Lizardmen technologies
64 technologies from the game's research tree for Lizardmen, 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.
Tablet of SpawningTablet of Spawning400 research points
Blessed Spawning pool capacity: +1
Increases the amount of Spawning Sequence earned by commandments by: +50%
Recruit rank: +1 for all units
Lord recruit rank: +4 (all provinces)Research the following items to advance the Lizardmen's Great Plan even further.
Sequence of Projected PresenceSequence of Projected Presence400 research points
Targeting range: +15% for spells
Hero recruit rank: +2Requires: Tablet of SpawningIt is possible for the Slann to communicate telepathically with their agents in the field, and send visions to guide their hands.
Tablet of OrderTablet of Order400 research points
Control: +2Research the following items to advance the Lizardmen's Great Plan even further.
Sequence of Absolute ObedienceSequence of Absolute Obedience400 research points
Battle reinforcement time: -25% (all armies)
Leadership: +5 (all armies)Compliance without question ensures that the path to the Great Plan remains as clear as possible.
Sequence of UtilitarianismSequence of Utilitarianism400 research points
Magic item drop chance from battle: +15%Individual lives are of little importance; in the final analysis only the Great Plan matters.
Sequence of StrengtheningSequence of Strengthening400 research points
Physical resistance: 5% for Lords and embedded Heroes
Lord recruit rank: +2Requires: Tablet of SpawningThose Lizardmen destined for leadership roles have exotic skin-markings.
Sequence of the Global PlanSequence of the Global Plan400 research points
Diplomatic relations: +10 with Lizardmen
Global recruitment duration: -1 turn(s) (minimum 1)
Global recruitment capacity: +1Requires: Sequence of Strengthening, Sequence of Projected PresenceThe Plan requires that all Lizardmen factions work together for the betterment of the entire race.
Sequence of PurificationSequence of Purification400 research points
Chance of a plague spreading: -15% (all armies)
Corruption: -3 (all provinces)Requires: Tablet of OrderDisturbances in the Geomantic Web are detected long before they become viable threats, enabling their sources to be found and purged accordingly.
Sequence of ProtectionSequence of Protection400 research points
Corruption: -2 (all provinces)
Ward save: +5% (all characters)Requires: Sequence of Absolute ObedienceThe insidious taint and corruption of destruction's dark forces must be kept at bay.
Elder WisdomElder Wisdom400 research points
Steal Technology action: Research rate is increased by an additional 10
Research rate: +15Requires: Sequence of UtilitarianismIn their fathomless wisdom, the Slann Mage-Priests have learned to use the covetous intrusions of the younger races to observe them in turn.
Tablet of the SaurusTablet of the Saurus400 research points
Melee defence: +5 for Saurus unitsResearch the following items to advance the Lizardmen's Great Plan even further.
Sequence of Weapon CraftingSequence of Weapon Crafting400 research points
Weapon strength: +10% for Saurus unitsRequires: Tablet of the SaurusThis sequence further improves the process of weapon manufacture, ensuring that the Saurus have the very best equipment with which to fight.
Sequence of Massed CombatSequence of Massed Combat400 research points
Melee attack: +5 for Saurus unitsRequires: Sequence of Weapon CraftingEach spawning of Saurus act as one on the battlefield, acting in a perfectly coordinated manner to crush the enemies of the Old Ones.
Tablet of the SkinksTablet of the Skinks400 research points
Enables poison attacks for all Skink Infantry units
Recruitment cost: -10% for Skink and Chameleon Skinks units
Ammunition: +20% for Skink unitsResearch the following items to advance the Lizardmen's Great Plan even further.
Sequence of Skink SpawningSequence of Skink Spawning400 research points
Recruit rank: +2 for Skink unitsRequires: Tablet of the SkinksThe above-ground spawning pools must be prepared; new Skinks will be required if the Plan is to be interpreted on schedule.
Sequence of CoexistenceSequence of Coexistence400 research points
All regions owned by factions that you have trade agreements with are visibleRequires: Sequence of PurificationOnly those among the younger races whose existence adheres to the tenets of the Great Plan are permitted.
Sequence of CivilisationSequence of Civilisation400 research points
Diplomatic relations: +10 with Humans, High Elves and Lizardmen
Allegiance points gained: +15%Requires: Sequence of ProtectionUnderstanding of the Great Plan involves the realisation that others have a role to play.
