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

Cannonry Hoard
Level 1 · 1 turn
Recruit rank: +1 for Vampire Coast units (local province)
Local recruitment capacity for Vampire Coast units: +1 (local province)
Unlocks
Binding Chambers

Unliving Statuary
Level 1 · 2 turns
Unlocks Hero recruitment: Necrotect
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
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
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
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Construction cost: -20% for all buildings (local province)
Unlocks
Binding Circle

Groves of Endless Hunger
Level 1 · 1 turn
Recruit rank: +1 for Vampire Count units (local province)
Local recruitment capacity for Vampire Counts units: +1 (local province)
Unlocks
Cannons

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

Fields of Reunification
Level 1 · 1 turn
Recruit rank: +1 for Tomb Kings units (local province)
Local recruitment capacity for Tomb Kings units: +1 (local province)
Unlocks
Constructs
Crow's Nest

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

Warrior Forges
Level 1 · 1 turn
Unlocks

Tombs of Vigilance
Level 2 · 2 turns
Unlocks Hero recruitment: Wight King
Unlocks

Galleries of Observance
Level 3 · 3 turns
Hero capacity: +1 for Tomb Princes and Wight Kings
Unlocks Hero recruitment: Wight King
Unlocks

Mausoleum of First Mates
Level 4 · 4 turns
Hero capacity: +1 for Tomb Princes and Wight Kings
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
Local Recruit rank: +3 for Lahmian Handmaiden units (local province)
Unlocks Hero recruitment: Lahmian Vampire
Unlocks Hero recruitment: Wight King
Unlocks
Dark Ritual Site

The Place of Endings
Level 1 · 1,000 gold · 1 turn
Income generated: 150
Income generated: 50
Unlocks

Leeching Obelisks
Level 2 · 1,750 gold · 2 turns
Unlocks Hero recruitment: Necromancer
Income generated: 250
Income generated: 100
Unlocks

Walls of Eternity
Level 3 · 2,500 gold · 3 turns
Hero capacity: +1 for Liche Priests & Necromancers
Unlocks Hero recruitment: Necromancer
Income generated: 350
Income generated: 150
Unlocks

Vistas of Desolation
Level 4 · 3,250 gold · 4 turns
Hero capacity: +1 for Liche Priests & Necromancers
Unlocks Hero recruitment: Necromancer
Income generated: 450
Income generated: 200

Currents of Emptiness
Level 5 · 4,000 gold · 5 turns
Hero capacity: +1 for Liche Priests & Necromancers
Unlocks Hero recruitment: Necromancer
Income generated: 550
Income generated: 250
Gunports

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

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

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

Open Graves
Level 1 · 1 turn
Recruit rank: +1 for Tomb Kings units (local province)
Local recruitment capacity for Tomb Kings units: +1 (local province)
Unlocks
Infantry

Pauper’s Graves
Level 1 · 1 turn
Recruit rank: +1 for Vampire Count units (local province)
Local recruitment capacity for Vampire Counts units: +1 (local province)
Unlocks
Infernal Pits

Petrified Grove
Level 1 · 1 turn
Enemy leadership: -2 (enemy armies in province)
Unlocks

Abyssal Pits
Level 2 · 2 turns
Unlocks Hero recruitment: Mourngul Haunter
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
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
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
Enemy leadership: -8 (enemy armies in province)
Unlocks
Lightless Ranges

Whistling Ranges
Level 1 · 1 turn
Unlocks

Shrieking Ranges
Level 2 · 2 turns
Unlocks Hero recruitment: Gunnery Wight
Unlocks

Booming Ranges
Level 3 · 3 turns
Unlocks Hero recruitment: Gunnery Wight
Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
Unlocks

Sunken Ranges
Level 4 · 4 turns
Unlocks Hero recruitment: Gunnery Wight
Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
Unlocks
Main Deck

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

Merciless Shoals
Level 1 · 1 turn
Recruit rank: +1 for Vampire Coast units (local province)
Local recruitment capacity for Vampire Coast units: +1 (local province)
Unlocks
Necrotic Workshop

Black Powder Drifts
Level 1 · 2 turns
Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in province)
Unlocks

Reliquary Expanse
Level 2 · 3 turns
Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in province)
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)
Unlocks

Unholy Nexus
Level 4 · 5 turns
Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province)
Unlocks
Ranged

Rusty Pistol-Trove
Level 1 · 1 turn
Recruit rank: +1 for Vampire Coast units (local province)
Local recruitment capacity for Vampire Coast units: +1 (local province)
Unlocks
Risen Stables

Bone Repository
Level 1 · 1 turn
Unlocks

Crypt Stables
Level 2 · 2 turns
Unlocks Hero recruitment: Tomb Prince
Unlocks

Statuary Passage
Level 3 · 3 turns
Unlocks Hero recruitment: Tomb Prince
Hero capacity: +1 for Tomb Princes and Wight Kings
Unlocks

Ornamental Passage
Level 4 · 4 turns
Unlocks Hero recruitment: Tomb Prince
Hero capacity: +1 for Tomb Princes and Wight Kings
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
Unlocks
Soularium

