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

Tomb Kings buildings

40 building chains Tomb Kings can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.

Recruitment

Cavalry

4 levels · unlocks Skeleton Horsemen, Skeleton Horse Archers, Nehekharan Horsemen, Sepulchral Stalkers, Necropolis Knights, Necropolis Knights (Halberds)

  1. Quicksand Swamp

    Level 1 · 500 gold · 2 turns

    • Unit capacity: +2 Skeleton Horsemen
    • Unit capacity: +2 Skeleton Horse Archers

    Unlocks

  2. Ancient Battle Site

    Level 2 · 1,000 gold · 3 turns

    • Unit capacity: +1 Nehekhara Horsemen
    • Unit capacity: +2 Skeleton Horsemen Skeleton Horse Archers

    Unlocks

  3. Necroserpent Nest

    Level 3 · 2,000 gold · 4 turns

    • Unit capacity: +1 Necropolis Knights Sepulchral Stalkers
    • Unit capacity: +2 Nehekharan Horsemen Skeleton Horsemen Skeleton Horse Archers

    Unlocks

  4. Royal Menagerie

    Level 4 · 3,000 gold · 5 turns

    • Unit capacity: +1 Necropolis Knights (Halberds)
    • When technology "Patronage of the Fifth Dynasty" researched: Unit capacity: +1 Necropolis Knights (Halberds)
    • Unit capacity: +2 Necropolis Knights Nehekharan Horsemen Skeleton Horsemen Skeleton Horse Archers Sepulchral Stalkers

    Unlocks

Chariots

3 levels · unlocks Skeleton Chariots, Skeleton Archer Chariots, Screaming Skull Catapults

  1. Bone Shaper

    Level 1 · 500 gold · 2 turns

    • Unit capacity: +2 Skeleton Chariot

    Unlocks

  2. Brass Works

    Level 2 · 1,000 gold · 3 turns

    • Unit capacity: +2 Skeleton Chariot Skeleton Archer Chariot

    Unlocks

  3. Skull Repository

    Level 3 · 2,000 gold · 4 turns

    • Unit capacity: +1 Screaming Skull Catapult
    • Unit capacity: +2 Skeleton Chariot Skeleton Archer Chariot

    Unlocks

Citadel

2 levels · unlocks Bone Giant

  1. Ruined Nehekharan Citadel

    Level 1 · 6,000 gold · 5 turns

    • Unit capacity: +1 Bone Giant
    • Recruit rank: +1 for all units
    • Casualty replenishment rate: +3% (armies in province)
    • Ammunition: +50% during siege defence battles (armies in region)
    • Leadership: -5 when laying siege or encircling (enemy armies in region)
    • Local recruitment capacity: +1

    Unlocks

  2. Restored Nehekharan Citadel

    Level 2 · 8,000 gold · 7 turns

    • Unit capacity: +1 Bone Giant
    • When technology "Patronage of the Second Dynasty" researched: Unit capacity: +1 Bone Giant
    • Recruit rank: +2 for all units
    • Casualty replenishment rate: +5% (armies in province)
    • Ammunition: +50% during siege defence battles (armies in region)
    • Leadership: -8 when laying siege or encircling (enemy armies in region)
    • Local recruitment capacity: +1

Hierotitan

2 levels · unlocks Hierotitan

  1. Damaged Hierotitan Statue

    Level 1 · 6,000 gold · 5 turns

    • Unit capacity: +1 Hierotitan

    Unlocks

  2. Restored Hierotitan Statue

    Level 2 · 8,000 gold · 7 turns

    • Unit capacity: +1 Hierotitan
    • When technology "Patronage of the Fourth Dynasty" researched: Unit capacity: +1 Hierotitan
    • Corruption: -2
    • Ward save: +1% for Hierotitan units
    • When technology "Patronage of the Fourth Dynasty" researched: Ward save: +1% for Hierotitan units

Horrors Beneath the Sands

2 levels · unlocks Tomb Scorpion, Khemric Titan

  1. Scorpion Nest

    Level 1 · 1,000 gold · 4 turns

    • Unit capacity: +2 Tomb Scorpion

    Unlocks

  2. Ancient Scarab Dunes

    Level 2 · 8,000 gold · 7 turns

    • Unit capacity: +2 Tomb Scorpion
    • Unit capacity: +1 Khemric Titan

    Unlocks

Infantry

3 levels · unlocks Nehekharan Warriors, Skeleton Archers, Tomb Guard, Tomb Guard (Halberds)

