The Deceivers tech tree

The Deceivers tech tree, available to the faction , 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 Trickster Cults.
The tech tree is divided in 6 sections, sans three specific technologies. Every section has it's own theme, like technologies related to the Changing of the Ways mechanic, Trickster Rifts or Trickster Cults.
==Technologies==
Tech 	Prerequisite 	Cost 	Effects 	Description
Way of the Trickster 	 	 	
* Cult Supplies: 10 per turn
* Grimoires: 10 per turn
* Casualty Replenishment rate: +10% 	Every scheme begins with a seed, planted in plain sight of the Changeling's victims.
Warhost in Waiting 	Way of the Trickster 	 	
* Allegiance pionts gained: +50%
* Global recruitment capacity: +1
* Local recruitment capacity: +1 (all provinces)	Tzeentch directs his servants to assist the Changeling's schemes as long as the Trickster continues to amuse.
Mastery of Scheming 	Way of the Trickster 	 	
* Unit experience gain per turn: +100
* Unit experience gain: +50% 	Daemons and mortals alike become more skilled as they enact the Changeling's ever-devious schemes.
Army Boons 	Army Boons 	Army Boons 	Army Boons 	Army Boons
The Architect's Chosen 	Warhost in Waiting 	 	
* Lord recruit rank: +3
* Hero action success chance: +25% (all characters) 	Deep within the Crystal Labyrinth, the Weaver of Fates pulls at the strings of time. Thus do his myriad servants grow in strength and wisdom at unnatural pace.
Teleport 	The Architect's Chosen 	 	Teleport stance usage cost: -100% Winds of Magic 	The puppeteering of space and time is accompanied by the acrid-sweet smell of burning reality, and the sense of something serpentine tunnelling through one's mind.
Champions of Change 	The Architect's Chosen 	 	Experience gain: +50% for Tzeentch Lords and Heroes (all characters) 	The puppeteering of space and time is accompanied by the acrid-sweet smell of burning reality, and the sense of something serpentine tunnelling through one's mind.
Scatter Loci 	The Architect's Chosen 	 	
* Casualty replenishment rate: +5%
* Local recruitment capacity: +1 	The unseen Mark of Tzeentch is inscribed upon every stone in every land, for this is His design. To those granted the Raven's sight, the bounties are great indeed.
Endless Mutation 	The Architect's Chosen 	 	
* Casualty replenishment rate: +5%
* Global recruitment capacity: +1 	Howling mania. Writhing tendrils. An abundance of warped limbs. Gift upon gift upon unbearable gift, by the grace of the Changer.
Inscrutable Demagoguery 	The Architect's Chosen 	 	Hero recruit rank: +5 for Cultists 	Ancient knowledge, arcane deceptions and the exquisite gift of insanity: to His most faithful, Tzeentch bestows Ruinous blessings.
Blinding Iridescent 	The Architect's Chosen 	 	Hero recruit rank: +3 for Iridescent Horrors 	Horrors are wildly unstable by nature, caught only in a brief dalliance with existence, but the correct incantations may bind them to greater corporeality.
Stannic Deviance 	The Architect's Chosen 	 	Hero recruit rank: +3 for Lore of Metal spellcasters 	Let dull metal become lustrous gold. For the Changer of Ways, this requires only a thought.
Awaken the Sleeper 	The Architect's Chosen 	 	Hero recruit rank: +3 for Lore of Tzeentch spellcasters 	Deception is its own reward. Come what may, the Weaver of Fates rejoices when a long-planned scheme is at last revealed.
Changing of the Ways 	Changing of the Ways 	Changing of the Ways	Changing of the Ways 	Changing of the Ways
Way of Time 	Way of the Trickster 	25 	Changing of the Ways: "Track Army" 	Time is but a mirage, a self-deception employed by mortals to impose order upon madness. Should the Changer will it this futile illusion may be dispelled.
Way of Scrying 	Way of the Trickster 	25 	Changing of the Ways: "Transfer Settlement" 	Tzeentch listens. Tzeentch sees. Tzeentch knows.
