Lizardmen

Explore the special buildings available to Lizardmen. This comprehensive list details landmarks, special ports, and notable settlements.

All: (43) Landmarks: (36) Ports: (7) Special Deck: (0) Settlements: (0)

The Great Temple of Hashut (Desecrated)
The Great Temple of Hashut
Atop the great tower Mingol-Zharr-Naggrund sits the Great Temple of Hashut, into which is poured all of the Chaos Dwarfs' ingenuity, cruelty and devotion. To them, no location is more sacred.
Income generated: +500
Diplomatic relations: -50 with Chaos Dwarfs
Character experience gain: +5% (all characters)
Research rate: +10
Winds of Magic power reserve capacity: +5 (all armies)
Buried Caravanserai
Hidden Oasis
Given time, even the harshest route can be turned to the pursuit of profit.
Income generated: +200
Growth: +30
Immune to Desert attrition (all armies)
Immune to Sandstorm attrition (all your armies in adjacent provinces)
Income from trade tariffs: +10%
Secluded Oasis
Hidden Oasis
When traversing the vast stretches of the Khemrian desert, water is as valuable as gold.
Growth: +30
Immune to Desert attrition (all armies)
Immune to Sandstorm attrition (all your armies in adjacent provinces)
Great Dragon Fleet Port
Special Port
Beside a grand fleet of merchant ships, bustling crowds make their way into the city, marvelling at the fulcrum of international trade before them.
Income generated: +800
Growth: +40
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Great Dragon Fleet Harbour
Special Port
Alive with activity, the harbour groans beneath the common throngs, greeting sea-worn faces from all across the known world.
Income generated: +400
Growth: +40
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Great Dragon Fleet Docks
Special Port
Sitting at the mouth of the Jade River, the docks welcome all to the thriving city of Fu-Chow.
Income generated: +200
Growth: +20
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Shrine of Manann
Shrine of Manann
Those Bretonnian subjects who worship the vengeful Sea-God must do so in secret, as in some quarters even uttering his name can mean summary execution.
Corruption in adjacent provinces: -3
Corruption: -4
Sacrificial Snake Pit of Sotek
Snake Pit
"Blessed slithering beast of the pit, accept this offering in the name of the Serpent-God and his Prophet!"
Leadership: +5 for Skink, Chameleon Skink and Red Crested Skink units (all armies)
Enemy leadership: -4 for Skaven units (enemy armies in province)
Melee attack: +4 for Skink, Chameleon Skink and Red Crested Skink units (all armies)
Jungles of the Old Ones
New Seeding
Konquata is the site of a great seeding – the birth of a new jungle that nourishes the land of Albion.
Income generated: +200
Local Recruitment duration: -1 turn for all units (minimum 1) (armies in region)
Growth: +30
Immune to Snow attrition (all armies)
Casualty replenishment rate: +15% (armies in region)
Great Halls of Nagashizzar
Forbidden Halls
In his dark halls sits the husk of Nagash himself. Careful study may reveal new methods for combatting the Undead scourge.
Income generated: +200
Immune to Vampiric attrition (all armies)
Leadership: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
Vampiric corruption: +50 (local region)
Double experience gain for units when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
Tower of the Bloodytooth
Cursed Ruins
These bleak, distant ruins contain plentiful – if somewhat tainted – treasures and building materials. Just try to ignore the gnawed-upon bones...
Income generated: +300
Construction cost: -15% for all buildings (local province)
Vampiric corruption: +1
City of Bronze
Ancient Foundries
Ancient forges and sand-clogged furnaces can be reignited and turned again to the cause of war.
Income generated: +300
Local Recruitment duration: -1 turn for all units (minimum 1)
Recruitment cost: -10% (armies in region)
Chameleon Shrine
Landmark
In Conalxa's shrine do the Chameleon Skinks give thanks to the Old One who preserves and enhances them.
Unlocks Hero recruitment: Skink Chief (all provinces)
Hero recruit rank: +2 for Skink Chiefs (all provinces)
Recruit rank: +1 for Skink and Chameleon Skinks units (factionwide)
Provides garrison:
4Chameleon Skinks
The Chamber of Visions
Landmark
Those who visit the Chamber of Visions shall see what the Old Ones see: the many threads of the future.
Lord recruit rank: +1 (factionwide)
Hero action success chance: +3% (all characters)
Magic item drop chance from battle: +5% (factionwide)
Ambush defence chance: +5% (all armies)
Lairs of Clar Karond
Clar Karond Landmark
Deep below the Tower of Doom, all manner of beasts are kept and … investigated, in the name of greater power.
