Prima Games eGuides
primagames.com Browse Redeem a code Help
The Witcher 3: Wild Hunt eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Getting Started
    • A Note From CD Projekt Red
    • Acknowledgements
    • Introduction
    • Friends, Foes, and Factions
      • The Witchers of Kaer Morhen
      • Sorceresses of the Lodge
      • Friends of the Witcher
      • The Nilfgaardians
      • The Redanians
      • The Zealots of Novigrad
      • The Big Four Of Novigrad
      • The Temerian Two
      • The Downtrodden and Deviant
      • The Oppressed, and the Peasantry
      • The Islanders of Skellige
      • Leaders of the Wild Hunt
    • How To Use This eGuide
      • Overview
      • Quest Overview
      • Critical Path
      • Secondary Quests
      • Atlas: The World of the Witcher
      • Appendices and Compendiums
    • Witcher Training
      • Overview
      • Surviving as a Witcher
      • Difficulty Settings
      • In Game HUD
      • Controls
      • Movement
      • Witcher Senses
      • Environment Mapping and Points of Interest
      • Interactions
      • Dialogues
      • Items and Inventory
      • Shops and the Economy of the World
      • The Living Economy
      • Equipment
      • Alchemy and Crafting
      • Meditation
      • Setting Up Quick-Use Item Slots
      • Combat
      • Melee Combat (Swordplay and Unarmed)
      • Signs
      • Temporary Effects
      • Fistfights
      • Playing as Cirilla
      • Beginners Advice for Combat
      • Gwent: A Game of Cards
    • Character Abilities
      • Introduction
      • Character Development
      • Character Ability Branches
      • Witcher Archetypes
  • Atlas
    • Overview
    • Map Legend
    • White Orchard
    • Royal Palace in Vizima
    • Velen (No Man's Land)
    • Novigrad
    • Skellige Isles
    • Isle of Mists
    • Dark Valley
    • Tedd Deireadh
    • Kaer Morhen
  • Videos
    • Witcher Archetypes
    • Treasure Hunts
      • White Orchard
      • Novigrad
      • Velen
      • Skellige
    • Scavenger Hunts
      • Cat School Gear
      • Viper School Gear
      • Griffin School Gear
      • Bear School Gear
  • How to Use the Quest Guide
    • Overview
    • An Adventure in Three Acts (with a Prologue and Epilogue)
    • Quest Guidance
    • Available Quests
  • Quest Walkthrough: Prologue
    • Main Quest: Kaer Morhen
      • A Good Bath Spoiled
      • Running the Walls
      • Steel, Silver, and Signs
    • Main Quest: Lilac and Gooseberries
      • A Fresh Trail, but a Fetid Air
      • Trouble at the Tavern
      • Ess Soond Jakkten (Good Hunting to You)
    • Main Quest: The Beast of White Orchard
      • Griffin Hunt Begins
      • Trawling for Buckthorn
    • Secondary Quest: On Death's Bed
      • Swallow this Concoction
    • Main Quest: The Beast of White Orchard (continued)
      • Continue the Quest
      • The Sorrowful Hunter, The Bloodied Ascent
      • Ruffling Some Feathers
    • Main Quest: Lilac and Gooseberries (continued)
      • Continue the Quest
    • Main Quest: The Incident at White Orchard
      • An Emperor's Offer You Cannot Refuse
    • Main Quest: Imperial Audience
      • Common Courtesy Before the Emperor
      • May the Great Sun Light Your Path
  • Quest Walkthrough: Act I (Velen)
    • Main Quest: The Nilfgaardian Connection
      • Bantering with the Baron's Boys
      • The Suffering of Heatherton
    • Main Quest: Bloody Baron
      • Halt! Who Goes There?!
      • A Peaceful Path: Strolling Through the Crow's Perch Bailey
      • A Forceful Path: Investigations Lead to a Submerged Swim
      • End: One Tough C--ker
    • Main Quest: Ciri's Story: The King of the Wolves
      • Wolf Killer
      • You Afraid? Then I'm Not, Neither
    • Main Quest: Family Matters
      • Scrutinizing the Baron's Bedchamber
      • Tamara's Hidden Tabernacle
    • Secondary Quest: Ciri's Room
      • Curses, Clothing, and a Small Spinning Top
    • Main Quest: Family Matters (part 2)
      • Unstable: Return to Crow's Perch
      • A Sobering Conversation with Baron Strenger
      • A Miscarriage of Justice
      • Life for a Lubberkin: Keeping the Little One Calm
      • Life for a Lubberkin: Trail of Carnage
      • Death to the Botchling: A Terrible Tantrum
      • Death to the Botchling: A Ritual at Wolven Glade
      • Merged Paths: Fishing for Clues
      • Optional: Radovid's Witch-Hunting Maiden
      • The Woeful Despot
    • Main Quest: Ciri's Story: The Race
      • The Great Race
    • Main Quest: Ciri's Story: Out of the Shadows
      • The Baron's Savior
      • End: A Hunched Homunculus
    • Main Quest: Hunting a Witch
      • Malleable Minds at Midcopse
      • Another Option: Scuttlebutt Among the Sweepers
      • Yet Another Option: Talking to the War Veteran
      • The Enchantress in the Grotto
    • Main Quest: Family Matters (continued)
      • Omens Never Lie
    • Main Quest: A Princess in Distress
      • Having a Tinkle in the Forest
      • Really Getting Your Goat
    • Main Quest: Wandering in the Dark
      • A Bridge Too Far
      • Zireael and Kelpie: The Sword and the Horse
      • Biting Cold: Navigating the White Frost
      • You Are Stubborn, Dh'Oine
      • Just an Illusion: Escaping the Old Ruins
    • Secondary Quest: Magic Lamp
      • Four Guardians, Four Flames, Standing Proud in a Line
      • The Hidden Sepulcher
    • Main Quest: Ladies of the Wood
      • Sweet Treats and Meats
      • Johnny, Johnny, Ate a Cat, Come the Morn Some Fur He S--t!
      • Come Out, Come Out, Wherever You Are!
      • Johnny on the Spot
      • Three Crones, Crowing
    • Main Quest: The Whispering Hillock
      • Tree Spirit Savior: Preparation for the Ritual
      • Tree Spirit Slayer: Retribution for the Villagers
    • Main Quest: The Ladies of the Wood (continued)
      • Talk to the Ealdorman
    • Main Quest: Ciri's Story: Fleeing the Bog
      • The Hunt Continues
    • Secondary Quest: An Invitation from Keira Metz and A Towerful of Mice
      • A Hike to Fyke Isle
      • Alexander the Not-So-Great
      • Path 1: The Displeasure of a Pesta
      • Path 2: The Fury of a Plague Maiden
      • End: I'm Almost Inclined to Say Good Work
    • Secondary Quest: A Favor for a Friend
