Vampire Counts technologies
97 technologies from the game's research tree for Vampire Counts, 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.
Blood DecreesBlood Decrees100 research points
Enables the use of Blood Decrees within your provincesDeep knowledge and sheer force of will allows the Winds of Shyish to be bent to bring the endeavours of Kingdom of the Dead to terrible reality.
Omens of UndeathOmens of Undeath100 research pointsAfter years of enslaving resistant pawns, willing followers spell good tidings indeed.
Master of ShyishMaster of Shyish100 research points
Gain access to the Undead Wasteland climate type
Enable construction of the Deathshroud Spire buildingTo the most learned, Shyish may be wielded to even alter the very fabric of reality, bending the world to an Undead vision of glory.
Oaths of SylvaniaOaths of Sylvania100 research points
Missile strength: +10% for Sylvanian Crossbowmen and Sylvanian Handgunners units
Unit capacity: +3
Sylvanian Crossbowmen
Sylvanian Handgunners
Enable construction of the Sylvanian Outpost garrison buildingKnowing death is the alternative, Sylvania’s skilled marksmen willingly pledge loyalty to the fell Lords of their own lands, rather than a far-off, absent Emperor.
Necrotic ConstructionNecrotic Construction100 research points
Enables the factionwide ability to Rush Construction by spending BloodWith a surge of dark power, the slow, mindless servants of the Undead are driven to hasten the construction of their masters’ terrifying edifices.
Shambling VanguardShambling Vanguard100 research points
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Armour-piercing weapon damage: +5 for Zombies units
Melee attack: +10 for Zombies units
Speed: +20% for Zombies units
This technology is mutually exclusive with the following:
Implacable Puppets
Unfeeling Dead
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Attribute: Vanguard Deployment for Zombies unitsRequires: Rotten GiftsIt is no easy trick of necromancy to push the slow trudge of the rotting ranks into a rapid advance that can dive headlong into a target.
Implacable PuppetsImplacable Puppets100 research points
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Melee attack: +2 for Zombies units
Melee defence: +3 for Zombies units
Speed: +10% for Zombies units
Battle healing cap: +50% for Zombies units
This technology is mutually exclusive with the following:
Shambling Vanguard
Unfeeling Dead
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Armour: +10 for Zombies unitsRequires: Rotten GiftsGiven time, a more considered process of corpse-raising allows wards to be bound, making a Zombie more resilient than one raised in haste.
Unfeeling DeadUnfeeling Dead100 research points
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Leadership: +8 for Zombies units
Weapon strength: -80% for Zombies units
Battle healing cap: +250% for Zombies units
Physical resistance: 20% for Zombies units
This technology is mutually exclusive with the following:
Shambling Vanguard
Implacable Puppets
_Requires: Rotten GiftsPain, fear and exhaustion mean nothing to corpses raised to obey the command to endure and given the arcane means to do so.
Unending FeastUnending Feast300 research points
Attribute: Strider for Crypt Ghoul and Crypt Horror units
Battle healing cap: +50% for Crypt Ghouls and Crypt Horrors
Unit capacity: +1
Crypt HorrorsRequires: Unleashed HungerBounding across fields of the fallen, the flesh-eaters pounce upon foes with blood-curdling roars, pausing only to gorge on the dead beneath them.
Graves of the EliteGraves of the Elite300 research points
Battle healing cap: +20% for Grave Guard units
Attribute: Immune to Flanking for Grave Guard units
Unit capacity: +1
Grave GuardRequires: Barrow-Wrought ArmsDrawn from the most hardened ancient retinues, these heroes of war are as implacable and unyielding in death as they were in life.
Unnatural ResilienceUnnatural Resilience300 research points
Missile resistance: 10% for Dire Wolves and Fell Bats units
Battle healing cap: +20% for Dire Wolves units
Battle healing cap: +20% for Fell Bats units
Unit capacity: +1
Dire WolvesRequires: Stalkers of the DarkBlood-gorged and saturated with their dark masters' sorceries, some beasts can shrug off wounds that should have slain them many times over.
Well Kept GravesWell Kept Graves200 research points
Starting rank for all Vampires Awakened from Vampire Lairs: +3Requires: Lairs of the ForgottenThe dead are not left to rot in neglect, but preserved, prepared and awakened when the coven has need of them.
