hero recruit rank: +1 for Runesmiths (factionwide) · Income generated: 800 · Control: +5 · Recruit rank: +4 for Miners units
Ghrond Landmark
Ransacked Tower of Prophecy Level 1 · 8,000 gold · 4 turns
Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +3% (factionwide) · Research rate: +6
Ransacked Convent of Sorcery Level 2 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +6 (all armies) · Income from all buildings: +6% (factionwide) · Research rate: +12
Gyrocopter Base
Karaz-a-Karak Airfield Level 1 · 8,000 gold · 4 turns
Upkeep: -10% for Gyrocopters and Gyrobombers units (all armies) · Campaign movement range: +5% (all armies) · Speed: +5% for Gyrocopters, Gyrobombers and Thunderbarge units (all armies) · Recruitment cost: -30% for Gyrocopters and Gyrobombers units · Recruit rank: +5 for Gyrocopters and Gyrobombers units
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
Karak Azorn Great Hall
Karak Azorn Great Hall Level 1 · 6,000 gold · 6 turns
Income from all buildings: +10% (local province) · Control: +10 · Dwarf beer resource production: 45 kegs
Khaine Worship
Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns
Corruption: -5 · Income from post-battle loot: +5% (factionwide)
Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns
Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (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
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 · Iron resource production: 28 ingots · Marble resource production: 28 slabs
Eye of Hag Graef Level 2 · 4,000 gold · 4 turns
Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs
Mines of Hag Graef Level 3 · 6,000 gold · 5 turns
Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs
The Dark Crag Level 4 · 8,000 gold · 6 turns
Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs
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
The Silver Hall Level 1 · 8,000 gold · 4 turns
Hero capacity: +2 for Thanes · Unlocks Hero recruitment: Thane · Hero recruit rank: +5 for Thanes (all provinces) · Income generated: 500 · Local recruitment capacity: +1
Landmark
Smithy's Tavern Level 1 · 8,000 gold · 3 turns
Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10 · Local recruitment capacity: +2
Landmark
Beacon of Dawn Level 1 · 6,000 gold · 6 turns
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
Lumber Camp Level 1 · 2,000 gold · 3 turns
Upkeep: -15% for Dwarf Quarreller, Ranger, Bolt Thrower and Grudge Thrower units (all armies) · Base missile damage: +3 for Quarreller and Ranger units (all armies) · Construction cost: -10% for all buildings (factionwide) · Timber resource production: 100 logs
Legendary Workshop
Ironbrow’s Weapons Shops Level 1 · 8,000 gold · 4 turns
Oathgold: 20 per turn · Weapon strength: +5% when fighting against Dwarfs (armies in region) · Upkeep: -10% for Runesmith Heroes (all armies) · Hero capacity: +1 for Runesmiths · Unlocks Hero recruitment: Runesmith · Hero recruitment cost: -10% for Runesmiths · Hero recruit rank: +3 for Runesmiths (factionwide) · Armour: +10 for Dwarf shield units (armies in region)
Lothern Landmark
Looted Lothern Palace Level 1 · 4,000 gold · 2 turns
Income generated: 500 · Growth: +30 · Control: +10 · Elven Trinkets resource production: 40 chests
Oak of Ages
Oak of Ages (Ruined) Ruin
Oak of Ages (Pacified) Level 1 · 1 turn
Immune to Athel Loren attrition (all armies) · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Income from all buildings: +5% (factionwide) · Outside regions owned by Chaos Dwarfs: Growth: +5 (all provinces) · Timber resource production: 100 logs
Pyramid
Vault of Nagash Level 1 · 6,000 gold · 20 turns
In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: 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)
Reclaimed Hold
Sealed Tombs Level 1 · 2,000 gold · 10 turns
Ward and seal the tombs to purge the Hold of the Undead! · Warning! the Undead will try everything in their power to stop the purging!
