Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

High Elves buildings

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

Recruitment

Aquatic Recruitment

3 levels · unlocks Oceanids, Sea Elemental, Merwyrm

  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

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

  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

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

  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

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

  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

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

  1. Dragon Mast

    Level 1 · 1 turn

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

    Unlocks

  2. Dragon Tower

    Level 2 · 1 turn

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

    Unlocks

Dragons

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

  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

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

  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)

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

  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

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

  1. Grazing Meadows

    Level 1 · 2,000 gold · 2 turns

    Unlocks

  2. Farrier

    Level 2 · 3,000 gold · 3 turns

    Unlocks

Hunters

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

  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

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

  1. Militia Deck

    Level 1 · 1 turn

    • When technology "Years at Sea" researched: Recruit rank: +1 for Ship's Company units

    Unlocks

  2. Soldier Quarters

    Level 2 · 1 turn

    • Unlocks Hero recruitment: Noble
    • When technology "Years at Sea" researched: Recruit rank: +2 for Ship's Company units

    Unlocks

  3. Specialist Training Hall

    Level 3 · 1 turn

    • Unlocks Hero recruitment: Noble
    • Hero recruit rank: +1 for Nobles
    • When technology "Years at Sea" researched: Recruit rank: +3 for Ship's Company units

    Unlocks

  4. Oathsworn Sanctum

    Level 4 · 1 turn

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

    Unlocks

Mages

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

  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 (Order of Loremasters only)

    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 (Order of Loremasters only)
    • 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 (Order of Loremasters only)
    • Research rate: +8

    Unlocks

Smiths

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

  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

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

  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

4 levels

  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 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)
    • Local recruitment capacity: +2

Garrison

2 levels

  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 level

  1. Outpost Garrison

    Level 1 · 2,000 gold · 4 turns

Outpost

3 levels

  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
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  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
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +3% (armies in region)
  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
    • Allied recruitment cost outside friendly territory: -50%
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +4% (armies in region)

Walls

3 levels

  1. Stone Walls

    Level 1 · 2,000 gold · 4 turns

    • Army ability: "Channelling Spire" (armies in region)
    • Cannot be constructed in minor settlements
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bolt Thrower
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  2. Enchanted Walls

    Level 2 · 4,000 gold · 5 turns

    • Army ability: "Channelling Spire" (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Magic Bolts
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  3. Warded Walls

    Level 3 · 6,000 gold · 6 turns

    • Army ability: "Channelling Spire" (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Greater Magic Bolts
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle

Economy

Minor Settlement

3 levels · unlocks Archers, Spearmen

  1. Elven Ruins

    Ruin

    • Corruption: -1
  2. Hamlet

    Level 1 · 1,000 gold · 3 turns

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

    Unlocks

  3. Haven

    Level 2 · 2,500 gold · 4 turns

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

    Level 3 · 5,000 gold · 5 turns

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

Port

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

  1. Ruined Docks

    Ruin

  2. Docks

    Level 1 · 2,000 gold · 2 turns · pays back in 20 turns

    • Income generated: 100
    • Growth: +10

    Unlocks

  3. Harbour

    Level 2 · 4,000 gold · 4 turns · pays back in 13.3 turns

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

    Unlocks

  4. Seaport

    Level 3 · 8,000 gold · 6 turns · pays back in 16 turns

    • Hero capacity: +1 for Mist Mages
    • Unlocks Hero recruitment: Mist Mage
    • Hero recruit rank: +4 for Mist Mages
    • Income generated: 500
    • Growth: +30

Province Capital

5 levels · unlocks Spearmen, Archers

  1. Elven Ruins

    Ruin

    • Corruption: -2
  2. Hamlet

    Level 1 · 1,200 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +8
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

    Unlocks

  3. Haven

    Level 2 · 2,500 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +15
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Tower

    Level 3 · 5,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +22
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Citadel

    Level 4 · 10,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • Grants 5 construction slots in the settlement
    • Income generated: 250
    • Growth: +30
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Tor

    Level 5 · 20,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Corruption: -2
    • Grants 7 construction slots in the settlement
    • Income generated: 300
    • Growth: +38
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Anti-Vermintide

