Chaos Dwarfs technologies
78 technologies from the game's research tree for Chaos Dwarfs, patch 9.0, line by line as the game lays them out. Hover or tap a technology for its research cost, its effects and what it needs first. Faction-only trees (a single lord's variant) are not included.
Beasts of ZharrBeasts of Zharr500 research points
Armament cost: -10% for increasing capacity of Monsters units
Number of uses: +1 for bound abilities on Lammasu and Bale Taurus units (Rank 7 and above)
Weapon strength: +10% for all Lammasu, Great Taurus, Bale Taurus and Chaos Siege Giant unitsRequires: Mighty MonstersIt's a risky business, as these beasts may not realise the fighting isn't real, but training with Lammasu and Tauruses improves their performance in battle no end.
Total War!Total War!500 research points
Maximum active Hell-Forge Forgecraft Options: +2Requires: Weapons Depots"The sport is war: Total War, when victory's a massacre."
Weapons of WarWeapons of War500 research points
Armament cost: -10% for increasing capacity of War Machine units
Range: +5% for Iron Daemon and Artillery units
Speed: +10% for Skullcracker, Iron Daemon and Artillery unitsRequires: Continuous BombardmentThe engineers and artificers of the Chaos Dwarf armies calibrate the really big guns in their arsenal for improved range and accuracy.
Mass SacrificesMass Sacrifices500 research points
Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)
Winds of Magic power reserve capacity: +20 (all armies)Requires: Shyish BoundThe Winds of Magic obey those willing to lay lives on the line to achieve their aims. Not their own lives, of course.
Powers of the ConclavePowers of the Conclave500 research points
Number of uses: +1 for abilities granted by the Tower of Zharr Seats and District rewardsRequires: Aqshy BoundIn the great Conclave of Evil, plans of domination are formulated and powers are seized to the cruellest of ends.
Labour OrganisationLabour Organisation500 research points
Labour gained post-battle: +10% (all armies)
Workload requirement for Raw Materials: -10% (all provinces)Requires: Increased Resource AllocationNot all captives have equal worth as Labourers, but it takes experience to tell who’s worth shackling and where to send them.
Unilateral AgreementsUnilateral Agreements500 research points
All Convoys gain an additional unit when completing Convoy route
Income from trade tariffs: +5% for every completed Convoy routeRequires: Arms Monopoly"All I see here is a signature and someone who hasn’t read the fine print."
Mighty MonstersMighty Monsters400 research points
Speed: +10% for Lammasu, Great Taurus, Bale Taurus and Chaos Siege Giant units
Ward save: +5% for Lammasu, Great Taurus, Bale Taurus and Chaos Siege Giant unitsRequires: Temple TrainingPerfecting the husbandry of Lammasu and Tauruses makes for faster, hardier beasts that are harder for the foe to kill in battle.
Medical SuppliesMedical Supplies500 research points
Ward save: +5% (all characters)
Wound recovery time: -2 turns (all characters)Requires: Weapons DepotsThe Chaos Dwarfs’ forgecraft can also have convalescent applications, but such boons are only afforded to those chosen to drive their hosts forward.
Weapons DepotsWeapons Depots100 research points
Recruit rank: +2 for all units
Local recruitment capacity: +1 (all provinces)Requires: Ammunition CachesFrom skull-splitting axes to flesh-shredding blunderbusses, the weapons surpluses of the Chaos Dwarfs sit ready for distribution.
Chosen by the FatherChosen by the Father500 research points
Hit points: +5% (all characters)
Weapon strength: +10% (all characters)Requires: Weapons DepotsThose whom the Father of Darkness has chosen gain great strength when fighting in his name.
Continuous BombardmentContinuous Bombardment400 research points
Ammunition: +10% for Iron Daemon and Artillery units
Explosive missile damage: +10% for Iron Daemon and Artillery units
Missile strength: +10% for Iron Daemon and Artillery unitsRequires: Daemon Forges"Hard pounding, Dhrath. Let's see who pounds the longest…"
Shyish BoundShyish Bound500 research points
Winds of Magic cost: -10% for Lore of Death spells (all armies)
Cooldown: -10% to Lore of Death spells (all armies)Requires: Sacrificial VatsShyish brings about bodily mineralisation to Dawi-Zharr Sorcerers no slower than other lores, but those who use it pay the price gladly.
Imperishability RitualsImperishability Rituals500 research points
Immune to Desert attrition (all armies)
Immune to Swamp attrition (all armies)Requires: Hashut BoundThe terrible Chaos magics gifted by Hashut can endow those he deems worthy with unnatural longevity and durability.
