Lizardmen tech tree

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The Lizardmen tech tree consists of technologies that unlock new advantages throughout the game. Research takes place constantly, but the rate at which discoveries occur can be increased by using heroes to spy or building additional research buildings at your settlements.

Tech tree[edit | edit source]

 
 
 
 
 
 
 
 
 
 
 
 
Wh2 liz tech interpreting the ancients meanings.png Interpreting the Old Ones' Meaning
Technology positive.png Research points: 1000
Effects:
 
 
 
 
 
 
 
 
 
Wh2 liz tech determining the great plan.png Determining the Great Plan
Technology positive.png Research points: 2000
Effects:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wh2 liz tech tablet of spawning.png Tablet of Spawning
Technology positive.png Research points: 400
Effects:
  • Recruitment cost: -5% for Skink and Chameleon Skinks units
 
Wh2 liz tech verse of skink spawning.png Sequence of Skink Spawning
Technology positive.png Research points: 500
Effects:
  • Unit experience: +2 for Skink unit recruits
 
Wh2 liz tech verse of lizardmen spawning.png Sequence of Saurus Spawning
Technology positive.png Research points: 600
Effects:
  • Unit experience: +2 for Saurus unit recruits
 
Wh2 liz tech alignment of enhanced instinct.png Sequence of Enhanced Instinct
Technology positive.png Research points: 700
Effects:
  • Recruitment cost: -5% for Saurus units
  • Unit experience: +2 for Cold One unit recruits
  • Unit experience: +2 for Terradon Riders unit recruits
 
Wh2 liz tech verse of creature bonding.png Sequence of Creature Bonding
Technology positive.png Research points: 800
Effects:
  • Unit experience: +2 for Bastiladon, Stegadon and Feral Carnosaur unit recruits
 
Wh2 liz tech verse of guardiang spawning.png Sequence of Guardian Spawning
Technology positive.png Research points: 900
Effects:
  • Unit experience: +2 for Kroxigors unit recruits
  • Unit experience: +2 for Temple Guards unit recruits
 
Wh2 liz tech alignment of strengthening.png Sequence of Strengthening
Technology positive.png Research points: 1000
Effects:
  • Lord recruit rank: +2
  • Lord recruit rank: +2
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wh2 liz tech tablet of war.png Tablet of War
Technology positive.png Research points: 400
Effects:
  • Income from post-battle loot: +5%
 
Wh2 liz tech verse of stoicism.png Sequence of Stoicism
Technology positive.png Research points: 500
Effects:
  • Leadership: +3
 
Wh2 liz tech verse of marching.png Sequence of Marching
Technology positive.png Research points: 600
Effects:
  • Campaign movement range: +10%
 
Wh2 liz tech alignment of utilitarianism.png Sequence of Utilitarianism
Technology positive.png Research points: 700
Effects:
  • Magic item drop chance: +5%
 
Wh2 liz tech verse of annihilation.png Sequence of Annihilation
Technology positive.png Research points: 800
Effects:
  • Income from looting settlements: +20%
  • Income from sacking settlements: +20%
 
Wh2 liz tech verse of absolute obedience.png Sequence of Absolute Obedience
Technology positive.png Research points: 900
Effects:
  • Leadership: +5
 
Wh2 liz tech lzd alignment of geomantic healing.png Sequence of Geomantic Healing
Technology positive.png Research points: 1000
Effects:
  • Casualty replenishment rate: +20%
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wh2 liz tech tablet of order.png Tablet of Order
Technology positive.png Research points: 400
Effects:
  • Enemy Hero action success chance: -3%
  • Enemy Hero action success chance: -3%
 
Wh2 liz tech verse of scrying.png Sequence of Scrying
Technology positive.png Research points: 500
Effects:
  • Hero action cost: -15%
  • Hero action success chance: +3%
 
Wh2 liz tech verse of civilization.png Sequence of Civilisation
Technology positive.png Research points: 600
Effects:
  • Diplomatic relations: +5 with High Elves and Lizardmen
 
Wh2 liz tech alignment of protection.png Sequence of Protection
Technology positive.png Research points: 700
Effects:
  • Untainted: +1
 
Wh2 liz tech verse of infiltration.png Sequence of Infiltration
Technology positive.png Research points: 800
Effects:
  • Hero action success chance: +5%
 