4 levels

  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

2 levels

  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

4 levels

  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

    • 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

6 levels

  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

4 levels

  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

3 levels

  1. Cinnabar Mining Pit

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn (High Elf Sea Patrol only)
    • Dyes resource production: 21 ounces
  2. Cinnabar Mine

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn (High Elf Sea Patrol only)
    • Dyes resource production: 32 ounces
  3. Dyemaker

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn (High Elf Sea Patrol only)
    • Dyes resource production: 48 ounces

Elven Residence

3 levels

  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 level

  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

5 levels

  1. Plaza

    Level 1 · 1,500 gold · 1 turn · pays back in 25 turns

    • Influence: +1 per turn
    • Income generated: 60
    • When Control is 75 or more: Income generated: 30
    • Control: +2
  2. Colonnade

    Level 2 · 2,000 gold · 2 turns · pays back in 22.2 turns

    • Influence: +2 per turn
    • Income generated: 90
    • When Control is 75 or more: Income generated: 45
    • Control: +3
  3. Promenade

    Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns

    • Influence: +3 per turn
    • When Control is 75 or more: Influence: +1 per turn
    • Income generated: 120
    • When Control is 75 or more: Income generated: 60
    • Control: +5
  4. Theatre

    Level 4 · 4,000 gold · 4 turns · pays back in 22.2 turns

    • Influence: +4 per turn
    • When Control is 75 or more: Influence: +2 per turn
    • Income generated: 180
    • When Control is 75 or more: Income generated: 90
    • Control: +8
  5. Amphitheatre

    Level 5 · 5,000 gold · 5 turns · pays back in 20.8 turns

    • Influence: +5 per turn
    • When Control is 75 or more: Influence: +3 per turn
    • Income generated: 240
    • When Control is 75 or more: Income generated: 120
    • Control: +12

Exotic Animals

3 levels

  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 (High Elf Sea Patrol only)
    • 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 (High Elf Sea Patrol only)
    • 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 (High Elf Sea Patrol only)
    • Exotic Animals resource production: 48 cages

Gem Mining

3 levels

  1. Gem Mineshaft

    Level 1 · 1,000 gold · 2 turns

    • Elven Trade: +10 per turn (High Elf Sea Patrol only)
    • Gemstones resource production: 21 sacks
  2. Gem Mine

    Level 2 · 2,000 gold · 3 turns

    • Elven Trade: +20 per turn (High Elf Sea Patrol only)
    • 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 (High Elf Sea Patrol only)
    • Gemstones resource production: 48 sacks

Gold Mining

3 levels

  1. Gold Mining Pit

    Level 1 · 1,000 gold · 2 turns · pays back in 3.3 turns

    • Income generated: 300
  2. Gold Mine

    Level 2 · 2,000 gold · 3 turns · pays back in 4.4 turns

    • Income generated: 450
  3. Mint

    Level 3 · 3,000 gold · 4 turns · pays back in 5 turns

    • Income generated: 600

Guest Cabin

4 levels

  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

3 levels

  1. Elven Craftsman

    Level 1 · 1,000 gold · 1 turn · pays back in 10 turns

    • Income generated: 100
    • When Control is 75 or more: Income generated: 50
    • Elven Trinkets resource production: 6 chests
  2. Elven Artisan

    Level 2 · 1,500 gold · 2 turns · pays back in 7.5 turns

    • Income generated: 200
    • When Control is 75 or more: Income generated: 100
    • Elven Trinkets resource production: 8 chests
  3. Elven Fairground

    Level 3 · 2,000 gold · 3 turns · pays back in 6.7 turns

    • Income generated: 300
    • When Control is 75 or more: Income generated: 150
    • Elven Trinkets resource production: 12 chests

Iron Mining

3 levels

  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 (High Elf Sea Patrol only)
    • 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 (High Elf Sea Patrol only)
    • 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 (High Elf Sea Patrol only)
    • Iron resource production: 48 ingots

