Total War: WARHAMMER Wiki

This page lists all Wood Elves buildings.

Settlements[]

Chain Tier Building Effect Cost Requirements
Forest settlements
I Copse Income generated: 40
Growth: +20
Grants 2 construction slot in the settlement

Provides garrison:

1 Deepwood Scouts
2 Dryads
2 Eternal Guard
2 Glade Guard
1 Wildwood Rangers
1 Treeman

Unlocks recruitment of:

Glade Guard
750
2 turns
Forest settlements
II Glade Income generated: 60
Growth: +25
Grants 4 construction slot in the settlement

Provides garrison:

1 Glade Riders
1 Deepwood Scouts
2 Dryads
2 Eternal Guard (Shields)
2 Glade Guard
1 Wildwood Rangers
1 Treeman
1500
3 turns
Forest settlements
III Hollow Income generated: 80
Growth: +30
Grants 6 construction slot in the settlement

Provides garrison:

2 Glade Riders
1 Deepwood Scouts
2 Dryads
2 Eternal Guard (Shields)
2 Glade Guard
1 Wildwood Rangers
2 Tree Kin
1 Treeman
3000
4 turns
Forest settlements
IV Hall Income generated: 100
Growth: +40
Grants 8 construction slot in the settlement

Provides garrison:

2 Glade Riders
3 Deepwood Scouts
2 Dryads
2 Eternal Guard (Shields)
1 Wildwood Rangers
2 Tree Kin
1 Treeman
6000
5 turns
Forest settlements
IV Great Hall Income generated: 120
Growth: +50
Grants 9 construction slot in the settlement

Provides garrison:

2 Glade Riders
3 Deepwood Scouts
2 Dryads
3 Wildwood Rangers
2 Tree Kin
1 Treeman
12000
6 turns
Forest settlements
Forest settlements
The Season of Revelation
I Copse Income generated: 40
Growth: +20
Ambush defence chance: +20%
Grants 1 construction slot in the settlement

Provides garrison:

1 Deepwood Scouts
2 Dryads
2 Eternal Guard
2 Glade Guard
1 Wildwood Rangers
1 Treeman

Unlocks recruitment of:

Glade Guard
750
2 turns
Forest settlements
II Glade Income generated: 60
Growth: +25
Ambush defence chance: +20%
Grants 2 construction slot in the settlement

Provides garrison:

1 Glade Riders
1 Deepwood Scouts
2 Dryads
2 Eternal Guard (Shields)
2 Glade Guard
1 Wildwood Rangers
1 Treeman
1500
3 turns
Forest settlements
III Hollow Income generated: 80
Growth: +30
Ambush defence chance: +20%
Grants 3 construction slot in the settlement

Provides garrison:

2 Glade Riders
1 Deepwood Scouts
2 Dryads
2 Eternal Guard (Shields)
2 Glade Guard
1 Wildwood Rangers
2 Tree Kin
1 Treeman
3000
4 turns
Forest settlements
IV Hall Income generated: 100
Growth: +40
Ambush defence chance: +20%
Grants 4 construction slot in the settlement

Provides garrison:

2 Glade Riders
3 Deepwood Scouts
2 Dryads
2 Eternal Guard (Shields)
1 Wildwood Rangers
2 Tree Kin
1 Treeman
6000
5 turns
Forest settlements
IV Great Hall Income generated: 120
Growth: +50
Ambush defence chance: +20%
Grants 5 construction slot in the settlement

Provides garrison:

2 Glade Riders
3 Deepwood Scouts
2 Dryads
3 Wildwood Rangers
2 Tree Kin
1 Treeman
12000
6 turns
Forest settlements
Oak of Ages
I Oak of Ages (Dormant) Reduction in Vampiric and Chaos corruption: +1 (All regions)

Provides garrison:

1 Glade Riders (Hagbane Tips)
2 Wild Riders
3 Dryads
2 Glade Guard (Starfire Shafts)
1 Waywatchers
1 Treeman
1000
2 turns
Oak of Ages
II Oak of Ages (Withered) Upkeep: -10% (all forces)
Public Order: +1 (factionwide)
Reduction in Vampiric and Chaos corruption: +3 (All regions)

Provides garrison:

2 Glade Riders (Hagbane Tips)
2 Wild Riders (Shields)
4 Dryads
2 Glade Guard (Starfire Shafts)
1 Waywatchers
1 Treeman
1500
3 turns
Oak of Ages
III Oak of Ages (Budding) Enables the Join Confederation diplomacy demand
Upkeep: -15% (all forces)
Public Order: +3 (factionwide)
Reduction in Vampiric and Chaos corruption: +6 (All regions)

Provides garrison:

2 Glade Riders (Hagbane Tips)
3 Wild Riders (Shields)
2 Glade Guard (Starfire Shafts)
1 Waywatchers
5 Tree Kin
1 Treeman
2000
4 turns
Oak of Ages
IV Oak of Ages (Thriving) Enables the Join Confederation diplomacy demand
Hero recruit rank: +3
Upkeep: -20% (all forces)
Public Order: +4 (factionwide)
Reduction in Vampiric and Chaos corruption: +9 (All regions)

Provides garrison:

2 Glade Riders (Hagbane Tips)
3 Wild Riders (Shields)
2 Glade Guard (Starfire Shafts)
1 Waywatchers
6 Tree Kin
2 Treeman
2500
5 turns
Oak of Ages
IV Oak of Ages (Thriving) Enables the Join Confederation diplomacy demand
Hero recruit rank: +6
Upkeep: -25% (all forces)
Public Order: +5 (factionwide)
Reduction in Vampiric and Chaos corruption: +12 (All regions)

Provides garrison:

2 Glade Riders (Hagbane Tips)
2 Sisters of the Thorn
3 Wild Riders (Shields)
2 Glade Guard (Starfire Shafts)
1 Waywatchers
6 Tree Kin
2 Treeman
3000
6 turns
Oak of Ages
Oak of Ages
The Season of Revelation
I Oak of Ages (Dormant) Public Order: +6 (factionwide)
Reduction in Vampiric and Chaos corruption: +3 (All regions)

Provides garrison:

1 Glade Riders (Hagbane Tips)
2 Wild Riders
3 Dryads
2 Glade Guard (Starfire Shafts)
1 Waywatchers
1 Treeman
1500
2 turns
Oak of Ages
II Oak of Ages (Withered) Upkeep: -10% (all forces)
Public Order: +9 (factionwide)
Reduction in Vampiric and Chaos corruption: +4 (All regions)

Provides garrison:

2 Glade Riders (Hagbane Tips)
2 Wild Riders (Shields)
4 Dryads
2 Glade Guard (Starfire Shafts)
1 Waywatchers
1 Treeman
2000
3 turns
Oak of Ages
III Oak of Ages (Budding) Upkeep: -15% (all forces)
Public Order: +12 (factionwide)
Reduction in Vampiric and Chaos corruption: +8 (All regions)

Provides garrison:

2 Glade Riders (Hagbane Tips)
3 Wild Riders (Shields)
2 Glade Guard (Starfire Shafts)
1 Waywatchers
5 Tree Kin
1 Treeman
2500
4 turns
Oak of Ages
IV Oak of Ages (Thriving) Hero recruit rank: +3
Upkeep: -20% (all forces)
Public Order: +4 (factionwide)
Reduction in Vampiric and Chaos corruption: +9 (All regions)

Provides garrison:

2 Glade Riders (Hagbane Tips)
3 Wild Riders (Shields)
2 Glade Guard (Starfire Shafts)
1 Waywatchers
6 Tree Kin
2 Treeman
3000
5 turns
Oak of Ages
Asrai Lookouts
I Asrai Lookout Income generated: 50
Public Order: +6
Reduction in Vampiric and Chaos corruption: +3
Grants 1 construction slot in the settlement

Provides garrison:

2 Deepwood Scouts
3 Dryads
1000
2 turns


Defense[]

Chain Tier Building Effect Cost Requirements
Hero Protection
II Grove of Loec Enemy Hero action success chance: -20%

Provides garrison:

2 Wardancers
3000
2 turns
Forest settlements
V Shrine of Loec Enemy Hero action success chance: -50%

Provides garrison:

2 Wardancers (Asrai Spears)
4000
4 turns
Forest settlements
Garrison
I Guard Platform Provides garrison:
2 Eternal Guard (Shields)
2 Glade Guard (Starfire Shafts)
1500
2 turns
Forest settlements
II Arbiter's Perch Provides garrison:
1 Hawk Riders
2 Eternal Guard (Shields)
2 Glade Guard (Starfire Shafts)
2000
3 turns
Forest settlements
III Eternal Watcher's Garrison Provides garrison:
1 Hawk Riders
2 Deepwood Scouts (Swiftshiver Shards)
2 Wildwood Rangers
2000
3 turns
Forest settlements
Defence
II Forest Walls Ammunition: +100% when under siege (local armies)
Reload time reduction: +10% when under siege (local armies)
Melee defence: +10 when under siege (local armies)
1500
2 turns
Forest settlements
III Rockbriar Walls Ammunition: +100% when under siege (local armies)
Reload time reduction: +20% when under siege (local armies)
Melee defence: +20 when under siege (local armies
2000
3 turns
Forest settlements
IV Skycrown Oak Walls Ammunition: +100% when under siege (local armies)
Reload time reduction: +30% when under siege (local armies)
Melee defence: +30 when under siege (local armies
2500
3 turns
Forest settlements