Spirit Rent
Level 1 · 2 turns
Winds of Magic cost: -5% for all spells (armies in province)
Winds of Magic power reserve capacity: +10 (armies in province)
Unlocks Hero recruitment: Banshee
Unlocks

Tarn of Terror
Level 2 · 3 turns
Winds of Magic cost: -10% for all spells (armies in province)
Hero capacity: +1 for Mourngul Haunters and Banshees
Winds of Magic power reserve capacity: +25 (armies in province)
Unlocks Hero recruitment: Banshee
Unlocks

Obsidian Promenades
Level 3 · 4 turns
Winds of Magic cost: -20% for all spells (armies in province)
Hero capacity: +1 for Mourngul Haunters and Banshees
Winds of Magic power reserve capacity: +50 (armies in province)
Unlocks Hero recruitment: Banshee
Unlocks
Spirits

Altar of Dispossession
Level 1 · 1 turn
Recruit rank: +1 for Vampire Count units (local province)
Local recruitment capacity for Vampire Counts units: +1 (local province)
Unlocks
Anchor

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

Chambers of the Risen
Level 1 · 750 gold · 1 turn
Vampiric corruption: +2
The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (local province)
The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (all adjacent provinces)
Casualty replenishment rate: +3% (armies in province)

Hallways of the Twice-risen
Level 2 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Vampire Fleet Captain
Vampiric corruption: +3
The Dead Rise Again: +15% chance for destroyed Undead units to be restored after battle (local province)
The Dead Rise Again: +15% chance for destroyed Undead units to be restored after battle (all adjacent provinces)
Unlocks Hero recruitment: Vampire
Casualty replenishment rate: +5% (armies in province)

Wing of the Undying
Level 3 · 3,000 gold · 3 turns
Unlocks Hero recruitment: Vampire Fleet Captain
Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains
Vampiric corruption in adjacent provinces: +2
Vampiric corruption: +5
The Dead Rise Again: +25% chance for destroyed Undead units to be restored after battle (local province)
The Dead Rise Again: +25% chance for destroyed Undead units to be restored after battle (all adjacent provinces)
Unlocks Hero recruitment: Vampire
Casualty replenishment rate: +10% (armies in province)
Captain's Cabin

General Cabin
Level 1 · 1,200 gold · 1 turn
Pirate crew growth: +10
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Horde recruitment capacity +2

Officers' Cabin
Level 2 · 2,500 gold · 1 turn
Pirate crew growth: +10
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Upkeep: -5%
Horde recruitment capacity +3

Captain's Cabin
Level 3 · 5,000 gold · 1 turn
Pirate crew growth: +10
Unlocks Hero recruitment: Vampire Fleet Captain
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Upkeep: -10%
Horde recruitment capacity +4

Sea Cabin
Level 4 · 10,000 gold · 1 turn
Hero capacity: +1 for Vampire Fleet Captains
Pirate crew growth: +10
Unlocks Hero recruitment: Vampire Fleet Captain
Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Upkeep: -15%
Horde recruitment capacity +5

Great Cabin
Level 5 · 20,000 gold · 1 turn
Hero capacity: +1 for Vampire Fleet Captains
Pirate crew growth: +10
Unlocks Hero recruitment: Vampire Fleet Captain
Hero capacity: +1 for Vampires, Lahmian Vampires and Fleet Captains
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Upkeep: -20%
Horde recruitment capacity +6
Flame of Ulric

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Empower 5 Sigils within the Black Pyramid
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1
Vampiric corruption: +6
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2
Garrison

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

Deserted Lookout
Level 1 · 1,250 gold · 1 turn
Enemy Hero action success chance: -15%
Upkeep: -25% (local province)
Garrison

Walls of Dark Intent
Level 1 · 1,250 gold · 1 turn
Enemy Hero action success chance: -15%
Upkeep: -25% (local province)
Helm

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

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

Undead Outpost
Level 1 · 2,000 gold · 2 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Casualty replenishment rate: +2% (own and enemy armies in region)

Undead District
Level 2 · 4,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment is expensive outside of friendly territory
Casualty replenishment rate: +3% (armies in region)

Undead Colony
Level 3 · 6,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Enables the recruitment of Allied units
Allied recruitment cost outside friendly territory: -50%
Casualty replenishment rate: +4% (armies in region)
Protection

Halls of Forbiddance
Level 1 · 1,500 gold · 3 turns
Chance of a plague spreading: -50% (local province)
Plague duration: -2 turns (local province)
Hidden armies will be visible (armies in province)
Plague immunity duration: 2 turns (local province)
Chaos Rifts will not appear in this province
Vampiric corruption: +2 (local province)

Halls of Cessation
Level 2 · 3,000 gold · 4 turns
Chance of a plague spreading: -50% (local and adjacent provinces)
Plague duration: -2 turns (local and adjacent provinces)
Hidden armies will be visible (armies in local and adjacent provinces)
Plague immunity duration: 3 turns (local and adjacent provinces)
Chaos Rifts will not appear in this province
Vampiric corruption: +2 (local and adjacent provinces)
Shyish Obelisk

