
Mother Ostankya
Lord· Wizard Lord· 1 model (crew of 2) at Ultra size
Comes with Shadows of Change(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Mother Ostankya is a legendary lord of Kislev, leading Daughters of the Forest at the start of a campaign: 5,436 HP, armour 40, melee attack 44, melee defence 32, weapon strength 230, range 120 m, missile damage 555 per 10 s for the whole unit. It costs 1,450 in the campaign and 1,400 in multiplayer. It comes with Shadows of Change. Beating this lord in battle can earn the defeat trait Witch of the Woods. Unit key wh3_dlc24_ksl_cha_mother_ostankya. Patch 9.0.4, from the game's data tables.
Health
5,436
Armour
40
Leadership
85
Speed
70
Melee attack
44
Melee defence
32
Weapon strength
110 base + 120 armour-piercing, +30 vs infantry
230
Charge bonus
56
Ranged
Range
120 m
Ammunition
25
Missile damage
40 base + 90 AP, explosion 28 + 64 AP, 3 projectiles per shot
222
Reload time
12 s
Damage per 10 s
555
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- 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.
- Fire Whilst Moving
This unit can fire while on the move.
Abilities
- Fury of the LandAugment (Area)activeFury of the LandAugment (Area)Cooldown 120 s · Duration 35 s · Range 55 m"Through blood runs the power of the land. Kislev is the land. The Land is Kislev. We are Kislev!”
- GulyasRegeneration (Area) · +4 LeadershipactiveGulyasRegeneration (Area)+4 LeadershipCooldown 120 s · Duration 23 s · Range 35 m · Wind-up 3 sNever doubt the healing power of a tasty mushroom goulash; the fungal spores alone work wonders for the soul.
- Spirit BearMagic Missile · Causes moderate magical & fire damage, Requires line of sight to the target…activeSpirit BearMagic MissileCauses moderate magical & fire damageRequires line of sight to the targetStrong vs multiple combatantsPowerful explosionCooldown 120 s · 3 uses · Wind-up 4 sWhen one looks to the sky, the last thing they expect to see is a descending flurry of teeth, claws and ethereal ursine might.
- 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
Counters
Good against
- Infantry-sized units — bonus vs infantry 30e.g. Exalted Plaguebearers of Nurgle, Zombies, Blessed Temple Guard · Kislev: Tzar Guard, Kislevite Warriors
- Heavily armoured units — 120 of 230 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Kislev: Heavy War Sleds, Gryphon Legion
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Kislev: Elemental Bear, The Things in the Woods
- Lightly armoured units without shields — 555 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Kislev: Kislevite Warriors, Akshina Ambushers
- Light infantry-sized units — large, mass 4,800e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Kislev: Tzar Guard, Kislevite Warriors
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Kislev: Frost Wyrm, Little Grom
- Missile fire — armour 40, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Kislev: Akshina Ambushers, Ice Guard (Glaives)
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Defeat trait
Beat Mother Ostankya in battle and your lord can earn the trait
Witch of the Woods
- Targeting range: +10% for spells
- Winds of Magic power reserve capacity: +5 (Lord's army)
- Spell resistance: 5% (Lord's army)
The woods are less spooky now, but only slightly.
Mother Ostankya skill tree
45 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.
- Embodiment of the ForestEmbodiment of the ForestUnlocks at rank 4
- Attribute: Woodsman (Lord's army)
- Ammunition: +100% during forest battles
- Physical resistance: 10%
- Forest PurityForest PurityUnlocks at rank 6
- Attrition: -50% casualties suffered from Chaos attrition (all armies)
- Corruption: -1 (all provinces)
- WildlingsWildlingsUnlocks at rank 7
- Charge 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)
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks 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 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
- Boszorka's WrathBoszorka's WrathUnlocks at rank 12
- Effect duration: +100% for Hex spells
- Ability: "Spirit Bear"
- Winds of Magic cost: -33% for Hex spells
- Coven's WillCoven's Will
- Spirit Essence cost: -20% for Hexes
- Winds of Magic power reserve capacity: +20
- Mothers RallyMothers Rally
- Hero capacity: +2 for Hag Witches
- Unlocks Hero recruitment: Hag Witch (all provinces)
- Control: +5 (local province)
- Forest's LureForest's Lure
- Charge bonus: +18 (characters's army when in own territory)
- Ambush success chance: +25%
- Melee attack: +5 (characters's army when in own territory)
- Inspiring ChantInspiring Chant
- Cooldown: -25% to "Gulyas"
- Winds of Magic power reserve: +2 per turn (armies in region)
- Character's aura leadership effect: +5
- FolkloreFolklore
- Attribute: Causes Fear when fighting against Humans (Lord's army)
- Upgrades "Spirit Bear" with a deadly lingering damage effect
- Attacks cause "The Curse of Anraheir" effect, reducing combat potential
- WitchbrewWitchbrew2 levelsLevel 1
- Cooldown: -30% to "Witchbrew"
- Spell: "Witchbrew"
- Blessing spell: "Witchbroth"
- Cooldown: -50% to "Witchbrew"
- Spell: "Witchbrew"
- Blessing spell: "Witchbroth"
- Winds of Magic cost: -2 for "Witchbrew"
- Winds of Magic cost: -3 for "Witchbroth"
- Fate of InterlopersFate of Interlopers
- Passive ability: "Fate of Interlopers"
- The Forbidden FensThe Forbidden Fens2 levelsLevel 1
- Cooldown: -30% to "The Forbidden Fens"
- Spell: "The Forbidden Fens"
- Blessing spell: "Whispers in the Woods"
- Cooldown: -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"
- Curse of the Ancient WitchCurse of the Ancient Witch2 levelsLevel 1
- Cooldown: -30% to "Curse of the Ancient Witch"
- Spell: "Curse of the Ancient Witch"
- Blessing spell: "Blessing of the Ancient Witch"
- Cooldown: -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"
- Vengeance of SpiritsVengeance of Spirits2 levelsLevel 1
- Cooldown: -30% to "Vengeance of Spirits"
- Spell: "Vengeance of Spirits"
- Blessing spell: "Omen of Spirits"
- Cooldown: -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"
- EvasionEvasion
- Passive ability: "Evasion"
- Cursed CauldronCursed Cauldron2 levelsLevel 1
- Cooldown: -30% to "Cursed Cauldron"
- Spell: "Cursed Cauldron"
- Blessing spell: "Blessed Cauldron"
- Cooldown: -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"
- Malediction of MadnessMalediction of Madness2 levelsLevel 1
- Cooldown: -30% to "Malediction of Madness"
- Spell: "Malediction of Madness"
- Blessing spell: "Incantation of Mania"
- Cooldown: -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"
- 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)
Who can field it
- Kislev · The Ice Court
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.