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
|
800 2 turns |
Minor Settlement |
II | Dwarf Outpost | Income generated: 120 Growth: +7 Grants 2 construction slots in the settlement
|
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
|
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
|
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
|
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
|
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 |
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 |
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
|
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
|
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 |
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 |
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 |
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:
|
1000 1 turn |
|
II | Clan Barracks | Unlocks recruitment of:
|
2000 2 turns |
||
III | Mustering Hall | Unlocks recruitment of:
|
4000 3 turns |
||
Guild Workshops | II | Siege Workshop | Unlocks recruitment of: | 2500 2 turns |
|
III | Gunsmith's Forge | Unlocks recruitment of:
|
5000 3 turns |
||
IV | Foundry | Unlocks recruitment of:
|
7500 4 turns |
Major Settlement | |
V | Hangar | Unlocks recruitment of:
|
11250 5 turns |
Major Settlement | |
Royal Guard | IV | Hall of Oaths | Hero recruit rank: +3 for Thanes Thane hero capacity: +1
|
7500 4 turns |
Major Settlement |
Military Support[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Smithy | III | Armoury | Local recruitment capacity: +1
|
4000 3 turns |
|
IV | Gromril Forge | Local recruitment capacity: +1
|
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 |
9000 5 turns |
Major Settlement | |
Slayer Cult | III | Slayer Shrine | Reduction in Vampiric and Chaos corruption: +3 | 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)
|
4000 4 turns |
|
Engineering | IV | Engineer's Workshop | Research rate: +4% (factionwide)
|
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
|
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) |
|
750 money 1 turns |
Dyes |
Cinnabar Mine (Dwarfs) |
|
1500 money 2 turns | |
Dye-Makers' Plant |
|
2500 money 3 turns | |
Dyers' Guild Hall |
|
3500 money 4 turns | |
Hunting Lodge (Dwarfs) |
600 money 1 turns |
Wild game | |
Hunting Camp (Dwarfs) |
1200 money 2 turns | ||
Tannery (Dwarfs) |
2200 money 3 turns | ||
Leatherworkers' Guild Hall |
3200 money 4 turns | ||
Gem Mineshaft |
|
1000 money 3 turns |
Gemstones |
Gem Mine |
|
2000 money 4 turns | |
Gemcutter's Workshop |
|
4000 money 5 turns | |
Gemcutters' Guild Hall |
|
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 |
|
6000 money 6 turns | |
Iron Mining Pit (Dwarfs) |
|
750 money 1 turns |
Iron |
Iron Mines |
|
1500 money 2 turns | |
Iron Smelter (Dwarfs) |
|
2500 money 3 turns | |
Iron Miners' Guild Hall |
|
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) |
|
750 money 1 turns |
Salt |
Brine Mine (Dwarfs) |
|
1500 money 2 turns | |
Saltworks (Dwarfs) |
|
2500 money 3 turns | |
Saltworkers' Guild Hall |
|
3500 money 4 turns | |
Woodman's Hut (Dwarfs) |
|
750 money 1 turns |
Timber |
Timber Mill (Dwarfs) |
|
1500 money 2 turns | |
Lumberyard |
|
2500 money 3 turns | |
Carpenters' Guild Hall |
|
3500 money 4 turns | |
Alchemist's Workshop |
|
2500 money
3 turns |
Medicinal Plants |
Alchemists' Guild Hall |
|
3500 money
5 turns | |
Animal Trainer's Guildhall |
|
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 |