Exotic Animals resource production: +100 cages
Lord recruit rank: +2 (factionwide)
Hero recruit rank: +2 (factionwide)
Plateau of the Fallen Gates
Fallen Gates Landmark
Within the great plateau of this ancient construct is the stellar engine; the secrets of its construction jealously guarded.
Recruit rank: +2 for Temple Guard units (factionwide)
Hero recruit rank: +1 for Saurus Scar-Veterans (all provinces)
Hero recruit rank: +1 for Skink Priests (all provinces)
Upkeep: -5% for Temple Guard units (all armies)
Provides garrison:
3Temple Guard
Ransacked Convent of Sorcery
Ghrond Landmark
The dark tomes that are studied herein, and the vicious incantations practised can shake the very foundations of the world.
Research rate: +12
Income from all buildings: +6% (factionwide)
Winds of Magic power reserve capacity: +6 (all armies)
Ransacked Tower of Prophecy
Ghrond Landmark
The Dark Cultists studying within say they can see the future. To this end, they study tirelessly and without cease.
Research rate: +6
Income from all buildings: +3% (factionwide)
Winds of Magic power reserve capacity: +3 (all armies)
Golden Tower of the Gods
Landmark
An ancient tower clad in pure gold, constructed by the Lizardmen at the order of the Old Ones in an age long past.
Income generated: +600
Control: +5
Research rate: +8
Corruption: -5
Provides garrison:
2Temple Guard
The Dark Crag
Landmark
Nowhere in Naggaroth is less safe. One could lose much and more along the treacherous crags.
Income generated: +600
Iron resource production: +96 ingots
Marble resource production: +96 slabs
Mines of Hag Graef
Landmark
The mines stretch on, seemingly endless, with every shaft and seam another hazardous tunnel of possibility.
Income generated: +400
Iron resource production: +64 ingots
Marble resource production: +64 slabs
Eye of Hag Graef
Landmark
The precious minerals, so desired by the Druchii, are prized from the rock by bloodied, blackened hands.
Income generated: +200
Iron resource production: +42 ingots
Marble resource production: +42 slabs
Face of Hag Graef
Landmark
Far, far below Hag Graef, slaves toil in darkness for their masters' wealth.
Income generated: +100
Iron resource production: +28 ingots
Marble resource production: +28 slabs
Blessed Incubator
Landmark
Within the Blessed Incubator, the beasts of Hexoatl are kept, ready for the Old One Itzl to leave his mark.
Exotic Animals resource production: +100 cages
Upkeep: -25% for Terradon Riders, Ripperdactyl Riders, Salamander and Razordon Hunting Packs, Cold One, Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (all armies)
Stellar Pyramids of the Southern Skies
Hexoatl Landmark
Upon the southern horizon of Hexoatl, on the eve of the equinox, stellar pyramids will rise above the jungle canopy.
Lord recruit rank: +1 (factionwide)
Research rate: +12
Winds of Magic power reserve capacity: +10 (all armies)
The Emerald Pools
Itza Landmark
The shimmering, healing Emerald Pools of Itza are truly a sight to behold; even cold-blooded eyes appreciate their beauty.
Medicinal Plants resource production: +100 bundles
Growth: +10 (all provinces)
Casualty replenishment rate: +5% (all armies)
Vaults of the Old Ones
Itza Landmark
Under Itza, the Vaults of the Old Ones contain many secrets of the Ancient Enemy, and, some say, how to finally defeat them.
Corruption: -5 (all provinces)
Melee attack: +8 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies)
Ward save: +8% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies)
Diplomatic relations: +20 with Lizardmen
Shrine of Birds
Landmark
The creatures that take flight flock to the Shrine of Birds, the Old One whose essence resides within awarding all creatures that take flight.
Recruit rank: +2 for Terradon Riders, Ripperdactyl Riders and Coatl units (factionwide)
Upkeep: -15% for Terradon Riders, Ripperdactyl Riders and Coatl units (all armies)
Ammunition: +20% for Terradon Riders units (all armies)
Provides garrison:
3Terradon Riders (Fireleech Bolas)
Vault of Nagash
Pyramid
Deep inside the Pyramid of Nagash is said to be a vault, cursed with Undead magic by the fabled Necromancer himself. Only very few know what secrets it truly holds.
