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

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

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

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
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

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
Corruption: -2
Ward save: +1% for Hierotitan units
Horrors Beneath the Sands

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

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)
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
Corruption: -2
Missile resistance: 1% for Necrosphinx units
Ushabti

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)
Unlocks
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
Corruption: -2
Physical resistance: 1% for Warsphinx units
Garrison

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

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

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)

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)

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

Ruined Fleetport
Level 1

Bone Wharf
Level 2 · 1,000 gold · 3 turns
Income generated: 75
Income from trade tariffs: +1%
Growth: +10

Grave Port
Level 3 · 2,000 gold · 5 turns
Income generated: 150
Income from trade tariffs: +2%
Growth: +20

Undead Fleetport
Level 4 · 4,000 gold · 7 turns
Income generated: 300
Income from trade tariffs: +3%
Growth: +30
Walls

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

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

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

Ruined Town
Level 1 · 1 turn
Corruption: -1
Vampiric corruption: +1

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

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

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

Ruined City
Level 1 · 1 turn
Corruption: -2
Vampiric corruption: +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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Oak of Ages (Ruined)
Level 1 · 1 turn

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

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

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

Parched Oasis
Level 1 · 1,000 gold · 2 turns
Income generated: 100
Growth: +30
Control: +4
Pottery Production

Potter's Hut
Level 1 · 1,000 gold · 2 turns
Hero recruit rank: +1 for Tomb Heralds
Pottery resource production: 10 kilnful
Protection

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

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

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

Salt Mine
Level 1 · 1,000 gold · 2 turns
Hero recruit rank: +1 for Liche Priests
Salt resource production: 10 barrels
Special Port

Ruined Bordeleaux Docks
Level 1

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

Bordeleaux Harbour
Level 3 · 6,000 gold · 5 turns
Income generated: 200
Tradable resources produced: +5% (factionwide)
Growth: +20

Manann’s Dry Docks
Level 4 · 10,000 gold · 7 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Growth: +30
Spice Trading

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

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

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

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