Norsca technologies
81 technologies from the game's research tree for Norsca, 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.
Bladeworker's HammerBladeworker's Hammer400 research points
Melee attack: +4 for Marauders, Marauder Spearmen and Marauder Bearmen units
Weapon strength: +10% for Marauders, Marauder Spearmen and Marauder Bearmen unitsRequires: Chaos SurgeWithout their aptly-formed instruments of death, the Northmen would be much less effective killers.
Crafter's BardingCrafter's Barding500 research points
Charge bonus: +10% for Marauder Chariot units
Unit mass: +20% for Marauder Chariot unitsRequires: Bladeworker's HammerWith the right armour, a Marauder’s mare can trample several enemy lines before taking significant damage.
As the SerpentAs the Serpent100 research points
Unit experience gain: +10%
Attribute: Expert Charge Defence when fighting against Slaaneshi factions
Lord recruit rank: +5"What it senses, we do. In its sudden turn, our infallible response. In its knowing malice, our own."
Running With the HoundRunning With the Hound100 research points
Melee attack: +4 for Marauder Infantry units
Replenishes 20% campaign movement range after razing a settlement
Melee defence: +8 when fighting against Khornate factions"Our flesh is stronger than we know, our blades sharper. We will test them. We *must* test them, against mortal and immortal alike."
Dreams Become RealDreams Become Real100 research points
Spell resistance: 40% when fighting against Tzeentchian factions
Spell intensity: +10% (all characters)
Winds of Magic power reserve capacity: +10 (all armies)"We make our Shamans' dreams real. Yet there was always a way for them to do it themselves. They have been shown the way."
The Cold and the CrowThe Cold and the Crow100 research points
Attribute: Immune to Contact Effects when fighting against Nurglish factions
Physical resistance: 10% for Norscan Monster units
Casualty replenishment rate: +5%"The cold has made us hardy. The Crow will make us invincible."
Chaos SurgeChaos Surge200 research points
Leadership: +4 for Marauder units
Recruit rank: +1 for Marauder unitsNowhere else but under the shadow of Chaos are such brutish and degenerate killers nurtured and bred.
Axemaker's StoneAxemaker's Stone400 research points
Ammunition: +15% for Marauder Hunter units
Missile strength: +10% for Marauder Hunter unitsRequires: Chaos SurgeSharper throwing-axes forged in larger numbers mean more dismemberment and decapitation on the battlefield.
Horsemaster's ClinchersHorsemaster's Clinchers500 research points
Reload time reduction: +10% for Marauder Horsemen, and Marauder Horsemasters units
Speed: +10% for Marauder Horsemen, Marauder Horsemasters and Kurgan Horsemen unitsRequires: Axemaker's StoneThe correct expertise and equipment enables the Marauders' swift, blood-fed steeds to be ridden at their greatest speeds.
Metalworker's AnvilMetalworker's Anvil600 research points
Armour: +10 for Marauder Champions, Flayerkin and Marauder Berserkers units
Melee defence: +4 for Marauder Champions, Flayerkin and Marauder Berserkers unitsRequires: Crafter's Barding, Horsemaster's ClinchersA piece of armour is no harder than the anvil upon which it is fashioned.
Champions of WarChampions of War600 research points
Physical resistance: 10% for Marauder units (Rank 7 and above)
Casualty replenishment rate: +5% for Marauder unitsRequires: Metalworker's AnvilEvery new war brings the Marauders bloody, gore-drenched glory in battle, whether in victory or in death.
None Shall EnterNone Shall Enter400 research points
Construction time: -1 for Garrison buildings
Defensive supplies: +500
Attrition: -20% when under siegeRequires: Untiring SentriesTo pierce the heart of a Norscan stronghold is a challenge they themselves impose on their would-be attackers as but another form of slaughter.
The Call of the HornThe Call of the Horn500 research points
Raise the Palisades commandment: additional +5 Melee defence
Summon the Chieftains commandment: additional +1 Local recruitment capacityRequires: None Shall EnterSometimes it is enough to know, and wait. The opportunity for bloodshed always comes, sooner or later.
