
Tzarina Katarin skill planner
KislevLegendary lordUnit stats
48 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).
- WarhorseUnlocks at rank 8
Mount: WarhorseA general's horse can be their most trusted and daring companion. Just don't name him 'Daisy'. - War BearUnlocks at rank 14
Mount: War BearLoyal, fierce, powerful and surprisingly fast – a War Bear is a symbol of Kislev itself. - Frost WyrmUnlocks at rank 18
Mount: 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. - Ice Court SledUnlocks at rank 23
Mount: Ice Court SledThe Ice Court’s reinforced sled is drawn by mighty steeds with breath like the winter wind, and whose flanks shimmer with glittering ice crystals. - 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. - Snow Leopard StalkUnlocks at rank 8
Ability: "Guardian Call III"
Attribute: Stalk for Snow Leopard units (Lord's army)
Speed: +20% for Snow Leopard units (Lord's army)There's nowhere to run once the Snow Leopards begin their hunt. Only close your eyes and hope you are not their prey. - Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments 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 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.
- Ice MistressUnlocks at rank 12
Winds of Magic cost: -10% for all spells
Cooldown: -25% to Lore of Ice spells
Winds of Magic cost: -1 for "Crystal Sanctuary Upgraded"
Winds of Magic cost: -1 for "Death Frost Upgraded"
Winds of Magic cost: -1 for "Heart of Winter Upgraded"The Ice Queen rules from a majestic frozen palace, where whole chambers are carved from the most potent ice magic. - Embodiment of Winter
Passive ability: "Permafrost Wards"
Armour: +30
Hit points: +15%Requires: Ice MistressCold and deadly – Katarin is the personification of winter itself, and armoured in its biting chill. - Indomitable Spirit
Melee attack: +6 for Ice Guard units (Lord's army)
Melee defence: +8 for Ice Guard units (Lord's army)Requires: Ice MistressThe oncoming tide of Chaos never ceases, yet Kislev will never fail to rise up and fight against it. - Frost Affinity
Attribute: Strider
Speed: +15%
Campaign movement range: +10%Requires: Ice MistressA hastened stream of ice and snow flows with the Tzarina, moving as one with the frigid wind. - Khan-Queen
Allegiance points gained: +100% for alliances with Kislev
Allowed +1 greater Tier difference in Support for the Ice Court before penalties are applied
Diplomatic relations: +10 with all Kislev factions
Enemy leadership: -7 (enemy armies in local province)
Control: +8 (local province)Requires: Ice MistressThough stemming from superstition bred from whispers alone, there are many that believe Katarin to be Miska, the glorious first Khan-Queen, reborn. - Shield of Ice
Attribute: 360 Missile Block (Lord's army)
Attribute: Immune to Flanking
Missile block chance: +15% (Lord's army)Requires all: Indomitable Spirit, Frost Affinity, Khan-Queen, Embodiment of WinterSmall walls and mountains of ice are known to spring from the ground around Katarin, a frozen bulwark against the deadliest of threats.
