Wood Elves buildings
44 building chains Wood Elves can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.
Recruitment

Cavalry
4 levels · unlocks Glade Riders (Hagbane Tips), Glade Riders (Spears), Glade Riders, Wild Riders (Shields), Wild Riders, Sisters of the Thorn, Great Stag Knights
Cavalry
4 levels · unlocks Glade Riders (Hagbane Tips), Glade Riders (Spears), Glade Riders, Wild Riders (Shields), Wild Riders, Sisters of the Thorn, Great Stag Knights

Muster Stone
Level 1 · 2,000 gold · 3 turns
Unlocks

Grove of the Horse
Level 2 · 3,000 gold · 4 turns
Unlocks

Pastures of Skymark
Level 3 · 5,000 gold · 5 turns
Unlocks

Arboreal Paddock
Level 4 · 10,000 gold · 6 turns
Recruit rank: +2 for Cavalry units
Unlocks

Flying
3 levels · unlocks Great Eagle, Hawk Riders, Forest Dragon
Flying
3 levels · unlocks Great Eagle, Hawk Riders, Forest Dragon

Eyrie
Level 1 · 2,000 gold · 4 turns
Unlocks

Warhawk Crags
Level 2 · 3,000 gold · 5 turns
Unlocks

Dragon Lair
Level 3 · 10,000 gold · 6 turns
Unlocks

Forest Spirit
4 levels · unlocks Dryads, Tree Kin, Zoats, Treeman
Forest Spirit
4 levels · unlocks Dryads, Tree Kin, Zoats, Treeman

Haunted Groves
Level 1 · 1,000 gold · 3 turns
Unlocks

Tribal Stones
Level 2 · 3,000 gold · 5 turns
Hero capacity: +1 for Branchwraiths
Unlocks Hero recruitment: Branchwraith
Unlocks

Nimbus-Shrouded Copse
Level 3 · 5,000 gold · 6 turns
Hero capacity: +1 for Branchwraiths
Unlocks Hero recruitment: Branchwraith
Unlocks

Moonstone Clearing
Level 4 · 10,000 gold · 7 turns
Hero capacity: +1 for Branchwraiths
Unlocks Hero recruitment: Branchwraith
Unlocks

Melee
3 levels · unlocks Eternal Guard, Eternal Guard (Shields), Wardancers, Wardancers (Asrai Spears), Bladesingers, Wildwood Rangers
Melee
3 levels · unlocks Eternal Guard, Eternal Guard (Shields), Wardancers, Wardancers (Asrai Spears), Bladesingers, Wildwood Rangers

Selathoi Gallery
Level 1 · 1,000 gold · 1 turn
Unlocks

Tricksters Gallery
Level 2 · 2,000 gold · 2 turns
Hero capacity: +1 for Glade Captains
Unlocks Hero recruitment: Glade Captain
Unlocks

Forest Lookout
Level 3 · 3,000 gold · 3 turns
Hero capacity: +1 for Glade Captains
Unlocks Hero recruitment: Glade Captain
Unlocks

Ranged
3 levels · unlocks Glade Guard (Hagbane Tips), Glade Guard (Starfire Shafts), Deepwood Scouts, Deepwood Scouts (Swiftshiver Shards), Waywatchers
Ranged
3 levels · unlocks Glade Guard (Hagbane Tips), Glade Guard (Starfire Shafts), Deepwood Scouts, Deepwood Scouts (Swiftshiver Shards), Waywatchers

Glade Guard Hide
Level 1 · 1,000 gold · 1 turn
Unlocks

Deepwood Camp
Level 2 · 2,000 gold · 2 turns
Hero capacity: +1 for Waystalkers
Unlocks Hero recruitment: Waystalker
Unlocks

Waywatcher's Perch
Level 3 · 5,000 gold · 4 turns
Hero capacity: +1 for Waystalkers
Unlocks Hero recruitment: Waystalker
Unlocks

Slaughter
1 level · unlocks Dryads, Malevolent Dryads
Slaughter
1 level · unlocks Dryads, Malevolent Dryads

Sacrificial Grounds
Level 1 · 1,000 gold · 1 turn
Corruption: -2 (all adjacent provinces)
Income from post-battle loot: +15% (all your armies in adjacent regions)
Income from razing settlements: +50% (all your armies in adjacent regions)
Control: +1 (all adjacent provinces)
Unlocks

