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

Vampire Counts buildings

63 building chains Vampire Counts 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

Binding Circle

  1. Defiled Cairn

    Level 1 · 1,000 gold · 1 turn

    • Corpses: 5 per turn (local province)
    • Unit capacity: +1 Crypt Ghouls

    Unlocks

  2. Binding Circle

    Level 2 · 2,500 gold · 2 turns

    • Corpses: 10 per turn (local province)
    • Unit capacity: +3 Crypt Ghouls
    • Unit capacity: +2 Corpse Cart
    • Unlocks Hero recruitment: Necromancer

    Unlocks

  3. Lodestone of Darkness

    Level 3 · 4,000 gold · 3 turns

    • Corpses: 15 per turn (local province)
    • Unit capacity: +3 Crypt Ghouls
    • Unit capacity: +1 Crypt Horrors
    • Unit capacity: +1 Black Coach
    • Unit capacity: +2 Corpse Cart
    • Hero capacity: +1 for Necromancers

    Unlocks

  4. Sanctum of Summoning

    Level 4 · 5,000 gold · 4 turns

    • Corpses: 20 per turn (local province)
    • Unit capacity: +4 Crypt Ghouls
    • Unit capacity: +2 Crypt Horrors
    • Unit capacity: +1 Black Coach
    • Unit capacity: +3 Corpse Cart
    • Hero capacity: +2 for Necromancers
    • Hero recruit rank: +1 for Necromancers (factionwide)

Cemetery

  1. Graveyard

    Level 1 · 2,500 gold · 2 turns

    • Corpses: 10 per turn (local province)
    • Unit capacity: +2 Grave Guard
    • Unlocks Hero recruitment: Wight King

    Unlocks

  2. Barrow

    Level 2 · 4,000 gold · 3 turns

    • Corpses: 15 per turn (local province)
    • Unit capacity: +1 Black Knights
    • Unit capacity: +3 Grave Guard
    • Hero capacity: +1 for Wight Kings

    Unlocks

  3. Mausoleum

    Level 3 · 5,000 gold · 4 turns

    • Corpses: 20 per turn (local province)
    • Unit capacity: +2 Black Knights
    • Unit capacity: +4 Grave Guard
    • Hero capacity: +2 for Wight Kings
    • Hero recruit rank: +1 for Wight Kings (factionwide)
  4. Dragon Burial Grounds

    Level 4 · 8,000 gold · 6 turns

    • Corpses: 25 per turn (local province)
    • Unit capacity: +3 Black Knights
    • Unit capacity: +5 Grave Guard
    • Unit capacity: +1 Zombie Dragon
    • Hero capacity: +2 for Wight Kings
    • Hero recruit rank: +1 for Wight Kings (factionwide)

    Unlocks

Forest

  1. Sinister Copse

    Level 1 · 1,000 gold · 1 turn

    • Corpses: 5 per turn (local province)
    • Unit capacity: +2 Dire Wolves

    Unlocks

  2. Abyssal Wood

    Level 2 · 2,500 gold · 2 turns

    • Unlocks Hero recruitment: Mourngul Haunter
    • Corpses: 10 per turn (local province)
    • Unit capacity: +3 Dire Wolves
    • Unit capacity: +1 Mournguls

    Unlocks

  3. Sepulchral Grove

    Level 3 · 4,000 gold · 3 turns

    • Corpses: 15 per turn (local province)
    • Hero capacity: +1 for Mourngul Haunters
    • Unit capacity: +3 Dire Wolves
    • Unit capacity: +2 Mournguls
    • Unit capacity: +1 Vargheists

    Unlocks

  4. Withered Forest

    Level 4 · 5,000 gold · 4 turns

    • Corpses: 20 per turn (local province)
    • Hero recruit rank: +1 for Mourngul Haunters (factionwide)
    • Hero capacity: +2 for Mourngul Haunters
    • Unit capacity: +4 Dire Wolves
    • Unit capacity: +2 Mournguls
    • Unit capacity: +2 Vargheists
    • Unit capacity: +1 Varghulf

    Unlocks

  5. The Haunted Wilds

    Level 5 · 8,000 gold · 6 turns

    • Corpses: 25 per turn (local province)
    • Hero recruit rank: +1 for Mourngul Haunters (factionwide)
    • Hero capacity: +2 for Mourngul Haunters
    • Unit capacity: +5 Dire Wolves
    • Unit capacity: +3 Mournguls
    • Unit capacity: +1 Terrorgheist
    • Unit capacity: +3 Vargheists
    • Unit capacity: +2 Varghulf

    Unlocks

Vampires

  1. Vampire Crypts

    Level 1 · 2,500 gold · 2 turns

    • Corpses: 15 per turn (local province)
    • Unlocks Hero recruitment: Lahmian Vampire
    • Unlocks Hero recruitment: Vampire
  2. Vampire's Keep

    Level 2 · 4,000 gold · 3 turns

    • Corpses: 20 per turn (local province)
    • Hero capacity: +1 for Lahmian Vampires
    • Unit capacity: +2 Lahmian Handmaidens
    • Hero capacity: +1 for Vampires

    Unlocks

  3. Citadel of the Night

    Level 3 · 5,000 gold · 4 turns

    • Corpses: 25 per turn (local province)
    • Hero capacity: +1 for Lahmian Vampires
    • Hero recruit rank: +1 for Lahmian Vampires (factionwide)
    • Unit capacity: +2 Drakenhof Templars
    • Unit capacity: +3 Lahmian Handmaidens
    • Unit capacity: +1 Coven Throne
    • Hero capacity: +1 for Vampires
    • Hero recruit rank: +1 for Vampires (factionwide)

