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

Vampire Coast buildings

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

Recruitment

Artillery

  1. Munitions Hut

    Level 1 · 2,000 gold · 3 turns

    • Army ability: "Zhufbar 42 Pounders" (armies in region)

    Unlocks

  2. Cannonry Shed

    Level 2 · 3,000 gold · 4 turns

    • Army ability: "Sartosa Grapeshot" (armies in region)

    Unlocks

  3. Black Powder Depot

    Level 3 · 5,000 gold · 5 turns

    • Army ability: "Norse Roar" (armies in region)

    Unlocks

Barracks

  1. Lagoon of Drowned Sailors

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Deckhands’ Boneyard

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. Tomb of First Mates

    Level 3 · 4,000 gold · 3 turns

    Unlocks

  4. Admirals' Mausoleum

    Level 4 · 8,000 gold · 4 turns

    Unlocks

Cannons

  1. Bombards

    Level 1 · 2,000 gold · 1 turn

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

    Unlocks

  2. Carronades

    Level 2 · 2,500 gold · 1 turn

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

    Unlocks

  3. Cannons

    Level 3 · 4,000 gold · 1 turn

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

    Unlocks

Crow's Nest

  1. Lookout Seat

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Lookout Cradle

    Level 2 · 3,000 gold · 1 turn

    Unlocks

  3. Crow's Nest

    Level 3 · 5,000 gold · 1 turn

    Unlocks

  4. Crow's Castle

    Level 4 · 10,000 gold · 1 turn

    Unlocks

Flying

  1. Fell Hollows

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Roosting Trees

    Level 2 · 2,500 gold · 3 turns

    Unlocks

  3. Cave of Flying Horrors

    Level 3 · 4,000 gold · 4 turns

    Unlocks

  4. Giant Feeding Cavern

    Level 4 · 8,000 gold · 5 turns

    Unlocks

Gunports

  1. Holes in the Side

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Portholes

    Level 2 · 2,000 gold · 1 turn

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

    Unlocks

  3. Gunports

    Level 3 · 3,000 gold · 1 turn

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

    Unlocks

  4. Shuttered Gunports

    Level 4 · 5,000 gold · 1 turn

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

    Unlocks

Hold

  1. Ship's Hold

    Level 1 · 2,000 gold · 1 turn

    • Unit capacity: +2 Animated Hulks

    Unlocks

  2. Cargo Hold

    Level 2 · 3,000 gold · 1 turn

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

    Unlocks

  3. Bulk Cargo Hold

    Level 3 · 10,000 gold · 1 turn

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

    Unlocks

Hull

  1. Basic Wooden Hull

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 3,000 gold · 1 turn

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

    Level 3 · 10,000 gold · 1 turn

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

    Unlocks

Main Deck

  1. Spar Deck

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Upper Deck

    Level 2 · 2,000 gold · 1 turn

    Unlocks

  3. Weather Deck

    Level 3 · 5,000 gold · 1 turn

    Unlocks

  4. Main Deck

    Level 4 · 10,000 gold · 1 turn

    Unlocks

Monsters

  1. Desolate Shoal

    Level 1 · 2,000 gold · 4 turns

    • Vampiric corruption: +1

    Unlocks

  2. Mangrove of Monsters

    Level 2 · 3,000 gold · 5 turns

    • Unlocks Hero recruitment: Mourngul Haunter
    • Vampiric corruption: +1

    Unlocks

  3. Cape of Conjuring

    Level 3 · 10,000 gold · 6 turns

    • Unlocks Hero recruitment: Mourngul Haunter
    • Vampiric corruption: +2

    Unlocks

Necrofex

  1. Great Altar of the Necrarchs

    Level 1 · 10,000 gold · 6 turns

    • Vampiric corruption: +2

    Unlocks

Ranged

  1. Rusty Pistol-Trove

    Level 1 · 750 gold · 1 turn

    Unlocks

  2. Hoard of Filched Firearms

    Level 2 · 1,500 gold · 2 turns

    Unlocks

  3. Armoury of the Soulless

    Level 3 · 2,500 gold · 3 turns

    • Unlocks Hero recruitment: Gunnery Wight

    Unlocks

  4. Dead Pirates' Workshop

    Level 4 · 4,000 gold · 4 turns

    • Unlocks Hero recruitment: Gunnery Wight

    Unlocks

Anchor

  1. Heavy Ballast

    Level 1 · 1,500 gold · 1 turn

