Norsca tech tree (Total War: Warhammer III)

:For the tech trees in the two other games, see Norsca tech tree.
The Norsca tech tree available to factions 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.
In comparison with the previous two versions of the tech three, this tech tree contains several new techs, including tech related to Grand Cathay and Kislev.
== Technologies ==
Tech 	Prerequisite 	Effects 	Description
War Tools 	 	Recruitment cost: -10% for Marauder infantry units	Weapons and armour are not the only apparatus of war - so too are the tools used to forge them.
Bladeworker's Hammer 	War Tools 	Weapon strength: +10% for Marauder Infantry units 	Without their aptly-formed instruments of death, the Northmen would be much less effective killers.
Horsemaster's Clinchers 	Bladeworker's Hammer 	
* Speed: +10% for Marauder Chariot & Marauder Cavalry units
* Charge bonus: +10% for Marauder Chariot & Marauder Cavalry units	The correct expertise and equipment enables the Marauders' swift, blood-fed steeds to be ridden at their greatest speeds.
Metalworker's Anvil 	Bladeworker's Hammer 	Armour: +5 for Marauder Infantry units 	A piece of armour is no harder than the anvil upon which it is fashioned.
Crafter's Barding 	Horsemaster's ClinchersMetalworker's Anvil 	
* Armour: +5 for Marauder Chariot & Marauder Cavalry units
* Melee defence: +5 for Marauder Chariot & Marauder Cavalry units	With the right armour, a Marauder's mare can trample several enemy lines before taking significant damage.
Axemaker's Stone 	Bladeworker's Hammer 	
* Ammunition: +10% for Marauder missile units
* Missile strength: +15% for Marauder missile units	Sharper throwing-axes forged is larger numbers mean more dismemberment and decapitation on the battlefield.
Butcher's Captives 	Axemaker's Stone 	
* Melee attack: +5 for Marauder units
* Melee defence: +5 for Marauder units	Give a captive a sword and he becomes an expendable sparring partner.
Monster Hunter 	 	
* Unlocks level 1 Monster Hunts
* Recruit rank: +1 for Norscan Warhounds & Norscan Ice Wolves units	For those who dwell in the shadow of Chaos, monster hunting is a most savage pleasure.
Chaos Surge 	Monster Hunter 	
* Recruitment cost: -5% for Norscan Troll, Norscan Ice Troll & Fimir Warrior units
* Charge bonus: +10% for Norscan Troll, Norscan Ice Troll & Fimir Warrior units	Nowhere else but under the shadow of Chaos are such brutish and degenerate killers nurtured and bred.
Ice-Blooded Strength 	Chaos Surge 	
* Recruitment cost: -10% for Norscan Troll, Norscan Ice Troll & Fimir Warrior units
* Weapon strength: +10% for Norscan Troll, Norscan Ice Troll & Fimir Warrior units	Prolonged exposure to the dark energies of the bitter, frozen north creates the toughest and most monstrous freaks.
Blood-Fuelled Hunger 	Monster Hunter 	
* Melee attack: +5 for Skin Wolf, Norscan Ice Wolves & Norscan Warhound units
* Weapon strength: +10% for Skin Wolf, Norscan Ice Wolves & Norscan Warhound units	For some abominations of the north, a mere whiff of blood is enough to lose all restraint.
Baying to Morrslieb 	Blood-Fuelled Hunger 	
* Recruitment cost: -10% for Skin Wolf, Norscan Ice Wolves & Norscan Warhound units
* Melee defence: +5 for Skin Wolf, Norscan Ice Wolves & Norscan Warhound units	The eerie green glow of the Dark Moon calls out all manner of feral monstrosities from the Norscan wilderness.
One with Beasts 	Monster Hunter 	
* Unlocks level 2 Monster Hunts
* Recruitment cost: -10% for Norscan Giant, Chaos Frost Dragon & Mammoth units	A hunter without knowledge of his quarry is like a warrior without knowledge of his enemy.
Master of Beasts 	One with Beasts 	
* Unlocks level 3 Monster Hunts
* Recruitment duration: -1 turn for Norscan Giant, Chaos Frost Dragon & Mammoth units	"To kill the beast, you must think like the beast."
Sea Marauder's Tolls 	 	Leadership: +5 for Marauder units 	Whether fighting at sea or on land, the longship Marauders are the most seasoned veterans of the Norscan tribes.
Corpulent Sails 	Sea Marauder's Tools 	Campaign movement range: +10% 	When the Marauders' eagerness for despoilment is nurtured, vast distances can be covered between raids.
Longer Hulls 	Corpulent Sails 	
* Income from sacking settlements: +10%
* Immune to High Seas attrition (all armies)	Sailing into the unknown is always easier with more space for supplies.
Stronger Oars 	Corpulent Sails 	Vigour loss reduction for Marauder Infantry units 	"One you've rowed the breadth of the Middle Sea a few times, relentless slaughter does little to tire you..."
Champions of War 	Corpulent Sails 	
* Income from post-battle loot: +10%
* Recruit rank: +2 for Marauder units	Every new war brings the Marauders bloody, gore-drenched glory in battle, whether in victory or in death.