    Unlocks

  4. Vampiric Palace

    Level 4 · 8,000 gold · 6 turns

    • Corpses: 30 per turn (local province)
    • Hero capacity: +2 for Lahmian Vampires
    • Hero recruit rank: +1 for Lahmian Vampires (factionwide)
    • Unit capacity: +2 Blood Knights
    • Unit capacity: +3 Drakenhof Templars
    • Unit capacity: +4 Lahmian Handmaidens
    • Unit capacity: +2 Coven Throne
    • Hero capacity: +2 for Vampires
    • Hero recruit rank: +1 for Vampires (factionwide)

    Unlocks

Vengeful Spirits

  1. Spirit Well

    Level 1 · 2,500 gold · 2 turns

    • Corpses: 10 per turn (local province)
    • Unit capacity: +2 Cairn Wraiths
    • Unlocks Hero recruitment: Banshee

    Unlocks

  2. Font of Nightmares

    Level 2 · 5,000 gold · 4 turns

    • Corpses: 20 per turn (local province)
    • Unit capacity: +2 Hexwraiths
    • Unit capacity: +3 Cairn Wraiths
    • Unit capacity: +1 Mortis Engine
    • Hero capacity: +2 for Banshees
    • Hero recruit rank: +1 for Banshees (factionwide)

    Unlocks

Balefire

  1. Balefire Brazier

    Level 1 · 1,000 gold · 1 turn

    • Corpses: 5 per turn (local province)
    • Vampiric corruption in adjacent provinces: +2
    • Vampiric corruption: +2
    • Growth: +20
    • Control: +2
  2. Balefire Hearth

    Level 2 · 1,500 gold · 2 turns

    • Corpses: 10 per turn (local province)
    • Vampiric corruption in adjacent provinces: +3
    • Vampiric corruption: +3
    • Growth: +25
    • Control: +3
  3. Witch House

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 15 per turn (local province)
    • Vampiric corruption in adjacent provinces: +4
    • Vampiric corruption: +4
    • Growth: +30
    • Control: +4

Flame of Ulric

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Garrison

  1. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

  1. Corpse Pile

    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%
    • Leadership: +2 when under siege (armies in region)
  2. Grave Guard Watchtower

    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%
    • Leadership: +4 when under siege (armies in region)

Garrison

  1. Sylvanian Outpost

    Level 1 · 3,000 gold · 3 turns

    • Allows settlements to perform a Garrison Sally Attack with +1500 range
    • Ammunition: +100% when under siege (armies in region)

Outpost

  1. Undead Outpost

    Level 1 · 2,000 gold · 3 turns

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

    Level 2 · 4,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 5 turns

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

Walls

  1. Ghost Fence

    Level 1 · 2,000 gold · 4 turns

    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -10%
    • Attrition: -5% when under siege (armies in region)
    • Leadership: +2 when under siege (armies in region)
    • Improved tower projectiles: Bones
  2. Skeletal Walls

    Level 2 · 4,000 gold · 5 turns

    • Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -15%
    • Attrition: -10% when under siege (armies in region)
    • Leadership: +4 when under siege (armies in region)
    • Improved tower projectiles: Caged Bats
  3. Blasphemous Bulwark

    Level 3 · 6,000 gold · 6 turns

    • Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • Enemy Hero action success chance: -20%
    • Attrition: -15% when under siege (armies in region)
    • Leadership: +6 when under siege (armies in region)
    • Improved tower projectiles: Corpse Ball

Economy

Anti-Vermintide

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Artefacts - Ancillary

  1. Gravebound Relics

    Level 1 · 500 gold · 1 turn

    • The Lord will spawn with 2 random Uncommon items already equipped
  2. Re-Burial Rites

    Level 2 · 1,000 gold · 1 turn

    • The Lord will spawn with 2 random Uncommon items already equipped
    • The Lord will spawn with 2 random Rare items already equipped
  3. The Ancient Hoard

    Level 3 · 1,500 gold · 1 turn

    • The Lord will spawn with 4 random Rare items already equipped

Artefacts - Crypt

  1. Enduring Lair

    Level 1 · 1,000 gold · 1 turn

    • You will maintain control of this Vampire Lair instead of abandoning it
  2. Shadows Take Root

    Level 2 · 2,000 gold · 1 turn

    • Immediately discover a new Vampire Lair hidden somewhere in the world
    • You will maintain control of this Vampire Lair instead of abandoning it
  3. The Awakened Custodian

    Level 3 · 3,000 gold · 1 turn

    • Immediately discover a new Vampire Lair hidden somewhere in the world
    • You will maintain control of this Vampire Lair instead of abandoning it
    • Any Necromancer Hero raised alongside this Lord will spawn near the newly discovered Lair

Corpse Conversion

  1. Necrotic Morgue

    Level 1 · 200 gold · 1 turn

    • Convert up to 50 Corpses in this province into an equal amount of Blood per turn
    • Blood: 10 per turn
  2. Catacomb of Woes

    Level 2 · 2,000 gold · 3 turns

    • Convert up to 100 Corpses in this province into an equal amount of Blood per turn
    • Blood: 20 per turn
  3. Mortis Nexus

    Level 2 · 7,000 gold · 7 turns

    • Each turn convert 2000 Corpses in this province into Blood with a conversion rate of 50%
    • This building can only be built in one location in your faction at a time

Corpses

  1. Bone Pits

    Level 1 · 500 gold · 1 turn

    • Corpses: 100 per turn (local province)
    • Corpses: 50 per turn (local province)
  2. Mortuary Caravans

