Each character in Total War Three Kingdoms has three major Ability skills that may be obtained during a game. With the exception of Yellow Turban characters, major ability skills are located at the centre row of the leftmost (#2), middle (#8), and rightmost (#14) items of the "Skill Tree".
Minor abilities also exist and are simply passive effects (small buffs or debuffs) bundled with certain skills on the tree. "Scare" and "Resistant to Fatigue" are 2 examples bundled (respectively) with Vengeance and Endurance, for example. Minor abilities that are available will appear on the MILITARY tab of a character's detail page along with available major abilities.
Be advised that the remainder of this article has to do with major Abilities, not minor ones.
Abilities Overview[]
Although major Abilities are part of the Character "skill tree", they are not equivalent to other Skills. Whereas Skills (and Traits and Ancillaries) can modify a character's effectiveness in all phases of the game (battle, in the campaign as an administrator, on assignments or in Court positions), major Abilities represent tactical mastery that is useful only in dueling and army combat scenarios. Buffs and Debuffs gained from Abilities can be enormously beneficial both offensively and defensively when used in the right circumstances.
- Every character, even a Level 1 character will have at least one Ability (Passive or Active Buff or Debuff) to go along with any existing skills on the tree.
- Abilities are classified as either active (player must directly activate the Ability by clicking the Ability button in the game interface) or passive (the player can wait for the Ability to be triggered by battle circumstances like proximity to other units, General's health, participation in a Duel, etc.). In any event, Abilities provide strong tactical advantages for characters and your units on the battlefield.
- There are common Buffs/Debuffs that are almost always granted by a character's class, but in some cases abilities may be rare or even unique to a specific Hero in the game.
- It's always useful for look for familiar characters with abilities you know they have when recruiting. Even generic characters have useful Abilities.
- When recruits pass through your territories, always keep your eyes open for Legendary, Semi-Unique and Unique characters due to the increased likelihood that they will have rare and sometimes unique Abilities as well as highly valuable and useful Ancillaries.
Abilities in Dueling[]
Abilities are an essential consideration when it comes to dueling since the duelist's Abilities and those of his allied supporting generals can massively influence the outcome of any given duel. It is important to keep in mind that Generals of all sides can Buff or Debuff the duelists, and it doesn't count as interference as it would if your retinues attacked the enemy duelist.
Abilities in Battles[]
When it comes to the outcome of any given battle, the use of abilities to affect both the retinues and nearby characters can be hugely influential. The proper use of Abilities can improve the performance of allied characters (Heroes or retinue units) in battle and can also seriously hinder the enemy Heroes and retinues.
Understanding and Using Abilities[]
In order to make the most of your characters' abilities, you can (and should) mouse over specific ability icons in each character's Skill Tree panel to see their detailed effects, parameters, duration and cooldown stats.
Active Buffs/Debuffs always require a left-click on the character's in-battle stat panel to activate. Active Buffs/Debuffs are always subject to a Cooldown period (30-120 seconds typically). Active Buffs/Debuffs typically have unlimited uses, but in some cases are limited to 1-4 uses in a given battle.
Passive Buffs/Debuffs are always available to be activated under specific battle conditions. Activation parameters include (for example) being within a specific range ("Effect range") from another Hero or retinue units, or when the Hero has reached a certain level of depleted health in battle. Most Passive Buffs do not have a limited Duration or a significant Cooldown and therefore they operate almost continuously whenever the activation parameters are satisfied.
Building your character's Abilities[]
Skill points are obtained when characters reach a fixed XP level through activity of any kind, whether on the battlefield or through administrative activities. New Abilities for all playable characters can be enabled in Campaign mode by assigning available skill points. You must unlock one or more skills adjacent to an Ability on the Skill tree in order to obtain additional abilities, and this is a time-consuming process. Therefore, building your character optimally (with the best mix of skills and abilities for their intended use in your faction) takes some planning and in most cases, a lot of patience.
