Dwarfs technologies
68 technologies from the game's research tree for 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.
High King's AuthorityHigh King's Authority500 research points
High King Decrees: +1
Construction time: -1 for Province Capital/Settlement buildingsRequires: Dwarf TreasuriesThorgrim brooks no fools, Dawi or otherwise. He is stern - even for a High King - and his authority is absolute.
Interlocking ShieldsInterlocking Shields500 research points
Ability: "Shieldwall" for Shielded Warrior and Longbeard unitsRequires: Iron ReadinessDwarfs excel at shieldwalls. Over the years, the Guilds, at the Clans' request, have experimented with interlocking shield designs.
Iron VeteransIron Veterans500 research points
Attribute: Charge Reflection for Great Weapon Infantry unitsRequires: Veterans' PrideThese courageous warriors have fought and survived countless underground battles.
Tales of Many WarsTales of Many Wars600 research points
Ability: "Shieldwall of Gromril" for Ironbreakers (Rank 7 and above)
Attribute: Encourage for Hammerer units (Rank 7 and above)
Weapon strength: +10% for Hammer Infantry and Ironbreaker unitsRequires: Master-Crafted ArmourDwarfs like to drink, sing and tell tall-tales. However, some stories concerning veterans may actually be true.
Slayer's OnslaughtSlayer's Onslaught600 research points
Ability: "Whirlwind of Death Upgraded" for Doomseeker units (Rank 7 and above)
Charge bonus: +10 for all Slayer unitsRequires: Grimnir's FavourA Slayer's wrath is not something enemies wish to see - they do not fear death, they crave it!
Storage VaultsStorage Vaults500 research points
Construction time: -1 for Defence buildingsRequires: Rat PoisonIn the lower deeps of any Hold are the sealed vaults. They are cool and dark, perfect for storing foodstuffs and other vital supplies.
Dwarf TreasuriesDwarf Treasuries400 research points
Income from Province Capital/Settlement buildings: +15%Requires: Khazid SubsidiesDwarf treasuries are often as deep as their vaults… which can be very deep!
Halls of Great GuildsHalls of Great Guilds500 research points
Construction time: -1 for Military Recruitment buildings
Construction time: -1 for Military Support buildingsRequires: Dwarfen GrimsIt is in the Guild halls where the ruling councils meet to discuss policy, tariffs, and to further their goals.
Oaths of LoyaltyOaths of Loyalty100 research points
High King Decrees: +1
Global recruitment capacity: +1
Local recruitment capacity: +1 (all provinces)Requires: Scrutinise Guild LeadersEvery Dwarf must make unbreakable oaths to his King. Only the most scraggiest of beard-wearers would think to break them.
Iron ReadinessIron Readiness400 research points
Armour: +10 for Shielded Warrior and Longbeard units
Melee attack: +4 for Shielded Warrior and Longbeard unitsRequires: Call to ClanIn the deeps, the Ironbreakers are always on call, ready to defend the Hold from threats below.
Improved Blast ChargesImproved Blast Charges500 research points
Ammunition: +100% for Miners unitsRequires: Militia TrainingDwarfs are not ones for innovation, but refining a process to perfection is a totally different matter!
Veterans' PrideVeterans' Pride400 research points
Armour-piercing weapon damage: +10% for Great Weapon Infantry units
Charge bonus: +10 for Great Weapon Infantry unitsRequires: Sacred DutyIf you want a job doing properly, albeit with some moaning, then get a Longbeard.
Master-Crafted ArmourMaster-Crafted Armour500 research points
Armour: +10 for Hammerer and Ironbreaker units
Missile resistance: 15% for Hammerer and Ironbreaker unitsRequires: Royal GuardDwarfs are expert armourers, both as creators and wearers. They have the skills to fashion it and the sturdy frames to bear its weight.
Recite Ancient GrudgesRecite Ancient Grudges600 research points
Shared cooldown: -10% for all Rune MagicRequires: Rune-Bearing RelicsTo read aloud from the Hold's Book of Grudges is to enrage all Dawi and bring them to battle.