Worldroots
1 level · unlocks Glade Guard
Worldroots
1 level · unlocks Glade Guard

Worldroot Pathway
Level 1 · 1,000 gold · 1 turn
Global recruitment duration: -1 turn(s) (minimum 1) (armies in region)
Recruitment cost: -50% (armies in region)
Growth: +20 (all adjacent provinces)
Unlocks

Armoury
2 levels
Armoury
2 levels

Asrai Forge
Level 1 · 3,000 gold · 5 turns
Construction cost: -4% for all buildings (local province)
Recruitment cost: -5% (armies in region)

Asrai Armoury
Level 2 · 4,000 gold · 6 turns
Construction cost: -8% for all buildings (local province)
Construction cost: -2% for all buildings (factionwide)
Recruitment cost: -10% (armies in region)

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

Forest Patrols
2 levels
Forest Patrols
2 levels

Forest Lookouts
Level 1 · 2,000 gold · 2 turns
Enemy Hero action success chance: -20%
Campaign line of sight: +40%
Control: +3

Forest Patrols
Level 2 · 6,000 gold · 4 turns
Enemy Hero action success chance: -50%
Campaign line of sight: +50%
Control: +3

Garrison
3 levels
Garrison
3 levels

Guard Platform
Level 1 · 2,000 gold · 5 turns
Ammunition: +100% when under siege (armies in region)
Reload time reduction: +10% when under siege (armies in region)
Upkeep: -5% (armies in region)

Arbiter's Perch
Level 2 · 4,000 gold · 6 turns
Ammunition: +100% when under siege (armies in region)
Reload time reduction: +20% when under siege (armies in region)
Upkeep: -10% (armies in region)

Eternal Watcher's Garrison
Level 3 · 6,000 gold · 7 turns
Ammunition: +100% when under siege (armies in region)
Reload time reduction: +30% when under siege (armies in region)
Upkeep: -15% (armies in region)

Outpost
3 levels
Outpost
3 levels

Wood Elf 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)

Wood Elf 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)

Wood Elf 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)

Spellsingers
3 levels
Spellsingers
3 levels

Roots of Ghyran
Level 1 · 3,000 gold · 3 turns
Corruption: -2
Hero capacity: +1 for Spellsingers
Unlocks Hero recruitment: Spellsinger
Hero recruit rank: +2 for Malevolent Branchwraiths

Branches of Ghur
Level 2 · 4,000 gold · 4 turns
Forest Health: +1 per turn to local Magical Forest
Corruption: -3
Hero capacity: +1 for Spellsingers
Unlocks Hero recruitment: Spellsinger
Hero recruit rank: +1 for Spellsingers
Hero recruit rank: +3 for Malevolent Branchwraiths

Canopy of Hysh
Level 3 · 6,000 gold · 5 turns
Forest Health: +1 per turn to local Magical Forest
Corruption in adjacent provinces: -2
Corruption: -4
Hero capacity: +1 for Spellsingers
Unlocks Hero recruitment: Spellsinger
Hero recruit rank: +2 for Spellsingers
Hero recruit rank: +3 for Malevolent Branchwraiths (all provinces)

Waystone
1 level
Waystone
1 level

Waystone
Level 1 · 1,000 gold · 1 turn
Casualty replenishment rate: +10% (armies in region)
Growth: +5 (all provinces)
Economy

Elven Gods
2 levels · unlocks Hawk Riders
Elven Gods
2 levels · unlocks Hawk Riders

Sacred Grounds of Anath Raema
Level 1 · 3,000 gold · 3 turns
Enables Awakened Forest attrition (enemy armies in region)
Lord and Hero recruit rank: +3 for Lore of Beasts spellcasters (all provinces)
Missile strength: +5% (all armies)
Unlocks

Temple of Anath Raema
Level 2 · 4,000 gold · 4 turns
Enables Awakened Forest attrition (enemy armies in region)
Lord and Hero recruit rank: +3 for Lore of Beasts spellcasters (all provinces)
Immune to Mountain attrition (all armies)
Immune to Snow attrition (all armies)
Missile strength: +10% (all armies)

Elven Gods
1 level · unlocks Malevolent Tree Kin, Wildwood Rangers
Elven Gods
1 level · unlocks Malevolent Tree Kin, Wildwood Rangers

