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

Aquatic Recruitment
3 levels · unlocks Oceanids, Sea Elemental, Merwyrm
Aquatic Recruitment
3 levels · unlocks Oceanids, Sea Elemental, Merwyrm

Blessed Hull
Level 1 · 1 turn
Ward save: +1% (all units in Dragonship)
Unlocks

Shrine of Mathlann
Level 2 · 1 turn
Ward save: +3% (all units in Dragonship)
Unlocks

Hold of the Deeps
Level 3 · 1 turn
Ward save: +5% (all units in Dragonship)
Unlocks

Artillery Recruitment
3 levels · unlocks Eagle Claw Bolt Throwers, Lothern Skycutters, Lothern Skycutters (Bolt Throwers)
Artillery Recruitment
3 levels · unlocks Eagle Claw Bolt Throwers, Lothern Skycutters, Lothern Skycutters (Bolt Throwers)

Bolt Thrower Array
Level 1 · 1 turn
Army ability: "Dragonship Volley" (this force and all forces in circle of influence)
Unlocks

Skycutter Landing
Level 2 · 1 turn
Army ability: "Dragonship Assault"
(replaces: "Dragonship Volley") (this force and all forces in circle of influence)
Unlocks

Skycutter Perch
Level 3 · 1 turn
Army ability: "Dragonship Blitz"
(replaces: "Dragonship Assault") (this force and all forces in circle of influence)
Unlocks

Beast Recruitment
4 levels · unlocks Great Eagle, War Lions of Chrace, Flamespyre Phoenix, White Lions of Chrace, Sisters of Avelorn, Frostheart Phoenix, Arcane Phoenix
Beast Recruitment
4 levels · unlocks Great Eagle, War Lions of Chrace, Flamespyre Phoenix, White Lions of Chrace, Sisters of Avelorn, Frostheart Phoenix, Arcane Phoenix

Eagle Perch
Level 1 · 1 turn
Unlocks

Primal Sanctuary
Level 2 · 1 turn
Army ability: "Asur Fire I" (this force and all forces in circle of influence)
Unlocks

Hall of the Everqueen
Level 3 · 1 turn
Hero capacity: +1 for Handmaidens
Unlocks Hero recruitment: Handmaiden
Army ability: "Asur Fire II"
(replaces: "Asur Fire I") (this force and all forces in circle of influence)
Unlocks

Arcane Aerie
Level 4 · 1 turn
Hero capacity: +1 for Handmaidens
Unlocks Hero recruitment: Handmaiden
Army ability: "Asur Fire III"
(replaces: "Asur Fire II") (this force and all forces in circle of influence)
Unlocks

Citizen Militia
3 levels · unlocks Archers (Light Armour), Rangers, Ship's Company, Lothern Sea Guard, Lothern Sea Guard (Shields), Shadow Warriors, Silverin Guard
Citizen Militia
3 levels · unlocks Archers (Light Armour), Rangers, Ship's Company, Lothern Sea Guard, Lothern Sea Guard (Shields), Shadow Warriors, Silverin Guard

Militia Camp
Level 1 · 1,000 gold · 1 turn
Unlocks

Rally Field
Level 2 · 2,000 gold · 2 turns
Unlocks

War Hall
Level 3 · 3,000 gold · 3 turns
Unlocks

Dragon Recruitment
2 levels · unlocks Sun Dragon, Moon Dragon, Star Dragon
Dragon Recruitment
2 levels · unlocks Sun Dragon, Moon Dragon, Star Dragon

Dragon Mast
Level 1 · 1 turn
Attribute: Perfect Vigour for Dragon units (this force and all forces in circle of influence)
Unlocks

Dragon Tower
Level 2 · 1 turn
Attribute: Perfect Vigour for Dragon units (this force and all forces in circle of influence)
Lord recruit rank: +2
Unlocks

Dragons
2 levels · unlocks Sun Dragon, Moon Dragon, Star Dragon, Dragon Princes
Dragons
2 levels · unlocks Sun Dragon, Moon Dragon, Star Dragon, Dragon Princes

Dragon's Lair
Level 1 · 6,000 gold · 5 turns
Lord recruit rank: +1 (factionwide)
Unlocks

Dragon Keep
Level 2 · 12,000 gold · 6 turns
Rite cooldown: -1 turn(s) for Invocation of Vaul
Lord recruit rank: +2 (factionwide)
Unlocks

Dragonship
5 levels · unlocks Ship's Company, Lothern Sea Guard
Dragonship
5 levels · unlocks Ship's Company, Lothern Sea Guard

Dragonship Bridge
Level 1 · 1 turn
Dragonship recruitment capacity: +2
Immunity to Chaos corruption effects
Dragonship crew growth: +2
Unlocks

Dragonship Halls
Level 2 · 1 turn
Dragonship recruitment capacity: +2
Unlocks Hero recruitment: Mist Mage
Immunity to Chaos corruption effects
Dragonship Supply construction cost: +5% (this Dragonship)
Dragonship crew growth: +3
Unlocks

Dragonship Tower
Level 3 · 1 turn
Hero capacity: +1 for Mages
Unlocks Hero recruitment: Mage
Dragonship recruitment capacity: +3
Hero capacity: +1 for Mist Mages
Unlocks Hero recruitment: Mist Mage
Immunity to Chaos corruption effects
Dragonship Supply construction cost: +10% (this Dragonship)
Dragonship crew growth: +4

Dragonship Fortress
Level 4 · 1 turn
Hero capacity: +1 for Loremasters of Hoeth
Hero capacity: +1 for Mages
Unlocks Hero recruitment: Loremaster of Hoeth
Unlocks Hero recruitment: Mage
Dragonship recruitment capacity: +4
Hero capacity: +1 for Mist Mages
Unlocks Hero recruitment: Mist Mage
Immunity to Chaos corruption effects
Dragonship Supply construction cost: +15% (this Dragonship)
Dragonship crew growth: +5
Lord recruit rank: +1 for Sea Helms

Dragonship Citadel
Level 5 · 1 turn
Hero capacity: +1 for Loremasters of Hoeth
Hero capacity: +1 for Mages
Unlocks Hero recruitment: Loremaster of Hoeth
Unlocks Hero recruitment: Mage
Dragonship recruitment capacity: +5
Hero capacity: +1 for Mist Mages
Unlocks Hero recruitment: Mist Mage
Immunity to Chaos corruption effects
Dragonship Supply construction cost: +20% (this Dragonship)
Dragonship crew growth: +6
Lord recruit rank: +1 for Sea Helms

Dragonship (Aislinn)
5 levels · unlocks Ship's Company, Lothern Sea Guard
Dragonship (Aislinn)
5 levels · unlocks Ship's Company, Lothern Sea Guard

Bridge of the Kalendirian
Level 1 · 1 turn
Dragonship recruitment capacity: +2
Immunity to Chaos corruption effects
Dragonship crew growth: +3
Upkeep: -5% (all units in Dragonship)
Unlocks

