Total War: WARHAMMER Wiki

This page lists all Vampire Counts buildings.

List of buildings[]

Defensive[]

Building Effect Cost Requirements

Corpse Pile
Enemy Hero action success chance: -10%
1500 money
2 turns

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

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

Skeletal Walls
Enemy Hero action success chance: -15%
Leadership bonus when under siege: +4
Siege holdout time: +2
Fires caged bats
5000 money
4 turns

Blasphemous Bulwark
Enemy Hero action success chance: -20%
Leadership bonus when under siege: +6
Siege holdout time: +3
Fires corpse balls
7500 money
5 turns

Military recruitment[]

Building Effect Cost Requirements

Defiled Cairn
Enables Crypt Ghouls while raising the dead
Crypt Ghouls
2500 money
3 turns

Binding Circle
Enables hero recruitment: Wight King
Enables Crypt Ghouls while raising the dead
Enables Crypt Horrors while raising the dead
Crypt Ghouls
Crypt Horrors
5000 money
4 turns

Lodestone of Darkness
Enables hero recruitment: Wight King
Wight King experience level increase: +3
Increases Wight King capacity
Increases Banshee capacity
Enables hero recruitment: Banshee
Banshee experience level increase: +3
Enables Cairn Wraiths while raising the dead
Enables Crypt Ghouls while raising the dead
Enables Crypt Horrors while raising the dead
Enables Hexwraiths while raising the dead
Hexwraiths
Cairn Wraiths
Crypt Ghouls
Crypt Horrors
7500 money
5 turns

Cemetery
Enables Skeleton Warriors while raising the dead
Enables Zombies while raising the dead
Skeleton Warriors
Zombie
1000 money
1 turns

Barrow
Enables Grave Guard while raising the dead
Enables Skeleton Warriors while raising the dead
Enables Skeleton Spearmen while raising the dead
Enables Zombies while raising the dead
Grave Guard
Skeleton Warriors
Skeleton Spearmen
Zombie
2000 money
2 turns

Mausoleum
Enables Black Knights while raising the dead
Enables Black Knights (Lances & Barding) while raising the dead
Enables Grave Guard while raising the dead
Enables Grave Guard (Great Weapons) while raising the dead
Enables Skeleton Warriors while raising the dead
Enables Skeleton Spearmen while raising the dead
Enables Zombies while raising the dead
Black Knights
Black Knights (Lances & Barding)
Grave Guard
Grave Guard (Great Weapons)
Skeleton Warriors
Skeleton Spearmen
Zombie
4000 money
3 turns

Sinister Copse
Enables Fell Bats while raising the dead
Enables Dire Wolves while raising the dead
Dire Wolves
Fell Bats
1000 money
1 turns

Abyssal Wood
Enables Fell Bats while raising the dead
Enables Dire Wolves while raising the dead
Enables Vargheists while raising the dead
Dire Wolves
Fell Bats
Vargheists
2000 money
2 turns

Haunted Forest
Enables Fell Bats while raising the dead
Enables Dire Wolves while raising the dead
Enables Terrorgheist while raising the dead
Enables Vargheists while raising the dead
Enables Varghulf while raising the dead
Dire Wolves
Fell Bats
Terrorgheist
Vargheists
Varghulf
4000 money
3 turns

Military support[]

Building Effect Cost Requirements

Ancient Armoury
Infantry experience level bonus: +1
4000 money
4 turns

Reliquary
Cavalry experience level bonus: +1
Infantry experience level bonus: +2
6000 money
5 turns

Unholy Forge
Recruitment cost for Grave Guard and Black Knights: -20%
Unit experience level increase for Graveguard and Black Knights: +3
4000 money
3 turns
Iron

Dark Lair
Recruitment cost for Vampiric forest beasts: -20%
Unit experience level increase for Forest Beasts: +3
4000 money
3 turns
Timber

Forbidden Library
Increases Necromancer capacity
Enables hero recruitment: Necromancer
Income generated: 350
Infantry experience level bonus: +1
Research rate: +4%
Local recruitment capacity: +1
10000 money
4 turns

Necromancer's Tower
Increases Necromancer capacity
Necromancer experience level increase: +4
Income generated: 500
Infantry experience level bonus: +2
Research rate: +8%
Local recruitment capacity: +1
15000 money
5 turns

Altdorf Conclave of Forbidden Magic
Necromancer experience level increase: +1
Increases Necromancer capacity
Enables hero recruitment: Necromancer
Necromancer experience level increase: +2
Research rate: +6%
10000 money
4 turns
Must be built in Altdorf.