Marble Quarry

3 levels

  1. Sawyer

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 2,000 gold · 2 turns

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

    Level 3 · 3,000 gold · 3 turns

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

Medicine Production

3 levels

  1. Herb Gatherer's Camp

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn (High Elf Sea Patrol only)
    • Medicinal Plants resource production: 21 bundles
  2. Exotic Hothouse

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn (High Elf Sea Patrol only)
    • Medicinal Plants resource production: 32 bundles
  3. Alchemy Workshop

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn (High Elf Sea Patrol only)
    • Medicinal Plants resource production: 48 bundles

Oak of Ages

1 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

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

Obsidian Quarry

3 levels

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn (High Elf Sea Patrol only)
    • Carved Obsidian resource production: 21 chests
  2. Obsidian Trinket Maker

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn (High Elf Sea Patrol only)
    • Carved Obsidian resource production: 32 chests
  3. Obsidian Amulet Carver

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn (High Elf Sea Patrol only)
    • Carved Obsidian resource production: 48 chests

Orchards

3 levels

  1. Orchards

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn (High Elf Sea Patrol only)
    • Control: +3
    • Wine resource production: 21 barrels
  2. Vineyard

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn (High Elf Sea Patrol only)
    • Control: +4
    • Wine resource production: 32 barrels
  3. Vintner

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn (High Elf Sea Patrol only)
    • Control: +5
    • Wine resource production: 48 barrels

Pastures

3 levels

  1. Grazing Pastures

    Level 1 · 1,000 gold · 1 turn

    • Recruitment cost: -20% for Ellyrian Reavers and Silver Helms units (local province)
    • Growth: +30 (not for High Elf Sea Patrol)
  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 (not for High Elf Sea Patrol)
  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 (not for High Elf Sea Patrol)

Pottery Production

3 levels

  1. Clay Pit

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn (High Elf Sea Patrol only)
    • Pottery resource production: 21 kilnful
  2. Pottery Maker

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn (High Elf Sea Patrol only)
    • Pottery resource production: 32 kilnful
  3. Kilns

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn (High Elf Sea Patrol only)
    • Pottery resource production: 48 kilnful

Protection

3 levels

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

Saltmaking

3 levels

  1. Salt Flats

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn (High Elf Sea Patrol only)
    • Salt resource production: 21 barrels
  2. Salt Pans

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn (High Elf Sea Patrol only)
    • Salt resource production: 32 barrels
  3. Salt Distillery

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn (High Elf Sea Patrol only)
    • Salt resource production: 48 barrels

Sick Bay

4 levels

  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

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Outside regions owned by Chaos Dwarfs: Growth: +10
  3. Bordeleaux Harbour

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 6 turns

    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading

3 levels

  1. Spice Market

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn (High Elf Sea Patrol only)
    • Spices resource production: 21 sacks
  2. Spice Trading Post

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn (High Elf Sea Patrol only)
    • Spices resource production: 32 sacks
  3. Eastern Bazaar

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn (High Elf Sea Patrol only)
    • Spices resource production: 48 sacks

Tusks

3 levels

  1. Animal Store

    Level 1 · 1,000 gold · 1 turn

    • Elven Trade: +10 per turn (High Elf Sea Patrol only)
    • Ivory resource production: 21 tusks
  2. Tusk Market

    Level 2 · 2,000 gold · 2 turns

    • Elven Trade: +20 per turn (High Elf Sea Patrol only)
    • Ivory resource production: 32 tusks
  3. Tusk Compound

    Level 3 · 3,000 gold · 3 turns

    • Elven Trade: +30 per turn (High Elf Sea Patrol only)
    • Ivory resource production: 48 tusks

Wild Game

3 levels

  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 (High Elf Sea Patrol only)
    • 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 (High Elf Sea Patrol only)
    • 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 (High Elf Sea Patrol only)
    • Furs resource production: 48 bundles

Woodlands

3 levels

  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 (High Elf Sea Patrol only)
    • 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 (High Elf Sea Patrol only)
    • 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 (High Elf Sea Patrol only)
    • Timber resource production: 48 logs

