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

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

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

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

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

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

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

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)

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

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

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

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

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

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

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

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

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

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
Vengeful Spirits
2 levels · unlocks Cairn Wraiths, Mortis Engine, Hexwraiths

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

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
Balefire
3 levels

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

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

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
Flame of Ulric
1 level

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2

Garrison
1 level
Garrison
1 level

Outpost Garrison
Level 1 · 2,000 gold · 2 turns

Garrison
2 levels
Garrison
2 levels

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)

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
Garrison
1 level

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
Outpost
3 levels

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

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

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

Walls
3 levels
Walls
3 levels

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

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

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
Anti-Vermintide
4 levels

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

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

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

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

Artefacts - Ancillary
3 levels
Artefacts - Ancillary
3 levels

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

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

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
Artefacts - Crypt
3 levels

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

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

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
Corpse Conversion
3 levels

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

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

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
Corpses
3 levels

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)

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%

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
Deathshroud
1 level

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
Dye Production
3 levels

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

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

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
Exotic Animals
3 levels

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

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

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
Followers - Army
1 level

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
Followers - Corpses
2 levels

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

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
Followers - Minion
2 levels

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)

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
Followers - Mount
1 level

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
Followers - Necromancer
3 levels

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

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

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
Gem Mining
3 levels

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

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

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
Gold Mining
3 levels

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

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

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
Iron Mining
3 levels

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

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

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
Knowledge - Rank
3 levels

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

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

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
Knowledge - Sharing
1 level

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
Legacy
1 level

The Lucky
Level 1 · 2,000 gold · 1 turn
The Awakened Lord will gain the following trait:

Legacy
1 level
Legacy
1 level

The Undefeated
Level 1 · 2,000 gold · 1 turn
The Awakened Lord will gain the following trait:

Legacy
1 level
Legacy
1 level

The Corrupted
Level 1 · 2,000 gold · 1 turn
The Awakened Lord will gain the following trait:

Legacy
1 level
Legacy
1 level

The Silent
Level 1 · 2,000 gold · 1 turn
The Awakened Lord will gain the following trait:

Legacy
1 level
Legacy
1 level

The Inflamed
Level 1 · 2,000 gold · 1 turn
The Awakened Lord will gain the following trait:

Legacy
1 level
Legacy
1 level

The Commander
Level 1 · 2,000 gold · 1 turn
The Awakened Lord will gain the following trait:

Marble Quarry
3 levels
Marble Quarry
3 levels

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

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

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
Medicine Production
3 levels

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

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

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
Minor Settlement
3 levels

Ruined Village
Ruin
Vampiric corruption: +1

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

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

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
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

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

Obsidian Quarry
3 levels
Obsidian Quarry
3 levels

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

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

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
Orchards
3 levels

Tangled Vine Patch
Level 1 · 500 gold · 1 turn
Corpses: 20 per turn (local province)
Control: +3
Wine resource production: 16 barrels

Thorny Orchard
Level 2 · 1,000 gold · 2 turns
Corpses: 50 per turn (local province)
Control: +4
Wine resource production: 24 barrels

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
Pastures
3 levels

Cursed Fields
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Corpses: 20 per turn (local province)
Income generated: 100
Control: +3

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

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
Port
3 levels

Ruined Docks
Ruin

Crumbling Wharf
Level 1 · 1,500 gold · 2 turns · pays back in 15 turns
Income generated: 100
Growth: +10

Murky Harbour
Level 2 · 3,000 gold · 4 turns · pays back in 10 turns
Income generated: 300
Growth: +20

Dark Port
Level 3 · 6,000 gold · 6 turns · pays back in 12 turns
Income generated: 500
Growth: +30

Pottery Production
3 levels
Pottery Production
3 levels

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

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

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
Power
1 level

Shadow Stalker
Level 1 · 900 gold · 1 turn
The Awakened Lord will gain the following trait:

Power
1 level
Power
1 level

Master of Death
Level 1 · 900 gold · 1 turn
The Awakened Lord will gain the following trait:

Power
1 level
Power
1 level

A Fixated Mind
Level 1 · 900 gold · 1 turn
The Awakened Lord will gain the following trait:

Power
1 level
Power
1 level

Magically Adept
Level 1 · 900 gold · 1 turn
The Awakened Lord will gain the following trait:

Power
1 level
Power
1 level

A Love of Battle
Level 1 · 900 gold · 1 turn
The Awakened Lord will gain the following trait:

Power
1 level
Power
1 level

Immense Constitution
Level 1 · 900 gold · 1 turn
The Awakened Lord will gain the following trait:

Protection
3 levels
Protection
3 levels

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

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

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
Provincial Capital
5 levels

Ruined City
Ruin
Vampiric corruption: +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

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

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

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

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
Saltmaking
3 levels

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

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

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
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