Rousing AdvantageRousing Advantage500 research points
Construction cost: -20% for Ports
Construction time: -1 for PortsRequires: A Taste of Bloody TriumphThe smell of blood rouses a raider's spirit; the promise of mead bolsters it further; the sight and sound of the sea assures him fully that victory awaits.
Longer HullsLonger Hulls600 research points
After using Pillage and Raze, the Pillaging Force is summoned with an additional 3 units
Income from Ports: +15%Requires: Rousing AdvantageSailing into the unknown is always easier with more space for supplies.
Masters of the NorthMasters of the North100 research points
Attribute: Unbreakable when fighting against Norsca
Recruit rank: +1 for all units
Global recruitment capacity: +1"Those who are not of our own stock, we pillage and destroy. Those who are, we master."
Hunting of the BeastmenHunting of the Beastmen100 research points
When fighting against Beastmen, enemy units in forests are revealed regardless of distance
Campaign movement range: +5%
Ambush success chance: +20%"Predators? We are them. Beasts?...
We *are* them."
True Warriors of ChaosTrue Warriors of Chaos100 research points
Weapon strength: +20% when fighting against Warriors of Chaos
Upkeep: -5%
Leadership: +4"Those who call themselves the Warriors of Chaos... Once they served. Do they serve yet? We care not. We only serve ourselves. This is *true* Chaos."
Ice-Blooded StrengthIce-Blooded Strength700 research points
Attribute: Stalk for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units (Rank 7 and above)
Fire resistance: 50% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
Weapon strength: +15% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves unitsRequires: Secrets of Dark SorceryProlonged exposure to the dark energies of the bitter, frozen north creates the toughest and most monstrous freaks.
Untiring SentriesUntiring Sentries200 research points
Campaign line of sight: +15% for settlements
Control: +1Norscans are well-known for scoffing at fatigue in battle and revelry. Few would surmise the same attitude is put into their watchfulness, as well.
Dark PurposeDark Purpose400 research points
Diplomatic relations: +15 with Chaos Dwarfs, Warriors of Chaos, Beastmen and Norsca
Allegiance points gained: +20%
Allied recruitment cost: -20%Requires: Untiring SentriesThe sharp-minded amongst the tribes of the frozen wastes hint at the greater purpose behind their apparently indiscriminate acts of violence.
Deliberate ServiceDeliberate Service500 research points
Income from Gem and Gold Mines: +50%
Tradable resources produced: +20%Requires: Dark PurposeOnce a Norscan's purpose is established, they can set about exacting the means in a much more deliberate manner.
A Taste of Bloody TriumphA Taste of Bloody Triumph500 research points
Construction cost: -20% for Province Capital/Settlement buildings
Construction time: -1 for Province Capital/Settlement buildingsRequires: The Call of the Horn, Deliberate Service, A Reminder of StrengthA presentiment of a triumphant revelry fans the flames that would feed its fires.
The Eyes of the FourThe Eyes of the Four500 research points
Chaos Undivided corruption: +2 (all provinces)
Diplomatic relations: +15 with Daemons of ChaosRequires: A Taste of Bloody Triumph"The Four are always watching. Eagles' eyes reflected in the fires of revelry, hounds baying at roasting flesh, crows circling above the morsels, serpents slithering among the flames…"
Under Their GazeUnder Their Gaze600 research points
Population surplus: +1 for newly-captured settlementsRequires: The Eyes of the Four"...we multiply, so we may bury the mortal world under crimson ice."
Those Who Are SeenThose Who Are Seen700 research points
Hero capacity: +1 for all Heroes
Hero recruit rank: +3
Lord recruit rank: +3Requires: Longer Hulls, Under Their Gaze, Tools of WarThe Four watch, always. What they deign to see depends on the power and Ruinous purpose of those who are watched.
Secrets of Dark SorcerySecrets of Dark Sorcery600 research points
Winds of Magic cost: -10% for Lore of Fire spells (all armies)
Winds of Magic cost: -10% for Lore of Shadows spells (all armies)
Spell intensity: +5% (all characters)Requires: Seat at the TableWith sorcerous secrets revealed, the Balefiends will be drawn - like moths to a flame.
Beware the CrowBeware the Crow400 research points
Chance of a plague spreading: -25% (all armies)
Plague duration: -1 turns (all armies)
Growth: +15Requires: Untiring SentriesCrows who make the north their home, despite the cleverness and frailty inherent to them, are seen as no mere crows.