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
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
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
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
Necromantic Energy cost: -7% for Gunnery unit capacities
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
Necromantic Energy cost: -7% for Cavalry unit capacities
Necromantic Energy cost: -7% for Infantry unit capacities
Units locally recruited in this province gain a permanent +10% Charge bonus
Upkeep: -15% (armies in province)

Amethyst Shroud
Level 3 · 10,000 gold · 5 turns
Unlocks Hero recruitment: Liche Priest
Units locally recruited in this province gain a permanent +10% Melee Attack bonus
Units locally recruited in this province gain a permanent +10% Base Weapon Damage bonus
Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
Hero capacity: +1 for Liche Priests & Necromancers
Necromantic Energy cost: -7% for Beast & Monstrous unit capacities
Necromantic Energy cost: -7% for Monster unit capacities
Upkeep: -15% (armies in province)
Undead Garrison

Battlements of the Undead
Level 1 · 2,000 gold · 1 turn
Unlocks Hero recruitment: Tomb Herald
Defensive supplies: +50 per turn when under siege
Attrition: -5% when under siege

Gates of the Fell Riders
Level 2 · 4,000 gold · 2 turns
Unlocks Hero recruitment: Tomb Herald
Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
Defensive supplies: +100 per turn when under siege
Enemy Hero action success chance: -10%
Attrition: -10% when under siege

Ancient Armories
Level 3 · 6,000 gold · 3 turns
Unlocks Hero recruitment: Tomb Herald
Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
Defensive supplies: +250 per turn when under siege
Enemy Hero action success chance: -15%
Attrition: -15% when under siege

Screaming Entrenchments
Level 4 · 8,000 gold · 4 turns
Unlocks Hero recruitment: Tomb Herald
Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
Defensive supplies: +500 per turn when under siege
Enemy Hero action success chance: -20%
Attrition: -20% when under siege
Economy
Burial Chambers

Barren Sands
Level 1 · 1 turn
Diplomatic relations: -1 with all factions

Valley of Open Tombs
Level 2 · 1,000 gold · 1 turn
Grave Call recruitment cost: -10% for Tomb King units (local province)
Necromantic Energy: +10 per turn (land of the dead)
Local recruitment capacity for Tomb Kings units: +1 (local province)
Vampiric corruption: +1
Grants 1 construction slot in the settlement
Income generated: 50
Diplomatic relations: -1 with all factions
Unlocks
Growth

Charnel Labyrinth
Level 1 · 1,000 gold · 1 turn
Necromantic Energy: +20 per turn (land of the dead)
Necromantic Energy gain from battles: +2% (factionwide)
Unlocks
Mausoleum

Haunted Patch
Level 1 · 1 turn
Diplomatic relations: -1 with all factions

Vampiric Enclave
Level 2 · 1,000 gold · 1 turn
Grave Call recruitment cost: -10% for Vampire Counts units (local province)
Necromantic Energy: +10 per turn (land of the dead)
Local recruitment capacity for Vampire Counts units: +1 (local province)
Vampiric corruption: +1
Grants 1 construction slot in the settlement
Income generated: 50
Diplomatic relations: -1 with all factions
Unlocks
Necropolis

Ruined Chambers
Level 1 · 1 turn

Crypt Colony
Level 2 · 1,000 gold · 3 turns
Empower 2 Sigils within the Black Pyramid
Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province)
Defensive supplies: +1000
Vampiric corruption: +1
Grants 2 construction slots in the settlement
Income generated: 100
Adds walls to the settlement
Diplomatic relations: -1 with all factions
Unlocks

City of Catacombs
Level 3 · 2,000 gold · 4 turns
Empower 2 Sigils within the Black Pyramid
Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province)
Defensive supplies: +1200
Vampiric corruption: +1
Grants 3 construction slots in the settlement
Income generated: 175
Adds walls to the settlement
Diplomatic relations: -1 with all factions

Sepulchral Sprawl
Level 4 · 3,500 gold · 5 turns
Empower 4 Sigils within the Black Pyramid
Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province)
Defensive supplies: +1800
Vampiric corruption: +1
Grants 4 construction slots in the settlement
Income generated: 250
Adds walls to the settlement
Diplomatic relations: -1 with all factions

Charnel Scape
Level 5 · 5,000 gold · 6 turns
Empower 4 Sigils within the Black Pyramid
Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province)
Defensive supplies: +2200
Vampiric corruption: +1
Grants 5 construction slots in the settlement
Income generated: 325
Adds walls to the settlement
Diplomatic relations: -1 with all factions

Great Necropolis
Level 6 · 10,000 gold · 7 turns
Empower 6 Sigils within the Black Pyramid
Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy
Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +3 (local province)
Defensive supplies: +2500
Vampiric corruption: +1
Grants 7 construction slots in the settlement
Income generated: 400
Adds walls to the settlement
Diplomatic relations: -1 with all factions
Pirate Cove