List of Abilities (currently under Construction)[]
Active Buffs[]
Ability | Available to | Target | Can use if | Buffs | Effect range | Duration | Cooldown | Uses per battle | Restrictions |
---|---|---|---|---|---|---|---|---|---|
Mending | Champions
(Bandits) |
Generals | Targets are Within Effect range | +50% Armour, +50% Melee Evasion, 1K Heal Amount for 20s | 35m | 20s | 60s | 4 | Not on Elephant |
Unyielding Earth | Commanders | Generals and Retinues | Targets are Within Effect range | 1900% Charge Resistance, 100% Melee Evasion | 75m | 30s | 120s | Unlimited | Not on Elephant |
Stone Bulwark | Commanders | Generals and Retinues | Targets are Within Effect range | 100% Ranged Block Chance, Unbreakable | 75m | 30s | 120s | Unlimited | Not on Elephant |
Heavenly Presence | Cao Ren | Generals | Targets are Within Effect range | +10 Morale, 2K Heal over 60s | 50m | 60s | 120s | Unlimited | Not on Elephant |
Binding Fury | Champions | Self | In Melee, Duel or under orders to Attack | 5K Splash damage over 10s | Adjacent units | 10s | 60s | Unlimited | Not on Elephant |
Flames of the Phoenix | Vanguards | Self | In Melee, Duel or under orders to Attack | 2.5K Splash Damage over 10s | Adjacent units | 10s | 30s | Unlimited | Not on Elephant |
Tempered Deflection | Sentinels | Generals and Retinues | Targets are Within Effect range | +50% Ranged Block chance | 50m | 20s | 60s | Unlimited | Not on Elephant |
Adamant Resolve | Sentinels | Generals and Retinues | Targets are Within Effect range | +50% Melee Evasion | 50m | 20s | 60s | Unlimited | Not on Elephant |
Into the Breach | Commanders & Champions | Generals and Retinues | Targets are Within Effect range | +50% Melee Charge Bonus, +15 Morale | 75m | 30s | 120s | Unlimited | Not on Elephant |
Ancient Wisdom | Xun You | Self | Not in melee | +5000 Vision Range, +5000 Forest Spotting | 5000m | 180s | N/A | 1 | Not on Elephant |
Inward Focus | Yue Jin | Self | Only useful if engaged in melee | +50% Melee Evasion, +100% Melee Attack Rate | Adjacent units | 60s | 60s | Unlimited | Not on Elephant |
Inspiring Words | Liu Bei | Generals and Retinues | Most useful if engaged in melee | +25% Melee Evasion, +33% Melee Attack Rate, Unbreakable | 50m | 20s | 120s | Unlimited | Not on Elephant |
All Fronts | He Yi | Generals and Retinues | Most useful if engaged in melee | +10% Armour, +10% Melee Attack, Immune to Fatigue | 75m | 30s | 120s | Unlimited | Not on Wall, Not Climbing, Not on Barricade, Not on Elephant |
Passive Buffs[]
Ability | Available to | Trigger | Buffs | Effect range | Duration | Cooldown |
---|---|---|---|---|---|---|
Turning the Tide | Strategists | Routing enemy unit in Effect range | +25% Ranged Damage - (AP), 25% Ranged Damage - Base, +25% Melee Damage - Base, +25% Melee Damage - (AP), +10 Morale | 100m | Infinite | N/A |
Inspiring Surge | Strategists | Our Generals in Effect range | -2s Decreased cooldown of abilities | 50m | Infinite | N/A |
Earthen Rampart | Champions | Our Generals and Retinues are in Effect range | 900% Charge Resistance | 50m | Infinite | N/A |
Imperious Presence | Cao Cao | Our Generals on the battlefield | -5s Decreased cooldown of abilities | Infinite | 1s | 4s |
Nature's Ally | Commanders | Our Generals and Retinues are in Effect range | +25% Speed, +10 Morale, units ignore forest penalties | 75m | Infinite | N/A |
Vengeance | Champions | Under ranged attack | +50% Melee attack (Base & AP), enables Mighty Knockback | N/A | 30s | N/A |
Final Rush | Vanguards | Heath below 50% | +50% Speed, +50% Charge Speed, +50% Melee Charge Bonus for General | N/A | Infinite | N/A |
Tenacity of Steel | Sentinels | In melee or Engaged in a Duel | Incrementally increases General's Base and AP Melee Damage for 60s; remains at +100% until disengaging | N/A | Infinite | N/A |