  1. Open Graves

    Level 1 · 500 gold · 2 turns

    • Unit capacity: +2 Nehekharan Warriors Skeleton Archers

    Unlocks

  2. Crypt Barracks

    Level 2 · 1,000 gold · 3 turns

    • Unit capacity: +3 Nehekharan Warriors
    • Unit capacity: +4 Skeleton Archers
    • Unit capacity: +1 Tomb Guard

    Unlocks

  3. Royal Barracks

    Level 3 · 2,000 gold · 4 turns

    • Unit capacity: +4 Nehekharan Warriors
    • Unit capacity: +6 Skeleton Archers
    • Unit capacity: +2 Tomb Guard
    • Unit capacity: +1 Tomb Guard (Halberds)
    • When technology "Patronage of the Fourth Dynasty" researched: Unit capacity: +1 Tomb Guard (Halberds)

    Unlocks

Necrosphinx

2 levels · unlocks Necrosphinx

  1. Damaged Necrosphinx Statue

    Level 1 · 6,000 gold · 5 turns

    • Unit capacity: +1 Necrosphinx
    • Corruption: -1

    Unlocks

  2. Restored Necrosphinx Statue

    Level 2 · 8,000 gold · 7 turns

    • Unit capacity: +1 Necrosphinx
    • When technology "Patronage of the Sixth Dynasty" researched: Unit capacity: +1 Necrosphinx
    • Corruption: -2
    • Missile resistance: 1% for Necrosphinx units
    • When technology "Patronage of the Sixth Dynasty" researched: Missile resistance: 1% for Necrosphinx units

Ushabti

2 levels · unlocks Ushabti, Ushabti (Great Bows)

  1. Statuary of Khemri

    Level 1 · 1,000 gold · 4 turns

    • Unit capacity: +1 Ushabti

    Unlocks

  2. Statue of Phakth

    Level 2 · 2,500 gold · 5 turns

    • Unit capacity: +2 Ushabti
    • Unit capacity: +1 Ushabti (Great Bows)
    • When technology "Patronage of the Sixth Dynasty" researched: Unit capacity: +1 Ushabti (Great Bows)

    Unlocks

Warsphinx

2 levels · unlocks Khemrian Warsphinx

  1. Damaged Warsphinx Statue

    Level 1 · 6,000 gold · 5 turns

    • Unit capacity: +1 Khemrian Warsphinx
    • Corruption: -1

    Unlocks

  2. Restored Warsphinx Statue

    Level 2 · 8,000 gold · 7 turns

    • Unit capacity: +1 Khemrian Warsphinx
    • When technology "Patronage of the Sixth Dynasty" researched: Unit capacity: +1 Khemrian Warsphinx
    • Corruption: -2
    • Physical resistance: 1% for Warsphinx units
    • When technology "Patronage of the Sixth Dynasty" researched: Physical resistance: 1% for Warsphinx units

Garrison

2 levels

  1. Desert Lookout

    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)
  2. Tower of Bone

    Level 2 · 4,000 gold · 6 turns

    • Army ability: "Legionary Barrage" (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. Frozen Lookout

    Level 1 · 2,000 gold · 5 turns

Outpost

3 levels

  1. Khemian Outpost

    Level 1 · 1,000 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
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Khemian District

    Level 2 · 2,000 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
    • Casualty replenishment rate: +3% (armies in region)
  3. Khemian Colony

    Level 3 · 3,000 gold · 5 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment cost outside friendly territory: -50%
    • Casualty replenishment rate: +4% (armies in region)

Port

3 levels

  1. Ruined Fleetport

    Ruin

  2. Bone Wharf

    Level 1 · 1,000 gold · 3 turns · pays back in 13.3 turns

    • Income generated: 75
    • Income from trade tariffs: +1%
    • Growth: +10
  3. Grave Port

    Level 2 · 2,000 gold · 5 turns · pays back in 13.3 turns

    • Income generated: 150
    • Income from trade tariffs: +2%
    • Growth: +20
  4. Undead Fleetport

    Level 3 · 4,000 gold · 7 turns · pays back in 13.3 turns

    • Income generated: 300
    • Income from trade tariffs: +3%
    • Growth: +30

Walls

3 levels

  1. Skeletal Garrison

    Level 1 · 2,000 gold · 5 turns

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

    Level 2 · 4,000 gold · 6 turns

    • Army ability: "Legionary Barrage" (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Screaming Skulls
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
  3. Engraved Walls

