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
Artillery
1 level · unlocks Mortars

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

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

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

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

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
Binding Circle
1 level · unlocks Crypt Ghouls, Crypt Horrors

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
Cannons
3 levels · unlocks Mortars, Carronades, Deck Gunners

Bombards
Level 1 · 2,000 gold · 1 turn
Army ability: "Zhufbar 42 Pounders"
Unit capacity: +1
Mortars
Carronades
Unlocks

Carronades
Level 2 · 2,500 gold · 1 turn
Army ability: "Sartosa Grapeshot"
Army ability: "Zhufbar 42 Pounders"
Unit capacity: +2
Mortars
Carronades
Unlocks

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

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
Constructs
1 level · unlocks Carrion, Ushabti

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
Crow's Nest
4 levels · unlocks Fell Bats, Deck Droppers, Deck Droppers (Bombers), Deck Droppers (Handgunners), Terrorgheist

Lookout Seat
Level 1 · 1,000 gold · 1 turn
Unlocks

Lookout Cradle
Level 2 · 3,000 gold · 1 turn
Unit capacity: +2
Deck Droppers
Unlocks

Crow's Nest
Level 3 · 5,000 gold · 1 turn
Unit capacity: +3
Deck Droppers
Unlocks

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)
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)

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

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

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

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

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

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

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

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

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

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)
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)

Holes in the Side
Level 1 · 1,000 gold · 1 turn
Unlocks

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

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

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

Ship's Hold
Level 1 · 2,000 gold · 1 turn
Unit capacity: +2
Animated Hulks
Unlocks

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

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
Hull
3 levels · unlocks Necrofex Colossus

Basic Wooden Hull
Level 1 · 1,000 gold · 1 turn
Casualty replenishment rate: +4%
Horde recruitment capacity +2

Wooden Hull with Keel
Level 2 · 3,000 gold · 1 turn
Casualty replenishment rate: +6%
Horde recruitment capacity +4

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
Infantry
1 level · unlocks Nehekharan Warriors, Tomb Guard

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
Infantry
1 level · unlocks Grave Guard

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
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

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

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

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

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

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)
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)

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

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

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

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

Spar Deck
Level 1 · 1,000 gold · 1 turn
Unlocks

Upper Deck
Level 2 · 2,000 gold · 1 turn
Unit capacity: +2
Zombie Pirate Deckhand Mob (Polearms)
Skeleton Spearmen
Unlocks

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

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
Monsters
1 level · unlocks Mournguls, Fell Bats

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

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

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

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

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

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)
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)

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

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

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

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

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

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

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

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
Spirits
1 level · unlocks Cairn Wraiths, Spirit Host

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
Anchor
3 levels

Heavy Ballast
Level 1 · 1,500 gold · 1 turn
Pirate crew growth: +2
Unit experience gain per turn: +20

Stone Weight
Level 2 · 2,500 gold · 1 turn
Pirate crew growth: +4
Unit experience gain per turn: +40

Steel Anchor
Level 3 · 5,000 gold · 1 turn
Pirate crew growth: +6
Unit experience gain per turn: +80

Blighted Monument
3 levels
Blighted Monument
3 levels

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)

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)

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
Captain's Cabin
5 levels

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

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

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

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

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
Flame of Ulric
1 level

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
Garrison
1 level

Outpost Garrison
Level 1 · 2,000 gold · 2 turns

Garrison
1 level
Garrison
1 level

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
Garrison
1 level

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
Helm
3 levels

Tiller
Level 1 · 1,000 gold · 1 turn
Vampiric corruption: +4 (local province)
Upkeep: -5%

Whipstaff
Level 2 · 3,000 gold · 1 turn
Vampiric corruption: +6 (local province)
Upkeep: -10%

Ship's Wheel
Level 3 · 10,000 gold · 1 turn
Vampiric corruption: +8 (local province)
Upkeep: -15%

Main Sail
3 levels
Main Sail
3 levels

Topgallant Royal
Level 1 · 1,000 gold · 1 turn
Campaign movement range: +10%

Skysail
Level 2 · 3,000 gold · 1 turn
Campaign movement range: +20%

Moonraker
Level 3 · 10,000 gold · 1 turn
Campaign movement range: +30%

Outpost
3 levels
Outpost
3 levels

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)

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)

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
Protection
2 levels

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)

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
Shyish Obelisk
7 levels

Shyish Obelisk
Level 1 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Liche Priest
Upkeep: -10% (armies in province)

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)

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)

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)

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)

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)

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
Undead Garrison
4 levels

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)

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)

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)

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

Barren Sands
Ruin
When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

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
Growth
1 level · unlocks Corpse Cart

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
Mausoleum
1 level · unlocks Skeleton Spearmen, Skeleton Warriors, Zombies

