The Character Ability Branches focus on different aspects of Geralt’s skills as a witcher. Three of the trees are tightly focused, while the fourth, General, provides more non-specific bonuses. We have provided charts that show the full list of benefits found in each ability, for each point spent on them. Use this information to plan in advance how you want to improve Geralt!
Combat
The Combat Ability tree builds upon Geralt’s skills in battle, with a heavy focus on how Geralt fights and defends with his swords. One of the skill trees is dedicated to improving the crossbow’s effectiveness, while the last deals with the generation and use of Adrenaline Points in combat.
Each point spent in the Combat Branch increases Adrenaline Point gain by 1% on a given Activated Ability.
Fast Attack
Fast Attack
Perform fast melee attacks with either sword.
Muscle Memory I
Fast attack damage increased by 5%.
Muscle Memory II
Fast attack damage increased by 10%.
Muscle Memory III
Fast attack damage increased by 15%.
Muscle Memory IV
Fast attack damage increased by 20%.
Muscle Memory V
Fast attack damage increased by 25%.
Precise Blows I
Increases chance of landing a fast attack critical hit by 2% and fast attack critical hit damage by 15%.
Precise Blows II
Increases chance of landing a fast attack critical hit by 4% and fast attack critical hit damage by 30%.
Precise Blows III
Increases chance of landing a fast attack critical hit by 6% and fast attack critical hit damage by 45%.
Precise Blows IV
Increases chance of landing a fast attack critical hit by 8% and fast attack critical hit damage by 60%.
Precise Blows V
Increases chance of landing a fast attack critical hit by 10% and fast attack critical hit damage by 75%.
Whirl I
Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline.
Whirl II
Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. Consumes 20% less Stamina and Adrenaline.
Whirl III
Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. Consumes 30% less Stamina and Adrenaline.
Whirl IV
Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. Consumes 40% less Stamina and Adrenaline.
Whirl V
Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. Consumes 50% less Stamina and Adrenaline.
Crippling Strikes I
Fast attacks now also apply a Bleeding effect. Affected enemies lose 25 Vitality or Essence points per second. Duration: 5 seconds.
Crippling Strikes II
Fast attacks now also apply a Bleeding effect. Affected enemies lose 50 Vitality or Essence points per second. Duration: 5 seconds.
Crippling Strikes III
Fast attacks now also apply a Bleeding effect. Affected enemies lose 75 Vitality or Essence points per second. Duration: 5 seconds.
Crippling Strikes IV
Fast attacks now also apply a Bleeding effect. Affected enemies lose 100 Vitality or Essence points per second. Duration: 5 seconds.
Crippling Strikes V
Fast attacks now also apply a Bleeding effect. Affected enemies lose 150 Vitality or Essence points per second. Duration: 5 seconds.
Strong Attack
Strong Attack
Allows you to perform strong melee attacks which ignore enemy armor.
Strength Training I
Strong attack damage increased by 5%.
Strength Training II
Strong attack damage increased by 10%.
Strength Training III
Strong attack damage increased by 15%.
Strength Training IV
Strong attack damage increased by 20%.
Strength Training V
Strong attack damage increased by 25%.
Crushing Blows I
Increases strong attack critical hit chance by 2% and strong attack critical hit damage by 15%.
Crushing Blows II
Increases strong attack critical hit chance by 4% and strong attack critical hit damage by 30%.
Crushing Blows III
Increases strong attack critical hit chance by 6% and strong attack critical hit damage by 45%.
Crushing Blows IV
Increases strong attack critical hit chance by 8% and strong attack critical hit damage by 60%.
Crushing Blows V
Increases strong attack critical hit chance by 10% and strong attack critical hit damage by 75%.
Rend I
Deals additional damage in proportion to the Stamina consumed. Ignores enemy Defense and increases critical hit chance by 10%. Adrenaline Points increase total damage by 100%, per point spent of every level of this Ability.
Rend II
Deals additional damage in proportion to the Stamina consumed. Ignores enemy Defense and increases critical hit chance by 20%. Adrenaline Points increase total damage by 100%.
Rend III
Deals additional damage in proportion to the Stamina consumed. Ignores enemy Defense and increases critical hit chance by 30%. Adrenaline Points increase total damage by 100%.