Conclave DominanceConclave Dominance500 research points
Tower Settlement buildings gain an additional: +2 Conclave Influence per turn
Winds of Magic power reserve: +3 per turn (all armies)Requires: MetallurgyThe Chaos Dwarf hierarchy rules through fear and cruelty. The ziggurats and towers of Zharr-Naggrund are the symbols of their mastery.
Aqshy BoundAqshy Bound500 research points
Cooldown: -10% to Lore of Fire spells (all armies)
Winds of Magic cost: -10% for Lore of Fire spells (all armies)Requires: Hashut ReverenceMastery over the Lore of Fire can only bring the Dawi-Zharr's industrial goals, and the utter destruction of their hated foes, much closer to fruition.
Workforce DiktatsWorkforce Diktats500 research points
Set an Example Labour action: additional Control +5
Sell Labour Labour action: additional Treasury +750Requires: Increased Resource AllocationAny method to reap more advantage from a Labourer than just the commodities they toil to provide should be undertaken without hesitation.
Increased Resource AllocationIncreased Resource Allocation100 research points
Construction cost: -15% for Tower settlement buildings
Construction time: -1 for Tower settlement buildingsRequires: StockpilingHashut demands that he is honoured with fire, blood and spires that scrape the sky, the larger the fortress, the greater the monument to his greatness.
Arms MonopolyArms Monopoly100 research points
Maximum Caravan cargo capacity: +15%
Sale value of cargo: +15%Requires: Resource ExtractorsThe secret to controlling the arms trade is to produce more and trade further afield than any of your rivals can.
Convoy CartographersConvoy Cartographers500 research points
Maximum number of active Convoys: +1
Chance of Caravan intercept battle being an ambush: -25%Requires: Arms MonopolyMapping the terrain ensures future Convoys avoid the pitfalls, both figurative and literal, that have hindered their predecessors' progress.
Ammunition CachesAmmunition Caches400 research points
Hero capacity: +1 for Infernal Castellan
Ammunition: +10% (all armies)Requires: Alchemical RemediesMany such stores exist throughout the Dark Lands, and no single Dhrath-Zharr commander knows them all.
Sacrificial VatsSacrificial Vats400 research points
Sacrifices for Zharr-Naggrund Labour action: additional Conclave Influence +5Requires: Hashut BoundThe bigger the receptacle of molten metal, the more screaming sacrifices that can be fed to it at once.
Hashut BoundHashut Bound100 research points
Cooldown: -10% to Lore of Hashut spells (all armies)
Winds of Magic cost: -10% for Lore of Hashut spells (all armies)Requires: Architects’ DecreesAs the pact between the Chaos Dwarfs and their Dark God deepens, the tendrils of Hashut’s malevolence become one with their bitter souls.
Communing AltarCommuning Altar100 research points
Conclave Influence gained from all sources: +10%
Research rate: +10Requires: Imperishability Rituals, Conclave DominanceAn altar dedicated to Hashut grants his servants ancient knowledge, as well as the blessings of the Father of Darkness.
MetallurgyMetallurgy100 research points
Winds of Magic cost: -10% for Lore of Metal spells (all armies)
Cooldown: -10% to Lore of Metal spells (all armies)Requires: Tyrannical DecreesThe production, purification and manipulation of metals is a specialised science, that requires extensive knowledge of Chamon, the Lore of Metal.
Hashut ReverenceHashut Reverence400 research points
Construction time: -1 for Temple of Hashut buildings
Temple of Hashut buildings gain an additional: +5 Conclave Influence per turnRequires: MetallurgyThose loyal to the Dawi-Zharr recognise the hierarchy of their civilisation, with Hashut sitting alone atop it all, as a symbol of reverence.
StockpilingStockpiling400 research points
Iron and Timber provides +15% Armaments output for provinceRequires: Industrial RevolutionThe land’s surplus shall feed the Chaos Dwarf war machine, both in times of abundance and times of scarcity.
Resource ExtractorsResource Extractors400 research points
Income from Gem and Gold Mines: +20%Requires: Industrial SecurityThe Chaos Dwarfs have become masters of trade and industry, as well as war, because they know which way total victory lies.
Temple TrainingTemple Training400 research points
Armament cost: -10% for increasing capacity of Bull Centaur units
Attribute: Perfect Vigour for Bull Centaur Renders units (Rank 7 and above)
Melee attack: +5 for all Bull Centaur Renders unitsRequires: Living MetalBull Centaur Renders, drilled in the Temple of Hashut and in sight of the Bull-God himself, fight harder and better for his infernal blessings.
