Total War: WARHAMMER Wiki

This page lists all Tomb Kings buildings.

Settlements[]

While the first 3 tiers of both types of settlement are quite similar, the provincial capitals provide a stronger garrison and earlier walls.

The Tomb Kings have two racial capitals instead of just one.


Chain Tier Building Effect Cost Requirements
Minor Settlement
I Crypts Research Rate: +3%
Grants 1 construction slot in the settlement
Income generated: 30
Growth: +8

Provides garrison:

2 Skeleton Archers
3 Skeleton Spearmen
800
2 turns
II Mastaba Research Rate:+3%
Grants 2 construction slots in the settlement
Income generated: 45
Growth: +15

Provides garrison:

1 Nehekhara Horsemen
1 Nehekhara Warriors
2 Skeleton Archers
2 Skeleton Spearmen
1600
3 turns
III Mausoleum Research Rate:+3%
Grants 3 construction slots in the settlement
Income generated: 60
Growth: +22

Provides garrison:

1 Nehekhara Horsemen
1 Tomb Prince
2 Nehekhara Warriors
2 Skeleton Archers
1 Ushabti
3200
4 turns
Provincial Capital
I Crypts Research Rate:+5%
Grants 1 construction slot in the settlement
Income generated: 30
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +8
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

2 Skeleton Archers
3 Skeleton Spearmen
800
2 turns
II Mastaba Research Rate:+5%
Grants 2 construction slots in the settlement
Income generated: 45
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +15
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

1 Nehekhara Horsemen
1 Nehekhara Warriors
2 Skeleton Archers
2 Skeleton Spearmen
1600
3 turns
III Mausoleum Research Rate:+5%
Grants 3 construction slots in the settlement
Income generated: 60
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +22
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

1 Nehekhara Horsemen
1 Tomb Prince
2 Nehekhara Warriors
2 Skeleton Archers
1 Ushabti
3200
4 turns
IV Tomb City Research Rate:+5%
Grants 5 construction slots in the settlement
Income generated: 75
[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)

Provides garrison:

1 Necropolis Knights
1 Tomb Prince
3 Nehekhara Warriors
2 Skeleton Archers
2 Ushabti
4800
5 turns
V Necropolis Research Rate:+5%
Grants 7 construction slots in the settlement
Income generated: 90
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +38
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

1 Necropolis Knights
1 Tomb Prince
2 Skeleton Archers
2 Tomb Guard
1 Hierotitan
2 Ushabti
7200
6 turns
Khemri
I Khemri (Crypts) Research Rate:+10%
Grants 2 construction slot in the settlement
Income from all buildings: +30% (all regions in this province)
Income from all buildings: +15% (all regions in adjacent provinces)
Income generated: 100
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +10
Public Order: +3
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

1 Screaming Skull Catapult
1 Tomb Prince
3 Nehekhara Warriors
4 Skeleton Archers
3 Tomb Guard
800
2 turns
II Khemri (Mastaba) Research Rate:+10%
Grants 4 construction slot in the settlement
Income from all buildings: +35% (all regions in this province)
Income from all buildings: +18% (all regions in adjacent provinces)
Income generated: 150
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +20
Public Order: +4
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

1 Screaming Skull Catapult
1 Tomb Prince
5 Skeleton Archers
5 Tomb Guard
2 Tomb Scorpion
1 Ushabti
1600
3 turns
III Khemri (Mausoleum) Research Rate:+10%
Untainted: +1
Grants 6 construction slots in the settlement
Income from all buildings: +40% (all regions in this province)
Income from all buildings: +20% (all regions in adjacent provinces)
Income generated: 200
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +30
Public Order: +4
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

2 Screaming Skull Catapult
1 Tomb Prince
5 Skeleton Archers
4 Tomb Guard
2 Tomb Guard (Halberds)
2 Ushabti
3200
4 turns
IV Khemri (Tomb City) Research Rate:+10%
Untainted: +1
Grants 8 construction slots in the settlement
Income from all buildings: +45% (all regions in this province)
Income from all buildings: +23% (all regions in adjacent provinces)
Income generated: 250
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +40
Public Order: +5
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