Grimnir's FavourGrimnir's Favour500 research points
Melee attack: +4 for all Slayer units
Melee defence: +4 for all Slayer unitsRequires: The Slayer OathWhen the Runepriests enter a Karak, they will stop at the Shrine of Grimnir, granting his favour to any who wish it.
Rat PoisonRat Poison100 research points
Defensive supplies: +500
Casualty replenishment rate: +5%
Attrition: -20% when under siegeRequires: Khazid SubsidiesThe putting together of great Dwarfen heads always results in the optimal solution, even when facing the foulest, most abominable problem.
Khazid SubsidiesKhazid Subsidies400 research points
Construction cost: -10% for Province Capital/Settlement buildingsRequires: Heavy QuernstonesTo grow the Everlasting Realm, the Guilds send subsidies to make settlements old and new sustainable.
Dwarfen GrimsDwarfen Grims100 research points
Recruit rank: +1 for all unitsRequires: Khazid SubsidiesThe 'Grims' - small Dwarf tokens attached to their products - are a sign of quality even the manlings understand.
Thane's AuthorityThane's Authority600 research points
Hero capacity: +1 for Thanes
Hero recruit rank: +2 for Thanes
Control: +2Requires: Scrutinise Guild LeadersThanes speak with the word of their King, and so the Guilds' rarely question such direct commands.
Scrutinise Guild LeadersScrutinise Guild Leaders500 research points
High King's Tribute commandment: additional 5% income
Masters of Steel and Stone commandment: additional -5% to recruitment costRequires: Underway Trade CaravansAs Dwarf Guilds wield such power, it makes sense that the Clans keep an eye on them, ensuring competence and honesty.
Valaya's ProtectionValaya's Protection600 research points
Hero capacity: +1 for Runesmiths
Hero recruit rank: +2 for Runesmiths
Ambush defence chance: +20% (all armies)Requires: Scrutinise Guild LeadersDwarf Runepriests are rare, but when they visit the Holds they inscribe the Protection of Valaya upon home and hearth.
Call to ClanCall to Clan100 research points
Melee defence: +4 for Shielded Warrior and Longbeard unitsRequires: Militia TrainingAll members of the Clan will answer its call, swearing oaths against those who have wronged them.
Militia TrainingMilitia Training400 research points
Melee attack: +3 for Miner units
Melee defence: +3 for Miner unitsRequires: Gather the ThrongsEvery Dwarf practices a trade, but as war is common each Clan readily forms into one or more regiments.
Sacred DutySacred Duty100 research points
Melee attack: +4 for Great Weapon Infantry unitsRequires: Militia TrainingIt is the Dawi's solemn obligation to protect the deeps of their Karaks.
Royal GuardRoyal Guard100 research points
Physical resistance: 5% for Hammerer and Ironbreaker unitsRequires: Rune-Bearing RelicsAs both honour and sworn duty, the Hammerers are the royal guard, accompanying Lord or King into battle.
Rune-Bearing RelicsRune-Bearing Relics500 research points
Cooldown: -10% to Rune abilitiesRequires: Warrior’s GuildDwarfen runes empower weapons already forged by the finest smiths, making a potent axe a truly deadly item.
The Slayer OathThe Slayer Oath100 research points
Speed: +20% for all Slayer units
Vigour loss reduction: -25% for all Slayer unitsRequires: Rune-Bearing RelicsThose that have taken the Slayer Oath must seek their doom in combat to appease an earlier shame.
Construction GuildsConstruction Guilds100 research points
Construction time: -1 for all buildings (minimum of 1 turn)
Removes and prevents all 'Blocked Tunnels' in all Deeps locations
Construction cost: -5% for all buildingsRequires: Grungni's BlessingAlong with the Engineers, the Construction Guilds are some of the most powerful, for every Dwarf needs a home.
The Way of the ClansThe Way of the Clans100 research points
Age of Reckoning Grudge Settler army size: +5Requires: Ancestral TombsWhen the Thanes call to gather the throngs, it is the Clans that answer, for they have bonds stronger than Gromril.
