Dark Elves buildings

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This page lists all buildings for the Dark Elves. As usual, province capitals can build up to Tier V and have eight slots, while minor settlements can only build to level III and have four slots each. In general, Dark Elves have a robust advanced military offer and infrastructural pallet.

See our article on Black Arks for a list of buildings that can be constructed on Black Arks.

Chains[edit | edit source]

Settlement[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Settlement I
  • Grants +1 construction slot in the settlement
  • Income generated: +30
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +10
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
2 800
II
  • Grants +2 construction slots in the settlement
  • Income generated: +45
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +20
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
5 4800
III
  • Grants +3 construction slots in the settlement
  • Income generated: +60
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +30
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
6 7200
IV
  • Grants +5 construction slots in the settlement
  • Income generated: +75
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +40
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
3 1600
V
  • Grants +7 construction slots in the settlement
  • Income generated: +90
  • [HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth: +50
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
4 3200

Basic Military[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Infantry I
Allows recruitment
Darkshards: Dreadspears
1 1000
II
Allows recruitment
Bleakswords: Darkshards (Shields)
2 2000
III
Allows recruitment
Reaper Bolt Thrower: Black Ark Corsairs
Black Ark Corsairs (Handbows)
3 4000
Stables II
Allows recruitment
Dark Riders
2 1000
III
Allows recruitment
Dark Riders (Shields): Dark Riders (Repeater Crossbow)
3 2000
Exiles II
Allows recruitment
Shades
2 2500
III
Allows recruitment
Shades (Greatswords): Shades (Dual Weapons)
3 5000

Advanced Military[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Beasts III
  • Exotic Animals resource production: +8 cages
Allows recruitment
Harpies
1 1000
IV
  • Exotic Animals resource production: +12 cages
Allows recruitment
War Hydra
2 2000
V
  • Exotic Animals resource production: +16 cages
Allows recruitment
Black Dragon
3 4000
Aristocracy IV
  • Local recruitment capacity: +1
Allows recruitment
Cold One Knights
Black Guard of Naggarond
Cold One Chariot
4 7500
V
  • Local recruitment capacity: +2
  • Lord recruit rank: +2
  • Lord recruit rank: +1
Allows recruitment
Cold One Dread Knights
5 11250
Sorcery IV
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Sorceresses
  • Unlocks Icon hero.pngHero recruitment: Sorceress
  • Research rate: +4%
Allows recruitment
Sorceress (Shadow)
Sorceress (Fire)
Sorceress (Dark)
2 2500
V
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Sorceresses
  • Unlocks Icon hero.pngHero recruitment: Sorceress
  • Hero recruit rank: +4 for Sorceresses
  • Research rate: +8%
3 5000
Exiles IV
  • Hero capacity: +1 for Khainite Assassins
  • Unlocks Icon hero.pngHero recruitment: Khainite Assassin
  • Hero action success chance: +10%
  • Enemy Hero action success chance: -10%
Allows recruitment
Khainite Assassin
Har Ganeth Executioners
4 5000
V
  • Hero capacity: +1 for Khainite Assassins
  • Unlocks Icon hero.pngHero recruitment: Khainite Assassin
  • Hero recruit rank: +4 for Khainite Assassins
  • Hero action success chance: +15%
  • Enemy Hero action success chance: -15%
5 7500

Infrastructure[edit | edit source]

Also:

Industry:

Slave-Keeping:

Transportation:

Entertainment (Naggarond and other Dark Elves factions, aside from Cult of Pleasure):

