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

Quicksand Swamp
Level 1 · 500 gold · 2 turns
Unit capacity: +2
Skeleton Horsemen
Unit capacity: +2
Skeleton Horse Archers
Unlocks

Ancient Battle Site
Level 2 · 1,000 gold · 3 turns
Unit capacity: +1
Nehekhara Horsemen
Unit capacity: +2
Skeleton Horsemen
Skeleton Horse Archers
Unlocks

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

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

Bone Shaper
Level 1 · 500 gold · 2 turns
Unit capacity: +2
Skeleton Chariot
Unlocks

Brass Works
Level 2 · 1,000 gold · 3 turns
Unit capacity: +2
Skeleton Chariot
Skeleton Archer Chariot
Unlocks

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
Citadel
2 levels · unlocks Bone Giant

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

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
Hierotitan
2 levels · unlocks Hierotitan

Damaged Hierotitan Statue
Level 1 · 6,000 gold · 5 turns
Unit capacity: +1
Hierotitan
Unlocks

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
Horrors Beneath the Sands
2 levels · unlocks Tomb Scorpion, Khemric Titan

Scorpion Nest
Level 1 · 1,000 gold · 4 turns
Unit capacity: +2
Tomb Scorpion
Unlocks

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

Open Graves
Level 1 · 500 gold · 2 turns
Unit capacity: +2
Nehekharan Warriors
Skeleton Archers
Unlocks

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

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
Necrosphinx
2 levels · unlocks Necrosphinx

Damaged Necrosphinx Statue
Level 1 · 6,000 gold · 5 turns
Unit capacity: +1
Necrosphinx
Corruption: -1
Unlocks

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)
Ushabti
2 levels · unlocks Ushabti, Ushabti (Great Bows)

Statuary of Khemri
Level 1 · 1,000 gold · 4 turns
Unit capacity: +1
Ushabti
Unlocks

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
Warsphinx
2 levels · unlocks Khemrian Warsphinx

Damaged Warsphinx Statue
Level 1 · 6,000 gold · 5 turns
Unit capacity: +1
Khemrian Warsphinx
Corruption: -1
Unlocks

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
Garrison
2 levels

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)

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
Garrison
1 level

Frozen Lookout
Level 1 · 2,000 gold · 5 turns

Outpost
3 levels
Outpost
3 levels

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)

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)

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
Port
3 levels

Ruined Fleetport
Ruin

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

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

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
Walls
3 levels

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

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

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
Minor Settlement
3 levels · unlocks Skeleton Warriors, Skeleton Spearmen

Ruined Town
Ruin
Corruption: -1

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

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

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
Province Capital
5 levels · unlocks Skeleton Warriors, Skeleton Spearmen

Ruined City
Ruin
Corruption: -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

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

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

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

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
Public Order
3 levels · unlocks Carrion

Obelisk
Level 1 · 750 gold · 1 turn
Unit capacity: +2
Carrion
Corruption: -1
Control: +4
Unlocks

Sepulchre
Level 2 · 1,000 gold · 2 turns
Unit capacity: +3
Carrion
Corruption: -2
Control: +6

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
Anti-Vermintide
4 levels

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

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

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

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

Dye Production
1 level
Dye Production
1 level

Cinnabar Mining Pit
Level 1 · 1,000 gold · 2 turns
Dyes resource production: 10 ounces

Estate
1 level
Estate
1 level

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
Exotic Animals
1 level

Taxidermist Tomb
Level 1 · 1,000 gold · 2 turns
Exotic Animals resource production: 10 cages

Gem Mining
1 level
Gem Mining
1 level

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
Gold Mining
1 level

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
Growth
3 levels

Mortuary House
Level 1 · 250 gold · 1 turn
Corruption: -1
Casualty replenishment rate: +3% (armies in province)
Growth: +25

Regnant Catacombs
Level 2 · 500 gold · 2 turns
Corruption: -2
Casualty replenishment rate: +4% (armies in province)
Growth: +35

Grand Ossuary
Level 3 · 1,000 gold · 3 turns
Corruption: -3
Casualty replenishment rate: +5% (armies in province)
Growth: +45

Income
3 levels
Income
3 levels

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

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

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
Iron Mining
1 level

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
Marble Quarry
1 level

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
Medicine Production
1 level