- Ice Maiden's Kiss2 levelsLevel 1
Cooldown: -30% to "Ice Maiden's Kiss"
Overcast spell: "Ice Maiden's Kiss Upgraded"Level 2
Cooldown: -50% to "Ice Maiden's Kiss"
Miscast base chance: -15% for "Ice Maiden's Kiss Upgraded"
Overcast spell: "Ice Maiden's Kiss Upgraded"
Winds of Magic cost: -1 for "Ice Maiden's Kiss"
Winds of Magic cost: -2 for "Ice Maiden's Kiss Upgraded" - Frost Shield
Passive ability: "Frost Shield"Requires: Ice Maiden's Kiss - Ice Sheet2 levelsLevel 1
Cooldown: -30% to "Ice Sheet"
Spell: "Ice Sheet"Level 2
Cooldown: -50% to "Ice Sheet"
Winds of Magic cost: -2 for "Ice Sheet"Requires: Ice Maiden's Kiss - Frost Blades2 levelsLevel 1
Cooldown: -30% to "Frost Blades"
Spell: "Frost Blades"
Overcast spell: "Frost Blades Upgraded"Level 2
Cooldown: -50% to "Frost Blades"
Miscast base chance: -15% for "Frost Blades Upgraded"
Overcast spell: "Frost Blades Upgraded"
Winds of Magic cost: -2 for "Frost Blades"
Winds of Magic cost: -3 for "Frost Blades Upgraded"Requires: Ice Maiden's Kiss - Death Frost2 levelsLevel 1
Cooldown: -30% to "Death Frost"
Spell: "Death Frost"
Overcast spell: "Death Frost Upgraded"Level 2
Cooldown: -50% to "Death Frost"
Miscast base chance: -15% for "Death Frost Upgraded"
Overcast spell: "Death Frost Upgraded"
Winds of Magic cost: -2 for "Death Frost"
Winds of Magic cost: -3 for "Death Frost Upgraded"Requires: Ice Maiden's Kiss - Evasion
Passive ability: "Evasion"Requires all: Frost Shield, Ice Sheet, Frost Blades, Death Frost - Crystal Sanctuary2 levelsLevel 1
Cooldown: -30% to "Crystal Sanctuary"
Spell: "Crystal Sanctuary"
Overcast spell: "Crystal Sanctuary Upgraded"Level 2
Cooldown: -50% to "Crystal Sanctuary"
Miscast base chance: -15% for "Crystal Sanctuary Upgraded"
Overcast spell: "Crystal Sanctuary Upgraded"
Winds of Magic cost: -2 for "Crystal Sanctuary"
Winds of Magic cost: -3 for "Crystal Sanctuary Upgraded"Requires: Evasion - Heart of Winter2 levelsLevel 1
Cooldown: -30% to "Heart of Winter"
Spell: "Heart of Winter"
Overcast spell: "Heart of Winter Upgraded"Level 2
Cooldown: -50% to "Heart of Winter"
Miscast base chance: -15% for "Heart of Winter Upgraded"
Overcast spell: "Heart of Winter Upgraded"
Winds of Magic cost: -2 for "Heart of Winter"
Winds of Magic cost: -3 for "Heart of Winter Upgraded"Requires: Evasion - Earthing
Miscast 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 Reserves
Winds 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. - Greater Arcane Conduit
Passive ability: "Greater Arcane Conduit"Requires all: Earthing, Magical Reserves, Crystal Sanctuary, Heart of Winter
- Inspiring Presence
Unit 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 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
- Route Marcher
Campaign 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 1
Control: +1 (local province)Level 2
Control: +2 (local province)Level 3
Control: +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 1
Recruitment cost: -5% (Lord's army)Level 2
Recruitment cost: -10% (Lord's army)Level 3
Recruitment cost: -15% (Lord's army)Requires: Route MarcherRevered by the masses, such a celebrated leader will inspire many new recruits. - Reassuring Presence3 levelsLevel 1
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Attrition: -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 1
Corruption: -1 (local province)Level 2
Corruption: -2 (local province)Level 3
Corruption: -3 (local province)Requires: Route MarcherThrough our acts, the gods will cleanse the lands. - Draftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)Requires all: Iron Disciplinarian, Leader of Renown, Reassuring Presence, FerventSomeone has to ensure the numbers and quality of recruits remain high. - Lightning Strike3 levelsLevel 1
Enemy 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 2
Enemy 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 3
Enemy 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 penalty
Enables lightning strike battles when reinforcements are presentRequires: Draftmaster"The time to strike is now!" - Quartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)Level 2
Upkeep: -6% (Lord's army)Level 3
Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer. - Logistician3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)Level 3
Casualty 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 1
Ambush defence chance: +6% (Lord's army)Level 2
Ambush defence chance: +16% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%Level 3
Ambush 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 & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)Requires all: 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.
All effects of this build
No skills taken yet.
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.