Kislev tech tree

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.
 and require the three big cities, Kislev, Erengrad and Praag, to be settled before being able to research that part of the technology tree. The and 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 	The Land 	The Land 	The Land 	The Land
Cold Storage 	 	4 turns 	
* Casualty replenishment rate: +2%
* Growth: +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.
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 	
* Unlocks an Ice Court training slot for Frost Maiden Heroes
* Hero 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.
Gospodar Governance 	Requires 2 technologies:
* Leather Treatment
* Cold Storage
* Ice Sculpting
* Hooked Axe blades	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:
* Leather Treatment
* Cold Storage
* Ice Sculpting
* Hooked Axe blades	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:
* Leather Treatment
* Cold Storage
* Ice Sculpting
* Hooked Axe blades	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:
* Leather Treatment
* Cold Storage
* Ice Sculpting
* Hooked Axe blades	6 turns 	
*Campaign movement range: +5% (all armies)
*Speed: +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.
Breechloaders 	Requires 3 technologies:
* Ursunite Cult Customs
* Toughened Stanchions
* Gospodar Governance
* Troll Country Pathfinder	6 turns 	
* Armour-piercing missile damage: +3 for Kislev gunpowder units
* Reload 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.
Dwarfen Anvils 	Requires 3 technologies:
* Ursunite Cult Customs
* Toughened Stanchions
* Gospodar Governance
* Troll Country Pathfinder	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:
* Ursunite Cult Customs
* Toughened Stanchions
* Gospodar Governance
* Troll Country Pathfinder	6 	
* Chance of a plague spreading: -25%
* Seduce 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.
Ice Rites 	Requires 3 technologies:
* Ursunite Cult Customs
* Toughened Stanchions
* Gospodar Governance
* Troll Country Pathfinder	6 turns 	
* Spell resistance: 5% for Frost Wyrm, Elemental Bear and Incarnate Elemental of Beasts units
* Physical 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 	Kislev 	Kislev 	Kislev 	Kislev
Ice Court Indoctrination 	 	4 turns 	
* Unlocks an Ice Court training slot for Ice Witch Lords
* Recruit rank: +1 for Kislev units
* Control: +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.
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 	
* Casualty replenishment rate: +3%
* Growth: +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.
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 	
* Construction cost: -15% for resource-producing buildings
* Construction 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.
Tzar Loyalty Rite 	Convalescence 	6 turns 	
* Leadership: +8 for Tzar Guard units
* Melee defence: +4 for Tzar Guard units 	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:
* 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 alliance.	10 turns 	
* Global 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.
Aggressive 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 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:
* 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 alliance.	10 turns 	
* Missile 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.
Bear 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 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:
* 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 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:
* 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 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 	Erengrad 	Erengrad 	Erengrad 	Erengrad
Ice Court Discipline 	 	4 turns 	
* Unlocks an Ice Court training slot for Frost Maiden Heroes
* Hero 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.
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 	
* Leadership: +4 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
* Melee attack: +4 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
* Melee 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.
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:
*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 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:
*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 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:
*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 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:
*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 alliance.	8 turns 	
* Range: +10% for Kislev units
* Armour-piercing missile damage: +2 for Kislev units
* Reload 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.
Arabyan 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 alliance.	10 turns 	
* Enables flaming attacks for Little Grom units
* Ammunition: +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.
Port 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 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 	Praag 	Praag 	Praag 	Praag
Ice Court Control 	 	4 turns 	
* Unlocks an Ice Court training slot for Ice Witch Lords
* Recruit rank: +1 for Kislev units
* Control: +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.
Glacial Prism 	 	4 turns 	
* Winds of Magic power reserve capacity: +10 (all armies)
* Ammunition: +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.
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 	
* Ammunition: +10% for Streltsi
* Armour-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.
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:
*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 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:
*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 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:
*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 alliance.	10 turns 	
* Melee defence: +4 when under siege
* Ammunition: +15%
* Reload 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.
Oblast 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 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:
*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 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:
*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 alliance.	10 turns 	
* Grants the Banner of the Orthodoxy to your faction
* Recruitment cost: -5%
* Recruit rank: +1 for Kislev units
* Global recruitment duration: -1 turn for all units	Banners warded with divine favour ensure that Kislev's warriors always have more than a fighting chance.
only 	only 	only 	only 	only
Kislev 	Kislev 	Kislev 	Kislev 	Kislev
Spirit 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 10 500 	
* Character's aura leadership effect: +4 (all characters)
* Leadership aura size: +25% (all characters) 	Kislev is the unbroken city that forms the political and social centre of Kislevite culture.
Erengrad 	Erengrad 	Erengrad 	Erengrad 	Erengrad
Spirit 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 10 500 	
* Diplomatic relations: +35 with Kislev
* 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 	Praag 	Praag 	Praag 	Praag
Spirit 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 10 500 	
*Vigour loss reduction: -15% during siege battles
* 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.
only 	only 	only 	only 	only
Tales from the Woods 	Tales from the Woods 	Tales from the Woods	Tales from the Woods 	Tales from the Woods
Charms Above the Door 	 	Turns 1 25 	
* Magic item drop chance: +15%
* Campaign line of sight: +50% (all characters)
* Spell resistance: 10% (all armies) 	Every fearful Kislevite knows that wary steps and a keen eye is best supplemented with a reliable charm.
Sympathetic Undergrowth 	 	Turns 1 25 	
* Attribute: Snipe for Akshina Ambushers
* Campaign movement range: -20% for enemy armies starting their turn in your regions
* Campaign movement range: +5%
* 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...''
Fighting Shadows 	 	Turns 1 25 	
* Armour: +20 for Things in the Woods and Forest Animal units
* 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...''
Double, Double 	Requires 3 technologies:
*Charms Above the Door
*Fighting Shadows
*Sympathetic Undergrowth	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 	
* Spider units cause "Slow Death" effect, draining hitpoints
* 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...
Howling in the Woods 	Double, Double 	Turns 1 50 	
* Things in the Woods Attacks cause "Discouraged" effect, reducing leadership (Excludes the Mordheim Balewolves)
* 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...
Poacher's Bane 	Double, Double 	Turns 1 50 	
* In battles, enemy units in forests are revealed regardless of distance
* 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...
Toil & Trouble 	Requires 3 technologies:
*Spider's Kiss
*Poacher's Bane
*Howling in the Woods	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 	Kislev 	Kislev 	Kislev 	Kislev
Spirit 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 10 150 	
* Character's aura leadership effect: +4 (all characters)
* Leadership aura size: +25% (all characters) 	Kislev is the unbroken city that forms the political and social centre of Kislevite culture.
Erengrad 	Erengrad 	Erengrad 	Erengrad 	Erengrad
Spirit 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 10 150 	
* Diplomatic relations: +35 with Kislev
* 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 	Praag 	Praag 	Praag 	Praag
Spirit 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 10 150 	
*Vigour loss reduction: -15% during siege battles
* 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==
*Kislev Expedition technology
Category:Technology trees