Vampire Coast

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

All: (32) Landmarks: (20) Ports: (7) Special Deck: (5) Settlements: (0)

The Saw-Shark's Blade
Special Deck
"Very nasty - tends to rip ‘em apart and send ‘em down to Stromfels’ Chest with all hands lost… to my true father's delight!"
Enables lightning strike battles when reinforcements are present
Income from raiding: +30%
Casualty replenishment rate: +10%
Income from sacking settlements: +20%
Cylostra's Balcony
Special Deck
…from which the great soprano - the Siren of the Sea, no less - connects with 'her public'.
Control: +7 (local province)
Casualty replenishment rate: +10%
Leadership: +10 (Lord's army)
The Black Coffin
Special Deck
Within this ornate sarcophagus of blackened oak, Harkon plots his return. Perhaps a name for an even greater vessel to come?
Casualty replenishment rate: +10%
Vampiric corruption: +6 (local province)
Income from all buildings: +5% (factionwide)
Harpoon Launcher
Special Deck
The addition of a rope stops the quarry from simply limping away to fight another day.
Infamy gained: +20 per turn
Hero recruit rank: +2
Melee defence: +10 when defending
Missile strength: +15% for Carronade, Mortar and Queen Bess units
Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot"
Trident Launcher
Special Deck
Three prongs are definitely better than one.
Infamy gained: +15 per turn
Hero recruit rank: +1
Melee defence: +8 when defending
Missile strength: +10% for Carronade, Mortar and Queen Bess units
Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot"
Gaff Launcher
Special Deck
This barbed spear is ideal for hunting big fish, men, Orcs, Ogres - whatever!
Infamy gained: +10 per turn
Melee defence: +6 when defending
Missile strength: +10% for Carronade, Mortar and Queen Bess units
Army ability number of uses: +1 for "Norse Roar", "Zhufbar 42-pounder" and "Sartosa Grapeshot"
Barb Launcher
Special Deck
A hook next to the tip ensures that a dart is rather difficult to remove, and struggling just makes its gashed wound worse.
Infamy gained: +5 per turn
Melee defence: +4 when defending
Missile strength: +5% for Carronade, Mortar and Queen Bess units
Dart Launcher
Special Deck
Darts are for firing as well as throwing - with deadly results.
Melee defence: +2 when defending
Missile strength: +5% for Carronade, Mortar and Queen Bess units
Sylvanian Battlements
Special Deck
It aids defence greatly when attackers can be turned to fight for them.
Enemy Hero action success chance: -20%
Casualty replenishment rate: +10% (Lord's army)
Armour: +10 (Lord's army)
Melee defence: +6 (Lord's army)
Ancient Vault
Landmark
Luthor Harkon's mind is broken and he believes the key to his condition lies buried... somewhere…
Magic item drop chance from battle: +20% (factionwide)
Income from all buildings: +2% (factionwide)
Army ability: "Wraith Storm" (all armies)
Winds of Magic power reserve capacity: +10 (all armies)
Spell resistance: +10% (all armies)
Collapsed Cavern
Landmark
To repair his fragmented psyche there are no depths to which Harkon will not sink.
Miscast base chance: +50% (all characters)
Winds of Magic power reserve capacity: -10 (all armies)
Spell resistance: -10% (all armies)
Cylostra's Opera House
Landmark
When the curtain rises, all assembled will fall prostrate afore the 'Siren of the Storm'.
Control: +1 (factionwide)
Control: +8
Hero action success chance: +5% (all characters)
Vampiric corruption: +1 (all provinces)
Winds of Magic power reserve capacity: +6 (all armies)
Dragon Tooth Lighthouse
Landmark
Fashioned from the tooth of a mighty Dragon, the lighthouse affords its owner a much better view of exactly what is out there.
All sea regions are made visible to your faction
Wreck of the Heldenhammer
Landmark
The wreck of the Grand Theogonist's flagship has large bulkheads and hundreds of cannons that could be salvaged for a much greater purpose.
Recruit rank: +4 for Artillery units (all characters)
Recruitment cost: -15% for Artillery units (all armies)
Missile strength: +10% for Carronade, Mortar and Queen Bess units (all armies)
Unlocks recruitment of:
Necrofex Colossus
Great Halls of Nagashizzar
Forbidden Halls
The husk of Nagash is like a font of Necromantic energies – even the meanest skeleton is girded by this power as if made of steel.
Income generated: +450
Vampiric corruption: +50 (local region)
Physical resistance: +5% (all armies)
Cooldown: -20% to spells (all armies)
Raise dead cost: -20%
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
Graves of the Dragons
Dragon Graveyard
The Plain of Bones is strewn with the skeletons of long-dead Dragons, to which Dark Magic clings like a foetid cloud.
Lord recruit rank: +3 (factionwide)
Vampiric corruption: +5
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)
Lost Necropolis of Mourkain
Ancient Ruins
A mass open grave is a macabre sight to most, but to the Necromantically-inclined it is a place to conjure martial might.
Income generated: +500
Unlocks Hero recruitment: Necromancer
Research rate: +10
Hero recruit rank: +1 for Necromancers (all provinces)
Upkeep: -5% for Crypt Ghouls and Crypt Horrors units (all armies)
Recruit rank: +4 for Crypt Ghouls and Crypt Horrors units
Local recruitment capacity: +1
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)
Peg Street Pawnshop
Landmark
All manner of questionable items eventually end up here. Buyers beware, however, as pickpockets relieve customers of their valuables almost immediately.
Golden Idols resource production: +3 chests
Exotic Animals resource production: +2 cages
Dwarf beer resource production: +2 kegs
Spices resource production: +2 sacks
Elven Trinkets resource production: +3 chests
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.
Income generated: +800
Lord recruit rank: +3 (factionwide)
Hero recruit rank: +3 (all provinces)
Vampiric corruption in adjacent provinces: +25
Vampiric corruption: +50
Winds of Magic power reserve capacity: +15 (all armies)
Spell resistance: +10% (all armies)
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)
Smithy's Tavern
Landmark
An Imperial sailor discharged for his drunkenness and thievery, Smithy won the noisiest tavern on Sartosa in a game of dice.
Income generated: +300
Control: +10
Hero recruit rank: +3 (all provinces)
Casualty replenishment rate: +5%
Local recruitment capacity: +2
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)
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)
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)
Hall of Rebirth
Landmark
Before Nagash cursed the land, this was a beautiful palace garden. Now, its Undead masters use it to conduct rituals promising a different kind of rebirth altogether...
Research rate: +10
Tradable resources produced: +5% (factionwide)
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)
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)
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
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)
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)