Lord recruit rank: +3 (factionwide)
Hero recruit rank: +3 (all provinces)
Vampiric corruption: +20
Winds of Magic power reserve capacity: +15 (all armies)
Spell resistance: +10% (all armies)
Serpent Lairs of Sotek
Landmark
It is in Quetza where Sotek's followers are the most fervent. The ratmen should fear the coldbloods that emerge from these lairs.
Income from post-battle loot: +20% (factionwide)
Ambush success chance: +5% (all armies)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10% (all characters factionwide)
Leadership: +20 when fighting against Skaven (armies in province)
Sanctum of Quintex
Landmark
The deepest chancels within Quintex may very well hold treasures and learnings that unlock the past, and foretell the future.
Income generated: +400
Control: +3
Growth: +40
Research rate: +10
Income from all buildings: +10% (local province)
Vaults of Quintex
Landmark
Quintex has stood since before the dawn of recorded history. Within its vaults lie treasures beyond comprehension.
Income generated: +200
Growth: +30
Research rate: +5
Income from all buildings: +5% (local province)
Catacombs of Quintex
Landmark
The catacombs of this impossibly ancient city conceal treasures that are not of this realm.
Income generated: +100
Growth: +20
Income from all buildings: +2% (local province)
Flame of Asuryan
Asuryan Worship
Here the High Elves may give praise to the ruler of the Elven pantheon, Asuryan.
Control: +5
Lord recruit rank: +1 (factionwide)
Shrine of Widowmaker
Khaine Worship
Give praise to the Lord of War, and hope he answers with righteous fury.
Income from post-battle loot: +15% (factionwide)
Corruption: -15
Recruit rank: +1 (factionwide)
Abandoned Shrine of Widowmaker
Khaine Worship
What was once a place of worship, reduced now to so much cinder.
Income from post-battle loot: +5% (factionwide)
Corruption: -5
Temple of the Eclipse
Landmark
In the City of the Moon sits the Temple of the Eclipse, its power reverberating whenever the two moons align.
Research rate: +10
Hero capacity: +1 for Skink Priests
Hero recruit rank: +2 for Skink Priests (all provinces)
Corruption: -1 (all provinces)
Despoiled White Tower of Hoeth
Saphery Landmark
Visible from many miles, the White Tower is the greatest sanctuary of knowledge in the known world.
Research rate: +12
Construction cost: -10% for all buildings (factionwide)
Winds of Magic power reserve capacity: +6 (all armies)
Sacked Library of Hoeth
Saphery Landmark
The Loremasters of the High Elves take great pride in their vast scroll collections.
Research rate: +6
Construction cost: -5% for all buildings (factionwide)
Winds of Magic power reserve capacity: +3 (all armies)
Temple of Mists
Landmark
The Temple of Mists is surrounded by enchanted fog that protects all of Xlanhuapec.
Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province)
Army ability: "Temple of Mists" (armies in region)
Leadership: -20 when laying siege or encircling (enemy armies in province)
Melee defence: +5 when under siege (armies in province)
Beacon of Dawn
Landmark
By dawn's early light… does it call to the bosom of the Old Ones for their protection and illumination.
Unit experience gain per turn: +200 (armies in province)
Corruption: -10
Recruit rank: +1
Empowered Ogham Stones
Landmark
Cleansed and restored at last, the once-derelict Ogham Stones channel their considerable powers to serve your cause.
Control: +9
Income from all buildings: +10% (local province)
Winds of Magic power reserve capacity: +20 (factionwide)
Ogham Stones
Landmark
These rune-bound Waystones of unknown origin have received a patchwork of venerations from Albion’s long history of inhabitants.
Control: +2
Income from all buildings: +5% (local province)
Winds of Magic power reserve capacity: +10 (factionwide)
Ruined Ogham Stones
Landmark
An odd assortment of standing stones have long held watch over Albion, enacting an ancient purpose that has long been forgotten.
Control: +1
Income from all buildings: +2% (local province)
Winds of Magic power reserve capacity: +5 (factionwide)
Occupied Celestial Palace
Landmark
For the first time in history, the flag of an invading power flies over the residence of the Dragon Emperor. Cathay will not forget this insult any time soon.
Diplomatic relations: -30 with Grand Cathay
Lord recruit rank: +2 (factionwide)
Income from all buildings: +5% (factionwide)
Weapon strength: +5% when fighting against Cathay (factionwide)
Glacial Caves
Landmark
These icy caves offer a place of tranquillity previously thought unknowable on the Southern Continent.
