Vampire Coast buildings
53 building chains Vampire Coast can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.
Recruitment

Artillery
3 levels · unlocks Mortars, Carronades, Deck Gunners
Artillery
3 levels · unlocks Mortars, Carronades, Deck Gunners

Munitions Hut
Level 1 · 2,000 gold · 3 turns
Army ability: "Zhufbar 42 Pounders" (armies in region)
Unlocks

Cannonry Shed
Level 2 · 3,000 gold · 4 turns
Army ability: "Sartosa Grapeshot" (armies in region)
Unlocks

Black Powder Depot
Level 3 · 5,000 gold · 5 turns
Army ability: "Norse Roar" (armies in region)
Unlocks

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

Lagoon of Drowned Sailors
Level 1 · 750 gold · 1 turn
Unlocks

Deckhands’ Boneyard
Level 2 · 1,500 gold · 2 turns
Unlocks

Tomb of First Mates
Level 3 · 4,000 gold · 3 turns
Unlocks

Admirals' Mausoleum
Level 4 · 8,000 gold · 4 turns
Unlocks

Cannons
3 levels · unlocks Mortars, Carronades, Deck Gunners
Cannons
3 levels · unlocks Mortars, Carronades, Deck Gunners

Bombards
Level 1 · 2,000 gold · 1 turn
Army ability: "Zhufbar 42 Pounders"
Unlocks

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

Cannons
Level 3 · 4,000 gold · 1 turn
Army ability: "Norse Roar"
Army ability: "Sartosa Grapeshot"
Army ability: "Zhufbar 42 Pounders"
Unlocks

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

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

Lookout Cradle
Level 2 · 3,000 gold · 1 turn
Unlocks

Crow's Nest
Level 3 · 5,000 gold · 1 turn
Unlocks

Crow's Castle
Level 4 · 10,000 gold · 1 turn
Unlocks

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

Fell Hollows
Level 1 · 750 gold · 1 turn
Unlocks

Roosting Trees
Level 2 · 2,500 gold · 3 turns
Unlocks

Cave of Flying Horrors
Level 3 · 4,000 gold · 4 turns
Unlocks

Giant Feeding Cavern
Level 4 · 8,000 gold · 5 turns
Unlocks

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

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

Portholes
Level 2 · 2,000 gold · 1 turn
Unlocks

Gunports
Level 3 · 3,000 gold · 1 turn
Unlocks Hero recruitment: Gunnery Wight
Unlocks

Shuttered Gunports
Level 4 · 5,000 gold · 1 turn
Hero capacity: +1 for Gunnery Wights
Unlocks Hero recruitment: Gunnery Wight
Unlocks

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

Ship's Hold
Level 1 · 2,000 gold · 1 turn
Unlocks

Cargo Hold
Level 2 · 3,000 gold · 1 turn
Unlocks Hero recruitment: Mourngul Haunter
Unlocks

Bulk Cargo Hold
Level 3 · 10,000 gold · 1 turn
Hero capacity: +1 for Mourngul Haunters
Unlocks Hero recruitment: Mourngul Haunter
Unlocks

Hull
3 levels · unlocks Necrofex Colossus
Hull
3 levels · unlocks Necrofex Colossus

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

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

Composite Hull
Level 3 · 10,000 gold · 1 turn
Casualty replenishment rate: +8%
Horde recruitment capacity +6
Unlocks

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

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

Upper Deck
Level 2 · 2,000 gold · 1 turn
Unlocks

Weather Deck
Level 3 · 5,000 gold · 1 turn
Unlocks

Main Deck
Level 4 · 10,000 gold · 1 turn
Unlocks

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

Desolate Shoal
Level 1 · 2,000 gold · 4 turns
Vampiric corruption: +1
Unlocks

Mangrove of Monsters
Level 2 · 3,000 gold · 5 turns
Unlocks Hero recruitment: Mourngul Haunter
Vampiric corruption: +1
Unlocks

