Total War: WARHAMMER Wiki

The Lizardmen 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.

Tech tree[]

 
 
 
 
 
 
 
 
 
 
 
 
Interpreting the Old Ones' Meaning
Research points: 1000
Effects:
 
 
 
 
 
 
 
 
 
Determining the Great Plan
Research points: 2000
Effects:
  • Public order: +3
  •  
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Tablet of Spawning
    Research points: 400
    Effects:
    • Recruitment cost: -5% for Skink and Chameleon Skinks units
     
    Sequence of Skink Spawning
    Research points: 500
    Effects:
  • Unit experience: +2 for Skink unit recruits
  •  
    Sequence of Saurus Spawning
    Research points: 600
    Effects:
  • Unit experience: +2 for Saurus unit recruits
  •  
    Sequence of Enhanced Instinct
    Research points: 700
    Effects:
  • Recruitment cost: -5% for Saurus units
  • Unit experience: +2 for Cold One unit recruits
  • Unit experience: +2 for Terradon Riders unit recruits
  •  
    Sequence of Creature Bonding
    Research points: 800
    Effects:
    • Unit experience: +2 for Bastiladon, Stegadon and Feral Carnosaur unit recruits
     
    Sequence of Guardian Spawning
    Research points: 900
    Effects:
  • Unit experience: +2 for Kroxigors unit recruits
  • Unit experience: +2 for Temple Guards unit recruits
  •  
    Sequence of Strengthening
    Research points: 1000
    Effects:
    • Lord recruit rank: +2
    • Lord recruit rank: +2
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Tablet of War
    Research points: 400
    Effects:
    • Income from post-battle loot: +5%
     
    Sequence of Stoicism
    Research points: 500
    Effects:
  • Leadership: +3
  •  
    Sequence of Marching
    Research points: 600
    Effects:
  • Campaign movement range: +10%
  •  
    Sequence of Utilitarianism
    Research points: 700
    Effects:
  • Magic item drop chance: +10%
  •  
    Sequence of Annihilation
    Research points: 800
    Effects:
  • Income from looting settlements: +20%
  • Income from sacking settlements: +20%
  •  
    Sequence of Absolute Obedience
    Research points: 900
    Effects:
    • Leadership: +5
     
    Sequence of Geomantic Healing
    Research points: 1000
    Effects:
  • Casualty replenishment rate: +20%
  •  
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Tablet of Order
    Research points: 400
    Effects:
    • Enemy Hero action success chance: -3%
    • Enemy Hero action success chance: -3%
     
    Sequence of Scrying
    Research points: 500
    Effects:
    • Hero action cost: -15%
    • Hero action success chance: +3%
     
    Sequence of Civilisation
    Research points: 600
    Effects:
    • Diplomatic relations: +5 with High Elves and Lizardmen
     
    Sequence of Protection
    Research points: 700
    Effects:
  • Untainted: +1
  •  
    Sequence of Infiltration
    Research points: 800
    Effects:
  • Hero action success chance: +5%
  •  
    Sequence of Purification
    Research points: 900
    Effects:
  • Untainted: +2
  •  
    Sequence of Projected Presence
    Research points: 1000
    Effects:
  • Hero recruit rank: +2
  • Hero action cost: -15%
  •  
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Tablet of Monuments
    Research points: 400
    Effects:
    • Growth: +10
     
    Sequence of the City
    Research points: 500
    Effects:
  • Construction cost: -15% for Province Capital/Settlement buildings
  •  
    Sequence of Construction
    Research points: 600
    Effects:
  • Construction cost: -5% for all buildings
  • Construction time: -1 for Province Capital/Settlement buildings
  •  
    Sequence of Expansion
    Research points: 700
    Effects:
    • Growth: +15
     
    Sequence of the Great Temples
    Research points: 800
    Effects:
  • Construction cost: -15% for Cult of Sotek and Cult of the Old Ones buildings
  • Construction time: -1 for Cult of Sotek and Cult of the Old Ones buildings
  •  
    Sequence of the Star Chambers
    Research points: 900
    Effects:
    • Construction cost: -15% for Star Chamber buildings
    • Construction time: -1 for Star Chamber buildings
     