Haunted Patch
Ruin
When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

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

Ruined Chambers
Ruin

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

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

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

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

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

Ruined Cove
Ruin
When Devastated by the Ritual of Undeath: Diplomatic relations: -1 with all factions

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
Port
3 levels · unlocks Animated Hulks, Bloated Corpse

Ruined Docks
Ruin

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

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

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
Tusks
1 level · unlocks Bone Giant

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
Wild Game
1 level · unlocks Dire Wolves

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
Anti-Vermintide
4 levels

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

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

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

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

Control
1 level
Control
1 level

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
Corruption
1 level

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
Dye Production
1 level

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
Exotic Animals
1 level

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
Garrison
1 level

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
Gem Mining
1 level

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
Gold Mining
1 level

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
Income
1 level

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
Income
1 level

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
Iron Mining
1 level

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
Marble Quarry
1 level

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
Medicine Production
1 level

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
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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

Obsidian Quarry
1 level
Obsidian Quarry
1 level

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
Orchards
1 level

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
Pastures
1 level

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
Pottery Production
1 level

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
Saltmaking
1 level

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
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

Bordeleaux Port
Level 1 · 1,500 gold · 2 turns
Income generated: 200
Tradable resources produced: +5% (factionwide)
Income from trade tariffs: +10%

Bordeleaux Harbour
Level 2 · 3,000 gold · 4 turns
Income generated: 400
Tradable resources produced: +10% (factionwide)
Income from trade tariffs: +20%

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
Spice Trading
1 level

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
Trade Posts
1 level

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
Woodlands
1 level

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.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Corpse Cart | Charnel Labyrinth | 1,000 | 1 | 1 | — | — |
| 2 | Fell Bats | Lookout Seat | 1,000 | 1 | — | — | — |
| 3 | Skeleton Warriors | Valley of Open Tombs | 1,000 | 1 | — | — | — |
| 4 | Skeleton Warriors | Vampiric Enclave | 1,000 | 1 | — | — | — |
| 5 | Zombie Pirate Deckhand Mob | Spar Deck | 1,000 | 1 | — | — | — |
| 6 | Zombie Pirate Gunnery Mob | Holes in the Side | 1,000 | 1 | — | — | — |
| 7 | Zombies | Vampiric Enclave | 1,000 | 1 | — | — | — |
| 8 | Animated Hulks | Ship's Hold | 2,000 | 1 | 1 | — | — |
| 9 | Bloated Corpse | Ship's Hold | 2,000 | 1 | 1 | — | — |
| 10 | Mortars | Bombards | 2,000 | 1 | 1 | — | — |
| 11 | Corpse Cart (Balefire) | Leeching Obelisks | 2,750 | 3 | 2 | — | — |
| 12 | Zombie Pirate Deckhand Mob (Polearms) | Upper Deck | 3,000 | 2 | 1 | — | — |
| 13 | Zombie Pirate Gunnery Mob (Bombers) | Portholes | 3,000 | 2 | 1 | — | — |
| 14 | Zombie Pirate Gunnery Mob (Handgunners) | Portholes | 3,000 | 2 | 1 | — | — |
| 15 | Deck Droppers | Lookout Cradle | 4,000 | 2 | 2 | — | — |
| 16 | Carronades | Carronades | 4,500 | 2 | 2 | — | — |
| 17 | Mournguls | Cargo Hold | 5,000 | 2 | 2 | — | — |
| 18 | Rotting Prometheans | Cargo Hold | 5,000 | 2 | 2 | — | — |
| 19 | Syreens | Cargo Hold | 5,000 | 2 | 2 | — | — |
| 20 | Corpse Cart (Unholy Lodestone) | Walls of Eternity | 5,250 | 6 | 3 | — | — |
| 21 | Zombie Pirate Gunnery Mob (Hand Cannons) | Gunports | 6,000 | 3 | 2 | — | — |
| 22 | Depth Guard | Weather Deck | 8,000 | 3 | 3 | — | — |
| 23 | Deck Gunners | Cannons | 8,500 | 3 | 3 | — | — |
| 24 | Deck Droppers (Bombers) | Crow's Nest | 9,000 | 3 | 3 | — | — |
| 25 | Deck Droppers (Handgunners) | Crow's Nest | 9,000 | 3 | 3 | — | — |
| 26 | Rotting Prometheans (Gunnery Mob) | Shuttered Gunports | 11,000 | 4 | 3 | — | — |
| 27 | Necrofex Colossus | Composite Hull | 14,000 | 3 | 4 | — | — |
| 28 | Rotting Leviathan | Bulk Cargo Hold | 15,000 | 3 | 4 | — | — |
| 29 | Depth Guard (Polearms) | Main Deck | 18,000 | 4 | 4 | — | — |
| 30 | Terrorgheist | Crow's Castle | 19,000 | 4 | 4 | — | — |