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

    Level 2 · 2,500 gold · 1 turn

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

    Level 3 · 5,000 gold · 1 turn

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

Captain's Cabin

  1. General Cabin

    Level 1 · 1,200 gold · 1 turn

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

    Level 2 · 2,500 gold · 1 turn

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

    Level 3 · 5,000 gold · 1 turn

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

    Level 4 · 10,000 gold · 1 turn

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

    Level 5 · 20,000 gold · 1 turn

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

Flame of Ulric

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

  1. Zombie Watch Posts

    Level 1 · 2,000 gold · 4 turns

    • Defensive supplies: +50 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -10%
  2. Haunted Blockhouse

    Level 2 · 4,000 gold · 5 turns

    • Defensive supplies: +100 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • Enemy Hero action success chance: -15%

Garrison

  1. Palisades

    Level 1 · 2,000 gold · 4 turns

Helm

  1. Tiller

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 3,000 gold · 1 turn

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

    Level 3 · 10,000 gold · 1 turn

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

Main Sail

  1. Topgallant Royal

    Level 1 · 1,000 gold · 1 turn

    • Campaign movement range: +10%
  2. Skysail

    Level 2 · 3,000 gold · 1 turn

    • Campaign movement range: +20%
  3. Moonraker

    Level 3 · 10,000 gold · 1 turn

    • Campaign movement range: +30%

Outpost

  1. Undead Outpost

    Level 1 · 2,000 gold · 3 turns

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

    Level 2 · 4,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 5 turns

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

Walls

  1. Palisades

    Level 1 · 2,000 gold · 4 turns

    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Attrition: -5% when under siege (armies in region)
    • Leadership: +2 when under siege (armies in region)
    • Improved tower projectiles: Bones
  2. Barricade of Debris

    Level 2 · 4,000 gold · 5 turns

    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Attrition: -10% when under siege (armies in region)
    • Leadership: +4 when under siege (armies in region)
    • Improved tower projectiles: Caged Bats
  3. Parapets

    Level 3 · 6,000 gold · 6 turns

    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Attrition: -15% when under siege (armies in region)
    • Leadership: +6 when under siege (armies in region)
    • Improved tower projectiles: Corpse Ball

Economy

Port

  1. Ruined Port

    Level 1 · 100 gold · 1 turn

  2. Smugglers' Landing

    Level 2 · 1,500 gold · 2 turns

    • Income from Ports: +1% (factionwide)
    • Income generated: 200
    • Growth: +10

    Unlocks

  3. Smugglers' Jetty

    Level 3 · 3,000 gold · 4 turns

    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Income from Ports: +1% (factionwide)
    • Income generated: 400
    • Growth: +20

    Unlocks

  4. Pirate Wharf

    Level 4 · 6,000 gold · 6 turns

    • Hero capacity: +1 for Vampire Fleet Captains
    • Unlocks Hero recruitment: Vampire Fleet Captain
    • Income from Ports: +4% (factionwide)
    • Income generated: 800
    • Growth: +30
    • Lord recruit rank: +1 (factionwide)

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Buried Treasure

  1. Plunder Pile

    Level 1 · 1,000 gold · 1 turn

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 100
  2. Swag Sacks

    Level 2 · 1,500 gold · 2 turns

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 150
  3. Hoard of Booty

    Level 3 · 2,000 gold · 3 turns

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 200
  4. Bullion Coffers

    Level 4 · 3,000 gold · 4 turns

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 250
  5. Buried Treasure Chest

    Level 5 · 4,000 gold · 5 turns

    • Increases treasury generated from the Curse of the Bountiful Treasure rite
    • Income generated: 300

