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

High Elves buildings

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

Recruitment

Aquatic Recruitment

  1. Blessed Hull

    Level 1 · 1 turn

    • Ward save: +1% (all units in Dragonship)

    Unlocks

  2. Shrine of Mathlann

    Level 2 · 1 turn

    • Ward save: +3% (all units in Dragonship)

    Unlocks

  3. Hold of the Deeps

    Level 3 · 1 turn

    • Ward save: +5% (all units in Dragonship)

    Unlocks

Artillery Recruitment

  1. Bolt Thrower Array

    Level 1 · 1 turn

    • Army ability: "Dragonship Volley" (this force and all forces in circle of influence)

    Unlocks

  2. Skycutter Landing

    Level 2 · 1 turn

    • Army ability: "Dragonship Assault" (replaces: "Dragonship Volley") (this force and all forces in circle of influence)

    Unlocks

  3. 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

  1. Eagle Perch

    Level 1 · 1 turn

    Unlocks

  2. Primal Sanctuary

    Level 2 · 1 turn

    • Army ability: "Asur Fire I" (this force and all forces in circle of influence)

    Unlocks

  3. 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

  4. 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

  1. Militia Camp

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Rally Field

    Level 2 · 2,000 gold · 2 turns

    Unlocks

  3. War Hall

    Level 3 · 3,000 gold · 3 turns

    Unlocks

Dragon Recruitment

  1. Dragon Mast

    Level 1 · 1 turn

    • Attribute: Perfect Vigour for Dragon units (this force and all forces in circle of influence)
    • Attribute: Perfect Vigour for Dragon units (this Dragonship)

    Unlocks

  2. Dragon Tower

    Level 2 · 1 turn

    • Attribute: Perfect Vigour for Dragon units (this force and all forces in circle of influence)
    • Attribute: Perfect Vigour for Dragon units (this Dragonship)
    • Lord recruit rank: +2

    Unlocks

Dragons

  1. Dragon's Lair

    Level 1 · 6,000 gold · 5 turns

    • Lord recruit rank: +1 (factionwide)

    Unlocks

  2. 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

  1. Dragonship Bridge

    Level 1 · 1 turn

    • Dragonship recruitment capacity: +2
    • Immunity to Chaos corruption effects
    • Dragonship crew growth: +2

    Unlocks

  2. 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

  3. 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
  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
  5. 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)

  1. 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

  2. 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

  3. 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
  4. 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
  5. 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

  1. Grazing Meadows

    Level 1 · 2,000 gold · 2 turns

    Unlocks

  2. Farrier

    Level 2 · 3,000 gold · 3 turns

    Unlocks

Hunters

  1. Grove

    Level 1 · 2,000 gold · 2 turns

    • Corruption: -1

    Unlocks

  2. Greater Grove

    Level 2 · 3,000 gold · 3 turns

    • Unlocks Hero recruitment: Handmaiden
    • Corruption: -2

    Unlocks

  3. 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

  1. Militia Deck

    Level 1 · 1 turn

    • Recruit rank: +1 for Ship's Company units

    Unlocks

  2. Soldier Quarters

    Level 2 · 1 turn

    • Unlocks Hero recruitment: Noble
    • Recruit rank: +2 for Ship's Company units

    Unlocks

  3. Specialist Training Hall

    Level 3 · 1 turn

    • Unlocks Hero recruitment: Noble
    • Hero recruit rank: +1 for Nobles
    • Recruit rank: +3 for Ship's Company units

    Unlocks

  4. Oathsworn Sanctum

    Level 4 · 1 turn

    • Hero capacity: +1 for Nobles
    • Unlocks Hero recruitment: Noble
    • Hero recruit rank: +3 for Nobles
    • Recruit rank: +4 for Ship's Company units

    Unlocks

Mages

  1. Archive

    Level 1 · 4,000 gold · 4 turns

    • Unlocks Hero recruitment: Mage
    • Cannot be constructed in minor settlements
    • Scrolls of Knowledge: +2 per turn

