Total War: WARHAMMER Wiki

The Dwarfs tech tree consists of technologies that unlock new advantages throughout the game. Research takes place constantly, but the rate at which discoveries occur can be increased by using heroes to spy or building additional research buildings at your settlements.

Technologies[]

Tech Prerequisite cost Effects Description
Guilds
The Way of the Guilds Diplomatic relations: +10 with Dwarfs A powerful, authoritative voice in any Hold, the Guilds dominate Dwarfen civil life, controlling trade, finances and labour.
Heavy Quernstones The Way of the Guilds Growth: +10 Dwarf grinding stones are always perfectly round and decorated with geometric scrawls and runes, usually of Valaya's making.
Khazid Subsidies Heavy Quernstones Construction cost: -10% for Province Capital/Settlement buildings To grow the Everlasting Realm, the Guilds send subsidies to make settlements old and new sustainable.
Rat Poison Khazid Subsidies 250
  • Defensive supplies: +500 (factionwide)
  • Casualty replenishment rate: +5%
  • Attrition: -20% when under siege
The putting together of great Dwarfen heads always results in the optimal solution, even when facing the foulest, most abominable problem.
Storage Vaults Rat Poison Construction time: -1 for Defence buildings In the lower deeps of any Hold are the sealed vaults. They are cool and dark, perfect for storing foodstuffs and other vital supplies.
Dwarf Treasuries Khazid Subsidies Income from Province Capital/Settlement buildings: +15% Dwarf treasuries are often as deep as their vaults... which can be very deep!
High King's Authority Dwarf Treasuries
  • High King Decrees: +1
  • Construction time: -1 for Province Capital/Settlement buildings
Thorgrim brooks no fools, Dawi or otherwise. He is stern - even for a High King - and his authority is absolute.
Dwarfen Grims Khazid Subsidies 250 Recuit rank: +1 The 'Grims' - msall Dwarf tokens attached to their products - are a sign of quality even the manlings understand.
Halls of Great Guilds Dwarfen Grims
  • Construction time: -1 for Military Recruitment buildings
  • Construction time: -1 for Military Support buildings
It is in the Guild halls where the ruling councils meet to discuss policy, tariffs, and to further their goals.
The King's Share Heavy Quernstones Oathgold from buildings: +10% The Royal Clan is entitled to its tithe. The Reckoners guarantee that the Guilds pay up.
Deep Resource Extraction The King's Share 250 Income from Iron Mines, Gold Mines and Stone Quarries: +15% Thanks to the Guilds, Dwarfs excel at getting resources out of the ground - no matter how deep!
Gromril Picks Deep Resource Extraction Income from Gem Cutters and Obsidian Quarries: +10% Dwarfen picks of Gromril are rare, but only needed when mining for star-iron ore, as like finds like.
Toolmakers' Guild The King's Share Income from Industry building chain: +5% The august Toolmakers are a young but powerful Guild, as all Dawi that practise a craft need tools.
Construction Duty Toolmakers' Guild Construction time: -1 for Infrastructure buildings Dwarfs are industrious. When the Guilds call for construction, their members gather and work their beards off!
Tool Market The King's Share 250 construction cost: -15% for resource-producing buildings When a Dawi is in need of a decent hammer or axe, the tool market is the place to find it.
Water-Proof Packaging Tool Market
  • Income from trade tariffs: +10%
  • Tradable resources produced: +15%
Using tar and hide, the Dwarfs can effectively waterproof certain supplies that are otherwise prone to spoilage.
Underway Trade Caravans
  • Heavy Quernstones
  • 6 other technologies
  • Campaign movement range: +5%
  • Cooldown after Underway Network travel: -2 turns
Dwarfholds tend to trade with each other via the Underway, which keeps prying eyes out of Dawi business.
Scrutinise Guild Leaders Underway Trade Caravans
  • High King's Tribute commandment: additional 5% income
  • Masters of Steel and Stone commandment: -5% to recruitment cost
As Dwarf Guilds wield such power, it makes sense that the Clans keep an eye on them, ensuring competence and honesty.