Halls of the Kalendirian
Level 2 · 1 turn
Dragonship recruitment capacity: +2
Hero capacity: +1 for Mist Mages
Unlocks Hero recruitment: Mist Mage
Immunity to Chaos corruption effects
Dragonship Supply construction cost: +5% (this Dragonship)
Dragonship crew growth: +4
Unlocks

Tower of the Kalendirian
Level 3 · 1 turn
Hero capacity: +1 for Mages
Unlocks Hero recruitment: Mage
Dragonship recruitment capacity: +3
Hero capacity: +1 for Mist Mages
Unlocks Hero recruitment: Mist Mage
Immunity to Chaos corruption effects
Dragonship Supply construction cost: +10% (this Dragonship)
Dragonship crew growth: +5

Fortress of the Kalendirian
Level 4 · 1 turn
Hero capacity: +1 for Loremasters of Hoeth
Hero capacity: +1 for Mages
Unlocks Hero recruitment: Loremaster of Hoeth
Unlocks Hero recruitment: Mage
Dragonship recruitment capacity: +4
Hero capacity: +1 for Mist Mages
Unlocks Hero recruitment: Mist Mage
Immunity to Chaos corruption effects
Dragonship Supply construction cost: +15% (this Dragonship)
Dragonship crew growth: +6
Lord recruit rank: +1 for Sea Helms

Citadel of the Kalendirian
Level 5 · 1 turn
Hero capacity: +1 for Loremasters of Hoeth
Hero capacity: +1 for Mages
Unlocks Hero recruitment: Loremaster of Hoeth
Unlocks Hero recruitment: Mage
Dragonship recruitment capacity: +5
Hero capacity: +1 for Mist Mages
Unlocks Hero recruitment: Mist Mage
Immunity to Chaos corruption effects
Dragonship Supply construction cost: +20% (this Dragonship)
Dragonship crew growth: +7
Lord recruit rank: +1 for Sea Helms

Elven Cavalry
2 levels · unlocks Ellyrian Reavers, Ellyrian Reaver Archers, Silver Helms, Silver Helms (Shields)
Elven Cavalry
2 levels · unlocks Ellyrian Reavers, Ellyrian Reaver Archers, Silver Helms, Silver Helms (Shields)

Grazing Meadows
Level 1 · 2,000 gold · 2 turns
Unlocks

Farrier
Level 2 · 3,000 gold · 3 turns
Unlocks

Hunters
3 levels · unlocks Great Eagle, War Lions of Chrace, White Lions of Chrace, Sisters of Avelorn
Hunters
3 levels · unlocks Great Eagle, War Lions of Chrace, White Lions of Chrace, Sisters of Avelorn

Grove
Level 1 · 2,000 gold · 2 turns
Corruption: -1
Unlocks

Greater Grove
Level 2 · 3,000 gold · 3 turns
Unlocks Hero recruitment: Handmaiden
Corruption: -2
Unlocks

Blessed Grove
Level 3 · 5,000 gold · 4 turns
Hero capacity: +1 for Handmaidens
Unlocks Hero recruitment: Handmaiden
Hero recruit rank: +3 for Handmaidens
Recruit rank: +2 for White Lions of Chrace units
Corruption: -3
Unlocks

Infantry Recruitment
4 levels · unlocks Archers (Light Armour), Spearmen, Archers, Rangers, Lothern Sea Guard (Shields), Silverin Guard, Shadow Warriors, Swordmasters of Hoeth, Phoenix Guard
Infantry Recruitment
4 levels · unlocks Archers (Light Armour), Spearmen, Archers, Rangers, Lothern Sea Guard (Shields), Silverin Guard, Shadow Warriors, Swordmasters of Hoeth, Phoenix Guard

Militia Deck
Level 1 · 1 turn
When technology "Years at Sea" researched: Recruit rank: +1 for Ship's Company units
Unlocks

Soldier Quarters
Level 2 · 1 turn
Unlocks Hero recruitment: Noble
When technology "Years at Sea" researched: Recruit rank: +2 for Ship's Company units
Unlocks

Specialist Training Hall
Level 3 · 1 turn
Unlocks Hero recruitment: Noble
Hero recruit rank: +1 for Nobles
When technology "Years at Sea" researched: Recruit rank: +3 for Ship's Company units
Unlocks

Oathsworn Sanctum
Level 4 · 1 turn
Hero capacity: +1 for Nobles
Unlocks Hero recruitment: Noble
Hero recruit rank: +3 for Nobles
When technology "Years at Sea" researched: Recruit rank: +4 for Ship's Company units
Unlocks

Mages
3 levels · unlocks Oceanids, Sea Elemental, Swordmasters of Hoeth, Merwyrm
Mages
3 levels · unlocks Oceanids, Sea Elemental, Swordmasters of Hoeth, Merwyrm

Archive
Level 1 · 4,000 gold · 4 turns
Unlocks Hero recruitment: Mage
Cannot be constructed in minor settlements
Scrolls of Knowledge: +2 per turn (Order of Loremasters only)
Unlocks

Grand Repository
Level 2 · 6,000 gold · 5 turns
Hero capacity: +1 for Loremasters of Hoeth
Hero capacity: +1 for Mages
Unlocks Hero recruitment: Loremaster of Hoeth
Unlocks Hero recruitment: Mage
Hero recruit rank: +2 for Mages
Scrolls of Knowledge: +4 per turn (Order of Loremasters only)
Research rate: +4
Unlocks

Tower of Mages
Level 3 · 12,000 gold · 6 turns
Hero capacity: +1 for Loremasters of Hoeth
Hero capacity: +1 for Mages
Unlocks Hero recruitment: Loremaster of Hoeth
Unlocks Hero recruitment: Mage
Hero recruit rank: +4 for Loremasters of Hoeth
Hero recruit rank: +4 for Mages
Scrolls of Knowledge: +8 per turn (Order of Loremasters only)
Research rate: +8
Unlocks

Smiths
3 levels · unlocks Eagle Claw Bolt Throwers, Ithilmar Chariots, Lothern Skycutters, Tiranoc Chariots, Lothern Skycutters (Bolt Throwers), Lion Chariots of Chrace
Smiths
3 levels · unlocks Eagle Claw Bolt Throwers, Ithilmar Chariots, Lothern Skycutters, Tiranoc Chariots, Lothern Skycutters (Bolt Throwers), Lion Chariots of Chrace

Elven Workshop
Level 1 · 3,000 gold · 3 turns
Local recruitment capacity: +1
Unlocks

Elven Forge
Level 2 · 4,000 gold · 4 turns
Local recruitment capacity: +1
Unlocks

Ithilmar Smith
Level 3 · 6,000 gold · 5 turns
Local recruitment capacity: +2
Unlocks

Worship
3 levels · unlocks Flamespyre Phoenix, Phoenix Guard, Frostheart Phoenix, Arcane Phoenix
Worship
3 levels · unlocks Flamespyre Phoenix, Phoenix Guard, Frostheart Phoenix, Arcane Phoenix

