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

Undead Legions buildings

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

Recruitment

Artillery

  1. Cannonry Hoard

    Level 1 · 1 turn

    • Recruit rank: +1 for Vampire Coast units (local province)
    • Local recruitment capacity for Vampire Coast units: +1 (local province)

    Unlocks

Binding Chambers

  1. Unliving Statuary

    Level 1 · 2 turns

    • Unlocks Hero recruitment: Necrotect
    • 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
    • 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
    • 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
    • Construction time: -1 for all buildings (minimum of 1 turn) (local province)
    • Construction cost: -20% for all buildings (local province)

    Unlocks

Binding Circle

  1. Groves of Endless Hunger

    Level 1 · 1 turn

    • Recruit rank: +1 for Vampire Count units (local province)
    • Local recruitment capacity for Vampire Counts units: +1 (local province)

    Unlocks

Cannons

  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. Fields of Reunification

    Level 1 · 1 turn

    • Recruit rank: +1 for Tomb Kings units (local province)
    • Local recruitment capacity for Tomb Kings units: +1 (local province)

    Unlocks

Constructs

  1. Statuary of Nagash

    Level 1 · 1 turn

    • Recruit rank: +1 for Tomb Kings units (local province)
    • Local recruitment capacity for Tomb Kings units: +1 (local province)

    Unlocks

Crow's Nest

  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

  1. Warrior Forges

    Level 1 · 1 turn

    Unlocks

  2. Tombs of Vigilance

    Level 2 · 2 turns

    • Unlocks Hero recruitment: Wight King

    Unlocks

  3. Galleries of Observance

    Level 3 · 3 turns

    • Hero capacity: +1 for Tomb Princes and Wight Kings
    • Unlocks Hero recruitment: Wight King

    Unlocks

  4. Mausoleum of First Mates

    Level 4 · 4 turns

    • Hero capacity: +1 for Tomb Princes and Wight Kings
    • 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
    • Local Recruit rank: +3 for Lahmian Handmaiden units (local province)
    • Unlocks Hero recruitment: Lahmian Vampire
    • Unlocks Hero recruitment: Wight King

    Unlocks

Dark Ritual Site

  1. The Place of Endings

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 150
    • Income generated: 50

    Unlocks

  2. Leeching Obelisks

    Level 2 · 1,750 gold · 2 turns

    • Unlocks Hero recruitment: Necromancer
    • Income generated: 250
    • Income generated: 100

    Unlocks

  3. Walls of Eternity

    Level 3 · 2,500 gold · 3 turns

    • Hero capacity: +1 for Liche Priests & Necromancers
    • Unlocks Hero recruitment: Necromancer
    • Income generated: 350
    • Income generated: 150

    Unlocks

  4. Vistas of Desolation

    Level 4 · 3,250 gold · 4 turns

    • Hero capacity: +1 for Liche Priests & Necromancers
    • Unlocks Hero recruitment: Necromancer
    • Income generated: 450
    • Income generated: 200
  5. Currents of Emptiness

    Level 5 · 4,000 gold · 5 turns

    • Hero capacity: +1 for Liche Priests & Necromancers
    • Unlocks Hero recruitment: Necromancer
    • Income generated: 550
    • Income generated: 250

Gunports

  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

    • Hero capacity: +1 for Gunnery Wights
    • 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

  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
    • Unlocks Hero recruitment: Mourngul Haunter
    • Hero capacity: +1 for Mourngul Haunters and Banshees
    • 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

  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. Open Graves

    Level 1 · 1 turn

    • Recruit rank: +1 for Tomb Kings units (local province)
    • Local recruitment capacity for Tomb Kings units: +1 (local province)

    Unlocks

Infantry

  1. Pauper’s Graves

    Level 1 · 1 turn

    • Recruit rank: +1 for Vampire Count units (local province)
    • Local recruitment capacity for Vampire Counts units: +1 (local province)

    Unlocks

Infernal Pits

  1. Petrified Grove

    Level 1 · 1 turn

    • Enemy leadership: -2 (enemy armies in province)