    Level 2 · 2,000 gold · 2 turns

    • Each turn 2000 Corpses in this province will be transported to the location of the Mortis Nexus building
    • Corpses lost during transport: 80%
    • Corpses lost during transport: 75%
    • Corpses lost during transport: 70%
    • Corpses lost during transport: 65%
    • Corpses lost during transport: 60%
    • Corpses lost during transport: 55%
    • Corpses lost during transport: 50%
    • Corpses lost during transport: 45%
    • Corpses lost during transport: 40%
  3. Mass Grave

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 200 per turn (local province)
    • Corpses: 100 per turn (local province)

Deathshroud

  1. Deathshroud Spire

    Level 1 · 6 turns

    • Converts the Climate of all regions in the local province to Undead Wasteland (only while this building is present)
    • Vampiric corruption in adjacent provinces: -100
    • Vampiric corruption: +100 (local region)

Dye Production

  1. Red Pit

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Dyes resource production: 16 ounces
  2. Blood Mines

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Dyes resource production: 24 ounces
  3. Pigment Grinder's Shop

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Dyes resource production: 32 ounces

Exotic Animals

  1. Exotic Animal Tamer

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Exotic Animals resource production: 16 cages
  2. Exotic Animal Pen

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Exotic Animals resource production: 24 cages
  3. Exotic Animal Market

    Level 3 · 2,000 gold · 3 turns

    • Upkeep: -3% for Terrorgheist units (all armies)
    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Exotic Animals resource production: 32 cages

Followers - Army

  1. The Awakened Retinue

    Level 1 · 2,000 gold · 1 turn

    • The Lord will spawn with a small army nearby instead of being added to the recruitment pool

Followers - Corpses

  1. The Fallen Set Aside

    Level 1 · 2,000 gold · 1 turn

    • 3000 Corpses will be added to this province
  2. Gathered for the Awakening

    Level 2 · 2,000 gold · 1 turn

    • 4000 Corpses will be added to this province
    • 2000 Corpses will be added to the province in which the faction leader is located

Followers - Minion

  1. Keeper of Dark Lore

    Level 1 · 1,000 gold · 1 turn

    • The Lord's former Necromancer will be risen from the dead alongside them (Gain a Rare Necromancer follower)
  2. The Deathless Savant

    Level 2 · 1,500 gold · 1 turn

    • The Lord's former Necromancer will be risen from the dead alongside them (Gain a Legendary Necromancer follower)

Followers - Mount

  1. Undeath's Chariot

    Level 1 · 500 gold · 1 turn

    • The Lord will spawn with a random Mount already unlocked

Followers - Necromancer

  1. The Faithful Servant

    Level 1 · 1,000 gold · 1 turn

    • The Lord's former Necromancer will be risen from the dead alongside them (Spawn a new Necromancer hero)
    • The Necromancer will spawn with 10 additional ranks
  2. The Deathly Advisor

    Level 2 · 1,500 gold · 1 turn

    • The Lord's former Necromancer will be risen from the dead alongside them (Spawn a new Necromancer hero)
    • The Necromancer will spawn with 20 additional ranks
  3. The Eternal Confidant

    Level 3 · 2,000 gold · 1 turn

    • The Lord's former Necromancer will be risen from the dead alongside them (Spawn a new Necromancer hero)
    • The Necromancer will spawn with 30 additional ranks

Gem Mining

  1. Cursed Gemstone Mineshaft

    Level 1 · 500 gold · 2 turns

    • Corpses: 20 per turn (local province)
    • Income generated: 300
    • Gemstones resource production: 16 sacks
  2. Hexed Gemstone Pit

    Level 2 · 1,000 gold · 3 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 450
    • Gemstones resource production: 24 sacks
  3. Haunted Gemstone Mine

    Level 3 · 2,000 gold · 4 turns

    • Upkeep: -3% for Corpse Cart, Black Coach and Mortis Engine units (all armies)
    • Corpses: 100 per turn (local province)
    • Hero recruit rank: +1 for Necromancers (all provinces)
    • Income generated: 600
    • Gemstones resource production: 32 sacks

Gold Mining

  1. Tarnished Gold Shaft

    Level 1 · 500 gold · 2 turns

    • Corpses: 20 per turn (local province)
    • Income from all buildings: +4% (local province)
    • Income generated: 300
  2. Tarnished Gold Mine

    Level 2 · 1,000 gold · 3 turns

    • Corpses: 50 per turn (local province)
    • Income from all buildings: +7% (local province)
    • Income generated: 400
  3. Balefire Gold Smeltery

    Level 3 · 2,000 gold · 4 turns

    • Corpses: 100 per turn (local province)
    • Income from all buildings: +10% (local province)
    • Income generated: 500

Iron Mining

  1. Dark Iron Pit

    Level 1 · 500 gold · 2 turns

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Iron resource production: 16 ingots
  2. Zombie-Infested Iron Mine

    Level 2 · 1,000 gold · 3 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Iron resource production: 24 ingots
  3. Scoured Iron Mine

    Level 3 · 2,000 gold · 4 turns

    • Upkeep: -3% for Grave Guard, Black Knight and Blood Knight units (all armies)
    • Corpses: 100 per turn (local province)
    • Hero recruit rank: +1 for Wight Kings (all provinces)
    • Income generated: 200
    • Iron resource production: 32 ingots

Knowledge - Rank

  1. Memories of Blood

    Level 1 · 1,000 gold · 1 turn

    • The Lord will spawn with 10 additional ranks
  2. Wisdom of the Long Night

    Level 2 · 2,000 gold · 1 turn

    • The Lord will spawn with 20 additional ranks
  3. Mastery Reawakened

    Level 3 · 3,000 gold · 1 turn

    • The Lord will spawn with 30 additional ranks

Knowledge - Sharing

  1. Lessons of the Risen

    Level 1 · 1,000 gold · 1 turn

    • This Lord's faction will gain 3 Lexicon of Unlearning items (These items allow you to reroll a Lords background trait)