Alchemy Workshop
Level 1 · 1,000 gold · 2 turns
Medicinal Plants resource production: 10 bundles

Oak of Ages
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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

Obsidian Quarry
1 level
Obsidian Quarry
1 level

Obsidian Quarry
Level 1 · 1,000 gold · 2 turns
Carved Obsidian resource production: 10 chests

Orchards
1 level
Orchards
1 level

Vineyard
Level 1 · 1,000 gold · 2 turns
Wine resource production: 10 barrels

Pastures
1 level
Pastures
1 level

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
Pottery Production
1 level

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
Protection
3 levels

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

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

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
Saltmaking
1 level

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
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

Bordeleaux Port
Level 1 · 2,000 gold · 3 turns
Income generated: 100
Growth: +10

Bordeleaux Harbour
Level 2 · 6,000 gold · 5 turns
Income generated: 200
Tradable resources produced: +5% (factionwide)
Growth: +20

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
Spice Trading
1 level

Caravan Master
Level 1 · 1,000 gold · 2 turns
Spices resource production: 10 sacks

Tusks
1 level
Tusks
1 level

Animal Store
Level 1 · 800 gold · 2 turns
Ivory resource production: 10 tusks

Wild Game
1 level
Wild Game
1 level

Tannery
Level 1 · 1,000 gold · 2 turns
Furs resource production: 10 bundles

Woodlands
1 level
Woodlands
1 level

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.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Nehekharan Warriors | Open Graves | 500 | 2 | 1 | — | — |
| 2 | Skeleton Archers | Open Graves | 500 | 2 | 1 | — | — |
| 3 | Skeleton Chariots | Bone Shaper | 500 | 2 | 1 | — | — |
| 4 | Skeleton Horse Archers | Quicksand Swamp | 500 | 2 | 1 | — | — |
| 5 | Skeleton Horsemen | Quicksand Swamp | 500 | 2 | 1 | — | — |
| 6 | Carrion | Obelisk | 750 | 1 | 1 | — | — |
| 7 | Skeleton Spearmen | Crypts | 750 | 4 | — | — | — |
| 8 | Skeleton Warriors | Crypts | 750 | 4 | — | — | — |
| 9 | Tomb Scorpion | Scorpion Nest | 1,000 | 4 | 2 | 1,500 | 1 |
| 10 | Ushabti | Statuary of Khemri | 1,000 | 4 | 2 | 1,500 | 1 |
| 11 | Nehekharan Horsemen | Ancient Battle Site | 1,500 | 5 | 2 | 1,500 | 1 |
| 12 | Skeleton Archer Chariots | Brass Works | 1,500 | 5 | 2 | 1,500 | 1 |
| 13 | Tomb Guard | Crypt Barracks | 1,500 | 5 | 2 | 1,500 | 1 |
| 14 | Necropolis Knights | Necroserpent Nest | 3,500 | 9 | 3 | 4,500 | 3 |
| 15 | Screaming Skull Catapults | Skull Repository | 3,500 | 9 | 3 | 4,500 | 3 |
| 16 | Sepulchral Stalkers | Necroserpent Nest | 3,500 | 9 | 3 | 4,500 | 3 |
| 17 | Tomb Guard (Halberds) | Royal Barracks | 3,500 | 9 | 3 | 4,500 | 3 |
| 18 | Ushabti (Great Bows) | Statue of Phakth | 3,500 | 9 | 3 | 4,500 | 3 |
| 19 | Bone Giant | Ruined Nehekharan Citadel (capital) | 6,000 | 5 | 4 | 10,500 | 7 |
| 20 | Hierotitan | Damaged Hierotitan Statue (capital) | 6,000 | 5 | 4 | 10,500 | 7 |
| 21 | Khemrian Warsphinx | Damaged Warsphinx Statue (capital) | 6,000 | 5 | 4 | 10,500 | 7 |
| 22 | Necrosphinx | Damaged Necrosphinx Statue (capital) | 6,000 | 5 | 4 | 10,500 | 7 |
| 23 | Necropolis Knights (Halberds) | Royal Menagerie (capital) | 6,500 | 14 | 4 | 10,500 | 7 |
| 24 | Khemric Titan | Ancient Scarab Dunes (capital) | 9,000 | 11 | 5 | 22,500 | 12 |