      • Package for Keira
      • Bychane, Gvyn, Caeffyl!
      • End: Friends with Benefits
    • Secondary Quest: For the Advancement of Learning
      • My Intentions Are Pure Like a Virgin's Tears
      • Quest Conclusion 1: The Advancement of Spurning
      • Quest Conclusion 2: The Advancement of Burning
      • Quest Conclusion 3: The Advancement of Yearning
    • Secondary Quest: The Fall of the House of Reardon
      • Monster in My Manor
      • A Few New Tenants
    • Secondary Quest: Ghosts of the Past
      • A Familiar New Tenant
      • Here Lies Louis
      • Leaving Vester to Fester
    • Secondary Quest: Return to Crookback Bog
      • Return to Crookback Bog
      • Path 1: Decimated Downwarren
      • Path 2: Disquisition in Downwarren
      • Paths 1 and 2: Together, But Not Reunited
      • Paths 1 and 2: Fending off a Fiend
      • End: The Fate of Gran
  • Quest Walkthrough: Act I (Novigrad)
    • Main Quest: Pyres of Novigrad
      • New Fires, and an Old Flame
      • Chatting or Tracking
      • A Hive of Scum and Freakery
      • Alternate Entrance: The Sewer Slog
      • A Refreshing Swim in a Filthy Canal
      • You Dirty Rat!
    • Main Quest: Novigrad Dreaming
      • The Dreams in the Witch House
      • The Dandelion and the Swallow
    • Main Quest: Broken Flowers
      • Partly Sage Advice at the Rosemary and Thyme
      • Vespula: A Downtrodden Washerwoman
      • Elihal: An Open-Minded Elf
      • Marabella: Dandelion's a Real Fungi to be With
      • Rosa Var Attre: Double Trouble
      • Molly: Off to the Races
      • Jockeying for Position with General Voorhis
      • Finding Priscilla: Sentenced to an Evening of Poetry
      • Quest Conclusion: Raising a Ruckus But Leaving Little Trace
    • Main Quest: Get Junior
      • First Ever Barney with Your P---K Hangin Out
      • None of This Swinging Your Steel C--K About
      • Cleaver Cleaned It Out
    • Secondary Quest: The Gangs of Novigrad
      • Helping the Smallest of the Big Four
    • Main Quest: Get Junior (continued)
      • Casino: Lets Make a Deal
    • Secondary Quest: Honor Among Thieves
      • Beggars' Belief
    • Main Quest: Get Junior (continued)
      • Arena: Into the Pit
      • Vernon Roche: Temeria's Last Hope
      • King Takes Pawn
      • Squealing Like Sows Being Slaughtered
      • Living Down to His Name
    • Main Quest: Ciri's Story: Visiting Junior
      • Dudu Rescue
    • Main Quest: Get Junior (continued)
      • End: Got Junior
    • Main Quest: A Favor for Radovid
      • A Contract from the Mage Murderer
    • Main Quest: Count Reuven's Treasure
      • Show and Tell Down the Well
      • Even Worse-Smelling than Normal
      • Pardon My Beauclairoise, but Who F--king Nicked My Gold?
      • Keeping Your Cool, or Testing Your Mettle
      • Infiltration: Nailed It
      • Eradication: Executing Menge without Breaking a Nail
      • Infiltration and Eradication: Outpost Extraction
    • Main Quest: The Play's The Thing
      • It is not in the Stars to Hold Our Destiny, but in Ourselves
      • If Music be the Food of Love, Play On
      • To Do a Great Right Do a Little Wrong
      • O, Had I But Followed the Arts!
      • Boldness Be My Friend
    • Main Quest: A Poet Under Pressure
      • Foreseen at the Ravine
      • Plucking a Dandelion
    • Main Quest: Ciri's Story: Breakneck Speed
      • No Sanctuary at This Temple
      • Tying up Loose Ends in Novigrad
    • Secondary Quest: Cabaret
      • Trouble in Paradise
      • A Hero is Born
      • Polly Put the Choreography On
      • Placating the Placard-Makers Collectors
      • Off to the Races
    • Secondary Quest: Carnal Sins
      • The Act of a Demented Mind
      • We Seek the Corpse of a Dwarven Woodcarver
      • Seeking Sacrilege: Asking Thricely
      • A Crisis of Faith
      • A Knockaround Guy
    • Secondary Quest: A Dangerous Game
      • Up to His Neck in S--te Without a Shovel
      • Zed's Dead, Baby. Zed's Dead.
      • (Optional) A Life-or-Death Game of Gwent
      • High Spirits with Caesar Bilzen
    • Secondary Quest: A Matter of Life and Death
      • What's the Best Price on a Trout?
      • Foxy Lady
      • Finding a Panther on the Prowl
      • Inch by Inch, Little Frog
    • Secondary Quest: Novigrad, Closed City
      • Radovid's Iron Fist
    • Secondary Quest: Now or Never
      • Culling of the Mages
      • Going to Bits
      • Under the Kingfisher's Nest
      • Bloodletting in the Sewers
      • Quest Conclusion: One Last Farewell?
    • Secondary Quest: An Eye for an Eye
      • Temeria: That's What Matters
      • Mulbrydale: The Nilfgaard in Tatters
    • Secondary Quest: A Deadly Plot
      • Only a Dead Radovid Means a Free Temeria
      • Tracking Your Quarry
      • Dumb as a Bag of Ogg, Pogg, and Roggs
    • Secondary Quest: Redania's Most Wanted
      • A Contract from the Mage Murderer
      • The Perfect Hideout for an Owl
      • Dropping in Unannounced
      • Optional (Triss): Gaining Trust with Triss
      • Optional (Yennefer): Revelations with the Raven-Haired One
  • Quest Walkthrough: Act I (Skellige)
    • Main Quest: Destination: Skellige
      • Soused at the Golden Sturgeon
      • Know the Way to Kaer Trolde?
      • The Final Voyage of Good King Bran
    • Main Quest: The King is Dead. Long Live the King
      • Attire Befitting a Witcher
      • May Our Horns Echo Midst the Cliffs and Peaks
      • Inter-Island Animosity
      • The Trial of Taxidermy
      • Making the Earth Move
    • Main Quest: Echoes of the Past
      • Only Ignorant Fools Belittle Myths
      • Magical Blasts from the Past
    • Main Quest: Missing Persons
      • Razed Huts and Fresh Graves
      • Nameless: Craven Some Werewolf Combat
    • Main Quest: Nameless
      • Trail of the Craven
      • Overcoming an Undying Lycanthrope
    • Main Quest: The Calm Before the Storm
      • Your Blood Needs Thawin
    • Main Quest: Nameless (continued)
      • Skellige Search SuccessfuL
    • Secondary Quest: The Mysterious Passenger
      • Selling the Ugliest Man Alive
    • Secondary Quest: The Last Wish
      • Dangerous Sometimes. Malicious All the Time
      • Too Much Studying Can Kill You
      • The Spirits of Skellige Favor You