Loyal Beyond DeathLoyal Beyond Death200 research points
Immediately discover and occupy a new Vampire Lair hidden somewhere in the world
Gain access to all locked 'Their Followers' category of Vampire Lair upgradesRequires: Well Kept GravesReliable adjutants and conspirators are vital to the will of a Vampire Lord. As one awakens, their servants' devotion remains undimmed.
Necromantic ConclaveNecromantic Conclave400 research points
Battle healing cap: +50% for Necromancers and Master Necromancers
Attribute: Perfect Vigour for Zombies, Skeleton Warriors and Skeleton Spearmen units
Hero recruit rank: +5 for NecromancersRequires: Legendary NecromancyCabals of powerful Necromancers shall bow before you, looking to further their endeavours and grow their already frightening power.
Necromancy UnboundNecromancy Unbound400 research points
Changes the maximum allowed replenishment rate to 100% (factionwide)
Casualty replenishment rate: +5% (all armies)Requires: Legendary NecromancyNothing has the power to wrestle a Master Necromancer's army from his clutches!
Mastery of Death MagicMastery of Death Magic400 research points
Winds of Magic cost: -20% for Lore of Death spells (all armies)
Cooldown: -20% to Lore of Death spells (all armies)Requires: Legendary NecromancyIt is certain that millennia of dark deeds awaits those who truly master understanding of Shyish and the bonds of mortal shells.
Immortality's AllureImmortality's Allure400 research points
Reduce the cost of confederating Necromancer Legendary Lords by 50%%
Diplomatic relations: +40 with Vampiric factions and Host of NagashRequires: Legendary NecromancyA Necromancer's desperate thirst for knowledge oft leads them right into the clutches of the most powerful Undead.
Drowned in DeathDrowned in Death400 research points
The Dead Rise Again: +50% chance for destroyed Tier 1 units to be restored after battle
The Dead Rise Again: +50% chance for destroyed Tier 2 units to be restored after battleRequires: Legendary NecromancyThe pits are filled with flesh for the legions. In our trudge to dominance, the lands will drown in a stampede of the dead.
Rotten GiftsRotten Gifts300 research points
Physical resistance: 10% for Zombies units
Armour: +10 for Zombies unitsRequires: The Shambling HordesFavouring the Zombies with more bulk to them means a host that absorbs more punishment, afforded by the rot of their remaining flesh.
Unleashed HungerUnleashed Hunger300 research points
Leadership: +3 for Crypt Ghouls and Crypt Horrors units
Passive ability: "The Hunger" for Crypt Ghouls and Crypt Horror units
Unit capacity: +1
Crypt Ghouls
Unit capacity: +1
Crypt HorrorsRequires: Scuttling HorrorsAs blood touches the slavering lips of these wretched creatures, they grow ravenous and hollow-eyed, strengthening with each bite.
Barrow-Wrought ArmsBarrow-Wrought Arms300 research points
Armour: +10 for Grave Guard units
Melee defence: +5 for Grave Guard units
Unit capacity: +1
Grave Guard
Weapon strength: +10% for Grave Guard unitsRequires: GravewardensForged for kings and buried with champions, the Grave Guards' ancient armaments still carry the gravitas of the long-dead who once wielded them.
Stalkers of the DarkStalkers of the Dark300 research points
Armour-piercing weapon damage: +2 for Dire Wolves and Fell Bats units
Attribute: Devastating Flanker for Dire Wolves and Fell Bats units
Unit capacity: +2
Dire WolvesRequires: Hunters of the NightHowls, screeches, and glowing eyes flit from the gloom of accursed places, where the clawed, the fanged, and the hook-winged thrive.
Lairs of the ForgottenLairs of the Forgotten200 research points
Enables the 'Occupy Vampire Lair' Hero action for all HeroesRequires: Ancient WealthOver countless centuries, the wealthy predecessors of the Vampire Bloodlines amassed vast estates, their hoards buried with them in their ornate tombs. Yet one need not annex whole cities to find them…
Crypt ExcavationCrypt Excavation200 research points
When discovering a new Vampire Lair 2500 Corpses will be added to the province
Gain access to all locked 'Their Artefacts' category of Vampire Lair upgradesRequires: Lairs of the ForgottenDust-choked vaults are broken open, revealing blood-stained relics and old treasures buried with their unworthy owners.
