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TW3K Skill Tree Numbers

Example skill tree with numbering system

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

Gallery[]

References[]

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