Ogre Kingdoms technologies
56 technologies from the game's research tree for Ogre Kingdoms, 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.
Belonging to da MawBelonging to da Maw800 research points
Winds of Magic cost: -5% for Lore of the Great Maw spells
Offer to Great Maw cost: -20%Requires: Gold StandardSome hungry Ogre souls were born to serve the Great Maw.
Ravening HordesRavening Hordes800 research points
Attribute: Ogre Charge Upgraded for Ogre Infantry units
Charge bonus: +10 for Ogre infantry unitsRequires: Betta PlundaKeep 'em hungry, keep 'em mean.
Stolen Black Powder RecipeStolen Black Powder Recipe500 research points
Ammunition: +10% for Ironblaster units
Range: +10% for Ironblaster units
Reload time reduction: +10% for Ironblaster unitsRequires: Mournfang ScentScrolls appropriated from Cathay have revealed their deadly secrets…
Scrap CollectorsScrap Collectors500 research points
Ammunition: +15% for Gnoblar Scraplauncher units
+2 additional projectiles for Scrap Launcher unitsRequires: What Doesn't Kill YouIf you hit, throw and generally abuse them enough, Gnoblars occasionally have good ideas – in this instance, a Rhinox-drawn scoop for picking up all the scrap.
Stonehorn BreedingStonehorn Breeding800 research points
Ward save: +10% for Stonehorn and Thundertusk units
Army ability: "Thunder Charge"Requires: Spiked TuskguardsThese enormous, woolly beasts are notoriously dense, even by Ogre standards, and therefore require a bit of 'encouragement' in the breeding department.
Ogre ThrongOgre Throng800 research points
Camp limit: +1
Camp limit: +1 for every level 5 camp builtRequires: Gold StandardWhen several smaller Ogre camps become large enough and touch, a bigger gathering – a throng – is formed.
Gold StandardGold Standard700 research points
Upkeep: -5%Requires: Bigga TentsThe only forms of currency Ogres will accept are food and gold. When many tribes are working together, agreeing on a standard is vital if healthy relations are to be maintained.
Sky-Titan PlateausSky-Titan Plateaus800 research points
Population surplus: +1 for newly-captured settlements
Growth: +15Requires: Gold StandardThe long-abandoned fortresses of the, rarely, if ever-assailed Sky-Titans make ideal campsites for the brighter Ogre tribes.
Betta PlundaBetta Plunda700 research points
Enables Sundering attacks for Maneaters units
Armour-piercing missile damage: +10 for Maneater units
Armour-piercing weapon damage: +10 for Maneater unitsRequires: Finder's FeeThe Maneaters have spent their long lives accumulating wealth abroad as mercenaries for foreign powers, giving them a nose for the best plunder and armaments.
Led by Their NosesLed by Their Noses400 research points
Attribute: Vanguard Deployment for Mournfang Cavalry units
Speed: +10% for Mournfang Cavalry unitsRequires: Mournfang ScentThe Mournfang somehow find themselves ahead of the pack and ready to outflank the enemy. Was it careful planning or did they simply catch the aroma of a tasty meal?
Mournfang ScentMournfang Scent300 research points
Charge bonus: +15 for Mournfang Cavalry units
Unit mass: +20% for Mournfang Cavalry unitsRequires: Improvised MunitionsThe natural musk of a mighty Mournfang, bizarrely, will attract other animals – ones you want to trap, kill and bung on a spit over the fire with haste.
What Doesn't Kill YouWhat Doesn't Kill You300 research points
Physical resistance: 15% for Gorgers units
Casualty replenishment rate: +5% for Gorgers unitsRequires: Razor SharpThe unwanted cast-offs that have survived in the dark tunnels below the mountains have known nothing but hardship, but are all the stronger for it.
Live BaitLive Bait400 research points
Passive ability: "Gorgefeast" for Gorger units
Bonus vs infantry: +5 for Gorgers unitsRequires: What Doesn't Kill YouGorgers like their meat raw or recently slaughtered, so the best kind of bait is the kind that's still wriggling.
Spiked TuskguardsSpiked Tuskguards700 research points
Melee attack: +5 for Stonehorn and Thundertusk units
Weapon strength: +10% for Stonehorn and Thundertusk unitsRequires: Toughened SkinSpiked plates attached to the tusks or horns of great beasts make their already deadly swing all the deadlier.
