Mother Ostankya skill tree & build planner
KislevLegendary lordUnit stats
45 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
- Embodiment of the ForestUnlocks at rank 4Attribute: Woodsman (Lord's army)Ammunition: +100% during forest battlesPhysical resistance: 10%Not all who wander are lost.
- Forest PurityUnlocks at rank 6Attrition: -50% casualties suffered from Chaos attrition (all armies)Corruption: -1 (all provinces)The natural state of the world is that of untouched wilderness, free from the meddling of all outsiders.
- WildlingsUnlocks at rank 7Charge Bonus: +16 for Things in the Woods, Incarnate Elemental of Beasts and Forest Animal units (Lord's army)Physical resistance: 10% for Things in the Woods, Incarnate Elemental of Beasts and Forest Animal units (Lord's army)From between the branches they came…
- Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +6 (own army)If their renown does them justice, they will be fit to serve one whose fame they will never outstrip.
- 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.
- Boszorka's WrathUnlocks at rank 12Effect duration: +100% for Hex spellsAbility: "Spirit Bear"Winds of Magic cost: -33% for Hex spellsMalediction upon malediction, the curse weighs heavily on those who dare trespass.
- Coven's WillSpirit Essence cost: -20% for HexesWinds of Magic power reserve capacity: +20Requires: Boszorka's WrathDirecting covens of Hags to do the work of the wild allows Ostankya to weave greater rituals befitting of her station.
- Mothers RallyHero capacity: +2 for Hag WitchesUnlocks Hero recruitment: Hag Witch (all provinces)Control: +5 (local province)Requires: Boszorka's WrathThe citizenry of rural Kislev have a begrudging-yet-thankful relationship with the Hags, wherein proper respect begets a startling lack of misfortune.
- Forest's LureCharge bonus: +18 (characters's army when in own territory)Ambush success chance: +25%Melee attack: +5 (characters's army when in own territory)Requires: Boszorka's WrathNever attack a witch close to the heart of her power.
- Inspiring ChantCooldown: -25% to "Gulyas"Winds of Magic power reserve: +2 per turn (armies in region)Character's aura leadership effect: +5Requires: Boszorka's WrathOstankya speaks no complicated truths, no poetic musings. She simply lays bare the natural world and brings a surety of purpose to her followers.
- FolkloreAttribute: Causes Fear when fighting against Humans (Lord's army)Upgrades "Spirit Bear" with a deadly lingering damage effectAttacks cause "The Curse of Anraheir" effect, reducing combat potentialRequires: 2 skill points across Coven's Will, Mothers Rally, Forest's Lure, Inspiring Chant"You'd better start believing in fairy tales, 'cos you're in one!"
- Witchbrew2 levelsLevel 1Cooldown: -30% to "Witchbrew"Spell: "Witchbrew"Blessing spell: "Witchbroth"Level 2Cooldown: -50% to "Witchbrew"Spell: "Witchbrew"Blessing spell: "Witchbroth"Winds of Magic cost: -2 for "Witchbrew"Winds of Magic cost: -3 for "Witchbroth"
- Fate of InterlopersPassive ability: "Fate of Interlopers"Requires: Witchbrew
- The Forbidden Fens2 levelsLevel 1Cooldown: -30% to "The Forbidden Fens"Spell: "The Forbidden Fens"Blessing spell: "Whispers in the Woods"Level 2Cooldown: -50% to "The Forbidden Fens"Spell: "The Forbidden Fens"Blessing spell: "Whispers in the Woods"Winds of Magic cost: -2 for "The Forbidden Fens"Winds of Magic cost: -3 for "Whispers in the Woods"Requires: Witchbrew
- Curse of the Ancient Witch2 levelsLevel 1Cooldown: -30% to "Curse of the Ancient Witch"Spell: "Curse of the Ancient Witch"Blessing spell: "Blessing of the Ancient Witch"Level 2Cooldown: -50% to "Curse of the Ancient Witch"Spell: "Curse of the Ancient Witch"Blessing spell: "Blessing of the Ancient Witch"Winds of Magic cost: -2 for "Curse of the Ancient Witch"Winds of Magic cost: -3 for "Blessing of the Ancient Witch"Requires: Witchbrew
- Vengeance of Spirits2 levelsLevel 1Cooldown: -30% to "Vengeance of Spirits"Spell: "Vengeance of Spirits"Blessing spell: "Omen of Spirits"Level 2Cooldown: -50% to "Vengeance of Spirits"Spell: "Vengeance of Spirits"Blessing spell: "Omen of Spirits"Winds of Magic cost: -2 for "Vengeance of Spirits"Winds of Magic cost: -3 for "Omen of Spirits"Requires: Witchbrew
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Fate of Interlopers, The Forbidden Fens, Curse of the Ancient Witch, Vengeance of Spirits
- Cursed Cauldron2 levelsLevel 1Cooldown: -30% to "Cursed Cauldron"Spell: "Cursed Cauldron"Blessing spell: "Blessed Cauldron"Level 2Cooldown: -50% to "Cursed Cauldron"Spell: "Cursed Cauldron"Blessing spell: "Blessed Cauldron"Winds of Magic cost: -2 for "Cursed Cauldron"Winds of Magic cost: -3 for "Blessed Cauldron"Requires: Evasion
- Malediction of Madness2 levelsLevel 1Cooldown: -30% to "Malediction of Madness"Spell: "Malediction of Madness"Blessing spell: "Incantation of Mania"Level 2Cooldown: -50% to "Malediction of Madness"Spell: "Malediction of Madness"Blessing spell: "Incantation of Mania"Winds of Magic cost: -2 for "Malediction of Madness"Winds of Magic cost: -3 for "Incantation of Mania"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, Cursed Cauldron, Malediction of Madness
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.
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
Mother Ostankya · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,436 | 5,436 |
| Armour | 40 | 40 |
| Leadership | 85 | 85 |
| Speed | 70 | 70 |
| Melee attack | 44 | 44 |
| Melee defence | 32 | 32 |
| Weapon strength | 230 | 230 |
| … armour-piercing | 120 | 120 |
| Charge bonus | 56 | 56 |
| Bonus vs infantry | 30 | 30 |
| Missile damage | 222 | 222 |
| … explosion | 92 | 92 |
| Range | 120 | 120 |
| Ammunition | 25 | 25 |
| Reload time (s) | 12 | 12 |
| 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.
