
Ataman skill planner
KislevLordUnit stats
51 skills, line by line as the game lays them out. Click or tap a skill to put a point in it; right-click or long-press takes one back. Skills that need others first stay grey until they have them; the rank counter shows the rank a character needs for the build (one point per rank, up to 50).
- AtamanStarting skill
Atamans gain further experience when deployed to low Devotion provinces and from Garrison Sally Attacks, as well as from local defence and resource buildings
Character experience per turn: +150
Allows settlements to perform a Garrison Sally Attack with +1050 range (local province when Ataman) - Ursun's ProtectionUnlocks at rank 7
Missile resistance: 10%Naught can penetrate the swirling mists of ice and sleet that churn around those afforded Father Bear's protection. - Brass-LungedUnlocks at rank 4
Leadership aura size: +25%This Lord belts out orders and can be heard even across a battlefield smothered in the grim noise of war. - Heroic Resilience
Passive ability: "Heroic Resilience" - wh3_main_skill_ksl_ataman_unique_topline_1
Army ability: "Oblast Outriders" (armies in province when Ataman) - Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march. - ImmortalityUnlocks at rank 20
This Lord will be wounded instead of killed in battleWho wants to live forever? As it turns out, most beings wouldn't say no… - MentorUnlocks at rank 30 · 3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active LordsHaving learned much in their long years of service, this character now turns their attention to training others.
- Court SanctionedUnlocks at rank 5
Ice Court Support gained: +5 per turnNot with: Orthodoxy AdherentThis one often meets with Ice Witches of the Court to confer on the future of his demesne. - StormweaversUnlocks at rank 10
Army ability: "Biting Wind" (Lord's army)Requires: Court SanctionedWhen trouble comes knocking, it helps to have powerful allies. - Favour of the TzarinaUnlocks at rank 15
Hero capacity: +1 for Frost MaidensRequires: StormweaversThough many consider the politicking of the Court a waste of time, those who play the game reap the rewards - Orthodoxy AdherentUnlocks at rank 5
Orthodoxy Support gained: +5 per turnNot with: Court Sanctioned"There is no other way but to adhere strictly to the teachings of the Great Orthodoxy." - Battle ChantsUnlocks at rank 10
Passive ability: "Strength of the Penitent" (Lord's army)Requires: Orthodoxy AdherentAs battle is met and axes are raised, so too are the voices of the fervent. - Favoured SonUnlocks at rank 15
Hero capacity: +1 for PatriarchsRequires: Battle ChantsThe truly devout walk with the favour of the Kislev pantheon as icons of the community that others readily serve.
- WardenUnlocks at rank 12
Allows settlements to perform a Garrison Sally Attack with +300 range (local province when Ataman)
Melee attack: +5 (Lord's army)
Melee defence: +5 (Lord's army)Not with: AmbassadorBetter to be the hunter than to be the hunted. - AmbassadorUnlocks at rank 12
Tradable resource production: +100% (local province when Ataman)
Diplomatic relations: +10 with all factionsNot with: WardenA personal touch ensures that negotiations go their way as often as possible.
- Hard to Hit
Melee defence: +5Hand-to-hand combat is a lethal match of cut and thrust. However, it’s not all about offensive strikes; parries and other defensive moves can also win the day. - Devastating Charge2 levelsLevel 1
Charge bonus: +15Level 2
Charge bonus: +30Requires: Hard to HitSome creatures charge home with such fury that the very ground shakes beneath their feet. - Full Plate Armour2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: Hard to HitFull-Plate armour protects the wearer from head-to-foot. Many such suits are blessed or imbued with arcane abilities. - Scarred Veteran2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Hard to HitThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Deadeye2 levelsLevel 1
Ammunition: +15%
Reload time reduction: +7%Level 2
Ammunition: +30%
Reload time reduction: +15%Requires: Hard to HitAlthough precision in missile combat is something that can be learned, this one was born with a high degree of natural talent. - Foe-Seeker
Ability: "Foe-Seeker"Requires all: Devastating Charge, Full Plate Armour, Scarred Veteran, DeadeyeFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best. - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Foe-SeekerSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death. - Blade Master2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: Foe-SeekerThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat. - Indomitable2 levelsLevel 1
Leadership: +6Level 2
Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril. - Blade Shield2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Foe-SeekerA blade that sings in defence will not let its wielder be penetrated. - Deadly Onslaught
Ability: "Deadly Onslaught"Requires all: Wound-Maker, Blade Master, Indomitable, Blade ShieldThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Inspiring Presence
Unit experience gain per turn: +75 (including garrisons) (Lord's army)
Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts. - Firing Drills3 levelsLevel 1
Reload time reduction: +3% for Kossars, Armoured Kossars, Streltsi and Akshina Ambushers units (Lord's army)Level 2
Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
Reload time reduction: +6% for Kossars, Armoured Kossars, Streltsi and Akshina Ambushers units (Lord's army)Level 3
Melee defence: +6 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
Reload time reduction: +9% for Kossars, Armoured Kossars, Streltsi and Akshina Ambushers units (Lord's army)Requires: Inspiring Presence"Again, again, again! We'll practice this until your fingers bleed!" - Best of the Court3 levelsLevel 1
Melee defence: +2 for Tzar Guard and Ice Guard units (Lord's army)Level 2
Melee attack: +4 for Tzar Guard units (Lord's army)
Melee defence: +4 for Tzar Guard and Ice Guard units (Lord's army)
Missile strength: +6% for Ice Guard units (Lord's army)Level 3
Melee attack: +6 for Tzar Guard units (Lord's army)
Melee defence: +6 for Tzar Guard and Ice Guard units (Lord's army)
Missile strength: +8% for Ice Guard units (Lord's army)Requires: Inspiring Presence"There's ice in the veins of the mighty Guards of Kislev, or so the rumour goes…" - Relentless Chargers3 levelsLevel 1
Charge bonus: +12% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)Level 2
Charge bonus: +12% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
Missile strength: +6% for Horse Archers units (Lord's army)
Speed: +8% for Horse Archers, Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)Level 3
Charge bonus: +18% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
Missile strength: +8% for Horse Archers units (Lord's army)
Speed: +12% for Horse Archers, Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)Requires: Inspiring PresenceThe thunderous pounding of Kislevite hooves can be heard for leagues around, even muffled by the crunch of fresh snow. - Creatures of the Land3 levelsLevel 1
Melee attack: +4 for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)Level 2
Melee attack: +6 for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
Weapon strength: +8% for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)Level 3
Melee attack: +8 for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
Weapon strength: +12% for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)Requires: Inspiring PresenceThe beasts that roam the forests of Kislev are somehow even more lethal than the land they inhabit. - Skilled Craftsmen3 levelsLevel 1
Armour: +8 for War Sleds and Little Grom units (Lord's army)Level 2
Ammunition: +10% for War Sleds and Little Grom units (Lord's army)
Armour: +10 for War Sleds and Little Grom units (Lord's army)Level 3
Ammunition: +20% for War Sleds and Little Grom units (Lord's army)
Armour: +12 for War Sleds and Little Grom units (Lord's army)Requires: Inspiring PresenceKislevite craftsmen toil night and day, tinkering with contraptions to help repel the forces of Chaos. - Rally!
Ability: "Rally!"Requires all: Firing Drills, Best of the Court, Relentless Chargers, Creatures of the Land, Skilled Craftsmen - Skirmisher Traditions
Ammunition: +15% for Kossars, Armoured Kossars, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)
Melee attack: +5 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)Requires: Rally!The warriors of the north carry conflict in their blood, a legacy left by the Khan-Kings and Khan-Queens of old. - Horsemasters
Charge bonus: +12 for Kossovite Dervishes, Horse Archers, Winged Lancers, and Gryphon Legion units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Kossovite Dervishes, Horse Archers, Winged Lancers, and Gryphon Legion units (Rank 7 and above) (Lord's army)
Speed: +10% for Kossovite Dervishes, Horse Archers, Winged Lancers, and Gryphon Legion units (Rank 7 and above) (Lord's army)Requires: Rally!Descended of the proud horse-warriors of the Gospodar, all Kislevites are born to the saddle like their ancestors before them. - Ursun's Favoured
Armour: +10 for War Bear Riders, Elemental Bear, Snow Leopard, Spider, Fell Bats, Feral Bears, Tzar Guard units, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts (Rank 7 and above) (Lord's army)
Spell resistance: 15% for War Bear Riders, Elemental Bears, Snow Leopard, Spider, Fell Bats, Feral Bears, Tzar Guard, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Rank 7 and above) (Lord's army)
Melee defence: +5 for War Bear Riders, Elemental Bears, Snow Leopard, Spider, Fell Bats, Feral Bears, Tzar Guard, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Rank 7 and above) (Lord's army)Requires: Rally!"Ursun is with us, brothers! None can stand against the beasts of the Bear-God!" - Battle Engineers
Ammunition: +20% for War Sleds and Little Grom units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for War Sleds and Little Grom units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for War Sleds and Little Grom units (Rank 7 and above) (Lord's army)Requires: Rally!The workshops of the north are always busy, their engineers working tirelessly in the pursuit of battle excellence. - Stand Your Ground!
Replaces: "Rally!"