Legacies of DarknessLegacies of Darkness200 research points
Immediately discover and occupy a new Vampire Lair hidden somewhere in the world
Gain access to all locked 'Their Legacy' category of Vampire Lair upgradesRequires: Crypt ExcavationThe ancient bloodlines leave more than mere memories behind, and by your command, a scion of a storied lineage shall reveal their worth.
BloodrightBloodright100 research points
Next Vampire Bloodline Empower action is free
Starting rank for all Vampires Awakened from Vampire Lairs: +1
You will be able to research one additional technology from the Ascendant Legacies sectionRequires: Legacies of Darkness, Loyal Beyond DeathOnly one bloodline is destined to rule! And yours has proven to be the most powerful.
Legendary NecromancyLegendary Necromancy100 research points
Hero capacity: +1 for Necromancers
Hero recruit rank: +2 for Necromancers
Experience gain: +10% for Necromancer HeroesRequires: Mastery of the Dark ArtsWith necromantic power such as this, even the world's foremost conjurers and champions of the dead deem it unwise not to serve.
Ranks of Bone and RustRanks of Bone and Rust300 research points
Armour: +10 for Skeleton Warriors and Skeleton Spearmen units
Weapon strength: +10% for Skeleton Warriors and Skeleton Spearmen unitsRequires: The Shambling HordesIn time, the Skeleton ranks harden – bone and rust alike – as they advance with the patience of a tomb.
The Shambling HordesThe Shambling Hordes200 research points
Leadership: +3 for Zombies, Skeleton Warriors and Skeleton Spearmen units
Melee attack: +2 for Zombies, Skeleton Warriors and Skeleton Spearmen units
Melee defence: +2 for Zombies, Skeleton Warriors and Skeleton Spearmen unitsCorpse-raising offers a great destiny to the Necromancer, and an even greater one to the corpse, which would otherwise merely rot in the earth.
The Dead Never TireThe Dead Never Tire300 research points
Vigour loss reduction for Zombies, Skeleton Warriors and Skeleton Spearmen units
Battle healing cap: +20% for Skeleton Warriors and Skeleton Spearmen unitsRequires: The Shambling HordesThe longer ancient bones remain under a puppet master’s control, the easier they are to drive relentlessly and uncaringly towards their callous ends.
Scuttling HorrorsScuttling Horrors100 research points
Unit capacity: +2
Crypt Ghouls
Speed: +10% for Crypt Ghoul and Crypt Horror units
Weapon strength: +10% for Crypt Ghoul and Crypt Horror unitsBeware a tomb lid ajar or an unhinged mausoleum door, accompanied by the cracking of bones in the darkness…
GravewardensGravewardens100 research points
Leadership: +5 for Grave Guard units
Melee attack: +5 for Grave Guard units
Unit capacity: +1
Grave GuardIron wills and ancient oaths once spurred on those now made up of little more than reanimated bone, rusty armour, and jagged blades.
Hunters of the NightHunters of the Night100 research points
Charge bonus: +4 for Fell Bats and Dire Wolves units
Leadership: +5 for Dire Wolves and Fell Bats units
Speed: +10% for Fell Bats and Dire Wolves units
Unit capacity: +1
Dire WolvesThe more haunted the world becomes, the better habitat it is for the fell things that wish to drive the terrified into the darkness.
Endless LegionsEndless Legions300 research points
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This technology is mutually exclusive with the following:
Countless Souls
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Upkeep: -10% (all armies)Requires: Puppet MasterThe ranks of both Vampire and Undead will stretch to the ends of the earth. Behind these banners, the world of the living shall fall
Countless SoulsCountless Souls300 research points
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This technology is mutually exclusive with the following:
Endless Legions
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Upkeep: -25% for all Tier 1 units
Upkeep: -25% for all Tier 2 units
Upkeep: +5% for all Tier 3 units
Upkeep: +5% for all Tier 4 units
Upkeep: +5% for all Tier 5 unitsRequires: Puppet MasterWhy bind oneself to the services of the powerful, when countless souls of witless bodies can be summoned without threat of your demise?
Iron-Shod CartsIron-Shod Carts300 research points
Reduces the amount of Corpses lost when transporting them to the capital by an additional 10%
Speed: +10% for Corpse Cart units
Battle healing cap: +10% for Corpse Cart units
Armour: +10 for Corpse Cart units
Fire resistance: 10% for Corpse Cart unitsRequires: Mastery of the Dark ArtsA modicum of armour and protection is crudely grafted onto the host's Corpse Carts, improving their survivability.
