The Kislev tech tree consists of technologies that unlock new advantages throughout the game. Research takes place constantly, but the rate at which discoveries occur can be increased by using heroes to spy or building additional research buildings at your settlements.
The Ice Court and The Great Orthodoxy require the three big cities, Kislev, Erengrad and Praag, to be settled before being able to research that part of the technology tree. The Daughters of the Forest and Ursun Revivalists don't need this.
Daughters of the Forest have their own adepted tech tree, with several unique technologies, and not needing Devotion to research techologies. All of her unique technologies do cost Spirit Essence.
Ursun Revivalists have three technologies not available to The Ice Court and The Great Orthodoxy, that cost a higher number of devotion. They share these three technologies with Daughters of the Forest but pay Devotion for them instead of Spirit Essence.
Tech tree[ | ]
Tech | Prerequisite | Cost | Effects | Description |
---|---|---|---|---|
The Land | ||||
Cold Storage | 4 turns | In the Endless Steppes, nothing will grow in the grip of winter, so preserving food for the long haul is not just practical, but essential. | ||
Hooked Axe Blades | 4 turns | Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units | This ingenious design not only enables efficient deflection of blows, but can also be hooked around an opponent's shield or haul a rider from their mount. | |
Leather Treatment | 4 turns | Missile resistance: 15% for Horse Archers and Kossovite Dervishes units | Hides and skins are tanned to protect and make them more durable in the harsh, northern conditions. | |
Ice Sculpting | 4 turns | An important skill for acolytes of the Ice Court is learning to carve and shake its abundance though manipulation of the highly-volatile Ice Magic. | ||
Gospodar Governance | Requires 2 technologies:
|
5 turns | Construction cost: -25% for Hallowed Wood buildings | It is through the natural state of affairs that the more civilized southern tribes should rule over the simple peoples of the north. |
Ursunite Cult Customs | Requires 2 technologies:
|
5 turns 200 |
Hero capacity: +1 for Patriarchs | The ancient ways of the Old Religion are embedded within the lives of the ordinary Kislevites who toil the land. |
Toughened Stanchions | Requires 2 technologies:
|
5 turns | Armour: +15 for War Sleds units | The added downforce provided by these upright wooden bracings make for much sturdier sleds which are far less likely to overturn during swift manoeuvres on the ice. |
Troll Country Pathfinder | Requires 2 technologies:
|
6 turns | Those who lose their way while traversing Troll Country tend to end up dead. Some men of Kislev have spent their lives learning all the safe routes through the region. | |
Breechloaders | Requires 3 technologies:
|
6 turns | It is certainly an advance, by virtue of being both faster and many magnitudes less dangerous, to load firearms at the opposite end to their muzzles. | |
Dwarfen Anvils | Requires 3 technologies:
|
6 turns | Armour: +10 for Kislev Melee cavalry units | If you want the very best smithing equipment, there's only really one race to buy from; for the Dwarfs, such things are in their very blood. |
Devotional Creed | Requires 3 technologies:
|
6 | Ceremonies such as these are crucial when living so close to Chaos Wastes, lest the Ruinous Ones insidious corruption infect and disrupt the land. | |
Ice Rites | Requires 3 technologies:
|
6 turns | Special rites, taught by the Ice Witches, set an especially tough permafrost on the land - an armoured sheen for the elements. | |
Kislev | ||||
Ice Court Indoctrination | 4 turns | Candidates for membership of the Ice Court must be sought and instructed in its myriad customs and rites if the next generation of Ice Maidens and Witches is to rise. | ||
Ice Cade Collars | 4 turns | Weapon strength: +15% for Snow Leopard and Things in the Woods units | These intricate designs are woven from strips cut from the pelts of young beasts, perhaps slain for the tenderness of their meat. | |
Convalescence | 4 turns | Time dedicated purely to rest, but also knowledge of healing herbs and the methods needed to extract the best from them, are key to a casualty's survival. | ||
Capital Barrack Renovations | Ice Court Indoctrination | 6 turns | Relief Columns commandment: additional -5% to recruitment cost | Renovating the vast abandoned wings of the Bokha Palace will provide additional accommodation to barrack many rotas of loyal soldiers. |
Iron River Stone | Ice Cade Collars | 6 turns | Stone quarried from the mineral-rich shores of the Iron River is of vastly superior quality, so supply must be kept constant if the city is to expand at pace. | |
Tzar Loyalty Rite | Convalescence | 6 turns | It is only right that those who serve as the Tzar's bodyguard are proven loyal beyond doubt. | |
