Abscess
Growth only

 Improvements increased by 3.33% for every 1%.
 Houses 88 people.
 Provides 0 jobs.
 Produces 0.3 Tendrils per tick.

Abyss
Glimjir only

 Houses 26 people.
 Provides 0 jobs.

Alchemy
Aurei only

 Gold production increased by 1.5% for every 1% (max +60%).
 Houses 20 Alchemists.
 Houses 0 people.
 Provides 0 jobs.

Algae Bloom
Glimjir only

 Produces 50 food per tick.

Altar
Demon only

 Blood production increased by 4% for every 1% (max +100%).
 Protects 8000 blood from theft.
 4% population growth rate for every 1% (max 100%).

Aqueduct
All except Demon, Glimjir, Growth, Swarm, Sylvan, Spirit, Undead, Yeti

 Food production increased by 8% for every 1% (max +40%).
 8% population growth rate for every 1% (max 40%).

Aquifer
Swarm only

 Produces 50 food per tick.

Armoury
Human only

 You can at most have one per 20 Walls. Unpaired buildings are not effective.
 Houses 20 Knights.
 Houses 20 Foot Soldiers.
 Prestige gains increased by 20% for every 1% (max +50%)
 Houses 0 people.

Atrium
Aurei only

 Houses 28 people.
 Provides 0 jobs.

Barracks
All except Afflicted, Ants, Aurei, Beastfolk, Glimjir, Growth, Human, Kobold, Nox, Reptilians, Spirit, Sylvan, Swarm

 Houses 36 military units.
 Provides 0 jobs.
 Houses 0 people.
 Houses 15 draftees.

Bastion
Human only

 You can at most have one per 20 Walls. Unpaired buildings are not effective.
 Defensive power increased by 5% for every 1% (max +12.50% DP).
 Houses 30 Halberdiers.
 Provides 10 raw defensive power.
 Houses 0 people.

Battery
All except Barbarian

 Only available in Artefacts and Artefacts (packs) rounds.
 Drains 2 mana per tick per artefact in the realm.
 Only effective on up to 5% of land.
 +10 artefact aegis restoration per tick

Battlement
Snow Elf only

 Defensive power increased by 0.5% for every 1% (max +50% DP).
 Houses 1 20.

Bloodstone
Beastfolk only

 +10% improvement points from blood for every 1% (max +100%)
 Protects 8000 blood from theft.
 Blood conversion increased by 5% for every 1% (max +50%).

Bog
Reptilians only

 Produces 50 food per tick.

Bulwark
Glimjir only

 Defensive power increased by 1.5% for every 1% (max +30% DP).
 Increases enemy casualties on defense by 1% for every 1% (max 20%).
 Houses 0 people.

Burrow
Swarm only

 Provides 0 jobs.
 Houses 30 people.

Cabin
Barbarian only

 Houses 50 people.
 Provides 0 jobs.
 Houses 20 military units.

Camp
Beastfolk only

 Houses 20 military units.
 Houses 20 people.
 Provides 0 jobs.

Casern
Human only

 You can at most have one per 20 Walls. Unpaired buildings are not effective.
 Houses 80 military units.
 Houses 60 draftees.
 Houses 0 people.
 Provides 0 jobs.

Cave
Yeti only

 Houses 30 people.
 Provides 0 jobs.

Chamber
Dark Elf, Dwarg, Gnome only

 Houses 30 people.
 Provides 0 jobs.

Chrysalis
Swarm only

 Improvements increased by 2.25% for every 1%.

Colony
Ants only

 Houses 110 people.
 Provides 0 jobs.

Constabulary
All except Glimjir, Growth, Sylvan

 Spy strength on defense increased by 10% for every 1%.
 Houses 40 spies and units that count as spies.
 Houses 0 people.

Coral Reef
Glimjir only

 Improvements increased by (2% + [Building Ratio]) for every 1% (no max).

Cyst
Growth only

 4% sorcery damage suffered for every 1% (max 80%).
 Houses 88 people.
 Provides 0 jobs.
 Produces 0.3 Tendrils per tick.

Dark Spire
Nox only

 Produces 1*[Defensive Wizard Ratio] mana/tick.
 Produces 25 mana per tick.

