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

Aeries
2 levels · unlocks Terradon Riders, Terradon Riders (Fireleech Bolas), Coatl, Ripperdactyl Riders
Aeries
2 levels · unlocks Terradon Riders, Terradon Riders (Fireleech Bolas), Coatl, Ripperdactyl Riders

Terradon Hatchery
Level 1 · 1,500 gold · 3 turns
Unlocks

Ripperdactyl Hatchery
Level 2 · 4,000 gold · 4 turns
Unlocks

Beasts
4 levels · unlocks Feral Bastiladon, Bastiladon (Solar Engine), Bastiladon (Revivification Crystal), Feral Stegadon, Stegadon, Ancient Stegadon
Beasts
4 levels · unlocks Feral Bastiladon, Bastiladon (Solar Engine), Bastiladon (Revivification Crystal), Feral Stegadon, Stegadon, Ancient Stegadon

Taming Pen
Level 1 · 4,000 gold · 1 turn
Unlocks

Feral Beast Lair
Level 2 · 6,000 gold · 1 turn
Unlocks

Stegadon Arena
Level 3 · 8,000 gold · 1 turn
Unlocks

Ancient Stegadon Arena
Level 4 · 10,000 gold · 1 turn
Unlocks

Cold Ones
2 levels · unlocks Cold One Spear-Riders, Feral Cold Ones, Cold One Riders
Cold Ones
2 levels · unlocks Cold One Spear-Riders, Feral Cold Ones, Cold One Riders

Cold One Hollow
Level 1 · 6,000 gold · 1 turn
Unlocks

Building Removed
Level 2 · 8,000 gold · 1 turn

Cold Ones
2 levels · unlocks Feral Cold Ones, Cold One Spear-Riders, Cold One Riders, Horned Ones
Cold Ones
2 levels · unlocks Feral Cold Ones, Cold One Spear-Riders, Cold One Riders, Horned Ones

Cold One Nesting Grounds
Level 1 · 2,000 gold · 2 turns
Unlocks

Cold One Caves
Level 2 · 3,000 gold · 3 turns
Unlocks

Cult of Sotek
4 levels · unlocks Salamander Hunting Pack, Razordon Hunting Pack, Ancient Salamander, Dread Saurian, Feral Dread Saurian
Cult of Sotek
4 levels · unlocks Salamander Hunting Pack, Razordon Hunting Pack, Ancient Salamander, Dread Saurian, Feral Dread Saurian

Sacrificial Altar of Sotek
Level 1 · 3,000 gold · 4 turns
Corruption: -4
Sacrificial Offerings generated: 1 per turn (Cult of Sotek only)
Income from post-battle loot: +2% (factionwide)
Control: +1
Unlocks

Blood Shrines of Sotek
Level 2 · 5,000 gold · 5 turns
Corruption: -6
Sacrificial Offerings generated: 2 per turn (Cult of Sotek only)
Income from post-battle loot: +4% (factionwide)
Control: +2
Unlocks

Crimson Pyramid of Sotek
Level 3 · 10,000 gold · 6 turns
Unit capacity: +1
Feral Dread Saurian
Unit capacity: +1
Dread Saurian
Corruption: -8
Sacrificial Offerings generated: 3 per turn (Cult of Sotek only)
Income from post-battle loot: +6% (factionwide)
Control: +3
Unlocks

Golden Ziggurat of Sotek
Level 4 · 15,000 gold · 7 turns
Unit capacity: +2
Feral Dread Saurian
Unit capacity: +2
Dread Saurian
Corruption: -10
Sacrificial Offerings generated: 4 per turn (Cult of Sotek only)
Income from post-battle loot: +8% (factionwide)
Control: +4

Great Beasts
3 levels · unlocks Razordon Hunting Pack, Salamander Hunting Pack, Ancient Salamander, Feral Troglodon, Feral Dread Saurian, Dread Saurian, Feral Carnosaur
Great Beasts
3 levels · unlocks Razordon Hunting Pack, Salamander Hunting Pack, Ancient Salamander, Feral Troglodon, Feral Dread Saurian, Dread Saurian, Feral Carnosaur

Hunting Pack Pen
Level 1 · 6,000 gold · 1 turn
Army ability: "Feral Cold Ones"
Unlocks

Salamander Enclosure
Level 2 · 8,000 gold · 1 turn
Army ability: "Feral Cold Ones"
Unlocks

Giant Beast Pit
Level 3 · 10,000 gold · 1 turn
Unit capacity: +1
Feral Dread Saurian
Unit capacity: +1
Dread Saurian
Army ability: "Feral Cold Ones"
Unlocks

Great Beasts
4 levels · unlocks Feral Bastiladon, Bastiladon (Revivification Crystal), Bastiladon (Ark of Sotek), Bastiladon (Solar Engine), Feral Stegadon, Feral Carnosaur, Feral Troglodon, Stegadon, Ancient Stegadon, Ancient Stegadon (Engine of the Gods)
Great Beasts
4 levels · unlocks Feral Bastiladon, Bastiladon (Revivification Crystal), Bastiladon (Ark of Sotek), Bastiladon (Solar Engine), Feral Stegadon, Feral Carnosaur, Feral Troglodon, Stegadon, Ancient Stegadon, Ancient Stegadon (Engine of the Gods)

Taming Pen
Level 1 · 2,000 gold · 4 turns
Exotic Animals resource production: 4 cages
Unlocks

Beast Lair
Level 2 · 3,000 gold · 5 turns
Exotic Animals resource production: 8 cages
Unlocks

Corral-Arena
Level 3 · 5,000 gold · 6 turns
Exotic Animals resource production: 12 cages
Unlocks

Pyramid of Itzl
Level 4 · 10,000 gold · 7 turns
Exotic Animals resource production: 18 cages
Unlocks

Natatorium
4 levels · unlocks Saurus Warriors, Saurus Spears, Saurus Warriors (Shields), Saurus Spears (Shields)
Natatorium
4 levels · unlocks Saurus Warriors, Saurus Spears, Saurus Warriors (Shields), Saurus Spears (Shields)

Ruined Spawning Chamber
Level 1 · 2,000 gold · 1 turn
Unlocks

Restored Spawning Chamber
Level 2 · 4,000 gold · 1 turn
Unlocks

Grand Natatorium
Level 3 · 6,000 gold · 1 turn
Hero capacity: +1 for Saurus Scar-Veterans
Unlocks Hero recruitment: Saurus Scar-Veteran