Marauders of the West 	Champions of War 	
* Income from sacking settlements: +50% (Bretonnian, Southern Kingdom & Dwarf settlements)
* Control: +1	The opulent, pompous kingdoms of men and Dwarfs sit on a vast wealth that waits to be taken.
Burning of the Wood Elves 	Marauders of the West 	
* Weapon strength: +10% when fighting against Wood Elves
* Missile resistance: 20% when fighting against Wood Elves
* Double experience gain for units when fighting against Wood Elves	From afar, let us watch the sweet flame engulf their precious tree-kin!
Secrets of the Forest 	Burning of the Wood Elves 	
* Attribute: Causes Fear when ambushing
* Casualty replenishment rate: +5%
* Attribute: Strider for Marauder infantry units	Betwixt pine and bark but ash now lay knowledge innate to the Wood Elves – ours for the taking.
Destruction of Bretonnia 	Marauders of the West 	
* Leadership: +5 when fighting against Bretonnia
* Bonus vs Large: +3 when fighting against Bretonnia
* Double experience gain for units when fighting against Bretonnia	Svengar's defeat at L'Anguille was an age ago - the Bretonnian Dukes shall soon fall!
Secrets of Grain & Grain 	Destruction of BretonniaOccupy Couronne 	
* Income from trade tariffs: +500%
* Growth: +25
* Charge bonus: +15% for cavalry units	The lavish lands of Bretonnia's capital provide powerful seeds, fertile lands, and tradable resources in abundance.
Demise of Tilea 	Marauders of the West 	
* Income from post-battle loot: +10%
* Leadership: +5 when fighting against Tilea
* Missile resistance: 10% when fighting against Tilea	The peaceful principalities of the southernmost men need to be shown the true savagery of the north!
Secrets of War & Coin 	Demise of TileaOccupy Miragliano 	
* Research rate: +10%
* Upkeep: +15%
* Global recruitment capacity: +2	Whether it is material wealth, or just good ideas, all manner of assets can be stolen from organised men.
Ravaging of the Dwarfs 	Marauders of the West 	
* Vigour loss reduction for cavalry units
* Weapon strength: +10% when fighting against Dwarfs
* Leadershp: +10 during subterranean intercept battles	Entrenched in their Hilds, the stunties fiercely protect their lucrative mines, offering both a good fight and valuable plunder.
Secrets of Mining & Machinery 	Ravaging of the DwarfsOccupy Karaz-a-Karak 	
* Construction cost: +25% for all buildings
* Construction time: -1 for Province Capital/Settlement buildings
* Income from all buildings: +50%	The closely-guarded knowledge of Dwarf construction and resource excavation techniques will be mysterious no longer!
Raiders of the East 	Champions of War 	
* Income from sacking settlements: +50% (Empire, Kislev, Vampire Count & Greenskin settlements)
* Control: +1	To the east lies lands ripe for plundering - the treasuries and loot piles of Empire-men, Vampires, and Greenskins.
Razing of the Empire 	Raiders of the East 	
* Upkeep: -10% for Marauder units
* Leadership aura size: +50% when fighting against Empire
* Melee attack: +5 when fighting against Empire	The soft men of the Empire think themselves the pinnacle of civilisation - time to bring them down a notch!
Secrets of Steel & Magic 	Razing of the EmpireOccupy Altdorf 	
* Vigour loss reduction: -15% during siege battles
* Weapon strength: +25%
* Spell resistance: 10%	Despoil the Empire's heartland, rip the Colleges of Magic from their foundations - only then will their secrets be revealed.
Ruination of the Vampire Counts	Raiders of the East 	
* Attrition: -25% casualties suffered from Vampiric territory attrition
* Melee defence: +5 when fighting against Vampire Counts
* Double experience gain for units when fighting against Vampire Counts	Clogging up the land with soulless vessels, the Vampires and their necromantic allies are a scourge to be eradicated.
Secrets of Necromancy 	Ruination of the Vampire CountsOccupy Castle Drakenhof	
* Enemy Hero action success chance: -20%
* Casualty replenishment rate: +10%
* Hero capacity: +2 for Skin Wolf Werekin	The Vampires and Undead, while despicable, are masters of subterfuge and know the secrets of mortal convalescence.
Slaughtering of the Greenskins 	Raiders of the East 	
* Immune to Barren Wasteland attrition (all armies)
* Missile strength: +15% when fighting against Greenskins
* Physical resistance: 10% for Marauder Infantry units when fighting against Greenskins	The Greenskins' love for war almost matches that of the Norscan tribes - let savagery be met with savagery!
Secrets of Gork & Mork 	Slaughtering of the GreenskinsOccupy Black Crag 	
* Winds of Magic power reserve change: +20% when increasing (all armies)
* Immune to Climate, Sea, Corruption and Storm attrition (all armies)
* Income from post-battle loot: +50%	The primitive Greenskin gods are hard to make sense of, but their mystical secrets are valuable to any warmonger.
Men of Ice 	Raiders of the East 	
* Leadership: +10 when fighting against Kislev
* Charge bonus: +33% when fighting against Kislev
* Double experience gain for units when fighting against Kislev	They merely adopted the cold - we were born in it, molded by it.
