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

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

  1. Muster Stone

    Level 1 · 2,000 gold · 3 turns

    Unlocks

  2. Grove of the Horse

    Level 2 · 3,000 gold · 4 turns

    Unlocks

  3. Pastures of Skymark

    Level 3 · 5,000 gold · 5 turns

    Unlocks

  4. 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

  1. Eyrie

    Level 1 · 2,000 gold · 4 turns

    Unlocks

  2. Warhawk Crags

    Level 2 · 3,000 gold · 5 turns

    Unlocks

  3. Dragon Lair

    Level 3 · 10,000 gold · 6 turns

    Unlocks

Forest Spirit

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

  1. Haunted Groves

    Level 1 · 1,000 gold · 3 turns

    Unlocks

  2. Tribal Stones

    Level 2 · 3,000 gold · 5 turns

    • Hero capacity: +1 for Branchwraiths
    • Unlocks Hero recruitment: Branchwraith

    Unlocks

  3. Nimbus-Shrouded Copse

    Level 3 · 5,000 gold · 6 turns

    • Hero capacity: +1 for Branchwraiths
    • Unlocks Hero recruitment: Branchwraith

    Unlocks

  4. 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

  1. Selathoi Gallery

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Tricksters Gallery

    Level 2 · 2,000 gold · 2 turns

    • Hero capacity: +1 for Glade Captains
    • Unlocks Hero recruitment: Glade Captain

    Unlocks

  3. 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

  1. Glade Guard Hide

    Level 1 · 1,000 gold · 1 turn

    Unlocks

  2. Deepwood Camp

    Level 2 · 2,000 gold · 2 turns

    • Hero capacity: +1 for Waystalkers
    • Unlocks Hero recruitment: Waystalker

    Unlocks

  3. 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

  1. 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

  1. 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

  1. Asrai Forge

    Level 1 · 3,000 gold · 5 turns

    • Construction cost: -4% for all buildings (local province)
    • Recruitment cost: -5% (armies in region)
  2. 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

  1. Stolen Flame of Ulric

    Level 1 · 10,000 gold · 4 turns

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

Forest Patrols

2 levels

  1. Forest Lookouts

    Level 1 · 2,000 gold · 2 turns

    • Enemy Hero action success chance: -20%
    • Campaign line of sight: +40%
    • Control: +3
  2. 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

  1. 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)
  2. 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)
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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

  1. 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

  2. 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

  1. 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

  1. 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

  1. 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
  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

  3. 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
  4. 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
  5. 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
  6. 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

  1. Rat Catchers

    Level 1 · 200 gold · 1 turn · upkeep 200

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 1 turn

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

    Level 2 · 500 gold · 2 turns · upkeep 500

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

Crafting

3 levels

  1. 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
  2. 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
  3. 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

  1. 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

  1. Temple of Isha

    Level 1 · 4,000 gold · 4 turns

Exotic Animals

1 level

  1. 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

  1. 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

  1. Gold Mining Pit

    Level 1 · 1,000 gold · 3 turns · pays back in 10 turns

    • Income generated: 100

Grape Vines

4 levels

  1. Grape Vines

    Level 1 · 1,000 gold · 1 turn

    • Income generated: 600
    • Wine resource production: 2 barrels
  2. Vineyard

    Level 2 · 1,500 gold · 2 turns

    • Income generated: 700
    • Wine resource production: 4 barrels
  3. Winery

    Level 3 · 2,000 gold · 3 turns

    • Income generated: 800
    • Wine resource production: 6 barrels
  4. Wine Nexus

    Level 4 · 3,000 gold · 4 turns

    • Income generated: 1000
    • Wine resource production: 8 barrels

Hunting

3 levels

  1. 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
  2. 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
  3. 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

  1. 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

  1. Ruined Asrai Lookout

    Ruin

    • Corruption: -2
  2. Asrai Lookout

    Level 1 · 1,200 gold · 1 turn

    • Corruption: -2
    • Control: +6

Marble Quarry

1 level

  1. 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

  1. 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

  1. 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)
  2. 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)
  3. 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)
  4. 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)
  5. 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)
  6. 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

  1. 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

  1. Orchards

    Level 1 · 1,000 gold · 3 turns · pays back in 20 turns

    • Income generated: 50
    • Wine resource production: 20 barrels

Pastures

1 level

  1. 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

  1. Ruined Port

    Ruin

  2. 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

  1. 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

  1. 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
  2. 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
  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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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.

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1DryadsSacrificial Grounds1,00011——
2Eternal GuardSelathoi Gallery1,00011——
3Eternal Guard (Shields)Selathoi Gallery1,00011——
4Glade GuardWorldroot Pathway1,00011——
5Glade Guard (Hagbane Tips)Glade Guard Hide1,00011——
6Glade Guard (Starfire Shafts)Glade Guard Hide1,00011——
7Malevolent DryadsSacrificial Grounds1,00011——
8Glade RidersMuster Stone2,00032——
9Glade Riders (Hagbane Tips)Muster Stone2,00032——
10Glade Riders (Spears)Muster Stone2,00032——
11Great EagleEyrie2,00042——
12Deepwood ScoutsDeepwood Camp3,00032——
13Deepwood Scouts (Swiftshiver Shards)Deepwood Camp3,00032——
14WardancersTricksters Gallery3,00032——
15Wardancers (Asrai Spears)Tricksters Gallery3,00032——
16Giant WolvesTemple of Kurnous4,00043——
17Great HawksTemple of Kurnous4,00043——
18Malevolent Tree KinTemple of Ereth Khial4,00043——
19Tree KinTribal Stones4,00083——
20Hawk RidersWarhawk Crags5,00093——
21Wild RidersGrove of the Horse5,00073——
22Wild Riders (Shields)Grove of the Horse5,00073——
23BladesingersForest Lookout6,00063——
24Giant SpidersShadow-Groves of Loec6,00033——
25Malevolent TreemanSacred Pools of Isha6,00033——
26Wildwood RangersForest Lookout6,00063——
27WaywatchersWaywatcher's Perch8,00074——
28ZoatsNimbus-Shrouded Copse9,000144——
29Sisters of the ThornPastures of Skymark10,000124——
30Forest DragonDragon Lair15,000155——
31TreemanMoonstone Clearing19,000215——
32Great Stag KnightsArboreal Paddock20,000185——