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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 The Ice Court and The Great Orthodoxy 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 Daughters of the Forest and Ursun Revivalists 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
Wh3 main ksl Cold StorageCold Storage 4 turns
  • ReplenishmentCasualty replenishment rate: +2%
  • GrowthGrowth: +10
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.
Wh3 main tech ksl 1 02Hooked Axe Blades 4 turns DefenceMelee 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.
Wh3 main ksl Leather TreatmentLeather Treatment 4 turns Resistance missileMissile 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.
Wh3 main ksl Ice SculptingIce Sculpting 4 turns
  • Kislev ice courtUnlocks an Ice Court training slot for Frost Maiden Icon heroHeroes
  • WizardHero capacity: +1 for Frost Maidens
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.
Wh3 main tech ksl 1 05Gospodar Governance Requires 2 technologies:
  • Leather Treatment
  • Cold Storage
  • Ice Sculpting
  • Hooked Axe blades
5 turns TreasuryConstruction 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.
Wh3 main tech ksl 1 04Ursunite Cult Customs Requires 2 technologies:
  • Leather Treatment
  • Cold Storage
  • Ice Sculpting
  • Hooked Axe blades
5 turns
Devotion 200
Patriarch 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.
Wh3 main tech ksl 1 07Toughened Stanchions Requires 2 technologies:
  • Leather Treatment
  • Cold Storage
  • Ice Sculpting
  • Hooked Axe blades
5 turns ArmourArmour: +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.
Wh3 main tech ksl 1 08Troll Country Pathfinder Requires 2 technologies:
  • Leather Treatment
  • Cold Storage
  • Ice Sculpting
  • Hooked Axe blades
6 turns
  • Campaign movementCampaign movement range: +5% (all armies)
  • Battle movementSpeed: +15% for Akshina Ambushers units
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.
Wh3 main tech ksl 1 09Breechloaders Requires 3 technologies:
  • Ursunite Cult Customs
  • Toughened Stanchions
  • Gospodar Governance
  • Troll Country Pathfinder
6 turns
  • Armour piercingArmour-piercing missile damage: +3 for Kislev gunpowder units
  • Icon stat reload time forceReload time reduction: +15% for Kislev gunpowder units
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.
Wh3 main tech ksl 1 10Dwarfen Anvils Requires 3 technologies:
  • Ursunite Cult Customs
  • Toughened Stanchions
  • Gospodar Governance
  • Troll Country Pathfinder
6 turns ArmourArmour: +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.
Wh3 main tech ksl 1 11Devotional Creed Requires 3 technologies:
  • Ursunite Cult Customs
  • Toughened Stanchions
  • Gospodar Governance
  • Troll Country Pathfinder
6
  • PlagueChance of a plague spreading: -25%
  • Military spending chaosSeduce Units budget: -30% (Slaaneshi armies in your regions)
Ceremonies such as these are crucial when living so close to Chaos Wastes, lest the Ruinous Ones insidious corruption infect and disrupt the land.
Wh3 main tech ksl 1 12Ice Rites Requires 3 technologies:
  • Ursunite Cult Customs
  • Toughened Stanchions
  • Gospodar Governance
  • Troll Country Pathfinder
6 turns
  • Resistance magicSpell resistance: 5% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
  • Resistance physicalPhysical resistance: 10% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
Special rites, taught by the Ice Witches, set an especially tough permafrost on the land - an armoured sheen for the elements.
Kislev
Wh3 main ksl Ice Court IndoctrinationIce Court Indoctrination 4 turns
  • Kislev ice courtUnlocks an Ice Court training slot for Ice Witch Icon ArmyLords
  • ExperienceRecruit rank: +1 for Kislev units
  • Public orderControl: +1
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.
Wh3 main ksl Ice Cade CollarsIce Cade Collars 4 turns Weapon damageWeapon 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.
Wh3 main ksl ConvalescenceConvalescence 4 turns
  • ReplenishmentCasualty replenishment rate: +3%
  • GrowthGrowth: +5
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.
Wh3 main tech ksl 1 05Capital Barrack Renovations Ice Court Indoctrination 6 turns Edict ksl relief columnsRelief Columns commandment: additional -5% to Icon incomerecruitment cost Renovating the vast abandoned wings of the Bokha Palace will provide additional accommodation to barrack many rotas of loyal soldiers.
Wh3 main tech ksl 2 05Iron River Stone Ice Cade Collars 6 turns
  • TreasuryConstruction cost: -15% for resource-producing buildings
  • TreasuryConstruction cost: -5% for all buildings
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.
Wh3 main tech ksl 2 08Tzar Loyalty Rite Convalescence 6 turns
  • MoraleLeadership: +8 for Tzar Guard units
  • DefenceMelee defence: +4 for Tzar Guard units
It is only right that those who serve as the Tzar's bodyguard are proven loyal beyond doubt.
Wh3 main tech ksl 2 01Festival of Urtza Capital Barrack Renovations 8 turns

