For skill mechanics in general, see Skill.

The Skill upgrade grid within character's information panel

Skills are character upgrades that enable buffs and abilities in Total War: Three Kingdoms.

Overview[edit | edit source]

When a character level up by accumulating experiences from empire management and battles, they gain skill points. With skill points, player can unlock skills for the character.

Skill tree is a three times five grid with 15 available upgrade options. Player need to focus on the contemporary tactical/strategy needs in order to upgrade his/her characters effectively.

How does it work[edit | edit source]

Skill points[edit | edit source]

As a character gains experience, they will progress to higher levels and gain skill points. You can spend these buying skills in their skills tree. This is viewable in their character panel, under the skills tab.

Skill tree/grid[edit | edit source]

Skills trees differ according to a character's class, granting them bonuses and new abilities related to their role and function in campaign and battle. There are also skills which grant improvements to attributes other than their key attribute, so the player has a choice in shaping their development and abilities and broadening their effectiveness outside their core class role.

Enable abilities[edit | edit source]

Skills may grant new passive or active abilities in battle, enhance a character's attributes, bring bonuses to specific unit types in their retinue or army, or improve aspects of their campaign presence. You can mouse over each skill in their skills tree to scrutinize its effects before choosing where to spend a character's skill points.

Abilities[edit | edit source]

Main article: Ability (Total War: Three Kingdoms)

Abilities are enabled by unlocking skills.

List of Skills[edit | edit source]

Going from top-left to bottom-right by row. Some skills may vary depending to the character. For example, Lu Bu's skill tree differs from that of normal Vanguards (Skills 6, 8, and 10 are "The Dragon's Gaze, Smouldering Fury, and Rage of Lu Bu).  

Sentinel[edit | edit source]

  1. Sentinel tree with five unlocked skills (taken from Sun Jian)

    Zeal: +8 Expertise, +10% Melee armour-piercing damage (own army).
  2. Perception: +8 Authority, Enables: Ignore Forest Penalties (own retinue), +25% chance of avoiding ambush (own army). 
  3. Bravery: +8 Expertise, Enables: Charge Negate (own retinue), Enables: Immune to Fear & Terror (own retinue)
  4. Composure: +8 Cunning, Enables: Fire Arrows (own retinue), Enables: Night Battles (this army)
  5. Precision: +8 expertise, +10% ranged armour-piercing damage (own army), +10% ranged firing rate (when commanding)
  6. Flames of the Phoenix: +4 Expertise, +4 Instinct, Ability: Flames of the Phoenix
  7. Intensity: +8 Instinct, Enables: Mighty Knockback, +25 Charge Speed
  8. Tenacity of Steel: +4 Expertise, +4 Resolve, Ability: Tenacity of Steel
  9. Patience: +8 Resolve, +25% Chance of capturing enemy officers, Increased rate of wall and settlement damage during sieges (when commanding)
  10. Impetuous Charge: +4 Expertise, +4 Instinct, Ability: Impetuous Surge
  11. Understanding: +8 Expertise, Unlocks Assignment: Industrial Exploitation, +1 Starting rank for all recruits (Faction-wide: only if faction leader/heir/prime minister)
  12. Stability: +8 Authority, Unlocks Assignment: Counteract Corruption, +5 pulic order (administered commandery)
  13. Diligence: +8 Expertise, +5 melee evasion for melee infantry (own retinue), +25 bonus experience for units per season (faction-wide: only if faction leader/heir/prime minister)
  14. Scholarship: +8 Cunning, +10% Characer Experience (this army), +40% income from commerce, silk, and spice (administered commandery)
  15. Intuition: +8 Expertise, +25% chance of evading capture post-battle, +15% Income from industry


Vanguard[edit | edit source]

Vanguard.png

  1. Vengeance: +8 Instinct, Enables: Scare, +10 morale in own territory (When commanding)
  2. Endurance: +8 Resolve, -50% attrition from military supply shortage (when commanding), Enables: Fatigue Resistance (own retinue)
  3. Fury: +8 Instinct, +10 morale in enemy territory (when commanding), +25 Charge Bonus (own retinue)
  4. Mobility: +8 Authority, +10 morale when attacking (when commanding), +25% battle running speed (own retinue)
  5. Intensity: +8 Instinct, Enables: Mighty Knockback, +25 Charge speed (own retinue)
  6. Flames of the Phoenix: +4 Expertise, +4 Instinct, Ability: Flames of the Phoenix
  7. Guile: +8 Cunning, Enables: Guerrilla Deployment (own retinue), +25% Chance of ambushing (own army)
  8. Final Rush: +4 Expertise, +4 Instinct, Ability: Final Rush
  9. Zeal: +8 Expertise, +10% Melee armour-piercing damage (own army)
  10. Roar of the Beast: +4 Resolve, +4 Instinct, Ability: Roar of the beast
  11. Reach: +8 Instinct, +1 Available armies (only if this character is prime minister, heir, or faction leader), and +25% campaign movement range (when commanding)
  12. Flexibility: +8 Resolve, -25% redeployment cost (only if this character is prime minister, heir, or faction leader), +5%Replenishment (when commanding)
  13. Passion: +8 Instinct, Unlocks Assignment: Conscription, +25% melee damage for all shock cavalry (own retinue)
  14. Clarity: +8 Authority, -25% Building upkeep (administered commandery), +50% Line-of-sight
  15. Dignity: +8 Instinct, Enables: Disciplined (own retinue), +5 faction support (faction-wide) (only if this character is prime minister, heir, or faction leader)


Champion[edit | edit source]

