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

Undead Legions buildings

67 building chains Undead Legions can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.

Recruitment

Artillery

1 level · unlocks Mortars

  1. Cannonry Hoard

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Vampire Coast units (armies in province)
    • When Devastated by the Ritual of Undeath: Recruit rank: +1 for Vampire Coast units (local province)
    • Local recruitment capacity for Vampire Coast units: +1 (local province)

    Unlocks

Binding Chambers

4 levels · unlocks Tomb Scorpion, Ushabti, Sepulchral Stalkers, Ushabti (Great Bows), Khemrian Warsphinx, Necropolis Knights (Halberds), Necropolis Knights, Khemric Titan, Necrosphinx, Hierotitan

  1. Unliving Statuary

    Level 1 · 2 turns

    • Unlocks Hero recruitment: Necrotect
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -15% for Construct Monstrous and Monster units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Construct Monstrous and Monster units up to Tier 2 (factionwide)
    • Construction cost: -5% for all buildings (local province)

    Unlocks

  2. Vault of Reckoning

    Level 2 · 3 turns

    • Unlocks Hero recruitment: Necrotect
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -20% for Construct Monstrous and Monster units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Construct Monstrous and Monster units up to Tier 3 (factionwide)
    • Construction cost: -10% for all buildings (local province)

    Unlocks

  3. Cavern of Hollow Predators

    Level 3 · 4 turns

    • Unlocks Hero recruitment: Necrotect
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -25% for Construct Monstrous and Monster units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Construct Monstrous and Monster units up to Tier 4 (factionwide)
    • Construction time: -1 for all buildings (minimum of 1 turn) (local province)
    • Construction cost: -15% for all buildings (local province)

    Unlocks

  4. Chamber of the Servant Gods

    Level 4 · 5 turns

    • Unlocks Hero recruitment: Necrotect
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -30% for Construct Monstrous and Monster units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Construct Monstrous and Monster units up to Tier 5 (factionwide)
    • Construction time: -1 for all buildings (minimum of 1 turn) (local province)
    • Construction cost: -20% for all buildings (local province)

    Unlocks

Binding Circle

1 level · unlocks Crypt Ghouls, Crypt Horrors

  1. Groves of Endless Hunger

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Vampire Count units (armies in province)
    • When Devastated by the Ritual of Undeath: Recruit rank: +1 for Vampire Count units (local province)
    • Local recruitment capacity for Vampire Counts units: +1 (local province)

    Unlocks

Cannons

3 levels · unlocks Mortars, Carronades, Deck Gunners

  1. Bombards

    Level 1 · 2,000 gold · 1 turn

    • Army ability: "Zhufbar 42 Pounders"
    • Unit capacity: +1 Mortars Carronades

    Unlocks

  2. Carronades

    Level 2 · 2,500 gold · 1 turn

    • Army ability: "Sartosa Grapeshot"
    • Army ability: "Zhufbar 42 Pounders"
    • Unit capacity: +2 Mortars Carronades

    Unlocks

  3. Cannons

    Level 3 · 4,000 gold · 1 turn

    • Army ability: "Norse Roar"
    • Army ability: "Sartosa Grapeshot"
    • Army ability: "Zhufbar 42 Pounders"
    • Unit capacity: +3 Mortars Carronades
    • Unit capacity: +2 Deck Gunners

    Unlocks

Cavalry

1 level · unlocks Skeleton Horsemen, Skeleton Chariots, Skeleton Horse Archers

  1. Fields of Reunification

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Tomb King units (armies in province)
    • When Devastated by the Ritual of Undeath: Recruit rank: +1 for Tomb Kings units (local province)
    • Local recruitment capacity for Tomb Kings units: +1 (local province)

    Unlocks

Constructs

1 level · unlocks Carrion, Ushabti

  1. Statuary of Nagash

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Tomb King units (armies in province)
    • When Devastated by the Ritual of Undeath: Recruit rank: +1 for Tomb Kings units (local province)
    • Local recruitment capacity for Tomb Kings units: +1 (local province)

    Unlocks

Crow's Nest

4 levels · unlocks Fell Bats, Deck Droppers, Deck Droppers (Bombers), Deck Droppers (Handgunners), Terrorgheist

  1. Lookout Seat

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Lookout Cradle

    Level 2 · 3,000 gold · 1 turn

    • Unit capacity: +2 Deck Droppers

    Unlocks

  3. Crow's Nest

    Level 3 · 5,000 gold · 1 turn

    • Unit capacity: +3 Deck Droppers

    Unlocks

  4. Crow's Castle

    Level 4 · 10,000 gold · 1 turn

    • Unit capacity: +4 Deck Droppers
    • Unit capacity: +2 Terrorgheist

    Unlocks

Cursed Blacksmith

5 levels · unlocks Skeleton Spearmen, Nehekharan Warriors, Zombie Pirate Deckhand Mob (Polearms), Skeleton Spearmen, Crypt Ghouls, Grave Guard, Tomb Guard, Grave Guard (Halberds), Tomb Guard (Halberds), Grave Guard (Great Weapons), Depth Guard (Polearms), Depth Guard, Lahmian Handmaidens (Shadows), Lahmian Handmaidens (Death)

  1. Warrior Forges

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Melee Infantry units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Tier 1 Melee Infantry units (factionwide)

    Unlocks

  2. Tombs of Vigilance

    Level 2 · 2 turns

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -15% for Melee Infantry units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Melee Infantry units up to Tier 2 (factionwide)
    • Unlocks Hero recruitment: Wight King

    Unlocks

  3. Galleries of Observance

    Level 3 · 3 turns

    • Hero capacity: +1 for Tomb Princes and Wight Kings
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -20% for Melee Infantry units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Melee Infantry units up to Tier 2 (factionwide)
    • Unlocks Hero recruitment: Wight King

    Unlocks

  4. Mausoleum of First Mates

    Level 4 · 4 turns

    • Hero capacity: +1 for Tomb Princes and Wight Kings
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -25% for Melee Infantry units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Melee Infantry units up to Tier 3 (factionwide)
    • Unlocks Hero recruitment: Wight King

    Unlocks

  5. Lahmian Halls

    Level 5 · 5 turns

    • Hero capacity: +1 for Tomb Princes and Wight Kings
    • Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -30% for Melee Infantry units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Melee Infantry units up to Tier 3 (factionwide)
    • Local Recruit rank: +3 for Lahmian Handmaiden units (local province)
    • Unlocks Hero recruitment: Lahmian Vampire
    • Unlocks Hero recruitment: Wight King

    Unlocks

Dark Ritual Site

5 levels · unlocks Corpse Cart, Corpse Cart (Balefire), Corpse Cart (Unholy Lodestone)

  1. The Place of Endings

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

    • Income generated: 150
    • When Devastated by the Ritual of Undeath: Income generated: 50

    Unlocks

  2. Leeching Obelisks

    Level 2 · 1,750 gold · 2 turns · pays back in 7 turns

    • Unlocks Hero recruitment: Necromancer
    • Income generated: 250
    • When Devastated by the Ritual of Undeath: Income generated: 100

    Unlocks

  3. Walls of Eternity

    Level 3 · 2,500 gold · 3 turns · pays back in 7.1 turns

    • Hero capacity: +1 for Liche Priests & Necromancers
    • Unlocks Hero recruitment: Necromancer
    • Income generated: 350
    • When Devastated by the Ritual of Undeath: Income generated: 150

    Unlocks

  4. Vistas of Desolation

    Level 4 · 3,250 gold · 4 turns · pays back in 7.2 turns

    • Hero capacity: +1 for Liche Priests & Necromancers
    • Unlocks Hero recruitment: Necromancer
    • Income generated: 450
    • When Devastated by the Ritual of Undeath: Income generated: 200
  5. Currents of Emptiness

    Level 5 · 4,000 gold · 5 turns · pays back in 7.3 turns

    • Hero capacity: +1 for Liche Priests & Necromancers
    • Unlocks Hero recruitment: Necromancer
    • Income generated: 550
    • When Devastated by the Ritual of Undeath: Income generated: 250