Rend IV
Deals additional damage in proportion to the Stamina consumed. Ignores enemy Defense and increases critical hit chance by 40%. Adrenaline Points increase total damage by 100%.
Rend V
Deals additional damage in proportion to the Stamina consumed. Ignores enemy Defense and increases critical hit chance by 50%. Adrenaline Points increase total damage by 100%.
Perfectly timed parries reflect arrows back at the attacker.
Arrow Deflection III
Perfectly timed parries reflect back arrows and deal double damage.
Fleet Footed I
Damage from hits received while dodging is reduced by 20%.
Fleet Footed II
Damage from hits received while dodging is reduced by 40%.
Fleet Footed III
Damage from hits received while dodging is reduced by 60%.
Fleet Footed IV
Damage from hits received while dodging is reduced by 80%.
Fleet Footed V
Damage from hits received while dodging is reduced by 100%.
Counterattack I
After a successful counterattack, the next attack deals +30% damage per skill level.
Counterattack II
After a successful counterattack, the next attack deals +30% damage per skill level with a chance for knockdown based on the number of Adrenaline Points.
Counterattack III
After a successful counterattack, the next attack deals +30% damage per skill level and is a critical hit with a chance for knockdown based on the number of Adrenaline Points.
Deadly Precision I
Each Adrenaline Point adds 1% to the chance of killing an opponent instantly.
Deadly Precision II
Each Adrenaline Point adds 2% to the chance of killing an opponent instantly.
Marksmanship
Marksmanship
Allows you to wield a light hand-held crossbow.
Lightning Reflexes I
Time slowed by an additional 15% while aiming the crossbow.
Lightning Reflexes II
Time slowed by an additional 30% while aiming the crossbow.
Lightning Reflexes III
Time slowed by an additional 45% while aiming the crossbow.
Cold Blood I
Each bolt that hits its target adds 0,04 Adrenaline Points.
Cold Blood II
Each bolt that hits its target adds 0,08 Adrenaline Points.
Cold Blood III
Each bolt that hits its target adds 0,12 Adrenaline Points.
Cold Blood IV
Each bolt that hits its target adds 0,16 Adrenaline Points.
Cold Blood V
Each bolt that hits its target adds 0,2 Adrenaline Points.
Anatomical Knowledge I
Increases crossbow critical hit chance by 5%.
Anatomical Knowledge II
Increases crossbow critical hit chance by 10%.
Anatomical Knowledge III
Increases crossbow critical hit chance by 15%.
Anatomical Knowledge IV
Increases crossbow critical hit chance by 20%.
Anatomical Knowledge V
Increases crossbow critical hit chance by 25%.
Crippling Shot I
Critical hits dealt with the crossbow disable monster special abilities for 5 second(s).
Crippling Shot II
Critical hits dealt with the crossbow disable monster special abilities for 10 second(s).
Crippling Shot III
Critical hits dealt with the crossbow disable monster special abilities for 15 second(s).
Crippling Shot IV
Critical hits dealt with the crossbow disable monster special abilities for 20 second(s).
Crippling Shot V
Critical hits dealt with the crossbow disable monster special abilities for 25 second(s).
Battle Trance
Battle Trance
Blows landed during combat generate Adrenaline Points. Each Adrenaline Point increases weapon damage by 10%.
Resolve I
Adrenaline Point loss upon taking damage is lowered by 20%.
Resolve II
Adrenaline Point loss upon taking damage is lowered by 40%.
Resolve III
Adrenaline Point loss upon taking damage is lowered by 60%.
Resolve IV
Adrenaline Point loss upon taking damage is lowered by 80%.
Resolve V
Adrenaline Point loss upon taking damage is lowered by 100%.
Undying I
When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used.
Undying II
When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 25%.
Undying III
When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 50%.
Undying IV
When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 75%.
Undying V
When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 100%.
Razor Focus I
Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 5%.
Razor Focus II
Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 10%.
Razor Focus III
Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 15%.
Razor Focus IV
Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 20%.
Razor Focus V
Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 25%.
Flood of Anger I
When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 25%.
Flood of Anger II
When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 50%.
Flood of Anger III
When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 75%.
Flood of Anger IV
When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 100%.
Flood of Anger V
When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 125%.
Useful Combat Abilities
Whirl:Located in the third tier of fast attack abilities, Whirl allows Geralt to spend Adrenaline and Stamina to go into a spinning frenzy that hits all targets around him. For players who are aggressive and sometimes need an additional way out of bad situations, this can be a worthy talent to spend points on.