Altdorf College of Forbidden Magic
Necromancer experience level increase: +2
Increases Necromancer capacity
Enables hero recruitment: Necromancer
Necromancer experience level increase: +3
Research rate: +12%
15000 money
6 turns
Must be built in Altdorf.

Vampire Crypts
Increases Vampire capacity
Enables hero recruitment: Vampire
Income generated: 350
Public order: +4 (local province)
10000 money
4 turns

Vampire's Keep
Increases Vampire capacity
Vampire experience level increase: +4
Enables Black Coach while raising the dead
Income generated: 500
Public order: +6 (local province)
Black Coach
15000 money
5 turns

Infrastructure[]

Building Effect Cost Requirements

Balefire Brazier
Vampiric corruption: +3
2000 money
2 turns

Balefire Hearth
Vampiric corruption: +4
Vampiric corruption: +2 (adjacent provinces)
4000 money
3 turns

Witch House
Vampiric corruption: +6
Vampiric corruption: +4 (adjacent provinces)
6000 money
4 turns

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

Murky Harbour
Income generated: 400
Growth: +20
4000 money
3 turns

Dark Port
Income generated: 800
Growth: +30
11250 money
5 turns

Charnel Pit
Growth: +20
750 money
2 turns

Lychyard
Growth: +25
Local recruitment capacity: +1
3000 money
3 turns

Ossuary
Growth: +30
Local recruitment capacity: +2
6000 money
4 turns

Gibbet
Income generated: 100
Public order: +1 (local province)
1000 money
3 turns

Gallows
Income generated: 150
Public order: +3 (local province)
2000 money
4 turns

Resources[]

Building Effect Cost Requirements

Red Pit
  • Income generated: +100
  • Dyes resource production: +16 ounces
600 money
2 turns

Blood Mines
  • Income generated: +150
  • Dyes resource production: +24 ounces
1200 money
3 turns

Pigment Grinder's Shop
  • Income generated: +200
  • Dyes resource production: +32 ounces
2200 money
4 turns

Hunting Grounds (Vampire Counts)
  • Recruitment cost: -20% for Dire Wolf and Varghulf units
  • Income generated: +100
  • Furs resource production: +16 bundles
500 money
1 turns

Poaching Camp
  • Recruitment cost: -25% for Dire Wolf and Varghulf units
  • Unit experience: +1 for Dire Wolf and Varghulf unit recruits
  • Income generated: +150
  • Furs resource production: +24 bundles
1000 money
2 turns

Flayer's Lair
  • Recruitment cost: -30% for Dire Wolf and Varghulf units
  • Unit experience: +2 for Dire Wolf and Varghulf unit recruits
  • Upkeep: -3% for Dire Wolf and Varghulf units
  • Income generated: +200
  • Furs resource production: +32 bundles
2000 money
3 turns

Tarnished Gold Shaft
  • Income generated: +500
1000 money
3 turns

Tarnished Gold Mine
  • Income generated: +750
2000 money
4 turns

Balefire Gold Smeltery
  • Income generated: +1000
4000 money
5 turns

Dark Iron Pit
  • Recruitment cost: -20% for Grave Guard, Black Knight and Blood Knight units
  • Income generated: +100
  • Iron resource production: +16 ingots
600 money
2 turns

Zombie-Infested Iron Mine
  • Recruitment cost: -25% for Grave Guard, Black Knight and Blood Knight units
  • Unit experience: +1 for Grave Guard, Black Knight and Blood Knight unit recruits
  • Income generated: +150
  • Iron resource production: +24 ingots
1200 money
3 turns

Scoured Iron Mine
  • Recruitment cost: -30% for Grave Guard, Black Knight and Blood Knight units
  • Unit experience: +2 for Grave Guard, Black Knight and Blood Knight unit recruits
  • Upkeep: -3% for Grave Guard, Black Knight and Blood Knight units
  • Hero recruit rank: +1 for Wight Kings
  • Income generated: +200
  • Iron resource production: +32 ingots
2200 money
4 turns

Brimstone Cutter's Workshop
  • Income generated: +100
  • Marble resource production: +16 slabs
600 money
2 turns

Tombstone Maker's Atelier
  • Income generated: +150
  • Marble resource production: +24 slabs
1200 money
3 turns

Gargoyle Sculptor's Garret
  • Income generated: +200
  • Marble resource production: +32 slabs
2200 money
4 turns