Gunports

4 levels · unlocks Zombie Pirate Gunnery Mob, Zombie Pirate Gunnery Mob (Bombers), Zombie Pirate Gunnery Mob (Handgunners), Zombie Pirate Gunnery Mob (Hand Cannons), Rotting Prometheans (Gunnery Mob)

  1. Holes in the Side

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Portholes

    Level 2 · 2,000 gold · 1 turn

    • Unit capacity: +1 Zombie Pirate Gunnery Mob (Handgunners) Zombie Pirate Gunnery Mob (Bombers) Zombie Pirate Gunnery Mob (Hand Cannons)

    Unlocks

  3. Gunports

    Level 3 · 3,000 gold · 1 turn

    • Unlocks Hero recruitment: Gunnery Wight
    • Unit capacity: +2 Zombie Pirate Gunnery Mob (Handgunners) Zombie Pirate Gunnery Mob (Bombers) Zombie Pirate Gunnery Mob (Hand Cannons)

    Unlocks

  4. Shuttered Gunports

    Level 4 · 5,000 gold · 1 turn

    • Unlocks Hero recruitment: Gunnery Wight
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • Unit capacity: +3 Zombie Pirate Gunnery Mob (Handgunners) Zombie Pirate Gunnery Mob (Bombers) Zombie Pirate Gunnery Mob (Hand Cannons)
    • Unit capacity: +1 Rotting Prometheans Rotting Prometheans (Gunnery Mob)

    Unlocks

Hold

3 levels · unlocks Animated Hulks, Bloated Corpse, Mournguls, Rotting Prometheans, Syreens, Rotting Leviathan

  1. Ship's Hold

    Level 1 · 2,000 gold · 1 turn

    • Unit capacity: +2 Animated Hulks

    Unlocks

  2. Cargo Hold

    Level 2 · 3,000 gold · 1 turn

    • Unlocks Hero recruitment: Mourngul Haunter
    • Unit capacity: +3 Animated Hulks
    • Unit capacity: +2 Mournguls Crypt Horrors
    • Unit capacity: +1 Rotting Prometheans Rotting Prometheans (Gunnery Mob)
    • Unit capacity: +2 Syreens Cairn Wraiths

    Unlocks

  3. Bulk Cargo Hold

    Level 3 · 10,000 gold · 1 turn

    • Hero capacity: +1 for Mourngul Haunters and Banshees
    • Unlocks Hero recruitment: Mourngul Haunter
    • Unit capacity: +4 Animated Hulks
    • Unit capacity: +3 Mournguls Crypt Horrors
    • Unit capacity: +2 Rotting Prometheans Rotting Prometheans (Gunnery Mob)
    • Unit capacity: +3 Syreens Cairn Wraiths
    • Unit capacity: +1 Rotting Leviathan

    Unlocks

Hull

3 levels · unlocks Necrofex Colossus

  1. Basic Wooden Hull

    Level 1 · 1,000 gold · 1 turn

    • Casualty replenishment rate: +4%
    • Horde recruitment capacity +2
  2. Wooden Hull with Keel

    Level 2 · 3,000 gold · 1 turn

    • Casualty replenishment rate: +6%
    • Horde recruitment capacity +4
  3. Composite Hull

    Level 3 · 10,000 gold · 1 turn

    • Casualty replenishment rate: +8%
    • Horde recruitment capacity +6

    Unlocks

Infantry

1 level · unlocks Nehekharan Warriors, Tomb Guard

  1. Open Graves

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Tomb King units (armies in province)
    • When Devastated by the Ritual of Undeath: Recruit rank: +1 for Tomb Kings units (local province)
    • Local recruitment capacity for Tomb Kings units: +1 (local province)

    Unlocks

Infantry

1 level · unlocks Grave Guard

  1. Pauper’s Graves

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Vampire Count units (armies in province)
    • When Devastated by the Ritual of Undeath: Recruit rank: +1 for Vampire Count units (local province)
    • Local recruitment capacity for Vampire Counts units: +1 (local province)

    Unlocks

Infernal Pits

5 levels · unlocks Fell Bats, Dire Wolves, Carrion, Mournguls, Crypt Horrors, Rotting Prometheans, Vargheists, Varghulf, Morghast Archai, Morghast Harbingers, Zombie Dragon, Terrorgheist, Rotting Leviathan

  1. Petrified Grove

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Undead Beasts, Monstrous and Monster units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Tier 1 Undead Beasts, Monstrous and Monster units (factionwide)
    • Enemy leadership: -2 (enemy armies in province)

    Unlocks

  2. Abyssal Pits

    Level 2 · 2 turns

    • Unlocks Hero recruitment: Mourngul Haunter
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -15% for Undead Beasts, Monstrous and Monster units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Undead Beasts, Monstrous and Monster units up to Tier 2 (factionwide)
    • Enemy leadership: -3 (enemy armies in province)

    Unlocks

  3. Heights of Disunion

    Level 3 · 3 turns

    • Hero capacity: +1 for Mourngul Haunters and Banshees
    • Unlocks Hero recruitment: Mourngul Haunter
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -20% for Undead Beasts, Monstrous and Monster units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Undead Beasts, Monstrous and Monster units up to Tier 3 (factionwide)
    • Enemy leadership: -4 (enemy armies in province)

    Unlocks

  4. Gorge of Fallen Grace

    Level 4 · 4 turns

    • Hero capacity: +1 for Mourngul Haunters and Banshees
    • Unlocks Hero recruitment: Mourngul Haunter
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -25% for Undead Beasts, Monstrous and Monster units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Undead Beasts, Monstrous and Monster units up to Tier 4 (factionwide)
    • Enemy leadership: -6 (enemy armies in province)

    Unlocks

  5. Caverns of Nature's Surrender

    Level 5 · 5 turns

    • Hero capacity: +1 for Mourngul Haunters and Banshees
    • Unlocks Hero recruitment: Mourngul Haunter
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -30% for Undead Beasts, Monstrous and Monster units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Undead Beasts, Monstrous and Monster units up to Tier 5 (factionwide)
    • Enemy leadership: -8 (enemy armies in province)

    Unlocks

Lightless Ranges

4 levels · unlocks Skeleton Archers, Zombie Pirate Gunnery Mob, Deck Droppers, Zombie Pirate Gunnery Mob (Bombers), Zombie Pirate Gunnery Mob (Handgunners), Deck Droppers (Bombers), Zombie Pirate Gunnery Mob (Hand Cannons), Deck Gunners, Deck Droppers (Handgunners), Rotting Prometheans (Gunnery Mob)

  1. Whistling Ranges

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -15% for Missile Infantry and Deck Dropper units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Tier 1 Missile Infantry and Deck Dropper units (factionwide)

    Unlocks

  2. Shrieking Ranges

    Level 2 · 2 turns

    • Unlocks Hero recruitment: Gunnery Wight
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -20% for Missile Infantry and Deck Dropper units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Missile Infantry and Deck Dropper units up to Tier 2 (factionwide)

    Unlocks

  3. Booming Ranges

    Level 3 · 3 turns

    • Unlocks Hero recruitment: Gunnery Wight
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -25% for Missile Infantry and Deck Dropper units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Missile Infantry and Deck Dropper units up to Tier 2 (factionwide)

    Unlocks

  4. Sunken Ranges

    Level 4 · 4 turns

    • Unlocks Hero recruitment: Gunnery Wight
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -30% for Missile Infantry and Deck Dropper units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Missile Infantry and Deck Dropper units up to Tier 2 (factionwide)

    Unlocks

Main Deck

4 levels · unlocks Zombie Pirate Deckhand Mob, Zombie Pirate Deckhand Mob (Polearms), Depth Guard, Depth Guard (Polearms)

  1. Spar Deck

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Upper Deck

    Level 2 · 2,000 gold · 1 turn

    • Unit capacity: +2 Zombie Pirate Deckhand Mob (Polearms) Skeleton Spearmen

    Unlocks

  3. Weather Deck

    Level 3 · 5,000 gold · 1 turn

    • Unit capacity: +2 Depth Guard Depth Guard (Polearms)
    • Unit capacity: +3 Zombie Pirate Deckhand Mob (Polearms) Skeleton Spearmen

