Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Vampire Counts buildings

63 building chains Vampire Counts can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.

Recruitment

Binding Circle

4 levels · unlocks Crypt Ghouls, Corpse Cart (Balefire), Corpse Cart (Unholy Lodestone), Black Coach, Crypt Horrors

  1. Defiled Cairn

    Level 1 · 1,000 gold · 1 turn

    • When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
    • Unit capacity: +1 Crypt Ghouls

    Unlocks

  2. Binding Circle

    Level 2 · 2,500 gold · 2 turns

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

4 levels · unlocks Grave Guard, Grave Guard (Great Weapons), Grave Guard (Halberds), Black Knights (Lances & Barding), Black Knights, Zombie Dragon

  1. Graveyard

    Level 1 · 2,500 gold · 2 turns

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

5 levels · unlocks Dire Wolves, Mournguls, Vargheists, Varghulf, Terrorgheist

  1. Sinister Copse

    Level 1 · 1,000 gold · 1 turn

    • When technology "Grave Robbing" is researched: 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
    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

4 levels · unlocks Lahmian Handmaidens (Shadows), Lahmian Handmaidens (Death), Drakenhof Templars, Coven Throne, Blood Knights (Lances), Blood Knights

  1. Vampire Crypts

    Level 1 · 2,500 gold · 2 turns

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

2 levels · unlocks Cairn Wraiths, Mortis Engine, Hexwraiths

  1. Spirit Well

    Level 1 · 2,500 gold · 2 turns

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

3 levels

  1. Balefire Brazier

    Level 1 · 1,000 gold · 1 turn

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: 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

    • When technology "Grave Robbing" is researched: Corpses: 15 per turn (local province)
    • Vampiric corruption in adjacent provinces: +4
    • Vampiric corruption: +4
    • Growth: +30
    • Control: +4

Flame of Ulric

1 level

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

    • Melee attack: +5 when fighting against Empire (all armies)
    • Leadership: +5 when fighting against Empire (all armies)
    • Hero recruit rank: +3 (factionwide)
    • Income generated: 500
    • Income from post-battle loot: +10% (factionwide)
    • Local recruitment capacity: +2

Garrison

1 level

  1. Outpost Garrison

    Level 1 · 2,000 gold · 2 turns

Garrison

2 levels

  1. Corpse Pile

    Level 1 · 2,000 gold · 4 turns

    • When technology "Bastions of Darkness" is researched: Defensive supplies: +50 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -10%
    • When technology "Bastions of Darkness" is researched: Leadership: +2 when under siege (armies in region)
  2. Grave Guard Watchtower

    Level 2 · 4,000 gold · 5 turns

    • When technology "Bastions of Darkness" is researched: Defensive supplies: +100 per turn when under siege
    • Adds defences to the settlement (battles fought here will be unwalled settlement battles)
    • When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -15%
    • When technology "Bastions of Darkness" is researched: Leadership: +4 when under siege (armies in region)

Garrison

1 level

  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

3 levels

  1. Undead Outpost

    Level 1 · 2,000 gold · 3 turns

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

    Level 2 · 4,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 5 turns

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

Walls

3 levels

  1. Ghost Fence

    Level 1 · 2,000 gold · 4 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -10%
    • When technology "Bastions of Darkness" is researched: Attrition: -5% when under siege (armies in region)
    • When technology "Bastions of Darkness" is researched: Leadership: +2 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Bones
  2. Skeletal Walls

    Level 2 · 4,000 gold · 5 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
    • When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -15%
    • When technology "Bastions of Darkness" is researched: Attrition: -10% when under siege (armies in region)
    • When technology "Bastions of Darkness" is researched: Leadership: +4 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Caged Bats
  3. Blasphemous Bulwark

    Level 3 · 6,000 gold · 6 turns

    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
    • When technology "Bastions of Darkness" is researched: Enemy Hero action success chance: -20%
    • When technology "Bastions of Darkness" is researched: Attrition: -15% when under siege (armies in region)
    • When technology "Bastions of Darkness" is researched: Leadership: +6 when under siege (armies in region)
    • Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Corpse Ball

Economy

Anti-Vermintide

4 levels

  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

3 levels

  1. Gravebound Relics

    Level 1 · 500 gold · 1 turn

    • When a Lord is Awakened from this Lair: The Lord will spawn with 2 random Uncommon items already equipped
  2. Re-Burial Rites

    Level 2 · 1,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: The Lord will spawn with 2 random Uncommon items already equipped
    • When a Lord is Awakened from this Lair: The Lord will spawn with 2 random Rare items already equipped
  3. The Ancient Hoard