Rend:This third tier strong attack ability is another good place for combat-heavy builds to spend points in. The ability to ignore defense with a charged-up strong attack works really well for players who know how to take advantage of openings the enemy provides.
Arrow Deflection: While situational, this first tier Defense ability can prove to be a life-saver, particularly against large groups of human bandits. Arrows are slung at Geralt often enough throughout the adventure that it helps to be able to negate the damage they cause.
Crippling Shot:The final ability in the Marksmanship branch can disable a monster’s special abilities for five seconds with just one point spent on it. That alone can save Geralt from some otherwise very dangerous attacks, such as the Hypnosis from a Fiend’s third eye.
Razor Focus: The third Battle Trance ability grants you one Adrenaline Point the moment Geralt enters combat, and increases the amount of Adrenaline generated by sword blows. There are many abilities that work from Adrenaline Points, so having a free point at the start of any fight really synergizes well with other combat abilities.
Signs
Geralt begins with five magic signs, all of which have important uses in and out of combat. The Signs Ability tree dedicates one upgrade path for each sign, and within each path there are alternate Signmodes that change how a Signis used.
Each point spent in the Signs tree increases the speed of Stamina regeneration in combat by 1% on a given Activated Ability.
Aard Sign
Aard Sign
A directed blast of telekinetic energy that staggers opponents, leaving them open for a subsequent attack.
Far-Reaching Aard I
Increases Aard’s range by 1 yard(s).
Far-Reaching Aard II
Increases Aard’s range by 2 yard(s).
Far-Reaching Aard III
Increases Aard’s range by 3 yard(s).
Aard Sweep I
Alternate Sign Mode: Aard strikes all opponents in a certain radius. Knock-down chance is 21% lower.
Aard Sweep II
Alternate Sign Mode: Aard strikes all opponents in a certain radius. Knock-down chance is 17% lower.
Aard Sweep III
Alternate Sign Mode: Aard strikes all opponents in a certain radius.
Aard Intensity I
Increases Aard Sign intensity by 5%
Aard Intensity II
Increases Aard Sign intensity by 10%
Aard Intensity III
Increases Aard Sign intensity by 15%
Aard Intensity IV
Increases Aard Sign intensity by 20%
Aard Intensity V
Increases Aard Sign intensity by 25%
Shock Wave I
Aard now deals 40 damage.
Shock Wave II
Increases the damage dealt by Aard to 80.
Shock Wave III
Increases the damage dealt by Aard to 120.
Shock Wave IV
Increases the damage dealt by Aard to 160.
Shock Wave V
Increases the damage dealt by Aard to 200,.
Igni Sign
Igni Sign
A directed fiery blast that damages enemies. Damage scales with Sign intensity. Current damage: 100
Increases Sign duration by 10 seconds. Number of alternative mode charges: 4. Number of standard mode traps: 2.
Magic Trap I
Alternate Sign Mode: Damages and slows all enemies within a 10 yard radius. Destroys projectiles passing through this area.Stamina regeneration in combat: +0.5%
Magic Trap II
Alternate Sign Mode: Damages and slows all enemies within a 12 yard radius. Destroys projectiles passing through this area. Damage increased by 25%.
Magic Trap III
Alternate Sign Mode: Damages and slows all enemies within a 14 yard radius. Destroys projectiles passing through this area. Damage increased by 50%.
Enemies under the influence of Yrden lose 50 point(s) of Vitality or essence per second.
Quen Sign
Quen Sign
Protective shield that lasts until it has absorbed damage totaling 6% of maximum Vitality.
Exploding Shield I
Quen shield pushes opponents back when it breaks.
Exploding Shield II
Quen shield pushes opponents back and deals damage when it breaks.
Exploding Shield III
Quen shield pushes opponents back and deals damage when it breaks, with a chance for knock-down.
Active Shield I
Alternate Sign Mode: Creates an active shield. Maintaining it and blocking attacks drains Stamina. Damage absorbed by the shield restores player Vitality.
Active Shield II
Alternate Sign Mode: Maintaining an active shield now drains 50% less Stamina. Stamina drain for blocked attacks unchanged. Damage absorbed by the shield restores player Vitality.