    Unlocks

  2. Abyssal Pits

    Level 2 · 2 turns

    • Unlocks Hero recruitment: Mourngul Haunter
    • 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
    • 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
    • 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
    • Enemy leadership: -8 (enemy armies in province)

    Unlocks

Lightless Ranges

  1. Whistling Ranges

    Level 1 · 1 turn

    Unlocks

  2. Shrieking Ranges

    Level 2 · 2 turns

    • Unlocks Hero recruitment: Gunnery Wight

    Unlocks

  3. Booming Ranges

    Level 3 · 3 turns

    • Unlocks Hero recruitment: Gunnery Wight
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights

    Unlocks

  4. Sunken Ranges

    Level 4 · 4 turns

    • Unlocks Hero recruitment: Gunnery Wight
    • Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights

    Unlocks

Main Deck

  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. Merciless Shoals

    Level 1 · 1 turn

    • Recruit rank: +1 for Vampire Coast units (local province)
    • Local recruitment capacity for Vampire Coast units: +1 (local province)

    Unlocks

Necrotic Workshop

  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)

    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)

    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)

    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)

    Unlocks

Ranged

  1. Rusty Pistol-Trove

    Level 1 · 1 turn

    • Recruit rank: +1 for Vampire Coast units (local province)
    • Local recruitment capacity for Vampire Coast units: +1 (local province)

    Unlocks

Risen Stables

  1. Bone Repository

    Level 1 · 1 turn

    Unlocks

  2. Crypt Stables

    Level 2 · 2 turns

    • Unlocks Hero recruitment: Tomb Prince

    Unlocks

  3. Statuary Passage

    Level 3 · 3 turns

    • Unlocks Hero recruitment: Tomb Prince
    • Hero capacity: +1 for Tomb Princes and Wight Kings

    Unlocks

  4. Ornamental Passage

    Level 4 · 4 turns

    • Unlocks Hero recruitment: Tomb Prince
    • Hero capacity: +1 for Tomb Princes and Wight Kings

    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

    Unlocks

Soularium

  1. Spirit Rent

    Level 1 · 2 turns

    • Winds of Magic cost: -5% for all spells (armies in province)
    • 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
    • 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
    • Winds of Magic power reserve capacity: +50 (armies in province)
    • Unlocks Hero recruitment: Banshee

    Unlocks

Spirits

  1. Altar of Dispossession

    Level 1 · 1 turn

    • Recruit rank: +1 for Vampire Count units (local province)
    • Local recruitment capacity for Vampire Counts units: +1 (local province)

    Unlocks

Anchor

  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

  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)
    • The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (all adjacent provinces)
    • 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)
    • The Dead Rise Again: +15% chance for destroyed Undead units to be restored after battle (all adjacent provinces)
    • Unlocks Hero recruitment: Vampire
    • 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)
    • The Dead Rise Again: +25% chance for destroyed Undead units to be restored after battle (all adjacent provinces)
    • Unlocks Hero recruitment: Vampire
    • Casualty replenishment rate: +10% (armies in province)

Captain's Cabin

  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)
    • 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)
    • 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)
    • Upkeep: -10%
    • Horde recruitment capacity +4
  4. Sea Cabin

    Level 4 · 10,000 gold · 1 turn

    • Hero capacity: +1 for Vampire Fleet Captains
    • 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)
    • Upkeep: -15%
    • Horde recruitment capacity +5
  5. Great Cabin

    Level 5 · 20,000 gold · 1 turn

    • Hero capacity: +1 for Vampire Fleet Captains
    • 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)
    • Upkeep: -20%
    • Horde recruitment capacity +6

Flame of Ulric

  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)
    • Local recruitment capacity: +2

Garrison

  1. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

  1. Deserted Lookout

    Level 1 · 1,250 gold · 1 turn

    • Enemy Hero action success chance: -15%
    • Upkeep: -25% (local province)