Landmarks

Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version

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

Ancient Elven Colony

Ruined Elven Colony Ruin

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

Income from Ports: +1% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +20 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 1 construction slot in the settlement · Income generated: 100 · Growth: +8 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Spearmen, Archers

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

Income from Ports: +2% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +40 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 150 · Growth: +15 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Asur Colony Level 3 · 5,000 gold · 5 turns

Income from Ports: +2% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +60 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 3 construction slots in the settlement · Income generated: 200 · Growth: +22 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Lothern Sea Guard

Colony Citadel Level 4 · 10,000 gold · 6 turns

Income from Ports: +3% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +80 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 5 construction slots in the settlement · Income generated: 250 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Colony Tor Level 5 · 20,000 gold · 7 turns

Income from Ports: +3% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +100 per turn · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 7 construction slots in the settlement · Income generated: 300 · Growth: +38 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Ancient Elven Colony

Ruined Elven Colony Ruin

Corruption: -1

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

Income from Ports: +1% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +20 per turn · Defensive supplies: +1000 · Corruption: -1 · Grants 1 construction slot in the settlement · Income generated: 100 · Growth: +8

Unlocks: Spearmen, Archers

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

Income from Ports: +2% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +40 per turn · Defensive supplies: +1000 · Corruption: -1 · Grants 2 construction slots in the settlement · Income generated: 150 · Growth: +15

Asur Colony Level 3 · 5,000 gold · 5 turns

Income from Ports: +2% (factionwide) · When the High Elf Sea Patrol have been confederated: Dragonship Supplies: +60 per turn · Defensive supplies: +1000 · Corruption: -1 · Grants 3 construction slots in the settlement · Income generated: 200 · Growth: +22

Unlocks: Lothern Sea Guard

Ancient Foundries

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

Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Dragon Graveyard

Graves of the Dragons Level 1 · 2,000 gold · 4 turns

Upkeep: -10% for Dragons and Dragon Princes (all armies) · Corruption: -3 · Income generated: 300 · Control: +3

Purified Graves of the Dragons Level 2 · 6,000 gold · 4 turns

Upkeep: -15% for Dragons and Dragon Princes (all armies) · Corruption: -5 · Income generated: 450 · Control: +5

Unlocks: Dragon Princes

Elven Colony Landmark

Pilgrimage Grounds Level 1 · 6,000 gold · 4 turns

Recruit rank: +1 for Dragon units (factionwide) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · Global recruitment duration: -1 turns for Moon Dragons · When built in a Colony: Elven Trade: +30 per turn

Unlocks: Moon Dragon

Elven Enclave

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

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

Unlocks: Archers (Light Armour), Archers

Landmark

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

Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

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

Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2

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

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

Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9

Lothern

Ruined Lothern Ruin

Corruption: -2

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Archers, Spearmen

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

Improved tower projectiles: Bolt Thrower · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Lothern (Elven Town) Level 3 · 5,000 gold · 4 turns

Improved tower projectiles: Magic Bolts · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Lothern (Elven City) Level 4 · 10,000 gold · 5 turns

Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Lothern (Spired Citadel) Level 5 · 20,000 gold · 6 turns

Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Lothern Port

Ruined Harbour of Lothern Ruin

Straits of Lothern Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Ship's Company

Harbour of Lothern Level 2 · 6,000 gold · 4 turns

Recruit rank: +1 for Ship's Company and Lothern Sea Guard units · Hero capacity: +1 for Mist Mages · Unlocks Hero recruitment: Mist Mage · Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Unlocks: Lothern Sea Guard

Gates of Lothern Level 3 · 10,000 gold · 6 turns

Recruit rank: +4 for Ship's Company and Lothern Sea Guard units · Hero capacity: +1 for Mist Mages · Unlocks Hero recruitment: Mist Mage · Hero recruit rank: +4 for Mist Mages · Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Naggarond

Ruined Naggarond Ruin

Corruption: -2

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +8 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Archers, Spearmen

Occupied Naggarond (Elven Village) Level 2 · 2,500 gold · 4 turns

Improved tower projectiles: Bolt Thrower · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +15 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Naggarond (Elven Town) Level 3 · 5,000 gold · 5 turns