The Way of the GuildsThe Way of the Guilds100 research points
Diplomatic relations: +10 with DwarfsA powerful, authoritative voice in any Hold, the Guilds dominate Dwarfen civil life, controlling trade, finances and labour.
Heavy QuernstonesHeavy Quernstones300 research points
Growth: +10Requires: The Way of the GuildsDwarf grinding stones are always perfectly round and decorated with geometric scrawls and runes, usually of Valaya's making.
Underway Trade CaravansUnderway Trade Caravans500 research points
Cooldown after Underway Network travel: -2 turns
Campaign movement range: +5%Requires: The Way of the Guilds, Heavy Quernstones, Rat Poison, Storage Vaults, Khazid Subsidies, Dwarf Treasuries, High King's Authority, Dwarfen Grims, Halls of Great Guilds, Deep Resource Extraction, Gromril Picks, The King's Share, Toolmakers' Guild, Construction Duty, Tool Market, Water-Proof PackagingDwarfholds tend to trade with each other via the Underway, which keeps prying eyes out of Dawi business.
Grungni's BlessingGrungni's Blessing700 research points
Income from all buildings: +5%Requires: Underway Trade Caravans, Thane's Authority, Scrutinise Guild Leaders, Oaths of Loyalty, Operations Training, Autonomy of the Holds, Include Related Families, Valaya's Protection, SealstonesThe Runepriests bestow Grungni's Blessing on Guild works, ensuring profitable ventures for all.
Grand Throne ChamberGrand Throne Chamber100 research points
High King Decrees: +1
Population surplus: +2 for newly-captured settlementsRequires: Grungni's BlessingThe grander the Throne Chamber, the more envious and intimidated the King's audience or 'guests' will be.
Marching SongsMarching Songs100 research points
Speed: +10% for Infantry unitsA rolling Dwarfen song contains many verses and a constant rhythm, used to keep in step and up to pace.
Gather the ThrongsGather the Throngs300 research points
Recruitment cost: -10% for Infantry unitsRequires: Marching SongsOnce word is given that it's war, the message quickly passes down the ranks from Kings to Lords to Thanes.
Warrior’s GuildWarrior’s Guild500 research points
Recruitment cost: -20% for Grudge Settler units
+1 Grudge Settler unit capacity per army
Unit experience gain: +20% for Infantry unitsRequires: Marching Songs, Gather the Throngs, Call to Clan, Iron Readiness, Interlocking Shields, Militia Training, Improved Blast Charges, Sacred Duty, Veterans' Pride, Iron Veterans, Superior Black Powder, Renowned Deadeyes, Iron Price, Vanguard Proficiency, Masterwork Crossbows, Pressure-Regulating Valves, Assembly Lines, Volatile VolleyAs with all Dawi Guilds, the Dwarf warrior tradition also follows the path of apprentice, journeyman and master.
Ancestral TombsAncestral Tombs700 research points
Character experience gain: +10% (all characters)
Wound recovery time: -1 turns (all characters)Requires: Warrior’s Guild, Royal Guard, Master-Crafted Armour, Tales of Many Wars, Rune-Bearing Relics, Recite Ancient Grudges, The Slayer Oath, Grimnir's Favour, Slayer's Onslaught, Large Scale Shell Production, Field Engineers, Artillery Entrenchment, Retainers' Vows, Master-Crafted Weapons, Heavy Armour Plating, Interchangeable Parts, Improved Gyrocopter EnginesThe tombs of the Ancestors are shrines, for Dwarfs revere age, experience and unbroken blood lines.
Oath StonesOath Stones100 research points
Upkeep: -5%Requires: Ancestral TombsBy standing atop an Oath Stone, followers' resolve is increased, ensuring a champion's foes can find him in the scrum.
Dwarfen EmissariesDwarfen Emissaries100 research points
Diplomatic relations: +50 with Empire, Kislev, Cathay and Bretonnia
Allegiance points gained: +20%Requires: Grungni's BlessingDwarfen Emissaries use their forbearance of other races to play the game of diplomacy as well as any Elf, lacing palms with oathgold as needed.