Ability: "Stand Your Ground!"Requires 1 of: Skirmisher Traditions, Horsemasters, Ursun's Favoured, Battle Engineers
- Watchman
Enemy Hero action success chance: -25% (local province when Ataman)
Campaign line of sight: +50%A rota of sentries is a small but important layer of security for any frontier. - Iron Disciplinarian3 levelsLevel 1
Control: +2 (local province when Ataman)Level 2
Control: +3 (local province when Ataman)Level 3
Control: +4 (local province when Ataman)Requires: WatchmanThis Lord expects utter obedience from the smallfolk, and has little time for insurrections or petty revolts. - Leader of Renown3 levelsLevel 1
Recruitment cost: -15% (armies in province when Ataman)Level 2
Recruitment cost: -20% (armies in province when Ataman)Level 3
Recruitment cost: -25% (armies in province when Ataman)Requires: WatchmanRevered by the masses, such a celebrated leader will inspire many new recruits. - Foreman3 levelsLevel 1
Construction cost: -10% for all buildings (local province when Ataman)Level 2
Construction cost: -15% for all buildings (local province when Ataman)Level 3
Construction time: -1 for all buildings (minimum of 1 turn) (local province when Ataman)
Construction cost: -20% for all buildings (local province when Ataman)Requires: WatchmanThose with the know-how to move mountains build palaces in their stead. - Garrison Leader3 levelsLevel 1
Unit experience gain per turn: +100 (including garrisons) (armies in province when Ataman)Level 2
Unit experience gain per turn: +200 (including garrisons) (armies in province when Ataman)Level 3
Unit experience gain per turn: +300 (including garrisons) (armies in province when Ataman)Requires: Watchman"Rouse yourselves, layabouts! The wolves gather, and I won't have my soldiers play at being sheep!" - Introspector
Research rate: +10Requires all: Iron Disciplinarian, Leader of Renown, Foreman, Garrison LeaderWhen the dust settles, hard-earned lessons must be preserved for the future. - Distributor3 levelsLevel 1
Growth: +15 (local province when Ataman)Level 2
Growth: +35 (local province when Ataman)Level 3
Growth: +50 (local province when Ataman)Requires: IntrospectorPre-emptively shipping excess harvest to outlying villages significantly cuts spoilage. - Patrolman3 levelsLevel 1
Allows settlements to perform a Garrison Sally Attack with +100 range (local province when Ataman)Level 2
Allows settlements to perform a Garrison Sally Attack with +200 range (local province when Ataman)Level 3
Allows settlements to perform a Garrison Sally Attack with +400 range (local province when Ataman)Requires: IntrospectorRoving patrols enable early warning and mobilisation in the event of enemy incursion. - Local Guide3 levelsLevel 1
Campaign movement range: +10% for own armies starting their turn in this province (armies in province when Ataman)Level 2
Campaign movement range: +15% for own armies starting their turn in this province (armies in province when Ataman)Level 3
Campaign movement range: +20% for own armies starting their turn in this province (armies in province when Ataman)Requires: IntrospectorThe best routes aren't found on maps, but in the knowledge of those who have walked them a thousand times. - Musterer3 levelsLevel 1
Casualty replenishment rate: +5% (armies in province when Ataman)Level 2
Casualty replenishment rate: +10% (armies in province when Ataman)Level 3
Casualty replenishment rate: +15% (armies in province when Ataman)Requires: IntrospectorRotating wounded soldiery with fresh garrison troops allows armies to quickly recover. - Drill Instructor
Local Recruitment duration: -1 turn (minimum 1) (local province when Ataman)
Global recruitment capacity: +1
Local recruitment capacity: +1 (local province when Ataman)Requires all: Distributor, Patrolman, Local Guide, MustererBeyond mere garrisons, dedicating officers to maintaining forces for deployment allows for rapid mobilisation.
- Kislev Warrior
Immune to Chaos corruption and Chaos Wastes attrition (Lord's army)
Corruption: -5 (local province)
Melee attack: +9 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
Control: +10 (local province)
All effects of this build
Atamans gain further experience when deployed to low Devotion provinces and from Garrison Sally Attacks, as well as from local defence and resource buildings
Character experience per turn: +150
Allows settlements to perform a Garrison Sally Attack with +1050 range (local province when Ataman)
Like lines are added up; a skill counts at the highest level taken (each level lists its totals). Army of Renown fills itself in at its ranks.
Source: character_skill_node_sets, character_skill_nodes, character_skill_node_links (REQUIRED and SUBSET_REQUIRED), character_skill_level_details, character_skills_to_level_reached_criterias, character_skill_nodes_skill_locks and character_experience_skill_tiers, patch 9.0, via the WH3-Dump export. The general tree only: faction and campaign variants of a tree are not included.