Over-Eatin'Over-Eatin'700 research points
Control: -3 in enemy provinces where an army is present
Growth: -50
(armies in enemy region)Requires: Big MigrationThough it tends to lead to gut-aches and even-more-chronic flatulence than usual, there's sense in depriving the enemy of supplies, so they have to fight you in a weakened state.
Big MigrationBig Migration500 research points
Campaign movement range: +5%Requires: Warpstone RubSignalling that the several tribes that make up an Ogre kingdom are on the move, as a single, brutish, hungry horde.
Bigga TentsBigga Tents600 research points
Camp limit: +1
Recruit rank: +2 for all units
Global recruitment capacity: +1
Local recruitment capacity: +1Requires: Big Migration, Butcher's SpicesIt's a bit fiddly, but some Ogres have a natural affinity for such things, and are able to make tents big enough to house a huddle or more.
Butcher's SpicesButcher's Spices500 research points
Plague immunity duration: 1 turns
Casualty replenishment rate: +5%Requires: Tribal GatheringWhatever it is he's using to flavour the meat makes it taste nicer, and has some healing properties too.
Mountain TyrantsMountain Tyrants700 research points
Feasts for the Strong commandment: additional +10 Growth
Crude Ingenuity commandment: additional -10% recruitment cost
Might Makes Right commandment: additional +5% IncomeRequires: Butcher's SpicesWhile some Ogres take their camps and travel across the world, others know every inch of their mountainous homelands and rarely leave their birthplace.
Finder's FeeFinder's Fee700 research points
Leadership: +5 for Maneater units
Recruitment cost: -15% for Maneaters units
Local Recruitment duration: -1 turn for Maneater units (minimum 1)Requires: Heavier Gut PlatesIt's important to discuss payment from the outset to prevent things going south at a later juncture.
Tribal TributeTribal Tribute500 research points
Recruit rank: +1 for all Ogre Infantry and Cavalry units
Upkeep: -10% for all Ogre Infantry and Cavalry unitsRequires: Whetstones, Leadsmashers, Led by Their NosesUnderstanding that the Tyrant's tribute must be paid, no matter how well things went, is essential if you want to carry on living.
LeadsmashersLeadsmashers400 research points
Enables "Disoriented" contact effect (reduced speed melee defence and melee attack) for Leadbelchers units
Missile strength: +5% for Leadbelchers units
Weapon strength: +5% for Leadbelchers unitsRequires: Improvised MunitionsWhether it be cannonballs, scrap metal or even picking up the cannon itself and using it like a club, Leadbelchers pack a *serious* punch.
Improvised MunitionsImprovised Munitions300 research points
Ammunition: +10% for Leadbelchers units
Range: +5% for Leadbelchers unitsRequires: Sinew BindingsLeadbelchers will fire whatever is at hand at the foe, even grabbing the nearest Gnoblar and sending them flying!
Razor SharpRazor Sharp300 research points
Armour-piercing weapon damage: +5 for Sabretusk Pack and Blood Vultures units
Melee attack: +3 for Sabretusk Pack and Blood Vultures unitsRequires: Busy WorkBe it by claw, talon or fang, the beasts of the Ogre Kingdoms tear through even the strongest of defences.
Tyrannical TrainersTyrannical Trainers400 research points
Leadership: +5 for Sabretusk Pack and Blood Vultures units
Passive ability: "Feral Rage" removed for Sabretusk Pack unitsRequires: Razor SharpCompared to the cramped, torturous conditions of their beastpens, the battlefield, however savage, is a refreshing break for these creatures.
Nomadic Beast PensNomadic Beast Pens500 research points
Recruit rank: +1 for Monster and Beast units
Upkeep: -10% for all Monster and Beast unitsRequires: Bait the Trappers, Tyrannical Trainers, Live BaitOgres have learnt to keep their mostly uncontrollable beasts under control, even when moving between camp locations.
Toughened SkinToughened Skin700 research points
Missile resistance: 10% for Monster and Beast units
Armour: +10 for Monster and Beast unitsRequires: Arctic AirLiving in the mountains, Giants often have to bat off falling debris or the attacks of wild beasts, toughening their skin and flesh as a result of the scarring.