    Level 3 · 6,000 gold · 7 turns

    • Army ability: "Legionary Barrage" (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Greater Screaming Skulls
    • 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 Skeleton Warriors, Skeleton Spearmen

  1. Ruined Town

    Ruin

    • Corruption: -1
  2. Crypts

    Level 1 · 750 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 1 construction slot in the settlement
    • Income generated: 50
    • Growth: +15
    • Research rate: +1
    • Local recruitment capacity: +1

    Unlocks

  3. Mastaba

    Level 2 · 1,500 gold · 5 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 2 construction slots in the settlement
    • Income generated: 100
    • Growth: +20
    • Research rate: +2
    • Local recruitment capacity: +1
  4. Mausoleum

    Level 3 · 3,000 gold · 6 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Grants 3 construction slots in the settlement
    • Income generated: 150
    • Growth: +25
    • Research rate: +3
    • Local recruitment capacity: +1

Province Capital

5 levels · unlocks Skeleton Warriors, Skeleton Spearmen

  1. Ruined City

    Ruin

    • Corruption: -2
  2. Crypts

    Level 1 · 750 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: 50
    • Growth: +15
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +1
    • Local recruitment capacity: +1

    Unlocks

  3. Mastaba

    Level 2 · 1,500 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: 100
    • Growth: +20
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +2
    • Local recruitment capacity: +1
  4. Mausoleum

    Level 3 · 3,000 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: 150
    • Growth: +25
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +3
    • Local recruitment capacity: +1
  5. Tomb City

    Level 4 · 6,000 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: 200
    • Growth: +30
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +4
    • Local recruitment capacity: +1
  6. Necropolis

    Level 5 · 12,000 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: 250
    • Growth: +40
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • Research rate: +5
    • Local recruitment capacity: +1

Public Order

3 levels · unlocks Carrion

  1. Obelisk

    Level 1 · 750 gold · 1 turn

    • Unit capacity: +2 Carrion
    • Corruption: -1
    • Control: +4

    Unlocks

  2. Sepulchre

    Level 2 · 1,000 gold · 2 turns

    • Unit capacity: +3 Carrion
    • Corruption: -2
    • Control: +6
  3. Mortiferous Sanctuary

    Level 3 · 1,500 gold · 3 turns

    • Unit capacity: +4 Carrion
    • Corruption: -3
    • Control: +8
    • Control: +1 in adjacent provinces

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

Dye Production

1 level

  1. Cinnabar Mining Pit

    Level 1 · 1,000 gold · 2 turns

    • Dyes resource production: 10 ounces

Estate

1 level

  1. Royal Burial Chamber

    Level 1 · 8,000 gold · 6 turns

    • Canopic Jars generated: 10
    • Corruption in adjacent provinces: -2
    • Hero recruit rank: +2
    • Control: +2 in adjacent provinces
    • Lord recruit rank: +1 (factionwide)

Exotic Animals

1 level

  1. Taxidermist Tomb

    Level 1 · 1,000 gold · 2 turns

    • Exotic Animals resource production: 10 cages

Gem Mining

1 level

  1. Gemstone Mine

    Level 1 · 1,000 gold · 2 turns

    • Second Book of Nagash owned: Spell resistance: 3% for Ushabti, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (all armies)
    • Spell Resistance: +2% for Corpse Cart, Black Coach, Mortis Engine and Coven Throne units (all armies)
    • Gemstones resource production: 10 sacks

Gold Mining

1 level

  1. Gold Mine

    Level 1 · 1,000 gold · 2 turns · pays back in 6.7 turns

    • Golden Idols resource production: 5 chests
    • Second Book of Nagash owned: Physical resistance: 3% for Tomb Guard units (all armies)
    • Income generated: 150

Growth

3 levels

  1. Mortuary House

    Level 1 · 250 gold · 1 turn

    • Corruption: -1
    • Casualty replenishment rate: +3% (armies in province)
    • Growth: +25
  2. Regnant Catacombs

    Level 2 · 500 gold · 2 turns

    • Corruption: -2
    • Casualty replenishment rate: +4% (armies in province)
    • Growth: +35
  3. Grand Ossuary

    Level 3 · 1,000 gold · 3 turns

    • Corruption: -3
    • Casualty replenishment rate: +5% (armies in province)
    • Growth: +45

Income

3 levels

  1. Charnel Plaza

    Level 1 · 250 gold · 1 turn · pays back in 2.5 turns

    • Campaign movement range: +5% for own armies starting their turn in this region (armies in region)
    • Income generated: 100
  2. Funerary District

