This page lists all Vampire Counts buildings.
List of buildings[ | ]
Defensive[ | ]
Building | Effect | Cost | Requirements |
---|---|---|---|
Corpse Pile |
Enemy Hero action success chance: -10% |
1500 money 2 turns |
|
Grave Guard Watchtower |
Enemy Hero action success chance: -15% Provides settlement walls (requiring siege warfare to conquer) Adds walls to settlement |
3000 money 3 turns |
|
Ghost Fence |
Enemy Hero action success chance: -10% Leadership bonus when under siege: +2 Siege holdout time: +1 Fires bones |
2500 money 3 turns |
|
Skeletal Walls |
Enemy Hero action success chance: -15% Leadership bonus when under siege: +4 Siege holdout time: +2 Fires caged bats |
5000 money 4 turns |
|
Blasphemous Bulwark |
Enemy Hero action success chance: -20% Leadership bonus when under siege: +6 Siege holdout time: +3 Fires corpse balls |
7500 money 5 turns |
Military recruitment[ | ]
Building | Effect | Cost | Requirements |
---|---|---|---|
Defiled Cairn |
Enables Crypt Ghouls while raising the dead Crypt Ghouls |
2500 money 3 turns |
|
Binding Circle |
Enables hero recruitment: Wight King Enables Crypt Ghouls while raising the dead Enables Crypt Horrors while raising the dead Crypt Ghouls Crypt Horrors |
5000 money 4 turns |
|
Lodestone of Darkness |
Enables hero recruitment: Wight King Wight King experience level increase: +3 Increases Wight King capacity Increases Banshee capacity Enables hero recruitment: Banshee Banshee experience level increase: +3 Enables Cairn Wraiths while raising the dead Enables Crypt Ghouls while raising the dead Enables Crypt Horrors while raising the dead Enables Hexwraiths while raising the dead Hexwraiths Cairn Wraiths Crypt Ghouls Crypt Horrors |
7500 money 5 turns |
|
Cemetery |
Enables Skeleton Warriors while raising the dead Enables Zombies while raising the dead Skeleton Warriors Zombie |
1000 money 1 turns |
|
Barrow |
Enables Grave Guard while raising the dead Enables Skeleton Warriors while raising the dead Enables Skeleton Spearmen while raising the dead Enables Zombies while raising the dead Grave Guard Skeleton Warriors Skeleton Spearmen Zombie |
2000 money 2 turns |
|
Mausoleum |
Enables Black Knights while raising the dead Enables Black Knights (Lances & Barding) while raising the dead Enables Grave Guard while raising the dead Enables Grave Guard (Great Weapons) while raising the dead Enables Skeleton Warriors while raising the dead Enables Skeleton Spearmen while raising the dead Enables Zombies while raising the dead Black Knights Black Knights (Lances & Barding) Grave Guard Grave Guard (Great Weapons) Skeleton Warriors Skeleton Spearmen Zombie |
4000 money 3 turns |
|
Sinister Copse |
Enables Fell Bats while raising the dead Enables Dire Wolves while raising the dead Dire Wolves Fell Bats |
1000 money 1 turns |
|
Abyssal Wood |
Enables Fell Bats while raising the dead Enables Dire Wolves while raising the dead Enables Vargheists while raising the dead Dire Wolves Fell Bats Vargheists |
2000 money 2 turns |
|
Haunted Forest |
Enables Fell Bats while raising the dead Enables Dire Wolves while raising the dead Enables Terrorgheist while raising the dead Enables Vargheists while raising the dead Enables Varghulf while raising the dead Dire Wolves Fell Bats Terrorgheist Vargheists Varghulf |
4000 money 3 turns |
Military support[ | ]
Building | Effect | Cost | Requirements |
---|---|---|---|
Ancient Armoury |
Infantry experience level bonus: +1 |
4000 money 4 turns |
|
Reliquary |
