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This page lists all High Elves buildings. 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.

Chains[]

Settlement[]

Building Chain Tier Effect Turns Cost Requirements
Settlement I
Icon ritual currency hef.png
Way-fragments generated: +1Construction.png Grants +1 construction slots in the settlementIcon income plus.png Income generated: +30[HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth.png Growth: +8[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
2 800
II
Icon ritual currency hef.png
Way-fragments generated: +1
  • Grants +2 construction slots in the settlementIcon income plus.png Income generated: +45[HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth.png Growth: +15[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
3 1600
III
Icon ritual currency hef.png
Way-fragments generated: +1
  • Grants +3 construction slots in the settlementIcon income plus.png Income generated: +60[HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth.png Growth: +22[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
4 3200
IV
Icon ritual currency hef.png
Way-fragments generated: +1
  • Grants +5 construction slots in the settlementIcon income plus.png Income generated: +75[HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth.png Growth: +30[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
5 4800
V
Icon ritual currency hef.png
Way-fragments generated: +1
  • Grants +7 construction slots in the settlementIcon income plus.png Income generated: +90[HIDDEN] Adds 2 turns of siege holdout time to province capitals
  • Growth.png Growth: +38[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
6 7200

Basic Military

Building Chain Tier Effect Turns Cost Requirements
Infantry I Unlocks recruitment of: 1 1000
II Unlocks recruitment of: 2 2000
III


Unlocks recruitment of:

3 4000
Stables II Unlocks recruitment of: 2 2500
III


Unlocks recruitment of:

3 5000
Special II

Unlocks recruitment of:

2 2000
III

Unlocks recruitment of:

3 3000
IV

Recruit Rank: +2 for White Lions of Chrace units

4 4000

Advanced Military

Building Chain Tier Effect Turns Cost Requirements
Dragons IV
  • Lord recruit rank: +1
  • Lord recruit rank: +1
4 8000
V Unlock recrutement of : 5 12000
Mages III
  • Unlocks Icon hero.pngHero recruitment: Mage
  • Cannot be constructed in minor settlements
3 5000
IV
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Loremasters of Hoeth
  • Hero capacity: +1 for Mages
  • Unlocks Icon hero.pngHero recruitment: Loremaster of Hoeth
  • Unlocks Icon hero.pngHero recruitment: Mage
  • Hero recruit rank: +2 for Mages
4 7500
V
  • [HIDDEN] Enables abilities for Heroes in garrisons
  • Hero capacity: +1 for Loremasters of Hoeth
  • Hero capacity: +1 for Mages
  • Unlocks Icon hero.pngHero recruitment: Loremaster of Hoeth
  • Unlocks Icon hero.pngHero recruitment: Mage
  • Hero recruit rank: +4 for Loremasters of Hoeth
  • Hero recruit rank: +4 for Mages
5 11250
Smith III 3 4000
IV
  • Army.png Local recruitment capacity: +1
4 6000
Worship III 3 4000
IV
  • Untainted in adjacent provinces: +1
4 6000
V
  • Untainted in adjacent provinces: +2
5 9000

Infrastructure[]

Building Chain Tier Effect Turns Cost Requirements
Court II
  • Unlocks Icon hero.pngHero recruitment: Noble
  • Income from Entertainment buildings: +10%
3 1200
IV
  • Hero capacity: +1 for Nobles
  • Unlocks Icon hero.pngHero recruitment: Noble
  • Hero recruit rank: +3 for Nobles
  • Income from Entertainment buildings: +30%
4 3600
infrastructure III
  • Hero action success chance: +10%
  • Enemy Hero action success chance: -10%
  • Income from Ports: +10%
  • Income from trade: +5% trade agreement tariffs
3 1800
Growth I
  • Replenishment.png Casualty replenishment rate: +3%
  • Growth.png Growth: +18
1 500
II
  • Replenishment.png Casualty replenishment rate: +4%
  • Growth.png Growth: +27
2 1000
III
  • Replenishment.png Casualty replenishment rate: +5%
  • Growth.png Growth: +36
3 1800
Industry I 2 750
II 3 1500
III 4 2500
Public order I 2 750
II 3 1500
III 4 2500
IV 4 4000
V 5 6000

Port[]

Building Chain Tier Effect Turns Cost Requirements
Port I
  • Income generated: +200
  • Growth.png Growth: +10
1 800
III
  • Income generated: +400
  • Growth.png Growth: +20
3 3200
V
  • Income generated: +800
  • Growth.png Growth: +30
5 7200

Defence[]

Building Chain Tier Effect Turns Cost Requirements
Major defence III 3 2500 Province capitals only
IV 4 5000
V 5 7500
Minor defence II
  • Cannot be constructed in major settlements
2 1500 Minor settlements only
III
  • Army Ability: Channeling Spire
  • Cannot be constructed in major settlements[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)
  • Siege defence.png Adds walls to the settlement
3 3000

Special[]