Wh2 liz tech verse of purification.png Sequence of Purification
Technology positive.png Research points: 900
Effects:
  • Untainted: +2
 
Wh2 liz tech alignment of projected presence.png Sequence of Projected Presence
Technology positive.png Research points: 1000
Effects:
  • Hero recruit rank: +2
  • Hero action cost: -15%
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wh2 liz tech tablet of monuments.png Tablet of Monuments
Technology positive.png Research points: 400
Effects:
  • Growth: +10
 
Wh2 liz tech verse of the city.png Sequence of the City
Technology positive.png Research points: 500
Effects:
  • Construction cost: -15% for Province Capital/Settlement buildings
 
Wh2 liz tech verse of construction.png Sequence of Construction
Technology positive.png Research points: 600
Effects:
  • Construction cost: -5% for all buildings
  • Construction time: -1 for Province Capital/Settlement buildings
 
Wh2 liz tech alignment of expansion.png Sequence of Expansion
Technology positive.png Research points: 700
Effects:
  • Growth: +15
 
Wh2 liz tech verse of the great temples.png Sequence of the Great Temples
Technology positive.png Research points: 800
Effects:
  • 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 buildings
 
Wh2 liz tech verse of star chambers.png Sequence of the Star Chambers
Technology positive.png Research points: 900
Effects:
  • Construction cost: -15% for Star Chamber buildings
  • Construction time: -1 for Star Chamber buildings
 
Wh2 liz tech alignment of the global plan.png Sequence of the Global Plan
Technology positive.png Research points: 1000
Effects:
  • Global recruitment duration: -1 turn for all units
  • Global recruitment capacity: +1
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wh2 liz tech tablet of crafts.png Tablet of Crafts
Technology positive.png Research points: 400
Effects:
  • Additional tradable resources produced: +5%
 
Wh2 liz tech verse of artisan.png Sequence of the Artisan
Technology positive.png Research points: 500
Effects:
  • Income from Industry: +5%
 
Wh2 liz tech verse of exploitation.png Sequence of Exploitation
Technology positive.png Research points: 600
Effects:
  • Construction cost: -25% for resource-producing buildings
  • Construction time: -1 for resource-producing buildings
 
Wh2 liz tech alignment of coexistence.png Sequence of Coexistence
Technology positive.png Research points: 700
Effects:
  • Income from trade: +10% trade agreement tariffs
 
Wh2 liz tech verse of the sea.png Sequence of the Sea
Technology positive.png Research points: 800
Effects:
  • Income from Ports: +10%
 
Wh2 liz tech verse of labourers.png Sequence of the Labourers
Technology positive.png Research points: 900
Effects:
  • Income from cities: +15%
 
Wh2 liz tech alignment of geomantic prospecting.png Sequence of Geological Prospecting
Technology positive.png Research points: 1000
Effects:
  • Income from Mines and Quarries: +200%
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wh2 liz tech tablet of skinks.png Tablet of the Skinks
Technology positive.png Research points: 400
Effects:
  • Ammunition: +20% for Skink units
 
Wh2 liz tech verse of skirmishing.png Sequence of Skirmishing
Technology positive.png Research points: 500
Effects:
  • Missile Damage: +10% for Skink units
 
Wh2 liz tech verse of purpose.png Sequence of Purpose
Technology positive.png Research points: 600
Effects:
  • Weapon strength: +10% for Skink units
 
Wh2 liz tech verse of skink invigoration.png Sequence of Skink Invigoration
Technology positive.png Research points: 700
Effects:
  • Upkeep: -10% for Skink units
 
Wh2 liz tech verse of quickness.png Sequence of Quickness
Technology positive.png Research points: 800
Effects:
  • Melee defence: +3 for Skink units
  • Speed: +10% for Skink units
 
Wh2 liz tech verse of the kroxigors.png Sequence of the Kroxigors
Technology positive.png Research points: 900
Effects:
  • Charge bonus: +10 for Kroxigors units
  • Weapon strength: +10% for Kroxigors units
 
Wh2 liz tech verse of hardened scales.png Sequence of Hardened Scales
Technology positive.png Research points: 1000
Effects:
  • Armour: +10 for Kroxigors units
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wh2 liz tech tablet of saurus.png Tablet of the Saurus
Technology positive.png Research points: 400
Effects:
  • Melee defence: +5 for Saurus units
 