2 Screaming Skull Catapult
1 Tomb Prince
5 Skeleton Archers
3 Tomb Guard
3 Tomb Guard (Halberds)
1 Necrosphinx
3 Ushabti
4800
5 turns
V Khemri (Necropolis) Research Rate:+10%
Untainted: +2
Grants 9 construction slots in the settlement
Income from all buildings: +50% (all regions in this province)
Income from all buildings: +25% (all regions in adjacent provinces)
Income generated: 300
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +50
Public Order: +5
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

2 Screaming Skull Catapult
1 Tomb Prince
5 Skeleton Archers
3 Tomb Guard
3 Tomb Guard (Halberds)
1 Hierotitan
2 Necrosphinx
3 Ushabti
7200
6 turns
Lahmia
I Lahmia (Crypts) Research Rate:+10%
Untainted: +1
Grants 2 construction slot in the settlement
Income from all buildings: +30% (all regions in this province)
Income generated: 100
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +10
Public Order: +3
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

1 Screaming Skull Catapult
1 Tomb Prince
3 Nehekhara Warriors
4 Skeleton Archers
3 Tomb Guard
800
2 turns
II Lahmia (Mastaba) Research Rate:+10%
Untainted: +1
Grants 4 construction slot in the settlement
Income from all buildings: +35% (all regions in this province)
[[[File:Icon_income_plus.png]]Income generated: 150
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +20
Public Order: +4
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

1 Screaming Skull Catapult
1 Tomb Prince
5 Skeleton Archers
5 Tomb Guard
2 Tomb Scorpion
1 Ushabti
1600
3 turns
III Lahmia (Mausoleum) Research Rate:+10%
Untainted: +2
Grants 6 construction slots in the settlement
Income from all buildings: +40% (all regions in this province)
Income generated: 200
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +30
Public Order: +4
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

2 Screaming Skull Catapult
1 Tomb Prince
5 Skeleton Archers
4 Tomb Guard
2 Tomb Guard (Halberds)
2 Ushabti
3200
4 turns
IV Lahmia (Tomb City) Research Rate:+10%
Untainted: +2
Grants 8 construction slots in the settlement
Income from all buildings: +45% (all regions in this province)
Income generated: 250
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +40
Public Order: +5
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

2 Screaming Skull Catapult
1 Tomb Prince
5 Skeleton Archers
3 Tomb Guard
3 Tomb Guard (Halberds)
1 Necrosphinx
3 Ushabti
4800
5 turns
V Lahmia (Necropolis) Research Rate:+10%
Untainted: +3
Grants 9 construction slots in the settlement
Income from all buildings: +50% (all regions in this province)
Income generated: 300
[HIDDEN] Adds 2 turns of siege holdout time to province capitals
Growth: +50
Public Order: +5
[HIDDEN] Used for settlements to identify the presence of 15m walls (Hellenic/Roman/Eastern)

Provides garrison:

2 Screaming Skull Catapult
1 Tomb Prince
5 Skeleton Archers
3 Tomb Guard
3 Tomb Guard (Halberds)
1 Hierotitan
2 Necrosphinx
3 Ushabti
7200
6 turns

Port[]

Chain Tier Building Effect Cost Requirements
Port
I Bone Wharf Income from trade: +1% (factionwide)
Growth: +10
500
1 turn
Coastal settlement
II Grave Port Income from trade: +2% (factionwide)
Growth: +20
2000
3 turns
Coastal settlement
III Undead Fleetport Income from trade: +3% (factionwide)
Growth: +30
4000
5 turns
Coastal settlement

Military Recruitment[]