Corrupted Tavern

  1. Corrupted Tavern

    Level 1 · 2,500 gold · 1 turn

    • Infamy gained: 20 per turn
    • Vampiric corruption in adjacent provinces: +3
    • Vampiric corruption: +5

Corruption

  1. Dead Pirate’s Totems

    Level 1 · 1,500 gold · 2 turns

    • Vampiric corruption in adjacent provinces: +1
    • Vampiric corruption: +2
  2. Effigies of Undeath

    Level 2 · 2,000 gold · 3 turns

    • Vampiric corruption in adjacent provinces: +2
    • Vampiric corruption: +4
  3. Night Pyres

    Level 3 · 3,000 gold · 4 turns

    • Vampiric corruption in adjacent provinces: +4
    • Vampiric corruption: +6

Dye Production

  1. Pigment Grinder's Shop

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Dyes resource production: 10 ounces

Exotic Animals

  1. Exotic Animal Market

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Exotic Animals resource production: 10 cages

Gem Mining

  1. Gemstone Mine

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Gemstones resource production: 10 sacks

Gold Mining

  1. Gold Mine

    Level 1 · 1,000 gold · 2 turns

    • Income generated: 150

Growth

  1. Tree & Noose

    Level 1 · 500 gold · 1 turn

    • Enemy Hero action success chance: -10%
    • Growth: +20
    • Control: +3
  2. Lynching Post

    Level 2 · 1,000 gold · 2 turns

    • Enemy Hero action success chance: -15%
    • Growth: +30
    • Control: +3
  3. Pirate Gallows

    Level 3 · 1,500 gold · 3 turns

    • Enemy Hero action success chance: -20%
    • Leadership: -5 when laying siege or encircling (enemy armies in province)
    • Growth: +40
    • Control: +3

Income

  1. Slave Pits

    Level 1 · 500 gold · 1 turn

    • Income generated: 100
  2. Meat Market

    Level 2 · 1,500 gold · 3 turns

    • Income generated: 200

Iron Mining

  1. Iron Mine

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Iron resource production: 10 ingots

Marble Quarry

  1. Brimstone Cutter's Workshop

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Marble resource production: 10 slabs

Medicine Production

  1. Alchemy Workshop

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Medicinal Plants resource production: 10 bundles

Minor Settlement

  1. Ruins

    Level 1 · 1 turn

    • Vampiric corruption: +1
  2. Ghetto of the Cursed

    Level 2 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 30
    • Growth: +8
  3. Haunted Hovels

    Level 3 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 45
    • Growth: +15
  4. Dead Pirates' Hamlet

    Level 4 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 60
    • Growth: +22

Oak of Ages

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Carved Obsidian resource production: 10 chests

Orchards

  1. Thorny Orchard

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Wine resource production: 10 barrels

Pastures

  1. Haunted Mill

    Level 1 · 1,000 gold · 2 turns

    • Income generated: 100
    • Growth: +30

Pirate Den

  1. Pirates' Rest

    Level 1 · 2,500 gold · 1 turn

    • Hero capacity: +1 for Mourngul Haunters
    • Hero capacity: +1 for Gunnery Wights
    • Infamy gained: 20 per turn
    • Lord recruit rank: +1 (factionwide)

Pottery Production

  1. Clay Pit

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Pottery resource production: 10 kilnful

Protection

  1. Low Lighthouses

    Level 1 · 1,500 gold · 2 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 1 turns
    • Chaos Rifts will not appear in this province
    • Vampiric corruption: +3
    • Control: +3
  2. Crows' Nests

    Level 2 · 2,000 gold · 4 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 2 turns
    • Chaos Rifts will not appear in this province (local province)
    • Vampiric corruption: +4
    • Control: +3
  3. Lighthouse Keeper

    Level 3 · 3,000 gold · 5 turns

    • Chance of a plague spreading: -50%
    • Plague duration: -1 turns
    • Hidden armies will be visible (armies in region)
    • Plague immunity duration: 3 turns
    • Chaos Rifts will not appear in this province (local province)
    • Vampiric corruption in adjacent provinces: +2
    • Vampiric corruption: +5
    • Control: +3