Wh2 liz tech verse of weapon crafting.png Sequence of Weapon Crafting
Technology positive.png Research points: 500
Effects:
  • Weapon strength: +10% for Saurus units
 
Wh2 liz tech verse of massed combat.png Sequence of Massed Combat
Technology positive.png Research points: 600
Effects:
  • Melee attack: +5 for Saurus units
 
Wh2 liz tech verse of saurus invigoration.png Sequence of Saurus Invigoration
Technology positive.png Research points: 700
Effects:
  • Upkeep: -10% for Saurus Infantry and Temple Guard units
 
Wh2 liz tech verse of armour crafting.png Sequence of Armour Crafting
Technology positive.png Research points: 800
Effects:
  • Armour: +5 for Saurus units
  • Missile resistance: +10% for Saurus and Temple Guard units
 
Wh2 liz tech verse of honoured guardians.png Sequence of the Honoured Guardians
Technology positive.png Research points: 900
Effects:
  • Armour: +5 for Temple Guards units
  • Weapon strength: +10% for Temple Guards units
 
Wh2 liz tech verse of martial excellence.png Sequence of Martial Excellence
Technology positive.png Research points: 1000
Effects:
  • Melee attack: +5 for Temple Guards units
  • Melee defence: +5 for Temple Guards units
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wh2 liz tech tablet of beasts.png Tablet of Beasts
Technology positive.png Research points: 400
Effects:
  • Speed: +10% for Terradon Riders units
 
Wh2 liz tech verse of exotic weapons.png Sequence of Exotic Weapons
Technology positive.png Research points: 500
Effects:
  • Ammunition: +25% for Terradon Riders units
 
Wh2 liz tech verse of ferocity.png Sequence of the Ferocity
Technology positive.png Research points: 600
Effects:
  • Charge bonus: +10 for Cold One units
  • Speed: +5% for Cold One units
 
Wh2 liz tech verse of the hunt.png Sequence of the Hunt
Technology positive.png Research points: 700
Effects:
  • Melee attack: +5 for Cold One units
  • Weapon strength: +10% for Cold One units
 
Wh2 liz tech verse of the great beasts resilience.png Sequence of the Great Beast's Resilience
Technology positive.png Research points: 800
Effects:
  • Melee defence: +5 for Bastiladon units
  • Missile resistance: +8% for Bastiladon units
 
Wh2 liz tech verse of the great beasts rampage.png Sequence of the Great Beast's Rampage
Technology positive.png Research points: 900
Effects:
  • Charge bonus: +15 for Stegadon and Carnosaur units
  • Melee attack: +5 for Stegadon and Carnosaur units
 
Wh2 liz tech verse of the beastkeepers.png Sequence of the Beastkeepers
Technology positive.png Research points: 1000
Effects:
  • Upkeep: -10% for Terradon Riders, Cold One, Stegadon, Bastiladon and Carnosaur units
 
 
 
 
 
 

Technologies[edit | edit source]