    Unlocks

  2. 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
    • Research rate: +4

    Unlocks

  3. 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
    • Research rate: +8

    Unlocks

Smiths

  1. Elven Workshop

    Level 1 · 3,000 gold · 3 turns

    • Local recruitment capacity: +1

    Unlocks

  2. Elven Forge

    Level 2 · 4,000 gold · 4 turns

    • Local recruitment capacity: +1

    Unlocks

  3. Ithilmar Smith

    Level 3 · 6,000 gold · 5 turns

    • Local recruitment capacity: +2

    Unlocks

Worship

  1. Shrine of Asuryan

    Level 1 · 4,000 gold · 4 turns

    • Corruption: -6

    Unlocks

  2. Temple of Asuryan

    Level 2 · 6,000 gold · 5 turns

    • Corruption in adjacent provinces: -1
    • Corruption: -8

    Unlocks

  3. Sanctuary of Asuryan

    Level 3 · 12,000 gold · 6 turns

    • Corruption in adjacent provinces: -2
    • Corruption: -10

    Unlocks

Auxiliary Ships

  1. 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%
  2. 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%
  3. 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%
  4. 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. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

  1. 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)
  2. 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. Outpost Garrison

    Level 1 · 2,000 gold · 4 turns

Outpost

  1. 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
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. 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
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +3% (armies in region)
  3. 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
    • Enables the recruitment of Allied units
    • Allied recruitment cost outside friendly territory: -50%
    • Casualty replenishment rate: +4% (armies in region)

Walls

  1. Stone Walls

    Level 1 · 2,000 gold · 4 turns

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

    Level 2 · 4,000 gold · 5 turns

    • Army ability: "Channelling Spire" (armies in region)
    • Improved tower projectiles: Magic Bolts
    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  3. Warded Walls

    Level 3 · 6,000 gold · 6 turns

    • Army ability: "Channelling Spire" (armies in region)
    • Improved tower projectiles: Greater Magic Bolts
    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle

Economy

Minor Settlement

  1. Elven Ruins

    Level 1 · 1 turn

    • Corruption: -1
  2. Hamlet

    Level 2 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +8

    Unlocks

  3. Haven

    Level 3 · 2,500 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +15
  4. Tower

    Level 4 · 5,000 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +22

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Docks

    Level 2 · 2,000 gold · 2 turns

    • Income generated: 100
    • Growth: +10

    Unlocks

  3. Harbour

    Level 3 · 4,000 gold · 4 turns

    • Unlocks Hero recruitment: Mist Mage
    • Income generated: 300
    • Growth: +20

    Unlocks

  4. Seaport

    Level 4 · 8,000 gold · 6 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

  1. Elven Ruins

    Level 1 · 1 turn

    • Corruption: -2
  2. Hamlet

    Level 2 · 1,200 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +8
    • Adds walls to the settlement

    Unlocks

  3. Haven

    Level 3 · 2,500 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +15
    • Adds walls to the settlement
  4. Tower

    Level 4 · 5,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +22
    • Adds walls to the settlement
  5. Citadel

    Level 5 · 10,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Grants 5 construction slots in the settlement
    • Income generated: 250
    • Growth: +30
    • Adds walls to the settlement
  6. Tor

    Level 6 · 20,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Grants 7 construction slots in the settlement
    • Income generated: 300
    • Growth: +38
    • Adds walls to the settlement

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Aristocracy

  1. Elven Gardens

    Level 1 · 2,000 gold · 2 turns

    • Unlocks Hero recruitment: Noble
    • Income from Entertainment buildings: +10% (local province)
    • Influence: +3 per turn
  2. 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

  1. 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
  2. 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
  3. 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
  4. Aftcastle Muster

    Level 3 · 1 turn

    • Unit experience gain per turn: +300(HIDDEN - used for sphere of influence effects to apply to themself) (all units in Dragonship)
    • 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 Sails

  1. Lookout Mast

    Level 1 · 1 turn

    • Campaign line of sight: +10%
    • Campaign movement range: +10%
  2. Elven Sails

    Level 2 · 1 turn

    • Campaign line of sight: +20%
    • Campaign movement range: +20%
  3. Navigator's Deck

    Level 3 · 1 turn

    • Replenishes 5% campaign movement range after winning a battle
    • Campaign line of sight: +25%
    • Campaign movement range: +25%
  4. Gallant Sails