Cape of Conjuring
Level 3 · 10,000 gold · 6 turns
Unlocks Hero recruitment: Mourngul Haunter
Vampiric corruption: +2
Unlocks

Necrofex
1 level · unlocks Necrofex Colossus
Necrofex
1 level · unlocks Necrofex Colossus

Great Altar of the Necrarchs
Level 1 · 10,000 gold · 6 turns
Vampiric corruption: +2
Unlocks

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

Rusty Pistol-Trove
Level 1 · 750 gold · 1 turn
Unlocks

Hoard of Filched Firearms
Level 2 · 1,500 gold · 2 turns
Unlocks

Armoury of the Soulless
Level 3 · 2,500 gold · 3 turns
Unlocks Hero recruitment: Gunnery Wight
Unlocks

Dead Pirates' Workshop
Level 4 · 4,000 gold · 4 turns
Unlocks Hero recruitment: Gunnery Wight
Unlocks

Anchor
3 levels
Anchor
3 levels

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

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

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

Captain's Cabin
5 levels
Captain's Cabin
5 levels

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

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

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

Sea Cabin
Level 4 · 10,000 gold · 1 turn
Hero capacity: +1 for Vampire Fleet Captains
Pirate crew growth: +10
Unlocks Hero recruitment: Vampire Fleet Captain
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Upkeep: -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
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Upkeep: -20%
Horde recruitment capacity +6

Flame of Ulric
1 level
Flame of Ulric
1 level

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
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
2 levels
Garrison
2 levels

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%

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 level
Garrison
1 level

Palisades
Level 1 · 2,000 gold · 4 turns

Helm
3 levels
Helm
3 levels

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

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

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

Main Sail
3 levels
Main Sail
3 levels

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

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

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

Outpost
3 levels
Outpost
3 levels

Undead Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +2% (own and enemy armies in region)

Undead District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +3% (armies in region)

Undead Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment cost outside friendly territory: -50%- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +4% (armies in region)

Walls
3 levels
Walls
3 levels

Palisades
Level 1 · 2,000 gold · 4 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bones

Barricade of Debris
Level 2 · 4,000 gold · 5 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Caged Bats

Parapets
Level 3 · 6,000 gold · 6 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: 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)
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Corpse Ball
Economy

Port
3 levels · unlocks Sartosa Militia, Sartosa Free Company, Maneaters, Maneaters (Ogre Pistols)
Port
3 levels · unlocks Sartosa Militia, Sartosa Free Company, Maneaters, Maneaters (Ogre Pistols)

Ruined Port
Ruin · 100 gold · 1 turn

Smugglers' Landing
Level 1 · 1,500 gold · 2 turns · pays back in 7.5 turns
Income from Ports: +1% (factionwide)
Income generated: 200
Growth: +10
Unlocks

Smugglers' Jetty
Level 2 · 3,000 gold · 4 turns · pays back in 7.5 turns
Unlocks Hero recruitment: Vampire Fleet Captain
Income from Ports: +1% (factionwide)
Income generated: 400
Growth: +20
Unlocks

Pirate Wharf
Level 3 · 6,000 gold · 6 turns · pays back in 7.5 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
4 levels
Anti-Vermintide
4 levels

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

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

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

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

Buried Treasure
5 levels
Buried Treasure
5 levels

Plunder Pile
Level 1 · 1,000 gold · 1 turn · pays back in 10 turns
Increases treasury generated from the Curse of the Bountiful Treasure rite
Income generated: 100

Swag Sacks
Level 2 · 1,500 gold · 2 turns · pays back in 10 turns
Increases treasury generated from the Curse of the Bountiful Treasure rite
Income generated: 150

Hoard of Booty
Level 3 · 2,000 gold · 3 turns · pays back in 10 turns
Increases treasury generated from the Curse of the Bountiful Treasure rite
Income generated: 200

Bullion Coffers
Level 4 · 3,000 gold · 4 turns · pays back in 12 turns
Increases treasury generated from the Curse of the Bountiful Treasure rite
Income generated: 250