    • Secondary Quest: The Lord of Undvik
      • A Lost Son on a Blighted Isle
      • Round the Rugged Rocks the Ragged Rascals Ran
      • Short on Nails and Twine
      • Tracking Through the Tundra
      • Rescuing Folan from the Pot
      • Harried into the Hills
      • The Craite Escape
      • Geralt the Giantslayer
    • Secondary Quest: Possession
      • A Lost Daughter on a Haunted Isle
      • The Time Has Come to Get Cerys
      • A House of Dark Torment
      • An Eye for an Aki
      • Dark Illusions
      • Trickery: Throw the Baby out with the Kindling
      • Slaughter: You and Hym
    • Secondary Quest: King's Gambit
      • At a Good Feast, Mead and Blood Flow in Equal Measure
      • Feast of the Bears
      • Surreptitious Cerys: Cellar Smells Where a Traitor Dwells
      • Surreptitious Cerys: Bran-Dishing Evidence
      • Cerys' Conclusion: Whose Hand Does the Blood Stain
      • Headstrong Hjalmar: Brimming with Bestiality and Barbarism
      • Hjalmars Conclusion: Washing Away Disgrace with the Blood of Foes
    • Secondary Quest: Coronation
      • We Are Skellige!!
  • Quest Walkthrough: Act II
    • Main Quest: Ugly Baby
      • Umamma!
    • Main Quest: Disturbance
      • The Potestaquisitor Inquisitor
      • Scoping Out Some Interference
    • Main Quest: To Bait a Forktail
      • The Nose Knows
    • Main Quest: The Final Trial
      • No Walk in the Park
      • Fogs Thick as Curdled Milk
      • Step Softly or Youll Wake Old Speartip
      • This Mountain Trolly Mountain!
    • Main Quest: No Place Like Home
      • Ancient Rites and Alcohol
      • Snacks Appeal, or Sex Appeal
      • Getting Eskels Goat
    • Main Quest: Va Fail, Elaine
      • Wretch on the Rack
    • Secondary Quest: Brothers in Arms
      • Assembling a Force
    • Secondary Quest: Brothers in Arms: Nilfgaard
      • Emperor Emhyr Var Emreis
    • Secondary Quest: Brothers in Arms: Velen
      • Letho
      • Keira Metz
    • Secondary Quest: Brothers in Arms: Novigrad
      • Vernon Roche and Ves
      • Zoltan Chivay
      • Sigismund Dijkstra
      • Triss Merigold
    • Secondary Quest: Brothers in Arms: Skellige
      • Crach an Craite
      • Cerys an Craite
      • Hjalmar an Craite
      • Ermion
      • Folan and Vigi
    • Main Quest: The Isle of Mists
      • It's Off to Work You Go
      • A Long Walk Off a High Column
      • Ferenc Flattened by a Fiend
      • The Fleeing Somnabulist
    • Main Quest: The Battle of Kaer Morhen
      • Old Friends
      • Battle Preparations
      • I Hate Portals
      • Confront the Hunt
      • A Wild Frenzy
    • Main Quest: Blood on the Battlefield
      • Paying Respects Amongst Friends
      • Letting Go in the Snow, or Drowning in Drink
      • Father's Day
  • Quest Walkthrough: Act III
    • Main Quest: Bald Mountain
      • Feast of Gifts: The Wiseman, the Guard, and the Godling
      • Feast of Gifts: Diving for the Defilers Oren
      • Ciris Quest: Getting to the Root of the Problem
      • Geralt's Quest: A Cut Above the Rest
    • Main Quest: Final Preparations
      • Tying Up Loose Ends
    • Main Quest: Blindingly Obvious
      • Hydromancy at the Passiflora
      • Philippa Doesnt Give a Hoot
    • Secondary Quest: A Final Kindness
      • This Much We Can Do
    • Main Quest: The Great Escape
      • The Great Escape
      • Deep Below Deireadh Prison
      • Slaughter for the Sorceresses
    • Main Quest: Payback
      • Fading Memories: Whoreson Junior
      • Fading Memories: Bea the Waitress
      • Fading Memories: Valdos Troupe
    • Main Quest: Final Preparations (continued)
      • Come in to the Coven
    • Secondary Quest: It Takes Three to Tango
      • I'm a Little Tied up at the Moment
    • Main Quest: Through Time And Space
      • Mucky Pictures
      • Danger In The Ddiddiwedht Desert
      • A Foul and Pestilent Congregationof Vapours
      • Destroyed by the White Frost
      • Awakening at the Palace
    • Secondary Quest: Reason of State
      • To Kill a King
      • The Audacity of Monarchs
      • Rivers of Redanian Blood
    • Main Quest: Battle Preparations
      • Initial Preparations
    • Main Quest: The Sunstone
      • The Emperor's Treaty: Skellige Answers
      • Having a Whale of a Time
      • Diving for More than Pearls
      • Elvish Ruins and Avallac'h's Lair
    • Main Quest: Battle Preparations (continued)
      • Above suspicion?
    • Main Quest: Veni Vidi Vigo
      • Swimming, Sneaking, Surrendering
    • Main Quest: The Sunstone (continued)
      • Opening the Door of Fiallan
      • Making Light of the Situation
    • Main Quest: Child of the Elder Blood
      • You Can't Just Knock?
      • The Aen Hen Ichaer
    • Main Quest: Skjall's Grave
      • Craven No More
      • End: Battle Preparations: to War!
    • Main Quest: On Thin Ice
      • I Give You My Heart. But I Shall Take Your Head.
      • I Give You My Blade. You Better End Up Dead!
      • Bearing the Brunt of the Wild Hunt
      • End: Cold Contempt
    • Main Quest: Tedd Deireadh, The Final Age
      • The Conjunction of Spheres Has Begun
      • And Giants Shall Face Giants in Battle
      • The Wild Hunt Are Defeated. The White Frost Is Not.
  • Secondary Quests
    • Overview
    • Available Quests
    • Secondary Quest List
    • Secondary Quests: White Orchard
      • Missing in Action
      • Precious Cargo
      • A Frying Pan, Spick and Span
      • Twisted Firestarter
      • Faithful Friend
    • Secondary Quests: Velen: Crow Perch (9)
      • Questing Decisions
      • Deadly Crossing (I)*
      • Defender of the Faith (I)
      • Face Me if You Dare!*
      • Forefather's Eve
      • Highway Robbery*
      • Last Rites
      • Looters (I)*
      • Master Armorers
      • Contract: Components for an Armorer
      • Master Armorers (continued)
      • Wild at Heart
    • Secondary Quest: Velen: Mudplough (1)
      • Questing Decisions
      • Harassing a Troll*
    • Secondary Quests: Velen: Grayrocks (11)
      • Questing Decisions
      • At the Mercy of Strangers*
      • Bitter Harvest
      • Caravan Attack*
      • Deadly Crossing (II)*
      • Death By Fire
      • Fake Papers
      • Funeral Pyres
      • Looters (II)*