Active Shield III
Alternate Sign Mode: Maintaining an active shield no longer drains Stamina. Stamina drain for blocked attacks unchanged. Damage absorbed by the shield restores player Vitality.
Quen Intensity I
Increases Quen Sign intensity by 5%.
Quen Intensity II
Increases Quen Sign intensity by 10%.
Quen Intensity III
Increases Quen Sign intensity by 15%.
Quen Intensity IV
Increases Quen Sign intensity by 20%.
Quen Intensity V
Increases Quen Sign intensity by 25%.
Quen Discharge I
Reflects 5% of absorbed damage back to the attacker.
Quen Discharge II
Reflects 10% of absorbed damage back to the attacker.
Quen Discharge III
Reflects 15% of absorbed damage back to the attacker.
Quen Discharge IV
Reflects 20% of absorbed damage back to the attacker.
Quen Discharge V
Reflects 25% of absorbed damage back to the attacker.
Axii Sign
Axii Sign
Charms an opponent’s mind, temporarily eliminating him from combat. Effect Duration: 5 seconds.
Delusion I
Target does not move towards Geralt while he is casting Axii. Also increases the effectiveness of Axii in dialogues.
Delusion II
Target does not move towards Geralt while he is casting Axii. Increases the effectiveness of Axii in dialogues. Reduces Axii casting time.
Delusion III
Target does not move towards Geralt while he is casting Axii. Increases the effectiveness of Axii in dialogues. Reduces Axii casting time. Failed Axii attempts stagger the target.
Puppet I
Alternate Sign Mode: Targeted enemy briefly becomes an ally and deals 20% more damage.
Puppet II
Alternate Sign Mode: Targeted enemy briefly becomes an ally and deals 40% more damage.
Puppet III
Alternate Sign Mode: Targeted enemy briefly becomes an ally and deals 60 more damage.
Axii Intensity I
Increases Axii Sign intensity by 5%.
Axii Intensity II
Increases Axii Sign intensity by 10%.
Axii Intensity III
Increases Axii Sign intensity by 15%.
Axii Intensity IV
Increases Axii Sign intensity by 20%.
Axii Intensity V
Increases Axii Sign intensity by 25%.
Domination I
Two opponents can be influenced by Axii at the same time. The effect is 50% weaker.
Domination II
Two opponents can be influenced by Axii at the same time. The effect is 25% weaker.
Domination III
Two opponents can be influenced by Axii at the same time.
Useful Sign Abilities
Delusion:The first Axii ability is one that can find use throughout the game for players seeking alternative solutions to problems. Three points spent here guarantees that any dialogue choices that can be influenced by Axii always go in Geralt’s favor.
Aard Sweep:This alternate Signmode, when fully upgraded, can be an excellent ability that synergizes well with heavy Combat builds. Enemies all around Geralt can be pushed back or even knocked over.
Melt Armor: This improvement to Igni permanently weakens enemy armor, an incredibly useful debuff to have on hand that works very well for aggressive players. Fully upgrading this ability can reduce the enemy’s armor effectiveness by 75%, a good way to improve Geralt’s damage-dealing capacity in any fight.
Magic Trap: A useful alternate mode to the already useful Yrden sign, not only are enemies slowed by the Yrden trap, they take damage and any projectiles passing through the Yrden field are destroyed. A good way to defend yourself against ranged attackers.
Exploding Shield: This early tier ability for Quen allows aggressive players to be a little more reckless with Quen active. When the shield breaks, anyone in the vicinity is knocked back. You can use this to great effect against lightweight opponents, and the effect increases the more points you spend on it.
Active Shield: This alternate Sign mode allows Geralt to maintain a protective shield that stops all damage for as long as he has the Stamina to maintain it. If you eat food, then begin channeling Active Shield, Geralt can regenerate his health in relative safety amongst his enemies.
Alchemy
Alchemy is the source of a witcher’s fearsom power. As training begins, witcher candidates are mutated with lesser mutagens that enhance speed, endurance, strength, and grant the tremendous regenerative abilities required to imbibe the toxic decoctions they will consume. This ancient knowledge is also used to brew potions, create bombs that can be thrown at targets with a large area of effect, and prepare sword oils that augment damage to specific breeds of monster.
Each point spent in the Alchemy tree increases the duration of potion effects by 5% on a given Activated Ability.