    Sequence of the Global Plan
    Research points: 1000
    Effects:
    • Global recruitment duration: -1 turn for all units
    • Global recruitment capacity: +1
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Tablet of Crafts
    Research points: 400
    Effects:
    • Additional tradable resources produced: +5%
     
    Sequence of the Artisan
    Research points: 500
    Effects:
  • Income from Industry: +5%
  •  
    Sequence of Exploitation
    Research points: 600
    Effects:
  • Construction cost: -25% for resource-producing buildings
  • Construction time: -1 for resource-producing buildings
  •  
    Sequence of Coexistence
    Research points: 700
    Effects:
    • Income from trade: +10%
     
    Sequence of the Sea
    Research points: 800
    Effects:
  • Income from Ports: +10%
  •  
    Sequence of the Labourers
    Research points: 900
    Effects:
  • Income from cities: +15%
  •  
    Sequence of Geological Prospecting
    Research points: 1000
    Effects:
  • Income from Mines and Quarries: +200%
  •  
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Tablet of the Skinks
    Research points: 400
    Effects:
    • Ammunition: +20% for Skink units
     
    Sequence of Skirmishing
    Research points: 500
    Effects:
  • Missile Damage: +10% for Skink units
  •  
    Sequence of Purpose
    Research points: 600
    Effects:
  • Weapon strength: +10% for Skink units
  •  
    Sequence of Skink Invigoration
    Research points: 700
    Effects:
  • Upkeep: -10% for Skink units
  •  
    Sequence of Quickness
    Research points: 800
    Effects:
  • Melee defence: +3 for Skink units
  • Speed: +10% for Skink units
  •  
    Sequence of the Kroxigors
    Research points: 900
    Effects:
    • Charge bonus: +10 for Kroxigors units
    • Weapon strength: +10% for Kroxigors units
     
    Sequence of Hardened Scales
    Research points: 1000
    Effects:
    • Armour: +10 for Kroxigors units
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Tablet of the Saurus
    Research points: 400
    Effects:
    • Melee defence: +5 for Saurus units
     
    Sequence of Weapon Crafting
    Research points: 500
    Effects:
  • Weapon strength: +10% for Saurus units
  •  
    Sequence of Massed Combat
    Research points: 600
    Effects:
  • Melee attack: +5 for Saurus units
  •  
    Sequence of Saurus Invigoration
    Research points: 700
    Effects:
  • Upkeep: -10% for Saurus Infantry and Temple Guard units
  •  
    Sequence of Armour Crafting
    Research points: 800
    Effects:
  • Armour: +5 for Saurus units
  • Missile resistance: +10% for Saurus and Temple Guard units
  •  
    Sequence of the Honoured Guardians
    Research points: 900
    Effects:
    • Armour: +5 for Temple Guards units
    • Weapon strength: +10% for Temple Guards units
     
    Sequence of Martial Excellence
    Research points: 1000
    Effects:
    • Melee attack: +5 for Temple Guards units
    • Melee defence: +5 for Temple Guards units
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Tablet of Beasts
    Research points: 400
    Effects:
    • Speed: +10% for Terradon Riders units
     
    Sequence of Exotic Weapons
    Research points: 500
    Effects:
  • Ammunition: +25% for Terradon Riders units
  •  
    Sequence of the Ferocity
    Research points: 600
    Effects:
  • Charge bonus: +10 for Cold One units
  • Speed: +5% for Cold One units
  •  
    Sequence of the Hunt
    Research points: 700
    Effects:
    • Melee attack: +5 for Cold One units
    • Weapon strength: +10% for Cold One units
     
    Sequence of the Great Beast's Resilience
    Research points: 800
    Effects:
    • Melee defence: +5 for Bastiladon units
    • Missile resistance: +8% for Bastiladon units
     