      • Man's Best Friend*
      • Thou Shalt Not Pass
      • The Volunteer
    • Secondary Quests: Velen: The Descent (5)
      • Questing Decisions
      • Hazardous Goods
      • Witcher Wannabe
      • Looters (III)*
      • The Truth is in the Stars
      • Blood Ties
    • Secondary Quests: Velen: Spitfire Bluffs (2)
      • Questing Decisions
      • Lynch Mob
      • Love's Cruel Snares?
    • Secondary Quests: Velen: The Mire (4)
      • Questing Decisions
      • A Dog's Life
      • Defender of the Faith (II)
      • Highwayman's Cache*
      • A Greedy God
    • Secondary Quests: Velen: Crookback Bog (1)
      • Questing Decisions
      • Deadly Crossing (III)*
    • Secondary Quests: Novigrad: Farcorners and Grassy Knoll (4)
      • Questing Decisions
      • The Dwarven Document Dilemma
      • Following the Thread
      • Karmic Justice*
      • Witch Hunter Raids*
    • Secondary Quests: Novigrad: Hierarch Square and Glory Lane (7)
      • Questing Decisions
      • A Feast For Crows
      • The Flame Of Hatred*
      • Message From an Old Friend
      • Of Swords and Dumplings
      • Racists of Novigrad (I And II)*
      • Suspicious Shakedown*
    • Secondary Quests: Novigrad: Dockside and Silverton Districts (9)
      • Questing Decisions
      • Black Pearl
      • Drunken Rabble*
      • Hey, You Wanna Look at My Stuff?
      • Strumpet In Distress*
      • Out On Your Arse!
      • A Walk on the Waterfront
      • Warehouse of Woe
    • Secondary Quests: Novigrad: Gildorf and the Bits (7)
      • Questing Decisions
      • Of Dairy and Darkness
      • Fencing Lessons
      • Hidden Messages of the Nilfgaardian Kind
      • Never Trust Children (I)*
      • The Nobleman Statuette
      • The Soldier Statuette
      • A Tome Entombed
    • Secondary Quests: Novigrad: Gustfields (7)
      • Questing Decisions
      • A Barnful Of Trouble
      • Empty Coop
      • Little Red
      • Novigrad Hospitality
      • Spooked Mare
      • Strangers in the Night*
      • A Warm Welcome*
    • Secondary Quests: Novigrad: Oxenfurt (3)
      • Questing Decisions
      • The Price Of Passage*
      • The Most Truest of Basilisks*
      • Rough Neighborhood
    • Secondary Quests: Skellige: Ard Skellig (27)
      • Questing Decisions
      • Abandoned Sawmill
      • Armed Assault
      • A Bard's Beloved
      • Brave Fools Die Young
      • Call of the Wild*
      • Crime and Punishment
      • The Family Blade
      • Farting Trolls*
      • Finders Keepers
      • From a Land Far, Far Away
      • A Hallowed Horn
      • Hard Times
      • In the Heart of the Woods
      • Never Trust Children (II)*
      • The Nithing
      • Peace Disturbed
      • Practicum in Advanced Alchemy
      • The Sad Tale of the Grossbart Brothers
      • Shock Therapy
      • Siren's Call*
      • Stranger in a Strange Land
      • The Cave of Dreams
      • Taken as a Lass
      • An Unpaid Debt
      • Woe is Me*
      • Worthy of Trust
      • Yustianna Disturbed*
    • Secondary Quests: Skellige: Hindarsfjall (2)
      • Questing Decisions
      • For Fame and Glory
      • In Wolfs Clothing
    • Secondary Quests: Skellige: Spikeroog (1)
      • Questing Decisions
      • Master of the Arena
    • Secondary Quests: Skellige: Snidhall Isle (1) And An Skellig (2)
      • Questing Decisions
      • Free Spirit
      • The Path of Warriors
      • The Tower Outta Nowheres
    • Secondary Quests: Skellige: Faroe (4)
      • Questing Decisions
      • Flesh for Sale
      • The Four Faces of Hemdall*
      • Iron Maiden
      • The Price of Honor
    • Secondary Quests: Kaer Morhen (6)
      • Questing Decisions
      • Bastion
      • Berengar's Blade
      • Greenhouse Effect
      • Monster Slayer
      • Trail of Echoes*
      • The Witchers Forge
  • Witcher Contracts
    • Overview
    • Available Quests
    • Contract: The Oxenfurt Drunk
      • Haven't the Time to Clean Gutters
      • Drunk off Your Ass on Cheap Wine
      • Tracking the Hightailing Higher Vampire
    • Contract: The White Lady
      • The Not-So Merry Widow
      • Luzi, Suffer No More
      • Dance of the White Lady
    • Contract: Dragon
      • A Terror Straight from the Skjalds Tales
      • Brothers Grim
      • A Sheep in Sheeps Clothing
    • Contract: Here Comes the Groom
      • Searching for a Thoroughbred Skirt-Chaser
      • The Mad and Dangerous Depths
    • Contract: Missing Son
      • Seeking Adventure, Never to Return
      • Off-Guard, then En Garde!
    • Contract: Devil by the Well
      • A Devil with a Jealous Fury
      • Preparation for Noonwraith Combat
    • Contract: Jenny O' The Woods
      • Don't Go out in the Fields Alone
      • The Road To Hell Is Paved With Curiosity, P---Klicker
    • Contract: The Merry Widow
      • A Monster in the Cemetery
      • Time to Bag a Sagging Hag
    • Contract: Missing Brother
      • The Bemoaning of Brother Bruno
      • Horrors at the Old Mine
      • The Mother of All Battles
    • Contract: Mysterious Tracks
      • Contract On Gods Know What On!
      • Stinks Like Fiend S--t
      • More Fiendish Than a Fiend
    • Contract: The Mystery of the Byways Murders
      • Bartering With the Black Ones
      • Where There Are Ghouls, Theres Usually Corpses
      • The Byways Bloodsucker
    • Contract: Patrol Gone Missing
      • Eggebrachts Orders
    • Contract: Phantom of the Trade Route
      • A Bridge Too Far
      • I Can Feel it Coming in the Air Tonight
    • Contract: Shrieker
      • Not Just a Pack Of Peasants with Pitchforks
      • Ruffling a Few Feathers
    • Contract: Swamp Thing
      • Eyes Like Coals and a Jaw Full of Fangs
      • Bad, Poxy Air, Stinging Eyes, and Choking Throat
      • A Fatuus Bog Exploration
    • Contract: Woodland Beast
      • Guerrillas in the Midst
      • End #1: Death To The Scoia'tael Devils!
      • End #2: Something For Your Silence
      • End #3: Doublecross!
    • Contract: The Apiarian Phantom
      • Calling All Bounty Hunters, Trackers, and Witchers!
      • Hound of the Half-Built House
      • The Chill of the Chase
    • Contract: The Creature from Oxenfurt Forest
      • Wandering Hans
      • A Bit of Armless Fun
      • Evidence of an Archgriffin