Temple of Ereth Khial
Level 1 · 4,000 gold · 4 turns
Immune to Vampiric attrition (all armies)
Enables Awakened Forest attrition (enemy armies in region)
Hero recruit rank: +3 for Branchwraiths (all provinces)
Control: +3
Unlocks

Elven Gods
1 level · unlocks Wild Riders, Giant Wolves, Wild Riders (Shields), Great Hawks, Great Stag Knights
Elven Gods
1 level · unlocks Wild Riders, Giant Wolves, Wild Riders (Shields), Great Hawks, Great Stag Knights

Temple of Kurnous
Level 1 · 4,000 gold · 4 turns
Immune to Desert attrition (all armies)
Enables Awakened Forest attrition (enemy armies in region)
Hero recruit rank: +2 for Glade Captains (all provinces)
Immune to Barren Wasteland attrition (all armies)
Weapon strength: +10% (all armies)
Unlocks

Provincial Capital
5 levels · unlocks Glade Guard
Provincial Capital
5 levels · unlocks Glade Guard

Ruined Hall
Ruin
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2

Copse
Level 1 · 1,200 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)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +3 per turn (armies in region)
Grants 3 construction slots in the settlement
Income generated: 300
Growth: +10
Unlocks

Glade
Level 2 · 2,500 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)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +6 per turn (armies in region)
Grants 5 construction slots in the settlement
Income from all buildings: +1% (factionwide)
Income generated: 350
Growth: +10

Hollow
Level 3 · 5,000 gold · 10 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +9 per turn (armies in region)
Grants 6 construction slots in the settlement
Income from all buildings: +2% (factionwide)
Income generated: 400
Growth: +10

Hall
Level 4 · 10,000 gold · 14 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +12 per turn (armies in region)
Grants 8 construction slots in the settlement
Income from all buildings: +3% (factionwide)
Income generated: 450
Growth: +10

Great Hall
Level 5 · 20,000 gold · 18 turns
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -2
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +15 per turn (armies in region)
Grants 9 construction slots in the settlement
Income from all buildings: +4% (factionwide)
Income generated: 500
Growth: +10

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

Crafting
3 levels
Crafting
3 levels

Craftmen's Tree
Level 1 · 1,500 gold · 1 turn
Income generated: 300
Growth: +5 (all provinces)
Control: +2
Pottery resource production: 3 kilnful
Timber resource production: 3 logs
Elven Trinkets resource production: 3 chests

Sculptor's Cavern
Level 2 · 2,000 gold · 2 turns
Income generated: 400
Growth: +10 (all provinces)
Control: +3
Pottery resource production: 4 kilnful
Timber resource production: 4 logs
Elven Trinkets resource production: 4 chests

Artisan's Nexus
Level 3 · 2,500 gold · 3 turns
Income generated: 500
Growth: +15 (all provinces)
Control: +4
Pottery resource production: 6 kilnful
Timber resource production: 6 logs
Elven Trinkets resource production: 6 chests

Dye Production
1 level
Dye Production
1 level

Cinnabar Mining Pit
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Dyes resource production: 20 ounces

Elven Gods
1 level
Elven Gods
1 level

Temple of Isha
Level 1 · 4,000 gold · 4 turns

Exotic Animals
1 level
Exotic Animals
1 level

Exotic Animal Tamer
Level 1 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100
Exotic Animals resource production: 24 cages

Gem Mining
1 level
Gem Mining
1 level

Gem Mine
Level 1 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100
Gemstones resource production: 20 sacks

Gold Mining
1 level
Gold Mining
1 level

Gold Mining Pit
Level 1 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100

Grape Vines
4 levels
Grape Vines
4 levels

Grape Vines
Level 1 · 1,000 gold · 1 turn
Income generated: 600
Wine resource production: 2 barrels

Vineyard
Level 2 · 1,500 gold · 2 turns
Income generated: 700
Wine resource production: 4 barrels

Winery
Level 3 · 2,000 gold · 3 turns
Income generated: 800
Wine resource production: 6 barrels

Wine Nexus
Level 4 · 3,000 gold · 4 turns
Income generated: 1000
Wine resource production: 8 barrels

