Total War: WARHAMMER Wiki

This page lists all Dwarfs buildings.

Settlements[]

Chain Tier Building Effect Cost Requirements
Minor Settlement
I Dwarf Mining Settlement Income generated: 80
Growth: +5
Grants 1 construction slot in the settlement

Provides garrison:

3 Miners
2 Dwarf Warriors
800
2 turns
Minor Settlement
II Dwarf Outpost Income generated: 120
Growth: +7
Grants 2 construction slots in the settlement

Provides garrison:

3 Miners
1 Dwarf Warriors
2 Quarrellers
1600
3 turns
Minor Settlement, 1 Population Surplus
III Dwarf Keep Income generated: 160
Growth: +10
Local recruitment capacity: +1
Grants 3 construction slots in the settlement

Provides garrison:

2 Longbeards
2 Miners
2 Quarrellers
3200
4 turns
Minor Settlement, 2 Population Surplus
Major Settlement
I Dwarf Mining Colony Income generated: 80
Growth: +5
Grants 1 construction slot in the settlement

Provides garrison:

3 Dwarf Warriors
2 Miners
3 Quarrellers
800
2 turns
Major Settlement, not the faction capital (Karaz-a-Karak)
II Dwarf Outpost Income generated: 120
Growth: +7
Grants 2 construction slots in the settlement

Provides garrison:

2 Dwarf Warriors
2 Miners
2 Quarrellers
2 Thunderers
1600
3 turns
Major Settlement, 1 Population Surplus, not the faction capital (Karaz-a-Karak)
III Dwarf Keep Income generated: 160
Growth: +10
Local recruitment capacity: +1
Grants 3 construction slots in the settlement

Provides garrison:

3 Longbeards
1 Miners
2 Quarrellers
2 Thunderers
3200
4 turns
Major Settlement, 2 Population Surplus, not the faction capital (Karaz-a-Karak)
IV Dwarfhold Income generated: 200
Growth: +13
Local recruitment capacity: +1
Grants 4 construction slots in the settlement

Provides garrison:

2 Longbeards
2 Longbeards (Great Weapons)
2 Quarrellers
2 Thunderers
4800
5 turns
Major Settlement, 4 Population Surplus, not the faction capital (Karaz-a-Karak)
V Great Hold Income generated: 240
Growth: +15
Local recruitment capacity: +1
Grants 5 construction slots in the settlement

Provides garrison:

2 Ironbreakers
2 Longbeards (Great Weapons)
2 Quarrellers
2 Thunderers
7200
6 turns
Major Settlement, 5 Population Surplus, not the faction capital (Karaz-a-Karak)
Karaz-a-Karak
I Karaz-a-Karak (Mining Settlement) Income generated: 100
Public Order: +1
Growth: +10
Income from all buildings: +30% (all regions in this province)
Income from all buildings: +15% (all regions in adjacent provinces)
Grants 1 construction slot in the settlement

Provides garrison:

3 Dwarf Warriors
2 Hammerers
3 Miners
4 Quarrellers
800
2 turns
Can only be built in Karaz-a-Karak
II Karaz-a-Karak (Outpost) Income generated: 150
Public Order: +2
Growth: +20
Income from all buildings: +35% (all regions in this province)
Income from all buildings: +18% (all regions in adjacent provinces)
Grants 2 construction slot in the settlement

Provides garrison:

1 Grudge Thrower
2 Hammerers
3 Longbeards
3 Miners
3 Quarrellers
2 Thunderers
1600
3 turns
Can only be built in Karaz-a-Karak, 1 Population Surplus
III Karaz-a-Karak (Dwarf Keep) Income generated: 200
Public Order: +3
Growth: +30
Income from all buildings: +40% (all regions in this province)
Income from all buildings: +20% (all regions in adjacent provinces)
Grants 3 construction slot in the settlement

Provides garrison:

2 Grudge Thrower
3 Dwarf Warriors
2 Hammerers
3 Longbeards
3 Quarrellers (Great Weapons)
3 Thunderers
3200
4 turns
Can only be built in Karaz-a-Karak, 2 Population Surplus
IV Karaz-a-Karak (Dwarfhold) Income generated: 250
Public Order: +4
Growth: +40
Income from all buildings: +45% (all regions in this province)
Income from all buildings: +23% (all regions in adjacent provinces)
Grants 4 construction slot in the settlement

Provides garrison:

2 Grudge Thrower
1 Organ Gun
2 Hammerers
3 Ironbreakers
3 Longbeards
1 Slayers
3 Quarrellers (Great Weapons)
3 Thunderers
4800
5 turns
Can only be built in Karaz-a-Karak, 4 Population Surplus
V Karaz-a-Karak (Great Hold) Income generated: 300
Public Order: +5
Growth: +50
Income from all buildings: +50% (all regions in this province)
Income from all buildings: +25% (all regions in adjacent provinces)
Grants 5 construction slot in the settlement

Provides garrison:

2 Flame Cannon
2 Organ Gun
3 Hammerers
4 Ironbreakers
2 Slayers
4 Quarrellers (Great Weapons)
3 Thunderers
7200
6 turns
Can only be built in Karaz-a-Karak, 5 Population Surplus

Military Recruitment[]

Chain Tier Building Effect Cost Requirements
Barracks
I Sparring Chamber Unlocks recruitment of:
Dwarf Warriors
Dwarf Warriors (Great Weapons) (requires building: Armoury)
Miners
Miners (Blasting Charges) (requires building: Gunsmith's Forge)
1000
1 turn
II Clan Barracks Unlocks recruitment of:
Quarrellers
Quarrellers (Great Weapons) (requires building: Armoury)
2000
2 turns
III Mustering Hall Unlocks recruitment of:
Longbeards
Longbeards (Great Weapons) (requires building: Armoury)
Thane (Hero)
4000
3 turns
Guild Workshops
II Siege Workshop Unlocks recruitment of:
Bolt Thrower
Grudge Thrower
2500
2 turns
III Gunsmith's Forge Unlocks recruitment of:
Cannon
Thunderers
Miners (Blasting Charges) (requires building: Sparring Chamber)
5000
3 turns
IV Foundry Unlocks recruitment of:
Organ Gun (requires building: Engineer's Workshop)
Irondrakes (requires building: Engineer's Workshop)
Irondrakes (Trollhammer Torpedo) (requires building: Engineers' Guild Hall)
Gyrocopter
Gyrocopter (Brimstone Gun) (requires building: Engineer's Workshop)
7500
4 turns
Major Settlement
V Hangar Unlocks recruitment of:
Flame Cannon (requires building: Engineers' Guild Hall)
Gyrobomber (requires building: Engineers' Guild Hall)
11250
5 turns
Major Settlement
Royal Guard
IV Hall of Oaths Hero recruit rank: +3 for Thanes
Thane hero capacity: +1

Unlocks recruitment of:

Hammerers (requires building: Gromril Forge)
Ironbreakers (requires building: Gromril Forge)
Thane (Hero)
7500
4 turns
Major Settlement

Military Support[]

Chain Tier Building Effect Cost Requirements
Smithy
III Armoury Local recruitment capacity: +1

Unlocks recruitment of:

Longbeards (Great Weapons) (requires building: Mustering Hall)
Rangers (Great Weapons) (requires building: Ranger Barracks)
Quarrellers (Great Weapons) (requires building: Clan Barracks)
Dwarf Warriors (Great Weapons) (requires building: Sparring Chamber)
Slayers (requires building: Slayer Shrine)
4000
3 turns
IV Gromril Forge Local recruitment capacity: +1

Unlocks recruitment of:

Hammerers (requires building: Hall of Oaths)
Ironbreakers (requires building: Hall of Oaths)
Runesmith (Hero)
6000
4 turns
Major Settlement
V Runeforge Global recruitment capacity: +1
Local recruitment capacity: +1
Hero recruit rank: +4 for Runesmiths
Runesmith Hero capacity: +1

Unlocks recruitment of:

Runesmith (Hero)
9000
5 turns
Major Settlement
Slayer Cult
III Slayer Shrine Reduction in Vampiric and Chaos corruption: +3

Unlocks recruitment of:

Slayers (requires building: Armoury)
10000
4 turns
IV Monument of Grimnir Reduction in Vampiric and Chaos corruption: +5
Unit experience: +2 for Slayers unit recruits
15000
5 turns
Major Settlement
Rangers
III Ranger Barracks Ranger Scouting: +100% campaign line of sight (all armies in this region and adjacent regions), -10% enemy army movement range (local province)

Provides garrison:

1 Rangers (Great Weapons)

Unlocks recruitment of:

Bugman's Rangers (requires building: Dwarf Brewery)
Rangers
Rangers (Great Weapons) (requires building: Armoury)
4000
4 turns
Engineering
IV Engineer's Workshop Research rate: +4% (factionwide)

Unlocks recruitment of:

Gyrocopter (Brimstone Gun) (requires building: Foundry)
Irondrakes (requires building: Foundry)
Organ Gun (requires building: Foundry)
Master Engineer (Hero)
7500
4 turns
Major Settlement
V Engineers' Guild Hall Research rate: +8% (factionwide)
Hero recruit rank: +4 for Master Engineers
Master Engineer Hero capacity: +1

Unlocks recruitment of:

Gyrobomber (requires building: Hangar)
Flame Cannon (requires building: Hangar)
Irondrakes (Trollhammer Torpedo) (requires building: Foundry)
Master Engineer (Hero)
11250
5 turns
Major Settlement
Metal Upgrades
III Arsenal Recruitment cost: -20% for Dwarf melee unit recruits
Unit experience: +3 for Miners unit recruits
Unit experience: +3 for Dwarf Warriors unit recruits
Unit experience: +2 for Hammerers unit recruits
Unit experience: +2 for Ironbreakers unit recruits
Unit experience: +3 for Longbeards unit recruits
4000
3 turns
Iron
Blackpowder Upgrades
III Powder Hall Recruitment cost: -20% for Dwarf blackpowder and fire-based unit recruits
Unit experience: +3 for Dwarf blackpowder and fire-based unit recruits
4000
3 turns
Salt

Defensive[]

Building Effect Cost Requirements

Watch Room
Enemy Hero action success chance: -10%
1500 money
2 turns

Guard Hall
Enemy Hero action success chance: -15%
Provides settlement walls (requiring siege warfare to conquer)
Adds walls to settlement
3000 money
3 turns

Gate
Enemy Hero action success chance: -10%
Leadership bonus when under siege: +2
Siege holdout time: +1
Fires bullets
2500 money
3 turns

Reinforced Gate
Enemy Hero action success chance: -15%
Leadership bonus when under siege: +4
Siege holdout time: +2
Fires cannon balls
5000 money
4 turns

Runic Gate
Enemy Hero action success chance: -20%
Leadership bonus when under siege: +6
Siege holdout time: +3
Fires fused beer casks
7500 money
5 turns

Infrastructure[]

Building Effect Cost Requirements

Dwarfen Wharf
Income generated: 200
Growth: +10
1000 money
1 turns

Dwarfen Docks
Income generated: 400
Growth: +20
4000 money
3 turns

Dwarfen Shipyard
Income generated: 800
Growth: +30
9000 money
5 turns

Barley Field
Casualty replacement rate: +2%
Growth: +15
500 money
1 turns

Granary
Casualty replacement rate: +3%
Growth: +22
1000 money
2 turns

Stone Bread Bakery
Casualty replacement rate: +4%
Growth: +30
2000 money
3 turns

Bakers' Guild Hall
Casualty replacement rate: +5%
Growth: +38
3000 money
4 turns

Trinket Maker
Income generated: 200
650 money
1 turns

Dwarf Tinkerer's Shop
Income generated: 300
1300 money
2 turns

Toolmaker's Workshop
Income generated: 400
2200 money
3 turns

Toolmakers' Guild Hall
Income generated: 600
3200 money
4 turns

Refectory
Public order: +5 (local province)
1500 money
2 turns

Drinking Hall
Public order: +8 (local province)
3000 money
3 turns

Feast Hall
Public order: +10 (local province)
4500 money
4 turns

Trading Depot
Income from all buildings: +5%
Additional tradable resources produced: +2%
Income from trade: +2%
+1 Oathgold generated per turn
1500 money
3 turns

Guild Marketplace
Income from all buildings: +10%
Additional tradable resources produced: +5%
Income from trade: +5%
+2 Oathgold generated per turn
4500 money
4 turns

Resources[]

Building Effect Cost Requirements

Ale Store
750 money
2 turns
Dwarf Beer

Dwarfen Brewery
1500 money
3 turns

Renowned Brewery
2500 money
4 turns

Brewmaster's Kettles
3500 money
5 turns

Cinnabar Mining Pit (Dwarfs)
  • Income generated: +100
  • Dyes resource production: +20 ounces
750 money
1 turns
Dyes

Cinnabar Mine (Dwarfs)
  • Income generated: +150
  • Dyes resource production: +30 ounces
1500 money
2 turns

Dye-Makers' Plant
  • Income generated: +200
  • Dyes resource production: +45 ounces
2500 money
3 turns

Dyers' Guild Hall
  • Income generated: +300
  • Dyes resource production: +68 ounces
3500 money
4 turns

Hunting Lodge (Dwarfs)
  • Casualty replenishment rate: +2%
  • Growth: +15
  • Furs resource production: +20 bundles
600 money
1 turns
Wild game