    Unlocks

  4. Main Deck

    Level 4 · 10,000 gold · 1 turn

    • Unit capacity: +3 Depth Guard Depth Guard (Polearms)
    • Unit capacity: +4 Zombie Pirate Deckhand Mob (Polearms) Skeleton Spearmen

    Unlocks

Monsters

1 level · unlocks Mournguls, Fell Bats

  1. Merciless Shoals

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Vampire Coast units (armies in province)
    • When Devastated by the Ritual of Undeath: Recruit rank: +1 for Vampire Coast units (local province)
    • Local recruitment capacity for Vampire Coast units: +1 (local province)

    Unlocks

Necrotic Workshop

4 levels · unlocks Carronades, Mortars, Casket of Souls, Screaming Skull Catapults, Bone Giant, Necrofex Colossus

  1. Black Powder Drifts

    Level 1 · 2 turns

    • Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in province)
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -15% for Artillery units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Artillery units up to Tier 2 (factionwide)

    Unlocks

  2. Reliquary Expanse

    Level 2 · 3 turns

    • Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in province)
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -20% for Artillery units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Artillery units up to Tier 3 (factionwide)

    Unlocks

  3. Titanic Weapon-Yard

    Level 3 · 4 turns

    • Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in province)
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -25% for Artillery units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Artillery units up to Tier 3 (factionwide)

    Unlocks

  4. Unholy Nexus

    Level 4 · 5 turns

    • Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province)
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -30% for Artillery units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Artillery units up to Tier 4 (factionwide)

    Unlocks

Ranged

1 level · unlocks Deck Droppers, Zombie Pirate Gunnery Mob (Handgunners)

  1. Rusty Pistol-Trove

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Vampire Coast units (armies in province)
    • When Devastated by the Ritual of Undeath: Recruit rank: +1 for Vampire Coast units (local province)
    • Local recruitment capacity for Vampire Coast units: +1 (local province)

    Unlocks

Risen Stables

5 levels · unlocks Skeleton Horse Archers, Skeleton Horsemen, Skeleton Archer Chariots, Skeleton Chariots, Nehekharan Horsemen, Black Knights, Black Knights (Lances & Barding), Black Coach, Coven Throne, Drakenhof Templars, Blood Knights, Blood Knights (Lances)

  1. Bone Repository

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Cavalry and Chariot units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Tier 1 Cavalry and Chariot units (factionwide)

    Unlocks

  2. Crypt Stables

    Level 2 · 2 turns

    • Unlocks Hero recruitment: Tomb Prince
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -15% for Cavalry and Chariot units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Cavalry and Chariot units up to Tier 2 (factionwide)

    Unlocks

  3. Statuary Passage

    Level 3 · 3 turns

    • Unlocks Hero recruitment: Tomb Prince
    • Hero capacity: +1 for Tomb Princes and Wight Kings
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -20% for Cavalry and Chariot units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Cavalry and Chariot units up to Tier 3 (factionwide)

    Unlocks

  4. Ornamental Passage

    Level 4 · 4 turns

    • Unlocks Hero recruitment: Tomb Prince
    • Hero capacity: +1 for Tomb Princes and Wight Kings
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -25% for Cavalry and Chariot units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Cavalry and Chariot units up to Tier 4 (factionwide)

    Unlocks

  5. Halls of Glories Past

    Level 5 · 5 turns

    • Unlocks Hero recruitment: Tomb Prince
    • Local Recruit rank: +3 for Blood Knight units (local province)
    • Hero capacity: +1 for Tomb Princes and Wight Kings
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -30% for Cavalry and Chariot units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Cavalry and Chariot units up to Tier 4 (factionwide)

    Unlocks

Soularium

3 levels · unlocks Spirit Host, Syreens, Cairn Wraiths, Mortis Engine, Hexwraiths

  1. Spirit Rent

    Level 1 · 2 turns

    • Winds of Magic cost: -5% for all spells (armies in province)
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -20% for Ethereal units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Tier 1 Ethereal units (factionwide)
    • Winds of Magic power reserve capacity: +10 (armies in province)
    • Unlocks Hero recruitment: Banshee

    Unlocks

  2. Tarn of Terror

    Level 2 · 3 turns

    • Winds of Magic cost: -10% for all spells (armies in province)
    • Hero capacity: +1 for Mourngul Haunters and Banshees
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -25% for Ethereal units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Ethereal units up to Tier 2 (factionwide)
    • Winds of Magic power reserve capacity: +25 (armies in province)
    • Unlocks Hero recruitment: Banshee

    Unlocks

  3. Obsidian Promenades

    Level 3 · 4 turns

    • Winds of Magic cost: -20% for all spells (armies in province)
    • Hero capacity: +1 for Mourngul Haunters and Banshees
    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -30% for Ethereal units (armies in province)
    • When Devastated by the Ritual of Undeath: Upkeep: -1% for all Ethereal units up to Tier 3 (factionwide)
    • Winds of Magic power reserve capacity: +50 (armies in province)
    • Unlocks Hero recruitment: Banshee

    Unlocks

Spirits

1 level · unlocks Cairn Wraiths, Spirit Host

  1. Altar of Dispossession

    Level 1 · 1 turn

    • When Devastated by the Ritual of Undeath: Local Recruitment cost: -10% for Vampire Count units (armies in province)
    • When Devastated by the Ritual of Undeath: Recruit rank: +1 for Vampire Count units (local province)
    • Local recruitment capacity for Vampire Counts units: +1 (local province)

    Unlocks

Anchor

3 levels

  1. Heavy Ballast

    Level 1 · 1,500 gold · 1 turn

    • Pirate crew growth: +2
    • Unit experience gain per turn: +20
  2. Stone Weight

    Level 2 · 2,500 gold · 1 turn

    • Pirate crew growth: +4
    • Unit experience gain per turn: +40
  3. Steel Anchor

    Level 3 · 5,000 gold · 1 turn

    • Pirate crew growth: +6
    • Unit experience gain per turn: +80

Blighted Monument

3 levels

  1. Chambers of the Risen

    Level 1 · 750 gold · 1 turn

    • Vampiric corruption: +2
    • The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (local province)
    • When Devastated by the Ritual of Undeath: The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (all adjacent provinces)
    • When Devastated by the Ritual of Undeath: Campaign movement range: +10% (armies in province)
    • Casualty replenishment rate: +3% (armies in province)
  2. Hallways of the Twice-risen

    Level 2 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Vampiric corruption: +3
    • The Dead Rise Again: +15% chance for destroyed Undead units to be restored after battle (local province)
    • When Devastated by the Ritual of Undeath: The Dead Rise Again: +15% chance for destroyed Undead units to be restored after battle (all adjacent provinces)
    • Unlocks Hero recruitment: Vampire
    • When Devastated by the Ritual of Undeath: Campaign movement range: +20% (armies in province)
    • Casualty replenishment rate: +5% (armies in province)
  3. Wing of the Undying

    Level 3 · 3,000 gold · 3 turns

    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains
    • Vampiric corruption in adjacent provinces: +2
    • Vampiric corruption: +5
    • The Dead Rise Again: +25% chance for destroyed Undead units to be restored after battle (local province)
    • When Devastated by the Ritual of Undeath: The Dead Rise Again: +25% chance for destroyed Undead units to be restored after battle (all adjacent provinces)
    • Unlocks Hero recruitment: Vampire
    • When Devastated by the Ritual of Undeath: Campaign movement range: +20% (all armies in local and adjacent provinces)
    • Casualty replenishment rate: +10% (armies in province)

Captain's Cabin

5 levels

  1. General Cabin

    Level 1 · 1,200 gold · 1 turn

    • Pirate crew growth: +10
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Horde recruitment capacity +2
  2. Officers' Cabin