    Level 3 · 1,500 gold · 1 turn

    • When a Lord is Awakened from this Lair: The Lord will spawn with 4 random Rare items already equipped

Artefacts - Crypt

3 levels

  1. Enduring Lair

    Level 1 · 1,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: You will maintain control of this Vampire Lair instead of abandoning it
  2. Shadows Take Root

    Level 2 · 2,000 gold · 1 turn

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

    Level 3 · 3,000 gold · 1 turn

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

Corpse Conversion

3 levels

  1. Necrotic Morgue

    Level 1 · 200 gold · 1 turn

    • When this province has more than zero Corpses: 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

    • When this province has more than zero Corpses: 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

    • When this province has 5000 or more Corpses: 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

3 levels

  1. Bone Pits

    Level 1 · 500 gold · 1 turn

    • When Vampiric corruption is 50 or more: Corpses: 100 per turn (local province)
    • When Vampiric corruption is less than 50: Corpses: 50 per turn (local province)
  2. Mortuary Caravans

    Level 2 · 2,000 gold · 2 turns

    • When this province has 5000 or more Corpses: Each turn 2000 Corpses in this province will be transported to the location of the Mortis Nexus building
    • Due to your current Corpse Transport research: Corpses lost during transport: 80/75/70/65/60/55/50/45/40%
  3. Mass Grave

    Level 2 · 1,000 gold · 2 turns

    • When Vampiric corruption is 50 or more: Corpses: 200 per turn (local province)
    • When Vampiric corruption is less than 50: Corpses: 100 per turn (local province)

Deathshroud

1 level

  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)
    • If the 'Evocation of Nagash' commandment is not active in this province: Vampiric corruption in adjacent provinces: -100
    • Vampiric corruption: +100 (local region)

Dye Production

3 levels

  1. Red Pit

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

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

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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 · pays back in 10 turns

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

Exotic Animals

3 levels

  1. Exotic Animal Tamer

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • 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 · pays back in 6.7 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 · pays back in 10 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 level

  1. The Awakened Retinue

    Level 1 · 2,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: The Lord will spawn with a small army nearby instead of being added to the recruitment pool

Followers - Corpses

2 levels

  1. The Fallen Set Aside

    Level 1 · 2,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: 3000 Corpses will be added to this province
  2. Gathered for the Awakening

    Level 2 · 2,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: 4000 Corpses will be added to this province
    • When a Lord is Awakened from this Lair: 2000 Corpses will be added to the province in which the faction leader is located

Followers - Minion

2 levels

  1. Keeper of Dark Lore

    Level 1 · 1,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: 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

    • When a Lord is Awakened from this Lair: The Lord's former Necromancer will be risen from the dead alongside them (Gain a Legendary Necromancer follower)

Followers - Mount

1 level

  1. Undeath's Chariot

    Level 1 · 500 gold · 1 turn

    • When a Lord is Awakened from this Lair: The Lord will spawn with a random Mount already unlocked

Followers - Necromancer

3 levels

  1. The Faithful Servant

    Level 1 · 1,000 gold · 1 turn

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

    Level 2 · 1,500 gold · 1 turn

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

    Level 3 · 2,000 gold · 1 turn

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

Gem Mining

3 levels

  1. Cursed Gemstone Mineshaft

    Level 1 · 500 gold · 2 turns · pays back in 1.7 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 · pays back in 2.2 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 · pays back in 3.3 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

3 levels

  1. Tarnished Gold Shaft

    Level 1 · 500 gold · 2 turns · pays back in 1.7 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 · pays back in 2.5 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 · pays back in 4 turns

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

Iron Mining

3 levels

  1. Dark Iron Pit

    Level 1 · 500 gold · 2 turns · pays back in 5 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 · pays back in 6.7 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 · pays back in 10 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

3 levels

  1. Memories of Blood

    Level 1 · 1,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: The Lord will spawn with 10 additional ranks
  2. Wisdom of the Long Night

    Level 2 · 2,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: The Lord will spawn with 20 additional ranks
  3. Mastery Reawakened

    Level 3 · 3,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: The Lord will spawn with 30 additional ranks

Knowledge - Sharing

1 level

  1. Lessons of the Risen

    Level 1 · 1,000 gold · 1 turn

    • When a Lord is Awakened from this Lair: This Lord's faction will gain 3 Lexicon of Unlearning items (These items allow you to reroll a Lords background trait)