Festival of Urtza | Capital Barrack Renovations | 8 turns 200 |
Research rate: +10% | This gathering is an important date in the Ungol Calendar upon which the strength of the Bear God and the protection He gives the common folk of Kislev is celebrated city-wide. |
Improved Empire Relations | Iron River Stone | 8 turns | Diplomatic relations: +20 with Empire | They may seem like soft southerners, unworthy of comradeship, but the Empire's vast resources - and therefore its friendship - are essential if Kislev is to guard the northern marches from Ruin. |
Gospodar Bloodline | Tzar Loyalty Rite | 8 turns | Lord recruit rank: +2 | Proof that your line extends from the noble Gospodars gives a distinctive advantage in every quarter of Kislevite life. |
Orthodoxy Interdiction | Requires 5 technologies:
Control Kislev, either by direct ownership of through an alliance. |
10 turns | When the order comes down, there is no possible reason to avoid duty that would not be considered a dishonourable and shameful shirking of responsibility. | |
Aggressive Cultivation | Requires 5 technologies:
Control Kislev, either by direct ownership of through an alliance. |
10 turns | Melee attack: +10 for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units | Forming deep gorges to build up ice into great shards, or planting lots of iron-briars and sharp, thorny scrub, ensures the elemental guardians are created with bite. |
Mesh Layers | Requires 5 technologies:
Control Kislev, either by direct ownership of through an alliance. |
10 turns | Several layers of finely-wrought, ultra-thin metal skin, bound together, provide the strength to withstand axe or hammer blows, and deflect arrow or spear points when launched acutely. | |
Bear Baiting | Requires 5 technologies:
Control Kislev, either by direct ownership of through an alliance. |
10 turns | Passive ability: "Frenzy" for War Bear Rider units | Angering the great beasts just enough to make them aggressive, but not so much that they kill you, is a valuable skill to master. |
Kislevian Ducat | Requires 5 technologies:
Control Kislev, either by direct ownership of through an alliance. |
10 turns | Income from Settlement buildings: +20% | Men able to accumulate ducats are truly the major players among the city's burgeoning merchant class. |
Imperial Efficiency | Requires 5 technologies:
Control Kislev, either by direct ownership of through an alliance. |
10 turns | Income from all buildings: +5% | The Empire has developed many production processes to their optimal effectiveness, but security is lax, or at least insufficient to prevent enterprising Kislevites 'borrowing' the best of them... |
Erengrad | ||||
Ice Court Discipline | 4 turns |
|
Candidates for membership of the Ice Court must be sought among the young of Erengrad and indoctrinated into its myriad customs and rites. | |
Harbour Master's Authority | 4 turns | Income from trade tariffs: +5% | The harbour master is responsible for all aspects of customs and excise, right the way down to the tariffs and duties levied upon foreign traders. | |
Lens Crafters | 4 turns | Campaign line of sight: +10% (all characters) | It takes complex machinery, the keenest eye and considerable skill to fashion lenses good enough for use in high-grade telescopes and spy-glasses. | |
Currency Exchanges | Ice Court Discipline | 6 turns | Awaken the Land commandment additional 2% income | The ability to exchange the differing coinage of the Old World's many nations will give Erengrad an advantage over other Port-cities. |
Grom's Telemetry | Harbour Master's Authority | 6 turns | Range: +15% for Little Grom units | There are more scientific intricacies that govern effective arms-craft; Little Grom can be adjusted and primed for maximum efficiency as well as devastation. |
Norse Hatred | Lens Crafters | 6 turns | Ever since they sacked Erengrad, leveling much of the city and slaughtering a large proportion of the populace, it's an understatement to say that the survivors have no love for the barbaric Norsemen. | |
Salyak Cult Customs | Currency Exchanges | 8 turns 200 |
Upgrades Salyak invocation of The Motherland (increases replenishment rate, Growth and control of all provinces). | Worship of the Goddess of Healing and Comfort instills both common sense and nurturing care in the people of Erengrad, that they might look out for each other in the frozen, wintry wastes. |
Harbour Cartel | Grom's Telemetry | 8 turns | Tradable resource produced: +5% | The formidable league of port merchants exercise the real power over the great city's economic growth. |
The Erengrad Code | Norse Hatred | 8 turns | Income from Ports: +20% | The minutiae of these regulations ensure that Erengrad's port is run in the most efficient way possible. |
Fortify the Land | Requires 5 technologies:
Control Erengrad, either by direct ownership of through an alliance. |
10 turns | Casualty replenishment rate: +12% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units | A fertile Motherland - fortified by crop rotation and lost of bear manure - will provide a replenished spirit should the elements be called to the nation's defence. |
Improved Harbour Defences | Requires 5 technologies:
Control Erengrad, either by direct ownership of through an alliance. |
10 turns | Defensive supplies: +500 per turn when under siege (factionwide) | The positioning of sizable gabions allows for the swift construction and rearrangement of Erengrad's coastal defences, so gun emplacements and forts can be scaled up or down according to the level of threat faced. |
Harbour Watch | Requires 5 technologies:
Control Erengrad, either by direct ownership of through an alliance. |
10 turns | Recruit rank: +2 for infantry and cavalry units | Give a man a spear and he may run; give him a spear, a gun, and some idea of how to use them and you have the beginnings of a useful, even professional, port patrol service. |
Pirate's Weapons | Requires 5 technologies:
Control Erengrad, either by direct ownership of through an alliance. |
8 turns | The Old World's second-largest trading port provides safe berthing to pirates and privateers in return for knowledge of foreign martial advances. | |
Arabyan Fire | Requires 5 technologies:
Control Erengrad, either by direct ownership of through an alliance. |
10 turns | The secrets of chemistry learned in the distant East bring Little Grom's explosive anger to fiery, corporeal life. | |
Port Merchant's Guild | Requires 5 technologies:
Control Erengrad, either by direct ownership of through an alliance. |
10 turns | Growth: +15 | The Guild ensures that goods and money flow freely from the ports into the heart of the city, and the right people profit. |
Praag | ||||
Ice Court Control | 4 turns | Candidates for membership of the Ice Court must be sought and instructed in its myriad customs and rites if the next generation of Ice Maidens and Witches is to rise. | ||
Glacial Prism | 4 turns | The Ice Witches, by use of their most-dangerous magic, can construct great geometries to range and direct their devastating magical attacks. | ||
Improved Lookouts | 4 turns | Local recruitment capacity: +1 (all provinces) | Better telescopic aids provided by Astromancers of the Empire allow those stationed in Praag's northern watchtowers to issue an earlier warning should Chaos invaders return. | |
Witch-Hunter Conclaves | Ice Court Control | 6 turns | The Power of the Church commandment: additional -2 corruption reduction | Praag's Witch Hunters are as zealous as their Empire counter-parts due to the city's troubled history. Additional assemblies will see more heretics rooted out. |
Call to Prayer | Glacial Prism | 6 turns | Hero action cost: -15% for Patriarchs | The Cursed City is home to the Great Orthodoxy, whose Grand Patriarch leads the faithful from the path of madness and mutation. |
Streltsi Arsenal | Improved Lookouts | 6 turns | Ever on a war footing lest the Dark Gods turn their Ruinous gaze upon Praag once more, the elite guard store many of their blackpowder rifles here, for the call to existential conflict may come at any moment. | |
Dazh Cult Customs | Witch-Hunter Conclaves | 8 turns and 200 | Upgrades Dazh invocation of The Motherland (increase income from all buildings and trade and adds "The Land Awakened" army ability). | The God of Fire and Sun is as old as life itself, so His worship is as much a part of Kislevite life as breathing and eating. |
Praag Remembers | Call to Prayer | 8 turns | Corruption: -2 (all provinces) | "Lest we forget those who lost their minds and lives to the Dark Gods' terrible advance..." |
Praag Veterans | Streltsi Arsenal | 8 turns | Attribute: Immune to Psychology when fighting against Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos | These men, of ancient Ungol blood, are the hardened masters of war in the vast Oblasts. |
Born in Praag | Requires 5 technologies:
Control Praag, either by direct ownership of through an alliance. |
10 turns | Hero action success chance: +5% | A childhood spent in the Cursed City's cut-throat backstreets makes a man of someone years before they officially come of age. |
Gryphon Lodge Secrets | Requires 5 technologies:
Control Praag, either by direct ownership of through an alliance. |
10 turns | Weapon strength: +15% for Gryphon Legion units | Kislev's elite fighting force are the keepers of the specialist martial knowledge which sets them well apart from their nearest rivals. |
Siege Mentality | Requires 5 technologies:
Control Praag, either by direct ownership of through an alliance. |
10 turns | A city that has withstood near-constant beleaguerment throughout its history produces citizens of a particular mindset - always ready to take up the life-or-death struggle once more. | |
