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

Tomb Kings buildings

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

Recruitment

Cavalry

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

    Unlocks

Chariots

  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

  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
    • 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

  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
    • Corruption: -2
    • Ward save: +1% for Hierotitan units

Horrors Beneath the Sands

  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

  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)

    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
    • Corruption: -2
    • Missile resistance: 1% for Necrosphinx units

Ushabti

  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)

    Unlocks

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
    • Corruption: -2
    • Physical resistance: 1% for Warsphinx units

Garrison

  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. Frozen Lookout

    Level 1 · 2,000 gold · 5 turns

Outpost

  1. Khemian Outpost

    Level 1 · 1,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Khemian District

    Level 2 · 2,000 gold · 4 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Enables the recruitment of Allied units
    • Allied recruitment is expensive outside of friendly territory
    • Casualty replenishment rate: +3% (armies in region)
  3. Khemian Colony

    Level 3 · 3,000 gold · 5 turns

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

Port

  1. Ruined Fleetport

    Level 1

  2. Bone Wharf

    Level 2 · 1,000 gold · 3 turns

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

    Level 3 · 2,000 gold · 5 turns

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

    Level 4 · 4,000 gold · 7 turns

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

Walls

  1. Skeletal Garrison

    Level 1 · 2,000 gold · 5 turns

    • Army ability: "Legionary Barrage" (armies in region)
    • Improved tower projectiles: Bolt Thrower
    • Cannot be constructed in minor 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)
    • Improved tower projectiles: Screaming Skulls
    • 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)
    • Improved tower projectiles: Greater Screaming Skulls
    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle

Economy

Minor Settlement

  1. Ruined Town

    Level 1 · 1 turn

    • Corruption: -1
    • Vampiric corruption: +1
  2. Crypts

    Level 2 · 750 gold · 4 turns

    • Defensive supplies: +1000
    • Corruption: -1
    • Vampiric 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 3 · 1,500 gold · 5 turns

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

    Level 4 · 3,000 gold · 6 turns

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

Province Capital

  1. Ruined City

    Level 1 · 1 turn

    • Corruption: -2
    • Vampiric corruption: +2
  2. Crypts

    Level 2 · 750 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Vampiric corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 50
    • Growth: +15
    • Adds walls to the settlement
    • Research rate: +1
    • Local recruitment capacity: +1

    Unlocks

  3. Mastaba

    Level 3 · 1,500 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Vampiric corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 100
    • Growth: +20
    • Adds walls to the settlement
    • Research rate: +2
    • Local recruitment capacity: +1
  4. Mausoleum

    Level 4 · 3,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Vampiric corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 150
    • Growth: +25
    • Adds walls to the settlement
    • Research rate: +3
    • Local recruitment capacity: +1
  5. Tomb City

    Level 5 · 6,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Vampiric corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 200
    • Growth: +30
    • Adds walls to the settlement
    • Research rate: +4
    • Local recruitment capacity: +1
  6. Necropolis

    Level 6 · 12,000 gold · 8 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Corruption: -2
    • Vampiric corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 250
    • Growth: +40
    • Adds walls to the settlement
    • Research rate: +5
    • Local recruitment capacity: +1

Public Order

  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

  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. Cinnabar Mining Pit

    Level 1 · 1,000 gold · 2 turns

    • Dyes resource production: 10 ounces

Estate

  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. Taxidermist Tomb

    Level 1 · 1,000 gold · 2 turns

    • Exotic Animals resource production: 10 cages

Gem Mining

  1. Gemstone Mine

    Level 1 · 1,000 gold · 2 turns

    • 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. Gold Mine

    Level 1 · 1,000 gold · 2 turns

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

Growth

  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

  1. Charnel Plaza

    Level 1 · 250 gold · 1 turn

    • 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

    • 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

    • Campaign movement range: +15% for own armies starting their turn in this region (armies in region)
    • Campaign movement range: -10% for own armies starting their turn in this region (enemy armies in local region)
    • Income generated: 200

Iron Mining

  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. Marble Quarry

    Level 1 · 1,000 gold · 2 turns

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

Medicine Production

  1. Alchemy Workshop

    Level 1 · 1,000 gold · 2 turns

    • Medicinal Plants resource production: 10 bundles

Oak of Ages

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 2 turns

    • Carved Obsidian resource production: 10 chests

Orchards

  1. Vineyard

    Level 1 · 1,000 gold · 2 turns

    • Wine resource production: 10 barrels

Pastures

  1. Parched Oasis

    Level 1 · 1,000 gold · 2 turns

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

Pottery Production

  1. Potter's Hut

    Level 1 · 1,000 gold · 2 turns

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

Protection

  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
    • 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)
    • 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)
    • Corruption in adjacent provinces: -2
    • Corruption: -5
    • Control: +3