Building Removed
Level 4 · 8,000 gold · 1 turn
Hero capacity: +1 for Saurus Scar-Veterans
Unlocks Hero recruitment: Saurus Scar-Veteran

Outdoor Spawning Pool
3 levels · unlocks Skink Skirmishers, Red Crested Skinks, Chameleon Skinks, Chameleon Stalkers, Kroxigor, Sacred Kroxigor
Outdoor Spawning Pool
3 levels · unlocks Skink Skirmishers, Red Crested Skinks, Chameleon Skinks, Chameleon Stalkers, Kroxigor, Sacred Kroxigor

Spawn-Pools of the Lower Castes
Level 1 · 750 gold · 2 turns
Unlocks

Spawn-Pools of the Braves
Level 2 · 1,500 gold · 3 turns
Unlocks Hero recruitment: Skink Chief
Unlocks

Spawn-Pools of the Chosen
Level 3 · 2,500 gold · 4 turns
Hero capacity: +1 for Skink Chiefs
Unlocks Hero recruitment: Skink Chief
Unlocks

Spawning Chamber
3 levels · unlocks Red Crested Skinks, Skink Cohort, Skink Cohort (Javelins), Skink Skirmishers, Chameleon Stalkers, Chameleon Skinks
Spawning Chamber
3 levels · unlocks Red Crested Skinks, Skink Cohort, Skink Cohort (Javelins), Skink Skirmishers, Chameleon Stalkers, Chameleon Skinks

Lower Caste Spawning Chamber
Level 1 · 2,000 gold · 1 turn
Unlocks

Braves Spawning Chamber
Level 2 · 4,000 gold · 1 turn
Hero capacity: +1 for Skink Chiefs
Unlocks Hero recruitment: Skink Chief
Unlocks

Chosen Spawning Chamber
Level 3 · 6,000 gold · 1 turn
Hero capacity: +1 for Skink Chiefs
Unlocks Hero recruitment: Skink Chief

Terrarium
2 levels · unlocks Terradon Riders (Fireleech Bolas), Terradon Riders, Coatl, Ripperdactyl Riders
Terrarium
2 levels · unlocks Terradon Riders (Fireleech Bolas), Terradon Riders, Coatl, Ripperdactyl Riders

Terrarium
Level 1 · 4,000 gold · 1 turn
Unlocks

Vivarium
Level 2 · 8,000 gold · 1 turn
Unlocks

Underground Spawning Pool
3 levels · unlocks Saurus Warriors, Saurus Spears, Saurus Spears (Shields), Saurus Warriors (Shields), Temple Guard
Underground Spawning Pool
3 levels · unlocks Saurus Warriors, Saurus Spears, Saurus Spears (Shields), Saurus Warriors (Shields), Temple Guard

Underground Lagoon
Level 1 · 1,500 gold · 3 turns
Unlocks Hero recruitment: Saurus Scar-Veteran (Last Defenders only)
Unlocks

Sacred Spawning Caverns
Level 2 · 2,500 gold · 4 turns
Hero capacity: +1 for Saurus Scar-Veterans (Last Defenders only)
Unlocks Hero recruitment: Saurus Scar-Veteran (Last Defenders only)
Recruit rank: +1 for Saurus Scar-Veterans and Saurus Oldbloods (factionwide) (Last Defenders only)
Unlocks

Temple Guard Barracks
Level 3 · 4,000 gold · 5 turns
Hero capacity: +1 for Saurus Scar-Veterans
Unlocks Hero recruitment: Saurus Scar-Veteran
Hero recruit rank: +1 for Saurus Scar-Veterans (local province) (not for Last Defenders)
Recruit rank: +2 for Saurus Scar-Veterans and Saurus Oldbloods (factionwide) (Last Defenders only)
Unlocks

Altar
1 level
Altar
1 level

Altar of Enlightenment
Level 1 · 6,000 gold · 1 turn
Hero capacity: +1 for Skink Oracles
Unlocks Hero recruitment: Skink Oracle
Hero capacity: +1 for Skink Priests
Unlocks Hero recruitment: Skink Priest
Horde growth: +1

Arena
2 levels
Arena
2 levels

Training Hall
Level 1 · 2,000 gold · 1 turn
Casualty replenishment rate: +2%
Horde growth: +1

Sacred Arena
Level 2 · 6,000 gold · 1 turn
Spawning Sequence: +25 per turn
Casualty replenishment rate: +4%
Horde growth: +2

Flame of Ulric
1 level
Flame of Ulric
1 level

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2

Garrison
2 levels
Garrison
2 levels

Skink Lookouts
Level 1 · 2,000 gold · 5 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)

Saurus Garrison
Level 2 · 4,000 gold · 6 turns
Army ability: "Holy Stela" (armies in region)
Cannot be constructed in major settlements
Defensive supplies: +100 per turn when under siege
Adds defences to the settlement (battles fought here will be unwalled settlement battles)

Garrison
1 level
Garrison
1 level

Outpost Garrison
Level 1 · 2,000 gold · 5 turns

Gyroscope
3 levels
Gyroscope
3 levels

Rotating Disc of Quetzl
Level 1 · 2,000 gold · 1 turn
Army capacity: +1
Hero capacity: +1 for all Heroes
Corruption: -2 (local province)

Gimbals of Gold
Level 2 · 6,000 gold · 1 turn
Army capacity: +2
Hero capacity: +1 for all Heroes
Corruption: -4 (local province)

Gyroscope of Eternal Radiance
Level 3 · 10,000 gold · 1 turn
Army capacity: +3
Hero capacity: +1 for all Heroes
Corruption: -6 (local province)

Itzl
3 levels
Itzl
3 levels

Lower Portal of Itzl
Level 1 · 2,000 gold · 1 turn
Global recruitment duration: -2 turns for Feral Bastiladon and Feral Stegadon units
Horde growth: +1

Portal of Itzl
Level 2 · 4,000 gold · 1 turn
Global recruitment duration: -2 turns for Bastiladon units
Global recruitment duration: -2 turns for Feral Bastiladon and Feral Stegadon units
Horde growth: +2