Oblast Scavenger | Requires 5 technologies:
Control Praag, either by direct ownership of through an alliance. |
10 turns | Post battle chance of stealing a magic item: +10% | Survival in the barren, inhospitable Oblasts requires stamina and tenacity found in few other men. |
Ur-Stones | Requires 5 technologies:
Control Praag, either by direct ownership of through an alliance. |
10 turns | Upkeep: -10% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units | Spirits of ancient and loyal War Bears are drawn to carved Ur-stones that are planted in the ground to power the elemental force that protects the Motherland. |
Orthodoxy Blessed | Requires 5 technologies:
Control Praag, either by direct ownership of through an alliance. |
10 turns |
|
Banners warded with divine favour ensure that Kislev's warriors always have more than a fighting chance. |
Ursun Revivalists only | ||||
Kislev | ||||
Spirit of Kislev | Requires 5 technologies:
|
Turns 10 500 |
Kislev is the unbroken city that forms the political and social centre of Kislevite culture. | |
Erengrad | ||||
Spirit of Erengrad | Requires 5 technologies:
|
Turns 10 500 |
Of all cities, Erengrad is the most likely to be visited by those from outside the heartlands as the beating heart of the Kislevite economy. | |
Praag | ||||
Spirit of Praag | Requires 5 technologies:
|
Turns 10 500 |
Of all cities, Erengrad is the most likely to be visited by those from outside the heartlands as the beating heart of the Kislevite economy. | |
Daughters of the Forest only | ||||
Tales from the Woods | ||||
Charms Above the Door | Turns 1 25 |
Every fearful Kislevite knows that wary steps and a keen eye is best supplemented with a reliable charm. | ||
Sympathetic Undergrowth | Turns 1 25 |
|
For those who offer the correct level of respect, the forest provides a path.
Those who do not are never heard of or seen again... | |
Fighting Shadows | Turns 1 25 |
|
For those who offer the correct level of respect, the forest provides a path.
Those who do not are never heard of or seen again... | |
Double, Double | Requires 3 technologies:
|
Turns 1 150 |
Witch's Hut secondary trinket slots: +1 | Where the theory of magick is practised indeed. |
Spider's Kiss | Double, Double | Turns 1 50 |
|
Those who awaken from deep sleep sometimes find marks upon their bodies with no apparent cause, and always they blame the little spiders... |
Howling in the Woods | Double, Double | Turns 1 50 |
|
Like a roiling wave of terror, the call of the forest is the sign to lock your doors twice, salt your windowsills and to close your ears to the voices... |
Poacher's Bane | Double, Double | Turns 1 50 |
Like a roiling wave of terror, the call of the forest is the sign to lock your doors twice, salt your windowsills and to close your ears to the voices... | |
Toil & Trouble | Requires 3 technologies:
|
Turns 1 250 |
Witch's Hut secondary trinket slots: +1 | Something wicked definitely this way comes. |
Indomitable Spectres | Learn the "Recreant Spirit" Hex. | Turns 1 150 |
Unlocks the empowered "Recreant Spirit" Hex | Spirits dance at their summoners command, harnessing a deadly strength that mortal bodies could only envy. |
Jinxed Portal | Learn the "Jinxed Land" Hex. | Turns 1 150 |
Unlocks the empowered "Jinxed Land" Hex | The Magical Forest is a dark winding labyrinth; so easy to stumble into... and near impossible to escape. |
Beguiled Offerings | Learn the "Bewitching Lure" Hex. | Turns 1 150 |
Unlocks the empowered "Bewitching Lure" Hex | Weak minds are so easy to break - with the right words, whole towns blink in delusion, drawn under their new master's hypnotic sway. |
Claws of Paralysis | Learn the "Coven's Cursemark" Hex. | Turns 1 150 |
Unlocks the empowered "Coven's Cursemark" Hex | Like the gnarled roots of a tree breaking free from the earth, the curse twists itself from the ground, ensnaring each body in its path. |
Cleansed Earth | Learn the "Purification Chant" Hex. | Turns 1 150 |
Unlocks the empowered "Purification Chant" Hex | The blinding light of purity burns corrpution out at its source, cleansing the land until the tendrils of wickedness will never again take root. |
Kislev | ||||
Spirit of Kislev | Requires 5 technologies:
|
Turns 10 150 |
Kislev is the unbroken city that forms the political and social centre of Kislevite culture. | |
Erengrad | ||||
Spirit of Erengrad | Requires 5 technologies:
|
Turns 10 150 |
Of all cities, Erengrad is the most likely to be visited by those from outside the heartlands as the beating heart of the Kislevite economy. | |
Praag | ||||
Spirit of Praag | Requires 5 technologies:
|
Turns 10 150 |
Of all cities, Erengrad is the most likely to be visited by those from outside the heartlands as the beating heart of the Kislevite economy. |