Thane's Authority Scrutinise Guild Leaders
  • Hero capacity: +1 for Thanes
  • Hero recruit rank: +2 for Thanes
  • Control: +2
Thanes speak with the word of their King, and so the Guilds' question such direct commands.
Oaths of Loyalty Scrutinise Guild Leaders 500
  • High King Decrees: +1
  • Global recruitment capacity: +1
  • Local recruitment capacity: +1 (all provinces)
Every Dwarf must make unbreakable oaths to his King. Only the most scraggiest of beard-wearers would think to break them.
Valaya's Protection Scrutinise Guild Leaders
  • Hero capacity: +1 for Runesmiths
  • Hero recruit rank: +2 for Runesmiths
  • Ambush defence chance: +20% (all armies)
Dwarf Runepriests are rare, but when they visit the Holds they inscribe the Protection of Valaya upon home and hearth.
Autonomy of the Holds Underway Trade Caravans
  • Venerate the Ancestors commandment: additional -1 corruption reduction
  • Empower the Guilds commandment: additional 15 growth
Karaz Ankor states that, while all Dwarfholds swear fealty to the High King, they are ruled independently.
Operations Training Autonomy of the Holds
  • Research rate: +10
  • Hero capacity: +1 for Master Engineers
  • Hero recruit rank; +2 for Master Engineers
Not just any beardling can operate war machiines, so the Engineers' Guild ensures only approved crew operate its instruments.
Include Related Families Autonomy of the Holds 500 Lord recruit rank: +3 Nepotism is not a dirty word in Dwarf society. The Guilds encourage it, for family honour is prized.
Sealstones Autonomy of the Holds
  • Hero capacity: +1 for Dragon Slayers
  • Hero recruit rank: +2 for Dragon Slayers
  • Corruption: -3 (all provinces)
Some tombs lay closed, forever sealed with stones covered in ancient runes that glow when evil lurks nearby.
Grungni's Blessing
  • Underway Trade Caravans
  • Another 4 technologies from last block of technologies
Income from all buildings: +5% The Runepriests bestow Grungni's Blessing on Guild works, ensuring profitable ventures for all.
Construction Guilds Grungni's Blessing 1000
  • Removes and prevents all 'Blocked Tunnels' in all Deeps locations
  • Construction time: -1 for all buildings (minimum of 1 turn)
  • Construction cost: -5% for all buildings
Along with the Engineers, the Construction Guilds are some of the most powerful, for every Dwarf needs a home.
Dwarfen Emissaries Grungni's Blessing 1000
  • Diplomatic relations: +50 with Empire, Kislev, Cathay and Bretonnia
  • Allegiance points gained: +20%
Dwarfen Emissaries use their forbearance of other races to play the game of diplomacy as well as any Elf, lacing palms with oathgold as needed.
Grand Throne Chamber Grungni's Blessing 1000
  • High King Decrees: +1
  • Population surplus: 2 for newly-captured settlements
The grander the Throne Chamber, the more envious and intimidated the King's audience or 'guests' will be.
Clans
Marching Songs Speed: +10% for Infantry units A rolling Dwarfen song contains many verses and a constant rhythm, used to keep in step and up to pace.
Gather the Throngs Marching Songs Recruitment cost: -10% for Infantry units Once word is given that it's war, the message quickly passes down the ranks from Kings to Lords to Thanes.
Militia Training Gather the Throngs
  • Melee attack: +3 for Miner units
  • Melee defence: +3 for Miner units
Every Dwarf practices a trade, but as war is common each Clan readily forms into one or more regiments.
Call to Clan Militia Training 250 Melee defence: +4 for Shielded Warrior and Longbeard units All members of the Clan will answer its call, swearing oaths against those who have wronged them.
Iron Readiness Call to Clan
  • Melee attack: +4 for Shielded Warrior and Longbeard units
  • Armour: +10 for Shielded Warrior and Longbeard units
All members of the Clan will answer its call, swearing oaths against those who have wronged them.
Interlocking Shields Iron Readiness Ability: "Shieldwall" for Shielded Warrior and Longbeard units Dwarfs excel at shieldwalls. Over the years, the Guilds, at the Clans' request, have experimented with interlocking shield designs.