Shrine of Asuryan
Level 1 · 4,000 gold · 4 turns
Corruption: -6
Unlocks

Temple of Asuryan
Level 2 · 6,000 gold · 5 turns
Corruption in adjacent provinces: -1
Corruption: -8
Unlocks

Sanctuary of Asuryan
Level 3 · 12,000 gold · 6 turns
Corruption in adjacent provinces: -2
Corruption: -10
Unlocks

Auxiliary Ships
4 levels
Auxiliary Ships
4 levels

Hawkship Auxiliaries
Level 1 · 1 turn
Circle of Influence size: +20%
Dragonship recruitment capacity: +1
Dragonship Supply construction cost: -2% (this Dragonship)
Enemy Hero action success chance: -10%

Eagleship Tenders
Level 2 · 1 turn
Circle of Influence size: +50%
Dragonship recruitment capacity: +2
Dragonship Supply construction cost: -3% (this Dragonship)
Enemy Hero action success chance: -20%

Master Shipwrights
Level 3 · 1 turn
Circle of Influence size: +100%
Dragonship recruitment capacity: +4
Dragonship Supply construction cost: -5% (this Dragonship)
Enemy Hero action success chance: -30%

Harvesting Cutters
Level 3 · 1 turn
Circle of Influence size: +50%
Dragonship recruitment capacity: +2
Casualties captured post-battle: +10% (this force and all forces in circle of influence)
Income from post-battle loot: +20% (characters in circle of influence)
Income from sacking settlements: +20% (characters in circle of influence)

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
2 levels
Garrison
2 levels

Watchtower
Level 1 · 2,000 gold · 4 turns
Cannot be constructed in major settlements
Defensive supplies: +50 per turn when under siege
Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Royal Garrison
Level 2 · 4,000 gold · 5 turns
Army ability: "Channelling Spire" (armies in region)
Cannot be constructed in major settlements
Defensive supplies: +100 per turn when under siege
Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Garrison
1 level
Garrison
1 level

Outpost Garrison
Level 1 · 2,000 gold · 4 turns

Outpost
3 levels
Outpost
3 levels

High Elf Outpost
Level 1 · 2,000 gold · 3 turns
Influence: +2 per turn
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)

High Elf District
Level 2 · 4,000 gold · 4 turns
Influence: +4 per turn
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)

High Elf Colony
Level 3 · 6,000 gold · 5 turns
Influence: +5 per turn
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)

Walls
3 levels
Walls
3 levels

Stone Walls
Level 1 · 2,000 gold · 4 turns
Army ability: "Channelling Spire" (armies in region)
Cannot be constructed in minor settlements
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bolt Thrower
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle

Enchanted Walls
Level 2 · 4,000 gold · 5 turns
Army ability: "Channelling Spire" (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Magic Bolts
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle

Warded Walls
Level 3 · 6,000 gold · 6 turns
Army ability: "Channelling Spire" (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Greater Magic Bolts
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Economy

Minor Settlement
3 levels · unlocks Archers, Spearmen
Minor Settlement
3 levels · unlocks Archers, Spearmen

Elven Ruins
Ruin
Corruption: -1

Hamlet
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +8
Unlocks

Haven
Level 2 · 2,500 gold · 4 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income generated: 150
Growth: +15

Tower
Level 3 · 5,000 gold · 5 turns
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
Income generated: 200
Growth: +22

Port
3 levels · unlocks Ship's Company, Lothern Sea Guard
Port
3 levels · unlocks Ship's Company, Lothern Sea Guard

Ruined Docks
Ruin

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

Harbour
Level 2 · 4,000 gold · 4 turns · pays back in 13.3 turns
Unlocks Hero recruitment: Mist Mage
Income generated: 300
Growth: +20
Unlocks

Seaport
Level 3 · 8,000 gold · 6 turns · pays back in 16 turns
Hero capacity: +1 for Mist Mages
Unlocks Hero recruitment: Mist Mage
Hero recruit rank: +4 for Mist Mages
Income generated: 500
Growth: +30

Province Capital
5 levels · unlocks Spearmen, Archers
Province Capital
5 levels · unlocks Spearmen, Archers

Elven Ruins
Ruin
Corruption: -2

Hamlet
Level 1 · 1,200 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
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +8
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks

Haven
Level 2 · 2,500 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
Grants 2 construction slots in the settlement
Income generated: 150
Growth: +15
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Tower
Level 3 · 5,000 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
Grants 3 construction slots in the settlement
Income generated: 200
Growth: +22
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Citadel
Level 4 · 10,000 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
Grants 5 construction slots in the settlement
Income generated: 250
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Tor
Level 5 · 20,000 gold · 7 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 7 construction slots in the settlement
Income generated: 300
Growth: +38
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

Aristocracy
2 levels
Aristocracy
2 levels

Elven Gardens
Level 1 · 2,000 gold · 2 turns
Unlocks Hero recruitment: Noble
Income from Entertainment buildings: +10% (local province)
Influence: +3 per turn

Elven Court
Level 2 · 4,000 gold · 4 turns
Hero capacity: +1 for Nobles
Unlocks Hero recruitment: Noble
Hero recruit rank: +3 for Nobles
Income from Entertainment buildings: +30% (local province)
Influence: +6 per turn

Deckhands Cabin
4 levels
Deckhands Cabin
4 levels

Deckhand's Cabin
Level 1 · 1 turn
Army ability: "War Supplies" (this force and all forces in circle of influence)
Unit experience gain per turn: +100 (all units in Dragonship)
Recruit rank: +1 for all units

Crew Quarters
Level 2 · 1 turn
Army ability: "War Supplies" (this force and all forces in circle of influence)
Unit experience gain per turn: +200 (all units in Dragonship)
Recruit rank: +2 for all units

Officer's Quarters
Level 3 · 1 turn
Army ability: "Ships of the Line"
(replaces: "War supplies") (this force and all forces in circle of influence)
Unit experience gain per turn: +500 (all units in Dragonship)
Recruit rank: +3 for all units

Aftcastle Muster
Level 3 · 1 turn
Army ability: "Ships of the Line"
(replaces: "War supplies") (this force and all forces in circle of influence)
Unit experience gain per turn: +300 (this force and all forces in circle of influence)
Recruit rank: +4 for all units

Dragonship Treasury
4 levels
Dragonship Treasury
4 levels

Stockpile Hold
Level 1 · 1 turn

Ship Treasury
Level 2 · 1 turn

Grand Treasury
Level 3 · 1 turn

Ordnance Cache
Level 3 · 1 turn

Dye Production
3 levels
Dye Production
3 levels

Cinnabar Mining Pit
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Dyes resource production: 21 ounces

Cinnabar Mine
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Dyes resource production: 32 ounces

Dyemaker
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Dyes resource production: 48 ounces

Elven Residence
3 levels
Elven Residence
3 levels

Homestead
Level 1 · 1,000 gold · 1 turn
Casualty replenishment rate: +3% (armies in province)
Growth: +18

Manor
Level 2 · 1,500 gold · 2 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +27

Estate
Level 3 · 2,000 gold · 3 turns
Casualty replenishment rate: +5% (armies in province)
Growth: +36