    Level 2 · 500 gold · 2 turns · pays back in 3.3 turns

    • Campaign movement range: +10% for own armies starting their turn in this region (armies in region)
    • Income generated: 150
  3. Avenue of Monuments

    Level 3 · 1,000 gold · 3 turns · pays back in 5 turns

    • Campaign movement range: +15% for own armies starting their turn in this region (armies in region)
    • When technology "Proclamation of the First Dynasty" researched: Campaign movement range: -10% for own armies starting their turn in this region (enemy armies in local region)
    • Income generated: 200

Iron Mining

1 level

  1. Iron Mine

    Level 1 · 1,000 gold · 2 turns

    • Hero recruit rank: +1 for Tomb Princes
    • Armour-piercing weapon damage: +1 (all armies)
    • Iron resource production: 10 ingots

Marble Quarry

1 level

  1. Marble Quarry

    Level 1 · 1,000 gold · 2 turns

    • Hero recruit rank: +1 for Necrotects
    • Armour: +5 for Construct units (all armies)
    • Second Book of Nagash owned: Construction cost: -1% for all buildings (all regions)
    • Marble resource production: 10 slabs

Medicine Production

1 level

  1. Alchemy Workshop

    Level 1 · 1,000 gold · 2 turns

    • Medicinal Plants resource production: 10 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

1 level

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 2 turns

    • Carved Obsidian resource production: 10 chests

Orchards

1 level

  1. Vineyard

    Level 1 · 1,000 gold · 2 turns

    • Wine resource production: 10 barrels

Pastures

1 level

  1. Parched Oasis

    Level 1 · 1,000 gold · 2 turns · pays back in 10 turns

    • Income generated: 100
    • Growth: +30
    • Control: +4

Pottery Production

1 level

  1. Potter's Hut

    Level 1 · 1,000 gold · 2 turns

    • Hero recruit rank: +1 for Tomb Heralds
    • Pottery resource production: 10 kilnful

Protection

3 levels

  1. Catacomb Watchers

    Level 1 · 1,000 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. Vault Guards

    Level 2 · 1,500 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. Tomb Patrol

    Level 3 · 2,000 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

1 level

  1. Salt Mine

    Level 1 · 1,000 gold · 2 turns

    • Hero recruit rank: +1 for Liche Priests
    • Salt resource production: 10 barrels

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 2,000 gold · 3 turns

    • Income generated: 100
    • Growth: +10
  3. Bordeleaux Harbour

    Level 2 · 6,000 gold · 5 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Growth: +20
  4. Manann’s Dry Docks

    Level 3 · 10,000 gold · 7 turns

    • Income generated: 400
    • Tradable resources produced: +10% (factionwide)
    • Growth: +30

Spice Trading

1 level

  1. Caravan Master

    Level 1 · 1,000 gold · 2 turns

    • Spices resource production: 10 sacks

Tusks

1 level

  1. Animal Store

    Level 1 · 800 gold · 2 turns

    • Ivory resource production: 10 tusks

Wild Game

1 level

  1. Tannery

    Level 1 · 1,000 gold · 2 turns

    • Furs resource production: 10 bundles

Woodlands

1 level

  1. Lumber Camp

    Level 1 · 1,000 gold · 2 turns

    • Timber resource production: 10 logs

Landmarks

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

Show 45 landmark buildings (unique buildings in particular settlements) ▾

Ancient Foundries

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

Unit capacity: +2 Ushabti Ushabti (Great Bows) · Local Recruitment duration: -1 turn for all units (minimum 1) · Attribute: Snipe for Ushabti (Great Bows) · Income generated: 100

Unlocks: Ushabti, Ushabti (Great Bows)

Hidden Oasis

Lost Tomb Excavation Level 1 · 2,000 gold · 2 turns · upkeep 200

Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +50 · Marble resource production: 25 slabs

Lost Tombs Level 2 · 6,000 gold · 10 turns

Immune to Sandstorm attrition (all your armies in adjacent provinces) · Unit capacity: +4 Ushabti · Unit capacity: +2 Ushabti (Great Bows) · Diplomatic relations: +30 with Tomb Kings · Attribute: Perfect Vigour for Ushabti and Ushabti (Great Bows) units (all armies) · Growth: +30

Unlocks: Ushabti (Great Bows), Ushabti

Khemri

Ruined Khemri Ruin

Corruption: -2

Khemri (Crypts) Level 1 · 750 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: 50 · Growth: +10 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Unlocks: Skeleton Warriors, Skeleton Spearmen