Way of Fate 	Way of the Trickster 	25 	Changing of the Ways: "Force Peace" 	The iridescent waters of the Well of Eternity reveal all to Tzeentch's patient gaze.
Way of Prognostication 	Way of ScryingWay of TimeWay of Fate 	50 	Changing of the Ways: "Open Gates" 	Only a fool believes they make their own choices. The Great Conspirator has known their mind since the moment of their creation.
Way of Deception 	Way of ScryingWay of TimeWay of Fate 	50 	Changing of the Ways: "Reveal Shroud" 	Vision is illusion. In this, we are all of us but the puppets of Tzeentch, and he severs and re-ties our strings at will.
Way of Deceit 	Way of ScryingWay of TimeWay of Fate 	50 	Changing of the Ways: "Force Rebellion" 	The Changer of Ways sees the secret hatred within, the simmering greed behind the mask of friendship. That is how He makes puppets of us all.
Way of War 	Way of PrognosticationWay of DeceitWay of Deception 	100 	Changing of the Ways: "Force War" 	Bony knuckles inside the brain, kneading, coaxing, enraging - stoking eternal hatred.
Way of Manipulation 	Way of PrognosticationWay of DeceitWay of Deception 	100 	Changing of the Ways: "Halt Army" 	From the shadows, He watches. He sees the darkness behind the lies. He pulls at unseen strings, and summons forth tumult and turmoil.
Temporal Switch 	Way of PrognosticationWay of DeceitWay of Deception 	100 	Changing of the Ways: "Break Alliance" 	All of this has happened before, and all of this shall happen again and again. Only Tzeentch decides the when.
Trickster Cultists 	Trickster Cultists 	Trickster Cultists 	Trickster Cultists 	Trickster Cultists
Imperial Subterfuge 	Way of the Trickster 	1 	Summons a Trickster Cultist in the Empire theatre 	There is no finer trick than to have Tzeentch's influence take root right before the Emperor's eyes.
Northern Machinations 	Way of the Trickster 	1 	Summons a Trickster Cultist in the Norsca & Kislev theatre 	The frozen north is sorely lacking in amusement; a treacherous cult and a spot of intrigue would do wonders in livening the place up!
Old World Blues 	Way of the Trickster 	1 	Summons a Trickster Cultist in the Bretonnia & Athel Loren theatre 	Where chivalry reigns and the forests sway with the wind, Tzeentch will burrow deep, poisoning the land with corruption.
Cult of Smoke & Ash 	Way of the Trickster 	1 	Summons a Trickster Cultist in the Dark Lands & Mountains of Mourn theatre 	May the raging fires of Hashut and gluttons of the mountains be subdued once the cult of Tzeentch holds sway.
Sins of the South 	Way of the Trickster 	1 	Summons a Trickster Cultist in the Badlands & Southlands theatre 	In barren wastelands, beneath the burning sun, the cult of the Wind-lord can take flight.
Chilling Conspiracy 	Way of the Trickster 	1 	Summons a Trickster Cultist in the Naggaroth theatre 	An agent of schemes, deceit and treachery is certain to feel at home in Naggaroth.
Playing on Pomposity 	Way of the Trickster 	1 	Summons a Trickster Cultist in the Ulthuan theatre 	The High Elves are blinded by their own arrogance, allowing the Changer's schemes to unfold unnoticed.
Deceiving the Dragon 	Way of the Trickster 	1 	Summons a Trickster Cultist in the Grand Cathay theatre 	Quiet as a mouse, the Architect of Fate deigns to place a parasite upon a sleeping Dragon's back.
Lustrial Cabal 	Way of the Trickster 	1 	Summons a Trickster Cultist in the Lustria theatre 	Nothing would please Tzeentch more than to see the Great Plan unravelled by His meddling agents of Change.
Winds of Magic 	Winds of Magic 	Winds of Magic 	Winds of Magic 	Winds of Magic
Arcane Surge 	Way of the Trickster 	50 	Cooldown: -10% to Lore of Tzeentch and Metal spells (all armies) 	To look upon the standard of Tzeentch, crawling with eldritch, multi-hued symbols and tempestuous energies, is to look upon madness writ in living cloth.