Brewing
Brewing
Enables the brewing and drinking of witcher potions.
Heightened Tolerance I
Increases potion overdose threshold by 1%.
Heightened Tolerance II
Increases potion overdose threshold by 2%.
Heightened Tolerance III
Increases potion overdose threshold by 3%.
Heightened Tolerance IV
Increases potion overdose threshold by 4%.
Heightened Tolerance V
Increases potion overdose threshold by 5%.
Refreshment I
Each potion dose imbibed heals 5% of maximum Vitality.
Refreshment III
Each potion dose imbibed heals 10% of maximum Vitality.
Refreshment III
Each potion dose imbibed heals 15% of maximum Vitality.
Refreshment IV
Each potion dose imbibed heals 20% of maximum Vitality.
Refreshment V
Each potion dose imbibed heals 25% of maximum Vitality.
Delayed Recovery I
Potion effects don’t wear off until potion toxicity falls to 90% of the maximum level.
Delayed Recovery II
Potion effects don’t wear off until potion toxicity falls to 80% of the maximum level.
Delayed Recovery III
Potion effects don’t wear off until potion toxicity falls to 70% of the maximum level.
Side Effects I
Imbibing a potion gives a 20% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.
Side Effects II
Imbibing a potion gives a 40% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.
Side Effects III
Imbibing a potion gives a 60% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.
Side Effects IV
Imbibing a potion gives a 80% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.
Side Effects V
Imbibing a potion gives a 100% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.
Oil Preparation
Oil Preparation
Enables the creation of oils that can be applied to swords.
Poisoned Blades I
Oil applied to blades gives a 3% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type.
Poisoned Blades II
Oil applied to blades gives a 6% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.
Poisoned Blades III
Oil applied to blades gives a 9% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.
Poisoned Blades IV
Oil applied to blades gives a 12% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.
Poisoned Blades V
Oil applied to blades gives a 15% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.Potion duration time: +25%
Protective Coating I
Adds 5% protection against attacks from the monster type the oil targets.
Protective Coating II
Adds 10% protection against attacks from the monster type the oil targets.
Protective Coating III
Adds 15% protection against attacks from the monster type the oil targets.
Protective Coating IV
Adds 20% protection against attacks from the monster type the oil targets.
Protective Coating V
Adds 25% protection against attacks from the monster type the oil targets.
Upon detonation bombs separate into explosive fragments. Number of fragments: 6
Mutation
Mutation
Enables the extraction of mutagens from the corpses of powerful monsters. Witchers use these to grant their bodies new abilities.
Acquired Tolerance I
Every known level 1 formulae increases maximum toxicity by 1.
Acquired Tolerance II
Every known level 1 or 2 formulae increases maximum toxicity by 1.
Acquired Tolerance III
Every known level 1, 2 or 3 formulae increases maximum toxicity by 1.
Tissue Transmutation I
When consumed, mutagen decoction increases maximum Vitality by 200 for decoction’s effective duration.
Tissue Transmutation II
When consumed, mutagen decoction increases maximum Vitality by 400 for decoction’s effective duration.
Tissue Transmutation III
When consumed, mutagen decoction increases maximum Vitality by 600 for decoction’s effective duration.
Tissue Transmutation IV
When consumed, mutagen decoction increases maximum Vitality by 800 for decoction’s effective duration.
Tissue Transmutation V
When consumed, mutagen decoction increases maximum Vitality by 1000 for decoction’s effective duration.
Synergy I
Increases bonus for mutagen placed in mutagen slot by 10%.
Synergy II
Increases bonus for mutagen placed in mutagen slot by 20%.
Synergy III
Increases bonus for mutagen placed in mutagen slot by 30%.
Synergy IV
Increases bonus for mutagen placed in mutagen slot by 40%.
Synergy V
Increases bonus for mutagen placed in mutagen slot by 50%.
Adaptation I
Extends effective duration of all mutagen decoctions by 10%.
Adaptation II
Extends effective duration of all mutagen decoctions by 20%.Potion duration time: +10%
Adaptation III
Extends effective duration of all mutagen decoctions by 30%.
Adaptation IV
Extends effective duration of all mutagen decoctions by 40%.
Adaptation V
Extends effective duration of all mutagen decoctions by 50%.