Embassy
1 level
Embassy
1 level

Elven Embassy
Level 1 · 2,500 gold · 3 turns
Influence: +6 per turn
Hero action success chance: +10%
Enemy Hero action success chance: -10%
Income from Ports: +10% (local province)
Income from trade tariffs: +5%

Entertainment
5 levels
Entertainment
5 levels

Plaza
Level 1 · 1,500 gold · 1 turn · pays back in 25 turns
Influence: +1 per turn
Income generated: 60
When Control is 75 or more: Income generated: 30
Control: +2

Colonnade
Level 2 · 2,000 gold · 2 turns · pays back in 22.2 turns
Influence: +2 per turn
Income generated: 90
When Control is 75 or more: Income generated: 45
Control: +3

Promenade
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Influence: +3 per turn
When Control is 75 or more: Influence: +1 per turn
Income generated: 120
When Control is 75 or more: Income generated: 60
Control: +5

Theatre
Level 4 · 4,000 gold · 4 turns · pays back in 22.2 turns
Influence: +4 per turn
When Control is 75 or more: Influence: +2 per turn
Income generated: 180
When Control is 75 or more: Income generated: 90
Control: +8

Amphitheatre
Level 5 · 5,000 gold · 5 turns · pays back in 20.8 turns
Influence: +5 per turn
When Control is 75 or more: Influence: +3 per turn
Income generated: 240
When Control is 75 or more: Income generated: 120
Control: +12

Exotic Animals
3 levels
Exotic Animals
3 levels

Exotic Animal Tamer
Level 1 · 1,000 gold · 1 turn
Recruitment cost: -20% for Great Eagle, Phoenix and Dragon units (local province)
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Exotic Animals resource production: 21 cages

Exotic Pet Store
Level 2 · 2,000 gold · 2 turns
Recruitment cost: -25% for Great Eagle, Phoenix and Dragon units (local province)
Recruit rank: +1 for Great Eagle, Phoenix, War Lions and Dragon units (local province)
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Exotic Animals resource production: 32 cages

Exotic Animal Bazaar
Level 3 · 3,000 gold · 3 turns
Recruitment cost: -30% for Great Eagle, Phoenix and Dragon units (local province)
Recruit rank: +2 for Great Eagle, Phoenix, War Lions and Dragon units (local province)
Upkeep: -3% for Great Eagle, Phoenix and Dragon units (all armies)
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Exotic Animals resource production: 48 cages

Gem Mining
3 levels
Gem Mining
3 levels

Gem Mineshaft
Level 1 · 1,000 gold · 2 turns
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Gemstones resource production: 21 sacks

Gem Mine
Level 2 · 2,000 gold · 3 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Gemstones resource production: 32 sacks

Gemcutter's Atelier
Level 3 · 3,000 gold · 4 turns
Hero recruit rank: +1 for Loremasters of Hoeth and Mages (all provinces)
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Gemstones resource production: 48 sacks

Gold Mining
3 levels
Gold Mining
3 levels

Gold Mining Pit
Level 1 · 1,000 gold · 2 turns · pays back in 3.3 turns
Income generated: 300

Gold Mine
Level 2 · 2,000 gold · 3 turns · pays back in 4.4 turns
Income generated: 450

Mint
Level 3 · 3,000 gold · 4 turns · pays back in 5 turns
Income generated: 600

Guest Cabin
4 levels
Guest Cabin
4 levels

Guest Cabin
Level 1 · 1 turn

Royal Cabin
Level 2 · 1 turn

Foreign Dignitary
Level 2 · 1 turn

Trader's Lodgings
Level 2 · 1 turn

Industry
3 levels
Industry
3 levels

Elven Craftsman
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Income generated: 100
When Control is 75 or more: Income generated: 50
Elven Trinkets resource production: 6 chests

Elven Artisan
Level 2 · 1,500 gold · 2 turns · pays back in 7.5 turns
Income generated: 200
When Control is 75 or more: Income generated: 100
Elven Trinkets resource production: 8 chests

Elven Fairground
Level 3 · 2,000 gold · 3 turns · pays back in 6.7 turns
Income generated: 300
When Control is 75 or more: Income generated: 150
Elven Trinkets resource production: 12 chests

Iron Mining
3 levels
Iron Mining
3 levels

Iron Mining Pit
Level 1 · 1,000 gold · 2 turns
Recruitment cost: -20% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Iron resource production: 21 ingots

Iron Mine
Level 2 · 2,000 gold · 3 turns
Recruitment cost: -25% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
Recruit rank: +1 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Iron resource production: 32 ingots

Iron Smelter
Level 3 · 3,000 gold · 4 turns
Recruitment cost: -30% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
Recruit rank: +2 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (local province)
Upkeep: -3% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units (all armies)
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Iron resource production: 48 ingots

Marble Quarry
3 levels
Marble Quarry
3 levels

Sawyer
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Construction cost: -15% for all buildings (local province)
Marble resource production: 21 slabs

Marble Quarry
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Construction cost: -20% for all buildings (local province)
Marble resource production: 32 slabs

Sculptor's Workshop
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Construction cost: -25% for all buildings (local province)
Marble resource production: 48 slabs

Medicine Production
3 levels
Medicine Production
3 levels

Herb Gatherer's Camp
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Medicinal Plants resource production: 21 bundles

Exotic Hothouse
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Medicinal Plants resource production: 32 bundles

Alchemy Workshop
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Medicinal Plants resource production: 48 bundles

Oak of Ages
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

Oak of Ages (Pacified)
Level 1 · 1,200 gold · 1 turn
Immune to Athel Loren attrition (all armies)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (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

Obsidian Quarry
3 levels
Obsidian Quarry
3 levels

Obsidian Quarry
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Carved Obsidian resource production: 21 chests

Obsidian Trinket Maker
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Carved Obsidian resource production: 32 chests

Obsidian Amulet Carver
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Carved Obsidian resource production: 48 chests

Orchards
3 levels
Orchards
3 levels

Orchards
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Control: +3
Wine resource production: 21 barrels

Vineyard
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Control: +4
Wine resource production: 32 barrels

Vintner
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Control: +5
Wine resource production: 48 barrels

Pastures
3 levels
Pastures
3 levels

Grazing Pastures
Level 1 · 1,000 gold · 1 turn
Recruitment cost: -20% for Ellyrian Reavers and Silver Helms units (local province)
Growth: +30 (not for High Elf Sea Patrol)

Livestock Pens
Level 2 · 2,000 gold · 2 turns
Recruitment cost: -25% for Ellyrian Reavers and Silver Helms units (local province)
Recruit rank: +1 for Ellyrian Reavers and Silver Helms units (local province)
Growth: +40 (not for High Elf Sea Patrol)

Cattle Ranch
Level 3 · 3,000 gold · 3 turns
Recruitment cost: -30% for Ellyrian Reavers and Silver Helms units (local province)
Recruit rank: +2 for Ellyrian Reavers and Silver Helms units (local province)
Upkeep: -3% for Ellyrian Reavers and Silver Helms units (all armies)
Growth: +50 (not for High Elf Sea Patrol)