Improved tower projectiles: Magic Bolts · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +22 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Naggarond (Elven City) Level 4 · 10,000 gold · 6 turns

Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Occupied Naggarond (Spired Citadel) Level 5 · 20,000 gold · 7 turns

Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +38 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Ruin

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

Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns

Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns

Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Parravon Landmark

Peaks of Parravon Level 1 · 4,000 gold · 2 turns

Recruitment cost: -30% for Great Eagle units · Recruit rank: +3 for Great Eagle units · Upkeep: -5% for Great Eagle units (all armies)

Unlocks: Great Eagle

Saphery Landmark

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

Hero capacity: +1 for Loremasters of Hoeth · Unlocks Hero recruitment: Loremaster of Hoeth · Unlocks Hero recruitment: Mage · Hero recruit rank: +3 for Loremasters of Hoeth · Hero recruit rank: +2 for Mages · Scrolls of Knowledge: +8 per turn (Order of Loremasters only) · Winds of Magic power reserve capacity: +3 (all armies) · Research rate: +6

Unlocks: Swordmasters of Hoeth

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

Hero capacity: +1 for Loremasters of Hoeth · Hero capacity: +1 for Mages · Unlocks Hero recruitment: Loremaster of Hoeth · Unlocks Hero recruitment: Mage · Hero recruit rank: +7 for Loremasters of Hoeth · Hero recruit rank: +5 for Mages · Recruit rank: +2 for Swordmasters of Hoeth units (factionwide) · Local Recruitment duration: -1 turn for Swordmasters of Hoeth units (minimum 1) (local province) · Scrolls of Knowledge: +15 per turn (Order of Loremasters only) · Winds of Magic power reserve capacity: +6 (all armies) · Research rate: +12

Special Port

Ruined Copher Harbour Ruin

Copher Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10

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

Copher Harbour Level 2 · 6,000 gold · 3 turns

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20

Special Port

Ruined Dawn's Harbour Ruin

Dawn's Harbour Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Unlocks: Ship's Company

Dawn's Harbour Level 2 · 6,000 gold · 4 turns

Hero capacity: +1 for Mist Mages · Unlocks Hero recruitment: Mist Mage · Income generated: 300 · Income from trade tariffs: +10% · Growth: +30

Unlocks: Lothern Sea Guard

Dawn's Harbour Level 3 · 10,000 gold · 8 turns

Immune to Storm and Reef attrition (factionwide) · Hero capacity: +1 for Mist Mages · Unlocks Hero recruitment: Mist Mage · Hero recruit rank: +4 for Mist Mages · Income generated: 500 · Income from trade tariffs: +15% · Growth: +40

Special Port

Ruined Great Dragon Fleet Docks Ruin

Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Special Port

Ruined Erengrad Harbour Ruin

Erengrad Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20

Erengrad Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30

Special Port

Ruined Marienburg Harbour Ruin

Marienburg Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Marienburg Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

The Gaean Vale

Ruined Gaean Vale Ruin

Corruption: -2

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unlocks: Spearmen, Archers

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 4 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Gaean Vale (Elven Town) Level 3 · 5,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 6 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Gaean Vale (Elven City) Level 4 · 10,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 8 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Gaean Vale (Spired Citadel) Level 5 · 20,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 9 construction slots in the settlement · Income generated: 300 · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Tiranoc Landmark

Hall of Charioteers Level 1 · 6,000 gold · 4 turns

Recruit rank: +2 for Chariot units · Control: +5

Unlocks: Tiranoc Chariots, Ithilmar Chariots

Palace of Tiranoc Level 2 · 10,000 gold · 5 turns

Recruit rank: +3 for Chariot units · Recruit rank: +2 for Chariot units (factionwide) · Upkeep: -5% for Chariot units (all armies) · Income from all buildings: +10% (local province) · Control: +10