    Sequence of the Great Beast's Rampage
    Research points: 900
    Effects:
    • Charge bonus: +15 for Stegadon and Carnosaur units
    • Melee attack: +5 for Stegadon and Carnosaur units
     
    Sequence of the Beastkeepers
    Research points: 1000
    Effects:
    • Upkeep: -10% for Terradon Riders, Cold One, Stegadon, Bastiladon and Carnosaur units
     
     
     
     
     
     

    Technologies[]

    Tech Prerequisite Cost Effects
    Interpreting the Old Ones' Meaning
    Correct interpretation is essential if the Great Plan is to be executed to the Old Ones' intended design.
    1000
    • Public order: +3
    • Allows researching tier 4 and later technologies
    Determining the Great Plan
    There are many paths to order and knowledge; may the Old Ones guide us.
    2000
    Tablet of Spawning
    Tablet of Spawning
    Research the following items to advance the Lizardmen's Great Plan even further.
    400
    • Recruitment cost: -5% for Skink and Chameleon Skinks units
    Sequence of Skink Spawning
    The above-ground spawning pools must be prepared; new Skinks will be required if the Plan is to be interpreted on schedule.
    500
    • Unit experience: +2 for Skink unit recruits
    Sequence of Saurus Spawning
    Those spawning pools located underground must be ready - war is always at hand and fresh Saurus will be needed to fight.
    600
    • Unit experience: +2 for Saurus unit recruits
    Sequence of Enhanced Instinct
    These directions ensure sufficient numbers of beast-sensitives among Skink and Saurus spawnings.
    700
    • Recruitment cost: -5% for Saurus units
    • Unit experience: +2 for Cold One unit recruits
    • Unit experience: +2 for Terradon Riders unit recruits
    Sequence of Creature Bonding
    The bond between beast and rider must not be underestimated.
    800
    • Unit experience: +2 for Bastiladon, Stegadon and Feral Carnosaur unit recruits
    Sequence of Guardian Spawning
    A near-constant state of war should not prevent the construction or management of the temple-cities.
    900
    • Unit experience: +2 for Kroxigors unit recruits
    • Unit experience: +2 for Temple Guards unit recruits
    Sequence of Strengthening
    Those Lizardmen destined for leadership roles have exotic skin-markings.
    1000
    • Lord recruit rank: +2
    • Lord recruit rank: +2
    Tablet of War
    Tablet of War
    Research the following items to advance the Lizardmen's Great Plan even further.
    400
    • Income from post-battle loot: +5%
    Sequence of Stoicism
    The wisest race is indifferent to pain and fortune's many vicissitudes.
    500
    • Leadership: +3
    Sequence of Marching
    Lizardmen do not tire easily - this sequence ensures that all Saurus spawnings have the required stamina.
    600
    • Campaign movement range: +10%
    Sequence of Utilitarianism
    Individual lives are of little importance; in the final analysis only the Great Plan matters.
    700
    • Magic item drop chance: +10%
    Sequence of Annihilation
    Those who dare to remove the Old Ones' precious legacy from their sacred sites will be obliterated from the face of the world.
    800
    • Income from looting settlements: +20%
    • Income from sacking settlements: +20%
    Sequence of Absolute Obedience
    Compliance without question ensures that the path to the Great Plan remains as clear as possible.
    900
    • Leadership: +5
    Sequence of Geomantic Healing
    Energy can be siphoned from the Geomantic Web to heal or teleport reinforcements to where they are needed most.
    1000
    • Casualty replenishment rate: +20%
    Tablet of Order
    Tablet of Order
    Research the following items to advance the Lizardmen's Great Plan even further.
    400
    • Enemy Hero action success chance: -3%
    • Enemy Hero action success chance: -3%
    Sequence of Scrying
    By which the Old Ones' agents may be guided remotely, greatly increasing their chances of success.
    500
    • Hero action cost: -15%
    • Hero action success chance: +3%
    Sequence of Civilisation
    Understanding of the Great Plan involves the realisation that others have a role to play.