    • Contract: Deadly Delights
      • A Manner Most Bestial
      • Sweet Smells and Sordid Strumpets
      • Being Fair To Lilith: Confronting a Succubus
    • Contract: Doors Slamming Shut
      • Caveat Emptor
      • Things That Go Bump in the Cellar
      • Elemental, My Dear Witcher
    • Contract: An Elusive Thief
      • An Imp-Erfection in Market Security
      • Impish Acrobatics
      • The Doppler Effect
    • Contract: Lord of the Wood
      • To The Woods
      • The Wrong Kind of Wildlife
      • Tracking and Waiting
    • Contract: Muire D'Yaeblen
      • Solving a Drowner Problem with a Silver Sword
      • In Search of the Seafiends
      • Perfume for the Lady
    • Contract: The Phantom of Eldberg
      • Guests Are Not Welcome
    • Contract: Waylaid Transport
      • Fear no Death? Long for Fame in Ballads?
      • Finding the Nest of a Subterranean Pest
    • Contract: Missing Miners
      • Serious Trouble for the Silver Ore Scavengers
      • Crushed Corpses at the Camp
  • Gwent Quests
    • Overview
    • Gwent: Playing Innkeeps
      • Playing for (Inn) Keeps
    • Available Quests
    • Gwent: Velen Players
      • The Very Best of No Man's Land
    • Gwent: Big City Players
      • Fabled Cards in the Big City
    • Gwent: Old Pals
      • Familiar Friends: Unique Cards
    • Gwent: Skellige Style
      • Wild Islanders: New Cards
    • Gwent: Collect Em All!
      • This Way Madness Lies
    • Secondary Quest: High Stakes
      • Count Tybalt's Gwent Tournament!
      • Three Bouts and a Beating
      • Fleecing at the Passiflora
      • Bernards Bag of Crowns
  • The Heroes' Pursuits
    • Overview
    • Overview: Fists Of Fury
    • Secondary Quest: Fists Of Fury: Velen
    • Fists of Fury: Novigrad
    • Fists of Fury: Skellige
    • Fists of Fury: Champion of Champions
    • Overview: Horse Races (11)
    • Races: Crow's Perch
    • Races: The Great Erasmus Vegelbud Memorial Derby
    • The Heroes Pursuits: Fayrlund
    • The Heroes Pursuits: Fyresdal
    • The Heroes Pursuits: Kaer Trolde
    • The Heroes Pursuits: For The Goddess Glory!
  • Treasure Hunts
    • Overview
    • Available Quests
    • Secondary Quest: Freya Be Praised!
      • SMALL Treasure Hunt: Example: The Itinerant Merchant
    • Secondary Quest: X Marks The Spot
      • Tracking a Trove
    • Secondary Quest: Ruins, Hidden Treasure, You Know
      • Ransacking Some Ruins
    • Scavenger Hunt: Viper School Gear
      • Kolgrims Comeuppance
      • Cryptic Notes
    • Scavenger Hunt: Griffin School Gear
      • The Saga of Witcher George
      • Precarious Climbing
      • Descent Into the Dragonslayers Grotto
    • Scavenger Hunt: Cat School Gear
      • Walled Up Alive in Est Tayiar
      • The Trail of Witcher Kiyan
      • The Resting Place of the Flying Stag
      • Novigrads Biggest Secret
      • No Good. No Evil. Only Pain.
    • Scavenger Hunt: Bear School Gear
      • Hunting Witcher Gerd
      • Terror at Fort Etnir
      • In the Gloom of Melusines Room
      • Scaling Yngvars Fang: Clan Tuirsearch Fort
      • Enhanced, Superior, and Mastercrafted Gear
  • Epilogue and Endings
    • Overview
    • Something Ends, Something Begins (I)
      • Lament for a Slain Swallow
      • Despair Devours You, as Maggots Devour a Corpse
    • Something Ends, Something Begins (II)
      • The Impatient Huntress
      • Playing Hare and Hounds
      • Vesemirs Technique
      • You'll be Fine. You're a Witcher.
    • Something Ends, Something Begins (III)
      • The Gentleman Will Lead. The Emperor Will Follow.
      • A Blade Fit for a Witcher
      • The Sword and the Swallow
    • About Main Quest Endings
      • About the Endings
      • Character Endings
      • Final Endings
  • Appendices and Compendiums
    • The Bestiary
      • Overview
      • Humanoids
      • Beasts
      • Cursed Ones
      • Draconids
      • Elementa
      • Hybrids
      • Insectoids
      • Necrophages
      • Ogroids
      • Relicts
      • Specters
      • Vampires
      • Special Bosses
    • Places of Power
      • Overview
      • White Orchard
      • No Mans Land and Novigrad
      • Skellige
    • Carnal Knowledge Encounters
      • Locations
    • Gwent Card Collecting
      • About Gwent Cards
      • Complete Gwent Card List
        • Neutral Cards (31)
        • Northern Realms Deck (37)
        • Nilfgaard Deck (38)
        • Scoia'tael Deck (37)
        • Monsters Deck (40)
        • Leaders (16 Cards Total)
        • Gwent: Most Powerful Card List
    • Achievements and Trophies
      • Overview
    • Inventory
      • Overview
      • Weapons
        • Weapons Overview
        • Steel Swords and Silver Swords
        • Relic Weapons
        • Secondary Weapons
        • Crossbows
        • Crossbow Bolts
        • Crafted Swords
        • Crafted Crossbows
      • Armor
        • Armor Overview
        • Chest Armor
        • Gauntlets
        • Trousers
        • Boots
        • Crafted Armor
      • Crafting Materials
        • Crafting Materials Overview
      • Diagrams
        • Diagrams Overview
        • Crafting Component Diagrams
        • Repair Kit Diagrams
        • Crossbows and Bolts Diagrams
        • Crafted Steel Weapon Diagrams
        • Crafted Silver Sword Diagrams
        • Crafted Armor Diagrams
        • Runestone Diagrams
        • Glyph Diagrams
      • Glyphs
        • Glyphs Overview
      • Runestones
        • Runestones Overview
      • Horse Upgrades
        • Horse Upgrades Overview
        • Saddles
        • Blinders
        • Saddlebags
      • Alchemy
        • Alchemy Overview
        • Minerals
        • Alcohols
        • Monster Remains
        • Substances
        • Herbs
      • Alchemic Creations and Recipes
        • Alchemy Creations Overview
        • Potions
        • Decoctions
        • Oils
        • Bombs
        • Mutagens
        • Food and Drink
    • Extra Content
      • Books, Notes, and Journals
      • Monster Tomes
      • Functional Books
      • Common Books
      • Notes and Journals
      • Junk Items
      • Quest and Key Items
      • Important Item Purchases
  • DLC Updates
    • Contract: Missing Miners
      • Serious Trouble for the Silver Ore Scavengers