Higher Portal of Itzl
Level 3 · 6,000 gold · 1 turn
Global recruitment duration: -2 turns for Bastiladon units
Global recruitment duration: -3 turns for Ancient Stegadon (Engine of the Gods), Feral Dread Saurian and Dread Saurian units
Global recruitment duration: -2 turns for Feral Bastiladon and Feral Stegadon units
Global recruitment duration: -2 turns for Stegadon, Ancient Stegadon, Feral Carnosaur and Feral Troglodon units
Unit capacity: +1
Feral Dread Saurian
Unit capacity: +1
Dread Saurian
Horde growth: +3

Meditation
1 level
Meditation
1 level

Meditation Chamber
Level 1 · 6,000 gold · 1 turn
Hero capacity: +1 for Skink Chiefs
Unlocks Hero recruitment: Skink Chief
Campaign movement range: +10%
Horde growth: +1

Monuments
3 levels
Monuments
3 levels

Old One Monument
Level 1 · 2,000 gold · 1 turn
Casualty replenishment rate: +2%
Upkeep: -5%

Sky Plaza
Level 2 · 6,000 gold · 1 turn
Casualty replenishment rate: +4%
Upkeep: -10%

Floating Gardens
Level 3 · 10,000 gold · 1 turn
Casualty replenishment rate: +6%
Upkeep: -15%

Nexus
2 levels
Nexus
2 levels

Portal Nexus
Level 1 · 2,000 gold · 1 turn
Recruitment cost: -6%
Horde growth: +1

Runic Portal Altar
Level 2 · 6,000 gold · 1 turn
Recruitment cost: -12%
Horde growth: +2

Outpost
3 levels
Outpost
3 levels

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

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

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

Quetzl
3 levels
Quetzl
3 levels

Lower Portal of Quetzl
Level 1 · 2,000 gold · 1 turn
Global recruitment duration: -1 turn for Skink Cohorts, Saurus Warriors and Saurus Spears units
Horde growth: +1

Portal of Quetzl
Level 2 · 4,000 gold · 1 turn
Global recruitment duration: -1 turn for Red Crested Skinks, Saurus Warriors (Shields), Saurus Spears (Shields), Skink Skirmishers, Chameleon Stalkers and Chameleon Skinks units
Global recruitment duration: -1 turn for Skink Cohorts, Saurus Warriors and Saurus Spears units
Horde growth: +2

Higher Portal of Quetzl
Level 3 · 6,000 gold · 1 turn
Global recruitment duration: -1 turn for Red Crested Skinks, Saurus Warriors (Shields), Saurus Spears (Shields), Skink Skirmishers, Chameleon Stalkers and Chameleon Skinks units
Global recruitment duration: -1 turn for Skink Cohorts, Saurus Warriors and Saurus Spears units
Global recruitment duration: -2 turns for Temple Guard, Kroxigor and Ancient Kroxigor units
Horde growth: +3

Reverence of the Old Ones
3 levels
Reverence of the Old Ones
3 levels

Shrine of the Old Ones
Level 1 · 3,000 gold · 4 turns
Unlocks Hero recruitment: Skink Priest
Corruption: -6
Income from all buildings: +4% (local province)

Temple of the Old Ones
Level 2 · 5,000 gold · 5 turns
Unlocks Hero recruitment: Skink Oracle
Hero capacity: +1 for Skink Priests
Unlocks Hero recruitment: Skink Priest
Hero recruit rank: +1 for Skink Oracles (Ghosts of Pahuax only)
Corruption: -8
Income from all buildings: +8% (local province)

Ziggurat of the Old Ones
Level 3 · 10,000 gold · 6 turns
Hero capacity: +1 for Skink Oracles
Unlocks Hero recruitment: Skink Oracle
Hero capacity: +1 for Skink Priests
Unlocks Hero recruitment: Skink Priest
Hero recruit rank: +2 for Skink Oracles (Ghosts of Pahuax only)
Hero recruit rank: +1 for Skink Priests
Corruption: -10
Income from all buildings: +12% (local province)

Sanctuary
2 levels
Sanctuary
2 levels

Communal Grounds
Level 1 · 2,000 gold · 1 turn
Upkeep: -5%
Horde growth: +1

Sanctuary to the Old Ones
Level 2 · 6,000 gold · 1 turn
Upkeep: -10%
Horde growth: +2

Scrying
1 level
Scrying
1 level

Scrying Pool
Level 1 · 2,000 gold · 3 turns
Campaign movement range: +15% for own armies starting their turn in this region
Hero action success chance: +10%
Enemy Hero action success chance: -10% (local characters)
Ambush success chance: +10% (armies in province)
Research rate: +5
When technology "Elder Wisdom" researched: Research rate: +5

Sentinel
1 level
Sentinel
1 level

Sentinel Hall
Level 1 · 6,000 gold · 1 turn
Hero capacity: +1 for Saurus Scar-Veterans
Unlocks Hero recruitment: Saurus Scar-Veteran
Unit experience gain per turn: +50
Horde growth: +1

Slann
3 levels
Slann
3 levels

Sacred Contemplation Chamber
Level 1 · 6,000 gold · 1 turn
Hero capacity: +1 for Skink Priests
Unlocks Hero recruitment: Skink Priest

Star Chamber
Level 2 · 8,000 gold · 1 turn
Unlocks Hero recruitment: Skink Oracle
Hero capacity: +1 for Skink Priests
Unlocks Hero recruitment: Skink Priest
Hero recruit rank: +1 for Skink Priests

Exalted Star Chamber
Level 3 · 10,000 gold · 1 turn
Hero capacity: +1 for Skink Oracles
Unlocks Hero recruitment: Skink Oracle
Hero capacity: +1 for Skink Priests
Unlocks Hero recruitment: Skink Priest
Hero recruit rank: +2 for Skink Priests

Slann
1 level
Slann
1 level

Star Chamber
Level 1 · 3,000 gold · 4 turns
Lord recruit rank: +3 for Slann-Mage Priests (factionwide)
Hero recruit rank: +2 (factionwide)
Income from all buildings: +5% (local province)
Recruit rank: +1 for all units
Attrition: -15% when under siege (armies in region)

Smiths
1 level
Smiths
1 level

Weapon-Crafters' Commune
Level 1 · 3,000 gold · 4 turns
Global recruitment duration: -1 turn for all units (armies in region)
Recruit rank: +1 for all units
Local recruitment capacity: +1