Call Upon Oaths of OldCall Upon Oaths of Old100 research points
+2 Grudge Settler unit capacity per armyRequires: Ancestral TombsNo Longbeard would ever consider breaking an oath. If he promised to come, there he will be.
Deep Resource ExtractionDeep Resource Extraction100 research points
Income from Iron Mines, Gold Mines and Stone Quarries: +15%Requires: The King's ShareThanks to the Guilds, Dwarfs excel at getting resources out of the ground - no matter how deep!
The King's ShareThe King's Share400 research points
Oathgold from buildings: +10%Requires: Heavy QuernstonesThe Royal Clan is entitled to its tithe. The Reckoners guarantee that the Guilds pay up.
Tool MarketTool Market100 research points
Construction cost: -15% for resource-producing buildingsRequires: The King's ShareWhen a Dawi is in need of decent hammer or axe, the tool market is the place to find it.
Operations TrainingOperations Training600 research points
Hero capacity: +1 for Master Engineers
Hero recruit rank: +2 for Master Engineers
Research rate: +10Requires: Autonomy of the HoldsNot just any beardling can operate war machines, so the Engineers' Guild ensures only approved crew operate its instruments.
Autonomy of the HoldsAutonomy of the Holds500 research points
Venerate the Ancestors commandment: additional -1 corruption reduction
Empower the Guilds commandment: additional 15 growthRequires: Underway Trade CaravansKaraz Ankor states that, while all Dwarfholds swear fealty to the High King, they are ruled independently.
SealstonesSealstones600 research points
Hero capacity: +1 for Dragon Slayers
Hero recruit rank: +2 for Dragon Slayers
Corruption: -3 (all provinces)Requires: Autonomy of the HoldsSome tombs lay closed, forever sealed with stones covered in ancient runes that glow when evil lurks nearby.
Superior Black PowderSuperior Black Powder100 research points
Range: +10% for Thunderer and Slayer Pirate units
Missile strength: +10% for Thunderers and Slayer Pirate unitsRequires: Vanguard ProficiencyThe Clans constantly order in black powder and make demands for better quality, deadlier batches as well.
Vanguard ProficiencyVanguard Proficiency400 research points
Armour: +10 for Quarrellers and Rangers units
Speed: +15% for Quarreller and Ranger unitsRequires: Gather the ThrongsSkilled in fighting at the vanguard of the Dwarfs’ main force, Rangers fulfil a dangerous role fraught with risk and unimaginable peril.
Pressure-Regulating ValvesPressure-Regulating Valves100 research points
Ammunition: +10% for Irondrake units
Range: +10% for Irondrakes unitsRequires: Vanguard ProficiencyRegulating pressure is an important aspect of many Dwarf devices. New, self-releasing valves heighten such performance.
Large Scale Shell ProductionLarge Scale Shell Production100 research points
Ammunition: +20% for Artillery units
Missile strength: +10% for Artillery unitsRequires: Retainers' VowsAgain the Dwarfen forges speak, casting a new type of ammunition - large shells filled with cinderblast.
Retainers' VowsRetainers' Vows500 research points
Leadership: +5 for Lords and embedded Heroes
Melee defence: +5 for Lords and embedded Heroes
Armour: +15 for Lords and embedded HeroesRequires: Warrior’s GuildA Dawi Lord's retainers are his loyal servants and bodyguards, be they shield or throne bearers.
Heavy Armour PlatingHeavy Armour Plating100 research points
Missile resistance: 10% for Gyrocopters, Gyrobombers and Thunderbarge units
Armour: +15 for Gyrocopters, Gyrobombers and Thunderbarge unitsRequires: Retainers' VowsCombining runes of lifting with heavy armour plate increases protection without compromising a 'copter's ability to fly!