Tor Yvresse

Ruined Tor Yvresse Ruin

Corruption: -2

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

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

Unlocks: Spearmen, Archers

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

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

Tor Yvresse (Elven Town) Level 3 · 5,000 gold · 4 turns

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

Tor Yvresse (Elven City) Level 4 · 10,000 gold · 5 turns

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

Tor Yvresse (Spired Citadel) Level 5 · 20,000 gold · 6 turns

Unit capacity: +2 for all Mistwalker units (Yvresse only) · Ladrielle's Blessings: +30 (Yvresse only) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Grants 7 construction slots in the settlement · Income generated: 300 · Attrition: -10% when under siege (armies in region) · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Anurell's Tomb Landmark

Anurell's Tomb Level 1 · 6,000 gold · 4 turns

Diplomatic relations: +20 with High Elves · Influence: +4 per turn · Campaign movement range: +5% (all armies)

Asuryan Worship

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

Construction cost: -45% for Worship buildings (local province) · Construction cost: -5% for Worship buildings (factionwide) · Local Recruitment duration: -1 turn for Phoenix Guard units (minimum 1) (local province) · Recruit rank: +2 for Phoenix Guard units (factionwide) · Upkeep: -5% for Phoenix Guard units (all armies) · Control: +5

Avelorn Landmark

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

Corruption in adjacent provinces: -2 · Corruption: -5 · Recruitment cost: -10% (armies in region) · Casualty replenishment rate: +10% (armies in province) · Growth: +5 (factionwide) · Control: +10 · Lord recruit rank: +1 (factionwide)

Bastion

Ruined Bastion Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Bordeleaux Winemaking

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

Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Wine resource production: 42 barrels

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

Outside regions owned by Chaos Dwarfs: Growth: +30 · Control: +4 · Wine resource production: 64 barrels

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

Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +5 · Wine resource production: 96 barrels

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

Outside regions owned by Chaos Dwarfs: Growth: +50 · Control: +8 · Wine resource production: 144 barrels

Caledor Landmark

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

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

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 6,000 gold · 3 turns

Hero recruit rank: +2 (factionwide) · Exotic Animals resource production: 100 cages · Lord recruit rank: +2 (factionwide)

Cursed Ruins

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

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

Eataine Landmark

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

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

Ellyrian Landmark

Royal Ellyrian Stables Level 1 · 5,000 gold · 5 turns

Recruit rank: +2 for Ellyrian Reavers and Silver Helms units (factionwide) · Upkeep: -5% for Ellyrian Reavers and Silver Helms units (all armies) · Income generated: 500

Elven Colony Landmark

Walls of Arnheim Level 1 · 6,000 gold · 4 turns

Melee attack: +5 when fighting against Dark Elves (factionwide) · Diplomatic relations: -10 with Dark Elves · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Defensive supplies: +300 (all provinces) · Global recruitment capacity: +1

Elven Colony Landmark

Hidden Anchorage Level 1 · 6,000 gold · 4 turns

When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · Campaign movement range: +10% whilst at sea (all armies) · When built in a Colony: Elven Trade: +30 per turn · Global recruitment capacity: +1

Elven Colony Landmark

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

When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Winds of Magic power reserve: +5 per turn (all armies) · Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)

Elven Colony Landmark

Turtle Isle Shrines Level 1 · 6,000 gold · 4 turns

When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Rite cooldown: -5 turn(s) for Invocation of Asuryan · Rite cooldown: -5 turn(s) for Invocation of Hoeth · Rite cooldown: -5 turn(s) for Invocation of Isha

Elven Colony Landmark

Warworn Stronghold Level 1 · 6,000 gold · 4 turns

Armour-piercing weapon damage: +5 when fighting against Dwarfs (all armies) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Armour: +5 (factionwide) · Diplomatic relations: -15 with Dwarfs

Elven Colony Landmark

Glittering Pits Level 1 · 6,000 gold · 4 turns

Upkeep: -5% for Dragon units (all armies) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Income generated: 300 · Gemstones resource production: 40 sacks · Carved Obsidian resource production: 10 chests

Elven Colony Landmark

Rebuilt Citadel Level 1 · 6,000 gold · 4 turns

Attribute: Unbreakable during siege battles against Dark Elves (all armies) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn

Elven Colony Landmark

Loremaster's Watch Level 1 · 6,000 gold · 4 turns

Cooldown: -5% to spells (factionwide) · Hero capacity: +1 for Loremasters of Hoeth · Unlocks Hero recruitment: Loremaster of Hoeth · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · Spell resistance: 20% for Spearmen units (all armies) · When built in a Colony: Elven Trade: +30 per turn

Forbidden Halls

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

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

Fort

Ruined Fort Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Small Fortress Gate Level 1 · 1,200 gold · 3 turns

Army ability: "Eagle Sanctuary" (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Fortress Gate Level 2 · 2,500 gold · 4 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Bolt Thrower · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +50

Grand Fortress Gate Level 3 · 5,000 gold · 5 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Magic Bolts · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +60

Imposing Fortress Gate Level 4 · 10,000 gold · 6 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +70

Impregnable Fortress Gate Level 5 · 20,000 gold · 7 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Small Fortress Gate Level 1 · 1,200 gold · 3 turns

Army ability: "Eagle Sanctuary" (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Fortress Gate Level 2 · 2,500 gold · 4 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Bolt Thrower · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +50

Grand Fortress Gate Level 3 · 5,000 gold · 5 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Magic Bolts · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +60

Imposing Fortress Gate Level 4 · 10,000 gold · 6 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +70

Impregnable Fortress Gate Level 5 · 20,000 gold · 7 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Small Fortress Gate Level 1 · 1,200 gold · 3 turns

Army ability: "Eagle Sanctuary" (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Fortress Gate Level 2 · 2,500 gold · 4 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Bolt Thrower · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +50

Grand Fortress Gate Level 3 · 5,000 gold · 5 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Magic Bolts · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +60

Imposing Fortress Gate Level 4 · 10,000 gold · 6 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +70

Impregnable Fortress Gate Level 5 · 20,000 gold · 7 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

Small Fortress Gate Level 1 · 1,200 gold · 3 turns

Army ability: "Eagle Sanctuary" (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40

Fortress Gate Level 2 · 2,500 gold · 4 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Bolt Thrower · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +50

Grand Fortress Gate Level 3 · 5,000 gold · 5 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Magic Bolts · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +60

Imposing Fortress Gate Level 4 · 10,000 gold · 6 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +70

Impregnable Fortress Gate Level 5 · 20,000 gold · 7 turns

Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80

Galbaraz Landmark

Oathgold Mine Level 1 · 6,000 gold · 5 turns

Hero capacity: +1 for Nobles · Unlocks Hero recruitment: Noble · Hero recruit rank: +1 for Nobles (factionwide) · Income generated: 1000

Ghrond Landmark

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

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

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

Hero capacity: +1 for Mages · Unlocks Hero recruitment: Mage · Hero recruit rank: +4 for Mages · Winds of Magic power reserve capacity: +6 (all armies) · Research rate: +12

Hexoatl Landmark

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

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

Hidden Oasis

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

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

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

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

Itza Landmark

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

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

Khaine Worship

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

Corruption: -5 · Income from post-battle loot: +5% (factionwide)

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

Grants owner access to the Sword of Khaine · Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Landmark

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

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

Landmark

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

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

Landmark

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

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

Landmark

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

Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs

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

Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs

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

Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs

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

Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs

Landmark

Flaming Braziers of War Level 1 · 10,000 gold · 5 turns

Corruption: -1 (all provinces) · Income from post-battle loot: +10% (factionwide)

Landmark

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

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

Landmark

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

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

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

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

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

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

Landmark

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

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

Landmark

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

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

Landmark

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

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

Landmark

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

When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

Landmark

Breached Vault of Everpeak Level 1 · 6,000 gold · 4 turns

Influence: +5 per turn · Leadership: +10 (all armies) · Control: +3 (factionwide) · Diplomatic relations: -50 with Dwarfs · Lord recruit rank: +5 (factionwide)

Legendary Palace

Captured Palace of Hellebron Level 1 · 10,000 gold · 5 turns

Hero capacity: +1 for Handmaidens · Hero recruit rank: +3 for Handmaidens · Income from all buildings: +10% (local province) · Control: +10