Buried Treasure Chest
Level 5 · 4,000 gold · 5 turns · pays back in 13.3 turns
Increases treasury generated from the Curse of the Bountiful Treasure rite
Income generated: 300

Corrupted Tavern
1 level
Corrupted Tavern
1 level

Corrupted Tavern
Level 1 · 2,500 gold · 1 turn
Infamy gained: 20 per turn
Vampiric corruption in adjacent provinces: +3
Vampiric corruption: +5

Corruption
3 levels
Corruption
3 levels

Dead Pirate’s Totems
Level 1 · 1,500 gold · 2 turns
Vampiric corruption in adjacent provinces: +1
Vampiric corruption: +2

Effigies of Undeath
Level 2 · 2,000 gold · 3 turns
Vampiric corruption in adjacent provinces: +2
Vampiric corruption: +4

Night Pyres
Level 3 · 3,000 gold · 4 turns
Vampiric corruption in adjacent provinces: +4
Vampiric corruption: +6

Dye Production
1 level
Dye Production
1 level

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 level
Exotic Animals
1 level

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 level
Gem Mining
1 level

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 level
Gold Mining
1 level

Gold Mine
Level 1 · 1,000 gold · 2 turns · pays back in 6.7 turns
Income generated: 150

Growth
3 levels
Growth
3 levels

Tree & Noose
Level 1 · 500 gold · 1 turn
Enemy Hero action success chance: -10%
Growth: +20
Control: +3

Lynching Post
Level 2 · 1,000 gold · 2 turns
Enemy Hero action success chance: -15%
Growth: +30
Control: +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
2 levels
Income
2 levels

Slave Pits
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Income generated: 100

Meat Market
Level 2 · 1,500 gold · 3 turns · pays back in 7.5 turns
Income generated: 200

Iron Mining
1 level
Iron Mining
1 level

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 level
Marble Quarry
1 level

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 level
Medicine Production
1 level

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
3 levels
Minor Settlement
3 levels

Ruins
Ruin
Vampiric corruption: +1

Ghetto of the Cursed
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Vampiric corruption: +1
Grants 1 construction slot in the settlement
Income generated: 30
Growth: +8

Haunted Hovels
Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000
Vampiric corruption: +1
Grants 2 construction slots in the settlement
Income generated: 45
Growth: +15

Dead Pirates' Hamlet
Level 3 · 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 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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

Obsidian Quarry
1 level
Obsidian Quarry
1 level

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 level
Orchards
1 level

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 level
Pastures
1 level

Haunted Mill
Level 1 · 1,000 gold · 2 turns · pays back in 10 turns
Income generated: 100
Growth: +30

Pirate Den
1 level
Pirate Den
1 level

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 level
Pottery Production
1 level

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
3 levels
Protection
3 levels

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 (Realm of Chaos campaign only)
Vampiric corruption: +3
Control: +3

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) (Realm of Chaos campaign only)
Vampiric corruption: +4
Control: +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) (Realm of Chaos campaign only)
Vampiric corruption in adjacent provinces: +2
Vampiric corruption: +5
Control: +3

Provincial Capital
5 levels
Provincial Capital
5 levels

Ruins
Ruin
Vampiric corruption: +2

Slums of the Cursed
Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Vampiric corruption: +2
Grants 1 construction slot in the settlement
Income generated: 100
Growth: +10
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Haunted Shanty Town
Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Vampiric corruption: +2
Grants 2 construction slots in the settlement
Income generated: 200
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Dead Pirates' Holdout
Level 3 · 4,000 gold · 5 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Vampiric corruption: +2
Grants 3 construction slots in the settlement
Income generated: 300
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Dead Pirates' Lair
Level 4 · 8,000 gold · 6 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Vampiric corruption: +2
Grants 5 construction slots in the settlement
Income generated: 400
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Dead Pirates' Stronghold
Level 5 · 16,000 gold · 7 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Vampiric corruption: +2
Grants 7 construction slots in the settlement
Income generated: 500
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Public Order
3 levels
Public Order
3 levels