Hunting
3 levels
Hunting
3 levels

Trapper's Den
Level 1 · 1,000 gold · 1 turn
Income generated: 300
Casualty replenishment rate: +3% (armies in province)
Growth: +20
Furs resource production: 8 bundles

Game Lodge
Level 2 · 1,500 gold · 2 turns
Income generated: 400
Casualty replenishment rate: +5% (armies in province)
Growth: +40
Furs resource production: 12 bundles

Hunter's Vault
Level 3 · 2,000 gold · 3 turns
Income generated: 500
Casualty replenishment rate: +8% (armies in province)
Growth: +60
Furs resource production: 16 bundles

Iron Mining
1 level
Iron Mining
1 level

Iron Mining Pit
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Iron resource production: 20 ingots

Large Outpost
1 level
Large Outpost
1 level

Ruined Asrai Lookout
Ruin
Corruption: -2

Asrai Lookout
Level 1 · 1,200 gold · 1 turn
Corruption: -2
Control: +6

Marble Quarry
1 level
Marble Quarry
1 level

Stone Cutter
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Marble resource production: 20 slabs

Medicine Production
1 level
Medicine Production
1 level

Herb Gatherer's Camp
Level 1 · 1,000 gold · 3 turns · pays back in 10 turns
Income generated: 100
Medicinal Plants resource production: 20 bundles

Oak of Ages
5 levels
Oak of Ages
5 levels

Oak of Ages (Ruined)
Ruin
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)

Oak of Ages (Dormant)
Level 1 · 1,200 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)
Corruption: -1 (all adjacent provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +3 per turn (armies in region)

Oak of Ages (Withered)
Level 2 · 2,500 gold · 8 turns
Forest Health: +1 per turn to local Magical Forest
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -3 (all adjacent provinces)
Growth: +20 (all provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +6 per turn (armies in region)
Unlocks Confederation missions with Torgovann and Wydrioth (not for Wargrove of Woe)
Control: +2 (factionwide)

Oak of Ages (Budding)
Level 3 · 5,000 gold · 12 turns
Forest Health: +2 per turn to local Magical Forest
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -6 (all adjacent provinces)
Growth: +40 (all provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +9 per turn (armies in region)
Unlocks Confederation missions with Argwylon, Talsyn and the Heralds of Ariel (not for Wargrove of Woe)
Control: +3 (factionwide)

Oak of Ages (Thriving)
Level 4 · 10,000 gold · 16 turns
Forest Health: +3 per turn to local Magical Forest
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -9 (all adjacent provinces)
Growth: +80 (all provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +12 per turn (armies in region)
Control: +4 (factionwide)

Oak of Ages (Flourishing)
Level 5 · 20,000 gold · 20 turns
Ammunition: +100% during forest battles (all armies)
Attribute: Vanguard Deployment during forest battles (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)
Corruption: -12 (all provinces)
Growth: +160 (all provinces)
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Winds of Magic power reserve: +15 per turn (armies in region)
Ward save: +10% during forest battles (all armies)
Control: +5 (factionwide)

Obsidian Quarry
1 level
Obsidian Quarry
1 level

Obsidian Quarry
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Carved Obsidian resource production: 20 chests

Orchards
1 level
Orchards
1 level

Orchards
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Wine resource production: 20 barrels

Pastures
1 level
Pastures
1 level

Cattle Pastures
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Recruit rank: +1 for Cavalry units (all characters)

Port
1 level
Port
1 level

Ruined Port
Ruin

Elven Haven
Level 1 · 2,000 gold · 1 turn · pays back in 20 turns
Income generated: 100
Income from trade tariffs: +5%

Pottery Production
1 level
Pottery Production
1 level

Clay Pit
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Pottery resource production: 20 kilnful

Protection
3 levels
Protection
3 levels

Undergrowth Lookouts
Level 1 · 2,000 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)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -3
Control: +3

Woodland Trenches
Level 2 · 2,500 gold · 3 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)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption: -4
Control: +3

Forest Caves
Level 3 · 4,000 gold · 4 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 3 turns
Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Corruption in adjacent provinces: -2
Corruption: -5
Control: +3

Saltmaking
1 level
Saltmaking
1 level

Brine Mining Pit
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Salt resource production: 20 barrels

Spice Trading
1 level
Spice Trading
1 level

Spice Market
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Spices resource production: 20 sacks