Devotion 200
Technology 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.
Wh3 main tech ksl 2 04Improved Empire Relations Iron River Stone 8 turns DiplomacyDiplomatic 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.
Wh3 main tech ksl 2 07Gospodar Bloodline Tzar Loyalty Rite 8 turns ArmyLord recruit rank: +2 Proof that your line extends from the noble Gospodars gives a distinctive advantage in every quarter of Kislevite life.
Wh3 main tech ksl 2 11Orthodoxy Interdiction Requires 5 technologies:
  • Improved Empire relations
  • Tzar Loyalty Rite
  • Gospodar Bloodline
  • Festival of Urtza
  • Ice Cade Collars
  • Ice Court Indoctrination
  • Convalescence
  • Capital Barrack Renovations

Control Kislev, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns
  • ArmyGlobal recruitment capacity: +2
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.
Wh3 main tech ksl 1 12Aggressive Cultivation Requires 5 technologies:
  • Improved Empire relations
  • Tzar Loyalty Rite
  • Gospodar Bloodline
  • Festival of Urtza
  • Ice Cade Collars
  • Ice Court Indoctrination
  • Convalescence
  • Capital Barrack Renovations

Control Kislev, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns MeleeMelee 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.
Wh3 main tech ksl 2 15Mesh Layers Requires 5 technologies:
  • Improved Empire relations
  • Tzar Loyalty Rite
  • Gospodar Bloodline
  • Festival of Urtza
  • Ice Cade Collars
  • Ice Court Indoctrination
  • Convalescence
  • Capital Barrack Renovations

Control Kislev, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns
  • Resistance missileMissile resistance: 10% for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi, Akshina Ambushers and Ice Guard units
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.
Wh3 main tech ksl 2 10Bear Baiting Requires 5 technologies:
  • Improved Empire relations
  • Tzar Loyalty Rite
  • Gospodar Bloodline
  • Festival of Urtza
  • Ice Cade Collars
  • Ice Court Indoctrination
  • Convalescence
  • Capital Barrack Renovations

Control Kislev, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns Wh main unit passive frenzyPassive 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.
Wh3 main tech ksl 2 12Kislevian Ducat Requires 5 technologies:
  • Improved Empire relations
  • Tzar Loyalty Rite
  • Gospodar Bloodline
  • Festival of Urtza
  • Ice Cade Collars
  • Ice Court Indoctrination
  • Convalescence
  • Capital Barrack Renovations

Control Kislev, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns IncomeIncome from Settlement buildings: +20% Men able to accumulate ducats are truly the major players among the city's burgeoning merchant class.
Wh3 main tech ksl 2 14Imperial Efficiency Requires 5 technologies:
  • Improved Empire relations
  • Tzar Loyalty Rite
  • Gospodar Bloodline
  • Festival of Urtza
  • Ice Cade Collars
  • Ice Court Indoctrination
  • Convalescence
  • Capital Barrack Renovations