Garrison

  1. Walls of Dark Intent

    Level 1 · 1,250 gold · 1 turn

    • Enemy Hero action success chance: -15%
    • Upkeep: -25% (local province)

Helm

  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

  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

  1. Undead Outpost

    Level 1 · 2,000 gold · 2 turns

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

    Level 2 · 4,000 gold · 3 turns

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

    Level 3 · 6,000 gold · 4 turns

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

Protection

  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
    • 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
    • Vampiric corruption: +2 (local and adjacent provinces)

Shyish Obelisk

  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
    • 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
    • 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
    • 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
    • Necromantic Energy cost: -7% for Gunnery unit capacities
    • 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
    • Necromantic Energy cost: -7% for Cavalry unit capacities
    • 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
    • Necromantic Energy cost: -7% for Beast & Monstrous unit capacities
    • Necromantic Energy cost: -7% for Monster unit capacities
    • Upkeep: -15% (armies in province)

Undead Garrison

  1. Battlements of the Undead

    Level 1 · 2,000 gold · 1 turn

    • Unlocks Hero recruitment: Tomb Herald
    • Defensive supplies: +50 per turn when under siege
    • Attrition: -5% when under siege
  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
    • Defensive supplies: +100 per turn when under siege
    • Enemy Hero action success chance: -10%
    • Attrition: -10% when under siege
  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
    • Defensive supplies: +250 per turn when under siege
    • Enemy Hero action success chance: -15%
    • Attrition: -15% when under siege
  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
    • Defensive supplies: +500 per turn when under siege
    • Enemy Hero action success chance: -20%
    • Attrition: -20% when under siege

Economy

Burial Chambers

  1. Barren Sands

    Level 1 · 1 turn

    • Diplomatic relations: -1 with all factions
  2. Valley of Open Tombs

    Level 2 · 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
    • Diplomatic relations: -1 with all factions

    Unlocks

Growth

  1. Charnel Labyrinth

    Level 1 · 1,000 gold · 1 turn

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

    Unlocks

Mausoleum

  1. Haunted Patch

    Level 1 · 1 turn

    • Diplomatic relations: -1 with all factions
  2. Vampiric Enclave

    Level 2 · 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
    • Diplomatic relations: -1 with all factions

    Unlocks

Necropolis

  1. Ruined Chambers

    Level 1 · 1 turn

  2. Crypt Colony

    Level 2 · 1,000 gold · 3 turns

    • 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
    • Adds walls to the settlement
    • Diplomatic relations: -1 with all factions

    Unlocks

  3. City of Catacombs

    Level 3 · 2,000 gold · 4 turns

    • 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: +1200
    • Vampiric corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 175
    • Adds walls to the settlement
    • Diplomatic relations: -1 with all factions
  4. Sepulchral Sprawl

    Level 4 · 3,500 gold · 5 turns

    • 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
    • Adds walls to the settlement
    • Diplomatic relations: -1 with all factions
  5. Charnel Scape

    Level 5 · 5,000 gold · 6 turns

    • 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: +2200
    • Vampiric corruption: +1
    • Grants 5 construction slots in the settlement
    • Income generated: 325
    • Adds walls to the settlement
    • Diplomatic relations: -1 with all factions
  6. Great Necropolis

    Level 6 · 10,000 gold · 7 turns

    • 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: +3 (local province)
    • Defensive supplies: +2500
    • Vampiric corruption: +1
    • Grants 7 construction slots in the settlement
    • Income generated: 400
    • Adds walls to the settlement
    • Diplomatic relations: -1 with all factions

Pirate Cove

  1. Ruined Cove

    Level 1 · 1 turn

    • Diplomatic relations: -1 with all factions
  2. Half-drowned Cove

    Level 2 · 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
    • Diplomatic relations: -1 with all factions