Fires of Change 	Way of the Trickster 	50 	
* Spell resistance: 25% (all characters)
* Miscast base chance: -25% (all characters) 	To remain in stasis is a fate worse than even the cruellest death. Praise the Architect of Fate, for He brings blessed change - and not a moment too soon.
Thaumatic Locus 	Way of the Trickster 	50 	Winds of Magic power reserve capacity: +20 (all armies) 	The Winds of Magic shift through a fountain of indescribable colours as, somewhere far beyond, the Raven laughs.
Storm of Fire 	Requires 1 technology:Thaumatic LocusFires of ChangeArcane Surge 	400 	Army ability: "Storm of Fire" (all armies) 	Blue and gold are His colours. Nine is His number. The Raven is His totem. Infinite is His knowledge.
Glean Magic 	Required building: Cult of ChangeRequires 1 technology:Thaumatic LocusFires of ChangeArcane Surge 	100 	
* Bound spell: "Glean Magic" for Lord of Change units
* Spell resistance: 40% for Tzaangor units
* Number of uses: +1 for bound spells on Lord of Change units	All knowledge belongs to the Bringer of Change, and he will reclaim it at will.
Bolt of Change 	Requires 1 technology:Thaumatic LocusFires of ChangeArcane Surge 	400 	Army ability: "Bolt of Change" (all armies) 	Such power there is in words. Power that belongs only to the Raven God.
Infernal Gateway 	Glean Magic 	100 	Bound spell: "Infernal Gateway" for Lord of Change units 	None can resist the portal's whispered call - but all consumed by it will proceed on their way to oblivion.
Treason of Tzeentch 	Glean Magic 	100 	Bound spell: "Treason of Tzeentch" for Lord of Change units 	Whispering doubt. Hissing mistrust. Murmured envy. The Great Conspirator's dark will makes a mockery of allegiance, courage and friendship alike.
Tzeentch's Firestorm 	Glean Magic 	100 	Bound spell: "Tzeentch's Firestorm" for Lord of Change units 	A kaleidoscope of blazing colour, hypnotic in its majesty. Before those engulfed by it are reduced to ashes, they will witness the truth.
Trickster Rifts 	Trickster Rifts 	Trickster Rifts 	Trickster Rifts 	Trickster Rifts
A Rift to All Mankind 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the Empire theatre 	Breach the walls of reality until the vast lands of the Empire are never more than a step away.
Frozen Gateway 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the Norsca & Kislev theatre 	As the very fabric of space and time begin to tear, icy winds sweep in through the yawning chasm left in its wake.
Key to the West 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the Bretonnia & Athel Loren theatre 	Dark sorcery carves a rift into the air, creating a portal into the western reaches of the Old World.
Doorway to the Dark Lands 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the Dark Lands & Mountains of Mourn theatre 	Hulking machines of war mean little when the Changer's armies can step through a portal at a moment's notice.
Southern Hospitality 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the Badlands & Southlands theatre 	Through the power of Tzeentch's malevolent sorcery, the southern tip of the Old World is always within reach.
Bridge to Naggaroth 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the Naggaroth theatre 	Summon forth the magics of the Great Deceiver, instantly bridging the distance between the Changeling and the Land of Chill.
Doom of Ulthuan 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the Ulthuan theatre 	Once the rift opens, all of Ulthuan will tremble, for nothing can halt the armies of change pouring from its gaping maw.
Chasm of Cathay 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the Grand Cathay theatre 	Dark Magic converges into a fluctuating portal, providing an instant gateway to the lands of the east.
Jaws of the Jungle 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the Lustria theatre 	With the jaws of fate wreched open wide, the jungles of Lustria are more vulnerable than ever.
