Dark Elves buildings

This page lists all buildings for the Dark Elves. 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. In general, Dark Elves have a robust advanced military offer and infrastructural pallet.
See our article on Black Arks for a list of buildings that can be constructed on Black Arks.
==Total War: Warhammer II==
===Settlement===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Settlement	I 	
;Allows recruitment:
;* Dreadspears
;	2 	800 	
 	Settlement	II 	 	5 	4800	
 	Settlement	III 	 	6 	7200	
 	Settlement	IV 	 	3 	1600	
 	Settlement	V 	 	4 	3200	
===Basic Military===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Infantry	I 	
;Allows recruitment:
;* Darkshards
;* Bleakswords	1 	1000	
 	Infantry	II 	
;Allows recruitment:
;* Master
;* Darkshards (Shields)	2 	2000	
 	Infantry	III 	
;Allows recruitment:
;* Black Ark Corsairs
;* Black Ark Corsairs (Handbows)
;* Sisters of Slaughter
;* Reaper Bolt Thrower	3 	4000	
 	Stables 	II 	
;Allows recruitment:
;* Dark Riders
;* Dark Riders (Repeater Crossbow)	2 	1000	
 	Stables 	III 	
;Allows recruitment
;* Dark Riders (Shields)
;* Doomfire Warlocks	3 	2000	
 	Exiles 	II 	
;Allows recruitment:
;* Shades	2 	2500	
 	Exiles 	III 	
;Allows recruitment:
;* Shades (Greatswords)
;* Shades (Dual Weapons)	3 	5000	
===Advanced Military===
Building	Chain 	Tier	Effect	Turns	Cost 	Requirements
 	Cult of Khaine	II 	Corruption: -3
Unlocks recruitment of:
* Witch Elves	2 	2000 	Not available to Cult of Pleasure
 	Cult of Khaine	III 	Unlocks Hero recruitment of: Death Hag
Unlocks Hero recruitment of: Khainite Assassin
Hero capacity: +1 for Death Hags
Hero capacity: +1 for Khainite Assassin
Corruption: -6	3 	3000 	Not available to Cult of Pleasure
 	Cult of Khaine	IV 	Unlocks Hero recruitment of: Death Hag
Unlocks Hero recruitment of: Khainite Assassin
Hero capacity: +1 for Death Hags
Hero capacity: +1 for Khainite Assassin
Hero recruit rank: +4 for Death Hags
Hero recruit rank: +4 for Khainite Assassins
Corruption: -9
Unlocks recruitment of:
* Har Ganeth Executioners	4 	5000 	Not available to Cult of Pleasure
 	Beasts 	III 	
;Allows recruitment:
;* Harpies
;* Scourgerunner Chariots	1 	1000 	
 	Beasts 	IV 	
; Allows recruitment:
;* Feral Manticore
;* War Hydra
;* Kharibdyss	2 	2000 	
 	Beasts 	V 	
; Allows recruitment:
;* Black Dragon	3 	4000 	
 	Aristocracy 	IV 	
; Allows recruitment:
;* Cold One Knights
;* Black Guard of Naggarond
;* Cold One Chariot	4 	7500 	
 	Aristocracy 	V 	
; Allows recruitment:
;* Cold One Dread Knights	5 	11250	
 	Sorcery 	IV 	
; Allows recruitment:
;* Sorceress (Beasts)
;* Sorceress (Dark)
;* Sorceress (Death)
;* Sorceress (Fire)
;* Sorceress (Shadow)
;* Bloodwrack Medusa	2 	2500 	
 	Sorcery 	V 	
;Allows recruitment:
;* Bloodwrack Shrine	3 	5000 	
 	Hired Killers 	IV 	
; Allows recruitment:
;* Khainite Assassin
;* Har Ganeth Executioners	4 	5000 	Cult of Pleasure only
 	Hired Killers 	V 	 	5 	7500 	Cult of Pleasure only
===Infrastructure===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Industry 	I 	 	2 	750 	