Huntin' TricksHuntin' Tricks500 research points
Hero capacity: +2 for Hunters
Hero recruit rank: +3 for Hunters
Meat gained from battles: +10%Requires: Camp Foragin'As it turns out, many of the Ogres' natural prey are a bit thick and can be tricked into giving up their lives without expending too much effort.
Camp Foragin'Camp Foragin'400 research points
Income from sacking and looting settlements: +15%
Income from raiding: +25%Requires: Betta BribesOnce you get a handle on the local food supply, things start to come together quite well, quite quickly, regardless of how far the Ogres are from home.
Warpstone RubWarpstone Rub400 research points
Chance of a plague spreading: -15% (all armies)
Attrition: -50% casualties suffered from Chaos Undivided corruption and Chaos Wastes attritionRequires: Gnoblar Scavengin'Applying Warpstone to steaks before cooking them keeps the number of mutations down.
Contract ScrawlsContract Scrawls500 research points
Treasury reward from bounties: +50%
Diplomatic relations: +25 with all factionsRequires: Bigga TentsEven Ogres know that keeping records of agreements can avoid the more violent forms of disagreement further down the track; simply sign your name with an 'X'.
Tribal GatheringTribal Gathering400 research points
Diplomatic relations: +10 with Ogre Kingdoms
Lord recruit rank: +2Requires: Mawtooth FealtyHere, all the Ogres of the tribe sit together in one place to eat and make plans (chiefly, to eat even more).
Mountain MetropolisMountain Metropolis400 research points
Construction cost: -10% for Province Capital/Settlement buildings
Construction time: -1 for Province Capital/Settlement buildingsRequires: Trade 'Relations'When all is said and done, there's simply no place quite like home.
Sky-Titan DefencesSky-Titan Defences500 research points
Hero capacity: +2 for Bruisers
Hero recruit rank: +3 for Bruisers
Control: +2 for regions with Garrison buildings
Defensive supplies: +500 per turn when under siegeRequires: Mountain MetropolisThe megalithic defences of this long-gone race were built into the mountains themselves. It's not completely beyond the Ogres to work out how to use them, but almost.
Heavier Gut PlatesHeavier Gut Plates600 research points
Armour: +10 for Ogre Infantry
Missile block chance: +15 for Ironfist unitsRequires: Ridin' StickWhether made of metal beaten into shape, hide-skins, cart wheels or bone, the thicker an Ogre’s gut plate, the better.
Ridin' StickRidin' Stick600 research points
Attribute: Devastating Flanker for Crushers units
Charge bonus: +5 for Crushers unitsRequires: Tribal TributeSome mounts are disobedient and others are just plain dangerous, so it's sometimes necessary to "put a bit of stick about" to keep them in line and focused on the task at hand.
WhetstonesWhetstones400 research points
Attribute: Unyielding Assault for Ogre Bull and Ironguts units
Weapon strength: +10% for Ogre Bulls and Ironguts unitsRequires: Sinew BindingsSharper weapons do more damage, something many Ogres learn from watching their Butcher at work.
Sinew BindingsSinew Bindings300 research points
Melee attack: +3 for Ogre Bulls and Ironguts units
Melee defence: +3 for Ogre Bulls and Ironguts unitsRequires: Ogre BreathWinding sinew around weapon handles makes for better grip, which in turn makes them easier to wield.
Busy WorkBusy Work300 research points
Vigour loss reduction: -10% for Gnoblars and Pigback Riders units
Speed: +15% for Gnoblars and Pigback Riders unitsRequires: Stringy TendonsBetween battles, Gnoblars are hot on their feet doing whatever their masters demand of them, lest they are turned into dinner.
Bait the TrappersBait the Trappers400 research points
Ability number of uses: +2 for "Gnoblar Traps"Requires: Busy WorkGnoblar Trappers delight in tormenting smaller animals and following Ogre Hunters into battle. Baiting them beforehand ensures that only the fastest, most intrepid candidates may attend.
Weighted ClubsWeighted Clubs600 research points
Enables "Dazed" contact effect (reduced Speed and Melee Defence) for Giant units
Weapon strength: +10% for Giant unitsRequires: Nomadic Beast PensTo inflict maximum damage, Ogres might attach scrap metal, stone or even unsuspecting, live Gnoblars to a Giant's club.