    Level 3 · 1 turn

    • Replenishes 15% campaign movement range after winning a battle
    • Campaign line of sight: -10%
    • Campaign movement range: +20%
  5. Warder Sails

    Level 4 · 1 turn

    • Replenishes 10% campaign movement range after winning a battle
    • Campaign line of sight: +30%
    • Campaign movement range: +30%
  6. Royal Sails

    Level 4 · 1 turn

    • Replenishes 30% campaign movement range after winning a battle
    • Campaign line of sight: -20%
    • Campaign movement range: +25%

Dragonship Treasury

  1. Stockpile Hold

    Level 1 · 1 turn

  2. Ship Treasury

    Level 2 · 1 turn

  3. Grand Treasury

    Level 3 · 1 turn

  4. Ordnance Cache

    Level 3 · 1 turn

Dye Production

  1. Cinnabar Mining Pit

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn
    • Dyes resource production: 21 ounces
  2. Cinnabar Mine

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn
    • Dyes resource production: 32 ounces
  3. Dyemaker

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn
    • Dyes resource production: 48 ounces

Elven Residence

  1. Homestead

    Level 1 · 1,000 gold · 1 turn

    • Casualty replenishment rate: +3% (armies in province)
    • Growth: +18
  2. Manor

    Level 2 · 1,500 gold · 2 turns

    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +27
  3. Estate

    Level 3 · 2,000 gold · 3 turns

    • Casualty replenishment rate: +5% (armies in province)
    • Growth: +36

Embassy

  1. 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

  1. Plaza

    Level 1 · 1,500 gold · 1 turn

    • Influence: +1 per turn
    • Income generated: 60
    • Income generated: 30
    • Control: +2
  2. Colonnade

    Level 2 · 2,000 gold · 2 turns

    • Influence: +2 per turn
    • Income generated: 90
    • Income generated: 45
    • Control: +3
  3. Promenade

    Level 3 · 2,500 gold · 3 turns

    • Influence: +3 per turn
    • Influence: +1 per turn
    • Income generated: 120
    • Income generated: 60
    • Control: +5
  4. Theatre

    Level 4 · 4,000 gold · 4 turns

    • Influence: +4 per turn
    • Influence: +2 per turn
    • Income generated: 180
    • Income generated: 90
    • Control: +8
  5. Amphitheatre

    Level 5 · 5,000 gold · 5 turns

    • Influence: +5 per turn
    • Influence: +3 per turn
    • Income generated: 240
    • Income generated: 120
    • Control: +12

Exotic Animals

  1. 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
    • Exotic Animals resource production: 21 cages
  2. 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
    • Exotic Animals resource production: 32 cages
  3. 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
    • Exotic Animals resource production: 48 cages

Gem Mining

  1. Gem Mineshaft

    Level 1 · 1,000 gold · 2 turns

    • Elven Trade: +10 per turn
    • Gemstones resource production: 21 sacks
  2. Gem Mine

    Level 2 · 2,000 gold · 3 turns

    • Elven Trade: +20 per turn
    • Gemstones resource production: 32 sacks
  3. 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
    • Gemstones resource production: 48 sacks

Gold Mining

  1. Gold Mining Pit

    Level 1 · 1,000 gold · 2 turns

    • Income generated: 300
  2. Gold Mine

    Level 2 · 2,000 gold · 3 turns

    • Income generated: 450
  3. Mint

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 600

Guest Cabin

  1. Guest Cabin

    Level 1 · 1 turn

  2. Royal Cabin

    Level 2 · 1 turn

  3. Foreign Dignitary

    Level 2 · 1 turn

  4. Trader's Lodgings

    Level 2 · 1 turn

Industry

  1. Elven Craftsman

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 100
    • Income generated: 50
    • Elven Trinkets resource production: 6 chests
  2. Elven Artisan

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 200
    • Income generated: 100
    • Elven Trinkets resource production: 8 chests
  3. Elven Fairground

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 300
    • Income generated: 150
    • Elven Trinkets resource production: 12 chests

