Total War: WARHAMMER Wiki

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.

Total War: Warhammer II[]

Settlement[]

Building Chain Tier Effect Turns Cost Requirements
Settlement I
  • Scrolls of Hekarti generated: +1
  • 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)
Allows recruitment:
2 800
II
  • Scrolls of Hekarti generated: +1
  • 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
  • Scrolls of Hekarti generated: +1
  • 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
  • Scrolls of Hekarti generated: +1
  • 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
  • Scrolls of Hekarti generated: +1
  • 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[]

Building Chain Tier Effect Turns Cost Requirements
Infantry I
Allows recruitment:
1 1000
II
Allows recruitment:
2 2000
III
Allows recruitment:
3 4000
Stables II
Allows recruitment:
2 1000
III
Allows recruitment
3 2000
Exiles II
Allows recruitment:
2 2500
III
Allows recruitment:
3 5000

Advanced Military[]

Building Chain Tier Effect Turns Cost Requirements
Cult of Khaine II Corruption: -3

Unlocks recruitment of:

2 2000 Not available to Cult of Pleasure
III Unlocks Hero recruitment of: Death Hag

Unlocks Hero recruitment of: Khainite Assassin Hero capacity: +1 for Death Hags Hero capacity: +1 for Khainite Assassin Corruption: -6

3 3000
IV Unlocks Hero recruitment of: Death Hag

Unlocks Hero recruitment of: Khainite Assassin Hero capacity: +1 for Death Hags Hero capacity: +1 for Khainite Assassin Hero recruit rank: +4 for Death Hags Hero recruit rank: +4 for Khainite Assassins Corruption: -9 Unlocks recruitment of:

4 5000
Beasts III
Allows recruitment:
1 1000
IV
Allows recruitment:
2 2000
V
Allows recruitment:
3 4000
Aristocracy IV
Allows recruitment:
4 7500
V
  • Public order: +5
  • Local recruitment capacity: +2
  • Lord recruit rank: +2
  • Lord recruit rank: +1
Allows recruitment:
5 11250
Sorcery IV
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Sorceresses
  • Unlocks Hero recruitment: Sorceress
  • Research rate: +4%
Allows recruitment:
2 2500
V
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Sorceresses
  • Unlocks Hero recruitment: Sorceress
  • Hero recruit rank: +4 for Sorceresses
  • Research rate: +8%
Allows recruitment:
3 5000
Hired Killers IV
  • Hero capacity: +1 for Khainite Assassins
  • Unlocks Hero recruitment: Khainite Assassin
  • Hero action success chance: +10%
  • Enemy Hero action success chance: -10%
Allows recruitment:
4 5000 Cult of Pleasure only
V
  • Hero capacity: +1 for Khainite Assassins
  • Unlocks Hero recruitment: Khainite Assassin
  • Hero recruit rank: +4 for Khainite Assassins
  • Hero action success chance: +15%
  • Enemy Hero action success chance: -15%
5 7500

Infrastructure[]

Building Chain Tier Effect Turns Cost Requirements
Industry I
  • Income generated: +150
2 750
II
  • Income generated: +225
3 1500
III
  • Income generated: +300
4 2500
Slave-Keeping II 3 1500
IV 5 4500
Transportation III
  • Campaign movement range: +15% for own armies starting their turn in this region
  • Growth: +5
  • Income from trade: +3% (factionwide)
  • Income from slaves: +5%
5 1000
Entertainment II 2 1500 Not available to Cult of Pleasure
III 3 3000
IV 4 4500
Cult of Pleasure I 2 750 Cult of Pleasure only
II 2 1500
III
  • Hero capacity: +1 for Death Hags
  • Unlocks Hero recruitment: Death Hag
  • Public order: +6
  • Chaos corruption: +6
3 3000
IV
  • Hero capacity: +1 for Death Hags
  • Unlocks Hero recruitment: Death Hag
  • Hero recruit rank: +2 for Death Hags
  • Public order: +8
  • Chaos corruption: +8
  • Chaos corruption in adjacent provinces: +2
4 4500
V
  • Hero capacity: +1 for Death Hags
  • Unlocks Hero recruitment: Death Hag
  • Hero recruit rank: +4 for Death Hags
  • Public order: +10
  • 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[]

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[]