Tlanxla
3 levels
Tlanxla
3 levels

Lower Portal of Tlanxla
Level 1 · 2,000 gold · 1 turn
Global recruitment duration: -1 turn for Terradons, Salamanders and Razordon Hunting Pack units
Horde growth: +1

Portal of Tlanxla
Level 2 · 4,000 gold · 1 turn
Global recruitment duration: -2 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
Global recruitment duration: -1 turn for Terradons, Salamanders and Razordon Hunting Pack units
Horde growth: +2

Higher Portal of Tlanxla
Level 3 · 6,000 gold · 1 turn
Global recruitment duration: -1 turn for Ancient Salamander units
Global recruitment duration: -2 turn for Cold One Riders, Cold One Spear-Riders and Horned Ones units
Global recruitment duration: -1 turn for Terradons, Salamanders and Razordon Hunting Pack units
Global recruitment duration: -2 turn for Ripperdactyl Riders and Coatl units
Horde growth: +3

Walls
3 levels
Walls
3 levels

Mystic Barriers
Level 1 · 2,000 gold · 5 turns
Army ability: "Holy Stela" (armies in region)
Cannot be constructed in minor settlements
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Ballista
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle

Force Walls
Level 2 · 4,000 gold · 6 turns
Army ability: "Holy Stela" (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Arcane Bolt
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle

Energy Dome
Level 3 · 6,000 gold · 7 turns
Army ability: "Holy Stela" (armies in region)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Rays of Light
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle

Ziggurat
5 levels
Ziggurat
5 levels

Ruined Ziggurat of Caxuatn
Level 1 · 2,000 gold · 1 turn
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Income generated: 250
Upkeep: -5%
Horde recruitment capacity +2
Horde growth: +10

Restored Ziggurat of Caxuatn
Level 2 · 4,000 gold · 1 turn
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Income generated: 250
Upkeep: -10%
Horde recruitment capacity +3
Horde growth: +10

Reactivated Ziggurat of Caxuatn
Level 3 · 6,000 gold · 1 turn
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Income generated: 250
Campaign movement range: +10%
Casualty replenishment rate: +1%
Upkeep: -15%
Horde recruitment capacity +4
Horde growth: +10

Primed Ziggurat of Caxuatn
Level 4 · 8,000 gold · 1 turn
Weapon strength: +10% for Kroxigor and Sacred Kroxigor units (Lord's army)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Income generated: 250
Campaign movement range: +10%
Casualty replenishment rate: +1% (all armies)
Upkeep: -20%
Horde recruitment capacity +5
Horde growth: +10

Ascendant Ziggurat of Caxuatn
Level 5 · 10,000 gold · 1 turn
Physical resistance: 10% for Kroxigor and Sacred Kroxigor units (Lord's army)
Weapon strength: +15% for Kroxigor and Sacred Kroxigor units (Lord's army)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Income generated: 250
Campaign movement range: +10%
Casualty replenishment rate: +2% (all armies)
Upkeep: -25%
Horde recruitment capacity +6
Horde growth: +10

Ziggurat
3 levels
Ziggurat
3 levels

Refurbished Temple
Level 1 · 2,000 gold · 1 turn
Horde growth: +10

Operational Ziggurat
Level 2 · 4,000 gold · 1 turn
Upkeep: -2%
Horde growth: +10

Holy Ziggurat
Level 3 · 6,000 gold · 1 turn
Upkeep: -5%
Horde growth: +10
Economy

Exotic Animals
3 levels · unlocks Feral Cold Ones
Exotic Animals
3 levels · unlocks Feral Cold Ones

Chameleon Menagerie
Level 1 · 500 gold · 2 turns
Recruitment cost: -20% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
Exotic Animals resource production: 20 cages
Unlocks

Terradon Cages
Level 2 · 1,000 gold · 3 turns
Recruitment cost: -25% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
Recruit rank: +1 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
Exotic Animals resource production: 30 cages

Dinosaur Reserve
Level 3 · 2,000 gold · 4 turns
Recruitment cost: -30% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
Recruit rank: +2 for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (local province)
Upkeep: -3% for Terradon Riders, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (all armies)
Exotic Animals resource production: 45 cages

Minor Settlement
3 levels · unlocks Skink Cohort (Javelins), Skink Cohort
Minor Settlement
3 levels · unlocks Skink Cohort (Javelins), Skink Cohort

Lizardmen Ruins
Ruin
Corruption: -1

Lizardmen Commune
Level 1 · 1,000 gold · 4 turns
Defensive supplies: +1000
Corruption: -1
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10
Unlocks

Lizardmen Plaza
Level 2 · 2,000 gold · 5 turns
Defensive supplies: +1000
Corruption: -1
Grants 2 construction slots in the settlement
Income generated: 150
Growth: +20
Control: +1

Holy Ziggurat
Level 3 · 4,000 gold · 6 turns
Defensive supplies: +1000
Corruption: -1
Grants 3 construction slots in the settlement
Income generated: 200
Growth: +30
Control: +2

Province Capital
5 levels · unlocks Skink Cohort (Javelins), Skink Cohort
Province Capital
5 levels · unlocks Skink Cohort (Javelins), Skink Cohort

Lizardmen Ruins
Ruin
Corruption: -2

Coldblood Commune
Level 1 · 1,000 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 1 construction slot in the settlement
Income generated: 100
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks

Temple-Precinct
Level 2 · 2,000 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 2 construction slots in the settlement
Income generated: 150
Growth: +20
Control: +1
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Holy Ziggurat
Level 3 · 4,000 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 3 construction slots in the settlement
Income generated: 200
Growth: +30
Control: +2
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Temple-City
Level 4 · 8,000 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
When technology "Determining the Great Plan" researched: All Climate penalties are nullified (local province)
Grants 5 construction slots in the settlement
Income generated: 250
Growth: +40
Control: +2
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Temple-Nexus
Level 5 · 16,000 gold · 8 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
When technology "Determining the Great Plan" researched: All Climate penalties are nullified (local province)
Grants 7 construction slots in the settlement
Income generated: 300
Growth: +50
Control: +3
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Annex
2 levels
Annex
2 levels

Stone Marker
Level 1 · 1,000 gold · 2 turns
Cannot be constructed in major settlements
Income from all buildings: +5% (local province)

Lodestone
Level 2 · 1,500 gold · 3 turns
Cannot be constructed in major settlements
Income from all buildings: +8% (local province)
Local recruitment capacity: +1