Arctic AirArctic Air600 research points
Speed: +15% for Monster and Beast units (all armies)
Vigour loss reduction: -25% for Monster and Beast units (all armies)Requires: Weighted ClubsWhen the creatures that live atop the Mountains of Mourn come down into the valleys, they find their stamina levels increased in the thicker air, as if their restraints had been lifted.
Bigga CampsBigga Camps500 research points
Meat Construction Cost: -5%
Camp limit: +1Requires: Betta BribesA larger campsite means more groupings of tents, and therefore more Ogres gathered in one place – multiplying the threat level many times over.
Betta BribesBetta Bribes400 research points
Hero action cost: -10%
Hero action success chance: +10%Requires: Gnoblar Scavengin'Gold is useful for opening ears to new ideas.
Gnoblar Scavengin'Gnoblar Scavengin'300 research points
Campaign line of sight: +15% (all characters)
Magic item drop chance from battle: +10%Requires: Camp HuddleThose pathetic, snivelling Gnoblars can be leashed and made to sniff out the best loot, and more of it too.
Mawtooth FealtyMawtooth Fealty300 research points
Corruption: -2
Control: +1Requires: Dinner GongAt the heart of every camp lies the Mawtooth stone. The Ogres will fight harder, and with every last breath and ounce of strength, to ensure it is protected.
Trade 'Relations'Trade 'Relations'400 research points
Income from trade tariffs: +25%
Diplomatic relations: +5 with all factionsRequires: Mawtooth FealtySimply promising not to eat the foreign envoys puts trade negotiations on a better footing from the outset.
Trade NegotiatorTrade Negotiator500 research points
Income from all non-camp buildings: +5%
Tradable resources produced: +10%Requires: Trade 'Relations'This one's not much of a talker, but more of an imposing presence who cracks his knuckles a lot, which speaks volumes to his opposite numbers.
Ogre BreathOgre Breath200 research points
Leadership: +4 for Ogre Bull units
Unit mass: +15% for Ogre Bull unitsEating crushed limestone reduces cases of 'Ogre Breath' enough so the Ogres can stand closer together and fight in ranks.
Stringy TendonsStringy Tendons200 research points
Leadership: +4 for Gnoblars and Pigback Riders units
Melee defence: +3 for Gnoblars and Pigback Riders unitsWhile it's not unheard of, Ogres often don't eat their Gnoblar workers because they are "too stringy", a silver lining that puts most Gnoblars minds at ease.
Butcher's ApronButcher's Apron500 research points
Ogre Camp buildings generate 5 Meat Per Turn
Hero capacity: +2 for Butchers
Hero recruit rank: +3 for ButchersRequires: Bigga SpitRecipes and spells are scrawled upon the aprons of the Slaughtermasters and Butchers, steeping them in magic and causing them to absorb even more of the stuff.
Bigga SpitBigga Spit400 research points
Cooldown: -10% to Lore of the Great Maw spells
Offer to Great Maw cost: -10%Requires: Betta BribesThe bigger the spit, the bigger the meal, the more satisfied the diners.
Camp HuddleCamp Huddle200 research points
Camp limit: +1A couple of Ogres having a conflab quickly becomes a huddle as more and more gather around them.
Dinner GongDinner Gong200 research points
Growth: +15Now, the Ogres can eat together – bringing a bit of decorum to proceedings, you might say. Almost.
Fire Mouth TributeFire Mouth Tribute400 research points
Construction cost: -10% for the Fire Shrine and Fire Cave buildings
Winds of Magic power reserve capacity: +10 (all armies)Requires: Trade 'Relations'The volcanic peak kills many when it erupts, so making sure the Fire Mouth gods are appeased should be high on any self-respecting leader's list of things to do.
Preachers of FirePreachers of Fire500 research points
Cooldown: -10% to Lore of Fire spells (all armies)
Hero capacity: +2 for Firebellies
Hero recruit rank: +3 for FirebelliesRequires: Fire Mouth Tribute"The Firebellies are comin' – time for a feast! Who's for some flametoad and devilpepper curry?"