Deep Mine
Gnome only

 Houses 0 people.
 Produces 45 ore per tick.
 Produces 0.5 mana per tick.
 Produces 9 gems per tick.

Den
Kobold only

 Houses 30 people.
 Provides 0 jobs.

Dungeon
Demon only

 Houses 30 people.
 Provides 0 jobs.

Dwargen Mine
Dwarg only

 Produces 35 ore per tick.
 0.25% chance to discover a thunderstone.
 Houses 0 people.
 Houses 20 Miners.

Dwelling
Goblin only

 Houses 34 people.
 Provides 0 jobs.

Estate
Qur only

 Houses 30 people.
 Provides 10 jobs.

Factory
All except Barbarian, Glimjir, Growth, Qur, Swarm, Sylvan, Wood Elf

 2% construction costs for every 1% (max 30% reduction).
 1.3% construction time for every 1% (max 20% reduction).
 1.5% cost of machine units for every 1% (max 15% reduction).

Farm
All except Dragons, Glimjir, Growth, Icekin, Qur, Reptilians, Spirit, Sylvan, Swarm

 Produces 50 food per tick.

Farmstead
Dragons only

 Houses 30 people.
 Provides 30 jobs.
 Produces 50 food per tick.

Forest Haven
Wood Elf only

 Produces 10 lumber per tick.
 Houses 30 people.
 Houses 5 spies and units that count as spies.
 Provides 0 jobs.

Garden
Sylvan only

 Produces 50 food per tick.

Gem Mine
All except Afflicted, Ants, Aurei, Beastfolk, Demon, Glimjir, Growth, Nox, Reptilians, Simian, Swarm, Sylvan, Wood Elf

 Produces 6 gems per tick.

Giant Shell
Glimjir only

 Protects 50000 gold from theft.
 Protects 20000 food from theft.
 Protects 5000 pearls from theft.

Gold Mine
All except Aurei, Dragons, Glimjir, Growth, Nox, Spirit, Sylvan, Swarm, Yeti

 Produces 40 gold per tick.

Gold Quarry
Aurei only

 Produces 50 gold per tick (increased by 0.05 per tick of the round).

Gold Vein
Icekin only

 Produces 80 gold per tick (reduced by 0.1 per tick of the round down to 0).

Granary
All except Glimjir, Growth, Spirit

 Protects 25000 food from theft.
 Protects 12500 lumber from theft.

Grove
Simian only

 Houses 30 people.
 Provides 0 jobs.

Gryphon Nest
Snow Elf only

 Summons 0.008 Gryphons per tick (up to 25% of your land).

Guard Tower
All except Barbarian, Dragons, Glimjir, Growth, Nox

 Defensive power increased by 1.5% for every 1% (max +30% DP).

Hall
Icekin, Snow Elf only

 Houses 30 people.
 Provides 0 jobs.

Harbour
All except Dragons, Glimjir, Growth, Reptilians, Swarm

 Produces 20 food per tick.
 XP generation increased by 5% for every 1% (max +25%).
 Resource exchange rates improved by 4% for every 1% (max +20%).

Hollow Trunk
Wood Elf only

 Protects 25000 gold from theft.

Hunting Lodge
Qur only

 Produces 50 food per tick.
 Houses 10 draftees.

Hut
Troll only

 Provides 0 jobs.
 Houses 28 people.

Ice Cave
Icekin only

 Houses 32 military units.
 0.625% offensive power for enemies invading you for every 1% (max 25% OP).
 Provides 0 jobs.
 Houses 0 people.

Infirmary
All except Barbarian, Dragons, Glimjir, Growth, Nox, Spirit

 2.5% defensive casualties for every 1% (max 50% reduction).
 2.5% ofensive casualties for every 1% (max 50% reduction).
 1.25% population growth rate for every 1%.

Institute
Wood Elf only

 Improvements increased by 2.25% for every 1%.

Keep
Human only

 You can at most have one per 100 Walls. Unpaired buildings are not effective.
 Houses 500 people.
 Provides 80 jobs.

Longhouse
Orc only

 Houses 0 people.
 Houses 60 military units.
 Provides 0 jobs.