 	Industry 	II 	 	3 	1500	
 	Industry 	III 	 	4 	2500	
 	Slave-Keeping 	II 	
* Income generated per 100 slaves in the province: +10
* Income from slaves: +10%	3 	1500	
 	Slave-Keeping 	IV 	
* Income generated per 100 slaves in the province: +15
* Income from slaves: +25%
* Slave decline rate: -50%
* Slave public order penalty: -30%	5 	4500	
 	Transportation 	III 	
* Campaign movement range: +15% for own armies starting their turn in this region
* Growth: +5
* Income from trade: +3% (factionwide)
* Income from slaves: +5%	5 	1000	
 	Entertainment 	II 	 	2 	1500	Not available to Cult of Pleasure
 	Entertainment 	III 	 	3 	3000	Not available to Cult of Pleasure
 	Entertainment 	IV 	 	4 	4500	Not available to Cult of Pleasure
 	Cult of Pleasure	I 	 	2 	750 	Cult of Pleasure only
 	Cult of Pleasure	II 	 	2 	1500	Cult of Pleasure only
 	Cult of Pleasure	III 	 	3 	3000	Cult of Pleasure only
 	Cult of Pleasure	IV 	 	4 	4500	Cult of Pleasure only
 	Cult of Pleasure	V 	 	5 	7000	Cult of Pleasure only
 	Growth 	I 	 	1 	500 	
 	Growth 	II 	 	2 	1000	
 	Growth 	III 	 	3 	2000	
=== Port ===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Industry	I 	 	1 	800 	
 	Industry	II 	 	3 	3200	
 	Industry	III 	 	5 	7200	
===Defence===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Defence	I 	 	3 	2500	Provincial capitals only
 	Defence	II 	 	4 	5000	Provincial capitals only
 	Defence	III 	 	5 	7500	Provincial capitals only
 	Defence	I 	 	2 	1500	Minor settlements only
 	Defence	II 	 	3 	3000	Minor settlements only
===Special===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Ritual building	I 	 	5 	250 	Requires ritual currency resource
 	Ritual building	II 	 	5 	2500	Requires ritual currency resource
===Resource===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Salt 	I 	 	2 	800 	
 	Salt 	II 	 	3 	1600	
 	Salt 	III 	 	4 	3200	
 	Industry	I 	 	2 	800 	
 	Industry	II 	 	3 	1600	
 	Industry	III 	 	4 	3200	
 	Dyes 	I 	 	2 	800 	
 	Dyes 	II 	 	3 	1600	
 	Dyes 	III 	 	4 	3200	
 	Furs 	I 	 	2 	800 	
 	Furs 	II 	 	3 	1600	
 	Furs 	III 	 	4 	3200	
 	Gems 	I 	 	2 	800 	
 	Gems 	II 	 	3 	1600	
 	Gems 	III 	 	4 	3200	
 	Gold 	I 	 	3 	1000	
 	Gold 	II 	 	4 	2000	
 	Gold 	III 	 	5 	4000	
 	Iron 	I 	 	2 	800 	
 	Iron 	II 	 	3 	1600	
 	Iron 	III 	 	4 	3200	
 	Marble 	I 	 	2 	800 	
 	Marble 	II 	 	3 	1600	
 	Marble 	III 	 	4 	3200	
 	Medicine	I 	 	2 	800 	
 	Medicine	II 	 	3 	1600	
 	Medicine	III 	 	4 	3200	
 	Obsidian	I 	 	2 	800 	
 	Obsidian	II 	 	3 	1600	
 	Obsidian	III 	 	4 	3200	
 	Pastures	I 	 	2 	800 	
 	Pastures	II 	 	3 	1600	
 	Pastures	III 	 	4 	3200	
 	Pottery 	I 	 	2 	800 	
 	Pottery 	II 	 	3 	1600	
 	Pottery 	III 	 	4 	3200	
 	Spices 	I 	 	2 	800 	
 	Spices 	II 	 	3 	1600	
 	Spices 	III 	 	4 	3200	
 	Wine 	I 	 	2 	800 	
 	Wine 	II 	 	3 	1600	
 	Wine 	III 	 	4 	3200	
 	Timber 	I 	 	2 	800 	
 	Timber 	II 	 	3 	1600	
 	Timber 	III 	 	4 	3200	
== Total War: Warhammer III ==
Along with a significant rework to the slave system, there were many changes to the Dark Elves' buildings in Total War: Warhammer III