The Witcher 3: Wild Hunt Guide › Appendices and Compendiums › The Bestiary

Necrophages

Local legends have painted necrophages as the dead risen, cursing and hungering for the living, but this is far from the case. It’s true that where war, death, and pestilence go, necrophages inevitably follow. Defined by an insatiable lust for flesh, living or dead, the various species of necrophage have seen a population explosion as wars have ravaged the Continent.

Alghouls

Loot: Alghoul Bone Marrow, Alghoul Claw, Rotten Meat
Environments: Battlefields and any location where a large number of corpses can be found in shallow graves or left out to rot.
Nests: Found among ghouls and graveirs protecting nests, or leading packs of other necrophages.
Vulnerabilities: Necrophage Oil, Axii

“An alghoul’s basically a badarse ghoul”—Yarpen Zigrin, dwarven warrior

Alghouls differ from normal ghouls in size, strength, coloring and, most importantly, intelligence. Whereas ghouls and graveirs are primitive creatures unfit to plan even the simplest ambush, alghouls and their kindred (such as cemetaurs) are capable of forethought, and are thus much more dangerous.

Ghouls seem to possess wits enough to at least know a brighter mind when they see it, and so let alghouls and cemetaurs lead their packs. A pack so led will terrorize all in its path, attacking not only lone travelers but also caravans and even farmsteads. When encountering such a pack the alghoul should be eliminated as a first priority, leaving the other beasts for once their leader is gone. One be particularly careful when fighting alghouls around dusk and at night, when they fight with doubled strength.

During combat alghouls and cemetaurs try risky maneuvers aimed at knocking their opponents to the ground so the others can finish the job by tearing them to shreds. Like a normal ghoul, an injured alghoul can fall into a frenzy and attack with blind fury. An experienced witcher knows to get out of its way on such occasions and strike from behind, while for an inexperienced witcher, such a turn of events often marks the end of his Path.

Combat Tactics

Alghouls are smarter and more powerful than ghouls or graveirs, making them the greatest threat in a ghoul pack. An otherwise coordinated pack becomes less so once the alghoul has been dealt with.

When enraged, an alghoul grows spines on its back. This makes attacking it a very dangerous proposition, as the spines are harmful if you use melee attacks. Axii can force the spines on an alghoul to retract, with the added benefit of temporarily stunning the creature.

An alghoul can emit a piercing scream to stun nearby victims, as well as send nearby ghouls into a raging frenzy.

Drowners

Loot: Drowner Brain, Drowned Dead Tongue, Water Essence
Sub-Species/Named Variants: Drowned Dead, Mucknixers, Vodnicks
Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot.
Nests: Drowners that congregate in large enough numbers inevitably create nests near sources of water and food.
Vulnerabilities: Necrophage Oil, Igni

“When at the water’s edge, you gotta be quiet. First of all, so as not to scare the fish. Second, so you don’t attract drowners.”—Yanneck of Blaviken, fisherman

A drowner resembles a corpse dredged from the bottom of a pond. It is sickly blue or green in color, with slime and sludge oozing out of every pore and the acrid stench of rot wafting off of it. That is why it is often thought drowners—along with their more dangerous cousins: vodniks, mucknixers and drowned dead—arise from the bodies of those who drown in shallow water: lost travelers falling into bogs, children who swim too far from the shore or, in the case of vodniks, inebriated peasants who stumble off narrow swamp trails.

Like so many other beliefs about monsters, this one is false. While drowners do look like humans from a distance, witchers, who have the dubious pleasure of examining them from close quarters, have reported the numerous ways in which their anatomy differs from our own. Their scaly skin, gills and dorsal fins suggest drowners and their like are an entirely foreign species.

The adaptations mentioned above make drowners excellent swimmers, well-suited to the muddy waters of the ponds and lakes in which they dwell. They often cluster near human settlements, which are for them an excellent source of food.

Cowardly creatures by nature, they usually stick to eating scraps they dig out of rubbish piles and animal carcasses. Yet if a lone traveler or careless fisherman strays into their territory, they turn from scavengers to fearsome predators. They can attack with lightning speed, taking their victim by surprise and pulling him into the water to drown. If not particularly hungry at the moment, they will keep their prey under the water for a few days, aging it until it grows deliciously tender and rotten. Drowners are particularly active at dusk and during the night, especially if the rain is falling, at such times they will even leave their watery homes and venture inland.

Drowners, mucknixers, vodniks, and drowned dead all live in putrid, rotting filth, and so have developed a high resistance to poison. Though humanoid in form, they are primitive creatures no more intelligent than carp or pike. That is why spells affecting the mind, the Axii Sign included, are ineffective against them. Yet they are particularly vulnerable to magic drawn from the element of fire, including the Igni Sign.

Combat Tactics

Drowners are predominantly pack creatures by nature, usually in groups of three or greater. You know they have spotted you if they burrow into the ground. This is a sure warning sign that they’re preparing to ambush if you encroach further on their territory.