Anti-Vermintide
4 levels
Anti-Vermintide
4 levels

Rat Catchers
Level 1 · 200 gold · 1 turn · upkeep 200
Prevents the Vermintide Under-Empire from spreading to this region
(while this building is present)
Income from all buildings: -5% (local province)
Control: -2

Well-Placed Explosives
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
This settlement will be razed and then cannot be occupied again for 20 turns

Raid the Under-City
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
Building will be removed upon completion
A Vermintide army will assault this settlement

Sewer Patrols
Level 2 · 500 gold · 2 turns · upkeep 500
Prevents the Vermintide Under-Empire from spreading to any region in this province
(while this building is present)
Income from all buildings: -10% (local province)
Control: -5

Dye Production
3 levels
Dye Production
3 levels

Cinnabar Mining Pit
Level 1 · 500 gold · 2 turns · pays back in 10 turns
Income generated: 50
Dyes resource production: 20 ounces

Cinnabar Mine
Level 2 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100
Dyes resource production: 30 ounces

Dyemaker
Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 150
Dyes resource production: 45 ounces

Food
3 levels
Food
3 levels

Skink Foraging Camp
Level 1 · 500 gold · 1 turn
Casualty replenishment rate: +2% (armies in province)
Growth: +20

Insect Breeding Farm
Level 2 · 1,000 gold · 2 turns
Casualty replenishment rate: +3% (armies in province)
Growth: +30

Meat Storage Hall
Level 3 · 1,500 gold · 3 turns
Casualty replenishment rate: +4% (armies in province)
Growth: +40

Gem Mining
3 levels
Gem Mining
3 levels

Gem Mineshaft
Level 1 · 500 gold · 3 turns · pays back in 2.5 turns
Income generated: 200
Gemstones resource production: 20 sacks

Gem Mine
Level 2 · 1,000 gold · 4 turns · pays back in 2.9 turns
Income generated: 350
Gemstones resource production: 30 sacks

Gemcutter's Workshop
Level 3 · 2,000 gold · 5 turns · pays back in 4 turns
Income generated: 500
Gemstones resource production: 45 sacks

Geomantic Web
3 levels
Geomantic Web
3 levels

Geomantic Pylon
Level 1 · 2,000 gold · 4 turns
Cannot be constructed in minor settlements
Reinforces the Geomantic Web, indirectly improving commandments
Spawning Sequence: +10 per turn (not for Cult of Sotek and Ghosts of Pahuax)
Income from all buildings: +8% (local province)

Geomantic Spire
Level 2 · 3,000 gold · 5 turns
Reinforces the Geomantic Web, indirectly improving commandments
Spawning Sequence: +25 per turn (not for Cult of Sotek and Ghosts of Pahuax)
Income from all buildings: +10% (local province)

Geomantic Locus
Level 3 · 4,000 gold · 6 turns
Reinforces the Geomantic Web, indirectly improving commandments
Spawning Sequence: +50 per turn (not for Cult of Sotek and Ghosts of Pahuax)
Income from all buildings: +12% (local province)

Gold Mining
3 levels
Gold Mining
3 levels

Gold Mining Pit
Level 1 · 500 gold · 3 turns · pays back in 2.5 turns
Recruitment cost: -20% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
Golden Idols resource production: 6 chests
Income generated: 200

Gold Mine
Level 2 · 1,000 gold · 4 turns · pays back in 2.9 turns
Recruitment cost: -25% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
Recruit rank: +1 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
Golden Idols resource production: 8 chests
Income generated: 350

Gold Smelter
Level 3 · 2,000 gold · 5 turns · pays back in 4 turns
Hero recruit rank: +1 for Saurus Scar-Veterans (all provinces)
Recruitment cost: -30% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
Recruit rank: +2 for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (local province)
Upkeep: -3% for Kroxigor, Sacred Kroxigor, Temple Guard and Cold One units (all armies)
Golden Idols resource production: 12 chests
Income generated: 500

Industry
3 levels
Industry
3 levels

Skink Favelas
Level 1 · 500 gold · 1 turn · pays back in 3.3 turns
Income generated: 150

Skink Barrios
Level 2 · 1,000 gold · 2 turns · pays back in 3.3 turns
Income generated: 300

Kroxigor Labour District
Level 3 · 1,500 gold · 3 turns · pays back in 3.3 turns
Income generated: 450

Iron Mining
3 levels
Iron Mining
3 levels

Iron Mining Pit
Level 1 · 500 gold · 3 turns · pays back in 5 turns
Income generated: 100
Iron resource production: 20 ingots

Iron Mines
Level 2 · 1,000 gold · 4 turns · pays back in 6.7 turns
Income generated: 150
Iron resource production: 30 ingots

Iron Smelter
Level 3 · 2,000 gold · 5 turns · pays back in 10 turns
Income generated: 200
Iron resource production: 45 ingots

Marble Quarry
3 levels
Marble Quarry
3 levels

Sawyer
Level 1 · 500 gold · 2 turns · pays back in 5 turns
Construction cost: -5% for all buildings (local province)
Income generated: 100
Marble resource production: 20 slabs

Marble Quarry
Level 2 · 1,000 gold · 3 turns · pays back in 6.7 turns
Construction cost: -10% for all buildings (local province)
Income generated: 150
Marble resource production: 30 slabs

Stone Mason's Workshop
Level 3 · 2,000 gold · 4 turns · pays back in 10 turns
Construction cost: -15% for all buildings (local province)
Income generated: 200
Marble resource production: 45 slabs

Medicine Production
3 levels
Medicine Production
3 levels

Glowing Berry Patches
Level 1 · 500 gold · 2 turns
Recruitment cost: -20% for Skink and Chameleon Skinks units (local province)
Medicinal Plants resource production: 20 bundles

Mystic Fern Grove
Level 2 · 1,000 gold · 3 turns
Recruitment cost: -25% for Skink and Chameleon Skinks units (local province)
Recruit rank: +1 for Skink and Chameleon Skinks units (local province)
Medicinal Plants resource production: 30 bundles

Lotus Gathering Camp
Level 3 · 2,000 gold · 4 turns
Hero recruit rank: +1 for Skink Chiefs (all provinces)
Hero recruit rank: +1 for Skink Priests (all provinces)
Recruitment cost: -30% for Skink and Chameleon Skinks units (local province)
Recruit rank: +2 for Skink and Chameleon Skinks units (local province)
Upkeep: -3% for Skink and Chameleon Skinks units (all armies)
Medicinal Plants resource production: 45 bundles