=== Settlement ===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Province Capital	I 	Income generated: 100
Defensive supplies: +1000
Growth: +10
Grants 1 construction slot in the settlement
Corruption: -2
When outside Wood Elf, Ogre, or Norscan homeland:
* Adds walls to the settlement
Provides garrison:
* 3 Bleakswords
* 3 Darkshards
* 2 Dreadspears
Unlocks recruitment of:
* Dreadspears	2 	800 	Major Settlement
 	Province Capital	II 	Income generated: 150
Defensive supplies: +1000
Growth: +20
Grants 2 construction slots in the settlement
Corruption: -2
When outside Wood Elf, Ogre, or Norscan homeland:
* Adds walls to the settlementProvides garrison:
* 3 Bleakswords
* 3 Darkshards (Shields)
* 4 Dreadspears	5 	4800	Major Settlement
 	Province Capital	III 	Income generated: 200
Defensive supplies: +1000
Growth: +30
Grants 3 construction slots in the settlement
Corruption: -2
When outside Wood Elf, Ogre, or Norscan homeland:
* Adds walls to the settlementProvides garrison:
* 3 Bleakswords
* 4 Darkshards (Shields)
* 3 Dreadspears
* 1 Shades	6 	7200	Major Settlement
 	Province Capital	IV 	Income generated: 250
Defensive supplies: +1000
Growth: +40
Grants 5 construction slots in the settlement
Corruption: -2
When outside Wood Elf, Ogre, or Norscan homeland:
* Adds walls to the settlementProvides garrison:
* 2 Bleakswords
* 4 Darkshards (Shields)
* 3 Dreadspears
* 1 Shades
* 1 Har Ganeth Executioners	3 	1600	Major Settlement
 	Province Capital	V 	Income generated: 300
Defensive supplies: +1000
Growth: +50
Grants 7 construction slots in the settlement
Corruption: -2
When outside Wood Elf, Ogre, or Norscan homeland:
* Adds walls to the settlementProvides garrison:
* 2 Bleakswords
* 4 Darkshards (Shields)
* 3 Dreadspears
* 2 Shades
* 1 Har Ganeth Executioners	4 	3200	Major Settlement
 	Minor Settlement	I 	Income generated: 100
Defensive supplies: +1000
Growth: +10
Grants 1 construction slot in the settlement
Corruption: -1
Provides garrison:
* 2 Bleakswords
* 1 Darkshards
* 2 Dreadspears
Unlocks recruitment of:
* Dreadspears	 	 	Minor Settlement
 	Minor Settlement	II 	Income generated: 150
Defensive supplies: +1000
Growth: +20
Grants 2 construction slots in the settlement
Corruption: -1
Provides garrison:
* 2 Bleakswords
* 2 Darkshards
* 2 Dreadspears	 	 	Minor Settlement
 	Minor Settlement	III 	Income generated: 200
Defensive supplies: +1000
Growth: +30
Grants 3 construction slots in the settlement
Corruption: -1
Provides garrison:
* 3 Bleakswords
* 2 Darkshards
* 2 Dreadspears	5 	4000	Minor Settlement
=== Infrastructure ===
Building	Chain 	Tier	Effect	Turns	Cost	Requirements
 	Residence 	I 	Growth: +5
Casualty replenishment rate: +2%
When you have 5 or more Slaves:
* Growth: +10
* Slaves: -5 per turn	1 	485 	
 	Residence 	II 	Growth: +10
Casualty replenishment rate: +4%
When you have 10 or more Slaves:
* Growth: +25
* Slaves: -10 per turn	2 	1000	
 	Residence 	III 	Growth: +15
Casualty replenishment rate: +6%
When you have 15 or more Slaves:
* Growth: +40
* Slaves: -15 per turn	3 	1500	
 	Industry 	I 	Income generated: 100
When you have 15 or more Slaves:
* Slave income generated: 100
* Slaves: -15 per turn	1 	500 	
 	Industry 	II 	Income generated: 150
When you have 25 or more Slaves:
* Slave income generated: 350
* Slaves: -25 per turn	2 	1000	
 	Industry 	III 	Income generated: 200
When you have 35 or more Slaves:
* Slave income generated: 500
* Slaves: -35 per turn	3 	1500	
 	Entertainment 	II 	Control: +1
When you have 10 or more Slaves:
* Control: +1
* Slaves: -10 per turn	2 	1500	Not available to Cult of Pleasure
 	Entertainment 	III 	Control: +2
When you have 15 or more Slaves:
* Control: +2
* Slaves: -15 per turn	3 	2000	Not available to Cult of Pleasure
 	Entertainment 	IV 	Control: +3
When you have 20 or more Slaves:
* Control: +5
* Slaves: -20 per turn	4 	3000	Not available to Cult of Pleasure
 	Slave-Keeping 	II 	Control: -2
Slaves used by buildings: -15% (local region)
Slave Cost: -5% for Diktats (local province)	2 	1500	
 	Slave-Keeping 	IV 	Control: -4
Slaves used by buildings: -30% (local region)
Slave Cost: -10% for Diktats (local province)	4 	3000	
 	Transportation 	III 	Campaign movement range: +15% for own armies starting their turn in this region
Income from trade tariffs: +3%
Income from all buildings: +4% (local province)
Income from Slaves: +10% (local region)	3 	2000	
 	Cult of Pleasure	I 	Control: +1
Slaanesh corruption: +2
When you have 5 or more Slaves:
* Control: +1
* Slaves: -5 per turn	1 	1000	Cult of Pleasure only
 	Cult of Pleasure	II 	Control: +2
Slaanesh corruption: +4
When you have 5 or more Slaves:
* Control: +1
* Slaves: -5 per turn
Unlocks recruitment of:
* Daemonettes of Slaanesh	2 	1500	Cult of Pleasure only
 	Cult of Pleasure	III 	Unlocks Hero recruitment: Death Hag
Hero capacity: +1 for Death Hags
Control: +2
Slaanesh corruption: +6
When you have 10 or more Slaves:
* Control: +3
* Slaves: -10 per turn
Unlocks recruitment of:
* Witch Elves	3 	2000	Cult of Pleasure only
 	Cult of Pleasure	IV 	Unlocks Hero recruitment: Death Hag
Hero capacity: +1 for Death Hags
Hero recruit rank: +2 for Death Hags
Control: +3
Slaanesh corruption: +8
Slaanesh corruption in adjacent provinces: +2
When you have 10 or more Slaves:
* Control: +3
* Slaves: -10 per turn
Unlocks recruitment of:
* Exalted Daemonettes of Slaanesh	4 	3000	Cult of Pleasure only
 	Cult of Pleasure	V 	Unlocks Hero recruitment: Death Hag
Hero capacity: +1 for Death Hags
Hero recruit rank: +4 for Death Hags
Control: +3
Slaanesh corruption: +10
Slaanesh corruption in adjacent provinces: +3
When you have 15 or more Slaves:
* Control: +5
* Slaves: -15 per turn	5 	4000	Cult of Pleasure only
=== Port ===
Building	Chain	Tier	Effect	Turns	Cost	Requirements
 	Port 	I 	Income generated: 100
Growth: +10
Slaves: 20 per turn	1 	800 	
 	Port 	III 	Income generated: 300
Growth: +20
Slaves: 40 per turn	4 	3000	
 	Port 	V 	Income generated: 500
Growth: +30
Slaves: 80 per turn	6 	6000	
Category:Dark Elves
Category:Dark Elves buildings