Hunting Camp (Dwarfs)
  • Casualty replenishment rate: +3%
  • Growth: +22
  • Furs resource production: +30 bundles
1200 money
2 turns

Tannery (Dwarfs)
  • Casualty replenishment rate: +4%
  • Growth: +30
  • Furs resource production: +45 bundles
2200 money
3 turns

Leatherworkers' Guild Hall
  • Casualty replenishment rate: +5%
  • Growth: +38
  • Furs resource production: +68 bundles
3200 money
4 turns

Gem Mineshaft
  • Recruitment cost: -20% for Dwarf Ironbreaker and Hammerer units
  • Income generated: +300
  • Gemstones resource production: +20 sacks
1000 money
3 turns
Gemstones

Gem Mine
  • Recruitment cost: -25% for Dwarf Ironbreaker and Hammerer units
  • Unit experience: +1 for Dwarf Ironbreaker and Hammerer unit recruits
  • Income generated: +450
  • Gemstones resource production: +30 sacks
2000 money
4 turns

Gemcutter's Workshop
  • Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units
  • Unit experience: +2 for Dwarf Ironbreaker and Hammerer unit recruits
  • Upkeep: -3% for Dwarf Ironbreaker and Hammerer units
  • Income generated: +600
  • Gemstones resource production: +45 sacks
4000 money
5 turns

Gemcutters' Guild Hall
  • Recruitment cost: -30% for Dwarf Ironbreaker and Hammerer units
  • Unit experience: +3 for Dwarf Ironbreaker and Hammerer unit recruits
  • Upkeep: -3% for Dwarf Ironbreaker and Hammerer units
  • Income generated: +900
  • Gemstones resource production: +68 sacks
6000 money
6 turns

Gold Mine
Income generated: 900
2000 money
4 turns
Gold

Gold Smelter
Income generated: 1200
4000 money
5 turns

Goldsmiths' Guild Hall
  • Hero recruit rank: +1 for Thanes
  • Income generated: +1800
  • Lord recruit rank: +1
  • Lord recruit rank: +1
6000 money
6 turns

Iron Mining Pit (Dwarfs)
  • Recruitment cost: -20% for Dwarf Warrior, Longbeard, Slayer and Miner units
  • Income generated: +100
  • Iron resource production: +20 ingots
750 money
1 turns
Iron

Iron Mines
  • Recruitment cost: -25% for Dwarf Warrior, Longbeard, Slayer and Miner units
  • Unit experience: +1 for Dwarf Warrior, Longbeard, Slayer and Miner unit recruits
  • Income generated: +150
  • Iron resource production: +30 ingots
1500 money
2 turns

Iron Smelter (Dwarfs)
  • Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayer and Miner units
  • Unit experience: +2 for Dwarf Warrior, Longbeard, Slayer and Miner unit recruits
  • Upkeep: -3% for Dwarf Warrior, Longbeard, Slayer and Miner units
  • Income generated: +200
  • Iron resource production: +45 ingots
2500 money
3 turns

Iron Miners' Guild Hall
  • Recruitment cost: -30% for Dwarf Warrior, Longbeard, Slayer and Miner units
  • Unit experience: +3 for Dwarf Warrior, Longbeard, Slayer and Miner unit recruits
  • Upkeep: -3% for Dwarf Warrior, Longbeard, Slayer and Miner units
  • Income generated: +300
  • Iron resource production: +68 ingots
3500 money
4 turns

Stonecutter's Shop
Income generated: 100
Marble resource production: 28 slabs
750 money
1 turns
Marble

Marble Quarry (Dwarfs)
Income generated: 150
Marble resource production: 42 slabs
1500 money
2 turns

Mason (Dwarfs)
Income generated: 200
Marble resource production: 64 slabs
2500 money
3 turns

Masons' Guild Hall
Income generated: 300
Marble resource production: 96 slabs
3500 money
4 turns

Goat Pastures
Casualty replacement rate: +4%
Growth: +30
600 money
1 turns
Pastures

Goat Herd
Casualty replacement rate: +6%
Growth: +40
1200 money
2 turns

Goat Farm
Casualty replacement rate: +8%
Growth: +50
2200 money
3 turns

Herders' Guild Hall
Casualty replacement rate: +10%
Growth: +60
3200 money
4 turns

Brine Mining Pit (Dwarfs)
  • Recruitment cost: -20% for Dwarf blackpowder, fire-based and Gyrocopter units
  • Income generated: +100
  • Salt resource production: +20 barrels
750 money
1 turns
Salt