Legacy

  1. The Lucky

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

  1. The Undefeated

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

  1. The Corrupted

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

  1. The Silent

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

  1. The Inflamed

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

  1. The Commander

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Marble Quarry

  1. Brimstone Cutter's Workshop

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Marble resource production: 16 slabs
  2. Tombstone Maker's Atelier

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Marble resource production: 24 slabs
  3. Gargoyle Sculptor's Garret

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Marble resource production: 32 slabs

Medicine Production

  1. Herb Gatherer's Camp

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Medicinal Plants resource production: 16 bundles
  2. Exotic Hothouse

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Medicinal Plants resource production: 24 bundles
  3. Alchemy Workshop

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Medicinal Plants resource production: 32 bundles

Minor Settlement

  1. Ruined Village

    Level 1 · 1 turn

    • Vampiric corruption: +1
  2. Crumbling Hamlet

    Level 2 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
  3. Corrupted Village

    Level 3 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +20
  4. Shady Township

    Level 4 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +1
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +30

Oak of Ages

  1. Oak of Ages (Ruined)

    Level 1 · 1 turn

  2. Oak of Ages (Pacified)

    Level 2 · 1,200 gold · 1 turn

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

Obsidian Quarry

  1. Obsidian Quarry

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Carved Obsidian resource production: 16 chests
  2. Obsidian Trinket Maker

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Carved Obsidian resource production: 24 chests
  3. Obsidian Amulet Carver

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 100 per turn (local province)
    • Hero recruit rank: +1 for Banshees (all provinces)
    • Income generated: 200
    • Carved Obsidian resource production: 32 chests
    • Upkeep: -3% for Cairn Wraiths, Mournguls and Hexwraiths units (all armies)

Orchards

  1. Tangled Vine Patch

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Control: +3
    • Wine resource production: 16 barrels
  2. Thorny Orchard

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Control: +4
    • Wine resource production: 24 barrels
  3. Animated Winepress

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 100 per turn (local province)
    • Control: +5
    • Wine resource production: 32 barrels

Pastures

  1. Cursed Fields

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Control: +3
  2. Wretched Farmstead

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Control: +4
  3. Haunted Mill

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Control: +5

Port

  1. Ruined Docks

    Level 1 · 1 turn

  2. Crumbling Wharf

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 100
    • Growth: +10
  3. Murky Harbour

    Level 3 · 3,000 gold · 4 turns

    • Income generated: 300
    • Growth: +20
  4. Dark Port

    Level 4 · 6,000 gold · 6 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

  1. Flooded Clay Pit

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Pottery resource production: 16 kilnful
  2. Urn Maker's Pottery

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Pottery resource production: 24 kilnful
  3. Screeching Kilns

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Pottery resource production: 32 kilnful

Power

  1. Shadow Stalker

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

  1. Master of Death

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

  1. A Fixated Mind

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

  1. Magically Adept

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

  1. A Love of Battle

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

  1. Immense Constitution

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Protection

  1. Crypt Keepers

    Level 1 · 1,500 gold · 2 turns

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

    Level 2 · 2,000 gold · 4 turns

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

    Level 3 · 3,000 gold · 5 turns

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

Provincial Capital

  1. Ruined City

    Level 1 · 1 turn

    • Vampiric corruption: +2
  2. Crumbling Hamlet

    Level 2 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • Adds walls to the settlement
  3. Corrupted Village

    Level 3 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +20
    • Adds walls to the settlement
  4. Shady Township

    Level 4 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +30
    • Adds walls to the settlement
  5. Accursed City

    Level 5 · 8,000 gold · 6 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 300
    • Growth: +40
    • Adds walls to the settlement
  6. Dark Castle

    Level 6 · 16,000 gold · 7 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 400
    • Growth: +50
    • Adds walls to the settlement

Saltmaking

  1. Brackish Pond

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Salt resource production: 16 barrels
  2. Salt Marsh

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Salt resource production: 24 barrels
  3. Desolate Salt Pans

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Salt resource production: 32 barrels

Special Port

  1. Ruined Bordeleaux Docks

    Level 1

  2. Bordeleaux Port

    Level 2 · 1,500 gold · 2 turns

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

    Level 3 · 3,000 gold · 4 turns

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

    Level 4 · 6,000 gold · 6 turns

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

Spice Trading

  1. Spice Market

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Spices resource production: 16 sacks
  2. Spice Trading Post

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Spices resource production: 24 sacks
  3. Eastern Bazaar

    Level 3 · 2,000 gold · 3 turns

    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Spices resource production: 32 sacks

Tusks

  1. Animal Store

    Level 1 · 500 gold · 1 turn

    • Ivory resource production: 16 tusks
    • Income generated: 100
  2. Tusk Market

    Level 2 · 1,000 gold · 2 turns

    • Ivory resource production: 24 tusks
    • Income generated: 150
  3. Tusk Compound

    Level 3 · 2,000 gold · 3 turns

    • Ivory resource production: 32 tusks
    • Income generated: 200

Vampire Lair

  1. Vampire Lair

    Level 1 · 1,000 gold · 1 turn

  2. Vampire Lair (Blood Dragon)

    Level 2 · 1,000 gold · 1 turn

    • A Blood Dragon Vampire Lord has previously been awakened from this Lair
    • Blood: 20 per turn
    • Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • Upkeep: -1% (factionwide)
  3. Vampire Lair (Lahmian)