Lumbershop
Wood Elf only

 Produces 25 lumber per tick.
 Lumber production increased by 1% for every 1% (max +80%).

Lumberyard
Afflicted, Beastfolk, Elf, Nox, Qur, Reptilians, Simian, Undead, Werewolves, Yeti only

 Produces 35 lumber per tick.

Mana Extractor
Aurei only

 Converts 100 gold into 50 mana per tick (converts from stockpile, not production).

Mana Spring
Glimjir only

 Produces 16 mana per tick.

Mana Tree
Sylvan only

 Produces 30 mana per tick.
 5 sapling storage.

Mansion
Vampires only

 Houses 30 people.
 Provides 0 jobs.
 Houses 1 10.

Mass Grave
Afflicted only

 Converts 3 of your peasants into 18 Miasma and 18 Food per tick.

Meadow
Sylvan only

 Houses 28 people.
 Provides 0 jobs.

Military Academy
All except Barbarian, Dragons, Glimjir, Growth, Nox

 Prestige gains increased by 5% for every 1% (max +50%)

Mire
Reptilians only

 Houses 30 people.
 Provides 0 jobs.

Monument
All except Demon, Glimjir, Growth, Reptilians

 Increases deity perks 5% for every 1% (max +100%)

Nacre Farm
Glimjir only

 Produces 7 pearls per tick.

Nest
Swarm only

 Houses 36 military units.
 Provides 0 jobs.
 Houses 0 people.

Night Tower
Nox only

 Yields 1 gloom between 18:00 and 06:00.
 Gathers 36 mana between 18:00 and 06:00.

Orchard
Sylvan only

 Improvements increased by 2.25% for every 1%.

Ore Mine
Beastfolk, Dark Elf, Demon, Dragons, Dwarg, Goblin, Human, Kobold, Orc, Qur, Snow Elf, Troll, Yeti only

 Produces 35 ore per tick.

Pit
Afflicted only

 Houses 0 people.
 Houses 200 Abominations.

Powder Mill
Goblin, Gnome only

 Produces 4 gunpowder per tick.
 200 gunpowder storage.

Pylon
Spirit only

 Houses 30 people.
 Mana production increased by 0.5% for every 1% (max +50%).
 Provides 0 jobs.

Quill
Growth only

 Offensive power increased by 1% for every 1% (max +100% OP)
 Produces 0.15 Tendrils per tick.
 Houses 88 people.
 Provides 0 jobs.

Residence
Human only

 Houses 30 people.
 Provides 0 jobs.

Saw Mill
Goblin, Kobold, Human, Orc, Snow Elf, Troll, Vampires only

 Produces 35 lumber per tick.

School
All except Beastfolk, Glimjir, Growth, Swarm, Sylvan, Troll, Wood Elf

 Improvements increased by 1.75% for every 1%.

Scute
Growth only

 Defensive power increased by 1.2% for every 1% (max +120% DP).
 Produces 0.15 Tendrils per tick.
 Houses 88 people.
 Provides 0 jobs.

Siftery
Reptilians only

 Produces 6 gems per tick.
 Gem production increased by 0.50% for every 1% (max +50%).

Sinew
Growth only

 Houses 88 people.
 Provides 0 jobs.
 4% defensive casualties for every 1% (max 60% reduction).
 4% ofensive casualties for every 1% (max 60% reduction).
 Produces 0.2 Tendrils per tick.

Slave Mine
Dark Elf only

 Produces 4 ore per tick per prisoner up to a maximum of 10 prisoners.
 Produces 2 gems per tick per prisoner up to a maximum of 10 prisoners.
 Works 0.08 prisoners per tick to death.
 Provides 0 jobs.
 Houses 0 people.

Smithy
Human only

 You can at most have one per 10 Walls. Unpaired buildings are not effective.
 Unit ore costs 5% for every 1% (max 25% reduction).
 Houses 15 Halberdiers.
 Houses 10 Foot Soldiers.
 Houses 0 people.

Stable
Human only

 You can at most have one per 20 Walls. Unpaired buildings are not effective.
 Produces 1 horses per tick.
 Horses stolen from you reduced by 30% for every 1%.