Cavalry experience level bonus: +1 Infantry experience level bonus: +2 |
6000 money 5 turns |
|
Unholy Forge |
Recruitment cost for Grave Guard and Black Knights: -20% Unit experience level increase for Graveguard and Black Knights: +3 |
4000 money 3 turns |
Iron |
Dark Lair |
Recruitment cost for Vampiric forest beasts: -20% Unit experience level increase for Forest Beasts: +3 |
4000 money 3 turns |
Timber |
Forbidden Library |
Increases Necromancer capacity Enables hero recruitment: Necromancer Income generated: 350 Infantry experience level bonus: +1 Research rate: +4% Local recruitment capacity: +1 |
10000 money 4 turns |
|
Necromancer's Tower |
Increases Necromancer capacity Necromancer experience level increase: +4 Income generated: 500 Infantry experience level bonus: +2 Research rate: +8% Local recruitment capacity: +1 |
15000 money 5 turns |
|
Altdorf Conclave of Forbidden Magic |
Necromancer experience level increase: +1 Increases Necromancer capacity Enables hero recruitment: Necromancer Necromancer experience level increase: +2 Research rate: +6% |
10000 money 4 turns |
Must be built in Altdorf. |
Altdorf College of Forbidden Magic |
Necromancer experience level increase: +2 Increases Necromancer capacity Enables hero recruitment: Necromancer Necromancer experience level increase: +3 Research rate: +12% |
15000 money 6 turns |
Must be built in Altdorf. |
Vampire Crypts |
Increases Vampire capacity Enables hero recruitment: Vampire Income generated: 350 Public order: +4 (local province) |
10000 money 4 turns |
|
Vampire's Keep |
Increases Vampire capacity Vampire experience level increase: +4 Enables Black Coach while raising the dead Income generated: 500 Public order: +6 (local province) Black Coach |
15000 money 5 turns |
Infrastructure[ | ]
Building | Effect | Cost | Requirements |
---|---|---|---|
Balefire Brazier |
Vampiric corruption: +3 |
2000 money 2 turns |
|
Balefire Hearth |
Vampiric corruption: +4 Vampiric corruption: +2 (adjacent provinces) |
4000 money 3 turns |
|
Witch House |
Vampiric corruption: +6 Vampiric corruption: +4 (adjacent provinces) |
6000 money 4 turns |
|
Crumbling Wharf |
Income generated: 200 Growth: +10 |
1000 money 1 turns |
|
Murky Harbour |
Income generated: 400 Growth: +20 |
4000 money 3 turns |
|
Dark Port |
Income generated: 800 Growth: +30 |
11250 money 5 turns |
|
Charnel Pit |
Growth: +20 |
750 money 2 turns |
|
Lychyard |
Growth: +25 Local recruitment capacity: +1 |
3000 money 3 turns |
|
Ossuary |
Growth: +30 Local recruitment capacity: +2 |
6000 money 4 turns |
|
Gibbet |
Income generated: 100 Public order: +1 (local province) |
1000 money 3 turns |
|
Gallows |
Income generated: 150 Public order: +3 (local province) |
2000 money 4 turns |
Resources[ | ]
Building | Effect | Cost | Requirements |
---|---|---|---|
Red Pit |
|
600 money 2 turns |
|
Blood Mines |
|
1200 money 3 turns |
|
Pigment Grinder's Shop |
|
2200 money 4 turns |
|
Hunting Grounds (Vampire Counts) |
|
500 money 1 turns |
|
Poaching Camp |
|
1000 money 2 turns |
|
Flayer's Lair |
|
2000 money 3 turns |
|
Tarnished Gold Shaft |
|
1000 money 3 turns |
|
Tarnished Gold Mine |
|
2000 money 4 turns |
|
Balefire Gold Smeltery |
|
4000 money 5 turns |
|
Dark Iron Pit |
|
600 money 2 turns |
|
Zombie-Infested Iron Mine |
|
1200 money 3 turns |
|
Scoured Iron Mine |
|
2200 money 4 turns |
|
Brimstone Cutter's Workshop |
|
600 money 2 turns |
|
Tombstone Maker's Atelier |
|
1200 money 3 turns |
|
Gargoyle Sculptor's Garret |
|