Alchemical RemediesAlchemical Remedies400 research points
Casualty replenishment rate: +5%Requires: Reduced RationsVery, very unnatural remedies, to heal battle wounds swiftly and cleanly, ensure warriors can return to the front in peak condition as soon as is Dwarfly possible.
Daemon ForgesDaemon Forges400 research points
Armament cost: -10% for increasing capacity of K'daai units
Enables "Flammable" attacks for K'daai units (Rank 7 and above), reducing fire resistance
Physical resistance: 10% for all K'daai unitsRequires: Boiling Blood SacrificesThis is where the K'daai are 'born' of fire, and the darkest of dark magicks.
Architects’ DecreesArchitects’ Decrees400 research points
The Masterful Architects commandment: additional -10% construction cost
The Billowing Smoke Stacks commandment: additional +2 ControlRequires: Mutual BenefitsSocietal advancement is not possible unless the technocrats are given free rein.
Tyrannical DecreesTyrannical Decrees400 research points
The Higher Quotas commandment: additional +5% Armaments output
The Higher Quotas commandment: additional +5% income from Refinery buildings
The Military Doctrine commandment: additional +1 recruit rankRequires: Ruinous NegotiationsThere’s no such thing as too many Labourers. The Overseers shall make work for their idle hands!
Industrial RevolutionIndustrial Revolution100 research points
Construction cost: -15% for Factory settlement buildings
Construction time: -1 for Factory settlement buildingsRequires: Hotter FurnacesBlood, sweat and corpses: the price to be paid for rapid and relentless progress.
Industrial SecurityIndustrial Security100 research points
Campaign movement range from Tower Patrols buildings: +10%
Upkeep from Tower Patrols buildings : -5%Requires: Overseer OrganisationScheduled patrols of mines and factories give guards the lie of the land, ensuring more efficient protection of lucrative holdings.
Living MetalLiving Metal100 research points
Armour: +15 for Bull Centaur Renders units
Melee defence: +5 for Bull Centaur Renders unitsRequires: Hobgoblin QuartermastersThe warping taint to which the Bull Centaurs are subjected eventually leads to the hardening and distorting of their flesh, so that they appear to be made of living metal.
Reduced RationsReduced Rations100 research points
Upkeep: -5% (all armies)An army may march on its stomach, but hungry troops fight with a greater urgency and brutality on the battlefield.
Boiling Blood SacrificesBoiling Blood Sacrifices100 research points
Melee defence: +5 for K'daai Fireborn units
Weapon strength: +10% for K'daai Destroyer unitsRequires: Varied TrainingFrom such terrible events do wonderful things emerge. This is how the K'daai Zharr are made.
Mutual BenefitsMutual Benefits400 research points
Allied recruitment cost: -15%
Diplomatic relations: +20 with Daemons of ChaosRequires: Signature SpellcastingNot all Daemons must be bound to the Chaos Dwarfs' infernal engines – some simply hand over their lesser underlings, to the benefit of both parties.
Ruinous NegotiationsRuinous Negotiations400 research points
Chaos Undivided corruption: +1 (all provinces)
Diplomatic relations: +20 with Warriors of Chaos, Beastmen and NorscaRequires: Malicious ComplianceSelling weapons to Chaos' lesser followers means they can be tested in a live environment, and spreads word of the Chaos Dwarfs' dread machines far and wide.
Hobgoblin QuartermastersHobgoblin Quartermasters300 research points
Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
Melee defence: +4 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
Unit experience gain: +50% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders unitsRequires: Starved WolvesArming Hobgoblins is a risky business, but as long as they stay hated by other Greenskins they will stay loyal to you, more or less.
Varied TrainingVaried Training300 research points
Armament cost: -10% for increasing capacity of Melee and Missile Infantry units
Recruitment cost: -10% for Chaos Dwarf Infantry units
Recruit rank: +1 for Chaos Dwarf InfantryRequires: Hollow RoundsSometimes, the situation on the battlefield calls for a different approach. Therefore, units are trained to use a variety of arms and adapt to events as they unfold.
Signature SpellcastingSignature Spellcasting100 research points
Winds of Magic cost: -1 for "Spirit Leech"
Winds of Magic cost: -1 for "Burning Wrath"
Miscast base chance: -15% (all characters)Requires: Finest LeadersSorcerer-Prophets practice these signature spells extensively to prepare themselves for more difficult ones that are easier to miscast… and with a greater risk of petrification!