Control Kislev, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns IncomeIncome 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
Wh3 main tech ksl 3 03Ice Court Discipline 4 turns
  • Kislev ice courtUnlocks an Ice Court training slot for Frost Maiden Icon heroHeroes
  • WizardHero capacity: +1 for Frost Maidens
Candidates for membership of the Ice Court must be sought among the young of Erengrad and indoctrinated into its myriad customs and rites.
Wh3 main tech ksl 3 07Harbour Master's Authority 4 turns IncomeIncome 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.
Wh3 main tech ksl 3 09Lens Crafters 4 turns AgentCampaign 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.
Wh3 main tech ksl 1 05Currency Exchanges Ice Court Discipline 6 turns Edict ksl awaken the landAwaken the Land commandment additional 2% Icon income plusincome The ability to exchange the differing coinage of the Old World's many nations will give Erengrad an advantage over other Port-cities.
Wh3 main tech ksl 3 05Grom's Telemetry Harbour Master's Authority 6 turns AccuracyRange: +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.
Wh3 main tech ksl 3 08Norse Hatred Lens Crafters 6 turns
  • MoraleLeadership: +4 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • MeleeMelee attack: +4 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • DefenceMelee defence: +4 when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos
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.
Wh3 main tech ksl 3 01Salyak Cult Customs Currency Exchanges 8 turns
Devotion 200
Kislev motherlandUpgrades Salyak invocation of The Motherland (increases Replenishmentreplenishment rate, Icon growthGrowth and Public ordercontrol 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.
Wh3 main tech ksl 3 04Harbour Cartel Grom's Telemetry 8 turns Trade agreementTradable resource produced: +5% The formidable league of port merchants exercise the real power over the great city's economic growth.
Wh3 main tech ksl 3 10The Erengrad Code Norse Hatred 8 turns IncomeIncome from Ports: +20% The minutiae of these regulations ensure that Erengrad's port is run in the most efficient way possible.
Wh3 main tech ksl 1 12Fortify the Land Requires 5 technologies:
  • Harbour Cartel
  • Norse Hatred
  • Harbour Master's Authority
  • Ice Court Discipline
  • Currency Exchanges
  • Lens Crafters
  • Salyak Cult Customs
  • Grom's Telemetry
  • The Erengrad Code

Control Erengrad, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns ReplenishmentCasualty 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.
Wh3 main tech ksl 3 13Improved Harbour Defences Requires 5 technologies:
  • Harbour Cartel
  • Norse Hatred
  • Harbour Master's Authority
  • Ice Court Discipline
  • Currency Exchanges
  • Lens Crafters
  • Salyak Cult Customs
  • Grom's Telemetry
  • The Erengrad Code

Control Erengrad, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns SuppliesDefensive 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.
Wh3 main tech ksl 3 15Harbour Watch Requires 5 technologies:
  • Harbour Cartel
  • Norse Hatred
  • Harbour Master's Authority
  • Ice Court Discipline
  • Currency Exchanges
  • Lens Crafters
  • Salyak Cult Customs
  • Grom's Telemetry
  • The Erengrad Code

Control Erengrad, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns Experience 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.
Wh3 main tech ksl 3 06Pirate's Weapons Requires 5 technologies:
  • Harbour Cartel
  • Norse Hatred
  • Harbour Master's Authority
  • Ice Court Discipline
  • Currency Exchanges
  • Lens Crafters
  • Salyak Cult Customs
  • Grom's Telemetry
  • The Erengrad Code

Control Erengrad, either by direct ownership of through an Treaty Military Alliancealliance.

8 turns
  • AccuracyRange: +10% for Kislev units
  • Armour piercingArmour-piercing missile damage: +2 for Kislev units
  • Icon stat reload time forceReload time reduction: +10% for Kislev units
The Old World's second-largest trading port provides safe berthing to pirates and privateers in return for knowledge of foreign martial advances.
Wh3 main tech ksl 3 12Arabyan Fire Requires 5 technologies:
  • Harbour Cartel
  • Norse Hatred
  • Harbour Master's Authority
  • Ice Court Discipline
  • Currency Exchanges
  • Lens Crafters
  • Salyak Cult Customs
  • Grom's Telemetry
  • The Erengrad Code

Control Erengrad, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns
  • Modifier icon flamingEnables flaming attacks for Little Grom units
  • AmmoAmmunition: +15% for War Sleds and Little Grom units
The secrets of chemistry learned in the distant East bring Little Grom's explosive anger to fiery, corporeal life.
Wh3 main tech ksl 3 14Port Merchant's Guild Requires 5 technologies:
  • Harbour Cartel
  • Norse Hatred
  • Harbour Master's Authority
  • Ice Court Discipline
  • Currency Exchanges
  • Lens Crafters
  • Salyak Cult Customs
  • Grom's Telemetry
  • The Erengrad Code