Tech Prerequisite Cost Effects
Wh2 liz tech interpreting the ancients meanings.png Interpreting the Old Ones' Meaning
Correct interpretation is essential if the Great Plan is to be executed to the Old Ones' intended design.
1000
  • Allows researching tier 4 and later technologies
Wh2 liz tech determining the great plan.png Determining the Great Plan
There are many paths to order and knowledge; may the Old Ones guide us.
2000
  • Allows researching top tier technologies
Wh2 liz tech tablet of spawning.png Tablet of Spawning
Wh2 liz tech tablet of spawning.png Tablet of Spawning
Research the following items to advance the Lizardmen's Great Plan even further.
400
  • Recruitment cost: -5% for Skink and Chameleon Skinks units
Wh2 liz tech verse of skink spawning.png Sequence of Skink Spawning
The above-ground spawning pools must be prepared; new Skinks will be required if the Plan is to be interpreted on schedule.
500
  • Unit experience: +2 for Skink unit recruits
Wh2 liz tech verse of lizardmen spawning.png Sequence of Saurus Spawning
Those spawning pools located underground must be ready - war is always at hand and fresh Saurus will be needed to fight.
600
  • Unit experience: +2 for Saurus unit recruits
Wh2 liz tech alignment of enhanced instinct.png Sequence of Enhanced Instinct
These directions ensure sufficient numbers of beast-sensitives among Skink and Saurus spawnings.
700
  • Recruitment cost: -5% for Saurus units
  • Unit experience: +2 for Cold One unit recruits
  • Unit experience: +2 for Terradon Riders unit recruits
Wh2 liz tech verse of creature bonding.png Sequence of Creature Bonding
The bond between beast and rider must not be underestimated.
800
  • Unit experience: +2 for Bastiladon, Stegadon and Feral Carnosaur unit recruits
Wh2 liz tech verse of guardiang spawning.png Sequence of Guardian Spawning
A near-constant state of war should not prevent the construction or management of the temple-cities.
900
  • Unit experience: +2 for Kroxigors unit recruits
  • Unit experience: +2 for Temple Guards unit recruits
Wh2 liz tech alignment of strengthening.png Sequence of Strengthening
Those Lizardmen destined for leadership roles have exotic skin-markings.
1000
  • Lord recruit rank: +2
  • Lord recruit rank: +2
Wh2 liz tech tablet of war.png Tablet of War
Wh2 liz tech tablet of war.png Tablet of War
Research the following items to advance the Lizardmen's Great Plan even further.
400
  • Income from post-battle loot: +5%
Wh2 liz tech verse of stoicism.png Sequence of Stoicism
The wisest race is indifferent to pain and fortune's many vicissitudes.
500
  • Leadership: +3
Wh2 liz tech verse of marching.png Sequence of Marching
Lizardmen do not tire easily - this sequence ensures that all Saurus spawnings have the required stamina.
600
  • Campaign movement range: +10%
Wh2 liz tech alignment of utilitarianism.png Sequence of Utilitarianism
Individual lives are of little importance; in the final analysis only the Great Plan matters.
700
  • Magic item drop chance: +5%
Wh2 liz tech verse of annihilation.png Sequence of Annihilation
Those who dare to remove the Old Ones' precious legacy from their sacred sites will be obliterated from the face of the world.
800
  • Income from looting settlements: +20%
  • Income from sacking settlements: +20%
Wh2 liz tech verse of absolute obedience.png Sequence of Absolute Obedience
Compliance without question ensures that the path to the Great Plan remains as clear as possible.
900
  • Leadership: +5
Wh2 liz tech lzd alignment of geomantic healing.png Sequence of Geomantic Healing
Energy can be siphoned from the Geomantic Web to heal or teleport reinforcements to where they are needed most.
1000
  • Casualty replenishment rate: +20%
Wh2 liz tech tablet of order.png Tablet of Order
Wh2 liz tech tablet of order.png Tablet of Order
Research the following items to advance the Lizardmen's Great Plan even further.
400
  • Enemy Hero action success chance: -3%
  • Enemy Hero action success chance: -3%
Wh2 liz tech verse of scrying.png Sequence of Scrying
By which the Old Ones' agents may be guided remotely, greatly increasing their chances of success.
500
  • Hero action cost: -15%
  • Hero action success chance: +3%
Wh2 liz tech verse of civilization.png Sequence of Civilisation
Understanding of the Great Plan involves the realisation that others have a role to play.
600
  • Diplomatic relations: +5 with High Elves and Lizardmen
Wh2 liz tech alignment of protection.png Sequence of Protection
The insidious taint and corruption of destruction's dark forces must be kept at bay.
