Ataman skill tree & build planner
KislevLordUnit stats
50 skills, up to rank 50. Tap a skill for a point; long-press, right-click or − takes it back. The mount, items and stat card are under the tree.
Character
- AtamanStarting skillAtamans gain further experience when deployed to low Devotion provinces and from Garrison Sally Attacks, as well as from local defence and resource buildingsCharacter experience per turn: +150Allows settlements to perform a Garrison Sally Attack with +1050 range (local province when Ataman)
- Ursun's ProtectionUnlocks at rank 7Missile 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 4Leadership aura size: +25%This Lord belts out orders and can be heard even across a battlefield smothered in the grim noise of war.
- Heroic ResiliencePassive ability: "Heroic Resilience"
- Oblast OutridersArmy ability: "Oblast Outriders" (armies in province when Ataman)A long-tested form of attritional warfare has Horse Archers emerge from cover without warning to harry enemy forces like a winter storm.
- Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march.
- ImmortalityUnlocks at rank 20This 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 1Character experience gain: +20% (Heroes in Lord's army)Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40Character experience gain: +35% (Heroes in Lord's army)Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50Character 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 5Ice 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 10Army ability: "Biting Wind" (Lord's army)Requires: Court SanctionedWhen trouble comes knocking, it helps to have powerful allies.
- Favour of the TzarinaUnlocks at rank 15Hero 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 5Orthodoxy 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 10Passive 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 15Hero 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 12Allows 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 12Tradable 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 HitMelee 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 1Charge bonus: +15Level 2Charge bonus: +30Requires: Hard to HitSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Full Plate Armour2 levelsLevel 1Armour: +7Level 2Armour: +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 1Hit points: +7%Level 2Hit 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 1Ammunition: +15%Reload time reduction: +7%Level 2Ammunition: +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-SeekerAbility: "Foe-Seeker"Requires: 4 skill points across 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 1Weapon strength: +10%Level 2Weapon 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 1Melee attack: +6Level 2Melee 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 1Leadership: +6Level 2Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Blade Shield2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Foe-SeekerA blade that sings in defence will not let its wielder be penetrated.
- Deadly OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across 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.
Battle
- Inspiring PresenceUnit 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 1Reload time reduction: +3% for Kossars, Armoured Kossars, Streltsi and Akshina Ambushers units (Lord's army)Level 2Melee 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 3Melee 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 1Melee defence: +2 for Tzar Guard and Ice Guard units (Lord's army)Level 2Melee 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 3Melee 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 1Charge bonus: +12% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)Level 2Charge 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 3Charge 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 1Melee 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 2Melee 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 3Melee 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 1Armour: +8 for War Sleds and Little Grom units (Lord's army)Level 2Ammunition: +10% for War Sleds and Little Grom units (Lord's army)Armour: +10 for War Sleds and Little Grom units (Lord's army)Level 3Ammunition: +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: 6 skill points across Firing Drills, Best of the Court, Relentless Chargers, Creatures of the Land, Skilled Craftsmen
- Skirmisher TraditionsAmmunition: +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.
- HorsemastersCharge 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 FavouredArmour: +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 EngineersAmmunition: +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: a point in any of Skirmisher Traditions, Horsemasters, Ursun's Favoured, Battle Engineers
Campaign
- WatchmanEnemy 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 1Control: +2 (local province when Ataman)Level 2Control: +3 (local province when Ataman)Level 3Control: +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 1Recruitment cost: -15% (armies in province when Ataman)Level 2Recruitment cost: -20% (armies in province when Ataman)Level 3Recruitment cost: -25% (armies in province when Ataman)Requires: WatchmanRevered by the masses, such a celebrated leader will inspire many new recruits.
- Foreman3 levelsLevel 1Construction cost: -10% for all buildings (local province when Ataman)Level 2Construction cost: -15% for all buildings (local province when Ataman)Level 3Construction 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 1Unit experience gain per turn: +100 (including garrisons) (armies in province when Ataman)Level 2Unit experience gain per turn: +200 (including garrisons) (armies in province when Ataman)Level 3Unit 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!"
- IntrospectorResearch rate: +10Requires: 4 skill points across Iron Disciplinarian, Leader of Renown, Foreman, Garrison LeaderWhen the dust settles, hard-earned lessons must be preserved for the future.
- Distributor3 levelsLevel 1Growth: +15 (local province when Ataman)Level 2Growth: +35 (local province when Ataman)Level 3Growth: +50 (local province when Ataman)Requires: IntrospectorPre-emptively shipping excess harvest to outlying villages significantly cuts spoilage.
- Patrolman3 levelsLevel 1Allows settlements to perform a Garrison Sally Attack with +100 range (local province when Ataman)Level 2Allows settlements to perform a Garrison Sally Attack with +200 range (local province when Ataman)Level 3Allows 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 1Campaign movement range: +10% for own armies starting their turn in this province (armies in province when Ataman)Level 2Campaign movement range: +15% for own armies starting their turn in this province (armies in province when Ataman)Level 3Campaign 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 1Casualty replenishment rate: +5% (armies in province when Ataman)Level 2Casualty replenishment rate: +10% (armies in province when Ataman)Level 3Casualty replenishment rate: +15% (armies in province when Ataman)Requires: IntrospectorRotating wounded soldiery with fresh garrison troops allows armies to quickly recover.
- Drill InstructorLocal Recruitment duration: -1 turn (minimum 1) (local province when Ataman)Global recruitment capacity: +1Local recruitment capacity: +1 (local province when Ataman)Requires: 4 skill points across Distributor, Patrolman, Local Guide, MustererBeyond mere garrisons, dedicating officers to maintaining forces for deployment allows for rapid mobilisation.
Items
- Weapon
- Armour
- Talisman
- Enchanted item
- Follower or banner0/2
Items this character can carry: its race's (or any race's), its kind of character, and the ones made for it; an item only some factions get is left out for a legendary lord of another faction and marked “… only” for everyone else. The arcane item slot is for spellcasters (Dwarf characters carry three Character Runes there); followers and banners share two ancillary slots.
Stats of this build
Ataman · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,068 | 4,068 |
| Armour | 95 | 95 |
| Leadership | 70 | 70 |
| Speed | 34 | 34 |
| Melee attack | 40 | 40 |
| Melee defence | 60 | 60 |
| Weapon strength | 380 | 380 |
| … armour-piercing | 130 | 130 |
| Charge bonus | 30 | 30 |
| Missile damage | 150 | 150 |
| Range | 90 | 90 |
| Ammunition | 20 | 20 |
| Reload time (s) | 4 | 4 |
| Missile block chance | 55 | 55 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
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)
Skills and items; like lines are added up, and 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 9.0.4, via the WH3-Dump export. The general tree only: faction and campaign variants of a tree are not included. A skill after a group of skills (SUBSET_REQUIRED) opens once the skill points character_skill_nodes.required_num_parents asks for are spent in that group, in any mix — the game's “Available after spending N skill points in the previous group”; each REQUIRED skill needs a point.
