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Medicine Production Buildings




Medicine Production

Herb Gatherer's Camp
Herb Gatherer's Camp
(wh2_main_skv_resource_medicine_1)
Level 0
Exotic Hothouse
Exotic Hothouse
(wh2_main_skv_resource_medicine_2)
Level 1
Alchemy Workshop
Alchemy Workshop
(wh2_main_skv_resource_medicine_3)
Level 2
Medicine Production
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Herb Gatherer's Camp Medicine Production Level 1
Herb Gatherer's Camp
There are few herbs growing underground, so some Skaven scavenge for plants above it.
2 800 Income generated: 80 (building_to_building_own)
Medicinal Plants resource production: 20 bundles (building_to_building_own)
Untainted: +1 (region_to_region_own)
2 Exotic Hothouse Medicine Production Level 2
Exotic Hothouse
For herbs that prove difficult to acquire, growing them artificially is the answer.
3 1600 Income generated: 90 (building_to_building_own)
Medicinal Plants resource production: 30 bundles (building_to_building_own)
Untainted: +1 (region_to_region_own)
3 Alchemy Workshop Medicine Production Level 3
Alchemy Workshop
Alchemy has always been an area in which Skaven have excelled, having an innate willingness to experiment combined with little worry for personal risk…
4 3200 Income generated: 100 (building_to_building_own)
Medicinal Plants resource production: 45 bundles (building_to_building_own)
Untainted: +2 (region_to_region_own)