Total War: WARHAMMER Wiki

The Skaven 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[]


Technologies[]

Tech Prerequisite Cost Effects
Ferocious Plans
Research the following items to advance the Skaven's vicious, uncompromising agenda to another level altogether.
Driven by Hunger
Lack of food can be a great motivator.
400
  • Unit experience: +2 for Clanrats unit recruits
  • Income from post-battle loot: +5%
Always More Besides
Casualties mean little when your population literally breed like rats.
400
  • Casualty replenishment rate: +5%
Numbers Beyond Counting
The tide of monstrous rats flowed over them one by one, dragging them down to be torn apart…
400
  • Charge bonus: +5 for Skavenslaves units
  • Melee defence: +5 for Skavenslaves units
  • Upkeep: -20% for Skavenslaves units
Strength in Numbers
Large numbers of ill-trained, ill-equipped warriors can still perform a useful function.
400
  • Charge bonus: +5 for Clanrats units
  • Melee attack: +5 for Clanrats units
Scavenging Runs
There is always value in a lightning strike to harvest useful items, whatever they may be.
400
  • Armour: +10 for Clanrats units
Take Everything!
Yes-yes, take all of it! Yes, all - we can split-divide the spoils later- trust me, yes-yes!
400
  • Magic item drop chance: +3%
  • Income from sacking settlements: +5%
The Menace Below
We are the Children of the Horned Rat, survivors all and as we were here before you, so shall we be present to see you fall.
400
  • Leadership: +10 when laying siege
  • Enemy siege holdout time: -1
Ruthless Plans
Research the following items to advance the Skaven's vicious, uncompromising agenda to another level altogether.
Harsh Production Quotas
It means nothing if Skavenslaves die meeting a quota, there will always be more - many more - where they came from.
400
  • Recruitment cost: -5% for Skavenslaves and Clanrats units
  • Growth: +10
Set Examples
If you want something done right, it's best to publicly kill the one who did it wrong so the others learn.
400
  • Leadership: +3
Murder Dissenters
Woe betide any who raise their voices to decry, or even question, the decisions of their betters.
400
Know Your Place!
Needless to say, any Clanrats with ideas above their stations are quickly, and permanently, silenced.
400
  • Loyalty: +3 for new recruits
Carve Undertunnels
Their vast network of underground tunnels enable the Skaven to move around the world largely undetected.
400
  • Campaign movement range: +10%
Devious Plans
Research the following items to advance the Skaven's vicious, uncompromising agenda to another level altogether.
Fight Dirty!
Whereby war's notional rulebook is tossed away in favour of unbridled, fiendish savagery.
800
  • Weapon strength: +10% for Night Runners and Gutter Runners units
  • Missile Damage: +10% for Night Runners and Gutter Runners units
Hit & Run
We-us get in there and kill-slay until they're mostly all dead, then we get out again - let second wave mop up, yes-yes!
800
  • Speed: +10% for infantry units
Intensive Training
Unsurprisingly, even more shouting, combined with terrible punishments, does tend to yield the desired results.
800
  • Unit experience: +2 for Night Runners and Gutter Runners unit recruits
Abduct Promising Candidates
What to do when the agent you require works for another clan, who clearly do not appreciate his talents?
800
  • Recruitment cost: -5% for Night Runners and Gutter Runners units
  • Upkeep: -5% for Night Runners and Gutter Runners units
Eyes Everywhere
There is nowhere to hide, nowhere safe to conspire, that isn't watched by agents of the Council.
800
Exotic Martial Arts
The advanced skills Skaven assassins learn in the Far East appear quite alien, but are no less effective when practised at home.
800
  • Hero recruit rank: +2 for Assassins
Exploit Criminals
It's difficult to imagine the Skaven concept of malfeasance, but it must exist; ‘criminals’ are put to work, as an alternative to an agonising death.
800
  • Hero action cost: -20%
  • Hero recruitment cost: -33%
Monstrous Plans
Research the following items to advance the Skaven's vicious, uncompromising agenda to another level altogether.
Monstrous Abominations
Born from the fusion of Skaven with a range of horrific creatures, Rat Ogres are bereft of reason and almost devoid of sanity.
800
  • Charge bonus: +15 for Rat Ogres units
  • Weapon strength: +5% for Rat Ogres units
Twisted Beyond Recognition
A misshapen mountain of flesh and muscle, with mechanical parts grafted on. Very nasty.
800
  • Melee attack: +5 for Hell Pit Abomination units
  • Weapon strength: +10% for Hell Pit Abomination units
Unfathomable Horrors
A host of holy horrors to direct our aimless dance.
800
  • Unit experience: +2 for Rat Ogres and Hell Pit Abomination unit recruits
Virulent Plans