Legacy

1 level

  1. The Lucky

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

1 level

  1. The Undefeated

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

1 level

  1. The Corrupted

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

1 level

  1. The Silent

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

1 level

  1. The Inflamed

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Legacy

1 level

  1. The Commander

    Level 1 · 2,000 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Marble Quarry

3 levels

  1. Brimstone Cutter's Workshop

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • 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 · pays back in 6.7 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 · pays back in 10 turns

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

Medicine Production

3 levels

  1. Herb Gatherer's Camp

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • 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 · pays back in 6.7 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 · pays back in 10 turns

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

Minor Settlement

3 levels

  1. Ruined Village

    Ruin

    • Vampiric corruption: +1
  2. Crumbling Hamlet

    Level 1 · 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 2 · 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 3 · 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 level

  1. Oak of Ages (Ruined)

    Ruin

  2. Oak of Ages (Pacified)

    Level 1 · 1,200 gold · 1 turn

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

Obsidian Quarry

3 levels

  1. Obsidian Quarry

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • 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 · pays back in 6.7 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 · pays back in 10 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

3 levels

  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

3 levels

  1. Cursed Fields

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

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

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

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

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

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

Port

3 levels

  1. Ruined Docks

    Ruin

  2. Crumbling Wharf

    Level 1 · 1,500 gold · 2 turns · pays back in 15 turns

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

    Level 2 · 3,000 gold · 4 turns · pays back in 10 turns

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

    Level 3 · 6,000 gold · 6 turns · pays back in 12 turns

    • Income generated: 500
    • Growth: +30

Pottery Production

3 levels

  1. Flooded Clay Pit

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • 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 · pays back in 6.7 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 · pays back in 10 turns

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

Power

1 level

  1. Shadow Stalker

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

1 level

  1. Master of Death

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

1 level

  1. A Fixated Mind

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

1 level

  1. Magically Adept

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

1 level

  1. A Love of Battle

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Power

1 level

  1. Immense Constitution

    Level 1 · 900 gold · 1 turn

    • The Awakened Lord will gain the following trait:

Protection

3 levels

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

Provincial Capital

5 levels

  1. Ruined City

    Ruin

    • Vampiric corruption: +2
  2. Crumbling Hamlet

    Level 1 · 1,000 gold · 3 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 1 construction slot in the settlement
    • Income generated: 100
    • Growth: +10
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  3. Corrupted Village

    Level 2 · 2,000 gold · 4 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 2 construction slots in the settlement
    • Income generated: 150
    • Growth: +20
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  4. Shady Township

    Level 3 · 4,000 gold · 5 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 3 construction slots in the settlement
    • Income generated: 200
    • Growth: +30
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  5. Accursed City

    Level 4 · 8,000 gold · 6 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 5 construction slots in the settlement
    • Income generated: 300
    • Growth: +40
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  6. Dark Castle

    Level 5 · 16,000 gold · 7 turns

    • Defensive supplies: +1000
    • Vampiric corruption: +2
    • Grants 7 construction slots in the settlement
    • Income generated: 400
    • Growth: +50
    • When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Saltmaking

3 levels

  1. Brackish Pond

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

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

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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 · pays back in 10 turns

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

Special Port

3 levels

  1. Ruined Bordeleaux Docks

    Ruin

  2. Bordeleaux Port

    Level 1 · 1,500 gold · 2 turns

    • Income generated: 200
    • Tradable resources produced: +5% (factionwide)
    • Income from trade tariffs: +10%
    • Outside regions owned by Chaos Dwarfs: Growth: +10
  3. Bordeleaux Harbour

    Level 2 · 3,000 gold · 4 turns

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

    Level 3 · 6,000 gold · 6 turns

    • Income generated: 800
    • Tradable resources produced: +20% (factionwide)
    • Income from trade tariffs: +30%
    • Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading

3 levels

  1. Spice Market

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

    • 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 · pays back in 6.7 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 · pays back in 10 turns

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

Tusks

3 levels

  1. Animal Store

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

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

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns

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

    Level 3 · 2,000 gold · 3 turns · pays back in 10 turns

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

Vampire Lair

6 levels

  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
    • While the region is owned by you: Blood: 20 per turn
    • While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • While the region is owned by you: 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
    • While the region is owned by you: Blood: 20 per turn
    • While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • While the region is owned by you: 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
    • While the region is owned by you: Blood: 20 per turn
    • While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • While the region is owned by you: 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
    • While the region is owned by you: Blood: 20 per turn
    • While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • While the region is owned by you: 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
    • While the region is owned by you: Blood: 20 per turn
    • While the region is owned by you: Attrition: +50% casualties suffered from Vampiric territory attrition (enemy armies in region)
    • While the region is owned by you: Upkeep: -1% (factionwide)