Cart GuardiansCart Guardians400 research points
Reduces the amount of Corpses lost when transporting them to the capital by an additional 10%
Speed: +10% for Corpse Cart units
Battle healing cap: +10% for Corpse Cart units
Armour: +10 for Corpse Cart units
Fire resistance: 10% for Corpse Cart unitsRequires: Iron-Shod CartsThe fell visage of the deathly guards who protect the gathering of corpses gives pause to any who would dare oppose such desecration.
Ancient WealthAncient Wealth200 research points
Income from all buildings: +10%
Income from post-battle loot: +5%Requires: Twisted Majesty
BloodrightBloodright100 research points
Next Vampire Bloodline Empower action is free
Starting rank for all Vampires Awakened from Vampire Lairs: +1
You will be able to research one additional technology from the Ascendant Legacies sectionRequires: Ancient Wealth, Frenzied by BloodshedOnly one bloodline is destined to rule! And yours has proven to be the most powerful.
Frenzied by BloodshedFrenzied by Bloodshed300 research points
Replenishes 20% campaign movement range after winning a battle (all characters)
Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)
Income from sacking settlements: +10%Requires: The Cycle of DeathBy fully embracing the Thirst, a Vampire's taste for blood drawn in battle can send them into the throes of bloodlust and otherworldly zeal.
Unholy VigourUnholy Vigour300 research points
Chance of a plague spreading: -20% (all armies)
Battle reinforcement time: -30% (all armies)
Campaign movement range: +10% (all armies)
Reinforcement range: +20% (all armies)Requires: All Shall JoinSimply by tapping into their "gift" of the Thirst, Vampires may afford themselves much greater speed and vitality than the vast majority of mortals.
Order of the Blood DragonOrder of the Blood Dragon100 research points
Legendary Hero Walach Harkon will join your factionRequires: Unholy VigourTo call forth one of the greatest Vampire warriors, the Grand Master of the Blood Dragons himself, is to bring the darkest of days to our enemies
Puppet MasterPuppet Master300 research points
Recruit rank: +1 for all Tier 1 units
Recruit rank: +1 for all Tier 2 units
Upkeep: -5% (all armies)Requires: Mastery of the Dark ArtsA dead mind is an empty vessel, free of trivial whims and questions. A fitting tool to achieve one's goals.
Mastery of the Dark ArtsMastery of the Dark Arts100 research points
Enable construction of the Mortuary Caravans building
Enable construction of the Mortis Nexus building
Hero capacity: +1 for Necromancers
Hero recruit rank: +2 for Necromancers
Experience gain: +10% for Necromancer HeroesRequires: Advancements of the Dark ArtsThere are few more macabre and dreaded sights than the endless legions of the Undead serving and operating under the command of one.
Empty Their GraveyardsEmpty Their Graveyards300 research points
An additional Strigoi Ghoul King Lord will become available for recruitment
When a faction declares war on you 3000 Corpses will instantly be added to all of their provincesRequires: Mastery of the Dark Arts"Those who dare resist my rule will receive guests from beyond the grave."
Counsel of the Doom LordCounsel of the Doom Lord100 research points
Legendary Hero Dieter Helsnicht will join your factionRequires: Empty Their GraveyardsLong has the Doom Lord waited to enact his revenge – Dieter Helsnicht may yet bring doom to the lands of Middenheim, and the world.
Cloaked In DeathCloaked In Death100 research points
Blood: 50 per turn
Gain infinite Unit Capacity for Spirit Host unitsDeath will always crawl back to its master for more.
Twisted MajestyTwisted Majesty200 research points
Character experience gain: +5% (all characters)
Growth: +5Requires: Cloaked In DeathEvery barrow, graveyard and mausoleum is a silent kingdom of bones, devoted to bringing macabre strength to the dread manses of the Vampires.
Bastions of DarknessBastions of Darkness300 research points
Construction time: -1 for all buildings (minimum of 1 turn)
Defensive supplies: +700 (all regions)
Walls and Garrison buildings gain additional effectsRequires: Twisted MajestyDark towers glow with ominous light, as thick shadows pool in the alleys of Undead-ridden cities. All that awaits the living who go there is death.
The Cycle of DeathThe Cycle of Death300 research points
Blood cost to recruit units: -10% for all units
Disbanding units will refund the Blood used to create themRequires: Bastions of DarknessWhen one wields the power of death, one can loan and retract it at will!
