Vampire Counts buildings

This page lists all Vampire Counts buildings.
==List of buildings==
===Defensive===
Building 	Effect 	Cost 	Requirements
Corpse Pile 	Enemy Hero action success chance: -10% 	1500 money2 turns	
Grave Guard Watchtower	Enemy Hero action success chance: -15%Provides settlement walls (requiring siege warfare to conquer)Adds walls to settlement	3000 money3 turns	
Ghost Fence 	Enemy Hero action success chance: -10%Leadership bonus when under siege: +2Siege holdout time: +1Fires bones 	2500 money3 turns	
Skeletal Walls 	Enemy Hero action success chance: -15%Leadership bonus when under siege: +4Siege holdout time: +2Fires caged bats 	5000 money4 turns	
Blasphemous Bulwark 	Enemy Hero action success chance: -20%Leadership bonus when under siege: +6Siege holdout time: +3Fires corpse balls 	7500 money5 turns	
===Military recruitment===
Building 	Effect 	Cost 	Requirements
Defiled Cairn 	Enables Crypt Ghouls while raising the dead Crypt Ghouls 	2500 money3 turns	
Binding Circle 	Enables hero recruitment: Wight KingEnables Crypt Ghouls while raising the deadEnables Crypt Horrors while raising the dead Crypt GhoulsCrypt Horrors 	5000 money4 turns	
Lodestone of Darkness	Enables hero recruitment: Wight KingWight King experience level increase: +3Increases Wight King capacityIncreases Banshee capacity<Br/>Enables hero recruitment: BansheeBanshee experience level increase: +3Enables Cairn Wraiths while raising the deadEnables Crypt Ghouls while raising the deadEnables Crypt Horrors while raising the dead<Br/>Enables Hexwraiths while raising the dead HexwraithsCairn Wraiths Crypt GhoulsCrypt Horrors 	7500 money5 turns	
Cemetery 	Enables Skeleton Warriors while raising the deadEnables Zombies while raising the deadSkeleton WarriorsZombie 	1000 money1 turns	
Barrow 	Enables Grave Guard while raising the deadEnables Skeleton Warriors while raising the deadEnables Skeleton Spearmen while raising the deadEnables Zombies while raising the deadGrave GuardSkeleton WarriorsSkeleton SpearmenZombie 	2000 money2 turns	
Mausoleum 	Enables Black Knights while raising the deadEnables Black Knights (Lances & Barding) while raising the deadEnables Grave Guard while raising the deadEnables Grave Guard (Great Weapons) while raising the dead<Br/>Enables Skeleton Warriors while raising the dead<Br/>Enables Skeleton Spearmen while raising the dead<Br/>Enables Zombies while raising the deadBlack KnightsBlack Knights (Lances & Barding)Grave GuardGrave Guard (Great Weapons)Skeleton WarriorsSkeleton SpearmenZombie	4000 money3 turns	
Sinister Copse 	Enables Fell Bats while raising the deadEnables Dire Wolves while raising the dead Dire Wolves Fell Bats 	1000 money1 turns	
Abyssal Wood 	Enables Fell Bats while raising the deadEnables Dire Wolves while raising the deadEnables Vargheists while raising the dead Dire Wolves Fell BatsVargheists 	2000 money2 turns	
Haunted Forest 	Enables Fell Bats while raising the deadEnables Dire Wolves while raising the deadEnables Terrorgheist while raising the deadEnables Vargheists while raising the dead<Br/>Enables Varghulf while raising the dead Dire Wolves Fell BatsTerrorgheistVargheistsVarghulf 	4000 money3 turns	
===Military support===
Building 	Effect 	Cost 	Requirements
Ancient Armoury 	Infantry experience level bonus: +1 	4000 money4 turns 	
Reliquary 	Cavalry experience level bonus: +1Infantry experience level bonus: +2 	6000 money5 turns 	
Unholy Forge 	Recruitment cost for Grave Guard and Black Knights: -20%Unit experience level increase for Graveguard and Black Knights: +3 	4000 money3 turns 	Iron
Dark Lair 	Recruitment cost for Vampiric forest beasts: -20%Unit experience level increase for Forest Beasts: +3 	4000 money3 turns 	Timber
Forbidden Library 	Increases Necromancer capacityEnables hero recruitment: NecromancerIncome generated: 350Infantry experience level bonus: +1<Br/>Research rate: +4%<Br/>Local recruitment capacity: +1 	10000 money4 turns	
Necromancer's Tower 	Increases Necromancer capacityNecromancer experience level increase: +4Income generated: 500<Br/>Infantry experience level bonus: +2<Br/>Research rate: +8%<Br/>Local recruitment capacity: +1	15000 money5 turns	
Altdorf Conclave of Forbidden Magic	Necromancer experience level increase: +1Increases Necromancer capacityEnables hero recruitment: NecromancerNecromancer experience level increase: +2<Br/>Research rate: +6% 	10000 money4 turns	Must be built in Altdorf.