    600
    • Diplomatic relations: +5 with High Elves and Lizardmen
    Sequence of Protection
    The insidious taint and corruption of destruction's dark forces must be kept at bay.
    700
    • Untainted: +1
    Sequence of Infiltration
    The ability to remain hidden almost anywhere is vital if the foe's intrigues are to be discovered and frustrated.
    800
    • Hero action success chance: +5%
    Sequence of Purification
    Disturbances in the Geomantic Web are detected long before they become viable threats, enabling their sources to be found and purged accordingly.
    900
    • Untainted: +2
    Sequence of Projected Presence
    It is possible for the Slann to communicate telepathically with their agents in the field, and send visions to guide their hands.
    1000
    • Hero recruit rank: +2
    • Hero action cost: -15%
    Tablet of Monuments
    Tablet of Monuments
    Research the following items to advance the Lizardmen's Great Plan even further.
    400
    • Growth: +10
    Sequence of the City
    Every plaza, every ziggurat, every stone - each element must be laid out exactly as the Old Ones decreed.
    500
    • Construction cost: -15% for Province Capital/Settlement buildings
    Sequence of Construction
    The combination of magical dexterity and the Kroxigors' immense physical strength reduces construction times considerably.
    600
    • Construction cost: -5% for all buildings
    • Construction time: -1 for Province Capital/Settlement buildings
    Sequence of Expansion
    Once new temple-cities are fully connected to the Geomantic Web, future spawnings will be accelerated.
    700
    • Growth: +15
    Sequence of the Great Temples
    The revered Old Ones must be venerated whenever possible.
    800
    • Construction cost: -15% for Cult of Sotek and Cult of the Old Ones buildings
    • Construction time: -1 for Cult of Sotek and Cult of the Old Ones buildings
    Sequence of the Star Chambers
    Within the Star Chambers, the Slann meditate and plan the future of their race.
    900
    • Construction cost: -15% for Star Chamber buildings
    • Construction time: -1 for Star Chamber buildings
    Sequence of the Global Plan
    The Plan requires that all Lizardmen factions work together for the betterment of the entire race.
    1000
    • Global recruitment duration: -1 turn for all units
    • Global recruitment capacity: +1
    Tablet of Crafts
    Tablet of Crafts
    Research the following items to advance the Lizardmen's Great Plan even further.
    400
    • Additional tradable resources produced: +5%
    Sequence of the Artisan
    A strict schedule from which the Skinks work to ensure the Great Plan is carried out.
    500
    • Income from Industry: +5%
    Sequence of Exploitation
    The world's natural resources are a gift from the Old Ones for the benefit of their race.
    600
    • Construction cost: -25% for resource-producing buildings
    • Construction time: -1 for resource-producing buildings
    Sequence of Coexistence
    Only those among the younger races whose existence adheres to the tenets of the Great Plan are permitted.
    700
    • Income from trade: +10%
    Sequence of the Sea
    Although the sea is not generally their habitat, amphibious Lizardmen are used to traverse the hazardous waters when the need arises.
    800
    • Income from Ports: +10%
    Sequence of the Labourers
    The bigger, stronger, simpler Lizardmen do much of the physical labour in their society.
    900
    • Income from cities: +15%
    Sequence of Geological Prospecting
    Geomancy can be used to locate the best ore veins, ripe for exploitation.
    1000
    • Income from Mines and Quarries: +200%
    Tablet of the Skinks
    Tablet of the Skinks
    Research the following items to advance the Lizardmen's Great Plan even further.
    400
    • Ammunition: +20% for Skink units
    Sequence of Skirmishing
    Skink warriors are lightly armoured and best-used for skirmish duties in battle.
    500
    • Missile Damage: +10% for Skink units
    Sequence of Purpose
    Whereby Skinks are trained for battle, focusing on use of their natural agility to damage the foe.
