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Karak Kadrin (Mortal Empires) Karak Kadrin (Mortal Empires) Buildings

Medicine Production Buildings




Medicine Production

Herb Gatherer's Camp
Herb Gatherer's Camp
(wh2_main_dwf_resource_medicine_1)
Level 0
Exotic Hothouse
Exotic Hothouse
(wh2_main_dwf_resource_medicine_2)
Level 1
Alchemist's Workshop
Alchemist's Workshop
(wh2_main_dwf_resource_medicine_3)
Level 2
Alchemists' Guildhall
Alchemists' Guildhall
(wh2_main_dwf_resource_medicine_4)
Level 3
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 always those without any formal medical training, who know older ways and which herbs will cure which ills.
1 750 Income generated: 100 (building_to_building_own)
Medicinal Plants resource production: 16 bundles (building_to_building_own)
2 Exotic Hothouse Medicine Production Level 2
Exotic Hothouse
For herbs that prove difficult to acquire, growing them artificially is the answer.
2 1500 Income generated: 150 (building_to_building_own)
Medicinal Plants resource production: 24 bundles (building_to_building_own)
3 Alchemist's Workshop Medicine Production Level 3
Alchemist's Workshop
Alchemists study not just what herbs interact with what substance, but why, and then record the lore in tomes for antiquity.
3 2500 Income generated: 200 (building_to_building_own)
Medicinal Plants resource production: 36 bundles (building_to_building_own)
4 Alchemists' Guildhall Medicine Production Level 4
Alchemists' Guildhall
The Guild of Alchemists guard their knowledge jealously, for that is what give theme their power.
4 3500 Income generated: 300 (building_to_building_own)
Medicinal Plants resource production: 54 bundles (building_to_building_own)