Reclaimed Hold Level 2 · 1,000 gold · 1 turn
Immune to Vampiric attrition (all armies) · Vampiric corruption: -5 · Hero action success chance: +25% (all characters) · Income generated: 800
Reformed Hold
Repurposed Holds Level 1 · 5,000 gold · 3 turns
Oathgold: 40 per turn · Income generated: 400 · Control: +2 (factionwide) · Recruit rank: +2 for Gyrocopters and Gyrobombers units (factionwide) · Recruit rank: +2 for Irondrakes units (factionwide) · Research rate: +15
Saphery Landmark
Sacked Library of Hoeth Level 1 · 8,000 gold · 4 turns
Winds of Magic power reserve capacity: +3 (all armies) · Construction cost: -5% for all buildings (factionwide) · Research rate: +6
Despoiled White Tower of Hoeth Level 2 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +6 (all armies) · Construction cost: -10% for all buildings (factionwide) · Research rate: +12
Seat of Power
Throne Hall of the High King Level 1 · 10,000 gold · 6 turns
Income from all buildings: +5% (local province) · Control: +10 · Control: +2 (factionwide) · Recruit rank: +1 for Hammerers units (all characters) · Lord recruit rank: +2 (factionwide)
Special Mine
Copper Mountain Level 1 · 4,000 gold · 2 turns
Income generated: 500 · Global recruitment capacity: +1 · Growth: +30 · Recruit rank: +4 for Miners units · Local recruitment capacity: +1
Special Mine
Deep Magma Caverns Level 1 · 6,000 gold · 3 turns
Income generated: 400 · Carved Obsidian resource production: 100 chests
Special Mine
Brightstone Mine Level 1 · 6,000 gold · 5 turns
Golden Idols resource production: 8 chests · Income generated: 800 · Income from trade tariffs: +10% · Recruit rank: +6 for Artillery units · Upkeep: -5% for Artillery units (all armies)
Special Port
Ruined Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (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) Ruin
Corruption: -2
The Maelstrom Level 1 · 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) (Realm of Chaos campaign only) · 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 · Character experience gain: +5% (all characters) · Income generated: 500 · Research rate: +10
Underway Hub
Lost Underway Junction Level 1 · 6,000 gold · 3 turns
Campaign movement range: +15% for own armies starting their turn in this region · Corruption: -1 · Global recruitment duration: -1 turn(s) (minimum 1) (all armies in local and adjacent regions) · Casualty replenishment rate: +5% (armies in province) · Growth: +10 (all provinces)
Underway Hub
Grand Underway Junction Level 1 · 6,000 gold · 4 turns
Campaign movement range: +20% for own armies starting their turn in this region · Income from all buildings: +10% (local province) · Income from trade tariffs: +10% · Casualty replenishment rate: +15% (armies in province) · Growth: +5 (all provinces) · Recruit rank: +3 for Ironbreakers units · Upkeep: -5% for Ironbreakers units (all armies)
In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Dwarfs factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.
What each unit costs to unlock — 30 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Miners | Dwarf Mining Colony | 1,200 | 3 | — | — | — |
| 2 | Dwarf Warriors | Bunks | 2,000 | 1 | — | — | — |
| 3 | Dwarf Warriors (Great Weapons) | Bunks | 2,000 | 1 | — | — | — |
| 4 | Irondrakes | Arms Forge | 2,000 | 3 | 2 | 2,500 | 1 |
| 5 | Rangers | Ranger Outpost | 2,000 | 3 | 2 | 2,500 | 1 |
| 6 | Rangers (Great Weapons) | Ranger Outpost | 2,000 | 3 | 2 | 2,500 | 1 |
| 7 | Thunderers | Arms Forge | 2,000 | 3 | 2 | 2,500 | 1 |
| 8 | Slayer Pirates | Hardened Hull | 2,500 | 1 | — | — | — |
| 9 | Slayers | Hardened Hull | 2,500 | 1 | — | — | — |
| 10 | Bolt Throwers | Compact Forge | 4,000 | 1 | 1 | — | — |
| 11 | Grudge Throwers | Compact Forge | 4,000 | 1 | 1 | — | — |
| 12 | Bugman's Rangers | Ranger Barracks | 5,000 | 7 | 3 | 7,500 | 3 |
| 13 | Irondrakes (Trollhammer Torpedoes) | Arms Foundry | 5,000 | 7 | 3 | 7,500 | 3 |
| 14 | Thunderers (Grudge-Rakers) | Arms Foundry | 5,000 | 7 | 3 | 7,500 | 3 |
| 15 | Hammerers | Gromril Forge | 6,000 | 7 | 3 | 7,500 | 3 |
| 16 | Quarrellers | Billets | 6,000 | 2 | 1 | — | — |
| 17 | Quarrellers (Great Weapons) | Billets | 6,000 | 2 | 1 | — | — |
| 18 | Doomseekers | Rune Inscribed Frame | 7,500 | 2 | — | — | — |
| 19 | Giant Slayers | Rune Inscribed Frame | 7,500 | 2 | — | — | — |
| 20 | Gyrocopters | Engineering Workbench | 8,000 | 1 | 2 | 2,500 | 1 |
| 21 | Gyrocopters (Brimstone Guns) | Engineering Workbench | 8,000 | 1 | 2 | 2,500 | 1 |
| 22 | Cannons | Streamlined Smelters | 10,000 | 2 | 2 | 2,500 | 1 |
| 23 | Goblin Hewers | Streamlined Smelters | 10,000 | 2 | 2 | 2,500 | 1 |
| 24 | Ironbreakers | Runeforge (capital) | 12,000 | 12 | 4 | 17,500 | 7 |
| 25 | Longbeards | Barracks | 12,000 | 3 | 2 | 2,500 | 1 |
| 26 | Longbeards (Great Weapons) | Barracks | 12,000 | 3 | 2 | 2,500 | 1 |
| 27 | Flame Cannons | Automated Foundry | 18,000 | 3 | 3 | 7,500 | 3 |
| 28 | Gyrobombers | Engineer's Compartment | 18,000 | 2 | 3 | 7,500 | 3 |
| 29 | Organ Guns | Automated Foundry | 18,000 | 3 | 3 | 7,500 | 3 |
| 30 | Thunderbarge | Assembly Line (capital) | 30,000 | 3 | 4 | 17,500 | 7 |