Improved Blast Charges Militia Training Ammunition: +100% for Miners units Dwarfs are not ones for innovation, but refining a process to perfection is a totally different matter!
Sacred Duty Militia Training 250 Melee attack: +4 for Great Weapon Infantry units It is the Dawi's solemn obligation to protect the deeps of their Karaks.
Veterans' Pride Sacred Duty
  • Armour-piercing weapon damage: +10% for Great Weapon Infantry units
  • Charge bonus: +10 for Great Weapon Infantry units
If you want a job doing [sic] properly, albeit with some moaning, then get a Longbeard.
Iron Veterans Veterans' Pride Attribute: Charge Reflection for Great Weapon Infantry units These courageous warriors have fought and survived countless underground battles.
Vanguard Proficiency Gather the Throngs
  • Armour: +10 for Quarrellers and Rangers units
  • Speed: +15% for Quarreller and Ranger units
Skilled in fighting at the vanguard of the Dwarfs' main force, Rangers fulfil a dangerous role of fraught with rusk and unimaginable peril.
Superior Black Powder Vanguard Proficiency 250
  • Range: +10% for Thunderer and Slayer Pirate units
  • Missile strength: +10% for Thunderer and Slayer Pirate units
The Clans constantly order in black powder and make demands for better quality, deadlier batches as well.
Renowned Deadeyes Superior Black Powder Range: +10% for Thunderer and Slayer Pirate units Deadeyes can pick off a grobi's nose at a hundred paces. For really good ones, it's twice that range.
Iron Price Renowned Deadeyes Upkeep: -10% for Thunderer and Slayer Pirate units The so-called "Iron Price" is not the wage, but the cost of having troops away from normal duty.
Masterwork Crossbows Vanguard Proficiency Reload time reduction: +10% for Quarrellers and Rangers units Puresteel crossbows are precision-crafted instruments, able to accurately deliver death from afar.
Pressure-Regulating Valves Vanguard Proficiency 250
  • Ammunition: +10% for Irondrake units
  • Range: +10% for Irondrakes units
Regulating pressure is an important aspect of many Dwarf devices. New, self-releasing valves heighten such performance.
Assembly Lines Pressure-Regulating Valves Recruit rank: +2 for Irondrakes units Automated assembly lines increase production but also safeguard quality, according to the Guilds anyway.
Volatile Volley Assembly Lines Reload time reduction: +10% for Irondrake units The alchemical brew used to fuel the flaming drakeguns can be made more potent, if a tad more unstable...
Warrior's Guild
  • Gather the Throngs
  • 6 other technologies
  • Recruitment cost: -20% for Grudge Settler units
  • Unit experience gain: +20% for Infantry units
  • +1 Grudge Settler unit capacity per army
As with all Dawi Guilds, the Dwarf warrior tradition also follows the path of apprentice, journeyman and master.
Rune-Bearing Relics Warrior's Guild Cooldown: -10% to Rune abilities Dwarfen runes empower weapons already forged by the finest smiths, making a potent axe a truly deadly item.
Royal Guard Rune-Bearing Relics 500 Physical resistance: 5% for Hammerer and Ironbreaker units As both honour and sworn duty, the Hammerers are the royal guard, accompanying Lord or King into battle.
Master-Crafted Armour Royal Guard
  • Armour: +10 for Hammerer and Ironbreaker units
  • Missile resistance: 15% for Hammerer and Ironbreaker units
Dwarfs are expert armourers, both as creators and wearers. They have the skills to fashion it and the sturdy frames to bear its weight.
Tales of Many Wars Master-Crafted Armour
  • Ability: "Shieldwall of Gromril" for Ironbreakers (Rank 7 and above)
  • Attribute: "Encourage" for Hammerer units (Rank 7 and above)
  • +10% for Hammer Infantry and Ironbreaker units
Dwarfs like to drink, sing and tell tall-tales. However, some stories concerning veterans may actually be true.
Recite Ancient Grudges Rune-Bearing Relics Shared cooldown: -10% for all Rune Magic To read aloud from the Hold's Book of Grudges is to enrage all Dawi and bring them to battle.