Drowners are quite weak to Igni, susceptible to being lit afire and stunned while they screech in agony. When attacked by multiple drowners, it’s possible to catch the pack in an Yrden trap, then blast the drowners with Igni.

You can counterattack the claw swipes from a drowner, causing a bit of extra damage to them. However, this can be quite difficult when multiple drowners are attacking. They can interrupt your counterattacks with their own attacks. Drowners try to leap at a witcher from beneath the ground. Watch for disturbances at your feet, and roll or dodge to safety.

Drowners react to the deaths of their fellows by screaming in pain. This show of mourning leaves them defenseless for several seconds.

Foglets

Loot: Fogling Teeth, Fogling Mutagens, Fifth Essence
Sub-Species/Named Variants: Tangalore, Ignis Fatuus
Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot. Also found in swamp-like locations and areas where fog can occur naturally.
Vulnerabilities: Moon Dust, Necrophage Oil, Quen

“If night ever catches you in the swamps, stay put and wait for dawn, even if it means standing waist-deep in water with leeches crawling down your trousers. Most important of all, if you see a light in the fog, never, and I mean never, go towards it.”—Johannes Strudd, guide

Fog is the traveler’s foe. In the forest, it can make one lose one’s way , at sea, it can send one sailing into the rocks. Yet such dangers are nothing compared to the monsters known as foglets which sometimes lurk within it. These creatures have powerful arms and claws like Zerrikanian kinjals, yet what makes them truly dangerous is their mastery of deception, beguilement and disorientation. Many times they need not attack at all, instead simply driving their prey to madness or into boggy marshlands, after which they wait patiently for it to drown in the muddy waters.

Foglets may appear wherever thick fog can arise: swamplands, mountain passes or the shores of rivers and lakes. If no fog is forthcoming, they create or summon it themselves. Quickly thickening air undisturbed by the wind infallibly signals a foglet is present—and preparing an attack.

Thick clouds of mist not only allow foglets to remain unseen, but also serve as their weapons. By manipulating fog they can separate travelers from each other, hide trails and deafen noise. Like ghastly glowworms, their bodies emit a pale light they use to lure those lost in the fog towards the ravines, swamps or caves in which they make their lairs.

Even if a traveler spies his pursuer and manages to attack, the foglet can disappear into thin air before the blade hits its target. Some foglets are additionally said to possess an ability to create complicated illusions rivaling that of human mages. Whether that is true or merely one of the dark legends men tell about these mysterious monsters remains uncertain.

When fighting foglets, a witcher must remain calm and keep his wits about him no matter what. Since foglets can take on immaterial form, a slight shimmer of air or a rustle in the grass might be the only clues a witcher has to their location. Casting the Aard Sign at these beings will cause them to become tangible, giving purchase to blades and other weapons.

Combat Tactics

Rapidly thickening fog tends to be a sign that foglets are close. Prepare Quen if the fog is accompanied by snarling.

Foglets create illusions of themselves that can cause physical harm, while the the real foglet stalks the area. Damaging the illusions disrupts them, and can reveal the foglet’s location.

While foglets can disappear, watching for moving patches of fog or grass swaying in a path leading directly to their victims is one way to identify their location. It is possible to counterattack a foglet as they materialize to attack, a good way to begin your offense.

Yrden is particularly useful for buying a witcher time to react to a foglet ambush, slowing down the monsters and disabling their invisibility.

Moon Dust bombs can keep foglets from turning invisible and disrupt their illusions.

Ghouls

Ghoul nests can put you up against four or more ghouls all at once.

Loot: Ghoul Blood, Venom Extract
Sub-Species/Named Variants: Graveirs
Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot.
Nests: Ghouls create nests near prime feeding locations, and have been seen working with alghouls and, occasionally, a grave hag.
Vulnerabilities: Necrophage Oil

“Ghouls creep and crawl at night, Eating everything in sight, In a snap they’d eat you, too, Chop you up for a ghoulish stew!”—Children’s rhyme

Ghouls and graveirs are hard to describe. In part, they resemble humans—yet on the whole, they are the utter negation of all that is human. Though they have arms and legs like men, they walk on all fours like dogs or badgers. Though they have eerily familiar faces, one searches them in vain for any sign of sentiment, reason or even a spark of consciousness. They are driven by one thing and one thing only: an insatiable craving for human flesh.

Ghouls and their more dangerous cousins, graveirs, usually feed in small groups, at times led by an alghoul. Since they delight most in the taste of fresh carcasses, they appear wherever newly-dug graves are to be found: cemeteries, crypts, catacombs and battlefields. Whenever the opportunity arises they hunt the living as well, especially when they have strength in numbers.

In a one-on-one fight with a trained witcher, a ghoul poses little threat, but one must remember that wounded individuals can erupt in a mad frenzy. At such times they attack fiercely, paying no heed to their own safety and brushing off all wounds. One must likewise bear in mind that ghouls and graveirs are particular dangerous around dusk and at night.

Combat Tactics

A lone ghoul is a threat only to careless or unskilled witchers. While not explicitly vulnerable to Yrden, this trap Sign slows ghouls down for easy dispatching.

Ghouls are rarely found alone. Packs of three or more often circle around Geralt rapidly, attacking from the flanks while he is occupied by another. Setting Yrden down at your feet allows you to better react when the rush inevitably comes.

Do not attack a ghoul too aggressively with your sword. They can counterattack through your own strikes, trading their blood for some of Geralt’s.

Ghouls can leap at Geralt from quite a distance. Be ready to dodge this attack, or have Quen refreshed to tank the hit. Listen for ghouls shuddering and snarling in place after an injury. This is a sign that they are enraged. They will aggressively leap at their victims, sprint around them to confuse them. Enraged ghouls will also regenerate their wounds.

Alghouls can be found in command of higher level packs of ghouls and graveirs.

Grave Hags

If at all possible, fight grave hags during the day. At night, they grow bolder and stronger.

Loot: Grave Hag Ear, Hag Teeth, Venom Extract, Greater Triglav Runestone, Grave Hag Mutagen
Sub-Species/Named Variants: Mourntart
Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot.
Nests: Grave hags have been seen near ghoul nests. Some are intelligent enough to create dwellings of their own, as opposed to resorting to natural locations near feeding grounds.
Vulnerabilities: Black Blood, Necrophage Oil, Yrden, Quen

“Cremation, now that’s one thing men could learn from gnomes. Burying bodies out in the fields, why, it’s like laying out a welcome mat for monsters! Best case scenario, some ghouls will sniff them out, eat their fill and be on their ghoulish way. But if, gods forbid, a grave hag takes to feeding at your cemetery, you’ll have no end of trouble.”—Jacques de Villepin, Oxenfurt Academy

Few monsters’ names fit as well as grave hags’. As one might guess, they resemble aged, deformed women who loiter near graveyards and battlefields. Grave hags feed on human corpses, and in particular on the rotten marrow which they slurp from human bones using their long, prehensile tongues. Once a hag has devoured all corpses within reach, she turns takes to killing men and burying them in the cemetery as she waits for them to decompose.