Sequence of the SeaSequence of the Sea400 research points
Construction cost: -10% for Ports
Income from Ports: +10%Requires: Elder WisdomAlthough the sea is not generally their habitat, amphibious Lizardmen are used to traverse the hazardous waters when the need arises.
Sequence of Saurus SpawningSequence of Saurus Spawning400 research points
Recruit rank: +2 for Saurus unitsRequires: Tablet of the SaurusThose spawning pools located underground must be ready - war is always at hand and fresh Saurus will be needed to fight.
Sequence of Armour CraftingSequence of Armour Crafting400 research points
Armour: +5 for Saurus units
Missile block chance: +10% for Saurus Infantry and Temple Guard unitsRequires: Sequence of Saurus SpawningGold, found in abundance in Lustria, is used to fashion exquisite armour to cover those parts the Lizardmen's tough scales do not.
Sequence of Saurus InvigorationSequence of Saurus Invigoration400 research points
Upkeep: -10% for Saurus Infantry and Temple Guard units
Vigour loss reduction: -20% for Saurus Infantry and Temple Guard unitsRequires: Sequence of Armour Crafting, Sequence of Massed CombatOf the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Saurus.
Sequence of QuicknessSequence of Quickness400 research points
Melee defence: +3 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units
Speed: +10% for Skink, Chameleon Skink and Red Crested Skink unitsRequires: Tablet of the SkinksSpeed and dexterity on the battlefield are the watchwords here.
Sequence of PurposeSequence of Purpose400 research points
Weapon strength: +10% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink unitsDisables Spawn kin for Skinks
Passive ability: Enhanced Spawn Kin for Skink units (Replaces Spawn Kin)Requires: Sequence of Skink SpawningWhereby Skinks are trained for battle, focusing on use of their natural agility to damage the foe.
Tablet of WarTablet of War400 research points
Casualties captured post-battle: +5%
Income from post-battle loot: +5%Research the following items to advance the Lizardmen's Great Plan even further.
Sequence of MarchingSequence of Marching400 research points
Campaign movement range: +10%Requires: Tablet of WarLizardmen do not tire easily - this sequence ensures that all Saurus spawnings have the required stamina.
Sequence of SkirmishingSequence of Skirmishing400 research points
Attribute: Vanguard Deployment for all Skink Infantry units
Missile strength: +10% for Skink, Chameleon Skink and Chameleon Stalker units
Reload time reduction: +10% for Skink unitsRequires: Sequence of QuicknessSkink warriors are lightly armoured and best-used for skirmish duties in battle.
Sequence of Skink InvigorationSequence of Skink Invigoration400 research points
Vigour loss reduction: -20% for all Skink and Chameleon Skink Infantry units
Upkeep: -10% for Skink unitsRequires: Sequence of Skirmishing, Sequence of PurposeOf the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Skinks.
Sequence of AnnihilationSequence of Annihilation400 research points
Income from looting settlements: +10%
Income from razing settlements: +10%
Income from sacking settlements: +10%Requires: Tablet of WarThose who dare to remove the Old Ones' precious legacy from their sacred sites will be obliterated from the face of the world.
Sequence of Geomantic HealingSequence of Geomantic Healing400 research points
Reinforcement range: +25% (all armies)
Casualty replenishment rate: +5% (all armies)Requires: Sequence of Marching, Sequence of AnnihilationEnergy can be siphoned from the Geomantic Web to heal or teleport reinforcements to where they are needed most.
Tablet of BeastsTablet of Beasts600 research points
Recruit rank: +2 for Salamander and Razordon Hunting Pack units
Recruit rank: +2 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur unitsAs described by the Old Ones, research the following items to advance the Lizardmen's Great Plan to its ultimate conclusion.
Sequence of the Great Beast's ResilienceSequence of the Great Beast's Resilience600 research points
Melee defence: +5 for Bastiladon and Stegadon units
Missile resistance: 15% for Bastiladon and Stegadon units
Removes Attribute "Wounds" from (Rank 7 and above) Dread SauriansRequires: Tablet of BeastsSlow-moving but deadly, the Living Bastions of Lustria's armies can be made even tougher by following the Old Ones' teachings.
Sequence of Creature BondingSequence of Creature Bonding600 research points
Vigour loss reduction: -15% for mounted characters (all characters)
Speed: +5% for mounted characters (all characters)Requires: Sequence of the Great Beast's ResilienceThe bond between beast and rider must not be underestimated.
Sequence of the Great Beast's RampageSequence of the Great Beast's Rampage600 research points
Charge bonus: +15 for Stegadon, Carnosaur and Dread Saurian units
Melee attack: +5 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur unitsRequires: Tablet of BeastsIt'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.