Saltmaking

  1. Salt Mine

    Level 1 · 1,000 gold · 2 turns

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

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 2,000 gold · 3 turns

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

    Level 3 · 6,000 gold · 5 turns

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

    Level 4 · 10,000 gold · 7 turns

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

Spice Trading

  1. Caravan Master

    Level 1 · 1,000 gold · 2 turns

    • Spices resource production: 10 sacks

Tusks

  1. Animal Store

    Level 1 · 800 gold · 2 turns

    • Ivory resource production: 10 tusks

Wild Game

  1. Tannery

    Level 1 · 1,000 gold · 2 turns

    • Furs resource production: 10 bundles

Woodlands

  1. Lumber Camp

    Level 1 · 1,000 gold · 2 turns

    • Timber resource production: 10 logs

Landmarks

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) · Necromantic Energy: +15 per turn (land of the dead) · 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 Level 1 · 1 turn

Corruption: -2 · Vampiric corruption: +2

Khemri (Crypts) Level 2 · 750 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 50 · Growth: +10 · Control: +3 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Unlocks: Skeleton Warriors, Skeleton Spearmen

Khemri (Mastaba) Level 3 · 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) · Corruption: -2 · Vampiric 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 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Khemri (Mausoleum) Level 4 · 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) · Corruption: -2 · Vampiric 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 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Khemri (Tomb City) Level 5 · 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) · Corruption: -2 · Vampiric 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 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Khemri (Necropolis) Level 6 · 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) · Corruption: -2 · Vampiric 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 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Lahmia

Ruined Lahmia Level 1 · 1 turn

Corruption: -2 · Vampiric corruption: +2

Lahmia (Crypts) Level 2 · 750 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 50 · Growth: +10 · Control: +3 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Unlocks: Skeleton Warriors, Skeleton Spearmen

Lahmia (Mastaba) Level 3 · 1,500 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 · Grants 4 construction slots in the settlement · Income generated: 100 · Growth: +20 · Control: +4 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Lahmia (Mausoleum) Level 4 · 3,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 · Grants 6 construction slots in the settlement · Income generated: 150 · Growth: +30 · Control: +4 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Lahmia (Tomb City) Level 5 · 6,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 · Grants 8 construction slots in the settlement · Income generated: 200 · Growth: +40 · Control: +5 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Lahmia (Necropolis) Level 6 · 12,000 gold · 8 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 · Grants 9 construction slots in the settlement · Income generated: 250 · Growth: +50 · Control: +5 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Landmark

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

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

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

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

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

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

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

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

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

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

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

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

Unlocks: Bloated Corpse, Animated Hulks

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

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

Special Port

Ruined Copher Harbour Level 1 · 1 turn

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

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

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

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

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

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

The Pyramid of Nagash

Ruins Level 1 · 1 turn

Corruption: -2 · Vampiric corruption: +2

Black Pyramid of Nagash (Dormant) Level 2 · 750 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 (local region) · Grants 1 construction slot in the settlement · Income generated: 50 · Growth: +10 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Unlocks: Skeleton Warriors, Skeleton Spearmen

Black Pyramid of Nagash (Awakened) Level 3 · 1,500 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 (local region) · Grants 2 construction slots in the settlement · Income generated: 100 · Growth: +20 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Black Pyramid of Nagash (Roused) Level 4 · 3,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 (local region) · Grants 3 construction slots in the settlement · Income generated: 150 · Growth: +30 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Black Pyramid of Nagash (Mighty) Level 5 · 6,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 (local region) · Grants 5 construction slots in the settlement · Income generated: 200 · Growth: +40 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Black Pyramid of Nagash (Exalted) Level 6 · 12,000 gold · 8 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Corruption: -2 · Vampiric corruption: +2 (local region) · Grants 7 construction slots in the settlement · Income generated: 250 · Growth: +50 · Adds walls to the settlement · Research rate: +10 · Local recruitment capacity: +1

Bastion

Ruined Bastion Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

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 Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

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

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

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

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

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

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

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

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

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

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

Landmark

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

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

Landmark

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 Tomb Kings (factionwide) · Recruit Rank: +1 for units recruited via Grave Call (all armies) · Empower 5 Sigils within the Black Pyramid · Blood: 100 per turn · Double experience gain for units when fighting against Vampire Counts (factionwide) · Income generated: 500 · Tradable resources produced: +5% (factionwide) · Research rate: +20

Landmark

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

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

Landmark

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

Attribute: Perfect Vigour (faction leader) · 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 Level 1

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

Income generated: 100 · Growth: +10

Harbour of Lothern Level 3 · 6,000 gold · 5 turns

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

Gates of Lothern Level 4 · 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 · Attribute: Expendable for Skeleton Warrior and Skeleton Spearmen units (all armies) · Winds of Magic power reserve capacity: +5 (all armies) · Unit experience gain per turn: +200 (armies in province) · Control: +1 (all provinces)

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

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 Level 1 · 1 turn

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

Income generated: 200 · Growth: +20

Dawn's Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 4 · 10,000 gold · 8 turns

Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40

Special Port

Ruined Erengrad Harbour Level 1

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

Income generated: 100 · Growth: +10

Erengrad Harbour Level 3 · 6,000 gold · 5 turns

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

Erengrad Port Level 4 · 10,000 gold · 7 turns

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

Special Port

Ruined Marienburg Harbour Level 1

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

Income generated: 100 · Growth: +10

Marienburg Harbour Level 3 · 6,000 gold · 5 turns

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

Marienburg Port Level 4 · 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) Level 1 · 1 turn

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

The Maelstrom Level 2 · 100 gold · 1 turn

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

The Great Temple of Hashut

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

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