Cursed Fields
500 money
1 turns

Wretched Farmstead
1000 money
2 turns

Haunted Mill
2000 money
3 turns

Flooded Clay Pit
  • Income generated: +100
  • Pottery resource production: +16 kilnful
600 money
2 turns

Urn Maker's Pottery
  • Income generated: +150
  • Pottery resource production: +24 kilnful
1200 money
3 turns

Screeching Kilns
  • Income generated: +200
  • Pottery resource production: +32 kilnful
2200 money
4 turns

Brackish Pond
  • Income generated: +100
  • Salt resource production: +16 barrels
600 money
2 turns

Salt Marsh
  • Income generated: +150
  • Salt resource production: +24 barrels
1200 money
3 turns

Desolate Salt Pans
  • Income generated: +200
  • Salt resource production: +32 barrels
2200 money
4 turns

Forester's Shack
  • Recruitment cost: -20% for Fell Bat and Vargheist units
  • Income generated: +100
  • Timber resource production: +16 logs
600 money
2 turns
  • Recruitment cost: -25% for Fell Bat and Vargheist units
  • Unit experience: +1 for Fell Bat and Vargheist unit recruits
  • Income generated: +150
  • Timber resource production: +24 logs

Abandoned Wood Sheds
  • Recruitment cost: -25% for Fell Bat and Vargheist units
2200 money
4 turns

Tangled Vine Patch
Public order: +3 (local province)
Wine resource production: 20 barrels
600 money
2 turns

Thorny Orchard
Public order: +4 (local province)
Wine resource production: 30 barrels
1200 money
3 turns

Animated Winepress
Public order: +5 (local province)
Wine resource production: 45 barrels
2200 money
4 turns

Settlements[]

Generic[]

Building Effect Cost Requirements

Crumbling Hamlet
Buildings construction slots: 1
Income generated: 160
Siege holdout time: +2
Growth: +10
1000 money
2 turns

Corrupted Village
Buildings construction slots: 2
Income generated: 240
Siege holdout time: +2
Growth: +20
2000 money
3 turns

Shady Township
Buildings construction slots: 3
Income generated: 320
Siege holdout time: +2
Growth: +30
4000 money
4 turns

Accursed City
Buildings construction slots: 4
Income generated: 400
Siege holdout time: +2
Growth: +40
6000 money
5 turns

Dark Castle
Buildings construction slots: 5
Income generated: 480
Siege holdout time: +2
Growth: +50
9000 money
6 turns

Castle Drakenhof[]

Building Effect Cost Requirements

Drakenhof (Crumbling Hamlet)
Buildings construction slots: 1
Income from all buildings: +30%
Income from all buildings in adjacent provinces: +15%
Income generated: 250
Siege holdout time: +2
Growth: +10
Public order: +1 (local province)
Public order: +1 (adjacent provinces)
Provides settlement walls (requiring siege warfare to conquer)
1000 money
2 turns

Drakenhof (Corrupted Village)
Buildings construction slots: 2
Income from all buildings: +35%
Income from all buildings in adjacent provinces: +18%
Income generated: 375
Siege holdout time: +2
Growth: +20
Public order: +2 (local province)
Public order: +1 (adjacent provinces)
Provides settlement walls (requiring siege warfare to conquer)
2000 money
3 turns

Drakenhof (Shady Township)
Buildings construction slots: 3
Income from all buildings: +40%
Income from all buildings in adjacent provinces: +20%
Income generated: 500
Siege holdout time: +2
Growth: +30
Public order: +3 (local province)
Public order: +1 (adjacent provinces)
Provides settlement walls (requiring siege warfare to conquer)
4000 money
4 turns

Castle Drakenhof (Accursed City)
Buildings construction slots: 4
Income from all buildings: +45%
Income from all buildings in adjacent provinces: +23%
Income generated: 625
Siege holdout time: +2
Growth: +40
Public order: +4 (local province)
Public order: +2 (adjacent provinces)
Provides settlement walls (requiring siege warfare to conquer)
6000 money
5 turns

Castle Drakenhof (Dark Castle)
Buildings construction slots: 5
Income from all buildings: +50%
Income from all buildings in adjacent provinces: +25%
Income generated: 750
Siege holdout time: +2
Growth: +50
Public order: +5 (local province)
Public order: +2 (adjacent provinces)
Provides settlement walls (requiring siege warfare to conquer)
9000 money
6 turns