True Northmen 	Men of IceOccupy Kislev 	
* Attrition: -33% casualties suffered from all attrition
* Attribute: Immune to Psychology
* Unit mass: +15%	let nothing remain of us but the ice in our hearts.
Scavengers of the New World 	Champions of War 	
* Income from sacking settlements: +50% (Dark Elf, High Elf, Lizardmen, Skaven, Tomb King & Vampire Coast settlements)
* Control: +1	Like an unspoilt bauble waiting to be ravaged and plundered, the New World beckons.
Devastation of the Dark Elves 	Scavengers of the New World 	
* Melee defence: +5 when fighting against Dark Elves
* Missile resistance: 10% when fighting against Dark Elves
* Double experience gain for units when fighting against Dark Elves	The arrogance of these Elves, they think they know how to deal pain? We shall show them true pain!
Secrets of Dark Sorcery 	Devastation of the Dark ElvesOccupy Naggarond 	
* When normally killed in action, your Heroes will be wounded instead
* Income from raiding: +50%
* Hero capacity: +2 for Fimir Balefiends	With sorcerous secrets revealed, the Balefiends will be drawn - like moths to a flame.
Butchering of the High Elves 	Scavengers of the New World 	
* Melee attack: +5 when fighting against High Elves
* Spell resistance: 15% when fighting against High Elves
* Double experience gain for units when fighting against High Elves	The only fit fate for these preening, foppish beanpoles is to be cut, cleaved and butchered.
Secrets of the Court 	Butchering of the High ElvesOccupy Lothern 	
* Hero action cost: -50%
* Hero action success chance: +25%
* Missile strength: +15%	Steal from the Elves the things that which makes them 'worthy'; their methods of subterfuge, their machinations of intrigue.
Pillaging of the Lizardmen 	Scavengers of the New World 	
* Income from post-battle loot: +10%
* Leadership: +10 for Marauder units when fighting against Lizardmen
* Bonus vs Large: +3 when fighting against Lizardmen	Hunt the cold-bloods, defile their sacred spaces, pillage and take all we can!
Secrets of the Ancients 	Pillaging of the LizardmenOccupy Hexoatl 	
* Lord recruit rank: +5
* Upkeep: -10% for Mammoth, Skin Wolf, Norscan Ice Wolves and Norscan Warhound units
* Physical resistance: 10% for Marauder Infantry units	Take from the reptiles all they hold dear - their precious secrets.
Annihilation of the Skaven 	Scavengers of the New World 	
* Bonus vs Infantry: +2 when fighting against Skaven
* Charge bonus: +10 for Skin Wolf, Norscan Ice Wolves & Norscan Warhound units
* Double experience gain for units when fighting against Skaven	Slaughter the ratmen - the step-children of our Dark Lords. We are the true inheritors!
Secrets of the Under-Empire 	Annihilation of the SkavenOccupy Skavenblight 	
* Campaign movement range: +20%
* Chaos Undivided corruption: +1 (all provinces)
* Recruitment cost: -35%	The vile secrets of the Skaven - their devious designs - are ripe for plunder.
Plundering of the Tomb Kings 	Scavengers of the New World 	
* Immune to Desert attrition (all armies)
* Leadership aura size: +50% when fighting against Tomb Kings
* Weapon strength: +10% when fighting against Tomb Kings	Deserts are for the dead, but the tomb-lurkers insist they live. Show them the truth.
Secrets of Past Dynasties 	Plundering of the Tomb KingsOccupy Khemri 	
* This Lord will be wounded instead of killed in battle.
* Immune to Sandstorm attrition (all armies)
* Fire resistance: 15%	Within their tombs is knowledge as ancient as the Dark Masters, take it.
Blockading the Vampire Coast 	Scavengers of the New World 	
* Attrition: -25% casualties suffered from Vampiric territory attrition
* Casualty replenishment rate: +10%
* Income from sacking settlements: +20%	The war never ends because combatans slain are rarely dead for long...
Secrets of the Deep 	Blockading the Vampire Coast 	
* Income from post-battle loot: +20%
* Leadership: +19 when laying siege or encircling
* Weapon strength: +15%	The Vampire Coast's vast hoards of stolen treasure shall be yours. The gold, maps and logs within will bring you advantage.
A Land Beyond the Mountains 	Scavengers of the New World 	
* Income from sacking settlements: +50% (Cathay settlements)
* Control: +1	Scorched wastelands, winding rivers and a great toothed wound in the earth lie beyond the old Dwarfholds.
Tear Down Their Wall 	A Land Beyond the Mountains 	
* Vigour loss reduction: -66% when fighting against Cathay
* Missile resistance: 10% when fighting against Cathay
* Double experience gain for units when fighting against Cathay	Let them build their Bastion; let them muster their pampered peoples. In time, all shall be rubble and corpses.
Rule of Might 	Tear down Their WallOccupy Wei-Jin 	
* Control: +1
* Leadership aura size: +100%
* Passive ability: "Tactician" (all characters)	Take from them their iron fist and make it your own!
Category:Norsca
Category:Technology trees