Pottery Production
3 levels
Pottery Production
3 levels

Clay Pit
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Pottery resource production: 21 kilnful

Pottery Maker
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Pottery resource production: 32 kilnful

Kilns
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Pottery resource production: 48 kilnful

Protection
3 levels
Protection
3 levels

City Tunnels
Level 1 · 2,000 gold · 2 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 1 turns
Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
Corruption: -3
Control: +3

Tunnel Watchmen
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

Blockaded Tunnels
Level 3 · 4,000 gold · 5 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 3 turns
Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
Corruption in adjacent provinces: -2
Corruption: -5
Control: +3

Saltmaking
3 levels
Saltmaking
3 levels

Salt Flats
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Salt resource production: 21 barrels

Salt Pans
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Salt resource production: 32 barrels

Salt Distillery
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Salt resource production: 48 barrels

Sick Bay
4 levels
Sick Bay
4 levels

Mess Hall
Level 1 · 1 turn
Dragonship crew growth: +1
Casualty replenishment rate: +3% (all units in Dragonship)

Physician's Cabin
Level 2 · 1 turn
Dragonship crew growth: +2
Casualty replenishment rate: +6% (all units in Dragonship)

Blessed Bower
Level 3 · 1 turn
Dragonship crew growth: +3
Casualty replenishment rate: +10% (all units in Dragonship)

Sojourner's Lodge
Level 3 · 1 turn
Dragonship crew growth: +2
Casualty replenishment rate: +10% (armies in circle of influence)

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
3 levels
Spice Trading
3 levels

Spice Market
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Spices resource production: 21 sacks

Spice Trading Post
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Spices resource production: 32 sacks

Eastern Bazaar
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Spices resource production: 48 sacks

Tusks
3 levels
Tusks
3 levels

Animal Store
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Ivory resource production: 21 tusks

Tusk Market
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Ivory resource production: 32 tusks

Tusk Compound
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Ivory resource production: 48 tusks

Wild Game
3 levels
Wild Game
3 levels

Hunting Camp
Level 1 · 1,000 gold · 1 turn
Recruitment cost: -20% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Furs resource production: 21 bundles

Hunting Lodge
Level 2 · 2,000 gold · 2 turns
Recruitment cost: -25% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
Recruit rank: +1 for White Lions of Chrace units (local province)
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Furs resource production: 32 bundles

Tannery
Level 3 · 3,000 gold · 3 turns
Recruitment cost: -30% for White Lions of Chrace, War Lions and Lion Chariot units (local province)
Recruit rank: +2 for White Lions of Chrace units (local province)
Upkeep: -3% for White Lions of Chrace, War Lions and Lion Chariot units (all armies)
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Furs resource production: 48 bundles

Woodlands
3 levels
Woodlands
3 levels

Woodman's Hut
Level 1 · 1,000 gold · 1 turn
Recruitment cost: -20% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
Elven Trade: +10 per turn (High Elf Sea Patrol only)
Timber resource production: 21 logs

Timber Mill
Level 2 · 2,000 gold · 2 turns
Recruitment cost: -25% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
Recruit rank: +1 for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
Elven Trade: +20 per turn (High Elf Sea Patrol only)
Timber resource production: 32 logs