    Level 2 · 2,500 gold · 1 turn

    • Pirate crew growth: +10
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Upkeep: -5%
    • Horde recruitment capacity +3
  3. Captain's Cabin

    Level 3 · 5,000 gold · 1 turn

    • Pirate crew growth: +10
    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Upkeep: -10%
    • Horde recruitment capacity +4
  4. Sea Cabin

    Level 4 · 10,000 gold · 1 turn

    • Pirate crew growth: +10
    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Upkeep: -15%
    • Horde recruitment capacity +5
  5. Great Cabin

    Level 5 · 20,000 gold · 1 turn

    • Pirate crew growth: +10
    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • Upkeep: -20%
    • Horde recruitment capacity +6

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Empower 5 Sigils within the Black Pyramid
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
    • Vampiric corruption: +6
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)

Garrison

1 level

  1. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

1 level

  1. Deserted Lookout

    Level 1 · 1,250 gold · 1 turn

    • Enemy Hero action success chance: -15%
    • When Devastated by the Ritual of Undeath: Upkeep: -25% (local province)

Garrison

1 level

  1. Walls of Dark Intent

    Level 1 · 1,250 gold · 1 turn

    • Enemy Hero action success chance: -15%
    • When Devastated by the Ritual of Undeath: Upkeep: -25% (local province)

Helm

3 levels

  1. Tiller

    Level 1 · 1,000 gold · 1 turn

    • Vampiric corruption: +4 (local province)
    • Upkeep: -5%
  2. Whipstaff

    Level 2 · 3,000 gold · 1 turn

    • Vampiric corruption: +6 (local province)
    • Upkeep: -10%
  3. Ship's Wheel

    Level 3 · 10,000 gold · 1 turn

    • Vampiric corruption: +8 (local province)
    • Upkeep: -15%

Main Sail

3 levels

  1. Topgallant Royal

    Level 1 · 1,000 gold · 1 turn

    • Campaign movement range: +10%
  2. Skysail

    Level 2 · 3,000 gold · 1 turn

    • Campaign movement range: +20%
  3. Moonraker

    Level 3 · 10,000 gold · 1 turn

    • Campaign movement range: +30%

Outpost

3 levels

  1. Undead Outpost

    Level 1 · 2,000 gold · 2 turns

    • Provides allied recruitment of a selection of units from the faction's local recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +2% (own and enemy armies in region)
  2. Undead District

    Level 2 · 4,000 gold · 3 turns

    • Provides allied recruitment of a selection of units from the faction's global recruitment
    • Allied recruitment is expensive outside of friendly territory
    • In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
    • Casualty replenishment rate: +3% (armies in region)
  3. Undead Colony

    Level 3 · 6,000 gold · 4 turns

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

Protection

2 levels

  1. Halls of Forbiddance

    Level 1 · 1,500 gold · 3 turns

    • Chance of a plague spreading: -50% (local province)
    • Plague duration: -2 turns (local province)
    • Hidden armies will be visible (armies in province)
    • Plague immunity duration: 2 turns (local province)
    • Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
    • Vampiric corruption: +2 (local province)
  2. Halls of Cessation

    Level 2 · 3,000 gold · 4 turns

    • Chance of a plague spreading: -50% (local and adjacent provinces)
    • Plague duration: -2 turns (local and adjacent provinces)
    • Hidden armies will be visible (armies in local and adjacent provinces)
    • Plague immunity duration: 3 turns (local and adjacent provinces)
    • Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
    • Vampiric corruption: +2 (local and adjacent provinces)

Shyish Obelisk

7 levels

  1. Shyish Obelisk

    Level 1 · 1,500 gold · 2 turns

    • Unlocks Hero recruitment: Liche Priest
    • Upkeep: -10% (armies in province)
  2. Mirrors of Mortality

    Level 2 · 5,000 gold · 3 turns

    • Unlocks Hero recruitment: Liche Priest
    • Units locally recruited in this province gain a permanent +10% Leadership bonus
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • Hero capacity: +1 for Liche Priests & Necromancers
    • When Devastated by the Ritual of Undeath: Necromantic Energy cost: -7% for Gunnery unit capacities
    • Upkeep: -10% (armies in province)
  3. Ivory Gate

    Level 2 · 5,000 gold · 3 turns

    • Unlocks Hero recruitment: Liche Priest
    • Units locally recruited in this province gain a permanent +10% Melee Defence bonus
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • Hero capacity: +1 for Liche Priests & Necromancers
    • When Devastated by the Ritual of Undeath: Necromantic Energy cost: -7% for Infantry unit capacities
    • Upkeep: -10% (armies in province)
  4. Cyclopean Bestiary

    Level 2 · 5,000 gold · 3 turns

    • Unlocks Hero recruitment: Liche Priest
    • Units locally recruited in this province gain a permanent +10% Melee Attack bonus
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • Hero capacity: +1 for Liche Priests & Necromancers
    • When Devastated by the Ritual of Undeath: Necromantic Energy cost: -7% for Beast & Monstrous unit capacities
    • Upkeep: -10% (armies in province)
  5. Fluted Stalagmites

    Level 3 · 10,000 gold · 5 turns

    • Unlocks Hero recruitment: Liche Priest
    • Units locally recruited in this province gain a permanent +10% Leadership bonus
    • Units locally recruited in this province gain a permanent +15 Armour bonus
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • Hero capacity: +1 for Liche Priests & Necromancers
    • When Devastated by the Ritual of Undeath: Necromantic Energy cost: -7% for Gunnery unit capacities
    • When Devastated by the Ritual of Undeath: Necromantic Energy cost: -7% for War Machine unit capacities
    • Upkeep: -15% (armies in province)
  6. Clarion of Silence

    Level 3 · 10,000 gold · 5 turns

    • Unlocks Hero recruitment: Liche Priest
    • Units locally recruited in this province gain a permanent +10% Melee Defence bonus
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • Hero capacity: +1 for Liche Priests & Necromancers
    • When Devastated by the Ritual of Undeath: Necromantic Energy cost: -7% for Cavalry unit capacities
    • When Devastated by the Ritual of Undeath: Necromantic Energy cost: -7% for Infantry unit capacities
    • Units locally recruited in this province gain a permanent +10% Charge bonus
    • Upkeep: -15% (armies in province)
  7. Amethyst Shroud

    Level 3 · 10,000 gold · 5 turns

    • Unlocks Hero recruitment: Liche Priest
    • Units locally recruited in this province gain a permanent +10% Melee Attack bonus
    • Units locally recruited in this province gain a permanent +10% Base Weapon Damage bonus
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • Hero capacity: +1 for Liche Priests & Necromancers
    • When Devastated by the Ritual of Undeath: Necromantic Energy cost: -7% for Beast & Monstrous unit capacities
    • When Devastated by the Ritual of Undeath: Necromantic Energy cost: -7% for Monster unit capacities
    • Upkeep: -15% (armies in province)

Undead Garrison

4 levels

  1. Battlements of the Undead

    Level 1 · 2,000 gold · 1 turn

    • Unlocks Hero recruitment: Tomb Herald
    • When Devastated by the Ritual of Undeath: Armour: +6 when under siege (armies in region)
    • Defensive supplies: +50 per turn when under siege
    • When Devastated by the Ritual of Undeath: Reload time reduction: +5% when under siege (armies in region)
    • Attrition: -5% when under siege
    • When Devastated by the Ritual of Undeath: Leadership: +2 when under siege (armies in region)
  2. Gates of the Fell Riders

    Level 2 · 4,000 gold · 2 turns

    • Unlocks Hero recruitment: Tomb Herald
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • When Devastated by the Ritual of Undeath: Armour: +9 when under siege (armies in region)
    • Defensive supplies: +100 per turn when under siege
    • When Devastated by the Ritual of Undeath: Reload time reduction: +10% when under siege (armies in region)
    • Enemy Hero action success chance: -10%
    • Attrition: -10% when under siege
    • When Devastated by the Ritual of Undeath: Leadership: +4 when under siege (armies in region)
  3. Ancient Armories