Legendary Palace

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

Diplomatic relations: +30 with Dark Elves · Income from all buildings: +10% (local province) · Control: +10 · Lord recruit rank: +2 (factionwide)

Lothern Landmark

Court of the Phoenix King Level 1 · 10,000 gold · 5 turns

Hero capacity: +1 for Nobles · Hero recruit rank: +2 for Nobles (factionwide) · Influence: +25 per turn · Influence cost: -10% for Intrigue at Court actions · Influence cost: -10% for Champion of Ulthuan actions (Eataine only) · Influence cost: -10% for "Take Patronage" and "Increase Standing" actions in Patrons of the Realms · Control: +10 · Lord recruit rank: +2 (factionwide)

Nagarythe Landmark

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

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

Pyramid

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

In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

Standing Stones

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

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

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Corruption: -2

The Maelstrom Level 1 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Income generated: 100 · Control: +20

The Great Temple of Hashut

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

Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

Tor Achare Landmark

White Lion Hunting Grounds Level 1 · 8,000 gold · 4 turns

Recruit rank: +2 for White Lions of Chrace units (factionwide) · Upkeep: -5% for White Lions of Chrace, War Lions and Lion Chariot units (all armies) · Exotic Animals resource production: 20 cages

Tor Koruali Landmark

Ancient Subterranean Palace Level 1 · 8,000 gold · 4 turns

Hero capacity: +1 for Nobles · Unlocks Hero recruitment: Noble · Hero recruit rank: +1 for Nobles (factionwide) · Income from Entertainment buildings: +5% (factionwide) · Income from Ports: +25% (local province) · Control: +5

Yvresse Landmark

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

Army ability: "Invocation of Ending" (armies in province) · Leadership: +10 when defending (armies in region) · Control: +10

In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some High Elves factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.

What each unit costs to unlock — 35 units (computed) ▾

Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.

#
1Archers (Light Armour)Militia Camp1,00011——
2RangersMilitia Camp1,00011——
3Ship's CompanyMilitia Camp1,00011——
4ArchersHamlet1,2003———
5SpearmenHamlet1,2003———
6Ellyrian Reaver ArchersGrazing Meadows2,000222,5001
7Ellyrian ReaversGrazing Meadows2,000222,5001
8Great EagleGrove2,000222,5001
9War Lions of ChraceGrove2,000222,5001
10Eagle Claw Bolt ThrowersElven Workshop3,000322,5001
11Ithilmar ChariotsElven Workshop3,000322,5001
12Lothern Sea GuardRally Field3,000322,5001
13Flamespyre PhoenixShrine of Asuryan4,000437,5003
14OceanidsArchive4,000437,5003
15Silver HelmsFarrier5,000537,5003
16Silver Helms (Shields)Farrier5,000537,5003
17White Lions of ChraceGreater Grove5,000537,5003
18Lothern Sea Guard (Shields)War Hall6,000637,5003
19Moon DragonDragon's Lair (capital)6,0005417,5007
20Shadow WarriorsWar Hall6,000637,5003
21Silverin GuardWar Hall6,000637,5003
22Sun DragonDragon's Lair (capital)6,0005417,5007
23Lothern SkycuttersElven Forge7,000737,5003
24Tiranoc ChariotsElven Forge7,000737,5003
25Frostheart PhoenixTemple of Asuryan (capital)10,0009417,5007
26Phoenix GuardTemple of Asuryan (capital)10,0009417,5007
27Sea ElementalGrand Repository (capital)10,0009417,5007
28Sisters of AvelornBlessed Grove (capital)10,0009417,5007
29Swordmasters of HoethGrand Repository (capital)10,0009417,5007
30Lion Chariots of ChraceIthilmar Smith (capital)13,00012417,5007
31Lothern Skycutters (Bolt Throwers)Ithilmar Smith (capital)13,00012417,5007
32Dragon PrincesDragon Keep (capital)18,00011537,50012
33Star DragonDragon Keep (capital)18,00011537,50012
34Arcane PhoenixSanctuary of Asuryan (capital)22,00015537,50012
35MerwyrmTower of Mages (capital)22,00015537,50012