All Shall JoinAll Shall Join400 research points
Reduce the cost of confederating Vampire Legendary Lords by 50%%
Diplomatic relations: +40 with Vampiric factions and Host of NagashRequires: The Cycle of DeathPetty Unliving princes and dreadful Lords of Death alike shall bow before you. All Vampires must unite in singular purpose, or be cast aside.
BloodrightBloodright100 research points
Next Vampire Bloodline Empower action is free
Starting rank for all Vampires Awakened from Vampire Lairs: +1
You will be able to research one additional technology from the Ascendant Legacies sectionRequires: All Shall JoinOnly one bloodline is destined to rule! And yours has proven to be the most powerful.
Lords of Long-Dead DynastiesLords of Long-Dead Dynasties300 research points
Physical resistance: 10% for Lords and embedded Heroes
An additional Strigoi Ghoul King Lord will become available for recruitment
Hero recruit rank: +5 for Wight Kings
Hero recruit rank: +5 for BansheesRequires: Dark LaboratoriumsAncient kings and queens of old serve with fierce countenance, ever wrathful of those who still cling to the warmth of life.
Dark LaboratoriumsDark Laboratoriums300 research points
Disbanding units will refund the Corpses used to create them
Corpse cost to recruit units: -10% for all unitsRequires: Advancements of the Dark ArtsWhere foul amalgams can be resewn and restitched, risen again as things only the darkest hearts can muster.
Nightmarish SpectresNightmarish Spectres300 research points
Barrier hit points: +300 for Spirit Host, Cairn Wraiths and Hexwraiths units
Battle healing cap: +50% for Spirit Host, Cairn Wraiths and Hexwraiths units
Unit capacity: +1
HexwraithsRequires: Legacies of the Tombs"I still see it, in the cold reaches of the night. It haunts my dreams. Pure hate with blackened talons, beckoning me to my doom."
Oathed in BloodOathed in Blood300 research points
Vigour loss reduction: -25% for Black Knights, Blood Knights and Drakenhof Templars units
Battle healing cap: +20% for Black Knights, Blood Knights and Drakenhof Templars units
Unit capacity: +1
Blood KnightsRequires: Crimson Lances"Bound in Blood. Forged in Battle. Focussed in Mind."
– Tenets of the Blood Knights
Unholy ResilienceUnholy Resilience300 research points
Battle healing cap: +20% for Varghulf, Mourngul and Vargheists units
Unit capacity: +1
Varghulf
Armour: +20 for Varghulf, Mourngul and Vargheist unitsRequires: Frenzied FangsEnchanted greatswords and Grail Knight lances alike have tried to gouge these toughened hides. All who held them met with evisceration.
Ritual Hide MarkingRitual Hide Marking500 research points
Ward save: +10% for Terrorgheist units
Ward save: +10% for Zombie Dragon units
Battle healing cap: +20% for Terrorgheist units
Battle healing cap: +20% for Zombie Dragon units
Unit capacity: +1
TerrorgheistRequires: Death on Tattered WingsDark sigils carved onto the bones and flesh of bound creatures provide them with protective resilience anchored by Dark Magic and Necromantic rites.
Loci of the UnlivingLoci of the Unliving300 research points
Physical resistance: 10% for Black Coach, Mortis Engine and Coven Throne units
Battle healing cap: +20% for Black Coach units
Battle healing cap: +20% for Coven Throne units
Battle healing cap: +20% for Mortis Engine units
Unit capacity: +1
Mortis EngineRequires: Cursed WardsMacabre energies constantly emanate from these foul carriages, invigorating their processions and making them tougher to attack directly.
The Eternal SisterhoodThe Eternal Sisterhood300 research points
Physical resistance: 10% for Lahmian Handmaiden units
Battle healing cap: +20% for Handmaiden units
Unit capacity: +1
Lahmian HandmaidensRequires: Scarlet DisciplineLahmians survive better together, for they can lend credence to each other's lies.
Preternatural SensesPreternatural Senses200 research points
Speed: +5% for Lords and embedded Heroes
Missile resistance: 10% for Lords and embedded Heroes
Melee defence: +10 for Lords and embedded HeroesRequires: Twisted MajestyThe heightened senses of the most battle-focused Vampires allow them to smell blood and feel vibrations of beating hearts from hundreds of feet away.