    Level 3 · 6,000 gold · 3 turns

    • Unlocks Hero recruitment: Tomb Herald
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • When Devastated by the Ritual of Undeath: Armour: +12 when under siege (armies in region)
    • Defensive supplies: +250 per turn when under siege
    • When Devastated by the Ritual of Undeath: Reload time reduction: +15% when under siege (armies in region)
    • Enemy Hero action success chance: -15%
    • Attrition: -15% when under siege
    • When Devastated by the Ritual of Undeath: Leadership: +6 when under siege (armies in region)
  4. Screaming Entrenchments

    Level 4 · 8,000 gold · 4 turns

    • Unlocks Hero recruitment: Tomb Herald
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
    • When Devastated by the Ritual of Undeath: Armour: +15 when under siege (armies in region)
    • Defensive supplies: +500 per turn when under siege
    • When Devastated by the Ritual of Undeath: Reload time reduction: +20% when under siege (armies in region)
    • Enemy Hero action success chance: -20%
    • Attrition: -20% when under siege
    • When Devastated by the Ritual of Undeath: Leadership: +8 when under siege (armies in region)

Economy

Burial Chambers

1 level · unlocks Skeleton Archers, Skeleton Spearmen, Skeleton Warriors

  1. Barren Sands

    Ruin

    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions
  2. Valley of Open Tombs

    Level 1 · 1,000 gold · 1 turn

    • Grave Call recruitment cost: -10% for Tomb King units (local province)
    • Necromantic Energy: +10 per turn (land of the dead)
    • Local recruitment capacity for Tomb Kings units: +1 (local province)
    • Vampiric corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 50
    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

    Unlocks

Growth

1 level · unlocks Corpse Cart

  1. Charnel Labyrinth

    Level 1 · 1,000 gold · 1 turn

    • Necromantic Energy: +20 per turn (land of the dead)
    • When Devastated by the Ritual of Undeath: Necromantic Energy gain from battles: +2% (factionwide)

    Unlocks

Mausoleum

1 level · unlocks Skeleton Spearmen, Skeleton Warriors, Zombies

  1. Haunted Patch

    Ruin

    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions
  2. Vampiric Enclave

    Level 1 · 1,000 gold · 1 turn

    • Grave Call recruitment cost: -10% for Vampire Counts units (local province)
    • Necromantic Energy: +10 per turn (land of the dead)
    • Local recruitment capacity for Vampire Counts units: +1 (local province)
    • Vampiric corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 50
    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

    Unlocks

Necropolis

5 levels · unlocks Skeleton Warriors, Skeleton Warriors, Zombie Pirate Deckhand Mob, Zombies

  1. Ruined Chambers

    Ruin

  2. Crypt Colony

    Level 1 · 1,000 gold · 3 turns

    • When Devastated by the Ritual of Undeath: Empower 2 Sigils within the Black Pyramid
    • Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province)
    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 100
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

    Unlocks

  3. City of Catacombs

    Level 2 · 2,000 gold · 4 turns

    • When Devastated by the Ritual of Undeath: Empower 3 Sigils within the Black Pyramid
    • Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province)
    • Defensive supplies: +1200
    • Vampiric corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 175
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions
  4. Sepulchral Sprawl

    Level 3 · 3,500 gold · 5 turns

    • When Devastated by the Ritual of Undeath: Empower 4 Sigils within the Black Pyramid
    • Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province)
    • Defensive supplies: +1800
    • Vampiric corruption: +1
    • Grants 4 construction slots in the settlement
    • Income generated: 250
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions
  5. Charnel Scape

    Level 4 · 5,000 gold · 6 turns

    • When Devastated by the Ritual of Undeath: Empower 5 Sigils within the Black Pyramid
    • Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province)
    • Defensive supplies: +2200
    • Vampiric corruption: +1
    • Grants 5 construction slots in the settlement
    • Income generated: 325
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions
  6. Great Necropolis

    Level 5 · 10,000 gold · 7 turns

    • When Devastated by the Ritual of Undeath: Empower 8 Sigils within the Black Pyramid
    • Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
    • Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +3 (local province)
    • Defensive supplies: +2500
    • Vampiric corruption: +1
    • Grants 7 construction slots in the settlement
    • Income generated: 400
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Pirate Cove

1 level · unlocks Zombie Pirate Deckhand Mob (Polearms), Zombie Pirate Deckhand Mob, Zombie Pirate Gunnery Mob

  1. Ruined Cove

    Ruin

    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions
  2. Half-drowned Cove

    Level 1 · 1,000 gold · 1 turn

    • Grave Call recruitment cost: -10% for Vampire Coast units (local province)
    • Necromantic Energy: +10 per turn (land of the dead)
    • Local recruitment capacity for Vampire Coast units: +1 (local province)
    • Vampiric corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 50
    • When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

    Unlocks

Port

3 levels · unlocks Animated Hulks, Bloated Corpse

  1. Ruined Docks

    Ruin

  2. Ever-rotting Pier

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

    • Income generated: 100
    • When Devastated by the Ritual of Undeath: Income generated: 50

    Unlocks

  3. Shoals of Hollow Promise

    Level 2 · 3,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 300
    • When Devastated by the Ritual of Undeath: Income generated: 150
  4. Silent Shipyards

    Level 3 · 5,000 gold · 5 turns · pays back in 10 turns

    • Income generated: 500
    • When Devastated by the Ritual of Undeath: Income generated: 250

Tusks

1 level · unlocks Bone Giant

  1. Ivory Vein

    Level 1 · 1,750 gold · 2 turns

    • Armour: +5 for Bone Giant units (all armies)
    • Necromantic Energy cost: -15% for Bone Giant unit capacities

    Unlocks

Wild Game

1 level · unlocks Dire Wolves

  1. Death’s Kennels

    Level 1 · 1,750 gold · 2 turns

    • Necromantic Energy cost: -15% for Dire Wolves unit capacities
    • Upkeep: -5% for Dire Wolf units (all armies)

    Unlocks

Anti-Vermintide

4 levels

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

    • Prevents the Vermintide Under-Empire from spreading to this region (while this building is present)
    • Income from all buildings: -5% (local province)
    • Control: -2
  2. Well-Placed Explosives

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
    • This settlement will be razed and then cannot be occupied again for 20 turns
  3. Raid the Under-City

    Level 2 · 500 gold · 1 turn

    • Any Under-Cities present within this province will be destroyed
    • Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
    • Building will be removed upon completion
    • A Vermintide army will assault this settlement
  4. Sewer Patrols

    Level 2 · 500 gold · 2 turns · upkeep 500

    • Prevents the Vermintide Under-Empire from spreading to any region in this province (while this building is present)
    • Income from all buildings: -10% (local province)
    • Control: -5

Control

1 level

  1. Field of Plinths

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

    • When Devastated by the Ritual of Undeath: Income from all buildings: +2% (factionwide)
    • Income generated: 100
    • Control: +3

Corruption

1 level

  1. Necromantic Light

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

    • The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (local province)
    • Vampiric corruption: +3
    • When Devastated by the Ritual of Undeath: Income from all buildings: +2% (factionwide)
    • Income generated: 100

Dye Production

1 level

  1. Red Pit

    Level 1 · 1,750 gold · 2 turns · pays back in 8.8 turns

    • Necromantic Energy cost: -10% for Drakenhof Templars and Blood Knights unit capacities
    • Income generated: 200

Exotic Animals

1 level

  1. Hunting Clearing

    Level 1 · 1,750 gold · 2 turns

    • Necromantic Energy: +50 per turn (land of the dead)
    • The Dead Rise Again: +3% chance for destroyed Undead Monstrous Infantry units to be restored after battle (all armies)

Garrison

1 level

  1. Corpse Mound

    Level 1 · 1,250 gold · 1 turn

    • Enemy Hero action success chance: -15%
    • When Devastated by the Ritual of Undeath: Upkeep: -25% (local province)