Malicious ComplianceMalicious Compliance100 research points
Casualties captured post-battle: +10%
Control: +2 (all provinces)Requires: Envoys to the ConclaveIncreasing Labour capacity and, at the same time, breaking the spirit of the Labourers, is the sort of order any of the Chaos Dwarfs would happily carry out.
Extended ShiftsExtended Shifts400 research points
Income from Scavenger buildings: 50
Raw Materials output: +10%Requires: Wagon EngineeringSuch things would cost a small fortune in overtime, if indeed the Dawi-Zharr were paying their Labourers instead of exploiting them with menaces.
Hotter FurnacesHotter Furnaces300 research points
Income from Refinery buildings: +10%
Armaments output: +10%Requires: Harbour GuildsThe red glow of a thousand diabolical furnaces intensifies, symbolising the Chaos Dwarfs’ growing industrial might.
Overseer OrganisationOverseer Organisation300 research points
Maximum Caravan cargo capacity: +15%Requires: Veteran Convoy MasterLeft unsupervised, Labourers cannot be trusted.
Siege SuppliesSiege Supplies400 research points
Defensive supplies: +500
Attrition: -20% when under siegeRequires: Siege LogisticsCaches of food, weapons and munitions are kept because the perpetual aggressor can just as easily be forced into a defensive stance, and they intend to be ready for all eventualities.
Mass ProductionMass Production400 research points
Global recruitment duration: -1 turn(s) (minimum 1)Requires: Mandatory ServiceRearming armies is costly, but streamlining production techniques inevitably make things cheaper and quicker to make.
Ceaseless MarchCeaseless March400 research points
Campaign movement range: +5%Requires: Martial TrainingThe pace is punishing, with no breaks and no slowing down. March or die!
Finest LeadersFinest Leaders300 research points
Hero recruit rank: +2
Lord recruit rank: +2Requires: Future of the Dawi-Zharr"Now we'll see what remains of this world. Only the strong will survive."
Envoys to the ConclaveEnvoys to the Conclave300 research points
Diplomatic relations: +20 with Chaos Dwarfs
Allegiance points gained: +15%Requires: Brazen BodyguardEmbedding rivals' envoys within the Dawi-Zharr hierarchy increases the chances of diplomatic accord and cements allegiances when it really matters.
Scorched EarthScorched Earth400 research points
Income from razing settlements: +10%
Income from sacking settlements: +10%Requires: Mandatory Service"If it isn't nailed down we take it. We can work out what to do with it all later. Burn the rest."
Mandatory ServiceMandatory Service100 research points
Recruitment cost: -10%
Global recruitment capacity: +1Requires: Stronghold SyndromeAll Dhrath-Zharr should be ready for war, whenever the call to military service is sounded.
Roaming Round-upsRoaming Round-ups400 research points
Control: -2 in enemy provinces where an army is present
Income from raiding: +10%Requires: Mandatory Service"They won't get far. Unleash the wolves."
Smog ShroudSmog Shroud400 research points
Ambush success chance: +10%
Evasion chance when using Tunnelling: +15%Requires: Martial TrainingThe Chaos Dwarfs' factories leave the air thick with pollution. Though the Dawi move through it unhindered, foes struggle in the putrid air.
Martial TrainingMartial Training100 research points
Unit experience gain: +10%
Recruit rank: +1 for all unitsRequires: The Call to WarYou can never drill too much, whether that be drilling for Hashut's Blood or drilling the Dawi-Zharr armed forces to brutal perfection.
Tactical ReviewTactical Review400 research points
Battle reinforcement time: -25% (all armies)
Reinforcement range: +25% (all armies)Requires: Martial TrainingWhen the battle is over, the generals gather to consider what went well and what could be improved.
Future of the Dawi-ZharrFuture of the Dawi-Zharr300 research points
Hero capacity: +1 for Daemonsmith Sorcerer
Magic item drop chance from battle: +15%Requires: Pandemic PreparationsToday's Daemonsmiths are tomorrow's Sorcerer-Prophets. The more of them with experience of the Chaos Dwarfs' war machine there are, the stronger their forces will be.
Brazen BodyguardBrazen Bodyguard300 research points
Hero capacity: +1 for Bull Centaur Taur'ruk
Hero action cost: -20%Requires: Pandemic PreparationsStrength comes more naturally to those blessed with the image of the Father of Darkness himself.
Wagon EngineeringWagon Engineering300 research points
Obsidian and Marble provides +15% Raw Materials output for provinceRequires: Applied Assignments"You can’t just build it bigger, you wazzock! Such immense loads require an entirely different chassis altogether!"