Brine Mine (Dwarfs)
  • Recruitment cost: -25% for Dwarf blackpowder, fire-based and Gyrocopter units
  • Unit experience: +1 for Dwarf blackpowder, fire-based and Gyrocopter unit recruits
  • Income generated: +150
  • Salt resource production: +30 barrels
1500 money
2 turns

Saltworks (Dwarfs)
  • Recruitment cost: -30% for Dwarf blackpowder, fire-based and Gyrocopter units
  • Unit experience: +2 for Dwarf blackpowder, fire-based and Gyrocopter unit recruits
  • Upkeep: -3% for Dwarf blackpowder, fire-based and Gyrocopter units
  • Income generated: +200
  • Salt resource production: +45 barrels
2500 money
3 turns

Saltworkers' Guild Hall
  • Recruitment cost: -30% for Dwarf blackpowder, fire-based and Gyrocopter units
  • Unit experience: +3 for Dwarf blackpowder, fire-based and Gyrocopter unit recruits
  • Upkeep: -3% for Dwarf blackpowder, fire-based and Gyrocopter units
  • Income generated: +300
  • Salt resource production: +68 barrels
3500 money
4 turns

Woodman's Hut (Dwarfs)
  • Recruitment cost: -20% for Dwarf Quarreler, Ranger, Bolt Thrower and Grudge Thrower units
  • Income generated: +100
  • Timber resource production: +20 logs
750 money
1 turns
Timber

Timber Mill (Dwarfs)
  • Recruitment cost: -25% for Dwarf Quarreler, Ranger, Bolt Thrower and Grudge Thrower units
  • Unit experience: +1 for Dwarf Quarreler, Ranger, Bolt Thrower and Grudge Thrower unit recruits
  • Income generated: +150
  • Timber resource production: +30 logs
1500 money
2 turns

Lumberyard
  • Recruitment cost: -30% for Dwarf Quarreler, Ranger, Bolt Thrower and Grudge Thrower units
  • Unit experience: +2 for Dwarf Quarreler, Ranger, Bolt Thrower and Grudge Thrower unit recruits
  • Upkeep: -3% for Dwarf Quarreler, Ranger, Bolt Thrower and Grudge Thrower units
  • Income generated: +200
  • Timber resource production: +45 logs
2500 money
3 turns

Carpenters' Guild Hall
  • Recruitment cost: -30% for Dwarf Quarreler, Ranger, Bolt Thrower and Grudge Thrower units
  • Unit experience: +3 for Dwarf Quarreler, Ranger, Bolt Thrower and Grudge Thrower unit recruits
  • Upkeep: -3% for Dwarf Quarreler, Ranger, Bolt Thrower and Grudge Thrower units
  • Income generated: +300
  • Timber resource production: +68 logs
3500 money
4 turns
Alchemist's Workshop
  • Income generated: +200
  • Medicinal Plants resource production: +36 bundles
2500 money

3 turns

Medicinal Plants
Alchemists' Guild Hall
  • Income generated: +300
  • Medicinal Plants resource production: +54 bundles
3500 money

5 turns

Animal Trainer's Guildhall
  • Income generated: +300
  • Exotic Animals resource production: +54 cages
3500 money

4 turns

Exotic Animals
Clay Pit 750 money

1 turn

Special buildings[]

These can only be built in specific settlements
Building Effect Cost Requirements

Brightstone Mine
Income generated: 1500
Income from trade: +10%
Artillery experience level bonus: +6
10000 money
5 turns
Mount Gundbad

Throne Hall of the High King
Tax income: +5%
Public order: +10 (local province)
Public order: +2 (faction-wide)
Unit experience level increase for Hammerers: +1
Global recruited Lords experience: +2
15000 money
6 turns
Karaz-a-Karak
Copper Mountain Income generated: 500

Growth: +30

Recruit rank: +4 for miners units

Global recruitment capacity: +1

Local recruitment capacity: +1

Provides garrison: 2 Ironbreakers

Karak Izor
The Silver Hall Unlock Hero recruitment: Thane

Public Order: +10

Casualty replenishment rate: +10%

Hero capacity: +2 for Thanes

Hero recruit rank: +2 for Thanes (all provinces)

Untainted: +5

Local recruitment capacity: +2

Provides garrison: 1 Thane

Kraka Drak (Gianthome Mountains)

Faction-specific[]

Building Chain Tier Effect Turns Cost Requirements
Ranger Outpost Clan Angrund