Income generated: +200
Research rate: +10
Corruption in adjacent provinces: -3
Corruption: -5
Huatl
Landmark
In a sight not seen since the disappearance of the Old Ones, new pyramids are raised as this fallen Temple City is rebuilt.
Growth: +5 (all provinces)
Hero action success chance: +5% (all characters)
Income from all buildings: +5% (factionwide)
Diplomatic relations: +30 with Lizardmen
Pillar of Bone
Landmark
The Pillar of Bone is a mighty arcane fulcrum, one which your mages are ready to harness to its full extent.
Income generated: +200
Hero recruit rank: +2 (factionwide)
Research rate: +5
When enemy Lord is present:
Winds of Magic power reserve: +10 per turn (armies in local province)
Enemy Winds of Magic power reserve: -10 per turn (enemy armies in province)
The Standing Stones
Standing Stones
Stones that represent the powers that might be, from which great strength can be drawn.
Growth: +20
Research rate: +10
Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide)
Bordeleaux Wine Market
Bordeleaux Winemaking
The wine market is a bustling and often dangerous place, as casks and bottles of the best vintages are sold for many gold coins.
Wine resource production: +144 barrels
Control: +8
Growth: +50
Morceaux Valley Vintners
Bordeleaux Winemaking
Vintners gather the grapes blessed by the Lady, turning them into wine for future generations.
Wine resource production: +96 barrels
Control: +5
Growth: +40
Morceaux Valley Vineyards
Bordeleaux Winemaking
The finest Bretonnian wines can be found in the Bordeleaux dukedom and the finest grapes in the Morceaux Valley.
Wine resource production: +64 barrels
Control: +4
Growth: +30
Morceaux Valley Orchards
Bordeleaux Winemaking
The Lady herself blessed the Morceaux Valley, washing the land with crystal water from the Grail.
Wine resource production: +42 barrels
Control: +3
Growth: +20
Copher Harbour
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.
Income generated: +400
Growth: +20
Casualty replenishment rate: +10%
Copher Docks
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.
Income generated: +200
Growth: +10
Casualty replenishment rate: +5%
The Sea Dragon's Teeth (Great Landing)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +800
Gemstones resource production: +60 sacks
Control: +4
Growth: +60
The Sea Dragon's Teeth (Wharf)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +400
Gemstones resource production: +40 sacks
Control: +3
Growth: +40
The Sea Dragon's Teeth
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +200
Gemstones resource production: +20 sacks
Control: +3
Growth: +20
Gates of Lothern
Lothern Port
These towering gates bar passage to anyone harbouring ill designs about Ulthuan.
Income generated: +800
Growth: +40
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Harbour of Lothern
Lothern Port
"Safety, friend. Come ashore; you're in the greatest city in the world, now."
Income generated: +400
Growth: +40
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Straits of Lothern
Lothern Port
A treacherous path, to be sure, but safety lies beyond to those who can navigate it.
Income generated: +200
Growth: +20
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Dawn's Harbour
Special Port
These bustling docks are where the largest trade ships from across the world dock to unload and be repaired.
Income generated: +500
Growth: +40
Immune to Storm and Reef attrition (factionwide)
Dawn's Harbour
Special Port
These quayside berths allow trade vessels to load and unload their wares before heading back to the exotic east.
Income generated: +300
Growth: +30
Dawn's Harbour
Special Port
This simple landing area gives access to the great city-port, the Fortress of Dawn, and its owners ingress to Cathay and beyond.
Income generated: +200
Growth: +20
Erengrad Port
Special Port
The port encompasses the harbour and docks, from the bay to the mouth of the Lynsk.
Income generated: +800
Growth: +30
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Erengrad Harbour
Special Port
Known simply as "the harbour", Erengrad is one of the largest ports, despite being under the control of its infamous Guilds.
Income generated: +400
Growth: +20
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Erengrad Docks
Special Port
There are many docks in Erengrad - the 'Doorway to Kislev' - goods arrive here from Bretonnia, Marienburg and even Norsca.
Income generated: +200
Growth: +10
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Marienburg Port
Special Port
Marienburg's infamous port, the Rijkspoort, is where the majority of the 'legitimate' goods arrive.
Income generated: +800
Growth: +40
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Marienburg Harbour
Special Port
The greater harbour of Marienburg lies past the Manannspoort Sea, just beyond Rijker's Isle.
Income generated: +400
Growth: +40
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Marienburg Docks
Special Port
Marienburg is not a safe place in which to loiter, although the riches that pass through make it worth the risk.
Income generated: +200
Growth: +20
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)