Trial of the Grasses
Trial of the Grasses
Mutation that lets witchers withstand the toxicity of potions that would kill normal people.
Frenzy I
If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack.
Frenzy II
If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect and duration are greater than for level 1 of this ability.
Frenzy III
If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect and duration are greater than for level 2 of this ability.
Endure Pain I
Increases maximum Vitality by 10% when toxicity exceeds the safe threshold.
Endure Pain II
Increases maximum Vitality by 20% when toxicity exceeds the safe threshold.
Endure Pain III
Increases maximum Vitality by 30% when toxicity exceeds the safe threshold.
Endure Pain IV
Increases maximum Vitality by 40% when toxicity exceeds the safe threshold.
Endure Pain V
Increases maximum Vitality by 50% when toxicity exceeds the safe threshold.
Fast Metabolism I
Toxicity drops 1 point(s) per second faster.
Fast Metabolism II
Toxicity drops 2 point(s) per second faster.
Fast Metabolism III
Toxicity drops 3 point(s) per second faster.
Fast Metabolism IV
Toxicity drops 4 point(s) per second faster.
Fast Metabolism V
Toxicity drops 5 point(s) per second faster.
Killing Spree I
If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 10%.
Killing Spree II
If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 20%.
Killing Spree III
If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 30%.
Killing Spree IV
If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 40%.
Killing Spree V
If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 50%.
Useful Alchemy Abilities
Delayed Recovery:For players investing heavily into alchemy, this ability is fantastic for getting the most use out of your potions. For long fights, if you’re willing to manage your toxicity with careful imbibing of potions, you can ensure that you have multiple potion effects going for significantly longer than usual.
Poisoned Blades: Poisoned Blades makes your Oils more valuable against the right targets. As long as you are using the correct Oil on a given enemy, there’s a chance that you might poison your foe. This is especially useful against monsters that are the target of a witcher contract or regenerate health.
Steady Aim:If you try aiming bombs in the middle of a fight, you may find yourself overwhelmed, especially against fast and aggressive enemy types. Steady Aim lets you take a little more time to nail that perfect throw, and score maximum effect for every bomb you use.
Synergy:This mutation ability gives your mutagens a potentially massive boost in effectiveness. If you’ve speced Geralt evenly between alchemy and combat just to reach synergy, and max the ability out, Geralt can be a total monster in melee combat with the right mutagens.
Frenzy: An amazingly useful skill for potion-chugging Geralts, the ability to read when an enemy is about to counterattack, and have time to properly react to it, can be game-changing. So long as you have potions to use, you can get something positive out of the Toxicity they build.
General
The General Abilities tree does not focus on any given aspect of a witcher’s skills. However, the abilities found here can influence your overall build.
General Abilities
Sun and Stars
During the day, Vitality regenerates by an additional 10 points per second when not in combat. At night, Stamina regenerates by an additional 1 points per second during combat.
Survival Instinct
Increases maximum Vitality by 500.
Cat School Techniques
Each piece of light armor increases critical hit damage by 25% and fast attack damage by 5%.
Griffin School Techniques
Each piece of medium armor increases Sign intensity by 5% and Stamina regeneration by 5%.
Bear School Techniques
Each piece of heavy armor increases maximum Vitality by 5% and strong attack damage by 5%.
If your current Stamina level is too low, Signs can be cast using Adrenaline Points.
Adrenaline Burst
Increases Adrenaline generation by 5%. Using Signs now generates Adrenaline Points.
Focus
Adrenaline Points increase both weapon damage and Sign intensity.
Metabolic Control
Increases maximum toxicity by 30 points.
Useful General Abilities
Sun and Stars:Incredibly useful all around, especially during Blood and Broken Bones! and Death March Mode playthroughs. The additional boosts to health and Stamina regeneration can be the difference between success and failure.
Focus: Adrenaline, under ideal circumstances, only ever get used up when you make use of an ability that requires it. Focus allows Adrenaline that isn’t being used to increase your weapon damage and Sign Intensity.
Metabolic Control: For witchers who drink their own brews heavily and often, the extra 30 points of maximum Toxicity can mean the difference between using a White Raffard’s Decoction in a heated battle, or not.
Mutagens
This chart lists all available mutagens that can be used in conjunction with Activated Abilities to provide stat bonuses for Geralt, as well as what creatures may possess them.