Unit Boons 	Unit Boons 	Unit Boons 	Unit Boons 	Unit Boons
Gift of Mutation 	Mastery of Scheming 	 	Armour: +10 for Marauders of Tzeentch, Tzaangor, and Marauder Horsemen of Tzeentch units 	Most believe that mutation is random, but the faithful know that Tzeentch's instructions for how the flesh will one day warp are inscribed upon the very fibres of one's being.
Exalted Locus of Conjuration	Mastery of Scheming 	 	
* Weapon strength: +25% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units
* Ammunition: +25% for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units	The witless mortals call it 'magic'. Here is the truth of the matter: this great energy is Change itself given eldritch form, and Tzeentch decrees to whom it is allocated.
Locus of Transmogrification 	Mastery of Scheming 	 	Recruit rank: +2 for Blue Horrors of Tzeentch, Pink Horrors of Tzeentch and Exalted Pink Horrors of Tzeentch units	The flesh writhes and warps, taking on ever-changing, disorientating new forms most minds cannot focus on, seeming even to spasm in and out of existence.
Metallurgical Morphism 	Mastery of Scheming 	 	Armour: +10 for Chaos Warriors of Tzeentch, Chosen of Tzeentch and Chaos Knights of Tzeentch 	Which caused which - the writhing, sanity-stripping runes or the unnaturally shifing steel that bears them? Only Tzeentch knows.
Piercing Screams 	Mastery of Scheming 	 	
* Enables charmed attacks for Screamers of Tzeentch
* Melee defence: +5 for Cockatrice units
* Charge bonus: +9 for Screamers of Tzeentch units	The sound is a chilling howl from the void, a siren song of madness that strips reason from even the strongest mind.
Warpflame Formulae 	Mastery of Scheming 	 	Missile strength: +9% for Flamers of Tzeentch and Exalted Flamer of Tzeentch units 	Searing scarlet, blinding blue, glorious gold: these are the writhing colours of Tzeentch's uncanny balefire.
Locus of Contrivance 	Mastery of Scheming 	 	Spell resistance: 40% for Forsaken of Tzeentch, Spawn of Tzeentch and Mutalith Vortex Beast units 	The honour of serving The Great Schemer's eternal, ineffable will is both wage and fuel for His shrieking legion of change.
Greater Locus of Change 	Mastery of Scheming 	 	Passive ability: "Arcane Mirth" for Blue Horrors of Tzeentch and Pink Horrors of Tzeentch units 	The squealing giggle of a single Horror can shred mortal minds to ribbons. This is why great Tzeentch provides an ever-swelling legion of these Whirling Destroyers.
Disc Taming 	Mastery of Scheming 	 	Recruit rank: +2 for Doom Knights of Tzeentch units 	From the forbidden tomes of Tzeentch, a fresh incantation to pluck a Shrieking Skyray from the heavens and bind it to His servitor's will.
===The Realm of Chaos only technologies===
Tech 	Prerequisite 	Cost 	Effects 	Description
Trickster Cultists	Trickster Cultists 	Trickster Cultists	Trickster Cultists 	Trickster Cultists
Cult of the West 	Way of the Trickster 	1 	Summons a Trickster Cultist in the western Chaos Wastes theatre	To the west, the Chaos Wastes languish in a dreary lack of mischief and trickery. Fortunately, that can be easily remedied...
Cult of the East 	Way of the Trickster 	1 	Summons a Trickster Cultist in the eastern Chaos Wastes theatre	The Chaos cults to the east are in sore need of reminding just who it is that weaves their fates.
Trickster Rifts 	Trickster Rifts 	Trickster Rifts 	Trickster Rifts 	Trickster Rifts
Portal of Disarray	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the western Chaos Wastes theatre 	A gaping portal of mystical energy is hardly out of place in the Chaos Wastes.
Rift of Ruin 	Requires technology:Way of the TricksterRequires 2 available Trickster Rifts, or completion of the scheme The Sylvanian Rift in the Empire theatre	1 	Opens a Trickster Rift in the eastern Chaos Wastes theatre 	Nothing would threaten the other Ruinous Powers more than summoning a ravenous rift in the heart of their Daemonic hellscape.
Category:Tzeentch
Category:Technology trees