Sequence of the BeastkeepersSequence of the Beastkeepers600 research points
Upkeep: -15% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units
Recruitment cost: -10% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur unitsRequires: Sequence of the Great Beast's RampageFresh quadruped 'recruits' are always required when war comes to Lustria's jungle shores.
Sequence of ProwlingSequence of Prowling600 research points
Attribute: Snipe for Salamander and Razordon Hunting Pack units
Attribute: Stalk for Salamander and Razordon Hunting Pack unitsRequires: Sequence of the Beastkeepers, Sequence of Creature BondingBy submerging in the brackish swamps and prowling the labyrinthian undergrowth, even hulking predators can be taught stealth among the wetlands of Lustria.
Tablet of MonumentsTablet of Monuments400 research points
Construction cost: -10% for Landmark buildings
Growth: +10Research the following items to advance the Lizardmen's Great Plan even further.
Sequence of the ArtisanSequence of the Artisan400 research points
Construction cost: -10% for Resource buildings
Income from trade tariffs: +5% (factionwide)Requires: Tablet of MonumentsA strict schedule from which the Skinks work to ensure the Great Plan is carried out.
Sequence of ExpansionSequence of Expansion400 research points
Campaign movement range: +5% (all armies)
Growth: +20Requires: Sequence of the ArtisanOnce new temple-cities are fully connected to the Geomantic Web, future spawnings will be accelerated.
Tablet of CraftsTablet of Crafts400 research points
Tradable resources produced: +15%Requires: Sequence of ExpansionResearch the following items to advance the Lizardmen's Great Plan even further.
Sequence of the LabourersSequence of the Labourers400 research points
Income from Cities: +15%The bigger, stronger, simpler Lizardmen do much of the physical labour in their society.
Sequence of the CitySequence of the City400 research points
Construction cost: -15% for Province Capital/Settlement buildingsRequires: Tablet of CraftsEvery plaza, every ziggurat, every stone - each element must be laid out exactly as the Old Ones decreed.
Interpreting the Old Ones' MeaningInterpreting the Old Ones' Meaning1,000 research points
Army ability: "Geomantic Nexus" (all armies)
Control: +3Requires: Sequence of the CityCorrect interpretation is essential if the Great Plan is to be executed to the Old Ones' intended design.
Sequence of the HuntSequence of the Hunt400 research points
Melee attack: +5 for Cold One units
Weapon strength: +10% for Cold One unitsOnce the foe's blood begins to flow the Cold Ones go into near-uncontrollable frenzy.
Sequence of Exotic WeaponsSequence of Exotic Weapons400 research points
Armour-piercing missile damage: +4 for Terradon Rider units
Base missile damage: -4 for Terradon Rider unitsRequires: Sequence of the HuntThe most irregular weapons are reserved for Terradon Riders, who are armed with poison-tipped javelins, fireleech bolas, and various other unusual ordnances.
Sequence of the Star ChambersSequence of the Star Chambers400 research points
Construction cost: -15% for Star Chamber buildings
Construction time: -1 for Star Chamber buildingsWithin the Star Chambers, the Slann meditate and plan the future of their race.
Sequence of ConstructionSequence of Construction400 research points
Construction cost: -5% for all buildings
Construction time: -1 for Province Capital/Settlement buildingsRequires: Sequence of the Star ChambersThe combination of magical dexterity and the Kroxigor's immense physical strength reduces construction times considerably.
Sequence of ExploitationSequence of Exploitation400 research points
Income from trade tariffs: +25%
Diplomatic relations: +5 with all factionsRequires: Sequence of ConstructionThe world's natural resources are a gift from the Old Ones for the benefit of their race.
Sequence of the Great TemplesSequence of the Great Temples400 research points
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 buildingsRequires: Sequence of ExploitationThe revered Old Ones must be venerated whenever possible.
Sequence of Geological ProspectingSequence of Geological Prospecting400 research points
Income from Mines and Quarries: +100%Requires: Sequence of the Great TemplesGeomancy can be used to locate the best ore veins, ripe for exploitation.
Determining the Great PlanDetermining the Great Plan1,000 research points
Replenishes 10% campaign movement range after winning a battle (all characters)
Leadership +5 when fighting against armies that spread corruption (all armies)
Tier 4 – 5 settlements grant province-wide immunity to climate penaltiesRequires: Sequence of Geological ProspectingThere are many paths to order and knowledge; may the Old Ones guide us.