Building Chain Tier Effect Turns Cost Requirements
Ritual I
Icon ritual currency hef.png
Way-fragments generated: +10
5 250
II
  • [HIDDEN] Enables abilities for Heroes in garrisons
    Icon ritual currency hef.png
    Way-fragments 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
Exotic animals I
  • Recruitment cost: -20% for Great Eagle, Phoenix and Dragon units
  • Resource animals.png Exotic animals resource production: +21 cages
2 800
II
  • Recruitment cost: -25% for Great Eagle, Phoenix and Dragon units
  • Unit experience: +1 for Great Eagle, Phoenix and Dragon unit recruits
  • Resource animals.png Exotic animals resource production: +32 cages
3 1600
III
  • Recruitment cost: -30% for Great Eagle, Phoenix and Dragon units
  • Unit experience: +2 for Great Eagle, Phoenix and Dragon unit recruits
  • Upkeep: -3% for Great Eagle, Phoenix and Dragon units
  • Resource animals.png Exotic animals resource production: +48 cages
4 3200
Dyes I
  • Dyes resource production: +21 ounces
2 800
II
  • Dyes resource production: +32 ounces
3 1600
III
  • Dyes resource production: +48 ounces
4 3200
Furs I
  • Recruitment cost: -20% for White Lions of Chrace units
  • Furs resource production: +21 bundles
2 800
II
  • Recruitment cost: -25% for White Lions of Chrace units
  • Unit experience: +1 for White Lions of Chrace unit recruits
  • Furs resource production: +32 bundles
3 1600
III
  • Recruitment cost: -30% for White Lions of Chrace units
  • Unit experience: +2 for White Lions of Chrace unit recruits
  • Upkeep: -3% for White Lions of Chrace units
  • Furs resource production: +48 bundles
4 3200
Gemstones I
  • Gemstones resource production: +21 sacks
2 800
II
  • Gemstones resource production: +32 sacks
3 1600
III
  • Hero recruit rank: +1 for Loremasters of Hoeth and Mages
  • Gemstones resource production: +48 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 Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units
  • Iron resource production: +21 ingots
2 800
II
  • Recruitment cost: -25% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units
  • Unit experience: +1 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot unit recruits
  • Iron resource production: +32 ingots
3 1600
III
  • Recruitment cost: -30% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units
  • Unit experience: +2 for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot unit recruits
  • Upkeep: -3% for Swordmasters of Hoeth, Phoenix Guard, Dragon Princes and Chariot units
  • Iron resource production: +48 ingots
4 3200
Marble I
  • Treasury.png Construction cost: -20% for all buildings
  • Marble resource production: +21 slabs
2 800
II
  • Treasury.png Construction cost: -25% for all buildings
  • Marble resource production: +32 slabs
3 1600
III
  • Treasury.png Construction cost: -30% for all buildings
  • Marble resource production: +48 slabs
4 3200
Medicine I
  • Medicinal Plants resource production: +21 bundles
2 800
II
  • Medicinal Plants resource production: +32 bundles
3 1600
III
  • Medicinal Plants resource production: +48 bundles
4 3200
Obsidian I
  • Carved Obsidian resource production: +21 chests
2 800
II
  • Carved Obsidian resource production: +32 chests
3 1600
III
  • Carved Obsidian resource production: +48 chests
4 3200
Pastures I
  • Recruitment cost: -20% for Ellyrian Reavers and Silver Helms units
  • Growth.png Growth: +30
2 800
II
  • Recruitment cost: -25% for Ellyrian Reavers and Silver Helms units
  • Unit experience: +1 for Ellyrian Reavers and Silver Helms unit recruits
  • Growth.png Growth: +40
3 1600
III
  • Recruitment cost: -30% for Ellyrian Reavers and Silver Helms units
  • Unit experience: +2 for Ellyrian Reavers and Silver Helms unit recruits
  • Upkeep: -3% for Ellyrian Reavers and Silver Helms units
  • Growth.png Growth: +50
4 3200
Pottery I
  • Pottery resource production: +21 kilnful
2 800
II
  • Pottery resource production: +32 kilnful
3 1600
III
  • Pottery resource production: +48 kilnful
4 3200
Salt I
  • Salt resource production: +21 barrels
2 800
II
  • Salt resource production: +32 barrels
3 1600
III
  • Salt resource production: +48 barrels
4 3200
Spices I
  • Resource spices.png Spices resource production: +21 sacks
2 800
II
  • Resource spices.png Spices resource production: +32 sacks
3 1600
III
  • Resource spices.png Spices resource production: +48 sacks
4 3200
Wine I 2 800
II 3 1600
III 4 3200
Timber I
  • Recruitment cost: -20% for Archers, Spearmen, Lothern Sea Guard and Bolt Thrower units
  • Timber resource production: +21 logs
2 800
II
  • Recruitment cost: -25% for Archers, Spearmen, Lothern Sea Guard and Bolt Thrower units
  • Unit experience: +1 for Archers, Spearmen, Lothern Sea Guard and Bolt Thrower unit recruits
  • Timber resource production: +32 logs
3 1600
III
  • Recruitment cost: -30% for Archers, Spearmen, Lothern Sea Guard and Bolt Thrower units
  • Unit experience: +2 for Archers, Spearmen, Lothern Sea Guard and Bolt Thrower unit recruits
  • Upkeep: -3% for Archers, Spearmen, Lothern Sea Guard and Bolt Thrower units
  • Timber resource production: +48 logs
4 3200
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