BloodrightBloodright100 research points
Next Vampire Bloodline Empower action is free
Starting rank for all Vampires Awakened from Vampire Lairs: +1
You will be able to research one additional technology from the Ascendant Legacies sectionRequires: Preternatural Senses, Resilience of the GraveOnly one bloodline is destined to rule! And yours has proven to be the most powerful.
Resilience of the GraveResilience of the Grave300 research points
An additional Strigoi Ghoul King Lord will become available for recruitment
Hit points: +10% (all characters)
Casualty replenishment rate: +2% (all armies)
Attrition: -50% casualties suffered from non-Vampiric territory attritionRequires: The Cycle of DeathExisting in a state between life and death, a Vampire weathered by war is more readily steeled against the natural world’s scourges and dangers.
What Once WasWhat Once Was300 research points
Allegiance points gained: +20%
+2 Allied Recruitment Unit capacity per army
Diplomatic relations: +20 with all factionsRequires: All Shall JoinBy rekindling old allegiances, tracking down faded bloodlines, and calling upon forgotten obligations, those in positions of power and influence can be more easily turned.
The Scourge of AquitaineThe Scourge of Aquitaine100 research points
The Red Duke of Mousillon will join your faction
Any regions owned by Mousillon will be transfered to the Undead Remnants factionRequires: What Once WasA Bretonnian hero turned tyrant, ever thirsting for blood and cruelty, the Red Duke shall pledge himself to the greater cause of vampiric glory.
The Moonlit CapitalThe Moonlit Capital200 research points
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Income from all buildings: +50%
(capital province)
This technology is mutually exclusive with the following:
Lands of Death
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Growth: +50
(capital province)
Research rate: +10Requires: Not an End, a BeginningThe city of the master shall be served, its ever-multiplying Undead servants shambling in shadow, awaiting the call of their Necromancer keepers.
Lands of DeathLands of Death200 research points
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This technology is mutually exclusive with the following:
The Moonlit Capital
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Income from all buildings: +5% (all regions)
Growth: +10 (all provinces)Requires: Not an End, a BeginningAn eerie twilight lingers over the land. The warmth of the daylight sun feels somehow lesser, the nights darker and filled with terrors.
Advancements of the Dark ArtsAdvancements of the Dark Arts100 research points
Enable construction of the Mass Grave building
Hero capacity: +1 for Necromancers
Hero recruit rank: +2 for Necromancers
Experience gain: +10% for Necromancer HeroesRequires: Proficiency in the Dark ArtsWhen countless riven souls of the dead can be molded to one's will with such ease, even Undead Champions take heed.
Life Strengthens DeathLife Strengthens Death300 research points
Casualty replenishment rate: +2% for Lords and Heroes
The Dead Rise Again: +10% chance for destroyed Tier 4 units to be restored after battle
The Dead Rise Again: +10% chance for destroyed Tier 5 units to be restored after battle
Upkeep: +3% for all Tier 4 units
Upkeep: +3% for all Tier 5 unitsRequires: Proficiency in the Dark ArtsA powerful life force makes for hardy Undead warriors, many of whom can regenerate their form and strength with little assistance.
Sustenance In BloodSustenance In Blood300 research points
Casualty replenishment rate: +2% for Lords and Heroes
The Dead Rise Again: +20% hit points for destroyed Tier 4 units restored after battle
The Dead Rise Again: +20% hit points for destroyed Tier 5 units restored after battle
Upkeep: +2% for all Tier 4 units
Upkeep: +2% for all Tier 5 unitsRequires: Life Strengthens DeathThe black soul of some creatures hungers for the crimson wine of blood. It is an all-consuming thirst, never to be satiated.
Legacies of the TombsLegacies of the Tombs300 research points
Passive ability: "Wightblades" for Spirit Host, Cairn Wraiths and Hexwraiths units (Rank 7 and above)
Barrier hit points: +200 for Spirit Host, Cairn Wraiths and Hexwraiths units
Unit capacity: +1
Cairn WraithsRequires: Restless RevenantsMany tomb-risen wraiths and cairns of the earth still clasp ensorcelled blades of ancient provenance, eager to let them bite flesh once more.
Crimson LancesCrimson Lances300 research points
Unit capacity: +1
Drakenhof Templars
Charge bonus: +10% for Black Knights, Blood Knights and Drakenhof Templars units
Weapon strength: +10% for Black Knights, Blood Knights and Drakenhof Templars unitsRequires: Ironclad DeathThe Undead riders wield their lances with a finesse and technique akin to the skilled horsemen they once were in life.