Khemri (Mastaba) Level 2 · 1,500 gold · 5 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: 100 · Growth: +20 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Khemri (Mausoleum) Level 3 · 3,000 gold · 6 turns

Improved tower projectiles: Screaming Skulls · 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: 150 · Growth: +30 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Khemri (Tomb City) Level 4 · 6,000 gold · 7 turns

Improved tower projectiles: Greater Screaming Skulls · 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: 200 · Growth: +40 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Khemri (Necropolis) Level 5 · 12,000 gold · 8 turns

Improved tower projectiles: Greater Screaming Skulls · 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: 250 · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Lahmia

Ruined Lahmia Ruin

Corruption: -2

Lahmia (Crypts) Level 1 · 750 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: 50 · Growth: +10 · Control: +3 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Unlocks: Skeleton Warriors, Skeleton Spearmen

Lahmia (Mastaba) Level 2 · 1,500 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 4 construction slots in the settlement · Income generated: 100 · Growth: +20 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Lahmia (Mausoleum) Level 3 · 3,000 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 6 construction slots in the settlement · Income generated: 150 · Growth: +30 · Control: +4 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Lahmia (Tomb City) Level 4 · 6,000 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 8 construction slots in the settlement · Income generated: 200 · Growth: +40 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Lahmia (Necropolis) Level 5 · 12,000 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 9 construction slots in the settlement · Income generated: 250 · Growth: +50 · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

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

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

The Pyramid of Nagash

Ruins Ruin

Corruption: -2

Black Pyramid of Nagash (Dormant) Level 1 · 750 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: 50 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Unlocks: Skeleton Warriors, Skeleton Spearmen

Black Pyramid of Nagash (Awakened) Level 2 · 1,500 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: 100 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Black Pyramid of Nagash (Roused) Level 3 · 3,000 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: 150 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Black Pyramid of Nagash (Mighty) Level 4 · 6,000 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: 200 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Black Pyramid of Nagash (Exalted) Level 5 · 12,000 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: 250 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

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

Black Tower

Black Tower of Arkhan Level 1 · 8,000 gold · 5 turns

Army ability: "Legionary Barrage" (all armies) · Canopic Jars generated: 5 · Income from all buildings: +10% (local province) · Control: +5

Bordeleaux Winemaking

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

Growth: +20 · Control: +3 · Wine resource production: 10 barrels

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

Growth: +30 · Control: +4 · Wine resource production: 20 barrels

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

Growth: +40 · Control: +5 · Wine resource production: 30 barrels

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

Growth: +50 · Control: +8 · Wine resource production: 40 barrels

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 8,000 gold · 5 turns

Exotic Animals resource production: 50 cages

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: +10 · Lord recruit rank: +1 (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 · 3 turns

Canopic Jars generated: 5 · Income generated: 225 · Control: +5

Landmark

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

Income generated: 100 · Iron resource production: 8 ingots · Marble resource production: 8 slabs

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

Income generated: 200 · Iron resource production: 12 ingots · Marble resource production: 12 slabs

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

Income generated: 300 · Iron resource production: 16 ingots · Marble resource production: 16 slabs

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

Income generated: 400 · Iron resource production: 20 ingots · Marble resource production: 20 slabs

Landmark

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

Canopic Jars generated: 5 · Income generated: 150 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)

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

Canopic Jars generated: 10 · Income generated: 300 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces)

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

Canopic Jars generated: 25 · Income generated: 450 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces)

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

Hall of Rebirth Level 1 · 8,000 gold · 4 turns

Double experience gain for units when fighting against Vampire Coast (factionwide) · Double experience gain for units when fighting against Vampire Counts (factionwide) · Tradable resources produced: +5% (factionwide) · Research rate: +20

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

House of Everlasting Life Level 1 · 10,000 gold · 15 turns

Attribute: Perfect Vigour (faction leader) (Court of Lybaras only) · Passive ability: "Regeneration" (all Lords) · Vigour loss reduction: -25% when fighting in own territory (all characters) · Wound recovery time: -1 turns (all Lords)

Lothern Port

Ruined Harbour of Lothern Ruin

Straits of Lothern Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Growth: +10

Harbour of Lothern Level 2 · 6,000 gold · 5 turns

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

Gates of Lothern Level 3 · 10,000 gold · 7 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Growth: +30