    Level 2 · 1,000 gold · 1 turn

    • A Lahmian Vampire Lord has previously been awakened from this Lair
    • Blood: 20 per turn
    • Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • Upkeep: -1% (factionwide)
  4. Vampire Lair (Necrarch)

    Level 2 · 1,000 gold · 1 turn

    • A Necrarch Vampire Lord has previously been awakened from this Lair
    • Blood: 20 per turn
    • Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • Upkeep: -1% (factionwide)
  5. Vampire Lair (Strigoi)

    Level 2 · 1,000 gold · 1 turn

    • A Strigoi Vampire Lord has previously been awakened from this Lair
    • Blood: 20 per turn
    • Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • Upkeep: -1% (factionwide)
  6. Vampire Lair (Von Carstein)

    Level 2 · 1,000 gold · 1 turn

    • A von Carstein Vampire Lord has previously been awakened from this Lair
    • Blood: 20 per turn
    • Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • Upkeep: -1% (factionwide)

Vampire Lair

  1. Vampire Lair (Unknown Bloodline)

    Level 1 · 1,000 gold · 1 turn

    • Send a Hero to use the 'Occupy Vampire Lair' action on this settlement and you will gain access to this Vampire's Lair
    • Occupy this settlement and you will gain access to this Vampire's Lair

Vampire Lair

  1. Vampire Lair (Unknown Bloodline)

    Level 1 · 1 turn

    • A Vampire is resting in this Lair, however their Bloodline is not yet known...
  2. Vampire Lair (Blood Dragon)

    Level 2 · 1 turn

    • Awaken a Blood Dragon Vampire Lord
  3. Vampire Lair (Lahmian)

    Level 2 · 1 turn

    • Awaken a Lahmian Vampire Lord
  4. Vampire Lair (Necrarch)

    Level 2 · 1 turn

    • Awaken a Necrarch Vampire Lord
  5. Vampire Lair (Strigoi)

    Level 2 · 1 turn

    • Awaken a Strigoi Vampire Lord
  6. Vampire Lair (Von Carstein)

    Level 2 · 1 turn

    • Awaken a von Carstein Vampire Lord

Wild Game

  1. Hunting Grounds

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Furs resource production: 16 bundles
  2. Poaching Camp

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Furs resource production: 24 bundles
  3. Flayer's Lair

    Level 3 · 2,000 gold · 3 turns

    • Upkeep: -3% for Dire Wolf and Varghulf units (all armies)
    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Furs resource production: 32 bundles

Woodlands

  1. Forester's Shack

    Level 1 · 500 gold · 1 turn

    • Corpses: 20 per turn (local province)
    • Income generated: 100
    • Timber resource production: 16 logs
  2. Ruined Sawmill

    Level 2 · 1,000 gold · 2 turns

    • Corpses: 50 per turn (local province)
    • Income generated: 150
    • Timber resource production: 24 logs
  3. Abandoned Wood Sheds

    Level 3 · 2,000 gold · 3 turns

    • Upkeep: -3% for Fell Bat and Vargheist units (all armies)
    • Corpses: 100 per turn (local province)
    • Income generated: 200
    • Timber resource production: 32 logs

Public order

Repression

  1. Gibbet

    Level 1 · 1,000 gold · 1 turn

    • Corpses: 5 per turn (local province)
    • Income generated: 400
  2. Gallows

    Level 2 · 2,000 gold · 2 turns

    • Corpses: 10 per turn (local province)
    • Income generated: 600
  3. Scaffold

    Level 3 · 3,000 gold · 3 turns

    • Corpses: 20 per turn (local province)
    • Income generated: 800

Landmarks

Show 72 landmark buildings (unique buildings in particular settlements) ▾

Altdorf Landmark

Occupied Imperial Palace Level 1 · 10,000 gold · 6 turns

Unlocks Hero recruitment: Lahmian Vampire · Vampiric corruption in adjacent provinces: +2 · Vampiric corruption: +20 · Unit capacity: +2 Blood Knights · Unlocks Hero recruitment: Vampire · Income from all buildings: +5% (local province) · Control: +10 · Diplomatic relations: +30 with Empire

Unlocks: Blood Knights (Lances), Blood Knights

Ancient Foundries

Desecrated 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

Ancient Ruins

Lost Necropolis of Mourkain Level 1 · 6,000 gold · 4 turns

Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 · Unit capacity: +2 Crypt Horrors · Unlocks Hero recruitment: Necromancer · Hero recruit rank: +1 for Necromancers (all provinces) · Income generated: 500 · Recruit rank: +2 for Crypt Ghouls and Crypt Horrors units (all armies) · Upkeep: -5% for Crypt Ghouls and Crypt Horrors units (all armies) · Research rate: +10

Unlocks: Crypt Horrors

Ancient Ruins

Ruins of Mourkain Level 1 · 6,000 gold · 4 turns

Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (all armies) · Weapon strength: +8% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (all armies) · Unit experience gain: +10% (all armies) · Unit capacity: +4 Crypt Ghouls · Unit capacity: +2 Crypt Horrors

Unlocks: Crypt Horrors, Crypt Ghouls

Battle Wizards

Altdorf Conclave of Forbidden Magic Level 1 · 8,000 gold · 4 turns

Hero recruit rank: +1 for Lahmian Vampires (all provinces) · Winds of Magic power reserve: +10 per turn (armies in local province) · Winds of Magic power reserve capacity: +5 (all armies) · Unit capacity: +1 Mortis Engine · Hero capacity: +1 for Necromancers · Unlocks Hero recruitment: Necromancer · Hero recruit rank: +1 for Vampires (all provinces) · Hero recruit rank: +2 for Necromancers (all provinces) · Research rate: +6