Frenzied FangsFrenzied Fangs300 research points
Unit capacity: +1
Vargheists
Melee defence: +5 for Varghulf, Mourngul and Vargheist units
Weapon strength: +10% for Varghulf, Mourngul and Vargheist unitsRequires: Nightmare ProwlersOf all the devolved, twisted creatures born of excess gore-feasting, few can withstand the fury of those unchained for war.
Death on Tattered WingsDeath on Tattered Wings400 research points
Charge bonus: +20% for Zombie Dragon units
Weapon strength: +10% for Zombie Dragon units
Charge bonus: +20% for Terrorgheist units
Weapon strength: +10% for Terrorgheist unitsRequires: Terrors in the NightCall down the taloned monstrosities, let their deathly stink linger long after their talons have sundered armour, flesh and resolve.
Cursed WardsCursed Wards300 research points
Attribute: Expert Charge Defence for Black Coach, Mortis Engine and Coven Throne units
Missile resistance: 10% for Black Coach, Mortis Engine and Coven Throne units
Unit capacity: +1
Black CoachRequires: Funeral IronworkThrough dark rituals empowered by the Winds of Death, eerie parades of lost spirits resist all but the strongest weaponry brought to bear against them.
Scarlet DisciplineScarlet Discipline300 research points
Bonus vs Infantry: +10 for Handmaiden units
Leadership: +5 for Handmaiden units
Unit capacity: +1
Lahmian HandmaidensRequires: Lethal WaltzWhile a Handmaiden's flawless composure would have you believe otherwise, they are eager to sate their hunger.
Not an End, a BeginningNot an End, a Beginning200 research points
Corpses gained from battle: +10%Requires: Corpse CollectingThe sweet release of death does not grant freedom from suffering, when the endless torment of servitude under a Lord of the Undead awaits.
Restorative RitualsRestorative Rituals300 research points
The Dead Rise Again: +10% chance for destroyed Tier 3 units to be restored after battle
Upkeep: +3% for all Tier 3 unitsRequires: Proficiency in the Dark ArtsNecromantic scrying and rituals help return Vampires and other creatures to full strength if the safety of their own crypts is not a viable option.
Restorative Blood RitesRestorative Blood Rites300 research points
The Dead Rise Again: +20% hit points for destroyed Tier 3 units restored after battle
Upkeep: +2% for all Tier 3 unitsRequires: Restorative RitualsThrough ancient ritual, the vampiric empower themselves for battle, also bolstering the magic that binds spirit creatures to the world for longer periods.
Restless RevenantsRestless Revenants100 research points
Barrier hit points: +200 for Spirit Host, Cairn Wraiths and Hexwraiths units
Unit capacity: +1
Cairn WraithsStirred to war are lambent, spectral horrors without form, almost impossible to touch, let alone harm.
Ironclad DeathIronclad Death100 research points
Armour: +20 for Black Knights, Blood Knights and Drakenhof Templars units
Unit capacity: +2
Black Knights"Give me at least dozen Knights, fully armed and hungry for battle. Be they alive or dead, the deed shall be done."
Nightmare ProwlersNightmare Prowlers100 research points
Unit capacity: +1
Mournguls
Charge bonus: +10% for Varghulf, Mourngul and Vargheist units
Speed: +10% for Varghulf, Mourngul and Vargheist unitsThere are some beasts, as swift as they are savage, that even Undead Lords of great age come to fear, if not seek to control.
Terrors in the NightTerrors in the Night100 research points
Leadership: +5 for Zombie Dragon units
Missile resistance: 10% for Terrorgheist units
Missile resistance: 10% for Zombie Dragon units
Leadership: +5 for Terrorgheist unitsAny modicum of control over the monsters that hunt beneath the moon requires one to endure its death-heralding, ear-bursting shriek.
Funeral IronworkFuneral Ironwork100 research points
Armour: +15 for Black Coach, Mortis Engine and Coven Throne units
Fire resistance: 10% for Black Coach, Mortis Engine and Coven Throne unitsDecorations and effigies of bones, wings and skulls adorn the infernal carriages' flanks, distracting from iron-forged plating beneath.
Lethal WaltzLethal Waltz100 research points
Passive ability: "A Respectable Distance" for all Lahmian Handmaiden units
Speed: +10% for Handmaiden units
Unit capacity: +1
Lahmian HandmaidensThe combination of a Lahmian's unnatural speed and flawless footwork make for unrivalled evasion.