Champion.png

  1. Patience: +8 Resolve, +25% Chance of capturing enemy officers, Increased rate of wall and settlement damage during sieges (when commanding)
  2. Guile: +8 Cunning, Enables: Guerrilla Deployment (own retinue), +25% Chance of ambushing (own army)
  3. Consideration: +8 Resolve, +50% Reinforcement Range (when commanding), Enables: Encourage.
  4. Vengeance: +8 Instinct, Enables: Scare, +10 morale in own territory (When commanding)
  5. Endurance: +8 Resolve, -50% attrition from military supply shortage (when commanding), Enables: Fatigue Resistance (own retinue)
  6. Binding Fury: +4 Resolve, +4 Instinct, Ability: Binding Fury
  7. Intuition: +8 Expertise, +25% Chance of evading capture post-battle, +15% Income from Industry (administered commandery)
  8. Earthen Rampart: +4 Resolve, +4 Authority, Ability: Earthen Rampart
  9. Mobility: +8 Authority, +10 morale when attacking (when commanding), +25% battle running speed (own retinue)
  10. Hamstring: +4 Expertise, +4 Resolve, Ability: Hamstring
  11. Abundance: +8 Resolve, Unlocks assignment: Replenish Supplies, +5 food production (generals) (administered commandery)
  12. Wisdom: +8 Cunning, Unlocks assignment: Reward the Filial & Incorrupt, +15 Reserves (administered commandery).
  13. Trust: +8 Resolve, +10% Armour for all spear infantry (own retinue), +20% income from peasantry (administered commandery)
  14. Reach: +8 Instinct, +1 Available armies (only if this character is prime minister, heir, or faction leader), and +25% campaign movement range (when commanding)
  15. Flexibility: +8 Resolve, -25% redeployment cost (only if this character is prime minister, heir, or faction leader), +5%Replenishment (when commanding).

Strategist[edit | edit source]

TW3K skill.png

  1. Composure: +8 Cunning, Enables: Fire Arrows (own retinue), Enables: Night Battles (this army)
  2. Precision: +8 Authority, Enables: Ignore Forest Penalties (own retinue), +25% chance of avoiding ambush (own army)
  3. Resourcefulness: +8 Cunning, Enables: Flaming Shot (own retinue), +10 military supplies in enemy territory (own army)
  4. Patience: +8 Resolve, +25% Chance of capturing enemy officers, Increased rate of wall and settlement damage during sieges (when commanding)
  5. Guile: +8 Cunning, Enables: Guerrilla Deployment (own retinue), +25% Chance of ambushing (own army)
  6. Wisdom of the River: +4 Cunning, +4 Authority, Ability: Wisdom of the River
  7. Turning the Tide: Enabled if: Enemy unit routing in range. +25% Ranged Damage - Armour-piercing, 25% Ranged Damage - Base, +25% Melee Damage - Base, +25% Melee Damage - Armour-piercing, +10 Morale, Effected range: 100m, Duration: Infinite Ability: Turning the Tide
  8. Perception: +8 Authority, Enables: Ignore Forest Penalties (own retinue), +25% chance of avoiding ambush (own army).
  9. Stifling Deluge: +4 Cunning, +4 Instinct, Ability: Stifling Deluge
  10. Reach: +8 Instinct, +1 Available armies (only if this character is prime minister, heir, or faction leader), and +25% campaign movement range (when commanding)
  11. Inspiring Surge: +4 Cunning, +4 Instinct, Ability: Inspiring Surge
  12. Scholarship: +8 Cunning, +10% Character Experience (this army), +40% income from commerce, silk, and spice
  13. Intuition: +8 Expertise, +25% chance of evading capture post-battle, +15% Income from industry
  14. Judgement: +8 Cunning, +25% ranged damage (own retinue), +1 available trade agreements (only if this character is prime minister, heir, or faction leader)
  15. Abundance: +8 Resolve, Unlocks assignment: Replenish Supplies, +5 food production (generals) (administered commandery)
  16. Wisdom: +8 Cunning, Unlocks assignment: Reward the Filial & Incorrupt, +15 Reserves (administered commandery)


Commander[edit | edit source]

CommanderSkills.png

  1. Mobility: +8 Authority, +10 morale when attacking (when commanding), +25% battle running speed (own retinue)
  2. Intensity: +8 Instinct, Enables: Mighty Knockback, +25 Charge Speed
  3. Meditation: +8 Authority, Enables: Unbreakable, +10 Morale when defending (when commanding)
  4. Zeal: +8 Expertise, +10% Melee armour-piercing damage (own army)
  5. Perception: +8 Authority, Enables: Ignore Forest Penalties (own retinue), +25% chance of avoiding ambush (own army)
  6. Stone Bulwark: +4 Resolve, +4 Authority, Ability: Stone Bulwark
  7. Flexibility: +8 Resolve, -25% Redeployment Cost (only if this character is prime minister, heir, or faction leader), +5%Replenishment (when commanding).
  8. Nature's Ally: +4 Cunning, +4 Authority, Ability: Natury's Ally
  9. Composure: +8 Cunning, Enables: Fire Arrows (own retinue), Enables: Night Battles (this army)
  10. Unyielding Earth: +4 Resolve, +4 Authority, Ability: Unyielding Earth
  11. Clarity: +8 Authority, -25% Building upkeep (administered commandery), +50% Line-of-sight
  12. Dignity: +8 Instinct, Enables: Disciplined (own retinue), +5 faction support (faction-wide) (only if this character is prime minister, heir, or faction leader)
  13. Nobility: +8 Authority, +1 Available Assignments (only if this character is prime minister, heir, or faction leader), +20% ranged block chance for melee cavalry (own retinue)
  14. Understanding: +8 Expertise, Unlocks Assignment: Industrial Exploitation, +1 Starting rank for all recruits (Faction-wide: only if faction leader/heir/prime minister)
  15. Stability: +8 Authority, Unlocks Assignment: Counteract Corruption, +5 public order (administered commandery)
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