Building Chain Tier Effect Turns Cost Requirements
Defence I 3 2500 Provincial capitals only
II 4 5000
III 5 7500
I
  • Cannot be constructed in major settlements
2 1500 Minor settlements only
II
  • Army Ability: Shadows of Anlec
  • 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[]

Building Chain Tier Effect Turns Cost Requirements
Ritual building I 5 250 Requires ritual currency resource
II
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Scrolls of Hekarti generated: +10
  • Winds of Magic power reserve: +20
  • Melee defence: +5 for all units when defending
5 2500

Resource[]

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, Kharibdyss and Black Dragon units
  • Income generated: +100
  • Exotic Animals resource production: +20 cages
2 800
II
  • Recruitment cost: -25% for Harpies, War Hydra, Kharibdyss and Black Dragon units
  • Recruit rank: +1 for Harpies, War Hydra, Kharibdyss and Black Dragon units
  • Income generated: +150
  • Exotic Animals resource production: +30 cages
3 1600
III
  • Recruitment cost: -30% for Harpies, War Hydra, Kharibdyss and Black Dragon units
  • Recruit rank: +2 for Harpies, War Hydra, Kharibdyss and Black Dragon units
  • Upkeep: -3% for Harpies, War Hydra, Kharibdyss and Black Dragon units (all armies)
  • 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 and Sisters of Slaughter units
  • Casualty replenishment rate: +6%
  • Medicinal Plants resource production: +20 bundles
2 800
II
  • Recruitment cost: -25% for Witch Elves and Sisters of Slaughter units
  • Recruit rank: +1 for Witch Elves and Sisters of Slaughter units
  • 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 and Sisters of Slaughter units
  • Recruit rank: +2 for Witch Elves and Sisters of Slaughter units
  • Upkeep: -3% for Witch Elves and Sisters of Slaughter units (all armies)
  • 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 2 800
II 3 1600
III 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

Total War: Warhammer III[]

Along with a significant rework to the slave system, there were many changes to the Dark Elves' buildings in Total War: Warhammer III

Settlement[]

Building Chain Tier Effect Turns Cost Requirements
Province Capital I Income generated: 100

Defensive supplies: +1000

Growth: +10

Grants 1 construction slot in the settlement

Corruption: -2

When outside Wood Elf, Ogre, or Norscan homeland:

  • Adds walls to the settlement

Provides garrison:

  • 3 Bleakswords
  • 3 Darkshards
  • 2 Dreadspears

Unlocks recruitment of:

  • Dreadspears
2 800 Major Settlement
II Income generated: 150

Defensive supplies: +1000 Growth: +20 Grants 2 construction slots in the settlement Corruption: -2 When outside Wood Elf, Ogre, or Norscan homeland:

  • Adds walls to the settlementProvides garrison:
  • 3 Bleakswords
  • 3 Darkshards (Shields)
  • 4 Dreadspears
5 4800
III Income generated: 200

Defensive supplies: +1000 Growth: +30 Grants 3 construction slots in the settlement Corruption: -2 When outside Wood Elf, Ogre, or Norscan homeland:

  • Adds walls to the settlementProvides garrison:
  • 3 Bleakswords
  • 4 Darkshards (Shields)
  • 3 Dreadspears
  • 1 Shades
6 7200
IV Income generated: 250

Defensive supplies: +1000 Growth: +40 Grants 5 construction slots in the settlement Corruption: -2 When outside Wood Elf, Ogre, or Norscan homeland:

  • Adds walls to the settlementProvides garrison:
  • 2 Bleakswords
  • 4 Darkshards (Shields)
  • 3 Dreadspears
  • 1 Shades
  • 1 Har Ganeth Executioners
3 1600
V Income generated: 300

Defensive supplies: +1000 Growth: +50 Grants 7 construction slots in the settlement Corruption: -2 When outside Wood Elf, Ogre, or Norscan homeland:

  • Adds walls to the settlementProvides garrison:
  • 2 Bleakswords
  • 4 Darkshards (Shields)
  • 3 Dreadspears
  • 2 Shades
  • 1 Har Ganeth Executioners
4 3200
Minor Settlement I Income generated: 100

Defensive supplies: +1000

Growth: +10

Grants 1 construction slot in the settlement

Corruption: -1

Provides garrison:

  • 2 Bleakswords
  • 1 Darkshards
  • 2 Dreadspears

Unlocks recruitment of:

  • Dreadspears
Minor Settlement
II Income generated: 150

Defensive supplies: +1000

Growth: +20

Grants 2 construction slots in the settlement

Corruption: -1

Provides garrison:

  • 2 Bleakswords
  • 2 Darkshards
  • 2 Dreadspears
III Income generated: 200

Defensive supplies: +1000 Growth: +30 Grants 3 construction slots in the settlement Corruption: -1 Provides garrison:

  • 3 Bleakswords
  • 2 Darkshards
  • 2 Dreadspears
5 4000

Infrastructure[]

Building Chain Tier Effect Turns Cost Requirements
Residence I Growth: +5

Casualty replenishment rate: +2%

When you have 5 or more Slaves:

  • Growth: +10
  • Slaves: -5 per turn
1 485
II Growth: +10

Casualty replenishment rate: +4%

When you have 10 or more Slaves:

  • Growth: +25
  • Slaves: -10 per turn
2 1000
III Growth: +15

Casualty replenishment rate: +6%

When you have 15 or more Slaves:

  • Growth: +40
  • Slaves: -15 per turn
3 1500
Industry I Income generated: 100

When you have 15 or more Slaves:

  • Slave income generated: 100
  • Slaves: -15 per turn
1 500
II Income generated: 150

When you have 25 or more Slaves:

  • Slave income generated: 350
  • Slaves: -25 per turn
2 1000
III Income generated: 200

When you have 35 or more Slaves:

  • Slave income generated: 500
  • Slaves: -35 per turn
3 1500
Entertainment II Control: +1

When you have 10 or more Slaves:

  • Control: +1
  • Slaves: -10 per turn
2 1500 Not available to Cult of Pleasure
III Control: +2

When you have 15 or more Slaves:

  • Control: +2
  • Slaves: -15 per turn
3 2000
IV Control: +3

When you have 20 or more Slaves:

  • Control: +5
  • Slaves: -20 per turn
4 3000
Slave-Keeping II Control: -2

Slaves used by buildings: -15% (local region)

Slave Cost: -5% for Diktats (local province)

2 1500
IV Control: -4

Slaves used by buildings: -30% (local region)

Slave Cost: -10% for Diktats (local province)

4 3000
Transportation III Campaign movement range: +15% for own armies starting their turn in this region

Income from trade tariffs: +3%

Income from all buildings: +4% (local province)

Income from Slaves: +10% (local region)

3 2000
Cult of Pleasure I Control: +1

Slaanesh corruption: +2 When you have 5 or more Slaves:

  • Control: +1
  • Slaves: -5 per turn
1 1000 Cult of Pleasure only
II Control: +2

Slaanesh corruption: +4 When you have 5 or more Slaves:

  • Control: +1
  • Slaves: -5 per turn

Unlocks recruitment of:

2 1500
III Unlocks Hero recruitment: Death Hag

Hero capacity: +1 for Death Hags Control: +2 Slaanesh corruption: +6 When you have 10 or more Slaves:

  • Control: +3
  • Slaves: -10 per turn

Unlocks recruitment of:

3 2000
IV Unlocks Hero recruitment: Death Hag

Hero capacity: +1 for Death Hags Hero recruit rank: +2 for Death Hags Control: +3 Slaanesh corruption: +8 Slaanesh corruption in adjacent provinces: +2 When you have 10 or more Slaves:

  • Control: +3
  • Slaves: -10 per turn

Unlocks recruitment of:

4 3000
V Unlocks Hero recruitment: Death Hag

Hero capacity: +1 for Death Hags Hero recruit rank: +4 for Death Hags Control: +3 Slaanesh corruption: +10 Slaanesh corruption in adjacent provinces: +3 When you have 15 or more Slaves:

  • Control: +5
  • Slaves: -15 per turn
5 4000

Port[]

Building Chain Tier Effect Turns Cost Requirements
Port I Income generated: 100

Growth: +10

Slaves: 20 per turn

1 800
III Income generated: 300

Growth: +20

Slaves: 40 per turn

4 3000
V Income generated: 500

Growth: +30

Slaves: 80 per turn

6 6000