Altdorf College of Forbidden Magic 	Necromancer experience level increase: +2Increases Necromancer capacityEnables hero recruitment: NecromancerNecromancer experience level increase: +3<Br/>Research rate: +12% 	15000 money6 turns	Must be built in Altdorf.
Vampire Crypts 	Increases Vampire capacityEnables hero recruitment: VampireIncome generated: 350Public order: +4 (local province) 	10000 money4 turns	
Vampire's Keep 	Increases Vampire capacityVampire experience level increase: +4Enables Black Coach while raising the dead<Br/>Income generated: 500<Br/>Public order: +6 (local province)Black Coach 	15000 money5 turns	
===Infrastructure===
Building 	Effect 	Cost 	Requirements
Balefire Brazier	Vampiric corruption: +3 	2000 money2 turns 	
Balefire Hearth 	Vampiric corruption: +4Vampiric corruption: +2 (adjacent provinces)	4000 money3 turns 	
Witch House 	Vampiric corruption: +6Vampiric corruption: +4 (adjacent provinces)	6000 money4 turns 	
Crumbling Wharf 	Income generated: 200Growth: +10 	1000 money1 turns 	
Murky Harbour 	Income generated: 400Growth: +20 	4000 money3 turns 	
Dark Port 	Income generated: 800Growth: +30 	11250 money5 turns	
Charnel Pit 	Growth: +20 	750 money2 turns 	
Lychyard 	Growth: +25Local recruitment capacity: +1 	3000 money3 turns 	
Ossuary 	Growth: +30Local recruitment capacity: +2 	6000 money4 turns 	
Gibbet 	Income generated: 100Public order: +1 (local province) 	1000 money3 turns 	
Gallows 	Income generated: 150Public order: +3 (local province) 	2000 money4 turns 	
===Resources===
Building 	Effect 	Cost 	Requirements
Red Pit 	 	600 money2 turns 	
Blood Mines 	 	1200 money3 turns	
Pigment Grinder's Shop 	 	2200 money4 turns	
Hunting Grounds (Vampire Counts)	 	500 money1 turns 	
Poaching Camp 	 	1000 money2 turns	
Flayer's Lair 	 	2000 money3 turns	
Tarnished Gold Shaft 	 	1000 money3 turns	
Tarnished Gold Mine 	 	2000 money4 turns	
Balefire Gold Smeltery 	 	4000 money5 turns	
Dark Iron Pit 	 	600 money2 turns 	
Zombie-Infested Iron Mine 	 	1200 money3 turns	
Scoured Iron Mine 	 	2200 money4 turns	
Brimstone Cutter's Workshop 	 	600 money2 turns 	
Tombstone Maker's Atelier 	 	1200 money3 turns	
Gargoyle Sculptor's Garret 	 	2200 money4 turns	
Cursed Fields 	 	500 money1 turns 	
Wretched Farmstead 	 	1000 money2 turns	
Haunted Mill 	 	2000 money3 turns	
Flooded Clay Pit 	 	600 money2 turns 	
Urn Maker's Pottery 	 	1200 money3 turns	
Screeching Kilns 	 	2200 money4 turns	
Brackish Pond 	 	600 money2 turns 	
Salt Marsh 	 	1200 money3 turns	
Desolate Salt Pans 	 	2200 money4 turns	
Forester's Shack 	 	600 money2 turns 	
 	 	 	
Abandoned Wood Sheds 	 	2200 money4 turns	
Tangled Vine Patch 	Public order: +3 (local province)Wine resource production: 20 barrels	600 money2 turns 	
Thorny Orchard 	Public order: +4 (local province)Wine resource production: 30 barrels	1200 money3 turns	
