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

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

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

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

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

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

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

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

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)

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

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

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

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

Militia Deck
Level 1 · 1 turn
Recruit rank: +1 for Ship's Company units
Unlocks

Soldier Quarters
Level 2 · 1 turn
Unlocks Hero recruitment: Noble
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
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
Recruit rank: +4 for Ship's Company units
Unlocks
Mages

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

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

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

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

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

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

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

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

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

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)

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)

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

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

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

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

Elven Ruins
Level 1 · 1 turn
Corruption: -1

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

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

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

Ruined Docks
Level 1 · 1 turn

Docks
Level 2 · 2,000 gold · 2 turns
Income generated: 100
Growth: +10
Unlocks

Harbour
Level 3 · 4,000 gold · 4 turns
Unlocks Hero recruitment: Mist Mage
Income generated: 300
Growth: +20
Unlocks

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

Elven Ruins
Level 1 · 1 turn
Corruption: -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

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

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

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

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

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

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

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
- 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 Treasury

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

Cinnabar Mining Pit
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn
Dyes resource production: 21 ounces

Cinnabar Mine
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn
Dyes resource production: 32 ounces

Dyemaker
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn
Dyes resource production: 48 ounces
Elven Residence

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

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

Plaza
Level 1 · 1,500 gold · 1 turn
Influence: +1 per turn
Income generated: 60
Income generated: 30
Control: +2

Colonnade
Level 2 · 2,000 gold · 2 turns
Influence: +2 per turn
Income generated: 90
Income generated: 45
Control: +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

Theatre
Level 4 · 4,000 gold · 4 turns
Influence: +4 per turn
Influence: +2 per turn
Income generated: 180
Income generated: 90
Control: +8

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

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

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

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

Gem Mineshaft
Level 1 · 1,000 gold · 2 turns
Elven Trade: +10 per turn
Gemstones resource production: 21 sacks

Gem Mine
Level 2 · 2,000 gold · 3 turns
Elven Trade: +20 per turn
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
Gemstones resource production: 48 sacks
Gold Mining

Gold Mining Pit
Level 1 · 1,000 gold · 2 turns
Income generated: 300

Gold Mine
Level 2 · 2,000 gold · 3 turns
Income generated: 450

Mint
Level 3 · 3,000 gold · 4 turns
Income generated: 600
Guest Cabin

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

Elven Craftsman
Level 1 · 1,000 gold · 1 turn
Income generated: 100
Income generated: 50
Elven Trinkets resource production: 6 chests

Elven Artisan
Level 2 · 1,500 gold · 2 turns
Income generated: 200
Income generated: 100
Elven Trinkets resource production: 8 chests

Elven Fairground
Level 3 · 2,000 gold · 3 turns
Income generated: 300
Income generated: 150
Elven Trinkets resource production: 12 chests
Iron Mining

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

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

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

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

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

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

Herb Gatherer's Camp
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn
Medicinal Plants resource production: 21 bundles

Exotic Hothouse
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn
Medicinal Plants resource production: 32 bundles

Alchemy Workshop
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn
Medicinal Plants resource production: 48 bundles
Oak of Ages

Oak of Ages (Ruined)
Level 1 · 1 turn

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

Obsidian Quarry
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn
Carved Obsidian resource production: 21 chests

Obsidian Trinket Maker
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn
Carved Obsidian resource production: 32 chests

Obsidian Amulet Carver
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn
Carved Obsidian resource production: 48 chests
Orchards

Orchards
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn
Control: +3
Wine resource production: 21 barrels

Vineyard
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn
Control: +4
Wine resource production: 32 barrels

Vintner
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn
Control: +5
Wine resource production: 48 barrels
Pastures

Grazing Pastures
Level 1 · 1,000 gold · 1 turn
Recruitment cost: -20% for Ellyrian Reavers and Silver Helms units (local province)
Growth: +30

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

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

Clay Pit
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn
Pottery resource production: 21 kilnful

Pottery Maker
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn
Pottery resource production: 32 kilnful

Kilns
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn
Pottery resource production: 48 kilnful
Protection

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

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

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

Salt Flats
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn
Salt resource production: 21 barrels

Salt Pans
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn
Salt resource production: 32 barrels

Salt Distillery
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn
Salt resource production: 48 barrels
Sick Bay

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

Ruined Bordeleaux Docks
Level 1

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

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

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

Spice Market
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn
Spices resource production: 21 sacks

Spice Trading Post
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn
Spices resource production: 32 sacks

Eastern Bazaar
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn
Spices resource production: 48 sacks
Tusks

Animal Store
Level 1 · 1,000 gold · 1 turn
Elven Trade: +10 per turn
Ivory resource production: 21 tusks

Tusk Market
Level 2 · 2,000 gold · 2 turns
Elven Trade: +20 per turn
Ivory resource production: 32 tusks

Tusk Compound
Level 3 · 3,000 gold · 3 turns
Elven Trade: +30 per turn
Ivory resource production: 48 tusks
Wild Game

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

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

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

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

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

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
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
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
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
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
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
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