Military Recruitment[]

Chain Tier Building Effect Cost Requirements
Melee
I Selathoi Gallery Unlocks recruitment of:
Eternal Guard
Eternal Guard (Shields) (requires building: Asrai Forge)
2000
1 turn
Forest settlements
II Tricksters Gallery Unlocks recruitment of:
Wardancers
Wardancers (Asrai Spears)(requires building: Asrai Armoury)
3000
2 turns
Forest settlements
III Forest Lookout Unlocks recruitment of:
Wildwood Rangers
4000
3 turns
Forest settlements
Ranged
I Glade Guard Hide Unlocks recruitment of:
Glade Guard (Starfire Shafts) (requires building: Bowyer Workshop)
Glade Guard (Hagbane Tips)
2000
1 turn
Forest settlements
II Deepwood Camp Unlocks recruitment of:
Deepwood Scouts
Deepwood Scouts (Swiftshiver Shards)(requires building: Bowyer's Vault)
3000
2 turns
Forest settlements
IV Waywatcher's Perch Unlocks recruitment of:
Waywatchers
Waystalker (Hero)
4500
4 turns
Forest settlements
Cavalry
II Muster Stone Unlocks recruitment of:
Glade Riders
Glade Riders (Hagbane Tips) (requires building: Bowyer Workshop)
2000
2 turns
Forest settlements
III Grove of the Horse Unlocks recruitment of:
Wild Riders
Wild Riders (Shields) (requires building: Asrai Armoury)
3000
2 turns
Forest settlements
V Pastures of Skymark Unlocks recruitment of:
Sisters of the Thorn
5000
4 turns
Forest settlements
Forest Spirit
I Haunted Groves Unlocks recruitment of:
Dryads
2000
1 turn
Forest settlements
III Tribal Stones Unlocks recruitment of:
Tree Kin
Branchwraith (Hero)
3500
3 turns
Forest settlements
V Moonstone Clearing Unlocks recruitment of:
Treeman
5000
5 turns
Forest settlements
Flying
III Warhawk Crags Unlocks recruitment of:
Hawk Riders
4000
3 turns
Forest settlements
IV Eyrie Unlocks recruitment of:
Great Eagle
5000
5 turns
Forest settlements
Dragon
V Dragon Lair Unlocks recruitment of:
Forest Dragon
6000
3 turns
Forest settlements

Military Support[]

Chain Tier Building Effect Cost Requirements
Armoury
II Asrai Forge Unlocks recruitment of:
Eternal Guard (Shields)
2000
1 turn
Forest settlements
I!I Asrai Armoury Unlocks recruitment of:
Wild Riders (Shields)
Wardancers (Asrai Spears)
3500
2 turns
Forest settlements
Fletcher
II Bowyer's Workshop Unlocks recruitment of:
Glade Guard (Starfire Shafts)
2500
2 turns
Forest settlements
I!I Bowyer's Vault Unlocks recruitment of:
Glade Riders (Hagbane Tips)
Deepwood Scouts (Swiftshiver Shards)
3500
2 turns
Forest settlements
Spellsinger
II Roots of Ghyran Spellsinger Hero capacity: +1

Unlocks recruitment of:

Spellsinger (Life) (Hero)
Spellsinger (Beasts) (Hero)
Spellsinger (Shadows) (Hero)
2000
2 turns
Forest settlements
III Branches of Ghur Hero recruit rank: +1 for Spellsinger
Spellsinger Hero capacity: +1
2500
3 turns
Forest settlements
IV Canopy of Hysh Hero recruit rank: +2 for Spellsinger
Spellsinger Hero capacity: +1
3500
3 turns
Forest settlements

Infrastructure[]

Chain Tier Building Effect Cost Requirements
Growth
I Trapper's Den * Growth: +30
  • Casualty replenishment rate: +2%
  • Furs resource production: +8 bundles
1500
2 turns
Forest settlements
II Game Lodge * Growth: +40
  • Casualty replenishment rate: +3%
  • Furs resource production: +12 bundles
2500
3 turns
Forest settlements
III Hunter's Vault * Growth: +50
  • Casualty replenishment rate: +4%
  • Furs resource production: +16 bundles
3500
4 turns
Forest settlements
Grape Vines
I Grape Vines Income generated: 800 2000
2 turns
Forest settlements
III Vineyard Income generated: 1000 4000
4 turns
Forest settlements
V Winery Income generated: 1200 6000
6 turns
Forest settlements
Public Order
II Craftmen's Tree Public Order: +2
  • Pottery resource production: +2 kilnful
2000
1 turn
Forest settlements
III Sculptor's Cavern Public Order: +3
  • Pottery resource production: +4 kilnful
2500
2 turns
Forest settlements
Wine Production
II Vinter's Barrel House Income from Grape Vines: +20% (all regions in adjacent province)
  • Wine resource production: +2 barrels
2500
2 turns
Forest settlements
V Wine Steward's Celler Income from Grape Vines: +20% (all regions in adjacent province)
  • Wine resource production: +2 barrels
4000
3 turns
Forest settlements
Supplies
I Foraging Groves Income from all buildings: +2% (factionwide)
Growth: +2 (factionwide)
100
1 turn
Asrai Lookouts
Worldroots
I Worldroot Pathway Recruitment cost: -30% (local armies)