Supplies
1 level
Supplies
1 level

Foraging Groves
Level 1 · 1,000 gold · 1 turn
Construction cost: -5% for all buildings (all adjacent provinces)
Growth: +20 (all adjacent provinces)

Tusks
1 level
Tusks
1 level

Animal Store
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Ivory resource production: 20 tusks
Income generated: 50

Wild Game
1 level
Wild Game
1 level

Hunting Camp
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Furs resource production: 20 bundles

Woodlands
1 level
Woodlands
1 level

Woodman's Hut
Level 1 · 1,000 gold · 3 turns · pays back in 20 turns
Income generated: 50
Timber resource production: 20 logs
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 51 landmark buildings (unique buildings in particular settlements) ▾
Avelorn Landmark
Temple of Isha Level 1 · 6,000 gold · 5 turns
Immune to Chaos corruption and Chaos Wastes attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Winds of Magic power reserve capacity: +5 (all armies) · Physical resistance: 5% (all armies)
Unlocks: Dryads, Treeman, Great Eagle, Tree Kin
Elven Enclave
Verdant Heart of Laurelorn Level 1 · 6,000 gold · 3 turns
Enables Awakened Forest attrition (enemy armies in region) · Hero recruit rank: +3 for Waystalkers (all provinces) · Income from trade tariffs: +30% · Medicinal Plants resource production: 20 bundles · Timber resource production: 20 logs
Unlocks: Deepwood Scouts (Swiftshiver Shards), Deepwood Scouts, Waywatchers
Landmark
Shadow-Groves of Loec Level 1 · 6,000 gold · 3 turns
Enables Awakened Forest attrition (enemy armies in region) · Lord and Hero recruit rank: +3 for Lore of Shadows spellcasters (all provinces) · Recruit rank: +3 for Wardancer and Bladesinger units (factionwide) · Hero action success chance: +10% (all characters)
Unlocks: Wardancers (Asrai Spears), Wardancers, Giant Spiders, Bladesingers
Landmark
Sacred Pools of Isha Level 1 · 6,000 gold · 3 turns
Immune to Plague attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Lord and Hero recruit rank: +3 for Lore of Life spellcasters (all provinces) · Immune to Swamp attrition (all armies) · Wound recovery time: -2 turns (all characters)
Unlocks: Sisters of the Thorn, Zoats, Malevolent Treeman
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
Bamboo Grove Level 1 · 6,000 gold · 3 turns
Immune to Chaos corruption and Chaos Wastes attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Recruit rank: +4 for forest spirit and flying monster units (factionwide) · Upkeep: -30% for forest spirit units (all armies)
Unlocks: Great Eagle, Forest Dragon
Landmark
Gnoblar Outpost Level 1 · 6,000 gold · 3 turns
Immune to Vampiric attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Allegiance points gained: +100% for alliances with Ogre Kingdoms · Diplomatic relations: +40 with Ogre Kingdoms · Income generated: 600 · Income from trade tariffs: +50%
Unlocks: Great Eagle, Forest 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
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
Parravon Landmark
Peaks of Parravon Level 1 · 2,000 gold · 2 turns
Recruitment cost: -30% for Great Eagle and Hawk Rider units (armies in region) · Recruit rank: +3 for Great Eagle and Hawk Rider units · Upkeep: -5% for Great Eagle and Hawk Rider units (all armies)
Unlocks: Hawk Riders, Great Eagle
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
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Control: +5 · Lord recruit rank: +1 (factionwide)
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) · 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) · 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) · 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) · 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) · Corruption: -2 · Adds walls to the settlement · Growth: +80
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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · 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) · Corruption: -2 · Adds walls to the settlement · Growth: +80
Hidden Oasis
Secluded Oasis Level 1 · 2,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30