    Unlocks

Port

  1. Ruined Docks

    Level 1

  2. Ever-rotting Pier

    Level 2 · 1,000 gold · 1 turn

    • Income generated: 100
    • Income generated: 50

    Unlocks

  3. Shoals of Hollow Promise

    Level 3 · 3,000 gold · 3 turns

    • Income generated: 300
    • Income generated: 150
  4. Silent Shipyards

    Level 4 · 5,000 gold · 5 turns

    • Income generated: 500
    • Income generated: 250

Tusks

  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. 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

  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. Field of Plinths

    Level 1 · 1,000 gold · 1 turn

    • Income from all buildings: +2% (factionwide)
    • Income generated: 100
    • Control: +3

Corruption

  1. Necromantic Light

    Level 1 · 1,000 gold · 1 turn

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

Dye Production

  1. Red Pit

    Level 1 · 1,750 gold · 2 turns

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

Exotic Animals

  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. Corpse Mound

    Level 1 · 1,250 gold · 1 turn

    • Enemy Hero action success chance: -15%
    • Upkeep: -25% (local province)

Gem Mining

  1. Cursed Gemstone Mineshaft

    Level 1 · 1,750 gold · 2 turns

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

Gold Mining

  1. Gold Mining Pit

    Level 1 · 1,750 gold · 2 turns

    • 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. Mortuary Quarter

    Level 1 · 1,000 gold · 1 turn

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

Income

  1. Lynching Post

    Level 1 · 1,000 gold · 1 turn

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

Iron Mining

  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. Marble Vein

    Level 1 · 1,750 gold · 2 turns

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

Medicine Production

  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. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 1,750 gold · 2 turns

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

Orchards

  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 armies in local province)

Pastures

  1. Cursed Fields

    Level 1 · 1,750 gold · 2 turns

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

Pottery Production

  1. Pits of Clay and Bone

    Level 1 · 1,750 gold · 2 turns

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

Saltmaking

  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 armies in local province)

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

    • Chivalry: +50 per turn
    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Growth: +30

Spice Trading

  1. Dust Repository

    Level 1 · 1,750 gold · 2 turns

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

Trade Posts

  1. A Hushed Tavern

    Level 1 · 1,000 gold · 1 turn

    • Income from Ports: +5% (factionwide)
    • Income generated: 100
    • Income from trade tariffs: +3%

Woodlands

  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

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) Level 1 · 1 turn

Black Pyramid of Nagash (Dormant) Level 2 · 1,000 gold · 3 turns

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: +2 · Grants 2 construction slots in the settlement · Income generated: 100 · Adds walls to the settlement · Diplomatic relations: -1 with all factions

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

Black Pyramid of Nagash (Awakened) Level 3 · 2,000 gold · 4 turns

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: +1 (local province) · Defensive supplies: +1200 · Vampiric corruption: +2 · Grants 3 construction slots in the settlement · Income generated: 175 · Adds walls to the settlement · Diplomatic relations: -1 with all factions

Black Pyramid of Nagash (Roused) Level 4 · 3,500 gold · 5 turns

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: +2 (local province) · Defensive supplies: +1800 · Vampiric corruption: +2 · Grants 5 construction slots in the settlement · Income generated: 250 · Adds walls to the settlement · Diplomatic relations: -1 with all factions

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

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: +2 (local province) · Defensive supplies: +2200 · Vampiric corruption: +2 · Grants 7 construction slots in the settlement · Income generated: 325 · Adds walls to the settlement · Diplomatic relations: -1 with all factions

Black Pyramid of Nagash (Exalted) Level 6 · 10,000 gold · 7 turns

Empower 10 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 · Adds walls to the settlement · 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 · Unit capacity: +4 Crypt Ghouls · Unit capacity: +2 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 · Research rate: +5

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) · Unit capacity: +2 Lahmian Handmaidens · Gemstones resource production: 40 sacks · Research rate: +10

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

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

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

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

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

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

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 Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 3 · 6,000 gold · 4 turns

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

Gates of Lothern Level 4 · 10,000 gold · 6 turns

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

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 · 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 Level 1 · 1 turn

Nagashizzar (Quiescent) Level 2 · 1,000 gold · 3 turns

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 · Adds walls to the settlement · Diplomatic relations: -1 with all factions