Research the following items to advance the Skaven's vicious, uncompromising agenda to another level altogether.
Distil Poisons
A little more nightshade, a little less mandrake… good-perfect, Lizard-things won't stand a chance, yes-yes!
1200
  • Weapon strength: +10% for Plague Monks units
Spread Rot & Decay
No corruption too great, no disease too foul; if the Skaven want territory above-ground they will stop at nothing to acquire it.
1200
  • Skaven corruption in adjacent provinces: +1
Hallucinogenics
To make the foe see, hear and smell something else entirely, and then exploit their confusion - that's war taken to the next level.
1200
  • Leadership: +10 for Plague Monk units
  • Melee attack: +5 for Plague Monks units
Record Effective Recipes
All the screams, the contortions, the howls of agony don't mean much unless the end result is useable and, more importantly, repeatable.
1200
  • Hero recruit rank: +2 for Plague Priests
Volatile Plans
Research the following items to advance the Skaven's vicious, uncompromising agenda to another level altogether.
Enormous Caches
A wise warlord stockpiles ammunition long before it is needed.
1200
  • Ammunition: +25% for infantry and Warpfire Thrower, Poison Wind Globadiers and Death Globe Bombardiers units
  • Upkeep: -5% for Warpfire Thrower, Poison Wind Globadiers and Death Globe Bombardiers units
Ensure Product Quality
It's always best to test a new concoction before unleashing it on the enemy.
1200
  • Missile Damage: +10% for Warpfire Thrower, Poison Wind Globadiers and Death Globe Bombardiers units
  • Range: +10% for Warpfire Thrower, Poison Wind Globadiers and Death Globe Bombardiers units
Reject Poor Recruits
It’s hard to imagine, but there are some among this most venal, treacherous race who don't quite make the grade or indeed live much longer…
1200
  • Unit experience: +2 for Warpfire Thrower, Poison Wind Globadiers and Death Globe Bombardiers unit recruits
Ingenious Plans
Research the following items to advance the Skaven's vicious, uncompromising agenda to another level altogether.
Promoted on Merit
Those who display a willingness to betray their own, and just the right amount of vicious savagery, find themselves progressing within the Skaven hierarchy.
1200
  • Hero recruit rank: +2 for Warlock Engineers
  • Ammunition: +20% for Doomwheels, Plagueclaw Catapult and Warp Lightning Cannon units
  • Reload time reduction: +10% for Doomwheels, Plagueclaw Catapult and Warp Lightning Cannon units
  • Lord recruit rank: +2
  • Lord recruit rank: +2
Requisition Protective Gear
Masks and armoured suits are useful, not just for protecting Skaven from the enemy, but also from their own crazy contraptions...
1200
  • Armour: +5 for Stormvermin units
  • Armour: +10 for Warpfire Thrower, Poison Wind Globadiers and Death Globe Bombardiers units
They Can't Blame Their Tools
Bad workmen are the same the world over…
1200
  • Armour: +10 for Plagueclaw Catapult, Warp Lightning Cannon and Doomwheel units
  • Weapon strength: +10% for Doomwheel units
  • Missile Damage: +10% for Plague Claw Catapults, Warp Lightning Cannons and Doomwheel units
Oppressive Plans
Research the following items to advance the Skaven's vicious, uncompromising agenda to another level altogether.
Eliminate the Competition
There is always high demand for assassins willing to murder for someone who needs to keep their own hands clean.
1600
  • Assassinate action: Additional +5% success chance
Masters of Infiltration
It's easier to influence matters when many above ground don't believe you exist...
1600
  • Diplomatic relations: +10 with all factions
Best of the Best
The small number who survive the vigorous selection process are well equipped and given a share of the spoils to ensure their future loyalty.
1600
  • Unit experience: +2 for Stormvermin and Death Runners unit recruits
Rule Through Fear
Fear of being dragged away and killed is another great motivator.
1600
  • Leadership: +10 for Death Runners units
  • Charge bonus: +10 for Death Runners units
  • Weapon strength: +10% for Death Runners units
Ensure Absolute Loyalty
If you wish to survive the turbulent, cutthroat world of Skaven politics you need loyal warriors on your side.
1600
  • Melee attack: +5 for Stormvermin units
  • Melee defence: +5 for Stormvermin units
  • Public order: +1
Plans Within Plans
Research the following items to advance the Skaven's vicious, uncompromising agenda to its ultimate conclusion.
New Warpstone Uses
Skaven covet Warpstone above all else; the ability to mutate weeds out the weak and strengthens those who are already strong.
1600
  • Casualty replenishment rate: +10%
  • Local recruitment capacity: +1
Ultimate Experiments
Selective breeding and genetic manipulation will breed the strongest Skaven yet.
1600
  • (tax/extortion rate): +5%
  • Growth: +25