Monuments
5 levels
Monuments
5 levels

Old One Monument
Level 1 · 1,000 gold · 1 turn
Control: +2

Grand Plaza
Level 2 · 1,500 gold · 2 turns
Control: +3

Floating Gardens
Level 3 · 2,000 gold · 3 turns
Control: +4

Inscrutable Monoliths
Level 4 · 3,000 gold · 4 turns
When Control is 75 or more: Recruitment cost: -20% (armies in province)
Control: +5

Pyramid Vaults
Level 5 · 4,000 gold · 5 turns
When Control is 75 or more: Recruitment cost: -30% (armies in province)
When Control is 75 or more: Upkeep: -10% (armies in province)
Control: +6

Oak of Ages
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

Oak of Ages (Pacified)
Level 1 · 1,200 gold · 1 turn
Immune to Athel Loren attrition (all armies)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Income from all buildings: +5% (factionwide)
Outside regions owned by Chaos Dwarfs: Growth: +5 (all provinces)
Timber resource production: 100 logs

Obsidian Quarry
3 levels
Obsidian Quarry
3 levels

Obsidian Quarry
Level 1 · 500 gold · 2 turns · pays back in 5 turns
Recruitment cost: -20% for Saurus units (local province)
Income generated: 100
Carved Obsidian resource production: 20 chests

Obsidian Trinket Maker
Level 2 · 1,000 gold · 3 turns · pays back in 6.7 turns
Recruitment cost: -25% for Saurus units (local province)
Recruit rank: +1 for Saurus units (local province)
Income generated: 150
Carved Obsidian resource production: 30 chests

Obsidian Amulet Carver
Level 3 · 2,000 gold · 4 turns · pays back in 10 turns
Recruitment cost: -30% for Saurus units (local province)
Upkeep: -3% for Saurus units (all armies)
Recruit rank: +2 for Saurus units (local province)
Income generated: 200
Carved Obsidian resource production: 45 chests

Orchards
3 levels
Orchards
3 levels

Fruit Draft Compressors
Level 1 · 500 gold · 2 turns · pays back in 10 turns
Income generated: 50
Wine resource production: 20 barrels

Fruit Draft Storage
Level 2 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100
Wine resource production: 30 barrels

Fruit Libation Factor
Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 150
Wine resource production: 45 barrels

Pastures
3 levels
Pastures
3 levels

Grazing Pastures
Level 1 · 500 gold · 2 turns · pays back in 10 turns
Income generated: 50
Casualty replenishment rate: +4% (armies in province)
Growth: +30

Livestock Pens
Level 2 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100
Casualty replenishment rate: +6% (armies in province)
Growth: +40

Hothouse Hatchery
Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 150
Casualty replenishment rate: +8% (armies in province)
Growth: +50

Port
3 levels
Port
3 levels

Ruined Docks
Ruin

Pliodon Landing
Level 1 · 750 gold · 3 turns · pays back in 10 turns
Income generated: 75
Growth: +10

Ancient Harbour
Level 2 · 1,500 gold · 5 turns · pays back in 10 turns
Income generated: 150
Growth: +20

Temple-Port
Level 3 · 3,000 gold · 7 turns · pays back in 10 turns
Income generated: 300
Growth: +30

Pottery Production
3 levels
Pottery Production
3 levels

Clay Pit
Level 1 · 500 gold · 2 turns · pays back in 10 turns
Income generated: 50
Pottery resource production: 20 kilnful

Pottery Maker
Level 2 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100
Pottery resource production: 30 kilnful

Kilns
Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 150
Pottery resource production: 45 kilnful

Protection
3 levels
Protection
3 levels

Reclaimed 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

Mapped Passageways
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

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

Saltmaking
3 levels
Saltmaking
3 levels

Brine Mining Pans
Level 1 · 500 gold · 2 turns
Attrition: -1% casualties suffered from all attrition (all armies)
Salt resource production: 20 barrels

Brine Mining Basin
Level 2 · 1,000 gold · 3 turns
Attrition: -3% casualties suffered from all attrition (all armies)
Salt resource production: 30 barrels

Saltworks
Level 3 · 2,000 gold · 4 turns
Attrition: -5% casualties suffered from all attrition (all armies)
Salt resource production: 45 barrels

Special Port
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

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

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

Spice Trading
3 levels
Spice Trading
3 levels

Spice Market
Level 1 · 500 gold · 2 turns · pays back in 10 turns
Income generated: 50
Spices resource production: 20 sacks

Spice Trading Post
Level 2 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100
Spices resource production: 30 sacks

Eastern Bazaar
Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 150
Spices resource production: 45 sacks

Tusks
3 levels
Tusks
3 levels

Animal Store
Level 1 · 500 gold · 2 turns
Ivory resource production: 20 tusks

Tusk Market
Level 2 · 1,000 gold · 3 turns
Ivory resource production: 30 tusks

Tusk Compound
Level 3 · 2,000 gold · 4 turns
Character experience per turn: +250
Ivory resource production: 45 tusks

Wild Game
3 levels
Wild Game
3 levels

Hunting Grounds
Level 1 · 500 gold · 2 turns
Furs resource production: 20 bundles

Hunting Camp
Level 2 · 1,000 gold · 3 turns
Furs resource production: 30 bundles

Tannery
Level 3 · 2,000 gold · 4 turns
Attrition: -10% casualties suffered from snow attrition (factionwide)
Furs resource production: 45 bundles

Woodlands
3 levels
Woodlands
3 levels

Logging Camp
Level 1 · 500 gold · 2 turns · pays back in 10 turns
Income generated: 50
Timber resource production: 20 logs

Foresters' Barrios
Level 2 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100
Timber resource production: 30 logs