Animated Winepress 	Public order: +5 (local province)Wine resource production: 45 barrels	2200 money4 turns	
==Settlements==
===Generic===
Building 	Effect 	Cost 	Requirements
Crumbling Hamlet 	Buildings construction slots: 1Income generated: 160Siege holdout time: +2Growth: +10<Br/>	1000 money2 turns	
Corrupted Village	Buildings construction slots: 2Income generated: 240Siege holdout time: +2Growth: +20<Br/>	2000 money3 turns	
Shady Township 	Buildings construction slots: 3Income generated: 320Siege holdout time: +2Growth: +30<Br/>	4000 money4 turns	
Accursed City 	Buildings construction slots: 4Income generated: 400Siege holdout time: +2Growth: +40<Br/>	6000 money5 turns	
Dark Castle 	Buildings construction slots: 5Income generated: 480Siege holdout time: +2Growth: +50<Br/>	9000 money6 turns	
===Castle Drakenhof===
Building 	Effect 	Cost 	Requirements
Drakenhof (Crumbling Hamlet) 	Buildings construction slots: 1Income from all buildings: +30%Income from all buildings in adjacent provinces: +15%Income generated: 250<Br/>Siege holdout time: +2<Br/>Growth: +10<Br/>Public order: +1 (local province)<Br/>Public order: +1 (adjacent provinces)<Br/>Provides settlement walls (requiring siege warfare to conquer)	1000 money2 turns	
Drakenhof (Corrupted Village) 	Buildings construction slots: 2Income from all buildings: +35%Income from all buildings in adjacent provinces: +18%Income generated: 375<Br/>Siege holdout time: +2<Br/>Growth: +20<Br/>Public order: +2 (local province)<Br/>Public order: +1 (adjacent provinces)<Br/>Provides settlement walls (requiring siege warfare to conquer)	2000 money3 turns	
Drakenhof (Shady Township) 	Buildings construction slots: 3Income from all buildings: +40%Income from all buildings in adjacent provinces: +20%Income generated: 500<Br/>Siege holdout time: +2<Br/>Growth: +30<Br/>Public order: +3 (local province)<Br/>Public order: +1 (adjacent provinces)<Br/>Provides settlement walls (requiring siege warfare to conquer)	4000 money4 turns	
Castle Drakenhof (Accursed City)	Buildings construction slots: 4Income from all buildings: +45%Income from all buildings in adjacent provinces: +23%Income generated: 625<Br/>Siege holdout time: +2<Br/>Growth: +40<Br/>Public order: +4 (local province)<Br/>Public order: +2 (adjacent provinces)<Br/>Provides settlement walls (requiring siege warfare to conquer)	6000 money5 turns	
Castle Drakenhof (Dark Castle) 	Buildings construction slots: 5Income from all buildings: +50%Income from all buildings in adjacent provinces: +25%Income generated: 750<Br/>Siege holdout time: +2<Br/>Growth: +50<Br/>Public order: +5 (local province)<Br/>Public order: +2 (adjacent provinces)<Br/>Provides settlement walls (requiring siege warfare to conquer)	9000 money6 turns	
Vampire Counts buildings