Iron Mining

  1. 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
    • Iron resource production: 21 ingots
  2. 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
    • Iron resource production: 32 ingots
  3. 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
    • Iron resource production: 48 ingots

Marble Quarry

  1. Sawyer

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn
    • Construction cost: -15% for all buildings (local province)
    • Marble resource production: 21 slabs
  2. Marble Quarry

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn
    • Construction cost: -20% for all buildings (local province)
    • Marble resource production: 32 slabs
  3. Sculptor's Workshop

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn
    • Construction cost: -25% for all buildings (local province)
    • Marble resource production: 48 slabs

Medicine Production

  1. Herb Gatherer's Camp

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn
    • Medicinal Plants resource production: 21 bundles
  2. Exotic Hothouse

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn
    • Medicinal Plants resource production: 32 bundles
  3. Alchemy Workshop

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn
    • Medicinal Plants resource production: 48 bundles

Oak of Ages

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn
    • Carved Obsidian resource production: 21 chests
  2. Obsidian Trinket Maker

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn
    • Carved Obsidian resource production: 32 chests
  3. Obsidian Amulet Carver

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn
    • Carved Obsidian resource production: 48 chests

Orchards

  1. Orchards

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn
    • Control: +3
    • Wine resource production: 21 barrels
  2. Vineyard

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn
    • Control: +4
    • Wine resource production: 32 barrels
  3. Vintner

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn
    • Control: +5
    • Wine resource production: 48 barrels

Pastures

  1. Grazing Pastures

    Level 1 · 1,000 gold · 1 turn

    • Recruitment cost: -20% for Ellyrian Reavers and Silver Helms units (local province)
    • Growth: +30
  2. 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
  3. 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

Pottery Production

  1. Clay Pit

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn
    • Pottery resource production: 21 kilnful
  2. Pottery Maker

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn
    • Pottery resource production: 32 kilnful
  3. Kilns

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn
    • Pottery resource production: 48 kilnful

Protection

  1. City Tunnels

    Level 1 · 2,000 gold · 2 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns
    • Chaos Rifts will not appear in this province
    • Corruption: -3
    • Control: +3
  2. 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)
    • Corruption: -4
    • Control: +3
  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)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Saltmaking

  1. Salt Flats

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn
    • Salt resource production: 21 barrels
  2. Salt Pans

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn
    • Salt resource production: 32 barrels
  3. Salt Distillery

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn
    • Salt resource production: 48 barrels

Sick Bay

  1. Mess Hall

    Level 1 · 1 turn

    • Dragonship crew growth: +1
    • Casualty replenishment rate: +3% (all units in Dragonship)
  2. Physician's Cabin

    Level 2 · 1 turn

    • Dragonship crew growth: +2
    • Casualty replenishment rate: +6% (all units in Dragonship)
  3. Blessed Bower

    Level 3 · 1 turn

    • Dragonship crew growth: +3
    • Casualty replenishment rate: +10% (all units in Dragonship)
  4. Sojourner's Lodge

    Level 3 · 1 turn

    • Dragonship crew growth: +2
    • Casualty replenishment rate: +10% (armies in circle of influence)

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. Spice Market

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn
    • Spices resource production: 21 sacks
  2. Spice Trading Post

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn
    • Spices resource production: 32 sacks
  3. Eastern Bazaar

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn
    • Spices resource production: 48 sacks

Tusks

  1. Animal Store

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn
    • Ivory resource production: 21 tusks
  2. Tusk Market

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn
    • Ivory resource production: 32 tusks
  3. Tusk Compound

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn
    • Ivory resource production: 48 tusks

Wild Game

  1. 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
    • Furs resource production: 21 bundles
  2. 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
    • Furs resource production: 32 bundles
  3. 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
    • Furs resource production: 48 bundles

Woodlands

  1. 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
    • Timber resource production: 21 logs
  2. 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
    • Timber resource production: 32 logs
  3. 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
    • Timber resource production: 48 logs

Landmarks

Show 74 landmark buildings (unique buildings in particular settlements) ▾

Ancient Elven Colony

Ruined Elven Colony Level 1 · 1 turn

Asur Sanctuary Level 2 · 1,200 gold · 3 turns

Income from Ports: +1% (factionwide) · Dragonship Supplies: +20 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 1 construction slot in the settlement · Income generated: 100 · Growth: +8 · Adds walls to the settlement