A Reminder of StrengthA Reminder of Strength500 research points
Marauders to Builders commandment: additional +10 Growth
Venerate the Four commandment: additional +3 ControlRequires: Beware the CrowDissolution in the face of Chaos holds no terror for Norscans. It is a reminder of their devotion and a call to foster strength.
War ToolsWar Tools500 research points
Construction time: -1 for Military Recruitment buildings
Construction cost: -20% for Military Recruitment buildingsRequires: A Taste of Bloody TriumphWeapons and armour are not the only apparatus of war – so too are the tools used to forge them.
Tools of WarTools of War600 research points
Income: +10% for Economy buildings
Control: +2Requires: War ToolsThe true implements of slaughter are those who toil to fashion them – whether they like it or not.
Devastation of the Dark ElvesDevastation of the Dark Elves100 research points
Armour-piercing missile damage: +4 (all armies)
Income: +20% for Economy buildings
Missile resistance: 20% when fighting against Dark ElvesThe arrogance of these Elves, they think they know how to deal pain? We shall show them true pain!
Destruction of BretonniaDestruction of Bretonnia100 research points
Attribute: Charge Defence vs Large when fighting against Bretonnia
Speed: +10% for Marauder Chariot & Marauder Cavalry units
Charge bonus: +10%Svengar’s defeat at L’Anguille was an age ago - the Bretonnian Dukes shall soon fall!
Razing of the EmpireRazing of the Empire100 research points
Attribute: Causes Fear when fighting against Empire
After using Pillage and Raze, the Pillaging Force is summoned with an additional 3 units
Income from sacking settlements: +15%The soft men of the Empire think themselves the pinnacle of civilisation – time to bring them down a notch!
Desolation of KislevDesolation of Kislev100 research points
Passive ability: "Permafrost Wards" for Norscan Ice Trolls, Chaos Frost Dragon and Norscan Ice Wolves units
Ward save: +10% when fighting against Kislev
Chaos Undivided corruption in adjacent provinces: +1 (all provinces)They merely adopted the cold – we were born in it, molded by it.
Demolition of the Chaos DwarfsDemolition of the Chaos Dwarfs100 research points
Attribute: Unyielding Assault for Curs'd Ettin and Norscan Giant units
Fire resistance: 40% when fighting against Chaos Dwarfs
Casualties captured post-battle: +25%Let them feel the hammer not on anvil, but on flesh. Let the molten industry be consumed by flame!
One with BeastsOne with Beasts400 research points
Charge bonus: +10 for Norscan Ice Wolves & Norscan Warhounds units
Speed: +10% for Norscan Ice Wolves & Norscan Warhounds unitsRequires: Natural SelectionA hunter without knowledge of his quarry is like a warrior without knowledge of his enemy.
Blood-Fuelled HungerBlood-Fuelled Hunger500 research points
Physical resistance: 10% for Skin Wolves units
Vigour loss reduction: -50% for Skin Wolves unitsRequires: One with BeastsFor some abominations of the north, a mere whiff of blood is enough to lose all restraint.
Seat at the TableSeat at the Table600 research points
Hero capacity: +1 for Fimir Nobles
Hero recruit rank: +3 for Fimir Nobles
Hero capacity: +1 for Fimir Balefiends
Hero recruit rank: +3 for Fimir BalefiendsRequires: Rally the TribesEveryone and every *thing* can earn their seat at a feast, but keeping it is a matter of some skill – and some luck in who or what you sit next to.
Butchering of the High ElvesButchering of the High Elves100 research points
Attribute: Glorious Charge when fighting against High Elves
Winds of Magic power reserve: +2 per turn (all armies)
Hero recruit rank: +3The only fit fate for these preening, foppish beanpoles is to be cut, cleaved and butchered.
Burning of the Wood ElvesBurning of the Wood Elves100 research points
Speed: +10% when fighting against Wood Elves
Attribute: Strider for Norscan Monster units
Reload time reduction: +15% (all armies)From afar, let us watch the sweet flame engulf their precious tree-kin!