Sequence of Guardian SpawningSequence of Guardian Spawning400 research points
Recruit rank: +2 for Kroxigor units
Recruit rank: +2 for Temple Guard unitsA near-constant state of war should not prevent the construction or management of the temple-cities.
Sequence of the Honoured GuardiansSequence of the Honoured Guardians400 research points
Armour: +10 for Temple Guard units
Weapon strength: +10% for Temple Guard units
Armour-piercing weapon damage: +10% for Temple Guard unitsRequires: Sequence of Guardian SpawningThe most respected of all Saurus Warriors, the Temple Guard are equipped with the finest arms and armour available.
Sequence of Hardened ScalesSequence of Hardened Scales400 research points
Armour: +10 for Kroxigor and Sacred Kroxigor units
Unit mass: +10% for Kroxigor unitsRequires: Sequence of the Honoured GuardiansBy the application of natural sap, the armoured bulk of the Kroxigor can be further strengthened so they survive longer in battle.
Preternatural SwiftnessPreternatural Swiftness400 research points
Speed: +10% for Cold One units
Passive ability: "Feral Rage" removed for Feral Cold One unitsRequires: Sequence of the HuntThe blessing of the three-horned ruler of cold-blooded beasts is evinced by a rank odour that subjugates the nimble but foul-tempered Cold Ones.
The Sky Is BurningThe Sky Is Burning400 research points
Speed: +10% for Terradon Riders, Ripperdactyl Riders and Coatl units
Melee attack: +10 for Terradon Riders, Ripperdactyl Riders and Coatl unitsRequires: Sequence of Exotic WeaponsWatchful of the skeins of fate, Skink Priests from the floating temple observe the reptilians' closest to the Sun Lord being galvanised by his power.
Innate ZealInnate Zeal400 research pointsDisables Spawn-Kin for Kroxigor
Passive ability: Enhanced Spawn Kin for Kroxigor units (Replaces Spawn Kin)
Speed: +10% for Kroxigor unitsRequires: Sequence of Guardian SpawningSpawned alongside their more chittering kin, Kroxigor will sometimes exhibit more than their fair share of the Skinks' frenzy during battle.
Sequence of the KroxigorSequence of the Kroxigor400 research points
Charge bonus: +10 for Kroxigor units
Weapon strength: +10% for Kroxigor unitsRequires: Innate ZealAs some of the strongest Lizardmen, Kroxigor use their bulk to charge and smash through enemy ranks.
Sequence of Martial ExcellenceSequence of Martial Excellence400 research points
Melee attack: +5 for Temple Guard units
Melee defence: +5 for Temple Guard unitsRequires: Sequence of the Kroxigor, Sequence of Hardened ScalesThe Temple Guard, veterans all and many thousands of years old, are a pinnacle to which all Saurus aspire.
Sequence of the FerocitySequence of the Ferocity400 research points
Charge bonus: +10 for Cold One units
Attribute: Strider for Cold Ones and Cold One RidersRequires: Preternatural SwiftnessThe ferocious, predatory Cold Ones can be trained so their savage natures are exploited to the Lizardmen's best advantage.
Sequence of Enhanced InstinctSequence of Enhanced Instinct400 research points
Recruit rank: +2 for Cold One units
Recruit rank: +2 for Terradon Riders and Ripperdactyl Riders unitsRequires: Sequence of the Ferocity, The Sky Is BurningThese directions ensure sufficient numbers of beast-sensitives among Skink and Saurus spawnings.
Sequence of InfiltrationSequence of Infiltration400 research points
Enemy Hero action success chance: -10%
Attribute: Stalk (all Heroes)
Sequence of ScryingSequence of Scrying400 research points
Hero capacity: +2 for Skink Oracles
Hero action cost: -15% (all characters)
Hero action success chance: +10% (all characters)By which the Old Ones' agents may be guided remotely, greatly increasing their chances of success.
Sequence of HeroismSequence of Heroism400 research points
Cooldown: -10% to spells (all armies)
Attribute: Immune to Psychology (all characters)
Wound recovery time: -1 turns (all characters)Between the eerie wail of the Troglodon and the blood-curdling growl of the Carnosaur, Lizardmen have learned to portend the Old Ones' favour from the myriad intonations of the jungle.
Sequence of StoicismSequence of Stoicism400 research points
Physical resistance: 5% for Lords and embedded Heroes
Leadership: +4 (all characters)The wisest race is indifferent to pain and fortune's many vicissitudes.