700
  • Untainted: +1
Wh2 liz tech verse of infiltration.png Sequence of Infiltration
The ability to remain hidden almost anywhere is vital if the foe's intrigues are to be discovered and frustrated.
800
  • Hero action success chance: +5%
Wh2 liz tech verse of purification.png Sequence of Purification
Disturbances in the Geomantic Web are detected long before they become viable threats, enabling their sources to be found and purged accordingly.
900
  • Untainted: +2
Wh2 liz tech alignment of projected presence.png Sequence of Projected Presence
It is possible for the Slann to communicate telepathically with their agents in the field, and send visions to guide their hands.
1000
  • Hero recruit rank: +2
  • Hero action cost: -15%
Wh2 liz tech tablet of monuments.png Tablet of Monuments
Wh2 liz tech tablet of monuments.png Tablet of Monuments
Research the following items to advance the Lizardmen's Great Plan even further.
400
  • Growth: +10
Wh2 liz tech verse of the city.png Sequence of the City
Every plaza, every ziggurat, every stone - each element must be laid out exactly as the Old Ones decreed.
500
  • Construction cost: -15% for Province Capital/Settlement buildings
Wh2 liz tech verse of construction.png Sequence of Construction
The combination of magical dexterity and the Kroxigors' immense physical strength reduces construction times considerably.
600
  • Construction cost: -5% for all buildings
  • Construction time: -1 for Province Capital/Settlement buildings
Wh2 liz tech alignment of expansion.png Sequence of Expansion
Once new temple-cities are fully connected to the Geomantic Web, future spawnings will be accelerated.
700
  • Growth: +15
Wh2 liz tech verse of the great temples.png Sequence of the Great Temples
The revered Old Ones must be venerated whenever possible.
800
  • 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 buildings
Wh2 liz tech verse of star chambers.png Sequence of the Star Chambers
Within the Star Chambers, the Slann meditate and plan the future of their race.
900
  • Construction cost: -15% for Star Chamber buildings
  • Construction time: -1 for Star Chamber buildings
Wh2 liz tech alignment of the global plan.png Sequence of the Global Plan
The Plan requires that all Lizardmen factions work together for the betterment of the entire race.
1000
  • Global recruitment duration: -1 turn for all units
  • Global recruitment capacity: +1
Wh2 liz tech tablet of crafts.png Tablet of Crafts
Wh2 liz tech tablet of crafts.png Tablet of Crafts
Research the following items to advance the Lizardmen's Great Plan even further.
400
  • Additional tradable resources produced: +5%
Wh2 liz tech verse of artisan.png Sequence of the Artisan
A strict schedule from which the Skinks work to ensure the Great Plan is carried out.
500
  • Income from Industry: +5%
Wh2 liz tech verse of exploitation.png Sequence of Exploitation
The world's natural resources are a gift from the Old Ones for the benefit of their race.
600
  • Construction cost: -25% for resource-producing buildings
  • Construction time: -1 for resource-producing buildings
Wh2 liz tech alignment of coexistence.png Sequence of Coexistence
Only those among the younger races whose existence adheres to the tenets of the Great Plan are permitted.
700
  • Income from trade: +10% trade agreement tariffs
Wh2 liz tech verse of the sea.png Sequence of the Sea
Although the sea is not generally their habitat, amphibious Lizardmen are used to traverse the hazardous waters when the need arises.
800
  • Income from Ports: +10%
Wh2 liz tech verse of labourers.png Sequence of the Labourers
The bigger, stronger, simpler Lizardmen do much of the physical labour in their society.
900
  • Income from cities: +15%
Wh2 liz tech alignment of geomantic prospecting.png Sequence of Geological Prospecting
Geomancy can be used to locate the best ore veins, ripe for exploitation.
1000
  • Income from Mines and Quarries: +200%
Wh2 liz tech tablet of skinks.png Tablet of the Skinks
Wh2 liz tech tablet of skinks.png Tablet of the Skinks
Research the following items to advance the Lizardmen's Great Plan even further.
400
  • Ammunition: +20% for Skink units
Wh2 liz tech verse of skirmishing.png Sequence of Skirmishing
Skink warriors are lightly armoured and best-used for skirmish duties in battle.
500
  • Missile Damage: +10% for Skink units
Wh2 liz tech verse of purpose.png Sequence of Purpose
Whereby Skinks are trained for battle, focusing on use of their natural agility to damage the foe.
600
  • Weapon strength: +10% for Skink units
