Resources
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Resources or trade resources can be found in some settlements on the campaign map. To extract a resource you need to construct the correct building at the appropriate settlement. Different resources have difference effects which can boost growth or provide income. They can also provide Experience or other bonuses to units recruited in the province. Crucially, most resources can also be traded to other factions.
Tomb Kings require trade resources in order to craft items and Legions of Legend via the Mortuary Cult. Likewise, Dwarfs require trade resources to craft items in The Forge.
Trade Resources[edit | edit source]
Each faction can have additional bonuses from resources they control. These are outlined in the following table. For Skaven, each resource building also reduces the Skaven corruption levels (making the province habitable for longer).
Scroll down for special, faction-specific resources which can't be traded.
Name | Baseline price | Effect |
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18 | Dwarfs: Increases Public Order |
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12 | |
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14 |
Greenskins: Bonus experience and reduced recruitment and upkeep costs for Boar, Wolf and Spider Rider units Vampire Counts: Bonus experience and reduced recruitment and upkeep costs for Dire Wolves and Varghulf units High Elves: Bonus experience and reduced recruitment and upkeep costs for White Lions of Chrace units |
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20 |
Dwarfs: Bonus experience and reduced recruitment and upkeep costs for Ironbreaker and Hammerer units Vampire Counts: Bonus experience, reduced recruitment/upkeep costs for Corpse Cart, Black Coach, and Mortis Engine units. +1 capacity for Necromancers (tier 3) High Elves: +1 capacity for Loremaster of Hoeth and Mages (tier 3) |
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15 |
Bretonnia: Bonus experience and reduced recruitment and upkeep costs for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units Dwarfs: Bonus experience and reduced recruitment and upkeep costs for Dwarf Warriors, Longbeards, Slayers, and Miners units Empire: Bonus experience and reduced recruitment and upkeep costs for Swordsmen, Greatswords, and Empire Knights units Greenskins: Bonus experience and reduced recruitment and upkeep costs for Orc Big 'Uns and Black Orcs units Vampire Counts: Bonus experience and reduced recruitment and upkeep costs for Grave Guard, Black Knights and Blood Knights units. +1 for Wight Kings (tier 3) High Elves: Bonus experience and reduced recruitment and upkeep costs for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Bleakswords, Cold One Knights, Cold One Dread Knights, Cold One Chariot, Black Guard of Naggarond and Har Ganeth Executioners units |
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10 | Reduced construction costs for all buildings province-wide |
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10 | |
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12 |
Dwarfs: Bonus experience and reduced recruitment and upkeep costs for gyrocopters and units using fire or gunpowder weapons Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Black Ark Corsairs units |
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10 |
Bretonnia: Bonus experience, reduced recruitment/upkeep costs for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearm) and Field Trebuchet units Dwarfs: Bonus experience and reduced recruitment and upkeep costs for Quarrellers, Rangers, Bolt Thrower and Grudge Thrower units Greenskins: Bonus experience and reduced recruitment and upkeep costs for Goblins, bow infantry & war machine units Empire: Bonus experience and reduced recruitment and upkeep costs for Crossbowmen and Spearmen units Vampire Counts: Bonus experience and reduced recruitment and upkeep costs for Fell Bats and Vargheists units High Elves: Bonus experience and reduced recruitment and upkeep costs for Archers, Spearmen, Lothern Sea Guard and Eagle Claw Bolt Thrower units Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Dreadspears, Darkshards, Shades and Reaper Bolt Thrower units |
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16 |
Bretonnia: Increases public order Empire: Increases public order Vampire Counts: Increases public order High Elves: Increases public order Dark Elves: Increases public order |
12 |
Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Witch Elves units, +1 rank for Death Hags and Khainite Assassins (tier 3) Lizardmen: Bonus experience and reduced recruitment and upkeep costs for Skink and Chameleon Skinks units; +1 rank for Skink Chiefs and Priests (tier 3) | |
10 |
Dark Elves: +1 rank for Sorceresses (tier 3) Lizardmen: Bonus experience and reduced recruitment and upkeep costs for Saurus units | |
16 | ||
18 | ||
15 |
Bretonnia: Bonus experience and reduced recruitment and upkeep costs for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units Greenskins: Bonus experience for, reduced recruitment and upkeep costs for and unlocks recruitment of Squig units Empire: Bonus experience and reduced recruitment and upkeep costs for Demigryph units Vampire Counts: Bonus experience and reduced recruitment and upkeep costs for Terrorgheist units High Elves: Bonus experience and reduced recruitment and upkeep costs for Great Eagle, Phoenix and Dragon units Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Harpies, War Hydra and Black Dragon units Lizardmen: Bonus experience and reduced recruitment and upkeep costs for Terradon Riders, Bastiladon, Stegadon and Feral Carnosaur units | |
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N/A |
Overall: Generates income Empire: Bonus experience and reduced recruitment and upkeep costs for Free Company units; +1 rank for Empire Captains (tier 3) Dwarfs: +1 rank for Thanes (tier 3), +1 ranks for Lord (Dwarfs) recruits (tier 4) Lizardmen: Bonus experience and reduced recruitment and upkeep costs for Kroxigors, Temple Guards and Cold One units; +1 rank for Saurus Scar-Veterans (tier 3) |
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N/A |
Overall: Generates growth and increases replenishment rate. Bretonnia: Bonus experience, reduced recruitment/upkeep costs for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardians units. Empire: Bonus experience and reduced recruitment and upkeep costs for Outriders and Pistoliers units Wood Elves: Bonus experience for cavalry units High Elves: Bonus experience and reduced recruitment and upkeep costs for Ellyrian Reavers and Silver Helms units Dark Elves: Bonus experience and reduced recruitment and upkeep costs for Dark Riders units |
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N/A | Tomb Kings, Dwarfs, Lizardmen, High Elves, Dark Elves: This resource is extracted from settlements with gold, instead of regular gold. |
Special Resources[edit | edit source]
Introduced in Total War: Warhammer
Name | Effect |
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A special resource/currency used by Wood Elves factions. |
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Allows Greenskins factions to recruit Savage Orcs units at the settlement. |
Introduced in Total War: Warhammer II
Name | Effect |
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A special resource/currency used by Vampire Count factions in Total War: Warhammer II in order to recruit powerful Bloodline lords. | |
A special resource/currency used by Tomb Kings factions to purchase items from the Mortuary Cult or unlock Technologies in their Dynasty Tree. | |
Increases income from ports constructed in the settlement for Elf factions. | |
A special resource/currency that Skaven factions have to manage. | |
A special resource/currency used by Vampire Coast factions. | |
A special resource/currency used by High Elves factions to recruit better Lords or Heroes or to improve or degrade relations between two factions. | |
A special resource/currency used by Dwarfs factions in Total War: Warhammer II to purchase items from The Forge. | |
During the Eye of the Vortex campaign, generates ritual currency which differ depending on race:
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A special resource/currency used by Dark Elves factions. |