Building Chain Tier Effect Turns Cost Requirements
Cult of Pleasure I
  • Chaos corruption: +2
2 750 Cult of Pleasure only
II
  • Chaos corruption: +4
2 1500
III
  • Hero capacity: +1 for Death Hags
  • Unlocks Icon hero.pngHero recruitment: Death Hag
  • Chaos corruption: +6
3 3000
IV
  • Hero capacity: +1 for Death Hags
  • Unlocks Icon hero.pngHero recruitment: Death Hag
  • Hero recruit rank: +2 for Death Hags
  • Chaos corruption: +8
  • Chaos corruption in adjacent provinces: +2
4 4500
V
  • Hero capacity: +1 for Death Hags
  • Unlocks Icon hero.pngHero recruitment: Death Hag
  • Hero recruit rank: +4 for Death Hags
  • Chaos corruption: +10
  • Chaos corruption in adjacent provinces: +3
5 7000
Growth I
  • Casualty replenishment rate: +2%
  • Growth: +20
1 500
II
  • Casualty replenishment rate: +3%
  • Growth: +30
2 1000
III
  • Casualty replenishment rate: +4%
  • Growth: +40
3 2000

Port[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Industry I
  • Income generated: +200
  • Growth: +10
1 800
II
  • Income generated: +400
  • Growth: +20
3 3200
III
  • Income generated: +800
  • Growth: +30
5 7200

Defence[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Defence I
  • Cannot be constructed in minor settlements
3 2500 Provincial capitals only
II 4 5000
III 5 7500
I
  • Cannot be constructed in major settlements
2 1500 Minor settlements only
II
  • Cannot be constructed in major settlements
  • [HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
  • Adds walls to the settlement
3 3000

Special[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Ritual building I 5 250 Requires ritual currency resource
II
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Winds of Magic power reserve: +20
  • Melee defence: +5 for all units when defending
5 2500

Resource[edit | edit source]