Ruination of the Vampire CountsRuination of the Vampire Counts100 research points
Hero capacity: +1 for all Heroes
Battle healing cap: +25% (all armies)
Vigour loss reduction: -50% when fighting against Vampire CountsClogging up the land with soulless vessels, the Vampires and their Necromantic allies are a scourge to be eradicated.
Ravaging of the DwarfsRavaging of the Dwarfs100 research points
Armour-piercing weapon damage: +4 when fighting against Dwarfs
Armour: +10 for Infantry units
Income from all buildings: +10%Entrenched in their Holds, the stunties fiercely protect their lucrative mines, offering both a good fight and valuable plunder.
Natural SelectionNatural Selection200 research points
Leadership: +4 for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units
Recruit rank: +1 for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound unitsThe North offers rest to its weaker whelps atop the bone heap. The strong, brindled with scars and blood-ravened, dare anyone to tame them, or die.
Elder TrollsElder Trolls400 research points
Bonus vs Infantry: +5 for Troll units
Melee defence: +4 for Troll unitsRequires: Natural SelectionThe more long-lived a Troll, the more indomitable its constitution, and the more pregnable it is to the bolstering energies of Chaos.
Occasional AppeasementOccasional Appeasement500 research points
Weapon strength: +10% for Fimir Warrior units
Melee attack: +4 for Fimir Warriors unitsRequires: Elder TrollsPlacation is the only language spoken by some creatures in the Norscan ranks. It is spoken very slowly, while looking them in the eye.
Violent EvolutionViolent Evolution600 research points
Armour: +10 for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units
Missile resistance: 15% for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units (Rank 7 and above)Requires: Blood-Fuelled Hunger, Occasional AppeasementScars may cripple a human, but it is how Northern creatures who were once less-than-human become so much more.
Rally the TribesRally the Tribes600 research points
Recruitment cost: -25%
Upkeep: -5%
Local recruitment capacity: +1 (all provinces)Requires: Master of Beasts, Violent Evolution, Champions of WarOnly one voice can silence the baying, braying, screeching and screaming hordes of Norsca. One who must deserve the right to call on them.
Secrets of the IceSecrets of the Ice700 research points
Character experience gain: +15% (all characters)
Unit mass: +15% (all armies)
Ward save: +5% (all characters)Requires: Ice-Blooded Strength, What Starts the WarLet nothing remain of us but the ice in our hearts.
Scourges of the WorldScourges of the World400 research points
Vigour loss reduction: -50% when defending
Control: -5 in enemy provinces where an army is present
Income from raiding: +30%Requires: Sagas of the StarsWith their name, Norscans instil dread. With their acts, they enact terror. With what they leave behind, they breed horror.
What is TakenWhat is Taken500 research points
Magic item drop chance from battle: +15%
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +10%Requires: Scourges of the WorldWhat Norscans leave behind is blood and gore. What Norscans take is something more than that.
Secrets of War & CoinSecrets of War & Coin500 research points
Casualties captured post-battle: +15%
Income from sacking settlements: +10%Requires: Stronger OarsWhether it is material wealth, or just good ideas, all manner of assets can be stolen from organised men.
Corpulent SailsCorpulent Sails600 research points
Income and Spoils from pillaging settlements: +20%
After using Pillage and Raze, the Pillaging Force is summoned with an additional 3 unitsRequires: Secrets of War & CoinWhen the Marauders’ eagerness for despoilment is nurtured, vast distances can be covered between raids.
Collapse of Grand CathayCollapse of Grand Cathay100 research points
Attribute: Mastery of Elemental Winds for all spellcasters
Attribute: Vanguard Deployment when fighting against Cathay
Construction cost: -50% for Garrison buildingsLet them build their Bastion; let them muster their pampered peoples. In time, all shall be rubble and corpses.
What the Blood ShowsWhat the Blood Shows600 research points
Hero recruit rank: +3 for Shaman-Sorcerers
Hero capacity: +1 for Shaman-Sorcerers
Hero capacity: +1 for Skin Wolf Werekin
Hero recruit rank: +3 for Skin Wolf WerekinRequires: Rally the Tribes"...Where ends the endless rowing, raging, ravaging? Only the blood can show. What does it show? Only the Shamans know…"
Sagas of the StarsSagas of the Stars200 research points
Campaign line of sight: +15% (all characters)
Campaign movement range: +5%In the North, the stars may sometimes become unmoored in the sky, pointing the way for Norscans who know what it means.