Bastiladon Lumber Carriers
Level 3 · 2,000 gold · 4 turns · pays back in 13.3 turns
Income generated: 150
Timber resource production: 45 logs
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 51 landmark buildings (unique buildings in particular settlements) ▾
Ancient Foundries
City of Bronze Level 1 · 4,000 gold · 4 turns
Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)
Unlocks: Tiranoc Chariots
Hexoatl
Ruined Hexoatl Ruin
Corruption: -2
Hexoatl (Coldblood Commune) Level 1 · 1,000 gold · 4 turns
Army ability: "Geomantic Nexus" (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 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks: Skink Cohort, Skink Cohort (Javelins)
Hexoatl (Temple-Precinct) Level 2 · 2,000 gold · 5 turns
Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Ballista · 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: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Hexoatl (Holy Ziggurat) Level 3 · 4,000 gold · 6 turns
Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Arcane Bolt · 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: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Hexoatl (Temple-City) Level 4 · 8,000 gold · 7 turns
Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Rays of Light · 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: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Hexoatl (Temple-Citadel) Level 5 · 16,000 gold · 8 turns
Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Rays of Light · 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: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Itza
Ruined Itza Ruin
Corruption: -2
Itza (Lizardmen Commune) Level 1 · 1,000 gold · 3 turns
Army ability: "Geomantic Nexus" (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 · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks: Skink Cohort, Skink Cohort (Javelins)
Itza (Lizardmen Plaza) Level 2 · 2,000 gold · 4 turns
Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Ballista · 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: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Itza (Holy Ziggurat) Level 3 · 4,000 gold · 5 turns
Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Arcane Bolt · 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: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Itza (Temple-City) Level 4 · 8,000 gold · 6 turns
Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Rays of Light · 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: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Itza (Temple-Citadel) Level 5 · 16,000 gold · 7 turns
Army ability: "Geomantic Nexus" (armies in region) · Improved tower projectiles: Rays of Light · 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: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Konquata
Ruined Konquata Ruin
Corruption: -2
Konquata (Lizardmen Commune) Level 1 · 1,000 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 1 construction slot in the settlement · Income generated: 100 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks: Skink Cohort, Skink Cohort (Javelins)
Konquata (Lizardmen Plaza) Level 2 · 2,000 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 2 construction slots in the settlement · Income generated: 150 · Growth: +20 · Control: +1 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Konquata (Holy Ziggurat) Level 3 · 4,000 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 3 construction slots in the settlement · Income generated: 200 · Growth: +30 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Konquata (Temple-City) Level 4 · 8,000 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 5 construction slots in the settlement · Income generated: 250 · Growth: +40 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Konquata (Temple-Citadel) Level 5 · 16,000 gold · 8 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: +50 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9
Lothern Port
Ruined Harbour of Lothern Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Ruin
The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn
Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Special Port
Ruined Copher Harbour Ruin
Copher Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 2 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Ruin
Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Port
Ruined Erengrad Harbour Ruin
Erengrad Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20
Erengrad Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30
Special Port
Ruined Marienburg Harbour Ruin
Marienburg Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Ruin
Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Bordeleaux Winemaking
Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns
Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Wine resource production: 42 barrels
Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns
Outside regions owned by Chaos Dwarfs: Growth: +30 · Control: +4 · Wine resource production: 64 barrels
Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns
Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +5 · Wine resource production: 96 barrels
Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns
Outside regions owned by Chaos Dwarfs: Growth: +50 · Control: +8 · Wine resource production: 144 barrels
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
Fallen Gates Landmark
Plateau of the Fallen Gates Level 1 · 6,000 gold · 3 turns
Hero recruit rank: +1 for Saurus Scar-Veterans (all provinces) · Hero recruit rank: +1 for Skink Priests (all provinces) · Recruit rank: +2 for Temple Guard units (factionwide) · Upkeep: -5% for Temple Guard units (all armies)
Forbidden Halls
Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns
Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200
Fort
Ruined Fort Ruin
Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Ghrond Landmark
Ransacked Tower of Prophecy Level 1 · 8,000 gold · 4 turns
Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +3% (factionwide) · Research rate: +6
Ransacked Convent of Sorcery Level 2 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +6 (all armies) · Income from all buildings: +6% (factionwide) · Research rate: +12
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: +15 · Lord recruit rank: +2 (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
Itza Landmark
Vaults of the Old Ones Level 1 · 10,000 gold · 12 turns
Melee attack: +8 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies) · Ward save: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies) · Diplomatic relations: +20 with Lizardmen · Attrition: -10% casualties suffered from Chaos attrition · Diplomatic relations: -10 with Daemons of Chaos
Khaine Worship
Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns
Corruption: -5 · Income from post-battle loot: +5% (factionwide)
Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns
Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
Landmark
Chameleon Shrine Level 1 · 6,000 gold · 4 turns