Provides garrison:

2 Eternal Guard (Shields)
100
1 turn
Asrai Lookouts
Waystone
I Waystone * Casualty replenishment rate: +25%

Provides garrison:

2 Hawk Riders
1 Great Eagle
2 Tree Kin
100
1 turn
Asrai Lookouts
Slaughter
I Sacrificial Grounds Missile damage: +1% for all units (all forces)
Unit experience gain per turn: +5 (all forces)
Weapon strength: +1% for all units (all forces)
100
1 turn
Asrai Lookouts
Dye Production
I Cinnabar Mining Pit * Income generated: +50
  • Dyes resource production: +28 ounces
100
1 turn
Dyes
Wild Game
I Hunting Camp * Growth: +50
  • Furs resource production: +28 bundles
100
1 turn
Furs
Gold Mining
I Gold Mining Pit * Income generated: +500 100
1 turn
Gold
Iron Mining
I Iron Mining Pit * Income generated: +50
  • Iron resource production: +28 ingots
100
turns
Iron
Marble Quarry
I Stone Cutter * Income generated: +50
  • Marble resource production: +28 slabs
100
1 turn
Marble
Pastures
I Cattle Pastures * Income generated: +50 Unit experience: +1 for cavalry unit recruits (all characters) 100
1 turn
Pastures
Pottery Production
I Clay Pit * Income generated: +50
  • Pottery resource production: +28 kilnful
100
1 turn
Pottery
Woodlands
I Woodman's Hut * Income generated: +50
  • Timber resource production: +28 logs
100
1 turn
Timber
Orchards
I Orchards Wine resource production: 20 barrels
  • Income generated: +50
100
1 turn
Wine

Temple[]

Chain Tier Building Effect Cost Requirements
Temple of Ereth Khial
II Temple of Ereth Khial Winds of Magic power reserve: +10 (all forces)
Unlocks technologies
2000
3 turns
Forest settlements
Temple of Kurnous
II Temple of Kurnous Campaign movement range: +5% (all characters)
Unlocks technologies
2000
3 turns
Forest settlements

Athel Loren[]

Chain Tier Building Effect Cost Requirements
Wardancer Feast Hall
III Wardancer Feast Hall * Unlocks the The Trickster's Masque Elven Council position
  • Unit experience: +2 for Wardancer unit recruits
3000
3 turns
Forest settlements
Wood Elves
Wildwood Waystones
III Wildwood Waystones Research rate: +10% (factionwide)
  • Unlocks the Warden of the Wildwood Elven Council position
3000
3 turns
Forest settlements
Wood Elves
Starlight Forge
III Starlight Forge Construction cost: -5% for all buildings (factionwide)
  • Unlocks the Starlight Craftsman Elven Council position
3000
3 turns
Forest settlements
Wood Elves
The Wild Hearth
III The Wild Hearth Recruitment cost: -5% (all armies)
  • Unlocks the Herald of the Hunt Elven Council position
3000
3 turns
Forest settlements
Wood Elves
Delliandra
III Delliandra Construction cost: -5% for all buildings (factionwide)
  • Unlocks the Ancient of Delliandra position within the Gathering of the Ancients
3000
3 turns
Forest settlements
Argwylon
Druthandor‏‎‏‎‏‎
III Druthandor‏‎‏‎‏‎ Research rate: +10% (factionwide)
  • Unlocks the Ancient of Druthandor position within the Gathering of the Ancients
3000
3 turns
Forest settlements
Argwylon
Talrennic
III Talrennic * Unit experience: +1 for forest spirit and flying monster unit recruits
  • Unlocks the Ancient of Talrennic position within the Gathering of the Ancients
3000
3 turns
Forest settlements
Argwylon
Threllock‏‎
III Threllock‏‎ Recruitment cost: -5% (all armies)
  • Unlocks the Ancient of Threllock position within the Gathering of the Ancients
3000
3 turns
Forest settlements
Argwylon

Port[]

Chain Tier Building Effect Cost Requirements
Port
I Elven Haven Income generated: 100
Income from trade: +5% trade agreement tariffs (factionwide)
100
1 turn
Coastal settlement