Gem Mining

1 level

  1. Cursed Gemstone Mineshaft

    Level 1 · 1,750 gold · 2 turns · pays back in 3.5 turns

    • Second Book of Nagash owned: Spell resistance: 2% for Ushabti, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (all armies)
    • Winds of Magic power reserve: +5 per turn [PH] (armies in local province)
    • Income generated: 500

Gold Mining

1 level

  1. Gold Mining Pit

    Level 1 · 1,750 gold · 2 turns · pays back in 4.4 turns

    • Second Book of Nagash owned: Physical resistance: 2% for Grave Guard and Tomb Guard units (all armies)
    • Recruit rank: +3 for Tomb King Lords and Heroes (all provinces)
    • Income generated: 400

Income

1 level

  1. Mortuary Quarter

    Level 1 · 1,000 gold · 1 turn

    • Necromantic Energy: +20 per turn (land of the dead)
    • When Devastated by the Ritual of Undeath: Necromantic Energy gain from battles: +2% (factionwide)
    • Recruitment cost: -10% (armies in region)

Income

1 level

  1. Lynching Post

    Level 1 · 1,000 gold · 1 turn

    • Necromantic Energy: +20 per turn (land of the dead)
    • When Devastated by the Ritual of Undeath: Income from post-battle loot: +3% (factionwide)
    • Enemy leadership: -3 (enemy armies in province)

Iron Mining

1 level

  1. Dark Iron Pit

    Level 1 · 1,750 gold · 2 turns

    • Armour: +10 for Grave Guard units (factionwide)
    • Necromantic Energy cost: -10% for Grave Guard unit capacities

Marble Quarry

1 level

  1. Marble Vein

    Level 1 · 1,750 gold · 2 turns

    • Necromantic Energy cost: -5% for Construct unit capacities
    • Armour: +5 for Construct units (all armies)
    • Second Book of Nagash owned: Construction cost: -1% for all buildings (all regions)

Medicine Production

1 level

  1. Withering Herb Field

    Level 1 · 1,750 gold · 2 turns

    • Battle healing cap: +10% for Necromancers and Master Necromancers (all armies)
    • Necromantic Energy: +50 per turn (land of the dead)

Oak of Ages

1 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

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

Obsidian Quarry

1 level

  1. Obsidian Quarry

    Level 1 · 1,750 gold · 2 turns

    • Empower 3 Sigils within the Black Pyramid
    • Construction cost: -15% for all buildings (local province)

Orchards

1 level

  1. Withered Vines

    Level 1 · 1,750 gold · 2 turns

    • Necromantic Energy cost: -15% for Lahmian Handmaidens and Depth Guard unit capacities
    • Recruit rank: +3 for Vampire Count Lords and Heroes (all provinces)

Pastures

1 level

  1. Cursed Fields

    Level 1 · 1,750 gold · 2 turns · pays back in 8.8 turns

    • Necromantic Energy: +35 per turn (land of the dead)
    • Income generated: 200

Pottery Production

1 level

  1. Pits of Clay and Bone

    Level 1 · 1,750 gold · 2 turns · pays back in 7 turns

    • Necromantic Energy cost: -15% for Tomb Guard and Nehekharan Warriors unit capacities
    • Income generated: 250

Saltmaking

1 level

  1. Salt Crater

    Level 1 · 1,750 gold · 2 turns

    • Necromantic Energy cost: -7% for Gunnery unit capacities
    • Recruit rank: +3 for Vampire Coast Lords and Heroes (all provinces)

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
  3. Bordeleaux Harbour

    Level 2 · 3,000 gold · 4 turns

    • Income generated: 400
    • Tradable resources produced: +10% (factionwide)
    • Income from trade tariffs: +20%
  4. Manann’s Dry Docks

    Level 3 · 6,000 gold · 6 turns

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

Spice Trading

1 level

  1. Dust Repository

    Level 1 · 1,750 gold · 2 turns · pays back in 7 turns

    • Income generated: 250
    • Recruitment cost: -10% (armies in region)

Trade Posts

1 level

  1. A Hushed Tavern

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

    • When Devastated by the Ritual of Undeath: Income from Ports: +5% (factionwide)
    • Income generated: 100
    • Income from trade tariffs: +3%

Woodlands

1 level

  1. Felled Forest Patch

    Level 1 · 1,750 gold · 2 turns

    • Necromantic Energy cost: -8% for War Machine unit capacities
    • Construction cost: -10% for all buildings (local province)

Landmarks

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

Show 70 landmark buildings (unique buildings in particular settlements) ▾

Altdorf Landmark

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

Hero recruit rank: +2 for Vampires, Lahmian Vampires & Fleet Captains (all provinces) · Vampiric corruption in adjacent provinces: +2 · Vampiric corruption: +20 · Unit capacity: +3 Black Coach Mortis Engine Coven Throne · Income from all buildings: +5% (local province) · Control: +10 · Diplomatic relations: -20 with Empire

Unlocks: Black Coach

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)

Ancient Ruins

Restored Mourkain Level 1 · 6,000 gold · 4 turns

Missile resistance: 10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (all armies) · Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (all armies) · Recruit rank: +1 for all units (local province)

Unlocks: Crypt Ghouls, Crypt Horrors

Black Pyramid of Nagash

Black Pyramid of Nagash (Empty) Ruin

Black Pyramid of Nagash (Dormant) Level 1 · 1,000 gold · 3 turns

When Devastated by the Ritual of Undeath: Empower 3 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Defensive supplies: +1000 · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 100 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Unlocks: Zombie Pirate Deckhand Mob, Zombies, Skeleton Warriors, Skeleton Warriors

Black Pyramid of Nagash (Awakened) Level 2 · 2,000 gold · 4 turns

When Devastated by the Ritual of Undeath: Empower 6 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Defensive supplies: +1200 · Vampiric corruption: +2 · Grants 3 construction slots in the settlement · Income generated: 175 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

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

When Devastated by the Ritual of Undeath: Empower 9 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province) · Defensive supplies: +1800 · Vampiric corruption: +2 · Grants 5 construction slots in the settlement · Income generated: 250 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Black Pyramid of Nagash (Mighty) Level 4 · 5,000 gold · 6 turns

When Devastated by the Ritual of Undeath: Empower 12 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province) · Defensive supplies: +2200 · Vampiric corruption: +2 · Grants 7 construction slots in the settlement · Income generated: 325 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Black Pyramid of Nagash (Exalted) Level 5 · 10,000 gold · 7 turns

When Devastated by the Ritual of Undeath: Empower 15 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +3 (local province) · Defensive supplies: +2500 · Vampiric corruption: +2 · Grants 9 construction slots in the settlement · Income generated: 400 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Clar Karond Landmark

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

Upkeep: -25% for Terrorgheist units (all armies) · Necromantic Energy cost: -25% for Terrorgheist unit capacities · Exotic Animals resource production: 100 cages

Unlocks: Terrorgheist

Cursed Ruins

Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns

Vampiric corruption: +5 · Unit capacity: +3 Mournguls Crypt Horrors · Income generated: 300 · Weapon strength: +10% for Crypt Ghouls and Crypt Horrors units (all armies) · Upkeep: -15% for Crypt Ghouls and Crypt Horrors units (all armies)

Unlocks: Crypt Horrors, Crypt Ghouls

Dragon Graveyard

Dragon Grave Level 1 · 7,500 gold · 10 turns

Necromantic Energy: +25 per turn (land of the dead) · Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Hieroglyphics

Glittering Halls Level 1 · 1,500 gold · 2 turns

Unlocks Hero recruitment: Lahmian Vampire · Vampiric corruption: +1 (local region) · Gemstones resource production: 20 sacks

Opulent Chambers Level 2 · 2,500 gold · 3 turns

Hero capacity: +1 for Lahmian Vampires · Unlocks Hero recruitment: Lahmian Vampire · Vampiric corruption: +3 (local region) · Gemstones resource production: 40 sacks

Unlocks: Lahmian Handmaidens (Death), Lahmian Handmaidens (Shadows)