Control Erengrad, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns GrowthGrowth: +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
Wh3 main tech ksl 4 03Ice Court Control 4 turns
  • Kislev ice courtUnlocks an Ice Court training slot for Ice Witch Icon ArmyLords
  • ExperienceRecruit rank: +1 for Kislev units
  • Public orderControl: +1
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.
Wh3 main tech ksl 4 06Glacial Prism 4 turns
  • Magic campaignWinds of Magic power reserve capacity: +10 (all armies)
  • AmmoAmmunition: +10% for Ice Guard
The Ice Witches, by use of their most-dangerous magic, can construct great geometries to range and direct their devastating magical attacks.
Wh3 main tech ksl 4 09Improved Lookouts 4 turns ArmyLocal 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.
Wh3 main tech ksl 1 05Witch-Hunter Conclaves Ice Court Control 6 turns Edict ksl the power of the churchThe Power of the Church commandment: additional -2 Icon corruption untaintedcorruption 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.
Wh3 main tech ksl 4 05Call to Prayer Glacial Prism 6 turns TreasuryHero 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.
Wh3 main tech ksl 4 08Streltsi Arsenal Improved Lookouts 6 turns
  • AmmoAmmunition: +10% for Streltsi
  • Armour piercingArmour-piercing missile damage: +10% for Streltsi units
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.
Wh3 main tech ksl 4 01Dazh Cult Customs Witch-Hunter Conclaves 8 turns and Devotion 200 Kislev motherlandUpgrades Dazh invocation of The Motherland (increase Icon income plusincome 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.
Wh3 main tech ksl 4 04Praag Remembers Call to Prayer 8 turns CorruptionCorruption: -2 (all provinces) "Lest we forget those who lost their minds and lives to the Dark Gods' terrible advance..."
Wh3 main tech ksl 4 07Praag Veterans Streltsi Arsenal 8 turns Immune to psychologyAttribute: 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.
Wh3 main tech ksl 4 11Born in Praag Requires 5 technologies:
  • Dazh Cult Customs
  • Streltsi Arsenal
  • Glacial Prism
  • Ice Conclave Control
  • Praag Veterans
  • Improved Lookouts
  • Praag Remembers
  • Witch-Hunter Conclaves
  • Call to Prayer

Control Praag, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns AgentHero 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.
Wh3 main tech ksl 4 13Gryphon Lodge Secrets Requires 5 technologies:
  • Dazh Cult Customs
  • Streltsi Arsenal
  • Glacial Prism
  • Ice Conclave Control
  • Praag Veterans
  • Improved Lookouts
  • Praag Remembers
  • Witch-Hunter Conclaves
  • Call to Prayer

Control Praag, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns Weapon damageWeapon 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.
Wh3 main tech ksl 4 15Siege Mentality Requires 5 technologies:
  • Dazh Cult Customs
  • Streltsi Arsenal
  • Glacial Prism
  • Ice Conclave Control
  • Praag Veterans
  • Improved Lookouts
  • Praag Remembers
  • Witch-Hunter Conclaves
  • Call to Prayer

Control Praag, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns
  • DefenceMelee defence: +4 when under siege
  • AmmoAmmunition: +15%
  • Icon stat reload time forceReload time reduction: +10% when under siege
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.
Wh3 main tech ksl 4 10Oblast Scavenger Requires 5 technologies:
  • Dazh Cult Customs
  • Streltsi Arsenal
  • Glacial Prism
  • Ice Conclave Control
  • Praag Veterans
  • Improved Lookouts
  • Praag Remembers
  • Witch-Hunter Conclaves
  • Call to Prayer

Control Praag, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns Item abilityPost battle chance of stealing a magic item: +10% Survival in the barren, inhospitable Oblasts requires stamina and tenacity found in few other men.
Wh3 main tech ksl 1 12Ur-Stones Requires 5 technologies:
  • Dazh Cult Customs
  • Streltsi Arsenal
  • Glacial Prism
  • Ice Conclave Control
  • Praag Veterans
  • Improved Lookouts
  • Praag Remembers
  • Witch-Hunter Conclaves
  • Call to Prayer

Control Praag, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns IncomeUpkeep: -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.
Wh3 main tech ksl 4 14Orthodoxy Blessed Requires 5 technologies:
  • Dazh Cult Customs
  • Streltsi Arsenal
  • Glacial Prism
  • Ice Conclave Control
  • Praag Veterans
  • Improved Lookouts
  • Praag Remembers
  • Witch-Hunter Conclaves
  • Call to Prayer

Control Praag, either by direct ownership of through an Treaty Military Alliancealliance.

