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

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

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

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

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

Cannons
Level 3 · 4,000 gold · 1 turn
Army ability: "Norse Roar"
Army ability: "Sartosa Grapeshot"
Army ability: "Zhufbar 42 Pounders"
Unit capacity: +3
Mortars
Carronades
Unit capacity: +2
Deck Gunners
Unlocks
Crow's Nest

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

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

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

Portholes
Level 2 · 2,000 gold · 1 turn
Unit capacity: +1
Zombie Pirate Gunnery Mob (Handgunners)
Zombie Pirate Gunnery Mob (Bombers)
Zombie Pirate Gunnery Mob (Hand Cannons)
Unlocks

Gunports
Level 3 · 3,000 gold · 1 turn
Unlocks Hero recruitment: Gunnery Wight
Unit capacity: +2
Zombie Pirate Gunnery Mob (Handgunners)
Zombie Pirate Gunnery Mob (Bombers)
Zombie Pirate Gunnery Mob (Hand Cannons)
Unlocks

Shuttered Gunports
Level 4 · 5,000 gold · 1 turn
Hero capacity: +1 for Gunnery Wights
Unlocks Hero recruitment: Gunnery Wight
Hero capacity: +1 for Necrotects, Tomb Heralds and Gunnery Wights
Unit capacity: +3
Zombie Pirate Gunnery Mob (Handgunners)
Zombie Pirate Gunnery Mob (Bombers)
Zombie Pirate Gunnery Mob (Hand Cannons)
Unit capacity: +1
Rotting Prometheans
Rotting Prometheans (Gunnery Mob)
Unlocks
Hold

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

Cargo Hold
Level 2 · 3,000 gold · 1 turn
Unlocks Hero recruitment: Mourngul Haunter
Unit capacity: +3
Animated Hulks
Unit capacity: +2
Mournguls
Crypt Horrors
Unit capacity: +1
Rotting Prometheans
Rotting Prometheans (Gunnery Mob)
Unit capacity: +2
Syreens
Cairn Wraiths
Unlocks

Bulk Cargo Hold
Level 3 · 10,000 gold · 1 turn
Hero capacity: +1 for Mourngul Haunters
Unlocks Hero recruitment: Mourngul Haunter
Hero capacity: +1 for Mourngul Haunters and Banshees
Unit capacity: +4
Animated Hulks
Unit capacity: +3
Mournguls
Crypt Horrors
Unit capacity: +2
Rotting Prometheans
Rotting Prometheans (Gunnery Mob)
Unit capacity: +3
Syreens
Cairn Wraiths
Unit capacity: +1
Rotting Leviathan
Unlocks
Hull

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Palisades
Level 1 · 2,000 gold · 4 turns
Helm

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

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

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

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

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

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

Undead Outpost
Level 1 · 2,000 gold · 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)

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)

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

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

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

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

Ruined Port
Level 1 · 100 gold · 1 turn

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

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

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

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

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

Swag Sacks
Level 2 · 1,500 gold · 2 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
Increases treasury generated from the Curse of the Bountiful Treasure rite
Income generated: 200

Bullion Coffers
Level 4 · 3,000 gold · 4 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
Increases treasury generated from the Curse of the Bountiful Treasure rite
Income generated: 300
Corrupted Tavern

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

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

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

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

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

Gold Mine
Level 1 · 1,000 gold · 2 turns
Income generated: 150
Growth

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

Slave Pits
Level 1 · 500 gold · 1 turn
Income generated: 100

Meat Market
Level 2 · 1,500 gold · 3 turns
Income generated: 200
Iron Mining

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

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

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

Ruins
Level 1 · 1 turn
Vampiric corruption: +1

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

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

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

Oak of Ages (Ruined)
Level 1 · 1 turn

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

Obsidian Quarry
Level 1 · 1,000 gold · 2 turns
Construction cost: -10% for all buildings (local province)
Recruitment cost: -10% (armies in region)
Carved Obsidian resource production: 10 chests
Orchards

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

Haunted Mill
Level 1 · 1,000 gold · 2 turns
Income generated: 100
Growth: +30
Pirate Den

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

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

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

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

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

Ruins
Level 1 · 1 turn
Vampiric corruption: +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

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

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

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

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

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

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

Buccaneer’s Tavern
Level 3 · 3,000 gold · 4 turns
Income generated: 60
Control: +6
Control: +2 in adjacent provinces
Robbers' Hideout

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

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

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

Ruined Bordeleaux Docks
Level 1

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

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

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

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

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

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

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