The WanderersThe Wanderers400 research points
Battle reinforcement time: -25% (all armies)
Reinforcement range: +25% (all armies)
Attrition: -25% casualties suffered from all attritionRequires: Sagas of the StarsThe stars point the way. The land accommodates itself to those who follow it.
Sea Marauder's ToolsSea Marauder's Tools500 research points
Global recruitment duration: -1 turn for all units
Global recruitment capacity: +1Requires: The WanderersWhether fighting at sea or on land, the longship Marauders are the most seasoned veterans of the Norscan tribes.
Stronger OarsStronger Oars500 research points
Campaign movement range: +5%
Vigour loss reduction: -25%Requires: What is Taken, Sea Marauder's Tools, Secrets of the Northlands“Once you’ve rowed the breadth of the Middle Sea a few times, relentless slaughter does little to tire you…”
Butcher's CaptivesButcher's Captives500 research points
Unit experience gain: +10%
Casualty replenishment rate: +5%Requires: Stronger OarsGive a captive a sword and he becomes an expendable sparring partner.
Sail With the WatersSail With the Waters600 research points
Melee attack: +5 for embedded Heroes
Melee defence: +5 for embedded Heroes
Armour-piercing weapon damage: +50 for embedded HeroesRequires: Butcher's CaptivesExperience in swinging your weapon on the roiling seas proves to yield devastating results when braced by solid ground.
The Hound WatchesThe Hound Watches700 research points
Passive ability: "The Hound's Gaze" for all lords
Hit points: +10% (all characters)
Wound recovery time: -2 turns (all characters)Requires: Corpulent Sails, Sail With the Waters, The Fourfold VoiceSome who die under the Hound’s eye, do not truly die. One needs only the strength to withstand both their wounds and their resurrection.
Blockading the Vampire CoastBlockading the Vampire Coast100 research points
Immune to High Seas, Reef and Storm attrition (all armies)
Attribute: Stalk when fighting against Vampire Coast
Income from Ports: +20%The war never ends because combatants slain are rarely dead for long...
What the Shamans KnowWhat the Shamans Know600 research points
Winds of Magic cost: -10% for Lore of Metal spells (all armies)
Winds of Magic cost: -10% for Lore of Death spells (all armies)
Spell intensity: +5% (all characters)Requires: What the Blood Shows"…And what do the Shamans know? The more we row, and rage, and ravage, the more the blood can show, the more the Shamans know, where ends the endless…"
Norscan Hunter TrapsNorscan Hunter Traps400 research points
Ambush success chance: +15%
Ambush defence chance: +25%Requires: Sagas of the StarsBeing set upon by a band of Norscan hunters is little different from being hunted by a pack of wolves, with a similarly violent outcome.
Secrets of the NorthlandsSecrets of the Northlands500 research points
Hero action cost: -25%
Hero action success chance: +10%
Enemy Hero action success chance: -10%Requires: Norscan Hunter TrapsTo some, the brutal landscape of Norsca is a useful impediment to the warping Chaos Wastes. Others seek to overcome it for a sliver of the power from beyond.
Winds of the NorthWinds of the North500 research points
Winds of Magic power reserve capacity: +10 (all armies)
Winds of Magic power reserve: +2 per turn (all armies)Requires: Stronger OarsGusts and currents carry Norscans forth. But what drives them is the Winds.
The Fourfold VoiceThe Fourfold Voice600 research points
Passive ability: "Chaos Conduit" for all spellcasters
Miscast base chance: -25% (all characters)Requires: Winds of the NorthThe Winds speak with the voices of the Powers that engendered them. Baying, whispering, and gurgling and tempting.
Pillaging of the LizardmenPillaging of the Lizardmen100 research points
Cooldown: -10% to all spells (all characters)
Attribute: Immune to Psychology when fighting against Lizardmen
Melee defence: +4 for Norscan Monster unitsHunt the cold-bloods, defile their sacred spaces, pillage and take all we can!