Harbour GuildsHarbour Guilds300 research points
Construction cost: -15% for Ports
Construction time: -1 for PortsRequires: Labour QuotasThis union of specialist builders, working together with common aims, means ports will be built faster and for the best possible price.
Veteran Convoy MasterVeteran Convoy Master300 research points
Experience per turn: +100 for Convoy Overseers
Lord recruit rank: +3 for Convoy Overseer (factionwide)Requires: Merchant GuildsTrucking across the world on a Convoy is a life suited only to the hardiest Dawi, and the more experienced they are, the better.
Siege LogisticsSiege Logistics300 research points
Ammunition: +20% when under siege
Melee defence: +5 when under siegeRequires: Territorial ConsignmentsThe Dawi-Zharr’s natural proficiency in logistics gets the most out of their armouries and quartermasters when it is needed the most.
Pandemic PreparationsPandemic Preparations200 research points
Chance of a plague spreading: -15% (all armies)
Chaos Undivided corruption from Protection buildings: +2Requires: Tallest TowersThere is always work to do. Sickness is a weakness of the industrial machine.
Starved WolvesStarved Wolves300 research points
Charge bonus: +10 for Hobgoblin Wolf Raiders units
Speed: +5% for Hobgoblin Wolf Raiders unitsRequires: Stronghold SyndromeA very hungry wild animal moves quicker and savages their prey with greatly increased vigour.
Stronghold SyndromeStronghold Syndrome200 research points
Melee attack: +4 for Labourers and Hobgoblin Infantry units
Upkeep: -10% for Labourers and Hobgoblin Infantry unitsExtended time spent on the Plains of Zharr has led these Labourers to fully believe in their overlords' objectives, and are now seeking to prove their loyalty in battle.
The Call to WarThe Call to War200 research points
Leadership: +6 for Chaos Dwarf Melee Infantry units
Melee defence: +4 for Chaos Dwarf Melee Infantry unitsThe call has come: it's war! Those who honour Hashut shall receive his infernal blessing.
Hollow RoundsHollow Rounds300 research points
Missile strength: +8% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units
Reload time reduction: +6% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) unitsRequires: The Call to WarA high-velocity bullet at close range can damage the mind: shattering the skull, shredding the brain, severing the spine.
Tallest TowersTallest Towers200 research points
Campaign line of sight: +15% for settlements
Control: +1 (all provinces)Reaching high above the putrid smog clouds, these spires are a symbol of Dawi-Zharr authority and a required vantage point.
Applied AssignmentsApplied Assignments300 research points
Rush Construction Labour cost: -10%
Construction cost: -5% for all buildingsRequires: Live to Work, Work to LiveSince Goblins and their ilk are notably weaker than their larger Orcish cousins, it makes sense to assign the heavy duty tasks to them, which in turn keeps "workplace incidents" down…
Live to Work, Work to LiveLive to Work, Work to Live100 research points
Construction cost: -15% for Outpost settlement buildings
Construction time: -1 for Outpost settlement buildingsRequires: Labour QuotasIf the Labourers don't build outposts quickly, they will have nowhere to sleep – so no rest until it's done!
Labour QuotasLabour Quotas200 research points
Labour gained post-battle: +5% (all armies)Quotas must be met. If it's got a pulse, get it onto the production line.
Merchant GuildsMerchant Guilds200 research points
Tradable resources produced: +10%
Income from trade tariffs: +10%When it comes to matters of trade, guilds are an ingenious device for increasing profits without individual responsibility.
Wartime EconomyWartime Economy100 research points
Construction cost: -15% for Basic and Advanced Military buildings
Construction time: -1 for Basic and Advanced Military buildingsRequires: Merchant GuildsResources prioritised and mobilised for the sole purpose of war ensure military supremacy is maintained.
Territorial ConsignmentsTerritorial Consignments300 research points
Construction cost: -15% for Defence buildings
Construction time: -1 for Defence buildingsRequires: Wartime EconomyNo empire survives this long in the Dark Lands without paying heed to its regions' individual defence needs.
- Reach 12 unit capacity for Warmachines to unlock second carriageReach 12 unit capacity for Warmachines to unlock second carriage100 research points
Unlocks a third carriage slot for your Iron Daemon or Skull Cracker
- Reach 10 unit capacity for Warmachines to unlock second carriageReach 10 unit capacity for Warmachines to unlock second carriage100 research points
Unlocks a second carriage slot for your Iron Daemon or Skull Cracker