Chain Tier Building Effect Cost Requirements
Infantry
I Open Graves Unit capacity: +4 Skeleton Archers
Unlocks recruitment of:
Skeleton Archers
Skeleton Spearmen
Skeleton Warriors
2000
2 turns
II Crypt Barracks Unit capacity: +2 Nehekhara Warriors
Unit capacity: +4 Skeleton Archers
Unlocks recruitment of:
Nehekhara Warriors
Skeleton Archers
Skeleton Spearmen
Skeleton Warriors
4000
3 turns
III Royal Barracks Unit capacity: +2 Nehekhara Warriors
Unit capacity: +6 Skeleton Archers
Unit capacity: +2 Tomb Guard
Unit capacity: +1 Tomb Guard (Halberds)
Unlocks recruitment of:
Nehekhara Warriors
Skeleton Archers
Skeleton Spearmen
Skeleton Warriors
Tomb Guard
Tomb Guard (Halberds)
6000
4 turns
Chariots
I Bone Shaper Unit capacity: +2 Skeleton Chariot
Unlocks recruitment of:
Skeleton Chariot
1000
2 turns
II Brass Works Unit capacity: +2 Skeleton Archer Chariot
Unit capacity: +2 Skeleton Chariot
Unlocks recruitment of:
Skeleton Archer Chariot
Skeleton Chariot
2000
3 turns
III Skull Repository Unit capacity: +1 Screaming Skull Catapult
Unit capacity: +2 Skeleton Archer Chariot
Unit capacity: +2 Skeleton Chariot
Unlocks recruitment of:
Screaming Skull Catapult
Skeleton Archer Chariot
Skeleton Chariot
4000
4 turns
Cavalry
I Quicksand Swamp Unit capacity: +2 Skeleton Horsemen
Unit capacity: +2 Skeleton Horsemen Archers
Unlocks recruitment of:
Skeleton Horsemen
Skeleton Horsemen Archers
2500
3 turns
II Ancient Battle Site Unit capacity: +1 Nehekhara Horsemen
Unit capacity: +2 Skeleton Horsemen
Unit capacity: +2 Skeleton Horsemen Archers
Unit capacity: +1 Sepulchral Stalkers
Unlocks recruitment of:
Nehekhara Horsemen
Skeleton Horsemen
Skeleton Horsemen Archers
Sepulchral Stalkers
5000
4 turns
III Necroserpent Nest Unit capacity: +1 Necropolis Knights
Unit capacity: +2 Nehekhara Horsemen
Unit capacity: +2 Skeleton Horsemen
Unit capacity: +2 Skeleton Horsemen Archers
Unit capacity: +2 Sepulchral Stalkers
Unlocks recruitment of:
Necropolis Knights
Nehekhara Horsemen
Skeleton Horsemen
Skeleton Horsemen Archers
Sepulchral Stalkers
7500
5 turns
IV Royal Menagerie Unit capacity: +2 Necropolis Knights
Unit capacity: +1 Necropolis Knights (Halberds)
Unit capacity: +2 Nehekhara Horsemen
Unit capacity: +2 Skeleton Horsemen
Unit capacity: +2 Skeleton Horsemen Archers
Unit capacity: +2 Sepulchral Stalkers
Unlocks recruitment of:
Necropolis Knights
Necropolis Knights (Halberds)
Nehekhara Horsemen
Skeleton Horsemen
Skeleton Horsemen Archers
Sepulchral Stalkers
10000
turns

Advanced Military[]

Ushabti[]

  • Statuary of Khemri - rank III - 3000 gold - 3 turns
    • Unit capacity: +1 Ushabti
    • Unlocks recruitment of: Ushabti
    • The City of Kings is an eternal monument to the sovereigns of the desert.
  • Statue of Phakth - rank IV - 6000 gold - 4 turns
    • Unit capacity: +2 Ushabti
    • Unlocks recruitment of: Ushabti (Great Bow)
    • May the God of the Skies bless the warriors the stride forth in his name.

Scorpions[]

  • Scorpion Nest - rank IV - 7500 gold - 6 turns
    • Unit capacity: +2 Tomb Scorpion
    • Unlocks recruitment of: Tomb Scorpions
    • It is not the sting of the Scorpion that kills, but rather its powerful claws and voracious, unsatiable appetite.

Warsphinx[]

  • Restored Warsphinx Statue - rank V
    • Unit capacity: +1 Warsphinx
    • Untainted: +1
    • Unlocks recruitment of: Necrosphinx
    • The might of the Khemrian Warsphinx stands astride the cities of the dead, roaring eternally.