Ruined Cove
Level 1 · 1 turn
Diplomatic relations: -1 with all factions

Half-drowned Cove
Level 2 · 1,000 gold · 1 turn
Grave Call recruitment cost: -10% for Vampire Coast units (local province)
Necromantic Energy: +10 per turn (land of the dead)
Local recruitment capacity for Vampire Coast units: +1 (local province)
Vampiric corruption: +1
Grants 1 construction slot in the settlement
Income generated: 50
Diplomatic relations: -1 with all factions
Unlocks
Port

Ruined Docks
Level 1

Ever-rotting Pier
Level 2 · 1,000 gold · 1 turn
Income generated: 100
Income generated: 50
Unlocks

Shoals of Hollow Promise
Level 3 · 3,000 gold · 3 turns
Income generated: 300
Income generated: 150

Silent Shipyards
Level 4 · 5,000 gold · 5 turns
Income generated: 500
Income generated: 250
Tusks

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

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

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

Field of Plinths
Level 1 · 1,000 gold · 1 turn
Income from all buildings: +2% (factionwide)
Income generated: 100
Control: +3
Corruption

Necromantic Light
Level 1 · 1,000 gold · 1 turn
The Dead Rise Again: +5% chance and hit points for destroyed units restored after battle (local province)
Vampiric corruption: +3
Income from all buildings: +2% (factionwide)
Income generated: 100
Dye Production

Red Pit
Level 1 · 1,750 gold · 2 turns
Necromantic Energy cost: -10% for Drakenhof Templars and Blood Knights unit capacities
Income generated: 200
Exotic Animals

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

Corpse Mound
Level 1 · 1,250 gold · 1 turn
Enemy Hero action success chance: -15%
Upkeep: -25% (local province)
Gem Mining

Cursed Gemstone Mineshaft
Level 1 · 1,750 gold · 2 turns
Spell resistance: 2% for Ushabti, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (all armies)
Winds of Magic power reserve: +5 per turn (armies in local province)
Income generated: 500
Gold Mining

Gold Mining Pit
Level 1 · 1,750 gold · 2 turns
Physical resistance: 2% for Grave Guard and Tomb Guard units (all armies)
Recruit rank: +3 for Tomb King Lords and Heroes (all provinces)
Income generated: 400
Income

Mortuary Quarter
Level 1 · 1,000 gold · 1 turn
Necromantic Energy: +20 per turn (land of the dead)
Necromantic Energy gain from battles: +2% (factionwide)
Recruitment cost: -10% (armies in region)
Income

Lynching Post
Level 1 · 1,000 gold · 1 turn
Necromantic Energy: +20 per turn (land of the dead)
Income from post-battle loot: +3% (factionwide)
Enemy leadership: -3 (enemy armies in province)
Iron Mining

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

Marble Vein
Level 1 · 1,750 gold · 2 turns
Necromantic Energy cost: -5% for Construct unit capacities
Armour: +5 for Construct units (all armies)
Construction cost: -1% for all buildings (all regions)
Medicine Production

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

Oak of Ages (Ruined)
Level 1 · 1 turn

Oak of Ages (Pacified)
Level 2 · 1,200 gold · 1 turn
Immune to Athel Loren attrition (all armies)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords)
Income from all buildings: +5% (factionwide)
Growth: +5 (all provinces)
Timber resource production: 100 logs
Obsidian Quarry

Obsidian Quarry
Level 1 · 1,750 gold · 2 turns
Empower 3 Sigils within the Black Pyramid
Construction cost: -15% for all buildings (local province)
Orchards

Withered Vines
Level 1 · 1,750 gold · 2 turns
Necromantic Energy cost: -15% for Lahmian Handmaidens and Depth Guard unit capacities
Recruit rank: +3 for Vampire Count Lords and Heroes (all armies in local province)
Pastures

Cursed Fields
Level 1 · 1,750 gold · 2 turns
Necromantic Energy: +35 per turn (land of the dead)
Income generated: 200
Pottery Production

Pits of Clay and Bone
Level 1 · 1,750 gold · 2 turns
Necromantic Energy cost: -15% for Tomb Guard and Nehekharan Warriors unit capacities
Income generated: 250
Saltmaking

Salt Crater
Level 1 · 1,750 gold · 2 turns
Necromantic Energy cost: -7% for Gunnery unit capacities
Recruit rank: +3 for Vampire Coast Lords and Heroes (all armies in local province)
Special Port

Ruined Bordeleaux Docks
Level 1

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

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

Manann’s Dry Docks
Level 4 · 6,000 gold · 6 turns
Chivalry: +50 per turn
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Growth: +30
Spice Trading

Dust Repository
Level 1 · 1,750 gold · 2 turns
Income generated: 250
Recruitment cost: -10% (armies in region)
Trade Posts

A Hushed Tavern
Level 1 · 1,000 gold · 1 turn
Income from Ports: +5% (factionwide)
Income generated: 100
Income from trade tariffs: +3%
Woodlands

