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Slaves Buildings




Slaves

Fur Stash
Fur Stash
(wh_main_nor_slaves_1)
Level 0
Beast Tanner
Beast Tanner
(wh_main_nor_slaves_2)
Level 1
Slaver's Camp
Slaver's Camp
(wh_main_nor_slaves_3)
Level 2
Slaves
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Fur Stash Slaves Level 1
Fur Stash
Mutant pelts, with their unique textures and qualities, do not come cheap due to being highly difficult to obtain.
2 1000 Income generated: 100 (building_to_building_own)
Income from raiding: +2% (factionwide)
2 Beast Tanner Slaves Level 2
Beast Tanner
Treating and colouring beast-skins requires the use of lethal concoctions, a hazardous task best left to the thralls.
3 1500 Income generated: 200 (building_to_building_own)
Income from raiding: +5% (factionwide)
Income from sacking settlements: +2% (factionwide)
3 Slaver's Camp Slaves Level 3
Slaver's Camp
A living, breathing slave is much more valuable than the soulless vehicle of rotting flesh left after he dies.
4 2000 Income generated: 300 (building_to_building_own)
Income from raiding: +10% (factionwide)
Income from sacking settlements: +5% (factionwide)
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