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

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

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

Spice Trading
3 levels
Spice Trading
3 levels

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

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

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
Tusks
3 levels

Animal Store
Level 1 · 500 gold · 1 turn · pays back in 5 turns
Ivory resource production: 16 tusks
Income generated: 100

Tusk Market
Level 2 · 1,000 gold · 2 turns · pays back in 6.7 turns
Ivory resource production: 24 tusks
Income generated: 150

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
Vampire Lair
6 levels

Vampire Lair
Level 1 · 1,000 gold · 1 turn

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)

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)

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)

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)

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
Vampire Lair
1 level

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
Vampire Lair
6 levels

Vampire Lair (Unknown Bloodline)
Level 1 · 1 turn
A Vampire is resting in this Lair, however their Bloodline is not yet known...

Vampire Lair (Blood Dragon)
Level 2 · 1 turn
When this upgrade is completed: Awaken a Blood Dragon Vampire Lord

Vampire Lair (Lahmian)
Level 2 · 1 turn
When this upgrade is completed: Awaken a Lahmian Vampire Lord

Vampire Lair (Necrarch)
Level 2 · 1 turn
When this upgrade is completed: Awaken a Necrarch Vampire Lord

Vampire Lair (Strigoi)
Level 2 · 1 turn
When this upgrade is completed: Awaken a Strigoi Vampire Lord

Vampire Lair (Von Carstein)
Level 2 · 1 turn
When this upgrade is completed: Awaken a von Carstein Vampire Lord

Wild Game
3 levels
Wild Game
3 levels

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

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

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
Woodlands
3 levels

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

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

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
Repression
3 levels

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

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

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
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.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Crypt Ghouls | Defiled Cairn | 1,000 | 1 | 1 | — | — |
| 2 | Dire Wolves | Sinister Copse | 1,000 | 1 | 1 | — | — |
| 3 | Cairn Wraiths | Spirit Well | 2,500 | 2 | 2 | 2,000 | 1 |
| 4 | Grave Guard | Graveyard | 2,500 | 2 | 2 | 2,000 | 1 |
| 5 | Grave Guard (Great Weapons) | Graveyard | 2,500 | 2 | 2 | 2,000 | 1 |
| 6 | Grave Guard (Halberds) | Graveyard | 2,500 | 2 | 2 | 2,000 | 1 |
| 7 | Corpse Cart (Balefire) | Binding Circle | 3,500 | 3 | 2 | 2,000 | 1 |
| 8 | Corpse Cart (Unholy Lodestone) | Binding Circle | 3,500 | 3 | 2 | 2,000 | 1 |
| 9 | Mournguls | Abyssal Wood | 3,500 | 3 | 2 | 2,000 | 1 |
| 10 | Black Knights | Barrow | 6,500 | 5 | 3 | 6,000 | 3 |
| 11 | Black Knights (Lances & Barding) | Barrow | 6,500 | 5 | 3 | 6,000 | 3 |
| 12 | Lahmian Handmaidens (Death) | Vampire's Keep | 6,500 | 5 | 3 | 6,000 | 3 |
| 13 | Lahmian Handmaidens (Shadows) | Vampire's Keep | 6,500 | 5 | 3 | 6,000 | 3 |
| 14 | Black Coach | Lodestone of Darkness | 7,500 | 6 | 3 | 6,000 | 3 |
| 15 | Crypt Horrors | Lodestone of Darkness | 7,500 | 6 | 3 | 6,000 | 3 |
| 16 | Hexwraiths | Font of Nightmares (capital) | 7,500 | 6 | 4 | 14,000 | 7 |
| 17 | Mortis Engine | Font of Nightmares (capital) | 7,500 | 6 | 4 | 14,000 | 7 |
| 18 | Vargheists | Sepulchral Grove | 7,500 | 6 | 3 | 6,000 | 3 |
| 19 | Coven Throne | Citadel of the Night (capital) | 11,500 | 9 | 4 | 14,000 | 7 |
| 20 | Drakenhof Templars | Citadel of the Night (capital) | 11,500 | 9 | 4 | 14,000 | 7 |
| 21 | Varghulf | Withered Forest (capital) | 12,500 | 10 | 4 | 14,000 | 7 |
| 22 | Blood Knights | Vampiric Palace (capital) | 19,500 | 15 | 5 | 30,000 | 12 |
| 23 | Blood Knights (Lances) | Vampiric Palace (capital) | 19,500 | 15 | 5 | 30,000 | 12 |
| 24 | Zombie Dragon | Dragon Burial Grounds (capital) | 19,500 | 15 | 5 | 30,000 | 12 |
| 25 | Terrorgheist | The Haunted Wilds (capital) | 20,500 | 16 | 5 | 30,000 | 12 |