Unlocks: Mortis Engine

Altdorf College of Forbidden Magic Level 2 · 10,000 gold · 6 turns

Hero recruit rank: +2 for Lahmian Vampires (all provinces) · Winds of Magic power reserve: +20 per turn (armies in local province) · Winds of Magic power reserve capacity: +10 (all armies) · Unit capacity: +1 Terrorgheist · Unit capacity: +2 Mortis Engine · Hero capacity: +1 for Necromancers · Unlocks Hero recruitment: Necromancer · Hero recruit rank: +2 for Vampires (all provinces) · Hero recruit rank: +3 for Necromancers (all provinces) · Research rate: +12

Unlocks: Terrorgheist

Clar Karond Landmark

Lairs of Clar Karond Level 1 · 8,000 gold · 5 turns

Upkeep: -25% for Terrorgheist units (all armies) · Unit capacity: +1 Terrorgheist · Exotic Animals resource production: 100 cages

Unlocks: Terrorgheist

Cursed Ruins

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

Vampiric corruption: +5 · Unit capacity: +3 Mournguls Crypt Horrors · Unit capacity: +4 Crypt Ghouls · Unit capacity: +2 Crypt Horrors · Income generated: 300 · Weapon strength: +10% for Crypt Ghouls and Crypt Horrors units (all armies) · Upkeep: -15% for Crypt Ghouls and Crypt Horrors units (all armies)

Unlocks: Crypt Horrors, Crypt Ghouls

Dragon Graveyard

Dragon Grave Level 1 · 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

Hieroglyphics

Glittering Halls Level 1 · 1,500 gold · 2 turns

Unlocks Hero recruitment: Lahmian Vampire · Vampiric corruption: +1 (local region) · Gemstones resource production: 20 sacks · Research rate: +5

Opulent Chambers Level 2 · 2,500 gold · 3 turns

Hero capacity: +1 for Lahmian Vampires · Unlocks Hero recruitment: Lahmian Vampire · Vampiric corruption: +3 (local region) · Unit capacity: +2 Lahmian Handmaidens · Gemstones resource production: 40 sacks · Research rate: +10

Unlocks: Lahmian Handmaidens (Death), Lahmian Handmaidens (Shadows)

Landmark

Castle Drachenfels' Catacombs Level 1 · 4,000 gold · 2 turns

Vampiric corruption: +3 · Hero capacity: +1 for Necromancers · Unlocks Hero recruitment: Necromancer · Hero recruit rank: +1 for Necromancers (all provinces) · Control: +3 · Research rate: +5

Castle Drachenfels' Library Level 2 · 8,000 gold · 4 turns

Vampiric corruption: +5 · Unit capacity: +1 Mortis Engine · Hero capacity: +1 for Necromancers · Hero recruit rank: +2 for Necromancers (all provinces) · Control: +8 · Research rate: +10 · Lord recruit rank: +2 (factionwide)

Unlocks: Mortis Engine

Landmark

Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns

Empower 3 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

Ogham Stones Level 2 · 6,000 gold · 4 turns

Empower 6 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +10 (factionwide) · Unit capacity: +1 Bone Giant · Income from all buildings: +5% (local province) · Control: +2

Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)

Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns

Empower 9 Sigils within the Black Pyramid · Chaos Undivided corruption: +6 (local province) · Khorne corruption: +6 (local province) · Nurgle corruption: +6 (local province) · Skaven corruption: +6 (local province) · Slaanesh corruption: +6 (local province) · Tzeentch corruption: +6 (local province) · Vampiric corruption: +6 (local province) · Winds of Magic power reserve capacity: +20 (factionwide) · Unit capacity: +2 Bone Giant · Income from all buildings: +10% (local province) · Control: +9

Landmark

Dragonbone Mound Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoardwail Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoardwail Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoardwail Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

The Flayed Wyrmfield Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

The Flayed Wyrmfield Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

The Flayed Wyrmfield Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dawnlit Barrows Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dawnlit Barrows Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dawnlit Barrows Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dragonbone Mound Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Dragonbone Mound Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Bones Beneath the Bad Moon Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Bones Beneath the Bad Moon Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Bones Beneath the Bad Moon Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoarfrost Ossuary Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoarfrost Ossuary Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Landmark

Hoarfrost Ossuary Level 1 · 6,000 gold · 4 turns

Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon

Unlocks: Zombie Dragon

Lothern Port

Ruined Harbour of Lothern Level 1

Straits of Lothern Level 2 · 2,000 gold · 2 turns

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

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 3 · 6,000 gold · 4 turns

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

Gates of Lothern Level 4 · 10,000 gold · 6 turns

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

Mousillon Landmark

Fortress of Merovech Level 1 · 6,000 gold · 4 turns

Vampiric corruption: +5 · Unit capacity: +2 Black Knights · Hero capacity: +1 for Wight Kings · Unlocks Hero recruitment: Wight King · Hero recruit rank: +3 for Wight Kings (factionwide) · Control: +10 · Adds walls to the settlement · Recruit rank: +2 for Grave Guard and Black Knight units (factionwide) · Upkeep: -5% for Grave Guard and Black Knights units (all armies) · Lord recruit rank: +1 (factionwide)

Unlocks: Black Knights

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

Vampiric Order

The Blood Keep Level 1 · 10,000 gold · 5 turns

Leadership: +10 for Blood Knight units (all armies) · Recruit rank: +1 for Blood Knights and Drakenhof Templar units (all armies) · Upkeep: -5% for Blood Knights and Drakenhof Templar units (all armies) · Raise Dead cost: -10% for Blood Knights and Drakenhof Templar units (all armies) · Grave Call cost: -10% for Blood Knights and Drakenhof Templar units (all armies) · Unlocks Hero recruitment: Lahmian Vampire · Hero recruit rank: +1 for Lahmian Vampires (factionwide) · Unit capacity: +2 Blood Knights · Unit capacity: +2 Drakenhof Templars · Unlocks Hero recruitment: Vampire · Hero recruit rank: +1 for Vampires (factionwide) · Income from all buildings: +5% (local province) · Control: +8