Felled Forest Patch
Level 1 · 1,750 gold · 2 turns
Necromantic Energy cost: -8% for War Machine unit capacities
Construction cost: -10% for all buildings (local province)
Landmarks
Show 70 landmark buildings (unique buildings in particular settlements) ▾
Altdorf Landmark
Occupied Imperial Palace Level 1 · 10,000 gold · 6 turns
Hero recruit rank: +2 for Vampires, Lahmian Vampires & Fleet Captains (all provinces) · Vampiric corruption in adjacent provinces: +2 · Vampiric corruption: +20 · Unit capacity: +3 Black Coach Mortis Engine Coven Throne · Income from all buildings: +5% (local province) · Control: +10 · Diplomatic relations: -20 with Empire
Unlocks: Black Coach
Ancient Foundries
City of Bronze Level 1 · 4,000 gold · 4 turns
Unit capacity: +2 Ushabti Ushabti (Great Bows) · Local Recruitment duration: -1 turn for all units (minimum 1) · Attribute: Snipe for Ushabti (Great Bows) · Income generated: 100
Unlocks: Ushabti, Ushabti (Great Bows)
Ancient Ruins
Restored Mourkain Level 1 · 6,000 gold · 4 turns
Missile resistance: 10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (all armies) · Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (all armies) · Recruit rank: +1 for all units (local province)
Unlocks: Crypt Ghouls, Crypt Horrors
Black Pyramid of Nagash
Black Pyramid of Nagash (Empty) Level 1 · 1 turn
Black Pyramid of Nagash (Dormant) Level 2 · 1,000 gold · 3 turns
Empower 2 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Defensive supplies: +1000 · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 100 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Unlocks: Zombie Pirate Deckhand Mob, Zombies, Skeleton Warriors, Skeleton Warriors
Black Pyramid of Nagash (Awakened) Level 3 · 2,000 gold · 4 turns
Empower 4 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Defensive supplies: +1200 · Vampiric corruption: +2 · Grants 3 construction slots in the settlement · Income generated: 175 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Black Pyramid of Nagash (Roused) Level 4 · 3,500 gold · 5 turns
Empower 6 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province) · Defensive supplies: +1800 · Vampiric corruption: +2 · Grants 5 construction slots in the settlement · Income generated: 250 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Black Pyramid of Nagash (Mighty) Level 5 · 5,000 gold · 6 turns
Empower 8 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province) · Defensive supplies: +2200 · Vampiric corruption: +2 · Grants 7 construction slots in the settlement · Income generated: 325 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Black Pyramid of Nagash (Exalted) Level 6 · 10,000 gold · 7 turns
Empower 10 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +3 (local province) · Defensive supplies: +2500 · Vampiric corruption: +2 · Grants 9 construction slots in the settlement · Income generated: 400 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Clar Karond Landmark
Lairs of Clar Karond Level 1 · 8,000 gold · 5 turns
Upkeep: -25% for Terrorgheist units (all armies) · Necromantic Energy cost: -25% for Terrorgheist unit capacities · Exotic Animals resource production: 100 cages
Unlocks: Terrorgheist
Cursed Ruins
Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns
Vampiric corruption: +5 · Unit capacity: +3 Mournguls Crypt Horrors · Unit capacity: +4 Crypt Ghouls · Unit capacity: +2 Crypt Horrors · Income generated: 300 · Weapon strength: +10% for Crypt Ghouls and Crypt Horrors units (all armies) · Upkeep: -15% for Crypt Ghouls and Crypt Horrors units (all armies)
Unlocks: Crypt Horrors, Crypt Ghouls
Dragon Graveyard
Dragon Grave Level 1 · 7,500 gold · 10 turns
Necromantic Energy: +25 per turn (land of the dead) · Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Hieroglyphics
Glittering Halls Level 1 · 1,500 gold · 2 turns
Unlocks Hero recruitment: Lahmian Vampire · Vampiric corruption: +1 (local region) · Gemstones resource production: 20 sacks · Research rate: +5
Opulent Chambers Level 2 · 2,500 gold · 3 turns
Hero capacity: +1 for Lahmian Vampires · Unlocks Hero recruitment: Lahmian Vampire · Vampiric corruption: +3 (local region) · Unit capacity: +2 Lahmian Handmaidens · Gemstones resource production: 40 sacks · Research rate: +10
Unlocks: Lahmian Handmaidens (Death), Lahmian Handmaidens (Shadows)
Landmark
Castle Drachenfels' Catacombs Level 1 · 4,000 gold · 2 turns
Hero recruit rank: +1 for Liche Priests and Necromancers (all provinces) · Empower 3 Sigils within the Black Pyramid · Vampiric corruption: +3 · Unlocks Hero recruitment: Necromancer · Control: +3
Unlocks: Fell Bats
Castle Drachenfels' Library Level 2 · 8,000 gold · 4 turns
Hero recruit rank: +2 for Liche Priests and Necromancers (all provinces) · Empower 6 Sigils within the Black Pyramid · Vampiric corruption: +5 · Unit capacity: +2 Black Coach Mortis Engine Coven Throne · Unlocks Hero recruitment: Necromancer · Control: +8 · Lord recruit rank: +2 (factionwide)
Unlocks: Mortis Engine
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9
Landmark
Dragonbone Mound Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Hoardwail Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Hoardwail Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Hoardwail Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
The Flayed Wyrmfield Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
The Flayed Wyrmfield Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