10 turns
  • Wh3 main anc magic standard banner of the orthodoxyGrants the Banner of the Orthodoxy to your faction
  • TreasuryRecruitment cost: -5%
  • ExperienceRecruit rank: +1 for Kislev units
  • TurnsGlobal recruitment duration: -1 turn for all units
Banners warded with divine favour ensure that Kislev's warriors always have more than a fighting chance.
Ursun Revivalists Ursun Revivalists only
Kislev
Wh3 dlc24 tech ksl outsider spirit kislevSpirit of Kislev Requires 5 technologies:
  • Ice Court Indoctrination
  • Capital Barrack Renovations
  • Improved Empire Relations
  • Festival of Urtza
  • Gospodar Bloodline
  • Convalescence
  • Ice Cade Collars
  • Tzar Loyalty Rite
  • Iron River Stone
Turns 10
Devotion 500
  • Morale character Character's aura leadership effect: +4 (all characters)
  • Weapon damage character Leadership aura size: +25% (all characters)
Kislev is the unbroken city that forms the political and social centre of Kislevite culture.
Erengrad
Wh3 dlc24 tech ksl outsider spirit erengradSpirit of Erengrad Requires 5 technologies:
  • Norse Hatred
  • Harbour Master's Authority
  • Salyak Cult Customs
  • Grom's Telemetry
  • The Erengrad Code
  • Ice Court Discipline
  • Lens Crafters
  • Currency Exchanges
  • Harbour Cartel
Turns 10
Devotion 500
  • Diplomacy Diplomatic relations: +35 with Kislev
  • Income Income from trade tariffs: +15%
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
Wh3 dlc24 tech ksl outsider spirit praagSpirit of Praag Requires 5 technologies:
  • Ice Court Control
  • Call to Prayer
  • Praag Remembers
  • Improved Lookouts
  • Glacial Prism
  • Dazh Cult Customs
  • Praag Veterans
  • Streltsi Arsenal
  • Witch-Hunter Conclaves
Turns 10
Devotion 500
  • VigourVigour loss reduction: -15% during siege battles
  • Resistance ward save Ward save: 6% when fighting against armies that spread corruption (all characters)
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 Daughters of the Forest only
Tales from the Woods
Wh3 dlc24 tech ksl ostankya unique 1Charms Above the Door Turns 1
Spirit essence 25
  • Item ability Magic item drop chance: +15%
  • Agent Campaign line of sight: +50% (all characters)
  • Resistance magic Spell resistance: 10% (all armies)
Every fearful Kislevite knows that wary steps and a keen eye is best supplemented with a reliable charm.
Wh3 dlc24 tech ksl ostankya unique 2Sympathetic Undergrowth Turns 1
Spirit essence 25
  • Snipe Attribute: Snipe for Akshina Ambushers
  • Campaign movement Campaign movement range: -20% for enemy armies starting their turn in your regions
  • Campaign movement Campaign movement range: +5%
  • Battle movement Speed: +10% (all armies)
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...

Wh3 dlc24 tech ksl ostankya unique 3Fighting Shadows Turns 1
Spirit essence 25
  • Armour Armour: +20 for Things in the Woods and Forest Animal units
  • Bonus vs small Bonus vs Infantry: +8 for Cave Bat units
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...