Scurvy Dog Pits
Level 1 · 1,500 gold · 2 turns · pays back in 75 turns
Income generated: 20
Control: +4

Midnight Gambling Den
Level 2 · 2,000 gold · 3 turns · pays back in 50 turns
Income generated: 40
Control: +6

Buccaneer’s Tavern
Level 3 · 3,000 gold · 4 turns · pays back in 50 turns
Income generated: 60
Control: +6
Control: +2 in adjacent provinces

Robbers' Hideout
1 level
Robbers' Hideout
1 level

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 level
Saltmaking
1 level

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 level
Smugglers' Cove
1 level

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
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

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

Manann’s Dry Docks
Level 3 · 6,000 gold · 6 turns
Income generated: 800
Tradable resources produced: +20% (factionwide)
Income from trade tariffs: +30%
Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading
1 level
Spice Trading
1 level

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 level
Tusks
1 level

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 level
Wild Game
1 level

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 level
Woodlands
1 level

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
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 35 landmark buildings (unique buildings in particular settlements) ▾
Ancient Foundries
City of Bronze Level 1 · 4,000 gold · 4 turns
Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 · Income generated: 300 · Unless the region's owner favours Vampiric corruption: 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)
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
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
Winds of Magic power reserve capacity: +10 (factionwide) · 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
Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9
Lothern Port
Ruined Harbour of Lothern Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Ruin
The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn
Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks
Special Port
Ruined Copher Harbour Ruin
Copher Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 2 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Ruin
Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Port
Ruined Erengrad Harbour Ruin
Erengrad Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20
Erengrad Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30
Special Port
Ruined Marienburg Harbour Ruin
Marienburg Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40
Bastion
Ruined Bastion Ruin
Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · 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 Ruin
Occupied Drakenhof Level 1 Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 240 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Occupied Drakenhof Level 2 Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 360 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bones
Occupied Drakenhof Level 3 Level 3 · 4,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 480 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats
Occupied Drakenhof Level 4 Level 4 · 8,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 600 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Occupied Drakenhof Level 5 Level 5 · 16,000 gold · 7 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 720 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: 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) · Physical resistance: 5% (all armies) · Income generated: 450
Fort
Ruined Fort Ruin
Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: 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) (Realm of Chaos campaign only) · 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
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
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
Tradable resources produced: +5% (factionwide) · Research rate: +20
Landmark
Pillar of Bone Level 1 · 7,500 gold · 5 turns
When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · 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 Ruin
Vampiric corruption: +2
Sartosa (Pirate Slums) Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 240 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Sartosa (Pirate Shanty Town) Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 360 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bones
Sartosa (Pirate Holdout) Level 3 · 4,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 480 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats
Sartosa (Pirate Lair) Level 4 · 8,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 600 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball
Sartosa (Pirate Stronghold) Level 5 · 16,000 gold · 7 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 720 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: 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 Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
The Awakening
The Awakening Ruins Ruin
Vampiric corruption: +2
The Awakening (Pirate Slums) Level 1 · 1,000 gold · 3 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 240 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
The Awakening (Pirate Shanty Town) Level 2 · 2,000 gold · 4 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 360 · Growth: +20 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bones
The Awakening (Pirate Holdout) Level 3 · 4,000 gold · 5 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 480 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats
The Awakening (Pirate Lair) Level 4 · 8,000 gold · 6 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 600 · Growth: +40 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball
The Awakening (Pirate Stronghold) Level 5 · 16,000 gold · 7 turns
Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 720 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball
The Galleon's Graveyard
The Maelstrom (Inert) Ruin
Vampiric corruption: +2
The Maelstrom (Dormant) Level 1 · 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 160 · Growth: +10
The Maelstrom (Stirring) Level 2 · 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 4 construction slots in the settlement · Income generated: 240 · Growth: +20
The Maelstrom (Active) Level 3 · 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 6 construction slots in the settlement · Income generated: 320 · Growth: +30
The Maelstrom (Powerful) Level 4 · 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) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 8 construction slots in the settlement · Income generated: 400 · Growth: +40
The Maelstrom (Raging) Level 5 · 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) (Realm of Chaos campaign only) · 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
Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Vampire Coast factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.
What each unit costs to unlock — 27 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Fell Bats | Fell Hollows | 750 | 1 | 1 | — | — |
| 2 | Zombie Pirate Deckhand Mob | Lagoon of Drowned Sailors | 750 | 1 | 1 | — | — |
| 3 | Zombie Pirate Gunnery Mob | Rusty Pistol-Trove | 750 | 1 | 1 | — | — |
| 4 | Sartosa Free Company | Smugglers' Landing | 1,600 | 3 | 1 | — | — |
| 5 | Sartosa Militia | Smugglers' Landing | 1,600 | 3 | 1 | — | — |
| 6 | Animated Hulks | Ship's Hold | 2,000 | 1 | 1 | — | — |
| 7 | Bloated Corpse | Ship's Hold | 2,000 | 1 | 1 | — | — |
| 8 | Mortars | Bombards | 2,000 | 1 | 1 | — | — |
| 9 | Scurvy Dogs | Deckhands’ Boneyard | 2,250 | 3 | 2 | 2,000 | 1 |
| 10 | Zombie Pirate Deckhand Mob (Polearms) | Deckhands’ Boneyard | 2,250 | 3 | 2 | 2,000 | 1 |
| 11 | Zombie Pirate Gunnery Mob (Bombers) | Hoard of Filched Firearms | 2,250 | 3 | 2 | 2,000 | 1 |
| 12 | Zombie Pirate Gunnery Mob (Handgunners) | Hoard of Filched Firearms | 2,250 | 3 | 2 | 2,000 | 1 |
| 13 | Deck Droppers | Roosting Trees | 3,250 | 4 | 3 | 6,000 | 3 |
| 14 | Carronades | Carronades | 4,500 | 2 | 2 | 2,000 | 1 |
| 15 | Zombie Pirate Gunnery Mob (Hand Cannons) | Armoury of the Soulless | 4,750 | 6 | 3 | 6,000 | 3 |
| 16 | Mournguls | Cargo Hold | 5,000 | 2 | 2 | 2,000 | 1 |
| 17 | Rotting Prometheans | Cargo Hold | 5,000 | 2 | 2 | 2,000 | 1 |
| 18 | Syreens | Cargo Hold | 5,000 | 2 | 2 | 2,000 | 1 |
| 19 | Depth Guard | Tomb of First Mates (capital) | 6,250 | 6 | 4 | 14,000 | 7 |
| 20 | Deck Droppers (Bombers) | Cave of Flying Horrors (capital) | 7,250 | 8 | 4 | 14,000 | 7 |
| 21 | Deck Droppers (Handgunners) | Cave of Flying Horrors (capital) | 7,250 | 8 | 4 | 14,000 | 7 |
| 22 | Deck Gunners | Cannons | 8,500 | 3 | 3 | 6,000 | 3 |
| 23 | Rotting Prometheans (Gunnery Mob) | Dead Pirates' Workshop (capital) | 8,750 | 10 | 4 | 14,000 | 7 |
| 24 | Necrofex Colossus | Composite Hull (capital) | 14,000 | 3 | 4 | 14,000 | 7 |
| 25 | Depth Guard (Polearms) | Admirals' Mausoleum (capital) | 14,250 | 10 | 5 | 30,000 | 12 |
| 26 | Rotting Leviathan | Bulk Cargo Hold (capital) | 15,000 | 3 | 4 | 14,000 | 7 |
| 27 | Death Shriek Terrorgheist | Giant Feeding Cavern (capital) | 15,250 | 13 | 5 | 30,000 | 12 |