Unlocks: Spearmen, Archers

Fledgling Colony Level 3 · 2,500 gold · 4 turns

Income from Ports: +2% (factionwide) · Dragonship Supplies: +40 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 150 · Growth: +15 · Adds walls to the settlement

Asur Colony Level 4 · 5,000 gold · 5 turns

Income from Ports: +2% (factionwide) · Dragonship Supplies: +60 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 3 construction slots in the settlement · Income generated: 200 · Growth: +22 · Adds walls to the settlement

Unlocks: Lothern Sea Guard

Colony Citadel Level 5 · 10,000 gold · 6 turns

Income from Ports: +3% (factionwide) · Dragonship Supplies: +80 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 5 construction slots in the settlement · Income generated: 250 · Growth: +30 · Adds walls to the settlement

Colony Tor Level 6 · 20,000 gold · 7 turns

Income from Ports: +3% (factionwide) · Dragonship Supplies: +100 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 7 construction slots in the settlement · Income generated: 300 · Growth: +38 · Adds walls to the settlement

Ancient Elven Colony

Ruined Elven Colony Level 1 · 1 turn

Corruption: -1

Asur Sanctuary Level 2 · 1,200 gold · 3 turns

Income from Ports: +1% (factionwide) · Dragonship Supplies: +20 per turn · Defensive supplies: +1000 · Corruption: -1 · Grants 1 construction slot in the settlement · Income generated: 100 · Growth: +8

Unlocks: Spearmen, Archers

Fledgling Colony Level 3 · 2,500 gold · 4 turns

Income from Ports: +2% (factionwide) · 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 4 · 5,000 gold · 5 turns

Income from Ports: +2% (factionwide) · 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

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

Unlocks: Tiranoc Chariots

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) · Elven Colony Availability: +1 · Global recruitment duration: -1 turns for Moon Dragons · 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

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

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

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

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

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

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

Lothern

Ruined Lothern Level 1 · 1 turn

Corruption: -2

Lothern (Elven Hamlet) Level 2 · 1,200 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Control: +3 · Adds walls to the settlement

Unlocks: Archers, Spearmen

Lothern (Elven Village) Level 3 · 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) · 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 · Adds walls to the settlement

Lothern (Elven Town) Level 4 · 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) · 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 · Adds walls to the settlement

Lothern (Elven City) Level 5 · 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) · 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 · Adds walls to the settlement

Lothern (Spired Citadel) Level 6 · 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) · 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 · Adds walls to the settlement

Lothern Port

Ruined Harbour of Lothern Level 1

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

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

Unlocks: Ship's Company

Harbour of Lothern Level 3 · 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% · Growth: +40

Unlocks: Lothern Sea Guard

Gates of Lothern Level 4 · 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% · Growth: +40

Naggarond

Ruined Naggarond Level 1 · 1 turn

Corruption: -2

Occupied Naggarond (Elven Hamlet) Level 2 · 1,200 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +8 · Adds walls to the settlement

Unlocks: Archers, Spearmen

Occupied Naggarond (Elven Village) Level 3 · 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) · 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 · Adds walls to the settlement

Occupied Naggarond (Elven Town) Level 4 · 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) · 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 · Adds walls to the settlement

Occupied Naggarond (Elven City) Level 5 · 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) · 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 · Adds walls to the settlement

Occupied Naggarond (Spired Citadel) Level 6 · 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) · 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 · Adds walls to the settlement

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

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

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

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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 · 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 · Winds of Magic power reserve capacity: +6 (all armies) · Research rate: +12

Special Port

Ruined Copher Harbour Level 1 · 1 turn

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

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

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

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

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

Special Port

Ruined Dawn's Harbour Level 1 · 1 turn

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

Income generated: 200 · Growth: +20

Unlocks: Ship's Company

Dawn's Harbour Level 3 · 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 4 · 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 Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Special Port

Ruined Erengrad Harbour Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

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

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

Special Port

Ruined Marienburg Harbour Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

The Gaean Vale

Ruined Gaean Vale Level 1 · 1 turn

Corruption: -2

Gaean Vale (Elven Hamlet) Level 2 · 1,200 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Control: +3 · Adds walls to the settlement