2200 money 4 turns |
|
Cursed Fields |
|
500 money 1 turns |
|
Wretched Farmstead |
|
1000 money 2 turns |
|
Haunted Mill |
|
2000 money 3 turns |
|
Flooded Clay Pit |
|
600 money 2 turns |
|
Urn Maker's Pottery |
|
1200 money 3 turns |
|
Screeching Kilns |
|
2200 money 4 turns |
|
Brackish Pond |
|
600 money 2 turns |
|
Salt Marsh |
|
1200 money 3 turns |
|
Desolate Salt Pans |
|
2200 money 4 turns |
|
Forester's Shack |
|
600 money 2 turns |
|
|
|||
Abandoned Wood Sheds |
|
2200 money 4 turns |
|
Tangled Vine Patch |
Public order: +3 (local province) Wine resource production: 20 barrels |
600 money 2 turns |
|
Thorny Orchard |
Public order: +4 (local province) Wine resource production: 30 barrels |
1200 money 3 turns |
|
Animated Winepress |
Public order: +5 (local province) Wine resource production: 45 barrels |
2200 money 4 turns |
Settlements[ | ]
Generic[ | ]
Building | Effect | Cost | Requirements |
---|---|---|---|
Crumbling Hamlet |
Buildings construction slots: 1 Income generated: 160 Siege holdout time: +2 Growth: +10 |
1000 money 2 turns |
|
Corrupted Village |
Buildings construction slots: 2 Income generated: 240 Siege holdout time: +2 Growth: +20 |
2000 money 3 turns |
|
Shady Township |
Buildings construction slots: 3 Income generated: 320 Siege holdout time: +2 Growth: +30 |
4000 money 4 turns |
|
Accursed City |
Buildings construction slots: 4 Income generated: 400 Siege holdout time: +2 Growth: +40 |
6000 money 5 turns |
|
Dark Castle |
Buildings construction slots: 5 Income generated: 480 Siege holdout time: +2 Growth: +50 |
9000 money 6 turns |
Castle Drakenhof[ | ]
Building | Effect | Cost | Requirements |
---|---|---|---|
Drakenhof (Crumbling Hamlet) |
Buildings construction slots: 1 Income from all buildings: +30% Income from all buildings in adjacent provinces: +15% Income generated: 250 Siege holdout time: +2 Growth: +10 Public order: +1 (local province) Public order: +1 (adjacent provinces) Provides settlement walls (requiring siege warfare to conquer) |
1000 money 2 turns |
|
Drakenhof (Corrupted Village) |
Buildings construction slots: 2 Income from all buildings: +35% Income from all buildings in adjacent provinces: +18% Income generated: 375 Siege holdout time: +2 Growth: +20 Public order: +2 (local province) Public order: +1 (adjacent provinces) Provides settlement walls (requiring siege warfare to conquer) |
2000 money 3 turns |
|
Drakenhof (Shady Township) |
Buildings construction slots: 3 Income from all buildings: +40% Income from all buildings in adjacent provinces: +20% Income generated: 500 Siege holdout time: +2 Growth: +30 Public order: +3 (local province) Public order: +1 (adjacent provinces) Provides settlement walls (requiring siege warfare to conquer) |
4000 money 4 turns |
|
Castle Drakenhof (Accursed City) |
Buildings construction slots: 4 Income from all buildings: +45% Income from all buildings in adjacent provinces: +23% Income generated: 625 Siege holdout time: +2 Growth: +40 Public order: +4 (local province) Public order: +2 (adjacent provinces) Provides settlement walls (requiring siege warfare to conquer) |
6000 money 5 turns |
|
Castle Drakenhof (Dark Castle) |
Buildings construction slots: 5 Income from all buildings: +50% Income from all buildings in adjacent provinces: +25% Income generated: 750 Siege holdout time: +2 Growth: +50 Public order: +5 (local province) Public order: +2 (adjacent provinces) Provides settlement walls (requiring siege warfare to conquer) |
9000 money 6 turns |