    600
    • Weapon strength: +10% for Skink units
    Sequence of Skink Invigoration
    Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Skinks.
    700
    • Upkeep: -10% for Skink units
    Sequence of Quickness
    Speed and dexterity on the battlefield are the watchwords here.
    800
    • Melee defence: +3 for Skink units
    • Speed: +10% for Skink units
    Sequence of the Kroxigors
    As some of the strongest Lizardmen, Kroxigors use their bulk to charge and smash through enemy ranks.
    900
    • Charge bonus: +10 for Kroxigors units
    • Weapon strength: +10% for Kroxigors units
    Sequence of Hardened Scales
    By the application of natural sap, the armoured bulk of the Kroxigors can be further strengthened so they survive longer in battle.
    1000
    • Armour: +10 for Kroxigors units
    Tablet of the Saurus
    Tablet of the Saurus
    Research the following items to advance the Lizardmen's Great Plan even further.
    400
    • Melee defence: +5 for Saurus units
    Sequence of Weapon Crafting
    This sequence further improves the process of weapon manufacture, ensuring that the Saurus have the very best equipment with which to fight.
    500
    • Weapon strength: +10% for Saurus units
    Sequence of Massed Combat
    Each spawning of Saurus act as one on the battlefield, acting in a perfectly coordinated manner to crush the enemies of the Old Ones.
    600
    • Melee attack: +5 for Saurus units
    Sequence of Saurus Invigoration
    Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Saurus.
    700
    • Upkeep: -10% for Saurus Infantry and Temple Guard units
    Sequence of Armour Crafting
    Gold, found in abundance in Lustria, is used to fashion exquisite armour to cover those parts the Lizardmen's tough scales do not.
    800
    • Armour: +5 for Saurus units
    • Missile resistance: +10% for Saurus and Temple Guard units
    Sequence of the Honoured Guardians
    The most respected of all Saurus Warriors, the Temple Guard are equipped with the finest arms and armour available.
    900
    • Armour: +5 for Temple Guards units
    • Weapon strength: +10% for Temple Guards units
    Sequence of Martial Excellence
    The Temple Guard, veterans all and many thousands of years old, are a pinnacle to which all Saurus aspire.
    1000
    • Melee attack: +5 for Temple Guards units
    • Melee defence: +5 for Temple Guards units
    Tablet of Beasts
    Tablet of Beasts
    As described by the Old Ones, research the following items to advance the Lizardmen's Great Plan to its ultimate conclusion.
    400
    • Speed: +10% for Terradon Riders units
    Sequence of Exotic Weapons
    The most irregular weapons are reserved for Terradon Riders, who are armed with poison-tipped javelins, fireleech bolas, and various other unusual ordnances.
    500
    • Ammunition: +25% for Terradon Riders units
    Sequence of the Ferocity
    The ferocious, predatory Cold Ones can be trained so their savage natures are exploited to the Lizardmen's best advantage.
    600
    • Charge bonus: +10 for Cold One units
    • Speed: +5% for Cold One units
    Sequence of the Hunt
    Once the foe's blood begins to flow the Cold Ones go into near-uncontrollable frenzy.
    700
    • Melee attack: +5 for Cold One units
    • Weapon strength: +10% for Cold One units
    Sequence of the Great Beast's Resilience
    Slow-moving but deadly, the Living Bastions of Lustria's armies can be made even tougher by following the Old Ones' teachings.
    800
    • Melee defence: +5 for Bastiladon units
    • Missile resistance: +8% for Bastiladon units
    Sequence of the Great Beast's Rampage
    It's best to stay out of a Stegadon's way if you don't want to be trampled or gored, no matter whose side you are on.
    900
    • Charge bonus: +15 for Stegadon and Carnosaur units
    • Melee attack: +5 for Stegadon and Carnosaur units
    Sequence of the Beastkeepers
    Fresh quadruped 'recruits' are always required when war comes to Lustria's jungle shores.
    1000
    • Upkeep: -10% for Terradon Riders, Cold One, Stegadon, Bastiladon and Carnosaur units