Grave hags use their tongues in combat to grab or flog their victims. Claws built for digging up buried bodies serve just as well as weapons to rend flesh. Though clumsy in appearance, grave hags move and attack at great speed—sometimes even a witcher’s reflexes are too slow to avoid their blows.

Grave hags are territorial creatures. Their lairs resemble caricatures of human homes and are built near burial sites. They venture out at night to hunt, stalking straggling travelers or mourners too lost in their grief to notice the setting of the sun. On rare occasions hunger-driven grave hags will hunt during the day. They are less dangerous at such times, for sunlight weakens them considerably.

Combat Tactics

Grave hags are territorial and aggressive when provoked, using their great speed to rapidly close on prey. You should always have Quen active, and Yrden prepared for use, in the event that a hag is spotted before combat begins. This provides the best chance to defend yourself.

The tongue of a grave hag can surprise even veteran witchers with the speed and range it can lash out. Being struck by it can cause temporary blindness, leaving the victim unable to properly defend themselves. However, a well-timed counterattack can sever the tongue.

While not explicitly vulnerable to Igni, igniting a grave hag can give a witcher a needed respite from their assault.

The claws of a grave hag are sharp, but not enough that skilled swordplay cannot defend against them. A well-timed parry can stop a maddened hag’s claws. The follow-up counter-attack can then open the grave hag up to successive silver sword blows.

Black Blood can be effective at stopping a grave hag that has gotten the best of a witcher in the melee. This is another useful way to push back against their relentless assault.

Rotfiends

Loot: Rotfiend Blood, Greater Rotfiend Blood, Necrophage Skin
Sub-Species/Named Variants: Devourers
Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot.
Nests: Approaching rotfiend nests is particularly dangerous, due to the explosive nature of the monsters themselves.
Vulnerabilities: Necrophage Oil

“Course it reeks. Think they’re called rotfiends because they smell like roses?”—Vesemir, witcher of the Wolf School

Rotfiends resemble decomposing human bodies that have been stripped of their skin. Their presence is given away by the overwhelming stench of the rot which gives them their name. Devourers are a particularly dangerous kind of rotfiend marked by an insatiable appetite for human flesh.

Rotfiends and devourers were once rarities, but in the present age of constant warfare and violence they have become a veritable plague, particularly around battlefields and in disease-stricken areas. Though they feed mainly on carrion, they will at times attack the living. They usually feed in large groups and thus present a danger to lone travelers—especially considering their speed, which is more than a match for a horse at full gallop.

The rotfiend’s decomposing body is filled with gasses which are poisonous even to those who, like witchers, are immune to most other toxins. These emissions are also highly flammable, meaning any spark, not to mention a carelessly-cast Igni sign, can lead to an explosion. This is particularly likely after a rotfiend dies, when its body thrashes around in uncontrollable tremors.

Rotfiends and devourers feed in the twilight hours and at night, when they become much more dangerous than during the day.

Combat Tactics

Similar to ghouls and alghouls, rotfiends roam in packs. They are fast enough to run down horse riders, so be wary when traveling near known rotfiend haunts.

The gasses building up within a rotfiend’s body are highly unstable and become even less stable as combat with them wears on. When a rotfiend begins to spasm uncontrollably in place, it could be a sign that they’re about to explode. It is not safe to stand near these creatures, nor is it wise to try slaying them with a silver sword in this state. They will more than likely explode, possibly ending a witless witcher’s career.

Igni can trigger rotfiend explosions quicker. This can be a useful attribute to exploit when confronted by multiple rotfiends.

Water Hags

Loot: Water Hag Teeth, Venom Extract, Water Essence, Ducal Water, Ribleaf
Sub-Species/Named Variants: Bilge Hag, Abaya
Environments: Battlefields or any location where a large number of corpses can be found in shallow graves or left out to rot. Water hags prefer to be closer to water sources.
Nests: Water hags have been known to enthrall drowners, using them to guard their lairs. Like grave hags, a water hag is intelligent enough to make their own lairs near water.
Vulnerabilities: Northern Wind, Necrophage Oil, Quen, Igni

“Folk say water hags are drowners’ wives. If that be true, ‘tain’t no wonder why they’re so ornery.”—Shemhel of Dregsdon

Some tales mention water hags and swamp bints masquerading as lost old women to lure travelers back to the rickety shacks they build in the wetlands. In truth, only a blind man, or a sighted man blinded with drink, could mistake the rank sludge and rotting carrion of a water hag’s den for a cozy cottage, and the hideous hag herself for an innocent grandmother. Their wrinkled, wart-covered bodies stand nearly two yards tall, colored a pinkish-green and stinking of muck and fish. Bony growths two spans long stick out from their backs, with hair like a tangle of seaweed and claws that would make a werewolf proud completing the picture.

Like drowners, with whom they often share hunting grounds, water hags and swamp bints dwell near shallow streams, rivers and wetlands. Though bulky, they are excellent swimmers. They can even swim through thick mud with astonishing agility, surfacing beside their victims to attack them with their sickle-shaped claws. They are also able to form this mud into balls, which they toss to temporarily blind opponents.

Water hags are particularly active and dangerous during rainstorms, conditions which furthermore hinder the use of the Igni Sign, usually the most effective weapon against all moisture-loving creatures.

Combat Tactics

Water hags can ‘swim’ through mud as swiftly as they can through water, and they can use this to ambush their prey. Slow the water hag down with Yrden. A clever witcher can catch a hag with Yrden just as it bursts from the ground, allowing plenty of time to savage it with their silver swords.

The brutal power of a water hag may be familiar to those who have faced a grave hag, but possibly more threatening is their ability to throw balls of mud at the faces of their opponents in order to blind them, and they do this with frightening accuracy. Witchers must keep their eyes focused on a water hag attempting this maneuver so they can evade it with time to spare.

Water hags have been known to work alongside drowners, making these ancient hags some of the most dangerous monsters. In these situations, it may help to carry Dragon’s Dream bombs. Combining them with a shot of Igni may set the hag and the drowners on fire.

Northern Wind bombs are another way to contain a water hag, freezing them and making them more susceptible to physical harm.

Keep reading with a free account

The first 3 sections of The Witcher 3: Wild Hunt are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousInsectoids NextOgroids