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

Nagashizzar (Secure) Level 3 · 2,000 gold · 4 turns

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: +1 (local province) · Defensive supplies: +1200 · Vampiric corruption: +1 · Grants 3 construction slots in the settlement · Income generated: 175 · Adds walls to the settlement · Diplomatic relations: -1 with all factions

Nagashizzar (Growing) Level 4 · 3,500 gold · 5 turns

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: +2 (local province) · Defensive supplies: +1800 · Vampiric corruption: +1 · Grants 4 construction slots in the settlement · Income generated: 250 · Adds walls to the settlement · Diplomatic relations: -1 with all factions

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

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: +2 (local province) · Defensive supplies: +2200 · Vampiric corruption: +1 · Grants 5 construction slots in the settlement · Income generated: 325 · Adds walls to the settlement · Diplomatic relations: -1 with all factions

Nagashizzar (Exalted) Level 6 · 10,000 gold · 7 turns

Empower 10 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 · Adds walls to the settlement · Diplomatic relations: -1 with all factions

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

The Sea Dragon's Teeth Level 2 · 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

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

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

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 Level 1 · 1 turn

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

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

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

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

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

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

Special Port

Ruined Erengrad Harbour Level 1

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

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

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 3 · 6,000 gold · 4 turns

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

Erengrad Port Level 4 · 10,000 gold · 6 turns

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

Special Port

Ruined Marienburg Harbour Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 3 · 6,000 gold · 4 turns

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

Marienburg Port Level 4 · 10,000 gold · 6 turns

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

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 Level 1 · 1 turn

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

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

Occupied Bastion Tower Level 3 · 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 4 · 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 5 · 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 6 · 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 (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 (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

Growth: +20 · Control: +3 · Wine resource production: 42 barrels

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

Growth: +30 · Control: +4 · Wine resource production: 64 barrels

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

Growth: +40 · Control: +5 · Wine resource production: 96 barrels

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

Growth: +50 · 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) · Hero capacity: +1 for Lahmian Vampires · Unlocks Hero recruitment: Lahmian Vampire · Hero recruit rank: +2 for Lahmian Vampires (factionwide) · Hero capacity: +1 for Vampires · Unlocks Hero recruitment: Vampire · Hero recruit rank: +2 for Vampires (factionwide)

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) · Hero capacity: +3 for Lahmian Vampires · Hero recruit rank: +4 for Lahmian Vampires (factionwide) · All characters will no longer gain any traits associated with being wounded (factionwide) · Blood: 100 per turn · Hero capacity: +3 for Vampires · Hero recruit rank: +4 for Vampires (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 Level 1 · 1 turn

Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 3 turns

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

Occupied Fortress (Fort) Level 3 · 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 4 · 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 5 · 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 6 · 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 Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 3 turns

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

Occupied Gate (Fortress) Level 3 · 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 4 · 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 5 · 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 6 · 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 Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 3 turns

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

Occupied Gate (Fortress) Level 3 · 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 4 · 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 5 · 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 6 · 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 Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 3 turns

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

Occupied Gate (Fortress) Level 3 · 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 4 · 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 5 · 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 6 · 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 Level 1 · 1 turn

Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 3 turns

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

Occupied Gate (Fortress) Level 3 · 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 4 · 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 5 · 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 6 · 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 · Local recruitment capacity: +2

Landmark

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

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

Landmark

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

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

Landmark

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

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

Landmark

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

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 · Infamy gained: 5 per turn · 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 · Infamy gained: 10 per turn · 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 · Infamy gained: 15 per turn · 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 · Infamy gained: 20 per turn · Hero recruit rank: +2 · Melee defence: +10 when defending

Special Port

Ruined Dawn's Harbour Level 1 · 1 turn

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

Income generated: 200 · Growth: +20

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

Income generated: 300 · Growth: +30

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

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

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) Level 1 · 1 turn

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

The Maelstrom Level 2 · 100 gold · 1 turn

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

The Great Temple of Hashut

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

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