Unlocks: Spearmen, Archers

Gaean Vale (Elven Village) Level 3 · 2,500 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +4 · Adds walls to the settlement

Gaean Vale (Elven Town) Level 4 · 5,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +4 · Adds walls to the settlement

Gaean Vale (Elven City) Level 5 · 10,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +5 · Adds walls to the settlement

Gaean Vale (Spired Citadel) Level 6 · 20,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Control: +5 · 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 Level 1 · 1 turn

Corruption: -2

Tor Yvresse (Elven Hamlet) Level 2 · 1,200 gold · 2 turns

Unit capacity: +1 for all Mistwalker units · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 1 construction slot in the settlement · Income generated: 100 · Attrition: -10% when under siege (armies in region) · Growth: +10 · Control: +3 · Adds walls to the settlement

Unlocks: Spearmen, Archers

Tor Yvresse (Elven Village) Level 3 · 2,500 gold · 3 turns

Unit capacity: +1 for all Mistwalker units · Ladrielle's Blessings: +5 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 150 · Attrition: -10% when under siege (armies in region) · Growth: +20 · Control: +4 · Adds walls to the settlement

Tor Yvresse (Elven Town) Level 4 · 5,000 gold · 4 turns

Unit capacity: +1 for all Mistwalker units · Ladrielle's Blessings: +10 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 3 construction slots in the settlement · Income generated: 200 · Attrition: -10% when under siege (armies in region) · Growth: +30 · Control: +4 · Adds walls to the settlement

Tor Yvresse (Elven City) Level 5 · 10,000 gold · 5 turns

Unit capacity: +1 for all Mistwalker units · Ladrielle's Blessings: +20 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 5 construction slots in the settlement · Income generated: 250 · Attrition: -10% when under siege (armies in region) · Growth: +40 · Control: +5 · Adds walls to the settlement

Tor Yvresse (Spired Citadel) Level 6 · 20,000 gold · 6 turns

Unit capacity: +2 for all Mistwalker units · Ladrielle's Blessings: +30 · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Grants 7 construction slots in the settlement · Income generated: 300 · Attrition: -10% when under siege (armies in region) · Growth: +50 · Control: +5 · 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) · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Control: +5

Avelorn Landmark

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 Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Bordeleaux Winemaking

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

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

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

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

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

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

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

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

Caledor Landmark

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

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

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 · Elven Colony Availability: +1 · 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

Elven Colony Availability: +1 · Campaign movement range: +10% whilst at sea (all armies) · Elven Trade: +30 per turn · Global recruitment capacity: +1

Elven Colony Landmark

Great Waystone Level 1 · 6,000 gold · 4 turns

Elven Colony Availability: +1 · 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

Elven Colony Availability: +1 · 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) · Elven Colony Availability: +1 · 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) · Elven Colony Availability: +1 · 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) · Elven Colony Availability: +1 · 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 · Elven Colony Availability: +1 · Spell resistance: 20% for Spearmen units (all armies) · 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 Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

Small Fortress Gate Level 2 · 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) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Fortress Gate Level 3 · 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) · 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 4 · 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) · 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 5 · 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) · 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 6 · 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) · 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 Level 1 · 1 turn

Small Fortress Gate Level 2 · 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) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Fortress Gate Level 3 · 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) · 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 4 · 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) · 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 5 · 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) · 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 6 · 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) · 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 Level 1 · 1 turn

Small Fortress Gate Level 2 · 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) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Fortress Gate Level 3 · 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) · 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 4 · 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) · 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 5 · 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) · 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 6 · 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) · 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 Level 1 · 1 turn

Small Fortress Gate Level 2 · 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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Fortress Gate Level 3 · 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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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 4 · 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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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 5 · 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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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 6 · 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) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric 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

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

Landmark

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

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

Landmark

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

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

Landmark

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

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

Landmark

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 · 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

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) Level 1 · 1 turn

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

The Maelstrom Level 2 · 100 gold · 1 turn

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

The Great Temple of Hashut

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

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

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