Wh3 dlc24 tech ksl ostankya witches hut unlockDouble, Double Requires 3 technologies:
  • Charms Above the Door
  • Fighting Shadows
  • Sympathetic Undergrowth
Turns 1
Spirit essence 150
Witchs hut Witch's Hut secondary trinket slots: +1 Where the theory of magick is practised indeed.
Wh3 dlc24 tech ksl ostankya unique 4Spider's Kiss Double, Double Turns 1
Spirit essence 50
  • Wh main unit contact poison Spider units cause "Slow Death" effect, draining hitpoints
  • Causes terror Attribute: Causes Terror for Spider units
Those who awaken from deep sleep sometimes find marks upon their bodies with no apparent cause, and always they blame the little spiders...
Wh3 dlc24 tech ksl ostankya unique 5Howling in the Woods Double, Double Turns 1
Spirit essence 50
  • Wh main unit contact morale Things in the Woods Attacks cause "Discouraged" effect, reducing leadership (Excludes the Mordheim Balewolves)
  • Resistance missile Missile resistance: 15% for Things in the Woods units
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...
Wh3 dlc24 tech ksl ostankya unique 6Poacher's Bane Double, Double Turns 1
Spirit essence 50
  • Hide forest In battles, enemy units in forests are revealed regardless of distance
  • Armour piercing Armour-piercing weapon damage: +100 for Incarnate Elemental of Beasts units
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...
Wh3 dlc24 tech ksl ostankya witches hut unlockToil & Trouble Requires 3 technologies:
  • Spider's Kiss
  • Poacher's Bane
  • Howling in the Woods
Turns 1
Spirit essence 250
Witchs hut Witch's Hut secondary trinket slots: +1 Something wicked definitely this way comes.
Wh3 dlc24 tech ksl ostankya witches hut hex upgrade 3Indomitable Spectres Learn the "Recreant Spirit" Hex. Turns 1
Spirit essence 150
Hex 3 Unlocks the empowered "Recreant Spirit" Hex Spirits dance at their summoners command, harnessing a deadly strength that mortal bodies could only envy.
Wh3 dlc24 tech ksl ostankya witches hut hex upgrade 2Jinxed Portal Learn the "Jinxed Land" Hex. Turns 1
Spirit essence 150
Hex 2 Unlocks the empowered "Jinxed Land" Hex The Magical Forest is a dark winding labyrinth; so easy to stumble into... and near impossible to escape.
Wh3 dlc24 tech ksl ostankya witches hut hex upgrade 4Beguiled Offerings Learn the "Bewitching Lure" Hex. Turns 1
Spirit essence 150
Hex 4 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.
Wh3 dlc24 tech ksl ostankya witches hut hex upgrade 1Claws of Paralysis Learn the "Coven's Cursemark" Hex. Turns 1
Spirit essence 150
Hex 1 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.
Wh3 dlc24 tech ksl ostankya witches hut hex upgrade 5Cleansed Earth Learn the "Purification Chant" Hex. Turns 1
Spirit essence 150
Hex 5 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
Wh3 dlc24 tech ksl outsider spirit kislevSpirit of Kislev Requires 5 technologies:
  • Ice Court Indoctrination
  • Capital Barrack Renovations
  • Improved Empire Relations
  • Festival of Urtza
  • Gospodar Bloodline
  • Convalescence
  • Ice Cade Collars
  • Tzar Loyalty Rite
  • Iron River Stone
Turns 10
Spirit essence 150
  • Morale character Character's aura leadership effect: +4 (all characters)
  • Weapon damage character Leadership aura size: +25% (all characters)
Kislev is the unbroken city that forms the political and social centre of Kislevite culture.
Erengrad
Wh3 dlc24 tech ksl outsider spirit erengradSpirit of Erengrad Requires 5 technologies:
  • Norse Hatred
  • Harbour Master's Authority
  • Salyak Cult Customs
  • Grom's Telemetry
  • The Erengrad Code
  • Ice Court Discipline
  • Lens Crafters
  • Currency Exchanges
  • Harbour Cartel
Turns 10
Spirit essence 150
  • Diplomacy Diplomatic relations: +35 with Kislev
  • Income Income from trade tariffs: +15%
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
Wh3 dlc24 tech ksl outsider spirit praagSpirit of Praag Requires 5 technologies:
  • Ice Court Control
  • Call to Prayer
  • Praag Remembers
  • Improved Lookouts
  • Glacial Prism
  • Dazh Cult Customs
  • Praag Veterans
  • Streltsi Arsenal
  • Witch-Hunter Conclaves
Turns 10
Spirit essence 150
  • VigourVigour loss reduction: -15% during siege battles
  • Resistance ward save Ward save: 6% when fighting against armies that spread corruption (all characters)
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.

See also[ | ]

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