Landmark

Castle Drachenfels' Catacombs Level 1 · 4,000 gold · 2 turns

Hero recruit rank: +1 for Liche Priests and Necromancers (all provinces) · Empower 3 Sigils within the Black Pyramid · Vampiric corruption: +3 · Unlocks Hero recruitment: Necromancer · Control: +3

Unlocks: Fell Bats

Castle Drachenfels' Library Level 2 · 8,000 gold · 4 turns

Hero recruit rank: +2 for Liche Priests and Necromancers (all provinces) · Empower 6 Sigils within the Black Pyramid · Vampiric corruption: +5 · Unit capacity: +2 Black Coach Mortis Engine Coven Throne · Unlocks Hero recruitment: Necromancer · Control: +8 · Lord recruit rank: +2 (factionwide)

Unlocks: Mortis Engine

Landmark

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

Empower 3 Sigils within the Black Pyramid · 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 · 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 · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9

Landmark

Dragonbone Mound Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoardwail Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoardwail Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoardwail Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

The Flayed Wyrmfield Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

The Flayed Wyrmfield Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

The Flayed Wyrmfield Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dawnlit Barrows Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dawnlit Barrows Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dawnlit Barrows Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dragonbone Mound Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dragonbone Mound Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Bones Beneath the Bad Moon Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Bones Beneath the Bad Moon Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Bones Beneath the Bad Moon Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoarfrost Ossuary Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoarfrost Ossuary Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoarfrost Ossuary Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Lothern Port

Ruined Harbour of Lothern Ruin

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

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

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 2 · 6,000 gold · 4 turns

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

Gates of Lothern Level 3 · 10,000 gold · 6 turns

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

Mousillon Landmark

Fortress of Merovech Level 1 · 10,000 gold · 7 turns

Vampiric corruption: +5 · Unit capacity: +2 Black Knights · Unlocks Hero recruitment: Wight King · Control: +5 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Recruit rank: +1 for Grave Guard and Black Knight units (factionwide) · Upkeep: -5% for Grave Guard and Black Knights units (all armies)

Unlocks: Black Knights

Nagashizzar

Ruined Chambers Ruin

Nagashizzar (Quiescent) Level 1 · 1,000 gold · 3 turns

When Devastated by the Ritual of Undeath: Empower 3 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Defensive supplies: +1000 · Vampiric corruption: +1 · Grants 2 construction slots in the settlement · Income generated: 100 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Unlocks: Zombie Pirate Deckhand Mob, Skeleton Warriors, Zombies, Skeleton Warriors

Nagashizzar (Secure) Level 2 · 2,000 gold · 4 turns

When Devastated by the Ritual of Undeath: Empower 6 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Defensive supplies: +1200 · Vampiric corruption: +1 · Grants 3 construction slots in the settlement · Income generated: 175 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Nagashizzar (Growing) Level 3 · 3,500 gold · 5 turns

When Devastated by the Ritual of Undeath: Empower 9 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province) · Defensive supplies: +1800 · Vampiric corruption: +1 · Grants 4 construction slots in the settlement · Income generated: 250 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Nagashizzar (Mighty) Level 4 · 5,000 gold · 6 turns

When Devastated by the Ritual of Undeath: Empower 12 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province) · Defensive supplies: +2200 · Vampiric corruption: +1 · Grants 5 construction slots in the settlement · Income generated: 325 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Nagashizzar (Exalted) Level 5 · 10,000 gold · 7 turns

When Devastated by the Ritual of Undeath: Empower 15 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +3 (local province) · Defensive supplies: +2500 · Vampiric corruption: +1 · Grants 7 construction slots in the settlement · Income generated: 400 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Ruin

The Sea Dragon's Teeth Level 1 · 2,500 gold · 3 turns

Income generated: 200 · Control: +3 · Gemstones resource production: 20 sacks

Unlocks: Animated Hulks, Bloated Corpse

Pyramid

Nagash's Altar of Thought Level 1 · 2,500 gold · 3 turns

When Devastated by the Ritual of Undeath: Empower 2 Sigils within the Black Pyramid · Necromantic Energy: +50 per turn (land of the dead) · Local recruitment capacity for Tomb Kings units: +1 (local province) · Hero recruit rank: +1 (all provinces)

Unlocks: Nehekharan Warriors

Nagash's Vaulted Chamber Level 2 · 5,000 gold · 5 turns

When Devastated by the Ritual of Undeath: Empower 4 Sigils within the Black Pyramid · Necromantic Energy: +75 per turn (land of the dead) · Local recruitment capacity for Tomb Kings units: +1 (local province) · Hero recruit rank: +2 (all provinces) · Spell resistance: 5% (all armies) · Lord recruit rank: +1 (factionwide)

Nagash's Sigiled Study Level 3 · 10,000 gold · 10 turns

When Devastated by the Ritual of Undeath: Empower 6 Sigils within the Black Pyramid · Necromantic Energy: +100 per turn (land of the dead) · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Winds of Magic power reserve capacity: +10 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +2 (factionwide)

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)

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)

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%

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%

Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns

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

Special Port

Ruined Erengrad Harbour Ruin

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

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

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 2 · 6,000 gold · 4 turns

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

Erengrad Port Level 3 · 10,000 gold · 6 turns

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

Special Port

Ruined Marienburg Harbour Ruin

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

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

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 2 · 6,000 gold · 4 turns

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

Marienburg Port Level 3 · 10,000 gold · 6 turns

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

Vampiric Order

The Blood Keep Level 1 · 10,000 gold · 5 turns

Leadership: +10 for Blood Knight units (all armies) · Upkeep: -5% for Blood Knight units (all armies) · Local Recruit rank: +3 for Blood Knight units (all armies) · Recruitment cost: -30% for Blood Knight units (local province) · Hero recruit rank: +1 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) · Unit capacity: +3 Blood Knights Blood Knights (Lances) · Unlocks Hero recruitment: Vampire · Income from all buildings: +5% (local province) · Control: +8

Unlocks: Blood Knights (Lances), Blood Knights, Drakenhof Templars

Ancient Ruins

Lost Necropolis of Mourkain Level 1 · 6,000 gold · 4 turns

Necromantic Energy: +35 per turn · Unit capacity: +8 Crypt Ghouls · Unlocks Hero recruitment: Necromancer · Recruit rank: +4 for Crypt Ghouls and Crypt Horrors units (armies in province) · Upkeep: -15% for Crypt Ghouls and Crypt Horrors units (all armies) · Local recruitment capacity: +1

Asuryan Worship

Cursed Balefire Flame Level 1 · 2,000 gold · 3 turns

Vampiric corruption in adjacent provinces: +5 · Vampiric corruption: +15 · Control: +5

Bastion

Ruined Bastion Ruin

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

Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement

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

Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns

Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns

Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns

Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Battle Wizards

Altdorf Conclave of Forbidden Magic Level 1 · 8,000 gold · 4 turns

Hero capacity: +1 for Liche Priests & Necromancers · Hero recruit rank: +1 for Liche Priests and Necromancers (all provinces) · Empower 5 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · Winds of Magic power reserve capacity: +5 (all armies)

Altdorf College of Forbidden Magic Level 2 · 10,000 gold · 6 turns

Hero capacity: +2 for Liche Priests & Necromancers · Hero recruit rank: +2 for Liche Priests and Necromancers (all provinces) · Empower 10 Sigils within the Black Pyramid · Winds of Magic power reserve: +20 per turn [PH] (armies in local province) · Winds of Magic power reserve capacity: +10 (all armies)

Bordeleaux Winemaking

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

Control: +3 · Wine resource production: 42 barrels

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

Control: +4 · Wine resource production: 64 barrels

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

Control: +5 · Wine resource production: 96 barrels

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

Control: +8 · Wine resource production: 144 barrels

Drakenhof Landmark

Dilapidated Court Hall Level 1 · 3,000 gold · 3 turns

Hero recruit rank: +1 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) · Necromantic Energy: +50 per turn (land of the dead)

Von Carstein Court Hall Level 2 · 8,000 gold · 6 turns

Hero recruit rank: +3 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) · Necromantic Energy: +100 per turn (land of the dead) · All characters will no longer gain any traits associated with being wounded (factionwide)