Unlocks: Blood Knights, Drakenhof Templars, Blood Knights (Lances)

Altdorf

Ruined Altdorf Level 1 · 1 turn

Occupied Altdorf (Crumbling Hamlet) Level 2 · 1,000 gold · 2 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: 250 · Growth: +10 · Adds walls to the settlement

Occupied Altdorf (Corrupted Village) Level 3 · 2,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 375 · Growth: +20 · Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Altdorf (Shady Township) Level 4 · 4,000 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 6 construction slots in the settlement · Income generated: 500 · Growth: +30 · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Altdorf (Accursed City) Level 5 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 625 · Growth: +40 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Altdorf (Dark Castle) Level 6 · 16,000 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 9 construction slots in the settlement · Income generated: 750 · Growth: +50 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Asuryan Worship

Cursed Balefire Flame Level 1 · 2,000 gold · 3 turns

Vampiric corruption in adjacent provinces: +5 · Vampiric corruption: +15 · Control: +5

Bastion

Ruined Bastion Level 1 · 1 turn

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

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

Bordeleaux Winemaking

Morceaux Valley Orchards Level 1 · 2,000 gold · 2 turns

Growth: +20 · Control: +3 · Wine resource production: 42 barrels

Morceaux Valley Vineyards Level 2 · 4,000 gold · 3 turns

Growth: +30 · Control: +4 · Wine resource production: 64 barrels

Morceaux Valley Vintners Level 3 · 6,000 gold · 4 turns

Growth: +40 · Control: +5 · Wine resource production: 96 barrels

Bordeleaux Wine Market Level 4 · 8,000 gold · 5 turns

Growth: +50 · Control: +8 · Wine resource production: 144 barrels

Couronne

Couronne Ruins Level 1 · 1 turn

Vampiric corruption: +2

Occupied Couronne (Crumbling Hamlet) Level 2 · 1,000 gold · 2 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: 250 · Growth: +10 · Adds walls to the settlement

Occupied Couronne (Corrupted Village) Level 3 · 2,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 375 · Growth: +20 · Adds walls to the settlement · Improved tower projectiles: Bones

Occupied Couronne (Shady Township) Level 4 · 4,000 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 6 construction slots in the settlement · Income generated: 500 · Growth: +30 · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Couronne (Accursed City) Level 5 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 625 · Growth: +40 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Occupied Couronne (Dark Castle) Level 6 · 16,000 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 9 construction slots in the settlement · Income generated: 750 · Growth: +50 · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Desecrated Grove

Desecrated Grove Level 1 · 1,000 gold · 1 turn

Recruit rank: +1 for Crypt Ghouls units (all armies) · Vampiric corruption: +1 · Recruit rank: +2 for Zombie units (all armies) · Income generated: 200 · Growth: +25

Copse of Sacrilege Level 2 · 3,500 gold · 3 turns

Recruit rank: +2 for Crypt Ghouls units (all armies) · Vampiric corruption: +1 (all provinces) · Recruit rank: +4 for Zombie units (all armies) · Income generated: 400 · Growth: +35

Drakenhof

Drakenhof Ruins Level 1 · 1 turn

Vampiric corruption: +2

Drakenhof (Crumbling Hamlet) Level 2 · 1,000 gold · 2 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: 250 · Growth: +10 · Control: +1 · Control: +1 in adjacent provinces · Adds walls to the settlement

Drakenhof (Corrupted Village) Level 3 · 2,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 375 · Growth: +20 · Control: +2 · Control: +1 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Bones

Drakenhof (Shady Township) Level 4 · 4,000 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 6 construction slots in the settlement · Income generated: 500 · Growth: +30 · Control: +3 · Control: +1 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Castle Drakenhof (Accursed City) Level 5 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 625 · Growth: +40 · Control: +4 · Control: +2 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Castle Drakenhof (Dark Castle) Level 6 · 16,000 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 9 construction slots in the settlement · Income generated: 750 · Growth: +50 · Control: +5 · Control: +2 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Drakenhof Landmark

Dilapidated Court Hall Level 1 · 3,000 gold · 3 turns

Hero recruit rank: +1 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) · Necromantic Energy: +50 per turn (land of the dead) · Hero capacity: +1 for Lahmian Vampires · Unlocks Hero recruitment: Lahmian Vampire · Hero recruit rank: +2 for Lahmian Vampires (factionwide) · Hero capacity: +1 for Vampires · Unlocks Hero recruitment: Vampire · Hero recruit rank: +2 for Vampires (factionwide)

Von Carstein Court Hall Level 2 · 8,000 gold · 6 turns

Hero recruit rank: +3 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) · Necromantic Energy: +100 per turn (land of the dead) · Hero capacity: +3 for Lahmian Vampires · Hero recruit rank: +4 for Lahmian Vampires (factionwide) · All characters will no longer gain any traits associated with being wounded (factionwide) · Blood: 100 per turn · Hero capacity: +3 for Vampires · Hero recruit rank: +4 for Vampires (factionwide)

Flayed Rock Landmark

Flayed Tower Level 1 · 6,000 gold · 4 turns

Battle healing cap: +50% for Necromancers and Master Necromancers · Winds of Magic power reserve capacity: +5 (factionwide)

Forbidden Halls

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

Cooldown: -20% to spells (all armies) · 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