Pyramid

Pyramid of King Alcadizaar Level 1 · 6,000 gold · 10 turns

Canopic Jars generated: 10 · Physical resistance: 10% when fighting against Vampire Counts · Winds of Magic power reserve capacity: +5 (all armies) · Post battle chance of stealing a magic item: +10% · Income from post-battle loot: +10% (factionwide) · Control: +1 (all provinces)

Pyramid

Pyramid of King Amenemhetum Level 1 · 6,000 gold · 10 turns

Canopic Jars generated: 10 · Sea Lanes journey duration: -1 turns · Winds of Magic power reserve capacity: +5 (all armies) · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +5% · Control: +1 (all provinces)

Pyramid

Pyramid of King Khatep Level 1 · 6,000 gold · 10 turns

Canopic Jars generated: 10 · Construction time: -20% for all buildings (factionwide) · Unit mass: +20% for Necropolis Knight units · Winds of Magic power reserve capacity: +5 (all armies) · Construction cost: -5% for all buildings (factionwide) · Control: +1 (all provinces)

Pyramid

Pyramid of King Phar Level 1 · 6,000 gold · 10 turns

Canopic Jars generated: 20 · Melee Defence: +4 when fighting against Greenskins (all armies) · Attribute: Unbreakable (faction leader) · Phar's Curse: Battle healing cap: -15% for Settra the Imperishable · Unit capacity: +2 Nehekharan Warriors Skeleton Archer Chariot Skeleton Chariot · Income from all buildings: +5% (factionwide) · Campaign movement range: +10% (all armies in local province)

Pyramid

Great Pyramid of Settra Level 1 · 6,000 gold · 10 turns

Unit capacity: +2 Tomb Guard Tomb Guard (Halberds) Skeleton Chariot Skeleton Archer Chariot · Canopic Jars generated: 50 · Winds of Magic power reserve capacity: +5 (all armies) · Unit experience gain per turn: +200 (armies in province) · Control: +1 (all provinces) · Local recruitment capacity: +2

Pyramid

Pyramid of Prince Tutankhanut Level 1 · 6,000 gold · 10 turns

Canopic Jars generated: 10 · Attribute: Glorious Charge for Skeleton Chariot units (Rank 7 and above) (all armies) · Winds of Magic power reserve capacity: +5 (all armies) · Casualty replenishment rate: +5% (armies in province) · Control: +1 (all provinces)

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

Special Port

Ruined Erengrad Harbour Ruin

Erengrad Docks Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Growth: +10

Erengrad Harbour Level 2 · 6,000 gold · 5 turns

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

Erengrad Port Level 3 · 10,000 gold · 7 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Growth: +30

Special Port

Ruined Marienburg Harbour Ruin

Marienburg Docks Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Growth: +10

Marienburg Harbour Level 2 · 6,000 gold · 5 turns

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

Marienburg Port Level 3 · 10,000 gold · 7 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Growth: +30

Standing Stones

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

Melee attack: +4 when fighting against Dwarfs, Elves and Humans (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 Tomb Kings 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 — 24 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.

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1Nehekharan WarriorsOpen Graves50021——
2Skeleton ArchersOpen Graves50021——
3Skeleton ChariotsBone Shaper50021——
4Skeleton Horse ArchersQuicksand Swamp50021——
5Skeleton HorsemenQuicksand Swamp50021——
6CarrionObelisk75011——
7Skeleton SpearmenCrypts7504———
8Skeleton WarriorsCrypts7504———
9Tomb ScorpionScorpion Nest1,000421,5001
10UshabtiStatuary of Khemri1,000421,5001
11Nehekharan HorsemenAncient Battle Site1,500521,5001
12Skeleton Archer ChariotsBrass Works1,500521,5001
13Tomb GuardCrypt Barracks1,500521,5001
14Necropolis KnightsNecroserpent Nest3,500934,5003
15Screaming Skull CatapultsSkull Repository3,500934,5003
16Sepulchral StalkersNecroserpent Nest3,500934,5003
17Tomb Guard (Halberds)Royal Barracks3,500934,5003
18Ushabti (Great Bows)Statue of Phakth3,500934,5003
19Bone GiantRuined Nehekharan Citadel (capital)6,0005410,5007
20HierotitanDamaged Hierotitan Statue (capital)6,0005410,5007
21Khemrian WarsphinxDamaged Warsphinx Statue (capital)6,0005410,5007
22NecrosphinxDamaged Necrosphinx Statue (capital)6,0005410,5007
23Necropolis Knights (Halberds)Royal Menagerie (capital)6,50014410,5007
24Khemric TitanAncient Scarab Dunes (capital)9,00011522,50012