Plundering of the Tomb KingsPlundering of the Tomb Kings100 research points
Attribute: Devastating Flanker when fighting against Tomb Kings
Income and Spoils from pillaging settlements: +10%
When normally killed in action, your Lords will be wounded insteadDeserts are for the dead, but the tomb-lurkers insist they live. Show them the truth.
Annihilation of the SkavenAnnihilation of the Skaven100 research points
Speed: +10% for Marauder infantry units
Bonus vs Infantry: +8 when fighting against Skaven
Magic item drop chance from battle: +30%Slaughter the ratmen - the step-children of our Dark Lords. We are the true inheritors!
Slaughtering of the GreenskinsSlaughtering of the Greenskins100 research points
Weapon strength: +10% for Norscan Monster units
Income from post-battle loot: +15%
Melee attack: +8 when fighting against GreenskinsThe Greenskins’ love for war almost matches that of the Norscan tribes – let savagery be met with savagery!
Smashing the Ogre KingdomsSmashing the Ogre Kingdoms100 research points
Unit mass: +20% for Norscan Monster units
Bonus vs Large: +8 when fighting against Ogres
Melee attack: +8 for Mammoth unitsSo fat and satisfied – their dedication to the Great Maw blinds them from the truth marching to their mawstep.
Baying to MorrsliebBaying to Morrslieb400 research points
Melee defence: +4 for Dread Maw & Feral Manticore units
Missile resistance: 15% for Dread Maw & Feral Manticore unitsRequires: Secrets of TamingThe eerie green glow of the Dark Moon calls out all manner of feral monstrosities from the Norscan wilderness.
Monster HunterMonster Hunter500 research points
Melee attack: +4 for Chimera and Chaos Frost Dragon units
Speed: +10% for Chimera and Chaos Frost Dragon units
Unlocks the Monster Hunt for The Voice of the WastesRequires: Baying to MorrsliebFor those who dwell in the shadow of Chaos, monster hunting is a most savage pleasure.
What Starts the WarWhat Starts the War700 research points
Attribute: 360 Missile Block for Norscan Trolls, Skin Wolf and Curs'd Ettin units (Rank 7 and above)
Battle healing cap: +50% for Norscan Trolls, Skin Wolf and Curs'd Ettin units
Missile Block Chance: +20% for Norscan Trolls, Skin Wolf and Curs'd Ettin units
Ward save: +10% for Norscan Trolls, Skin Wolf and Curs'd Ettin unitsRequires: What the Shamans Know"...War begins where Chaos does. The source of blood and pain, Winds-torn, flesh-worn, sea-borne, it carries on..."
Secrets of TamingSecrets of Taming200 research points
Leadership: +4 for Norscan Monster units
Recruit Rank: +1 for Norscan Monster unitsThe secret to taming the horrors of the Wastes is as simple as it is difficult to obtain. Find the line between fearlessness and madness. Straddle it. Do not fall.
Gigantic ArmamentsGigantic Armaments400 research points
Armour: +15 for Norscan Giant units
Bonus vs Large: +10 for Norscan Giant unitsRequires: Secrets of TamingTree trunks or boulder-fashioned bludgeons never outlast the Giants who brandish them. Custom-made armaments, while comical from afar, are terrifying to behold up close.
Everliving SpiteEverliving Spite500 research points
Melee defence: +4 for Curs'd Ettin units
Physical resistance: 10% for Curs'd Ettin unitsRequires: Gigantic ArmamentsThe Ettins' curse may have rendered them near-immortal. Then again, it may have been their pure, ravening spite at the world, and themselves.
Deadly PreyDeadly Prey600 research points
Charge bonus: +10 for Feral Mammoth & War Mammoth units
Unit mass: +20% for Feral Mammoth & War Mammoth units
Unlocks the Monster Hunt for The Great MawherdRequires: Monster Hunter, Everliving SpiteFew creatures have endured such depredation from human and inhuman hunters alike – a Mammoth dies on its own terms and no one else's.
Master of BeastsMaster of Beasts600 research points
Attribute: Unbreakable for Monstrous Arcanum monsters (Rank 7 and above)
Ward save: +5% for Norscan Monster units (Rank 7 and above)
Local recruitment duration: -1 turns for all Norscan Monsters (minimum 1)Requires: Deadly Prey“To kill the beast, you must think like the beast."