Lumberyard
Level 3 · 3,000 gold · 3 turns
Recruitment cost: -30% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
Recruit rank: +2 for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (local province)
Upkeep: -3% for Archers, Spearmen, Rangers, Ship's Company, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (all armies)
Elven Trade: +30 per turn (High Elf Sea Patrol only)
Timber resource production: 48 logs
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 74 landmark buildings (unique buildings in particular settlements) ▾
Ancient Elven Colony
Ruined Elven Colony Ruin
Asur Sanctuary Level 1 · 1,200 gold · 3 turns
Income from Ports: +1% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +20 per turn · 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 1 construction slot in the settlement · Income generated: 100 · Growth: +8 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Fledgling Colony Level 2 · 2,500 gold · 4 turns
Income from Ports: +2% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +40 per turn · 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: 150 · Growth: +15 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Asur Colony Level 3 · 5,000 gold · 5 turns
Income from Ports: +2% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +60 per turn · 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 3 construction slots in the settlement · Income generated: 200 · Growth: +22 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks: Lothern Sea Guard
Colony Citadel Level 4 · 10,000 gold · 6 turns
Income from Ports: +3% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +80 per turn · 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 5 construction slots in the settlement · Income generated: 250 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Colony Tor Level 5 · 20,000 gold · 7 turns
Income from Ports: +3% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +100 per turn · 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 7 construction slots in the settlement · Income generated: 300 · Growth: +38 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Ancient Elven Colony
Ruined Elven Colony Ruin
Corruption: -1
Asur Sanctuary Level 1 · 1,200 gold · 3 turns
Income from Ports: +1% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +20 per turn · Defensive supplies: +1000 · Corruption: -1 · Grants 1 construction slot in the settlement · Income generated: 100 · Growth: +8
Fledgling Colony Level 2 · 2,500 gold · 4 turns
Income from Ports: +2% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +40 per turn · Defensive supplies: +1000 · Corruption: -1 · Grants 2 construction slots in the settlement · Income generated: 150 · Growth: +15
Asur Colony Level 3 · 5,000 gold · 5 turns
Income from Ports: +2% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +60 per turn · Defensive supplies: +1000 · Corruption: -1 · Grants 3 construction slots in the settlement · Income generated: 200 · Growth: +22
Unlocks: Lothern Sea Guard
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
Dragon Graveyard
Graves of the Dragons Level 1 · 2,000 gold · 4 turns
Upkeep: -10% for Dragons and Dragon Princes (all armies) · Corruption: -3 · Income generated: 300 · Control: +3
Purified Graves of the Dragons Level 2 · 6,000 gold · 4 turns
Upkeep: -15% for Dragons and Dragon Princes (all armies) · Corruption: -5 · Income generated: 450 · Control: +5
Unlocks: Dragon Princes
Elven Colony Landmark
Pilgrimage Grounds Level 1 · 6,000 gold · 4 turns
Recruit rank: +1 for Dragon units (factionwide) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · Global recruitment duration: -1 turns for Moon Dragons · When built in a Colony: Elven Trade: +30 per turn
Unlocks: Moon Dragon
Elven Enclave
Laurelorn Forest Level 1 · 6,000 gold · 4 turns
Recruitment cost: -30% for Archers units (armies in region) · Recruit rank: +1 for Archers units (factionwide) · Upkeep: -5% for Archers units (all armies) · Medicinal Plants resource production: 20 bundles · Elven Trinkets resource production: 10 chests · Local recruitment capacity: +1
Unlocks: Archers (Light Armour), Archers
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
Ruined Lothern Ruin
Corruption: -2
Lothern (Elven Hamlet) 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: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Lothern (Elven Village) Level 2 · 2,500 gold · 3 turns
Improved tower projectiles: Bolt Thrower · 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: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Lothern (Elven Town) Level 3 · 5,000 gold · 4 turns
Improved tower projectiles: Magic Bolts · 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: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Lothern (Elven City) Level 4 · 10,000 gold · 5 turns
Improved tower projectiles: Greater Magic Bolts · 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: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Lothern (Spired Citadel) Level 5 · 20,000 gold · 6 turns
Improved tower projectiles: Greater Magic Bolts · 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
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: Ship's Company
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Recruit rank: +1 for Ship's Company and Lothern Sea Guard units · Hero capacity: +1 for Mist Mages · Unlocks Hero recruitment: Mist Mage · Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Unlocks: Lothern Sea Guard
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Recruit rank: +4 for Ship's Company and Lothern Sea Guard units · Hero capacity: +1 for Mist Mages · Unlocks Hero recruitment: Mist Mage · Hero recruit rank: +4 for Mist Mages · Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Naggarond
Ruined Naggarond Ruin
Corruption: -2
Occupied Naggarond (Elven Hamlet) Level 1 · 1,200 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 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +8 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Naggarond (Elven Village) Level 2 · 2,500 gold · 4 turns
Improved tower projectiles: Bolt Thrower · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (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: +15 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Naggarond (Elven Town) Level 3 · 5,000 gold · 5 turns
Improved tower projectiles: Magic Bolts · 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: +22 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Naggarond (Elven City) Level 4 · 10,000 gold · 6 turns
Improved tower projectiles: Greater Magic Bolts · 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: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Naggarond (Spired Citadel) Level 5 · 20,000 gold · 7 turns
Improved tower projectiles: Greater Magic Bolts · 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: +38 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
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
Parravon Landmark
Peaks of Parravon Level 1 · 4,000 gold · 2 turns
Recruitment cost: -30% for Great Eagle units · Recruit rank: +3 for Great Eagle units · Upkeep: -5% for Great Eagle units (all armies)
Unlocks: Great Eagle
Saphery Landmark
Library of Hoeth Level 1 · 8,000 gold · 4 turns
Hero capacity: +1 for Loremasters of Hoeth · Unlocks Hero recruitment: Loremaster of Hoeth · Unlocks Hero recruitment: Mage · Hero recruit rank: +3 for Loremasters of Hoeth · Hero recruit rank: +2 for Mages · Scrolls of Knowledge: +8 per turn (Order of Loremasters only) · Winds of Magic power reserve capacity: +3 (all armies) · Research rate: +6
Unlocks: Swordmasters of Hoeth
White Tower of Hoeth Level 2 · 10,000 gold · 6 turns
Hero capacity: +1 for Loremasters of Hoeth · Hero capacity: +1 for Mages · Unlocks Hero recruitment: Loremaster of Hoeth · Unlocks Hero recruitment: Mage · Hero recruit rank: +7 for Loremasters of Hoeth · Hero recruit rank: +5 for Mages · Recruit rank: +2 for Swordmasters of Hoeth units (factionwide) · Local Recruitment duration: -1 turn for Swordmasters of Hoeth units (minimum 1) (local province) · Scrolls of Knowledge: +15 per turn (Order of Loremasters only) · Winds of Magic power reserve capacity: +6 (all armies) · Research rate: +12
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 Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Unlocks: Ship's Company
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Hero capacity: +1 for Mist Mages · Unlocks Hero recruitment: Mist Mage · Income generated: 300 · Income from trade tariffs: +10% · Growth: +30
Unlocks: Lothern Sea Guard
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Hero capacity: +1 for Mist Mages · Unlocks Hero recruitment: Mist Mage · Hero recruit rank: +4 for Mist Mages · Income generated: 500 · Income from trade tariffs: +15% · Growth: +40
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