Buried Caravanserai Level 2 · 6,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Income from trade tariffs: +10% · Growth: +30
Khaine Worship
Shrine of Widowmaker Level 1 · 2,000 gold · 15 turns
Grants owner access to the Sword of Khaine · Corruption: -15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
Landmark
Face of Hag Graef Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Iron resource production: 28 ingots · Marble resource production: 28 slabs
Eye of Hag Graef Level 2 · 4,000 gold · 4 turns
Income generated: 200 · Iron resource production: 42 ingots · Marble resource production: 42 slabs
Mines of Hag Graef Level 3 · 6,000 gold · 5 turns
Income generated: 400 · Iron resource production: 64 ingots · Marble resource production: 64 slabs
The Dark Crag Level 4 · 8,000 gold · 6 turns
Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs
Landmark
Purified Oak Level 1 · 3,000 gold · 2 turns
Corruption in adjacent provinces: -2 · Upkeep: -10% for Dryads units (factionwide) · Casualty replenishment rate: +10% (armies in province) · Growth: +15 (all provinces)
Mossy Hell Pit
Ruined Hellpit Ruin
Corruption: -2
Mossy Hellpit Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Mossy Skavenblight
Ruined Skavenblight Ruin
Corruption: -2
Overgrown Skavenblight Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Altdorf
Ruined Altdorf Ruin
Corruption: -2
Occupied Altdorf Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Black Crag
Ruined Black Crag Ruin
Corruption: -2
Occupied Black Crag Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Castle Drakenhof
Ruined Castle Drakenhof Ruin
Corruption: -2
Occupied Castle Drakenhof Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Couronne
Ruined Couronne Ruin
Corruption: -2
Occupied Couronne Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Hexoatl
Ruined Hexoatl Ruin
Corruption: -2
Occupied Hexoatl Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Itza
Ruined Itza Ruin
Corruption: -2
Occupied Itza Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Karak Eight Peaks
Ruined Karak Eight Peaks Ruin
Corruption: -2
Occupied Karak Eight Peaks Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Karaz-a-Karak
Ruined Karaz-a-Karak Ruin
Corruption: -2
Occupied Karaz-a-Karak Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Khemri
Ruined Khemri Ruin
Corruption: -2
Occupied Khemri Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Kislev
Ruined Kislev Ruin
Corruption: -2
Occupied Kislev Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Konquata
Ruined Konquata Ruin
Corruption: -2
Occupied Konquata Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Lahmia
Ruined Lahmia Ruin
Corruption: -2
Occupied Lahmia Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Lothern
Ruined Lothern Ruin
Corruption: -2
Occupied Lothern Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Miragliano
Ruined Miragliano Ruin
Corruption: -2
Occupied Miragliano Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Naggarond
Ruined Naggarond Ruin
Corruption: -2
Occupied Naggarond Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Pyramid of Nagash
Black Pyramid of Nagash (Empty) Ruin
Corruption: -2
Overgrown Black Pyramid of Nagash Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Sartosa
Ruined Sartosa Ruin
Corruption: -2
Occupied Sartosa Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown The Awakening
The Awakening Ruins Ruin
Corruption: -2
Occupied The Awakening Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Wei-Jin
Ruined Wei-Jin Ruin
Corruption: -2
Occupied Wei-Jin Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Overgrown Zharr-Naggrund
Ruined Zharr-Naggrund Ruin
Corruption: -2
Occupied Zharr-Naggrund Level 1 · 250 gold · 1 turn
Defensive supplies: +1000 · Corruption: -2 · Grants 2 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Control: +6
Port
Ruined Port Ruin
Elven Haven Level 1 · 2,000 gold · 1 turn
Income generated: 100 · Income from trade tariffs: +5%
Port
Ruined Port Ruin
Elven Haven Level 1 · 2,000 gold · 1 turn
Income generated: 100 · Income from trade tariffs: +5%
Port
Ruined Port Ruin
Elven Haven Level 1 · 2,000 gold · 1 turn