Ghrond Landmark

Dark Tower of Prophecy Level 1 · 8,000 gold · 4 turns

Winds of Magic power reserve capacity: +3 (all armies) · Hero capacity: +1 for Necromancers · Unlocks Hero recruitment: Necromancer · Hero recruit rank: +2 for Necromancers · Research rate: +6

Dark Convent of Necromancy Level 2 · 10,000 gold · 6 turns

Winds of Magic power reserve capacity: +6 (all armies) · Hero capacity: +1 for Necromancers · Hero recruit rank: +4 for Necromancers · Research rate: +12

Great Library of Mordheim

Crumbling Library Ruins Level 1 · 200 gold · 1 turn · upkeep 2,500

Diplomatic relations: -50 with Skaven · Skaven corruption: +40 (local region)

Excavated Library Level 2 · 9 turns

An event will trigger highlighting what you have found within the ruined library · The ruins of the library will be destroyed upon completion of this building

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

Khaine Worship

Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns

Vampiric corruption: +5 · Income from post-battle loot: +5% (factionwide)

The Plains of Bones Level 2 · 4,000 gold · 10 turns

Vampiric corruption: +15 · Corpse cost to recruit units: -5% for all units (all armies) · Income from post-battle loot: +15% (factionwide)

Kislev Palace

Bokha Palace Level 1 · 10,000 gold · 6 turns

Income from all buildings: +50% (local province) · Control: +10 · Lord recruit rank: +2 (factionwide)

Landmark

The Altar of Ultimate Darkness Level 1 · 2,000 gold · 7 turns

Hero recruit rank: +1 for Lahmian Vampires (all provinces) · Winds of Magic power reserve capacity: +3 (all armies) · Hero recruit rank: +1 for Vampires (all provinces) · Hero recruit rank: +1 for Necromancers (all provinces) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)

Landmark

Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns

Income generated: 450 · Control: +5 · Research rate: +8

Landmark

Peg Street Pawnshop Level 1 · 4,000 gold · 3 turns

Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests

Landmark

Smithy's Tavern Level 1 · 8,000 gold · 3 turns

Local recruitment capacity for Vampire Coast units: +2 · Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10 · Local recruitment capacity: +2

Landmark

Beacon of Dawn Level 1 · 6,000 gold · 6 turns

Vampiric corruption: +10 · Unit experience gain per turn: +100 (all armies) · Recruit rank: +2 for Cairn Wraiths, Mournguls and Hexwraiths units (all armies) · Research rate: +10

Landmark

Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns

Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)

Landmark

Hall of Rebirth Level 1 · 8,000 gold · 4 turns

Double experience gain for units when fighting against Vampire Coast (factionwide) · Double experience gain for units when fighting against Tomb Kings (factionwide) · Recruit Rank: +1 for units recruited via Grave Call (all armies) · Empower 5 Sigils within the Black Pyramid · Blood: 100 per turn · Double experience gain for units when fighting against Vampire Counts (factionwide) · Income generated: 500 · Tradable resources produced: +5% (factionwide) · Research rate: +20

Landmark

Pillar of Bone Level 1 · 7,500 gold · 5 turns

Empower 2 Sigils within the Black Pyramid · Winds of Magic power reserve: +10 per turn (armies in local province) · Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

Landmark

Hanged Man's Oak Level 1 · 3,000 gold · 10 turns

Passive ability: "Regeneration" for Fell Bat units (factionwide) · Corpses: 100 per turn (local province) · Vampiric corruption in adjacent provinces: +2 · Control: +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)

Silver Pinnacle

Silver Pinnacle Ruins Level 1 · 1 turn

Vampiric corruption: +2

Silver Pinnacle (Forgotten) Level 2 · 1,000 gold · 2 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: 250 · Growth: +10 · Control: +1 · Control: +1 in adjacent provinces · Adds walls to the settlement

Silver Pinnacle (Growing Shadow) Level 3 · 2,000 gold · 3 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 4 construction slots in the settlement · Income generated: 375 · Growth: +20 · Control: +2 · Control: +1 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Bones

Silver Pinnacle (Deeper Shadow) Level 4 · 4,000 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 6 construction slots in the settlement · Income generated: 500 · Growth: +30 · Control: +3 · Control: +1 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Caged Bats

Silver Pinnacle (Enveloping Shadow) Level 5 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 8 construction slots in the settlement · Income generated: 625 · Growth: +40 · Control: +4 · Control: +2 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Silver Pinnacle (All-Encompassing Shadow) Level 6 · 16,000 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 9 construction slots in the settlement · Income generated: 750 · Growth: +50 · Control: +5 · Control: +2 in adjacent provinces · Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Special Port

Ruined Dawn's Harbour Level 1 · 1 turn

Dawn's Harbour Level 2 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 3 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 4 · 10,000 gold · 8 turns

Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40

Standing Stones

Corrupted Standing Stones Level 1 · 6,000 gold · 6 turns

Melee attack: +4 when fighting against Dwarfs, Elves and Humans (factionwide) · Growth: +20 · Research rate: +10

The Galleon's Graveyard

The Maelstrom (Inert) Level 1 · 1 turn

Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2

The Maelstrom Level 2 · 100 gold · 1 turn

Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) · Chaos Undivided corruption: +2 · Khorne corruption: +2 · Nurgle corruption: +2 · Corruption: -2 · Skaven corruption: +2 · Slaanesh corruption: +2 · Tzeentch corruption: +2 · Vampiric corruption: +2 · Income generated: 100 · Control: +20

The Great Temple of Hashut

The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns

Oathgold: 30 per turn · Diplomatic relations: -50 with Chaos Dwarfs · Empower 5 Sigils within the Black Pyramid · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10