Flayed Rock Landmark

Flayed Tower Level 1 · 6,000 gold · 4 turns

Battle healing cap: +50% for Necromancers and Master Necromancers · Winds of Magic power reserve capacity: +5 (factionwide)

Forbidden Halls

Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns

Cooldown: -20% to spells (all armies) · Empower 10 Sigils within the Black Pyramid · Necromantic Energy: +100 per turn (land of the dead) · Vampiric corruption: +50 (local region) · Unit capacity: +5 Morghast Harbingers Morghast Archai · Physical resistance: 5% (all armies) · Income generated: 450

Fort

Ruined Fort Ruin

Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement

Occupied Fortress (Fort) Level 2 · 2,000 gold · 4 turns

Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 5 turns

Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 6 turns

Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 7 turns

Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement

Occupied Gate (Fortress) Level 2 · 2,000 gold · 4 turns

Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 5 turns

Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 6 turns

Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 7 turns

Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement

Occupied Gate (Fortress) Level 2 · 2,000 gold · 4 turns

Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 5 turns

Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 6 turns

Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 7 turns

Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement

Occupied Gate (Fortress) Level 2 · 2,000 gold · 4 turns

Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 5 turns

Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 6 turns

Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 7 turns

Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Fortress Gate

Ruined Fortress Gate Ruin

Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement

Occupied Gate (Fortress) Level 2 · 2,000 gold · 4 turns

Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 5 turns

Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 6 turns

Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 7 turns

Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Ghrond Landmark

Dark Tower of Prophecy Level 1 · 8,000 gold · 4 turns

Hero capacity: +1 for Liche Priests & Necromancers · Hero recruit rank: +2 for Liche Priests and Necromancers · Empower 3 Sigils within the Black Pyramid · Winds of Magic power reserve capacity: +3 (all armies) · Unlocks Hero recruitment: Necromancer

Dark Convent of Undeath Level 2 · 10,000 gold · 6 turns

Hero capacity: +1 for Liche Priests & Necromancers · Hero recruit rank: +4 for Liche Priests and Necromancers · Empower 6 Sigils within the Black Pyramid · Winds of Magic power reserve capacity: +5 (all armies) · Unlocks Hero recruitment: Necromancer

Hidden Oasis

Lost Tombs Level 1 · 7,500 gold · 10 turns

Immune to Sandstorm attrition (all your armies in adjacent provinces) · Unit capacity: +3 Ushabti Ushabti (Great Bows) · Necromantic Energy: +25 per turn (land of the dead) · Attribute: Perfect Vigour for Ushabti and Ushabti (Great Bows) units (all armies)

Khaine Worship

The Plains of Bones Level 1 · 7,500 gold · 10 turns

Grave Call cost: -5% (all armies) · Vampiric corruption: +10 · Income from post-battle loot: +5% (factionwide)

Kislev Palace

Bokha Palace Level 1 · 10,000 gold · 6 turns

Income from all buildings: +50% (local province) · Control: +10 · Lord recruit rank: +2 (factionwide)

Landmark

Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns

Income generated: 350 · Control: +3

Landmark

Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns

Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests

Landmark

Smithy's Tavern Level 1 · 8,000 gold · 3 turns

Local recruitment capacity for Vampire Coast units: +2 · Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10

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

Recruit Rank: +1 for units recruited via Grave Call (all armies) · Empower 5 Sigils within the Black Pyramid · Income generated: 500 · Tradable resources produced: +5% (factionwide)

Landmark

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

Empower 2 Sigils within the Black Pyramid · 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

Landmark

The Altar of Ultimate Darkness Level 1 · 2,000 gold · 7 turns

Hero recruit rank: +2 for Mourngul Haunters & Banshees (all provinces) · Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)

Landmark

Hanged Man's Oak Level 1 · 3,000 gold · 2 turns

Passive ability: "Regeneration" for Carrion and Fell Bat units (all armies) · Necromantic Energy: +35 per turn (land of the dead) · Vampiric corruption in adjacent provinces: +2

Pyramid

Great Pyramid of Settra (Occupied) Level 1 · 6,000 gold · 5 turns

Empower 3 Sigils within the Black Pyramid (factionwide) · Local recruitment capacity for Tomb Kings units: +2 · Winds of Magic power reserve capacity: +5 (all armies) · Unit experience gain per turn: +200 (armies in province) · Control: +1 (all provinces)

Special Deck

The Black Coffin Level 1 · 8,000 gold · 1 turn

Vampiric corruption: +6 (local province) · Income from all buildings: +5% (factionwide) · Casualty replenishment rate: +10%

Special Deck

Dart Launcher Level 1 · 1,000 gold · 1 turn

Missile strength: +5% for Carronade, Mortar and Queen Bess units · Melee defence: +2 when defending

Barb Launcher Level 2 · 2,000 gold · 1 turn

Missile strength: +5% for Carronade, Mortar and Queen Bess units · Melee defence: +4 when defending

Gaff Launcher Level 3 · 4,000 gold · 1 turn

Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot" · Missile strength: +10% for Carronade, Mortar and Queen Bess units · Melee defence: +6 when defending

Trident Launcher Level 4 · 6,000 gold · 1 turn

Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot" · Missile strength: +10% for Carronade, Mortar and Queen Bess units · Hero recruit rank: +1 · Melee defence: +8 when defending

Harpoon Launcher Level 5 · 8,000 gold · 1 turn

Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot" · Missile strength: +15% for Carronade, Mortar and Queen Bess units · Hero recruit rank: +2 · Melee defence: +10 when defending

Special Port

Ruined Dawn's Harbour Ruin

Dawn's Harbour Level 1 · 2,000 gold · 2 turns

Income generated: 200

Dawn's Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 300

Dawn's Harbour Level 3 · 10,000 gold · 8 turns

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

Standing Stones

Corrupted Standing Stones Level 1 · 10,000 gold · 7 turns

Empower 3 Sigils within the Black Pyramid · Necromantic Energy: +35 per turn (land of the dead) · Melee attack: +4 when fighting against Dwarfs, Elves and Humans (factionwide)

The Galleon's Graveyard

The Maelstrom (Inert) Ruin

Vampiric 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) · 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

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

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 Undead Legions 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 — 30 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.

#
1Corpse CartCharnel Labyrinth1,00011——
2Fell BatsLookout Seat1,0001———
3Skeleton WarriorsValley of Open Tombs1,0001———
4Skeleton WarriorsVampiric Enclave1,0001———
5Zombie Pirate Deckhand MobSpar Deck1,0001———
6Zombie Pirate Gunnery MobHoles in the Side1,0001———
7ZombiesVampiric Enclave1,0001———
8Animated HulksShip's Hold2,00011——
9Bloated CorpseShip's Hold2,00011——
10MortarsBombards2,00011——
11Corpse Cart (Balefire)Leeching Obelisks2,75032——
12Zombie Pirate Deckhand Mob (Polearms)Upper Deck3,00021——
13Zombie Pirate Gunnery Mob (Bombers)Portholes3,00021——
14Zombie Pirate Gunnery Mob (Handgunners)Portholes3,00021——
15Deck DroppersLookout Cradle4,00022——
16CarronadesCarronades4,50022——
17MourngulsCargo Hold5,00022——
18Rotting PrometheansCargo Hold5,00022——
19SyreensCargo Hold5,00022——
20Corpse Cart (Unholy Lodestone)Walls of Eternity5,25063——
21Zombie Pirate Gunnery Mob (Hand Cannons)Gunports6,00032——
22Depth GuardWeather Deck8,00033——
23Deck GunnersCannons8,50033——
24Deck Droppers (Bombers)Crow's Nest9,00033——
25Deck Droppers (Handgunners)Crow's Nest9,00033——
26Rotting Prometheans (Gunnery Mob)Shuttered Gunports11,00043——
27Necrofex ColossusComposite Hull14,00034——
28Rotting LeviathanBulk Cargo Hold15,00034——
29Depth Guard (Polearms)Main Deck18,00044——
30TerrorgheistCrow's Castle19,00044——