The Slayer Oath Rune-Bearing Relics 500
  • Vigour loss reduction: -25% for all Slayer units
  • Speed: +20% for all Slayer units
Those that have taken the Slayer Oath must seek their doom in combat to appease an earlier shame.
Grimnir's Favour The Slayer Oath
  • Melee attack: +4 for all Slayer units
  • Melee defence: +4 for all Slayer units
When the Runepriests enter a Karak, they will stop at the Shrine of Grimnir, granting his favour to any who wish it.
Slayer's Onslaught Grimnir's Favour When the Runepriests enter a Karak, they will stop at the Shrine of Grimnir, granting his favour to any who wish it.
Retainers' Vows Warrior's Guild
  • Leadership: +5 for Lords and embeded Heroes
  • Armour: +15 for Lords and embeded Heroes
  • Melee defence: +5 for Lords and embeded Heroes
A Dawi Lord's retainers are his loyal servants and bodyguards, be they shield or throne bearers.
Large Scale Shell Production Retainers' Vows 500
  • Ammunition: +20% for Artillery units
  • Missile strength: +10% for Artillery units
Again the Dwarfen forges speak, casting a new type of ammunition - large shells filled with cinderblast.
Field Engineers Large Scale Shell Production Reload time reduction: +10% for Artillery units At a Clan's request, Field Engineers are sent by their Guild, attached to artillery to ensure increased rates of fire.
Artillery Entrenchment Field Engineers
  • Attribute: Immune to Flanking for Artillery units
  • Missile resistance: 15% for Artillery units
At a Clan's request, Field Engineers are sent by their Guild, attached to artillery to ensure increased rates of fire.
Master-Crafted Weapons Retainers' Vows
  • Missile strength: +10% for Lords and embeded Heroes
  • Melee attack: +5 for Lords and embeded Heroes
  • Weapon strength: +10% for Lords and embeded Heroes
Dwarfen weaponsmithing is the finest in the world - a gift from the Guilds to their fellow Clans-kin.
Heavy Armour Plating Retainers' Vows 500
  • Armour: +15% for Gyrocopters, Gyrobombers and Thunderbarge units
  • Missile resistance: 10% for Gyrocopters, Gyrobombers and Thunderbarge units
Dwarfen weaponsmithing is the finest in the world - a gift from the Guilds to their fellow Clans-kin.
Interchangeable Parts Heavy Armour Plating
  • Casualty replenishment rate: +5% for Gyrocopters, Gyrobombers and Thunderbarge units
  • Upkeep: -10% for Gyrocopters, Gyrobombers and Thunderbarge units
Artillery Engineers soon found that the benefit of keeping certain parts modular allowed for improvements in the manufacturing process.
Improved Gyrocopter Engines Interchangeable Parts
  • Speed: +10% for Gyrocopters, Gyrobombers and Thunderbarge units
  • Attribute: Fire Whilst Moving for Gyrocopters (excluding Brimstone Guns) and Gyrobombers units
  • Attribute: Vanguard Deployment for Gyrocopters, Gyrobombers and Thunderbarge units
Artillery Engineers soon found that the benefit of keeping certain parts modular allowed for improvements in the manufacturing process.
Ancestral Tombs
  • Warrior's Guild
  • Another 4 technologies from last block of technologies
  • Character experience gain: +10% (all characters)
  • Wound recovery time: -1 turns [sic] (all characters)
The tombs of the Ancestors are shrines, for Dwarfs revere age, experience and unbroken blood lines.
The Way of the Clans Ancestral Tombs 1000 Age of Reckoning Grudge Settler army size: +5 When the Thanes call to gather the throngs, it is the Clans that answer, for they have bonds stronger than Gromril.
Call Upon Oaths of Old Ancestral Tombs 1000 +2 Grudge Settler unit capacity per army No Longbeard would ever consider breaking an oath. If he promised to come, there he will be.
Oath Stones Ancestral Tombs 1000 Upkeep: -5% for all units By standing atop an Oath Stone, followers' resolve is increased, ensuring a champion's foes can find him in the scrum.