Vampire Lair

1 level

  1. Vampire Lair (Unknown Bloodline)

    Level 1 · 1,000 gold · 1 turn

    • When technology "Lairs of the Forgotten" is researched: 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

6 levels

  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

    • When this upgrade is completed: Awaken a Blood Dragon Vampire Lord
  3. Vampire Lair (Lahmian)

    Level 2 · 1 turn

    • When this upgrade is completed: Awaken a Lahmian Vampire Lord
  4. Vampire Lair (Necrarch)

    Level 2 · 1 turn

    • When this upgrade is completed: Awaken a Necrarch Vampire Lord
  5. Vampire Lair (Strigoi)

    Level 2 · 1 turn

    • When this upgrade is completed: Awaken a Strigoi Vampire Lord
  6. Vampire Lair (Von Carstein)

    Level 2 · 1 turn

    • When this upgrade is completed: Awaken a von Carstein Vampire Lord

Wild Game

3 levels

  1. Hunting Grounds

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

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

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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 · pays back in 10 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

3 levels

  1. Forester's Shack

    Level 1 · 500 gold · 1 turn · pays back in 5 turns

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

    Level 2 · 1,000 gold · 2 turns · pays back in 6.7 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 · pays back in 10 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

3 levels

  1. Gibbet

    Level 1 · 1,000 gold · 1 turn · pays back in 2.5 turns

    • When technology "Grave Robbing" is researched: Corpses: 5 per turn (local province)
    • Income generated: 400
  2. Gallows

    Level 2 · 2,000 gold · 2 turns · pays back in 3.3 turns

    • When technology "Grave Robbing" is researched: Corpses: 10 per turn (local province)
    • Income generated: 600
  3. Scaffold

    Level 3 · 3,000 gold · 3 turns · pays back in 3.8 turns

    • When technology "Grave Robbing" is researched: Corpses: 20 per turn (local province)
    • Income generated: 800

Landmarks

Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version

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

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

Unlocks: Tiranoc Chariots

Ancient Ruins

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

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 [PH] (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 [PH] (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: +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

Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1

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

Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2

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

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

Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9

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 Ruin

Straits of Lothern Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Bloated Corpse, Animated Hulks

Harbour of Lothern Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Gates of Lothern Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

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 · When outside Wood Elf, Ogre or Norscan homeland: 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) Ruin

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

Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Gemstones resource production: 20 sacks

The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns

Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3 · Gemstones resource production: 40 sacks

Unlocks: Bloated Corpse, Animated Hulks

The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns

Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks

Special Port

Ruined Copher Harbour Ruin

Copher Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10

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

Copher Harbour Level 2 · 6,000 gold · 3 turns

Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20

Special Port

Ruined Great Dragon Fleet Docks Ruin

Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

Special Port

Ruined Erengrad Harbour Ruin

Erengrad Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +10

Unlocks: Bloated Corpse, Animated Hulks

Erengrad Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +20

Erengrad Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +30

Special Port

Ruined Marienburg Harbour Ruin

Marienburg Docks Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +10% · Outside regions owned by Chaos Dwarfs: Growth: +20

Unlocks: Animated Hulks, Bloated Corpse

Marienburg Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 400 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +20% · Outside regions owned by Chaos Dwarfs: Growth: +40

Marienburg Port Level 3 · 10,000 gold · 6 turns

Income generated: 800 · Tradable resources produced: +20% (factionwide) · Income from trade tariffs: +30% · Outside regions owned by Chaos Dwarfs: Growth: +40

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) · 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 Ruin

Occupied Altdorf (Crumbling Hamlet) Level 1 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 250 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

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

Occupied Altdorf (Shady Township) Level 3 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 500 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Altdorf (Accursed City) Level 4 · 8,000 gold · 5 turns

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

Occupied Altdorf (Dark Castle) Level 5 · 16,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 750 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: 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 Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Bordeleaux Winemaking

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

Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3 · Wine resource production: 42 barrels

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

Outside regions owned by Chaos Dwarfs: Growth: +30 · Control: +4 · Wine resource production: 64 barrels

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

Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +5 · Wine resource production: 96 barrels

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

Outside regions owned by Chaos Dwarfs: Growth: +50 · Control: +8 · Wine resource production: 144 barrels

Couronne

Couronne Ruins Ruin

Vampiric corruption: +2

Occupied Couronne (Crumbling Hamlet) Level 1 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 250 · Growth: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

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

Occupied Couronne (Shady Township) Level 3 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 500 · Growth: +30 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats

Occupied Couronne (Accursed City) Level 4 · 8,000 gold · 5 turns

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

Occupied Couronne (Dark Castle) Level 5 · 16,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 750 · Growth: +50 · When outside Wood Elf, Ogre or Norscan homeland: 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 Ruin

Vampiric corruption: +2

Drakenhof (Crumbling Hamlet) Level 1 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 250 · Growth: +10 · Control: +1 · Control: +1 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bones

Drakenhof (Shady Township) Level 3 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 500 · Growth: +30 · Control: +3 · Control: +1 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats

Castle Drakenhof (Accursed City) Level 4 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Castle Drakenhof (Dark Castle) Level 5 · 16,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 750 · Growth: +50 · Control: +5 · Control: +2 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Drakenhof Landmark

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

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 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) · Physical resistance: 5% (all armies) · Income generated: 450

Fort

Ruined Fort Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

Fortress Gate

Ruined Fortress Gate Ruin

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +40

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

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +50

Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +60

Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +70

Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns

In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Adds walls to the settlement · Growth: +80

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 · 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

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 Tomb Kings (factionwide) · Blood: 100 per turn · Tradable resources produced: +5% (factionwide) · Research rate: +20

Landmark

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

When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5

Landmark

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

Passive ability: "Regeneration" for Fell Bat units (factionwide) · When Vampiric corruption is 50 or more: 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 Ruin

Vampiric corruption: +2

Silver Pinnacle (Forgotten) Level 1 · 1,000 gold · 2 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Grants 2 construction slots in the settlement · Income generated: 250 · Growth: +10 · Control: +1 · Control: +1 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

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

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Bones

Silver Pinnacle (Deeper Shadow) Level 3 · 4,000 gold · 4 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Moderately increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 6 construction slots in the settlement · Income generated: 500 · Growth: +30 · Control: +3 · Control: +1 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Caged Bats

Silver Pinnacle (Enveloping Shadow) Level 4 · 8,000 gold · 5 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · 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 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Silver Pinnacle (All-Encompassing Shadow) Level 5 · 16,000 gold · 6 turns

Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Vampiric corruption: +2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Grants 9 construction slots in the settlement · Income generated: 750 · Growth: +50 · Control: +5 · Control: +2 in adjacent provinces · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Improved tower projectiles: Corpse Ball

Special Port

Ruined Dawn's Harbour Ruin

Dawn's Harbour Level 1 · 2,000 gold · 2 turns

Income generated: 200 · Growth: +20

Dawn's Harbour Level 2 · 6,000 gold · 4 turns

Income generated: 300 · Growth: +30

Dawn's Harbour Level 3 · 10,000 gold · 8 turns

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

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) Ruin

Vampiric corruption: +2

The Maelstrom Level 1 · 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) (Realm of Chaos campaign only) · 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

Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Vampire Counts factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.

What each unit costs to unlock — 25 units (computed) ▾

Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.

#
1Crypt GhoulsDefiled Cairn1,00011——
2Dire WolvesSinister Copse1,00011——
3Cairn WraithsSpirit Well2,500222,0001
4Grave GuardGraveyard2,500222,0001
5Grave Guard (Great Weapons)Graveyard2,500222,0001
6Grave Guard (Halberds)Graveyard2,500222,0001
7Corpse Cart (Balefire)Binding Circle3,500322,0001
8Corpse Cart (Unholy Lodestone)Binding Circle3,500322,0001
9MourngulsAbyssal Wood3,500322,0001
10Black KnightsBarrow6,500536,0003
11Black Knights (Lances & Barding)Barrow6,500536,0003
12Lahmian Handmaidens (Death)Vampire's Keep6,500536,0003
13Lahmian Handmaidens (Shadows)Vampire's Keep6,500536,0003
14Black CoachLodestone of Darkness7,500636,0003
15Crypt HorrorsLodestone of Darkness7,500636,0003
16HexwraithsFont of Nightmares (capital)7,5006414,0007
17Mortis EngineFont of Nightmares (capital)7,5006414,0007
18VargheistsSepulchral Grove7,500636,0003
19Coven ThroneCitadel of the Night (capital)11,5009414,0007
20Drakenhof TemplarsCitadel of the Night (capital)11,5009414,0007
21VarghulfWithered Forest (capital)12,50010414,0007
22Blood KnightsVampiric Palace (capital)19,50015530,00012
23Blood Knights (Lances)Vampiric Palace (capital)19,50015530,00012
24Zombie DragonDragon Burial Grounds (capital)19,50015530,00012
25TerrorgheistThe Haunted Wilds (capital)20,50016530,00012