Wh2 liz tech verse of skink invigoration.png Sequence of Skink Invigoration
Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Skinks.
700
  • Upkeep: -10% for Skink units
Wh2 liz tech verse of quickness.png Sequence of Quickness
Speed and dexterity on the battlefield are the watchwords here.
800
  • Melee defence: +3 for Skink units
  • Speed: +10% for Skink units
Wh2 liz tech verse of the kroxigors.png Sequence of the Kroxigors
As some of the strongest Lizardmen, Kroxigors use their bulk to charge and smash through enemy ranks.
900
  • Charge bonus: +10 for Kroxigors units
  • Weapon strength: +10% for Kroxigors units
Wh2 liz tech verse of hardened scales.png Sequence of Hardened Scales
By the application of natural sap, the armoured bulk of the Kroxigors can be further strengthened so they survive longer in battle.
1000
  • Armour: +10 for Kroxigors units
Wh2 liz tech tablet of saurus.png Tablet of the Saurus
Wh2 liz tech tablet of saurus.png Tablet of the Saurus
Research the following items to advance the Lizardmen's Great Plan even further.
400
  • Melee defence: +5 for Saurus units
Wh2 liz tech verse of weapon crafting.png Sequence of Weapon Crafting
This sequence further improves the process of weapon manufacture, ensuring that the Saurus have the very best equipment with which to fight.
500
  • Weapon strength: +10% for Saurus units
Wh2 liz tech verse of massed combat.png Sequence of Massed Combat
Each spawning of Saurus act as one on the battlefield, acting in a perfectly coordinated manner to crush the enemies of the Old Ones.
600
  • Melee attack: +5 for Saurus units
Wh2 liz tech verse of saurus invigoration.png Sequence of Saurus Invigoration
Of the myriad jungle plants, some are poisonous while others stimulate and rejuvenate the Saurus.
700
  • Upkeep: -10% for Saurus Infantry and Temple Guard units
Wh2 liz tech verse of armour crafting.png Sequence of Armour Crafting
Gold, found in abundance in Lustria, is used to fashion exquisite armour to cover those parts the Lizardmen's tough scales do not.
800
  • Armour: +5 for Saurus units
  • Missile resistance: +10% for Saurus and Temple Guard units
Wh2 liz tech verse of honoured guardians.png Sequence of the Honoured Guardians
The most respected of all Saurus Warriors, the Temple Guard are equipped with the finest arms and armour available.
900
  • Armour: +5 for Temple Guards units
  • Weapon strength: +10% for Temple Guards units
Wh2 liz tech verse of martial excellence.png Sequence of Martial Excellence
The Temple Guard, veterans all and many thousands of years old, are a pinnacle to which all Saurus aspire.
1000
  • Melee attack: +5 for Temple Guards units
  • Melee defence: +5 for Temple Guards units
Wh2 liz tech tablet of beasts.png Tablet of Beasts
Wh2 liz tech tablet of beasts.png Tablet of Beasts
As described by the Old Ones, research the following items to advance the Lizardmen's Great Plan to its ultimate conclusion.
400
  • Speed: +10% for Terradon Riders units
Wh2 liz tech verse of exotic weapons.png Sequence of Exotic Weapons
The most irregular weapons are reserved for Terradon Riders, who are armed with poison-tipped javelins, fireleech bolas, and various other unusual ordnances.
500
  • Ammunition: +25% for Terradon Riders units
Wh2 liz tech verse of ferocity.png Sequence of the Ferocity
The ferocious, predatory Cold Ones can be trained so their savage natures are exploited to the Lizardmen's best advantage.
600
  • Charge bonus: +10 for Cold One units
  • Speed: +5% for Cold One units
Wh2 liz tech verse of the hunt.png Sequence of the Hunt
Once the foe's blood begins to flow the Cold Ones go into near-uncontrollable frenzy.
700
  • Melee attack: +5 for Cold One units
  • Weapon strength: +10% for Cold One units
Wh2 liz tech verse of the great beasts resilience.png Sequence of the Great Beast's Resilience
Slow-moving but deadly, the Living Bastions of Lustria's armies can be made even tougher by following the Old Ones' teachings.
800
  • Melee defence: +5 for Bastiladon units
  • Missile resistance: +8% for Bastiladon units
Wh2 liz tech verse of the great beasts rampage.png Sequence of the Great Beast's Rampage
It'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.
900
  • Charge bonus: +15 for Stegadon and Carnosaur units
  • Melee attack: +5 for Stegadon and Carnosaur units
Wh2 liz tech verse of the beastkeepers.png Sequence of the Beastkeepers
Fresh quadruped 'recruits' are always required when war comes to Lustria's jungle shores.
1000
  • Upkeep: -10% for Terradon Riders, Cold One, Stegadon, Bastiladon and Carnosaur units