
Health
3,688
Armour
15
Leadership
70
Speed
38
Melee attack
40
Melee defence
35
Weapon strength
220 base + 100 armour-piercing
320
Charge bonus
20
Attributes

Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
Guardian CallSummon Unit · Summons a Snow Leopard, Summoned units degrade over timeactiveGuardian CallSummon UnitSummons a Snow LeopardSummoned units degrade over timeDuration 1 s · 1 use · Wind-up 3 sAdepts of the Ice Court can summon forth a vicious, sabre-toothed battle-cat to savage their enemies' ranks, tearing them to bloody shreds in decidedly short order.
Ice ShardMagic Missile · Requires line of sight to the targetactiveIce ShardMagic MissileRequires line of sight to the targetCooldown 90 s · 3 uses · Wind-up 3 sA mighty spike of the hardest ice blasts forth to impale ranks of enemies like a well-aimed cannonball from below.
By Our BloodAugmentpassiveBy Our BloodAugmentPassive · Duration 25 s · 1 useKislevite warriors are inherently stronger than weak-hearted Empire-men, who know nothing of the hardship and strife of lives lived on the unforgiving steppes.
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
Lore of magic
Ice Witch (Ice) skill tree
42 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
WarhorseWarhorse
Mount: Warhorse
War BearWar Bear
Mount: War Bear
wh3_dlc24_skill_ksl_ice_witch_ice_unique_frost_wyrmwh3_dlc24_skill_ksl_ice_witch_ice_unique_frost_wyrm
Mount:
Ursun's ProtectionUrsun's Protection
Missile resistance: 10%
Guardian CallGuardian Call3 levelsLevel 1
Ability: "Guardian Call"
Ability: "Guardian Call II"
Ability: "Guardian Call III"
Soldiers of RenownSoldiers of Renown3 levelsLevel 1
Regiments of Renown army capacity: +1 (own army)
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +3 (own army)
ImmortalityImmortalityUnlocks at rank 19
This Lord will be wounded instead of killed in battle
MentorMentor3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active Lords
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active Lords
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active Lords
Ice Maiden's KissIce Maiden's Kiss2 levelsLevel 1
Cooldown: -30% to "Ice Maiden's Kiss"
Overcast spell: "Ice Maiden's Kiss Upgraded"
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 ShieldFrost Shield
Passive ability: "Frost Shield"
Ice SheetIce Sheet2 levelsLevel 1
Cooldown: -30% to "Ice Sheet"
Spell: "Ice Sheet"
Cooldown: -50% to "Ice Sheet"
Winds of Magic cost: -2 for "Ice Sheet"
Frost BladesFrost Blades2 levelsLevel 1
Cooldown: -30% to "Frost Blades"
Spell: "Frost Blades"
Overcast spell: "Frost Blades Upgraded"
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"
Death FrostDeath Frost2 levelsLevel 1
Cooldown: -30% to "Death Frost"
Spell: "Death Frost"
Overcast spell: "Death Frost Upgraded"
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"
EvasionEvasion
Passive ability: "Evasion"
Crystal SanctuaryCrystal Sanctuary2 levelsLevel 1
Cooldown: -30% to "Crystal Sanctuary"
Spell: "Crystal Sanctuary"
Overcast spell: "Crystal Sanctuary Upgraded"
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"
Heart of WinterHeart of Winter2 levelsLevel 1
Cooldown: -30% to "Heart of Winter"
Spell: "Heart of Winter"
Overcast spell: "Heart of Winter Upgraded"
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"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Firing DrillsFiring Drills3 levelsLevel 1
Reload time reduction: +3% for Kossars, Armoured Kossars, Streltsi and Akshina Ambushers units (Lord's army)
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)
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)
Best of the CourtBest of the Court3 levelsLevel 1
Melee defence: +2 for Tzar Guard and Ice Guard units (Lord's army)
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)
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)
Relentless ChargersRelentless Chargers3 levelsLevel 1
Charge bonus: +12% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
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)
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)
Creatures of the LandCreatures 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)
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)
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)
Skilled CraftsmenSkilled Craftsmen3 levelsLevel 1
Armour: +8 for War Sleds and Little Grom units (Lord's army)
Ammunition: +10% for War Sleds and Little Grom units (Lord's army)
Armour: +10 for War Sleds and Little Grom units (Lord's army)
Ammunition: +20% for War Sleds and Little Grom units (Lord's army)
Armour: +12 for War Sleds and Little Grom units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Skirmisher TraditionsSkirmisher 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)
HorsemastersHorsemasters
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)
Ursun's FavouredUrsun'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)
Battle EngineersBattle 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)
Stand Your Ground!Stand Your Ground!
Replaces: "Rally!"
Ability: "Stand Your Ground!"
Route MarcherRoute Marcher
Campaign movement range: +5%
Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
Control: +1 (local province)
Control: +2 (local province)
Control: +3 (local province)
Leader of RenownLeader of Renown3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruitment cost: -15% (Lord's army)
Reassuring PresenceReassuring Presence3 levelsLevel 1
Attrition: -10% casualties suffered from all attrition (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)
FerventFervent3 levelsLevel 1
Corruption: -1 (local province)
Corruption: -2 (local province)
Corruption: -3 (local province)
DraftmasterDraftmaster
Recruit rank: +1 for all units (Lord's army)
Local recruitment capacity: +1 (local province)
Lightning StrikeLightning 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 penalty
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 penalty
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 present
QuartermasterQuartermaster3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -10% (Lord's army)
LogisticianLogistician3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
AlertAlert3 levelsLevel 1
Ambush defence chance: +6% (Lord's army)
Ambush defence chance: +16% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
Renowned & FearedRenowned & 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)
Every version of Ice Witch (Ice)
4 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| KislevWizard Lord | 3,688 | 1 | 15 | 70 | 38 | 40 | 35 | 320 | 20 | 1,000 | 300 | wh3_main_ksl_cha_ice_witch_ice_0 |
| KislevWizard Lord | 4,096 | 1 | 45 | 70 | 78 | 40 | 35 | 320 | 40 | 1,100 | 300 | wh3_main_ksl_cha_ice_witch_ice_1 |
| KislevWizard Lord | 4,696 | 1 | 75 | 70 | 75 | 50 | 35 | 320 | 50 | 1,100 | 300 | wh3_main_ksl_cha_ice_witch_ice_2 |
| KislevWizard Lord | 8,138 | 1 | 90 | 70 | 75 | 48 | 35 | 445 | 50 | 1,550 | 387 | wh3_dlc24_ksl_cha_ice_witch_ice_frost_wyrm |
Who can field it
- The Ice Court
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.