Necrosphinx[]

  • Restored Necrosphinx Statue - rank V - 10000 gold - 5 turns
    • Unit capacity: +1 Necrosphinx
    • Untainted: +1
    • Unlocks recruitment of: Necrosphinx
    • The abominable Necrosphinx towers above the Nehekharans, offering protection and destruction in exchange for hushed and cowed adoration.

Infrastructure[]

Growth[]

  • Mortuary House - rank I - ? gold - ? turns
    • Growth: +20
    • Casualty replenishment rate: +3%
    • Untainted: +1
    • From the death houses of Nehekhara, the dead continue the rise to fulfil their as-yet unfinished duty.
  • Regnant Catacombs - rank II - ? gold - 2 turns
    • Growth: +30
    • Casualty replenishment rate: +4%
    • Untainted: +2
    • Those of noble blood are interred within the royal catacombs, awakening to pursue their living aspirations once more.
  • Grand Ossuary - rank III - 4000 gold - 4 turns
    • Growth: +40
    • Casualty replenishment rate: +5%
    • Untainted: +3
    • Glittering chambers of worked and preserved bone provide the perfect sanctuary for the resting dead.

Public Order[]

  • Obelisk - rank I - 750 gold - 2 turns
    • Public order: +4
    • Untainted: +1
    • Obelisks tower the horizon, casting judgment upon any caught in their shadow.
  • Sepulchre - rank II - 1500 gold - 3 turns
    • Unit capacity: +1 Carrion
    • Public order: +6
    • Untainted: +2
    • Unlocks recruitment of: Carrion
    • The dead all need a place to rest: until they rise again, of course.
  • Mortiferous Sanctuary - rank III - 3000 gold - 4 turns
    • Unit capacity: +2 Carrion
    • Public order: +8, +1 in adjacent provinces
    • Untainted: +3
    • For the Tomb Kings, there is only eternal Unlife - their sanctuaries are a testament to decreptitude.

Income[]

  • Charnel Plaza - rank I - 400 gold - 2 turns
    • Income generated: +50
    • Campaign movement range: +5% for own armies starting their turn in this region (local armies)
    • In the once-resplendent streets of the Nehekharan cities, the dead shuffle about their business as if nothing has changed.
  • Funerary District - rank II - 800 gold - 3 turns
    • Income generated: +100
    • Campaign movement range: +10% for own armies starting their turn in this region (local armies)
    • Death is more than a business now, it is life itself!

Citadel[]

  • Nehekharan Citadel - rank IV - 6000 gold - 4 turns
    • Leadership: -5 when laying siege (enemy armies)
    • Casualty replenishment rate: +3%
    • Ammunition: +50% during siege defense battles (local armies)
    • Unit experience: +1 for all recruits
    • Local recruitment capacity: +1
    • The Tomb Kings' citadels dominate the landscape of the desert, fixed and imposing among the ever-shifting sands.

Estate[]

  • Royal Burial Chamber - rank IV - 7500 gold - 4 turns
    • Canopic jars generated: +1
    • Public order: +2 in your adjacent provinces
    • Lord recruit rank: +2
    • Hero recruit rank: +2
    • Untainted in adjacent provinces: +2
    • Interred in resplendent and decadent tombs, Nehekharan royalty lie in repose until their kingdom calls them hence.

Resources[]

  • Gold Mine (Tomb Kings) - rank II - 800 gold - 2 turns
    • Income generated: 100
    • Golden idols resource production: 5 chests
  • Iron Mine - rank II - 800 gold - 2 turns
    • Income generated: 10 ingots
    • New iron is needed for swords, for shields, for war; not all of Nehekhara is left to rot.
  • Potter - rank II - 800 gold - 2 turns
    • Pottery resource production: 10 kilnful
    • The trappings of life, endlessly recreated in death.

Faction-specific[]

Building Chain Tier Effect Turns Cost Requirements
Grave Hill Basic Military Tier I 2 1000 Followers of Nagash
Ancient Burial Mount Basic Military Tier II
  • Unit capacity: +1 Hexwraiths
  • Unit capacity: +4 Crypt Ghouls
  • Unit capacity: +4 Dire Wolves
  • Unit capacity: +4 Fell Bats
  • Unlocks recruitment of:
3 3000 Followers of Nagash