Provincial Capital

  1. Ruins

    Level 1 · 1 turn

    • Vampiric corruption: +2
  2. Slums of the Cursed

    Level 2 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Vampiric corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • Adds walls to the settlement
  3. Haunted Shanty Town

    Level 3 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Vampiric corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 200
    • Growth: +20
    • Adds walls to the settlement
  4. Dead Pirates' Holdout

    Level 4 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Vampiric corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 300
    • Growth: +30
    • Adds walls to the settlement
  5. Dead Pirates' Lair

    Level 5 · 8,000 gold · 6 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Vampiric corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 400
    • Growth: +40
    • Adds walls to the settlement
  6. Dead Pirates' Stronghold

    Level 6 · 16,000 gold · 7 turns

    • Defensive supplies: +1000
    • Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords)
    • Vampiric corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 500
    • Growth: +50
    • Adds walls to the settlement

Public Order

  1. Scurvy Dog Pits

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 20
    • Control: +4
  2. Midnight Gambling Den

    Level 2 · 2,000 gold · 3 turns

    • Income generated: 40
    • Control: +6
  3. Buccaneer’s Tavern

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 60
    • Control: +6
    • Control: +2 in adjacent provinces

Robbers' Hideout

  1. Picaroons' Hideout

    Level 1 · 5,000 gold · 1 turn

    • Income gained based on the local settlement's income: 50%
    • Infamy gained: 10 per turn

Saltmaking

  1. Salt Pans

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Salt resource production: 10 barrels

Smugglers' Cove

  1. Smugglers' Cove

    Level 1 · 2,500 gold · 1 turn

    • Infamy gained: 10 per turn
    • Income generated: 200
    • Income from trade tariffs: +2%
    • Research rate: +3

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. Eastern Bazaar

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Spices resource production: 10 sacks

Tusks

  1. Animal Store

    Level 1 · 1,000 gold · 2 turns

    • Ivory resource production: 10 tusks
    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (local province)

Wild Game

  1. Poaching Camp

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Furs resource production: 10 bundles

Woodlands

  1. Forester's Shack

    Level 1 · 1,000 gold · 2 turns

    • Construction cost: -10% for all buildings (local province)
    • Recruitment cost: -10% (armies in region)
    • Timber resource production: 10 logs

Landmarks

Show 35 landmark buildings (unique buildings in particular settlements) ▾

Ancient Foundries

City of Bronze Level 1 · 4,000 gold · 4 turns

Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · Recruitment cost: -10% (armies in region)

Unlocks: Tiranoc Chariots

Dragon Graveyard

Dragon Grave 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

Wreck of the Heldenhammer Level 1 · 10,000 gold · 6 turns

Missile strength: +10% for Carronade, Mortar and Queen Bess units (all armies) · Recruit rank: +4 for Artillery units (all characters) · Recruitment cost: -15% for Artillery units (all armies)

Unlocks: Necrofex Colossus

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

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

Natural Landmark Port

The Sea Dragon's Teeth (Ruined) Level 1

The Sea Dragon's Teeth Level 2 · 2,000 gold · 1 turn

Infections: 10 per turn · Income generated: 200 · Income generated: 75 · Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

The Sea Dragon's Teeth (Wharf) Level 3 · 4,000 gold · 3 turns

Infections: 20 per turn · Income generated: 400 · Income generated: 150 · Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 4 · 6,000 gold · 5 turns

Infections: 30 per turn · Income generated: 800 · Income generated: 300 · Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Special Port

Ruined Copher Harbour Level 1 · 1 turn

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

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

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

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

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

Special Port

Ruined Great Dragon Fleet Docks Level 1

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

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

Unlocks: Animated Hulks, Bloated Corpse

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

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

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

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

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

Bastion

Ruined Bastion Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

Occupied Bastion Tower Level 3 · 2,000 gold · 4 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 5 · 8,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 6 · 16,000 gold · 7 turns

Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Cursed Ruins

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

Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300

Drakenhof

Ruined Drakenhof Level 1 · 1 turn

Occupied Drakenhof Level 1 Level 2 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 240 · Growth: +10 · Adds walls to the settlement