The Gaean Vale
Ruined Gaean Vale Ruin
Corruption: -2
Gaean Vale (Elven Hamlet) 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: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Gaean Vale (Elven Village) 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 · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Gaean Vale (Elven Town) 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 · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Gaean Vale (Elven City) 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 · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Gaean Vale (Spired Citadel) 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 · 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
Tiranoc Landmark
Hall of Charioteers Level 1 · 6,000 gold · 4 turns
Recruit rank: +2 for Chariot units · Control: +5
Unlocks: Tiranoc Chariots, Ithilmar Chariots
Palace of Tiranoc Level 2 · 10,000 gold · 5 turns
Recruit rank: +3 for Chariot units · Recruit rank: +2 for Chariot units (factionwide) · Upkeep: -5% for Chariot units (all armies) · Income from all buildings: +10% (local province) · Control: +10
Tor Yvresse
Ruined Tor Yvresse Ruin
Corruption: -2
Tor Yvresse (Elven Hamlet) Level 1 · 1,200 gold · 2 turns
Unit capacity: +1 for all Mistwalker units (Yvresse 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 1 construction slot in the settlement · Income generated: 100 · Attrition: -10% when under siege (armies in region) · Growth: +10 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Tor Yvresse (Elven Village) Level 2 · 2,500 gold · 3 turns
Unit capacity: +1 for all Mistwalker units (Yvresse only) · Ladrielle's Blessings: +5 (Yvresse 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: 150 · Attrition: -10% when under siege (armies in region) · Growth: +20 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Tor Yvresse (Elven Town) Level 3 · 5,000 gold · 4 turns
Unit capacity: +1 for all Mistwalker units (Yvresse only) · Ladrielle's Blessings: +10 (Yvresse 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 3 construction slots in the settlement · Income generated: 200 · Attrition: -10% when under siege (armies in region) · Growth: +30 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Tor Yvresse (Elven City) Level 4 · 10,000 gold · 5 turns
Unit capacity: +1 for all Mistwalker units (Yvresse only) · Ladrielle's Blessings: +20 (Yvresse 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 5 construction slots in the settlement · Income generated: 250 · Attrition: -10% when under siege (armies in region) · Growth: +40 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Tor Yvresse (Spired Citadel) Level 5 · 20,000 gold · 6 turns
Unit capacity: +2 for all Mistwalker units (Yvresse only) · Ladrielle's Blessings: +30 (Yvresse 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 7 construction slots in the settlement · Income generated: 300 · Attrition: -10% when under siege (armies in region) · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Anurell's Tomb Landmark
Anurell's Tomb Level 1 · 6,000 gold · 4 turns
Diplomatic relations: +20 with High Elves · Influence: +4 per turn · Campaign movement range: +5% (all armies)
Asuryan Worship
Sacred Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Construction cost: -45% for Worship buildings (local province) · Construction cost: -5% for Worship buildings (factionwide) · Local Recruitment duration: -1 turn for Phoenix Guard units (minimum 1) (local province) · Recruit rank: +2 for Phoenix Guard units (factionwide) · Upkeep: -5% for Phoenix Guard units (all armies) · Control: +5
Avelorn Landmark
Court of the Everqueen Level 1 · 10,000 gold · 5 turns
Corruption in adjacent provinces: -2 · Corruption: -5 · Recruitment cost: -10% (armies in region) · Casualty replenishment rate: +10% (armies in province) · Growth: +5 (factionwide) · Control: +10 · 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 · 10,000 gold · 5 turns
Recruit rank: +4 for Dragon units · Upkeep: -25% for Dragon units (all armies) · Recruitment cost: -25% for Dragon units (all armies) · Exotic Animals resource production: 20 cages
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
Eataine Landmark
Glittering Tower Lighthouse Level 1 · 6,000 gold · 3 turns
Income from Ports: +5% (factionwide) · Income from trade tariffs: +5%
Ellyrian Landmark
Royal Ellyrian Stables Level 1 · 5,000 gold · 5 turns
Recruit rank: +2 for Ellyrian Reavers and Silver Helms units (factionwide) · Upkeep: -5% for Ellyrian Reavers and Silver Helms units (all armies) · Income generated: 500
Elven Colony Landmark
Walls of Arnheim Level 1 · 6,000 gold · 4 turns
Melee attack: +5 when fighting against Dark Elves (factionwide) · Diplomatic relations: -10 with Dark Elves · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Defensive supplies: +300 (all provinces) · Global recruitment capacity: +1
Elven Colony Landmark
Hidden Anchorage Level 1 · 6,000 gold · 4 turns
When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · Campaign movement range: +10% whilst at sea (all armies) · When built in a Colony: Elven Trade: +30 per turn · Global recruitment capacity: +1
Elven Colony Landmark
Great Waystone Level 1 · 6,000 gold · 4 turns
When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Winds of Magic power reserve: +5 per turn (all armies) · Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)
Elven Colony Landmark
Turtle Isle Shrines Level 1 · 6,000 gold · 4 turns
When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Rite cooldown: -5 turn(s) for Invocation of Asuryan · Rite cooldown: -5 turn(s) for Invocation of Hoeth · Rite cooldown: -5 turn(s) for Invocation of Isha
Elven Colony Landmark
Warworn Stronghold Level 1 · 6,000 gold · 4 turns
Armour-piercing weapon damage: +5 when fighting against Dwarfs (all armies) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Armour: +5 (factionwide) · Diplomatic relations: -15 with Dwarfs
Elven Colony Landmark
Glittering Pits Level 1 · 6,000 gold · 4 turns
Upkeep: -5% for Dragon units (all armies) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Income generated: 300 · Gemstones resource production: 40 sacks · Carved Obsidian resource production: 10 chests
Elven Colony Landmark
Rebuilt Citadel Level 1 · 6,000 gold · 4 turns
Attribute: Unbreakable during siege battles against Dark Elves (all armies) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn
Elven Colony Landmark
Loremaster's Watch Level 1 · 6,000 gold · 4 turns
Cooldown: -5% to spells (factionwide) · Hero capacity: +1 for Loremasters of Hoeth · Unlocks Hero recruitment: Loremaster of Hoeth · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · Spell resistance: 20% for Spearmen units (all armies) · When built in a Colony: Elven Trade: +30 per turn
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
Small Fortress Gate Level 1 · 1,200 gold · 3 turns
Army ability: "Eagle Sanctuary" (armies in region) · 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
Fortress Gate Level 2 · 2,500 gold · 4 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Bolt Thrower · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +50
Grand Fortress Gate Level 3 · 5,000 gold · 5 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Magic Bolts · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +60
Imposing Fortress Gate Level 4 · 10,000 gold · 6 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +70
Impregnable Fortress Gate Level 5 · 20,000 gold · 7 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Small Fortress Gate Level 1 · 1,200 gold · 3 turns
Army ability: "Eagle Sanctuary" (armies in region) · 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
Fortress Gate Level 2 · 2,500 gold · 4 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Bolt Thrower · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +50
Grand Fortress Gate Level 3 · 5,000 gold · 5 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Magic Bolts · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +60
Imposing Fortress Gate Level 4 · 10,000 gold · 6 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +70
Impregnable Fortress Gate Level 5 · 20,000 gold · 7 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Small Fortress Gate Level 1 · 1,200 gold · 3 turns
Army ability: "Eagle Sanctuary" (armies in region) · 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
Fortress Gate Level 2 · 2,500 gold · 4 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Bolt Thrower · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +50
Grand Fortress Gate Level 3 · 5,000 gold · 5 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Magic Bolts · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +60
Imposing Fortress Gate Level 4 · 10,000 gold · 6 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +70