Return to GloryReturn to Glory300 research points
Hero recruit rank: +3 for Lahmian Vampires
Hero recruit rank: +3 for Vampires
Wound recovery time: -1 turns (all characters)
Experience gain: +20% for Vampire and Lahmian VampireHeroesRequires: Preternatural SensesFamed Vampires, young and old, rise to join the ranks, bringing a wealth of experience to help conquer the lands of the living in your name.
Veteran VampiresVeteran Vampires300 research points
Unit experience gain: +10% (all armies)
Spell intensity: +5% (all characters)
Ward save: +5% (all characters)Requires: Return to GloryThe Vampire Wars ended many hundreds of years in the past, but the experience and knowledge of those who survived it lives on as a boon to Vampire-kind.
Master of VampiresMaster of Vampires400 research points
Winds of Magic cost: -20% for Lore of Vampires (all armies)
Cooldown: -20% to Lore of Vampires spells (all armies)Requires: Veteran VampiresAn affinity for the magic of their sires runs strong in some Vampires. Years of legacies builds terrifying mastery, wielded in whispers of forbidden power.
BloodrightBloodright100 research points
Next Vampire Bloodline Empower action is free
Starting rank for all Vampires Awakened from Vampire Lairs: +1
You will be able to research one additional technology from the Ascendant Legacies sectionRequires: Master of Vampires, Horror of the ShadowsOnly one bloodline is destined to rule! And yours has proven to be the most powerful.
Grave RobbingGrave Robbing300 research points
Enables a small amount of Corpses to be gained from all Infrastructure and Recruitment buildingsRequires: Corpse CollectingPrince or pauper, old or young. Their prior lives matter not – all the dead will serve.
Corpse CollectingCorpse Collecting200 research points
Vampiric corruption: +2 (all provinces)
Casualty replenishment rate: +3% (all armies)Requires: Proficiency in the Dark ArtsA concentrated effort ensures no corpse or body part is left untaken, each refashioned, reanimated, and reused.
Proficiency in the Dark ArtsProficiency in the Dark Arts100 research points
Hero capacity: +1 for Necromancers
Hero recruit rank: +2 for Necromancers
Experience gain: +10% for Necromancer Heroes
Casualty replenishment rate: +1% (all armies)Requires: Practice of the Dark ArtsTo raise a zombie or skeleton is child’s play – true martial mastery of the spirit world requires more of one’s soul.
Replaceable RanksReplaceable Ranks300 research points
The Dead Rise Again: +10% chance for destroyed Tier 1 units to be restored after battle
The Dead Rise Again: +10% chance for destroyed Tier 2 units to be restored after battle
Upkeep: +3% for all Tier 1 units
Upkeep: +3% for all Tier 2 unitsRequires: Proficiency in the Dark ArtsIt is the natural order of things that the bloodthirsty nature of war endlessly swells the ranks of the Undead.
Bodies for the PileBodies for the Pile300 research points
The Dead Rise Again: +20% hit points for destroyed Tier 1 units restored after battle
The Dead Rise Again: +20% hit points for destroyed Tier 2 units restored after battle
Upkeep: +2% for all Tier 1 units
Upkeep: +2% for all Tier 2 unitsRequires: Replaceable RanksWhere the Winds of Shyish blow strongest, the bodies of the Undead ranks are replaced the easiest.
Deathly WindsDeathly Winds300 research points
Winds of Magic power reserve capacity: +10 (all armies)
Winds of Magic power reserve: +5 per turn (all armies)Requires: Return to GloryThe Winds blow where death is prevalent, lingering in the lands where decay and brooding dead things lurk.
Horror of the ShadowsHorror of the Shadows400 research points
Cooldown: -20% to Lore of Shadows spells (all armies)
Winds of Magic cost: -20% for Lore of Shadows spells (all armies)Requires: Deathly WindsIllusion, darkness and silhouettes become weapons in the hands of those who thrive behind veils and daggers.
Practice of the Dark ArtsPractice of the Dark Arts100 research points
Corpses: 200 per turn (in your faction capital's province)
Gain infinite Unit Capacity for all Zombie, Skeleton and Fell Bats units"Beware all ye who open this accursed tome, lest you lose your soul to the dark knowledge within."
- Imperial Warning Seal, Book of Von Carstein Vol I