Occupied Drakenhof Level 2 Level 3 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 360 · Growth: +20 · Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Drakenhof Level 3 Level 4 · 4,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 480 · Growth: +30 · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Drakenhof Level 4 Level 5 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 600 · Growth: +40 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Drakenhof Level 5 Level 6 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 720 · Growth: +50 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Forbidden Halls

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

Cooldown: -20% to spells (all armies) · Vampiric corruption: +50 (local region) · Corpse cost to recruit units: -10% for all units (all armies) · Physical resistance: 5% (all armies) · Income generated: 450

Fort

Ruined Fort Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Level 1 · 1 turn

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

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

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 5 · 8,000 gold · 5 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 6 · 16,000 gold · 6 turns

Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Hidden Oasis

Secluded Oasis Level 1 · 2,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30

Buried Caravanserai Level 2 · 6,000 gold · 2 turns

Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30

Landmark

Dragon Tooth Lighthouse Level 1 · 10,000 gold · 6 turns

Diplomatic relations: +20 with Vampire Coast · All sea regions are made visible to your faction

Landmark

The Chamber of Visions Level 1 · 6,000 gold · 6 turns

Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)

Landmark

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

Catacombs of Quintex Level 1 · 2,000 gold · 3 turns

Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)

Vaults of Quintex Level 2 · 6,000 gold · 6 turns

Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5

Sanctum of Quintex Level 3 · 10,000 gold · 12 turns

Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10

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

Pyramid

Vault of Nagash Level 1 · 6,000 gold · 20 turns

Vampiric corruption in adjacent provinces: +25 · Vampiric corruption: +50 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Income generated: 800 · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)

Sartosa

Ruined Sartosa Level 1 · 1 turn

Vampiric corruption: +2

Sartosa (Pirate Slums) Level 2 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 240 · Growth: +10 · Adds walls to the settlement

Sartosa (Pirate Shanty Town) Level 3 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 360 · Growth: +20 · Adds walls to the settlement · Improved tower projectiles: Bones

Sartosa (Pirate Holdout) Level 4 · 4,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 480 · Growth: +30 · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Sartosa (Pirate Lair) Level 5 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 600 · Growth: +40 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Sartosa (Pirate Stronghold) Level 6 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 720 · Growth: +50 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

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

The Awakening

The Awakening Ruins Level 1 · 1 turn

Vampiric corruption: +2

The Awakening (Pirate Slums) Level 2 · 1,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 240 · Growth: +10 · Adds walls to the settlement

The Awakening (Pirate Shanty Town) Level 3 · 2,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 360 · Growth: +20 · Adds walls to the settlement · Improved tower projectiles: Bones

The Awakening (Pirate Holdout) Level 4 · 4,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 480 · Growth: +30 · Adds walls to the settlement · Improved tower projectiles: Caged Bats

The Awakening (Pirate Lair) Level 5 · 8,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 600 · Growth: +40 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

The Awakening (Pirate Stronghold) Level 6 · 16,000 gold · 7 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 720 · Growth: +50 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

The Galleon's Graveyard

The Maelstrom (Inert) Level 1 · 1 turn

Vampiric corruption: +2

The Maelstrom (Dormant) Level 2 · 1,000 gold · 1 turn

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 160 · Growth: +10

The Maelstrom (Stirring) Level 3 · 2,000 gold · 2 turns

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Grants 4 construction slots in the settlement · Income generated: 240 · Growth: +20

The Maelstrom (Active) Level 4 · 4,000 gold · 3 turns

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Grants 6 construction slots in the settlement · Income generated: 320 · Growth: +30

The Maelstrom (Powerful) Level 5 · 8,000 gold · 4 turns

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Grants 8 construction slots in the settlement · Income generated: 400 · Growth: +40

The Maelstrom (Raging) Level 6 · 16,000 gold · 5 turns

Immune to Reef attrition (armies in region) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Grants 9 construction slots in the settlement · Income generated: 480 · Growth: +50

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