Income generated: 100 · Income from trade tariffs: +5%
Special Port
Ruined Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
The Gaean Vale
Ruined Gaean Vale Ruin
Corruption: -2
Gaean Vale (Copse) Level 1 · 1,200 gold · 6 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +3 per turn (armies in region) · Grants 3 construction slots in the settlement · Income from all buildings: +10% (factionwide) · Growth: +10
Gaean Vale (Glade) Level 2 · 2,500 gold · 8 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +6 per turn (armies in region) · Grants 5 construction slots in the settlement · Income from all buildings: +1% (factionwide) · Income generated: 350 · Growth: +10
Gaean Vale (Hollow) Level 3 · 5,000 gold · 10 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +9 per turn (armies in region) · Grants 6 construction slots in the settlement · Income from all buildings: +2% (factionwide) · Income generated: 400 · Growth: +10
Gaean Vale (Hall) Level 4 · 10,000 gold · 12 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +12 per turn (armies in region) · Grants 8 construction slots in the settlement · Income from all buildings: +3% (factionwide) · Income generated: 450 · Growth: +10
Gaean Vale (Great Hall) Level 5 · 20,000 gold · 14 turns
Defensive supplies: +1000 · Corruption: -2 · Adds defences to the settlement (battles fought here will be unwalled settlement battles) · Winds of Magic power reserve: +15 per turn (armies in region) · Grants 9 construction slots in the settlement · Income from all buildings: +4% (factionwide) · Income generated: 500 · Growth: +10
The Galleon's Graveyard
The Maelstrom (Inert) Ruin
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) · Corruption: -2 · Income generated: 100 · Control: +20
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 Wood Elves 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 — 32 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 | Dryads | Sacrificial Grounds | 1,000 | 1 | 1 | — | — |
| 2 | Eternal Guard | Selathoi Gallery | 1,000 | 1 | 1 | — | — |
| 3 | Eternal Guard (Shields) | Selathoi Gallery | 1,000 | 1 | 1 | — | — |
| 4 | Glade Guard | Worldroot Pathway | 1,000 | 1 | 1 | — | — |
| 5 | Glade Guard (Hagbane Tips) | Glade Guard Hide | 1,000 | 1 | 1 | — | — |
| 6 | Glade Guard (Starfire Shafts) | Glade Guard Hide | 1,000 | 1 | 1 | — | — |
| 7 | Malevolent Dryads | Sacrificial Grounds | 1,000 | 1 | 1 | — | — |
| 8 | Glade Riders | Muster Stone | 2,000 | 3 | 2 | — | — |
| 9 | Glade Riders (Hagbane Tips) | Muster Stone | 2,000 | 3 | 2 | — | — |
| 10 | Glade Riders (Spears) | Muster Stone | 2,000 | 3 | 2 | — | — |
| 11 | Great Eagle | Eyrie | 2,000 | 4 | 2 | — | — |
| 12 | Deepwood Scouts | Deepwood Camp | 3,000 | 3 | 2 | — | — |
| 13 | Deepwood Scouts (Swiftshiver Shards) | Deepwood Camp | 3,000 | 3 | 2 | — | — |
| 14 | Wardancers | Tricksters Gallery | 3,000 | 3 | 2 | — | — |
| 15 | Wardancers (Asrai Spears) | Tricksters Gallery | 3,000 | 3 | 2 | — | — |
| 16 | Giant Wolves | Temple of Kurnous | 4,000 | 4 | 3 | — | — |
| 17 | Great Hawks | Temple of Kurnous | 4,000 | 4 | 3 | — | — |
| 18 | Malevolent Tree Kin | Temple of Ereth Khial | 4,000 | 4 | 3 | — | — |
| 19 | Tree Kin | Tribal Stones | 4,000 | 8 | 3 | — | — |
| 20 | Hawk Riders | Warhawk Crags | 5,000 | 9 | 3 | — | — |
| 21 | Wild Riders | Grove of the Horse | 5,000 | 7 | 3 | — | — |
| 22 | Wild Riders (Shields) | Grove of the Horse | 5,000 | 7 | 3 | — | — |
| 23 | Bladesingers | Forest Lookout | 6,000 | 6 | 3 | — | — |
| 24 | Giant Spiders | Shadow-Groves of Loec | 6,000 | 3 | 3 | — | — |
| 25 | Malevolent Treeman | Sacred Pools of Isha | 6,000 | 3 | 3 | — | — |
| 26 | Wildwood Rangers | Forest Lookout | 6,000 | 6 | 3 | — | — |
| 27 | Waywatchers | Waywatcher's Perch | 8,000 | 7 | 4 | — | — |
| 28 | Zoats | Nimbus-Shrouded Copse | 9,000 | 14 | 4 | — | — |
| 29 | Sisters of the Thorn | Pastures of Skymark | 10,000 | 12 | 4 | — | — |
| 30 | Forest Dragon | Dragon Lair | 15,000 | 15 | 5 | — | — |
| 31 | Treeman | Moonstone Clearing | 19,000 | 21 | 5 | — | — |
| 32 | Great Stag Knights | Arboreal Paddock | 20,000 | 18 | 5 | — | — |