Gromril PicksGromril Picks500 research points
Income from Gem Cutters and Obsidian Quarries: +10%Requires: Deep Resource ExtractionDwarfen picks of Gromril are rare, but only needed when mining for star-iron ore, as like finds like.
Toolmakers' GuildToolmakers' Guild400 research points
Income from Industry building chain: +5%Requires: The King's ShareThe august Toolmakers are a young but powerful Guild, as all Dawi that practise a craft need tools.
Water-Proof PackagingWater-Proof Packaging500 research points
Tradable resources produced: +15%
Income from trade tariffs: +10%Requires: Tool MarketUsing tar and hide, the Dwarfs can effectively waterproof certain supplies that are otherwise prone to spoilage.
Include Related FamiliesInclude Related Families100 research points
Lord recruit rank: +3Requires: Autonomy of the HoldsNepotism is not a dirty word in Dwarf society. The Guilds encourage it, for family honour is prized.
Renowned DeadeyesRenowned Deadeyes400 research points
Range: +10% for Thunderer and Slayer Pirate unitsRequires: Superior Black PowderDeadeyes can pick off a grobi's nose at a hundred paces. For really good ones, it's twice that range.
Masterwork CrossbowsMasterwork Crossbows500 research points
Reload time reduction: +10% for Quarrellers and Rangers unitsRequires: Vanguard ProficiencyPuresteel crossbows are precision-crafted instruments, able to accurately deliver death from afar.
Assembly LinesAssembly Lines400 research points
Recruit rank: +2 for Irondrakes unitsRequires: Pressure-Regulating ValvesAutomated assembly lines increase production but also safeguard quality, according to the Guilds anyway.
Field EngineersField Engineers500 research points
Reload time reduction: +10% for Artillery unitsRequires: Large Scale Shell ProductionAt a Clan's request, Field Engineers are sent by their Guild, attached to artillery to ensure increased rates of fire.
Master-Crafted WeaponsMaster-Crafted Weapons600 research points
Melee attack: +5 for Lords and embedded Heroes
Weapon strength: +10% for Lords and embedded Heroes
Missile strength: +10% for Lords and embedded HeroesRequires: Retainers' VowsDwarfen weaponsmithing is the finest in the world - a gift from the Guilds to their fellow Clans-kin.
Interchangeable PartsInterchangeable Parts500 research points
Casualty replenishment rate: +5% for Gyrocopters, Gyrobombers and Thunderbarge units
Upkeep: -10% for Gyrocopters, Gyrobombers and Thunderbarge unitsRequires: Heavy Armour PlatingArtillery Engineers soon found that the benefit of keeping certain parts modular allowed for improvements in the manufacturing process.
Construction DutyConstruction Duty500 research points
Construction time: -1 for Infrastructure buildingsRequires: Toolmakers' GuildDwarfs are industrious. When the Guilds call for construction, their members gather and work their beards off!
Iron PriceIron Price500 research points
Upkeep: -10% for Thunderer and Slayer Pirate unitsRequires: Renowned DeadeyesThe so-called "Iron Price" is not the wage, but the cost of having troops away from normal duty.
Volatile VolleyVolatile Volley500 research points
Reload time reduction: +10% for Irondrake unitsRequires: Assembly LinesThe alchemical brew used to fuel the flaming drakeguns can be made more potent, if a tad more unstable…
Artillery EntrenchmentArtillery Entrenchment600 research points
Attribute: Immune to Flanking for Artillery units
Missile resistance: 15% for Artillery unitsRequires: Field EngineersDwarfs excel at artillery placement and creating bulwarks and trenches for their defence.
Improved Gyrocopter EnginesImproved Gyrocopter Engines600 research points
Attribute: Fire Whilst Moving for Gyrocopters (excluding Brimstone Guns) and Gyrobombers units
Attribute: Vanguard Deployment for Gyrocopters, Gyrobombers and Thunderbarge units
Speed: +10% for Gyrocopters, Gyrobombers and Thunderbarge unitsRequires: Interchangeable PartsInnovations in engine mechanics means faster 'copters. Even now, many aircraft are being retro-fitted with improved engines.