The Flayed Wyrmfield Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Dawnlit Barrows Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Dawnlit Barrows Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Dawnlit Barrows Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Dragonbone Mound Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Dragonbone Mound Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Bones Beneath the Bad Moon Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Bones Beneath the Bad Moon Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Bones Beneath the Bad Moon Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Hoarfrost Ossuary Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Hoarfrost Ossuary Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Landmark
Hoarfrost Ossuary Level 1 · 6,000 gold · 4 turns
Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon
Unlocks: Zombie Dragon
Lothern Port
Ruined Harbour of Lothern Level 1
Straits of Lothern Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Gates of Lothern Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Mousillon Landmark
Fortress of Merovech Level 1 · 10,000 gold · 7 turns
Vampiric corruption: +5 · Unit capacity: +2 Black Knights · Unlocks Hero recruitment: Wight King · Control: +5 · Adds walls to the settlement · Recruit rank: +1 for Grave Guard and Black Knight units (factionwide) · Upkeep: -5% for Grave Guard and Black Knights units (all armies)
Unlocks: Black Knights
Nagashizzar
Ruined Chambers Level 1 · 1 turn
Nagashizzar (Quiescent) Level 2 · 1,000 gold · 3 turns
Empower 2 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Defensive supplies: +1000 · Vampiric corruption: +1 · Grants 2 construction slots in the settlement · Income generated: 100 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Unlocks: Zombie Pirate Deckhand Mob, Skeleton Warriors, Zombies, Skeleton Warriors
Nagashizzar (Secure) Level 3 · 2,000 gold · 4 turns
Empower 4 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Defensive supplies: +1200 · Vampiric corruption: +1 · Grants 3 construction slots in the settlement · Income generated: 175 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Nagashizzar (Growing) Level 4 · 3,500 gold · 5 turns
Empower 6 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province) · Defensive supplies: +1800 · Vampiric corruption: +1 · Grants 4 construction slots in the settlement · Income generated: 250 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Nagashizzar (Mighty) Level 5 · 5,000 gold · 6 turns
Empower 8 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +2 (local province) · Defensive supplies: +2200 · Vampiric corruption: +1 · Grants 5 construction slots in the settlement · Income generated: 325 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Nagashizzar (Exalted) Level 6 · 10,000 gold · 7 turns
Empower 10 Sigils within the Black Pyramid · Local and adjacent provinces become part of the Land of the Dead, granting access to Necromantic Energy · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +3 (local province) · Defensive supplies: +2500 · Vampiric corruption: +1 · Grants 7 construction slots in the settlement · Income generated: 400 · Adds walls to the settlement · Diplomatic relations: -1 with all factions
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Level 1
The Sea Dragon's Teeth Level 2 · 2,500 gold · 3 turns
Income generated: 200 · Control: +3 · Gemstones resource production: 20 sacks
Unlocks: Animated Hulks, Bloated Corpse
Pyramid
Nagash's Altar of Thought Level 1 · 2,500 gold · 3 turns
Empower 2 Sigils within the Black Pyramid · Necromantic Energy: +50 per turn (land of the dead) · Local recruitment capacity for Tomb Kings units: +1 (local province) · Hero recruit rank: +1 (all provinces)
Unlocks: Nehekharan Warriors
Nagash's Vaulted Chamber Level 2 · 5,000 gold · 5 turns
Empower 4 Sigils within the Black Pyramid · Necromantic Energy: +75 per turn (land of the dead) · Local recruitment capacity for Tomb Kings units: +1 (local province) · Hero recruit rank: +2 (all provinces) · Spell resistance: 5% (all armies) · Lord recruit rank: +1 (factionwide)
Nagash's Sigiled Study Level 3 · 10,000 gold · 10 turns
Empower 6 Sigils within the Black Pyramid · Necromantic Energy: +100 per turn (land of the dead) · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Winds of Magic power reserve capacity: +10 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +2 (factionwide)
Special Port
Ruined Copher Harbour Level 1 · 1 turn
Copher Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 3 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Level 1
Great Dragon Fleet Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Great Dragon Fleet Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Special Port
Ruined Erengrad Harbour Level 1
Erengrad Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +20
Erengrad Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +30
Special Port
Ruined Marienburg Harbour Level 1
Marienburg Docks Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Growth: +40
Marienburg Port Level 4 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Growth: +40
Vampiric Order
The Blood Keep Level 1 · 10,000 gold · 5 turns
Leadership: +10 for Blood Knight units (all armies) · Upkeep: -5% for Blood Knight units (all armies) · Local Recruit rank: +3 for Blood Knight units (all armies) · Recruitment cost: -30% for Blood Knight units (local province) · Hero recruit rank: +1 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) · Unit capacity: +3 Blood Knights Blood Knights (Lances) · Unlocks Hero recruitment: Vampire · Income from all buildings: +5% (local province) · Control: +8