Unlocks Hero recruitment: Skink Chief (all provinces) · Hero recruit rank: +2 for Skink Chiefs (all provinces) · Recruit rank: +2 for Skink and Chameleon Skinks units (factionwide)
Landmark
The Chamber of Visions Level 1 · 6,000 gold · 6 turns
Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)
Landmark
Golden Tower of the Gods Level 1 · 4,000 gold · 2 turns
Corruption: -5 · Income generated: 600 · 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
Blessed Incubator Level 1 · 10,000 gold · 6 turns
Recruit rank: +2 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units · Upkeep: -25% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (all armies) · Exotic Animals resource production: 100 cages
Landmark
Shrine of Birds Level 1 · 6,000 gold · 4 turns
Upkeep: -15% for Terradon Riders, Ripperdactyl Riders and Coatl units (all armies) · Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders units (factionwide) · Ammunition: +20% for Terradon Riders units (all armies)
Landmark
Serpent Lairs of Sotek Level 1 · 6,000 gold · 4 turns
Leadership: +20 when fighting against Skaven (armies in province) · Income from post-battle loot: +15% (factionwide) · Ambush success chance: +5% (all armies) · Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10% (all characters factionwide)
Landmark
Catacombs of Quintex Level 1 · 2,000 gold · 3 turns
Income generated: 200 · Income from all buildings: +10% (local province) · Growth: +10 (all provinces) · Research rate: +5
Vaults of Quintex Level 2 · 6,000 gold · 6 turns
Income generated: 500 · Income from all buildings: +20% (local province) · Growth: +15 (all provinces) · Research rate: +10
Sanctum of Quintex Level 3 · 10,000 gold · 12 turns
Income generated: 800 · Income from all buildings: +30% (local province) · Growth: +20 (all provinces) · Research rate: +15
Landmark
Temple of the Eclipse Level 1 · 8,000 gold · 5 turns
Hero capacity: +1 for Skink Priests · Hero recruit rank: +2 for Skink Priests (all provinces) · Corruption: -1 (all provinces) · Research rate: +10
Landmark
Temple of Mists Level 1 · 8,000 gold · 5 turns
Army ability: "Temple of Mists" (all armies in local and adjacent regions) · Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province) · Leadership: -20 when laying siege or encircling (enemy armies in province) · Melee defence: +5 when under siege (armies in province)
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
Glacial Caves Level 1 · 7,500 gold · 4 turns
Corruption in adjacent provinces: -3 · Corruption: -5 · Income generated: 200 · Research rate: +10
Landmark
Huatl Level 1 · 10,000 gold · 6 turns
Diplomatic relations: +30 with Lizardmen · Hero action success chance: +5% (all characters) · Income from all buildings: +5% (factionwide) · Growth: +5 (all provinces)
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
New Seeding
Jungles of the Old Ones Level 1 · 6,000 gold · 5 turns
Local Recruitment duration: -1 turn for all units (minimum 1) (armies in region) · Immune to Snow attrition (all armies) · Income generated: 200 · Casualty replenishment rate: +15% (armies in region) · Growth: +30
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)
Saphery Landmark
Sacked Library of Hoeth Level 1 · 8,000 gold · 4 turns
Winds of Magic power reserve capacity: +3 (all armies) · Construction cost: -5% for all buildings (factionwide) · Research rate: +6
Despoiled White Tower of Hoeth Level 2 · 10,000 gold · 6 turns
Winds of Magic power reserve capacity: +6 (all armies) · Construction cost: -10% for all buildings (factionwide) · Research rate: +12
Special Port
Ruined Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
Standing Stones
The Standing Stones Level 1 · 6,000 gold · 6 turns
Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide) · Growth: +20 · Research rate: +10
The Galleon's Graveyard
The Maelstrom (Inert) Ruin
Corruption: -2
The Maelstrom Level 1 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Corruption: -2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
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
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 Lizardmen 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 — 36 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Red Crested Skinks | Lower Caste Spawning Chamber | 2,000 | 1 | — | — | — |
| 2 | Saurus Spears | Ruined Spawning Chamber | 2,000 | 1 | 1 | — | — |
| 3 | Saurus Warriors | Ruined Spawning Chamber | 2,000 | 1 | 1 | — | — |
| 4 | Skink Cohort | Lower Caste Spawning Chamber | 2,000 | 1 | — | — | — |
| 5 | Skink Cohort (Javelins) | Lower Caste Spawning Chamber | 2,000 | 1 | — | — | — |
| 6 | Skink Skirmishers | Lower Caste Spawning Chamber | 2,000 | 1 | — | — | — |
| 7 | Feral Bastiladon | Taming Pen | 4,000 | 1 | 1 | — | — |
| 8 | Terradon Riders | Terrarium | 4,000 | 1 | 1 | — | — |
| 9 | Terradon Riders (Fireleech Bolas) | Terrarium | 4,000 | 1 | 1 | — | — |
| 10 | Kroxigor | Spawn-Pools of the Chosen | 4,750 | 9 | 3 | 6,000 | 3 |
| 11 | Sacred Kroxigor | Spawn-Pools of the Chosen | 4,750 | 9 | 3 | 6,000 | 3 |
| 12 | Bastiladon (Ark of Sotek) | Beast Lair | 5,000 | 9 | 3 | 6,000 | 3 |
| 13 | Horned Ones | Cold One Caves | 5,000 | 5 | 3 | 6,000 | 3 |
| 14 | Chameleon Skinks | Braves Spawning Chamber | 6,000 | 2 | 1 | — | — |
| 15 | Chameleon Stalkers | Braves Spawning Chamber | 6,000 | 2 | 1 | — | — |
| 16 | Cold One Riders | Cold One Hollow | 6,000 | 1 | 2 | 2,000 | 1 |
| 17 | Cold One Spear-Riders | Cold One Hollow | 6,000 | 1 | 2 | 2,000 | 1 |
| 18 | Feral Cold Ones | Cold One Hollow | 6,000 | 1 | 2 | 2,000 | 1 |
| 19 | Razordon Hunting Pack | Hunting Pack Pen | 6,000 | 1 | 2 | 2,000 | 1 |
| 20 | Salamander Hunting Pack | Hunting Pack Pen | 6,000 | 1 | 2 | 2,000 | 1 |
| 21 | Saurus Spears (Shields) | Restored Spawning Chamber | 6,000 | 2 | 2 | 2,000 | 1 |
| 22 | Saurus Warriors (Shields) | Restored Spawning Chamber | 6,000 | 2 | 2 | 2,000 | 1 |
| 23 | Temple Guard | Temple Guard Barracks (capital) | 8,000 | 12 | 4 | 14,000 | 7 |
| 24 | Bastiladon (Revivification Crystal) | Feral Beast Lair | 10,000 | 2 | 2 | 2,000 | 1 |
| 25 | Bastiladon (Solar Engine) | Feral Beast Lair | 10,000 | 2 | 2 | 2,000 | 1 |
| 26 | Feral Stegadon | Feral Beast Lair | 10,000 | 2 | 2 | 2,000 | 1 |
| 27 | Coatl | Vivarium | 12,000 | 2 | 3 | 6,000 | 3 |
| 28 | Ripperdactyl Riders | Vivarium | 12,000 | 2 | 3 | 6,000 | 3 |
| 29 | Ancient Salamander | Salamander Enclosure | 14,000 | 2 | 3 | 6,000 | 3 |
| 30 | Stegadon | Stegadon Arena | 18,000 | 3 | 3 | 6,000 | 3 |
| 31 | Ancient Stegadon (Engine of the Gods) | Pyramid of Itzl (capital) | 20,000 | 22 | 5 | 30,000 | 12 |
| 32 | Dread Saurian | Giant Beast Pit (capital) | 24,000 | 3 | 4 | 14,000 | 7 |
| 33 | Feral Carnosaur | Giant Beast Pit (capital) | 24,000 | 3 | 4 | 14,000 | 7 |
| 34 | Feral Dread Saurian | Giant Beast Pit (capital) | 24,000 | 3 | 4 | 14,000 | 7 |
| 35 | Feral Troglodon | Giant Beast Pit (capital) | 24,000 | 3 | 4 | 14,000 | 7 |
| 36 | Ancient Stegadon | Ancient Stegadon Arena (capital) | 28,000 | 4 | 4 | 14,000 | 7 |