Impregnable Fortress Gate Level 5 · 20,000 gold · 7 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Small Fortress Gate Level 1 · 1,200 gold · 3 turns
Army ability: "Eagle Sanctuary" (armies in region) · 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
Fortress Gate Level 2 · 2,500 gold · 4 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Bolt Thrower · 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 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +50
Grand Fortress Gate Level 3 · 5,000 gold · 5 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Magic Bolts · 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 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +60
Imposing Fortress Gate Level 4 · 10,000 gold · 6 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · 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 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +70
Impregnable Fortress Gate Level 5 · 20,000 gold · 7 turns
Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · 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 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80
Galbaraz Landmark
Oathgold Mine Level 1 · 6,000 gold · 5 turns
Hero capacity: +1 for Nobles · Unlocks Hero recruitment: Noble · Hero recruit rank: +1 for Nobles (factionwide) · Income generated: 1000
Ghrond Landmark
Tower of Prophecy Level 1 · 8,000 gold · 4 turns
Hero capacity: +1 for Mages · Unlocks Hero recruitment: Sorceress · Hero recruit rank: +2 for Mages · Winds of Magic power reserve capacity: +3 (all armies) · Research rate: +6
Purified Convent of Sorcery Level 2 · 10,000 gold · 6 turns
Hero capacity: +1 for Mages · Unlocks Hero recruitment: Mage · Hero recruit rank: +4 for Mages · Winds of Magic power reserve capacity: +6 (all armies) · Research rate: +12
Hexoatl Landmark
Stellar Pyramids of the Southern Skies Level 1 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +10 (all armies) · Research rate: +10 · Lord recruit rank: +1 (factionwide)
Hidden Oasis
Secluded Oasis Level 1 · 2,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30
Buried Caravanserai Level 2 · 6,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30
Itza Landmark
The Emerald Pools Level 1 · 8,000 gold · 5 turns
Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces) · Medicinal Plants resource production: 100 bundles
Khaine Worship
Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns
Corruption: -5 · Income from post-battle loot: +5% (factionwide)
Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns
Grants owner access to the Sword of Khaine · 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
Temple of Vaul Level 1 · 6,000 gold · 4 turns
Upkeep: -10% (all armies) · Iron resource production: 100 ingots
Landmark
Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns
Income generated: 450 · Control: +5 · Research rate: +8
Landmark
Face of Hag Graef Level 1 · 2,000 gold · 3 turns
Income generated: 100 · 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
Flaming Braziers of War Level 1 · 10,000 gold · 5 turns
Corruption: -1 (all provinces) · Income from post-battle loot: +10% (factionwide)
Landmark
Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns
Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests
Landmark
Catacombs of Quintex Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)
Vaults of Quintex Level 2 · 6,000 gold · 6 turns
Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5
Sanctum of Quintex Level 3 · 10,000 gold · 12 turns
Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10
Landmark
Smithy's Tavern Level 1 · 8,000 gold · 3 turns
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
Pillar of Bone Level 1 · 7,500 gold · 5 turns
When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
Landmark
Breached Vault of Everpeak Level 1 · 6,000 gold · 4 turns
Influence: +5 per turn · Leadership: +10 (all armies) · Control: +3 (factionwide) · Diplomatic relations: -50 with Dwarfs · Lord recruit rank: +5 (factionwide)
Legendary Palace
Captured Palace of Hellebron Level 1 · 10,000 gold · 5 turns
Hero capacity: +1 for Handmaidens · Hero recruit rank: +3 for Handmaidens · Income from all buildings: +10% (local province) · Control: +10
Legendary Palace
Occupied Black Tower of Malekith Level 1 · 10,000 gold · 6 turns
Diplomatic relations: +30 with Dark Elves · Income from all buildings: +10% (local province) · Control: +10 · Lord recruit rank: +2 (factionwide)
Lothern Landmark
Court of the Phoenix King Level 1 · 10,000 gold · 5 turns
Hero capacity: +1 for Nobles · Hero recruit rank: +2 for Nobles (factionwide) · Influence: +25 per turn · Influence cost: -10% for Intrigue at Court actions · Influence cost: -10% for Champion of Ulthuan actions (Eataine only) · Influence cost: -10% for "Take Patronage" and "Increase Standing" actions in Patrons of the Realms · Control: +10 · Lord recruit rank: +2 (factionwide)
Nagarythe Landmark
Black Citadel of Anlec Level 1 · 10,000 gold · 5 turns
Income from all buildings: +5% (local province) · Ammunition: +50% during siege defence battles (armies in region) · Leadership: -10 when laying siege or encircling (enemy armies in region) · Control: +10
Pyramid
Vault of Nagash Level 1 · 6,000 gold · 20 turns
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)
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
Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
Tor Achare Landmark
White Lion Hunting Grounds Level 1 · 8,000 gold · 4 turns
Recruit rank: +2 for White Lions of Chrace units (factionwide) · Upkeep: -5% for White Lions of Chrace, War Lions and Lion Chariot units (all armies) · Exotic Animals resource production: 20 cages
Tor Koruali Landmark
Ancient Subterranean Palace Level 1 · 8,000 gold · 4 turns
Hero capacity: +1 for Nobles · Unlocks Hero recruitment: Noble · Hero recruit rank: +1 for Nobles (factionwide) · Income from Entertainment buildings: +5% (factionwide) · Income from Ports: +25% (local province) · Control: +5
Yvresse Landmark
Warden's Tower Level 1 · 10,000 gold · 5 turns
Army ability: "Invocation of Ending" (armies in province) · Leadership: +10 when defending (armies in region) · Control: +10
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 High Elves 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 — 35 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 | Archers (Light Armour) | Militia Camp | 1,000 | 1 | 1 | — | — |
| 2 | Rangers | Militia Camp | 1,000 | 1 | 1 | — | — |
| 3 | Ship's Company | Militia Camp | 1,000 | 1 | 1 | — | — |
| 4 | Archers | Hamlet | 1,200 | 3 | — | — | — |
| 5 | Spearmen | Hamlet | 1,200 | 3 | — | — | — |
| 6 | Ellyrian Reaver Archers | Grazing Meadows | 2,000 | 2 | 2 | 2,500 | 1 |
| 7 | Ellyrian Reavers | Grazing Meadows | 2,000 | 2 | 2 | 2,500 | 1 |
| 8 | Great Eagle | Grove | 2,000 | 2 | 2 | 2,500 | 1 |
| 9 | War Lions of Chrace | Grove | 2,000 | 2 | 2 | 2,500 | 1 |
| 10 | Eagle Claw Bolt Throwers | Elven Workshop | 3,000 | 3 | 2 | 2,500 | 1 |
| 11 | Ithilmar Chariots | Elven Workshop | 3,000 | 3 | 2 | 2,500 | 1 |
| 12 | Lothern Sea Guard | Rally Field | 3,000 | 3 | 2 | 2,500 | 1 |
| 13 | Flamespyre Phoenix | Shrine of Asuryan | 4,000 | 4 | 3 | 7,500 | 3 |
| 14 | Oceanids | Archive | 4,000 | 4 | 3 | 7,500 | 3 |
| 15 | Silver Helms | Farrier | 5,000 | 5 | 3 | 7,500 | 3 |
| 16 | Silver Helms (Shields) | Farrier | 5,000 | 5 | 3 | 7,500 | 3 |
| 17 | White Lions of Chrace | Greater Grove | 5,000 | 5 | 3 | 7,500 | 3 |
| 18 | Lothern Sea Guard (Shields) | War Hall | 6,000 | 6 | 3 | 7,500 | 3 |
| 19 | Moon Dragon | Dragon's Lair (capital) | 6,000 | 5 | 4 | 17,500 | 7 |
| 20 | Shadow Warriors | War Hall | 6,000 | 6 | 3 | 7,500 | 3 |
| 21 | Silverin Guard | War Hall | 6,000 | 6 | 3 | 7,500 | 3 |
| 22 | Sun Dragon | Dragon's Lair (capital) | 6,000 | 5 | 4 | 17,500 | 7 |
| 23 | Lothern Skycutters | Elven Forge | 7,000 | 7 | 3 | 7,500 | 3 |
| 24 | Tiranoc Chariots | Elven Forge | 7,000 | 7 | 3 | 7,500 | 3 |
| 25 | Frostheart Phoenix | Temple of Asuryan (capital) | 10,000 | 9 | 4 | 17,500 | 7 |
| 26 | Phoenix Guard | Temple of Asuryan (capital) | 10,000 | 9 | 4 | 17,500 | 7 |
| 27 | Sea Elemental | Grand Repository (capital) | 10,000 | 9 | 4 | 17,500 | 7 |
| 28 | Sisters of Avelorn | Blessed Grove (capital) | 10,000 | 9 | 4 | 17,500 | 7 |
| 29 | Swordmasters of Hoeth | Grand Repository (capital) | 10,000 | 9 | 4 | 17,500 | 7 |
| 30 | Lion Chariots of Chrace | Ithilmar Smith (capital) | 13,000 | 12 | 4 | 17,500 | 7 |
| 31 | Lothern Skycutters (Bolt Throwers) | Ithilmar Smith (capital) | 13,000 | 12 | 4 | 17,500 | 7 |
| 32 | Dragon Princes | Dragon Keep (capital) | 18,000 | 11 | 5 | 37,500 | 12 |
| 33 | Star Dragon | Dragon Keep (capital) | 18,000 | 11 | 5 | 37,500 | 12 |
| 34 | Arcane Phoenix | Sanctuary of Asuryan (capital) | 22,000 | 15 | 5 | 37,500 | 12 |
| 35 | Merwyrm | Tower of Mages (capital) | 22,000 | 15 | 5 | 37,500 | 12 |