Unlocks: Blood Knights (Lances), Blood Knights, Drakenhof Templars
Ancient Ruins
Lost Necropolis of Mourkain Level 1 · 6,000 gold · 4 turns
Necromantic Energy: +35 per turn · Unit capacity: +8 Crypt Ghouls · Unlocks Hero recruitment: Necromancer · Recruit rank: +4 for Crypt Ghouls and Crypt Horrors units (armies in province) · Upkeep: -15% for Crypt Ghouls and Crypt Horrors units (all armies) · Local recruitment capacity: +1
Asuryan Worship
Cursed Balefire Flame Level 1 · 2,000 gold · 3 turns
Vampiric corruption in adjacent provinces: +5 · Vampiric corruption: +15 · Control: +5
Bastion
Ruined Bastion Level 1 · 1 turn
Occupied Bastion Gatehouse Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement
Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones
Occupied Bastion Citadel Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats
Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns
Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns
Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Battle Wizards
Altdorf Conclave of Forbidden Magic Level 1 · 8,000 gold · 4 turns
Hero capacity: +1 for Liche Priests & Necromancers · Hero recruit rank: +1 for Liche Priests and Necromancers (all provinces) · Empower 5 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Winds of Magic power reserve capacity: +5 (all armies)
Altdorf College of Forbidden Magic Level 2 · 10,000 gold · 6 turns
Hero capacity: +2 for Liche Priests & Necromancers · Hero recruit rank: +2 for Liche Priests and Necromancers (all provinces) · Empower 10 Sigils within the Black Pyramid · Winds of Magic power reserve: +20 per turn (armies in local province) · Winds of Magic power reserve capacity: +10 (all armies)
Bordeleaux Winemaking
Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns
Growth: +20 · Control: +3 · Wine resource production: 42 barrels
Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns
Growth: +30 · Control: +4 · Wine resource production: 64 barrels
Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns
Growth: +40 · Control: +5 · Wine resource production: 96 barrels
Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns
Growth: +50 · Control: +8 · Wine resource production: 144 barrels
Drakenhof Landmark
Dilapidated Court Hall Level 1 · 3,000 gold · 3 turns
Hero recruit rank: +1 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) · Necromantic Energy: +50 per turn (land of the dead) · Hero capacity: +1 for Lahmian Vampires · Unlocks Hero recruitment: Lahmian Vampire · Hero recruit rank: +2 for Lahmian Vampires (factionwide) · Hero capacity: +1 for Vampires · Unlocks Hero recruitment: Vampire · Hero recruit rank: +2 for Vampires (factionwide)
Von Carstein Court Hall Level 2 · 8,000 gold · 6 turns
Hero recruit rank: +3 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) · Necromantic Energy: +100 per turn (land of the dead) · Hero capacity: +3 for Lahmian Vampires · Hero recruit rank: +4 for Lahmian Vampires (factionwide) · All characters will no longer gain any traits associated with being wounded (factionwide) · Blood: 100 per turn · Hero capacity: +3 for Vampires · Hero recruit rank: +4 for Vampires (factionwide)
Flayed Rock Landmark
Flayed Tower Level 1 · 6,000 gold · 4 turns
Battle healing cap: +50% for Necromancers and Master Necromancers · Winds of Magic power reserve capacity: +5 (factionwide)
Forbidden Halls
Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns
Cooldown: -20% to spells (all armies) · Empower 10 Sigils within the Black Pyramid · Necromantic Energy: +100 per turn (land of the dead) · Vampiric corruption: +50 (local region) · Unit capacity: +5 Morghast Harbingers Morghast Archai · Physical resistance: 5% (all armies) · Income generated: 450
Fort
Ruined Fort Level 1 · 1 turn
Occupied Fortress (Small Fort) Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement
Occupied Fortress (Fort) Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones
Occupied Fortress (Grand Fort) Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats
Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 6 turns
Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 7 turns
Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement
Occupied Gate (Fortress) Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 6 turns
Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 7 turns
Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement
Occupied Gate (Fortress) Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 6 turns
Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 7 turns
Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement
Occupied Gate (Fortress) Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 6 turns
Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 7 turns
Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Fortress Gate
Ruined Fortress Gate Level 1 · 1 turn
Occupied Gate (Small Fortress) Level 2 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Vampiric corruption: +2 · Adds walls to the settlement
Occupied Gate (Fortress) Level 3 · 2,000 gold · 4 turns
Defensive supplies: +1200 · Vampiric corruption: +4 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Bones
Occupied Gate (Grand Fortress) Level 4 · 4,000 gold · 5 turns
Defensive supplies: +1800 · Vampiric corruption: +6 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Caged Bats
Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 6 turns
Defensive supplies: +2200 · Vampiric corruption: +8 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 7 turns
Defensive supplies: +2500 · Vampiric corruption: +10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Ghrond Landmark
Dark Tower of Prophecy Level 1 · 8,000 gold · 4 turns
Hero capacity: +1 for Liche Priests & Necromancers · Hero recruit rank: +2 for Liche Priests and Necromancers · Empower 3 Sigils within the Black Pyramid · Winds of Magic power reserve capacity: +3 (all armies) · Unlocks Hero recruitment: Necromancer
Dark Convent of Undeath Level 2 · 10,000 gold · 6 turns
Hero capacity: +1 for Liche Priests & Necromancers · Hero recruit rank: +4 for Liche Priests and Necromancers · Empower 6 Sigils within the Black Pyramid · Winds of Magic power reserve capacity: +5 (all armies) · Unlocks Hero recruitment: Necromancer
Hidden Oasis
Lost Tombs Level 1 · 7,500 gold · 10 turns
Immune to Sandstorm attrition (all your armies in adjacent provinces) · Unit capacity: +3 Ushabti Ushabti (Great Bows) · Necromantic Energy: +25 per turn (land of the dead) · Attribute: Perfect Vigour for Ushabti and Ushabti (Great Bows) units (all armies)
Khaine Worship
The Plains of Bones Level 1 · 7,500 gold · 10 turns
Grave Call cost: -5% (all armies) · Vampiric corruption: +10 · Income from post-battle loot: +5% (factionwide)
Kislev Palace
Bokha Palace Level 1 · 10,000 gold · 6 turns
Income from all buildings: +50% (local province) · Control: +10 · Lord recruit rank: +2 (factionwide)
Landmark
Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns
Income generated: 350 · Control: +3
Landmark
Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns
Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests
Landmark
Smithy's Tavern Level 1 · 8,000 gold · 3 turns
Local recruitment capacity for Vampire Coast units: +2 · Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10 · Local recruitment capacity: +2
Landmark
Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns
Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)
Landmark
Hall of Rebirth Level 1 · 8,000 gold · 4 turns
Double experience gain for units when fighting against Vampire Coast (factionwide) · Double experience gain for units when fighting against Tomb Kings (factionwide) · Recruit Rank: +1 for units recruited via Grave Call (all armies) · Empower 5 Sigils within the Black Pyramid · Blood: 100 per turn · Double experience gain for units when fighting against Vampire Counts (factionwide) · Income generated: 500 · Tradable resources produced: +5% (factionwide) · Research rate: +20
Landmark
Pillar of Bone Level 1 · 7,500 gold · 5 turns
Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5
Landmark
The Altar of Ultimate Darkness Level 1 · 2,000 gold · 7 turns
Hero recruit rank: +2 for Mourngul Haunters & Banshees (all provinces) · Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)
Landmark
Hanged Man's Oak Level 1 · 3,000 gold · 2 turns
Passive ability: "Regeneration" for Carrion and Fell Bat units (all armies) · Necromantic Energy: +35 per turn (land of the dead) · Vampiric corruption in adjacent provinces: +2
Pyramid
Great Pyramid of Settra (Occupied) Level 1 · 6,000 gold · 5 turns
Empower 3 Sigils within the Black Pyramid (factionwide) · Attribute: Expendable for Skeleton Warrior and Skeleton Spearmen units (all armies) · Winds of Magic power reserve capacity: +5 (all armies) · Unit experience gain per turn: +200 (armies in province) · Control: +1 (all provinces)
Special Deck
The Black Coffin Level 1 · 8,000 gold · 1 turn
Vampiric corruption: +6 (local province) · Income from all buildings: +5% (factionwide) · Casualty replenishment rate: +10%
Special Deck
Dart Launcher Level 1 · 1,000 gold · 1 turn
Missile strength: +5% for Carronade, Mortar and Queen Bess units · Melee defence: +2 when defending
Barb Launcher Level 2 · 2,000 gold · 1 turn
Missile strength: +5% for Carronade, Mortar and Queen Bess units · Infamy gained: 5 per turn · Melee defence: +4 when defending
Gaff Launcher Level 3 · 4,000 gold · 1 turn
Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot" · Missile strength: +10% for Carronade, Mortar and Queen Bess units · Infamy gained: 10 per turn · Melee defence: +6 when defending
Trident Launcher Level 4 · 6,000 gold · 1 turn
Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot" · Missile strength: +10% for Carronade, Mortar and Queen Bess units · Infamy gained: 15 per turn · Hero recruit rank: +1 · Melee defence: +8 when defending
Harpoon Launcher Level 5 · 8,000 gold · 1 turn
Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot" · Missile strength: +15% for Carronade, Mortar and Queen Bess units · Infamy gained: 20 per turn · Hero recruit rank: +2 · Melee defence: +10 when defending
Special Port
Ruined Dawn's Harbour Level 1 · 1 turn
Dawn's Harbour Level 2 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 3 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 4 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
Standing Stones
Corrupted Standing Stones Level 1 · 10,000 gold · 7 turns
Empower 3 Sigils within the Black Pyramid · Necromantic Energy: +35 per turn (land of the dead) · Melee attack: +4 when fighting against Dwarfs, Elves and Humans (factionwide)
The Galleon's Graveyard
The Maelstrom (Inert) Level 1 · 1 turn
Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2
The Maelstrom Level 2 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10