Stalwart Defender | Xu Chu | Enemy General within Effect range | +70% Damage Resistance | 35m | Infinite | N/A |
Cry of the Forest | Dian Wei | Health Below 20% | +500% Melee attack (Base & AP), Causes Terror | N/A | Infinite | N/A |
Foresight | Guo Jia | Enemy units within 5000m | +5000 Vision Range, +5000 Forest Spotting | 5000m | Infinite | N/A |
Stalker | Yan Baihu, Bandit Strategists | Must be in Forest | +30% Melee Evasion, +30% Range Resistant, Snipe enabled | 50m | Infinite | N/A |
One With the People | He Yi | Our Generals and Retinues are in Effect range | +15% Melee Evasion, +15 Morale | 75m | Infinite | N/A |
Familial Conflict | Yuan Clan | If in battle with friendly Yuan Clan members | +50% Melee Damage (Base & AP), +50% Melee Attack rate, +50% Melee Charge Bonus, +5 Morale | N/A | Infinite | N/A |
Active Debuffs[]
Ability | Available to | Target | Debuffs | Effect range | Duration | Cooldown | Uses per battle | Restrictions |
---|---|---|---|---|---|---|---|---|
Wisdom of the River | Strategists | Enemy Generals & Retinues | -100% Melee Evasion, -100% Armour | 50m | 30s | 120s | Unlimited | Not on Elephant |
Roar of the Beast | Vanguards | Enemy Generals & Retinues | -18 Morale | 50m | 15s | 60s | Unlimited | Not on Elephant |
Passive Debuffs[]
Ability | Available to | Trigger | Debuffs | Effect range | Duration | Cooldown |
---|---|---|---|---|---|---|
Stifling Deluge | Strategists | Enemy Generals within Effect range | +5s Increased cooldown of abilities | 50m | 1s | 4s |
Scare | Champions, Vanguards | Near enemy units | Decreased Morale | Adjacent | Continuous | N/A |
Active Buffs (Hybrid Effects)[]
Ability | Available to | Debuff Target | Debuffs | Buff Target | Buffs | Effect range | Duration | Cooldown | Uses per battle | Can use if | Restrictions |
---|---|---|---|---|---|---|---|---|---|---|---|
Hamstring | Champions | Enemy Generals and retinues | -50% Speed, +30s Cooldown of Abilities | Adjacent units | 1.2K Splash damage to adjacent enemy General, Retinue units | Adjacent units | 15s | 30s | Unlimited | Given attack orders or Engaged in melee or a Duel | Not on Elephant |
Impenetrable Redoubt | Yu Jin | All friendly units | -25% Attack Rate | All friendly units | +25% Melee Evasion, +25% Ranged Block Chance, +5 Morale | Infinite | Infinite | N/A | Unlimited | Not Routing, Defending against a stronger enemy force | Not on Elephant |
Condemned Howl | Xu Chu | Self | -100% Ranged Block Chance, -100% Melee Evasion | Self | +900% Melee Damage (Base & AP), Unbreakable | Adjacent units | Unlimited | N/A | 1 | Health below 20% | Not on Elephant |
Earth-Shattering Strike | Xu Chu | Self | -100% Melee Evasion | Self | 6.2K Splash Damage | Adjacent units | 10s | 60s | Unlimited | Given attack orders or Engaged in melee or a Duel | Not on Elephant |
Blazing Saddles | Xiahou Yuan | Self | Causes 50% Fatigue when the Buff (Phase I) ends | Self | +100% Melee Charge Bonus, +50% Charge Speed, Enables Mighty Knockback | Adjacent units | Buff (Phase I): 15s
Debuff (Phase 2): 1s |
60s | Unlimited | Only useful when charging into melee. | Not on Elephant |
Tactical Withdrawal | Yan Baihu | Self, Retinues within Effect range | -33% Melee Attack Rate | Self, Retinues within Effect range | +20% Speed, +20% Melee Evasion | 50m | 30s | 60s | Unlimited | Disengaging from battle | Not on Elephant |
Poison Volley does not require bow ancillary | Yan Baihu | Self | -33% Ranged Attack Rate, -33% Melee Attack Rate | Enemy Generals & Retinues | 333 Ranged Damage - Base (x10), 60 damage over 30s | 200m | 30s | 60s | 4 | Not in Duel | Not on Elephant |
Judgement | He Yi | Self | -50% Melee Damage - Base | Self | 6.2K Splash Damage over 30s | Adjacent units | 30s | 15s | Unlimited | Given attack orders or Engaged in melee or a Duel | Not on Elephant |