Stone Wall
All except Barbarian, Glimjir, Growth, Human, Reptilians, Sylvan, Swarm

 Defensive power increased by 1.25% for every 1% (max +50% DP).
 Provides 12 raw defensive power.

Stronghold
Troll only

 Improvements increased by 2.25% for every 1%.

Sunken Shrine
Glimjir only

 Prestige gains increased by 2.5% for every 1% (max +25%)
 3% defensive casualties for every 1% (max 60% reduction).
 3% ofensive casualties for every 1% (max 60% reduction).

Syndicate Quarters
All except Glimjir, Growth, Swarm, Sylvan

 +2% resources stolen for every 1% (max +40%).
 2% cost of spies for every 1% (max 40% reduction).
 Houses 40 spies and units that count as spies.
 Houses 0 people.

Tavern
Dwarg, Goblin, Kobold only

 Morale increased by 4% for every 1% (max +20%)

Terrace
Icekin only

 Produces 50 food per tick.
 5% defensive casualties for every 1% (max 25% reduction).

Tissue
Growth only

 Produces 12 food per tick.
 Houses 212 people.
 Provides 0 jobs.
 Produces 0.05 Tendrils per tick.

Tomb
Undead only

 Houses 30 people.
 Provides 0 jobs.

Tower
All except Aurei, Glimjir, Growth, Nox, Sylvan

 Produces 20 mana per tick.

Training Grounds
All except Barbarian, Dragons, Glimjir, Growth, Nox

 Offensive power increased by 1.5% for every 1% (max +30% OP)

Trench
Reptilians only

 Defensive power increased by 1% for every 1% (max +100% DP).
 0.5% defensive casualties for every 1% (max 50% reduction).

Tunnel
Swarm only

 Each building enables 60 units sent on invasion to return four ticks faster. Number of units increased by 0.04 per tick.

Turret
Human only

 Defensive power increased by 5% for every 1% (max +25% DP).
 Houses 0 people.
 You can at most have one per 10 Walls. Unpaired buildings are not effective.
 Houses 50 Archers.

Vault
All except Glimjir, Growth, Reptilians, Sylvan, Wood Elf

 Protects 25000 gold from theft.
 Protects 2500 gems from theft.
 Protects 10000 ore from theft.

Vault
Reptilians only

 Protects 25000 gold from theft.
 Protects 2500 gems from theft.

Wall
Human only

 Defensive power increased by 1% for every 1% (max +50% DP).
 Provides 8 raw defensive power.
 Houses 2 Archers.
 Houses 1 Halberdiers.
 Houses 0 people.
 Provides 0 jobs.

Warren
Afflicted only

 Houses 32 people.
 Provides 0 jobs.

Watch Tower
All except Dragons, Glimjir, Growth, Nox

 1.5% defensive modifiers for enemy dominions for every 1% (max 30% or 0% defensive modifiers).

Water Temple
Glimjir only

 6% population growth rate for every 1%.
 1.5% defensive modifiers for enemy dominions for every 1% (max 30% or 0% defensive modifiers).

Watermill
Beastfolk, Dark Elf, Demon, Dwarg, Dragons, Goblin, Gnome, Human, Kobold, Snow Elf, Troll, Yeti only

 Ore production increased by 4% for every 1% (max +20%).
 Gem production increased by 4% for every 1% (max +20%).

Wharf
Glimjir only

 XP generation increased by 7% for every 1% (max +35%).
 Resource exchange rates improved by 6% for every 1% (max +30%).

Wizard Dome
Aurei only

 Wizard strength recovery increased by 0.1% for every 1% (max +5%).
 Houses 36 wizards and units that count as wizards.
 Houses 0 people.

Wizard Guild
All except Aurei, Glimjir, Growth, Icekin, Swarm, Sylvan

 Wizard strength recovery increased by 0.15% for every 1% (max +3%).
 Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
 Spell mana costs decreased by 2% for every 1% (max 40% reduction).
 Houses 40 wizards and units that count as wizards.
 Houses 0 people.

Workshop
Qur only

 4% construction costs for every 1% (max 50% reduction).
 2% construction time for every 1% (max 25% reduction).
 +4% unit pairing for every 1% (max +50%).

Yakstead
Orc only

 Breeds 1 yak per tick.
 Uses 100 food per tick.
