Ice Witch (Tempest) skill tree & build planner
KislevLordUnit stats
42 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
- WarhorseUnlocks at rank 8Mount: WarhorseA general's horse can be their most trusted and daring companion. Just don't name him 'Daisy'.
- War BearUnlocks at rank 14Mount: War BearLoyal, fierce, powerful and surprisingly fast – a War Bear is a symbol of Kislev itself.
- Frost WyrmUnlocks at rank 18Mount: Frost WyrmTo bring fear and panic to a battlefield, few other than the Ice Court’s most accomplished can wrangle a deadly ice drake into their service.
- 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.
- Guardian CallUnlocks at rank 12 · 3 levelsLevel 1Ability: "Guardian Call"Level 2Ability: "Guardian Call II"Level 3Ability: "Guardian Call III"Long has peace in the Old World been bought with the blood of Kislev. When Ruination descends, none are more ready to meet it than the hardy guardians of the north.
- 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.
- Hailstorm2 levelsLevel 1Cooldown: -30% to "Hailstorm"Overcast spell: "Hailstorm Upgraded"Level 2Cooldown: -50% to "Hailstorm"Miscast base chance: -15% for "Hailstorm Upgraded"Overcast spell: "Hailstorm Upgraded"Winds of Magic cost: -1 for "Hailstorm"Winds of Magic cost: -2 for "Hailstorm Upgraded"
- Freezing WindsPassive ability: "Freezing Winds"Requires: Hailstorm
- Gust of True Flight2 levelsLevel 1Cooldown: -30% to "Gust of True Flight"Overcast spell: "Gust of True Flight Upgraded"Level 2Cooldown: -50% to "Gust of True Flight"Miscast base chance: -15% for "Gust of True Flight Upgraded"Overcast spell: "Gust of True Flight Upgraded"Winds of Magic cost: -1 for "Gust of True Flight"Winds of Magic cost: -2 for "Gust of True Flight Upgraded"Requires: Hailstorm
- Swiftwing2 levelsLevel 1Cooldown: -30% to "Swiftwing"Spell: "Swiftwing"Overcast spell: "Swiftwing Upgraded"Level 2Cooldown: -50% to "Swiftwing"Miscast base chance: -15% for "Swiftwing Upgraded"Overcast spell: "Swiftwing Upgraded"Winds of Magic cost: -2 for "Swiftwing"Winds of Magic cost: -3 for "Swiftwing Upgraded"Requires: Hailstorm
- Biting Wind2 levelsLevel 1Cooldown: -30% to "Biting Wind"Spell: "Biting Wind"Overcast spell: "Biting Wind Upgraded"Level 2Cooldown: -50% to "Biting Wind"Miscast base chance: -15% for "Biting Wind Upgraded"Overcast spell: "Biting Wind Upgraded"Winds of Magic cost: -2 for "Biting Wind"Winds of Magic cost: -3 for "Biting Wind Upgraded"Requires: Hailstorm
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Freezing Winds, Gust of True Flight, Swiftwing, Biting Wind
- Blizzard2 levelsLevel 1Cooldown: -30% to "Blizzard"Spell: "Blizzard"Overcast spell: "Blizzard Upgraded"Level 2Cooldown: -50% to "Blizzard"Miscast base chance: -15% for "Blizzard Upgraded"Overcast spell: "Blizzard Upgraded"Winds of Magic cost: -2 for "Blizzard"Winds of Magic cost: -3 for "Blizzard Upgraded"Requires: Evasion
- Hawks of Miska2 levelsLevel 1Cooldown: -30% to "Hawks of Miska"Spell: "Hawks of Miska"Overcast spell: "Hawks of Miska Upgraded"Level 2Cooldown: -50% to "Hawks of Miska"Miscast base chance: -15% for "Hawks of Miska Upgraded"Overcast spell: "Hawks of Miska Upgraded"Winds of Magic cost: -2 for "Hawks of Miska"Winds of Magic cost: -3 for "Hawks of Miska Upgraded"Requires: Evasion
- EarthingMiscast base chance: -15%Requires: EvasionBy stabbing a staff or some arcane conduit into the ground, an accomplished magic-user can earth or tether the Winds and hopefully reduce a chance of miscasting.
- Magical ReservesWinds of Magic power reserve capacity: +5Requires: EvasionA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts.
- Arcane ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Earthing, Magical Reserves, Blizzard, Hawks of Miska
Battle
- Inspiring PresenceUnit experience gain per turn: +75 (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
- Route MarcherCampaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't.
- Iron Disciplinarian3 levelsLevel 1Control: +1 (local province)Level 2Control: +2 (local province)Level 3Control: +3 (local province)Requires: Route MarcherThis Lord expects utter obedience from the smallfolk, and has little time for insurrections or petty revolts.
- Leader of Renown3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherRevered by the masses, such a celebrated leader will inspire many new recruits.
- Reassuring Presence3 levelsLevel 1Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Route MarcherThe presence of this Lord ensures a measure of calm, reducing panic and desertion amongst followers.
- Fervent3 levelsLevel 1Corruption: -1 (local province)Level 2Corruption: -2 (local province)Level 3Corruption: -3 (local province)Requires: Route MarcherThrough our acts, the gods will cleanse the lands.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Iron Disciplinarian, Leader of Renown, Reassuring Presence, FerventSomeone has to ensure the numbers and quality of recruits remain high.
- Lightning Strike3 levelsLevel 1Enemy battle reinforcement time: +25%Battle reinforcement time: -10%Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penaltyLevel 2Enemy battle reinforcement time: +50%Battle reinforcement time: -20%Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penaltyLevel 3Enemy battle reinforcement time: +50%Battle reinforcement time: -30%Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penaltyEnables lightning strike battles when reinforcements are presentRequires: Draftmaster"The time to strike is now!"
- Quartermaster3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Logistician3 levelsLevel 1Casualty replenishment rate: +2% (Lord's army)Level 2Casualty replenishment rate: +4% (Lord's army)Level 3Casualty replenishment rate: +6% (Lord's army)Requires: DraftmasterProficient with figures, this Lord, or his subordinates, can keep his army fulfilled, even in dire circumstances.
- Alert3 levelsLevel 1Ambush defence chance: +6% (Lord's army)Level 2Ambush defence chance: +16% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%Level 3Ambush defence chance: +30% (Lord's army)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Requires: DraftmasterCountless conflicts and a keen sense of awareness have made this Lord difficult to entrap.
- Renowned & FearedEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Upkeep: -8% (Lord's army)Requires: 4 skill points across Lightning Strike, Quartermaster, Logistician, AlertThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
Mount
A mount comes with its skill in the tree: some the game grants at a rank, others take a skill point (picking one here takes it when the tree allows).
Items
- Weapon
- Armour
- Talisman
- Enchanted item
- Arcane 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
Ice Witch (Tempest) · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 3,688 | 3,688 |
| Armour | 15 | 15 |
| Leadership | 70 | 70 |
| Speed | 38 | 38 |
| Melee attack | 40 | 40 |
| Melee defence | 35 | 35 |
| Weapon strength | 320 | 320 |
| … armour-piercing | 100 | 100 |
| Charge bonus | 20 | 20 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | No | No |
All effects of this build
No skills taken yet.
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.