Building Chain Tier Effect Turns Cost Requirements
Salt I
  • Recruitment cost: -20% for Black Ark Corsairs units
  • Income generated: +100
  • Salt resource production: +20 barrels
2 800
II
  • Recruitment cost: -25% for Black Ark Corsairs units
  • Unit experience: +1 for Black Ark Corsairs unit recruits
  • Income generated: +150
  • Salt resource production: +30 barrels
3 1600
III
  • Recruitment cost: -30% for Black Ark Corsairs units
  • Unit experience: +2 for Black Ark Corsairs unit recruits
  • Upkeep: -3% for Black Ark Corsairs units
  • Income generated: +200
  • Salt resource production: +45 barrels
4 3200
Industry I
  • Recruitment cost: -20% for Harpies, War Hydra and Black Dragon units
  • Income generated: +100
  • Exotic Animals resource production: +20 cages
2 800
II
  • Recruitment cost: -25% for Harpies, War Hydra and Black Dragon units
  • Unit experience: +1 for Harpies, War Hydra and Black Dragon unit recruits
  • Income generated: +150
  • Exotic Animals resource production: +30 cages
3 1600
III
  • Recruitment cost: -30% for Harpies, War Hydra and Black Dragon units
  • Unit experience: +2 for Harpies, War Hydra and Black Dragon unit recruits
  • Upkeep: -3% for Harpies, War Hydra and Black Dragon units
  • Income generated: +200
  • Exotic Animals resource production: +45 cages
4 3200
Dyes I
  • Income generated: +100
  • Dyes resource production: +20 ounces
2 800
II
  • Income generated: +150
  • Dyes resource production: +30 ounces
3 1600
III
  • Income generated: +200
  • Dyes resource production: +45 ounces
4 3200
Furs I
  • Income generated: +100
  • Furs resource production: +20 bundles
2 800
II
  • Income generated: +150
  • Furs resource production: +30 bundles
3 1600
III
  • Income generated: +200
  • Furs resource production: +45 bundles
4 3200
Gems I
  • Income generated: +300
  • Gemstones resource production: +20 sacks
2 800
II
  • Income generated: +450
  • Gemstones resource production: +30 sacks
3 1600
III
  • Income generated: +600
  • Gemstones resource production: +45 sacks
4 3200
Gold I
  • Income generated: +600
3 1000
II
  • Income generated: +900
4 2000
III
  • Income generated: +1200
5 4000
Iron I
  • Recruitment cost: -20% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units
  • Income generated: +100
  • Iron resource production: +20 ingots
2 800
II
  • Recruitment cost: -25% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units
  • Unit experience: +1 for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners unit recruits
  • Income generated: +150
  • Iron resource production: +30 ingots
3 1600
III
  • Recruitment cost: -30% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units
  • Unit experience: +2 for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners unit recruits
  • Upkeep: -3% for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units
  • Income generated: +200
  • Iron resource production: +45 ingots
4 3200
Marble I
  • Construction cost: -20% for all buildings
  • Income generated: +100
  • Marble resource production: +20 slabs
2 800
II
  • Construction cost: -25% for all buildings
  • Income generated: +150
  • Marble resource production: +30 slabs
3 1600
III
  • Construction cost: -30% for all buildings
  • Income generated: +200
  • Marble resource production: +45 slabs
4 3200
Medicine I
  • Recruitment cost: -20% for Witch Elves units
  • Casualty replenishment rate: +6%
  • Medicinal Plants resource production: +20 bundles
2 800
II
  • Recruitment cost: -25% for Witch Elves units
  • Unit experience: +1 for Witch Elves unit recruits
  • Casualty replenishment rate: +8%
  • Medicinal Plants resource production: +30 bundles
3 1600
III
  • Hero recruit rank: +1 for Death Hags
  • Hero recruit rank: +1 for Khainite Assassins
  • Recruitment cost: -30% for Witch Elves units
  • Unit experience: +2 for Witch Elves unit recruits
  • Upkeep: -3% for Witch Elves units
  • Casualty replenishment rate: +12%
  • Medicinal Plants resource production: +45 bundles
4 3200
Obsidian I
  • Income generated: +100
  • Carved Obsidian resource production: +20 chests
2 800
II
  • Income generated: +150
  • Carved Obsidian resource production: +30 chests
3 1600
III
  • Hero recruit rank: +1 for Sorceresses
  • Income generated: +200
  • Carved Obsidian resource production: +45 chests
4 3200
Pastures I
  • Recruitment cost: -20% for Dark Riders units
  • Casualty replenishment rate: +4%
  • Growth: +30
2 800
II
  • Recruitment cost: -25% for Dark Riders units
  • Unit experience: +1 for Dark Riders unit recruits
  • Casualty replenishment rate: +6%
  • Growth: +40
3 1600
III
  • Recruitment cost: -30% for Dark Riders units
  • Unit experience: +2 for Dark Riders unit recruits
  • Upkeep: -3% for Dark Riders units
  • Casualty replenishment rate: +8%
  • Growth: +50
4 3200
Pottery I
  • Income generated: +100
  • Pottery resource production: +20 kilnful
2 800
II
  • Income generated: +150
  • Pottery resource production: +30 kilnful
3 1600
III
  • Income generated: +200
  • Pottery resource production: +45 kilnful
4 3200
Spices I
  • Income generated: +100
  • Spices resource production: +20 sacks
2 800
II
  • Income generated: +150
  • Spices resource production: +30 sacks
3 1600
III
  • Income generated: +200
  • Spices resource production: +45 sacks
4 3200
Wine I
  • Wine resource production: +20 barrels
2 800
II
  • Wine resource production: +30 barrels
3 1600
III
  • Wine resource production: +45 barrels
4 3200
Timber I
  • Recruitment cost: -20% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units
  • Income generated: +100
  • Timber resource production: +20 logs
2 800
II
  • Recruitment cost: -25% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units
  • Unit experience: +1 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower unit recruits
  • Income generated: +150
  • Timber resource production: +30 logs
3 1600
III
  • Recruitment cost: -30% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units
  • Unit experience: +2 for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower unit recruits
  • Upkeep: -3% for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units
  • Income generated: +200
  • Timber resource production: +45 logs
4 3200
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