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The Witcher 3: Wild Hunt eGuide
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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 › Getting Started › Witcher Training

Items and Inventory

A witcher doesn’t succeed simply by being a great fighter. It requires preparation and using everything in their inventory to craft an arsenal that ensures victory. Outside of the armor he wears and the swords he wields, Geralt’s inventory can be filled with items of various kinds, used for different circumstances before, during, and after combat. You can find items in the world, receive them as quest rewards, or buy them from merchants. Neglecting items makes the witcher’s life very hard (for the rest of its assuredly short duration).

Managing your inventory is important. You can’t take absolutely everything you find with you everywhere you go. If you try, Geralt becomes overburdened, is unable to move beyond a slow walk while on foot, and his ability to fight is severely diminished. However, you do need to seek out a good supply of materials to keep your potion, oil, and bomb supplies well stocked.

Geralt can carry 60 units of weight on his person at any time, and more on his faithful steed, Roach, if you purchase Saddle Bags from a merchant, or win them in a horse race (increasing the maximum to 160 units). Avoid problems by remembering to sell or disassemble any useless weapons and armor you loot from opponents, as these tend to weigh the most. Try not to carry items specified as ‘junk’ if they have a weight value, unless they sell for a decent price, or you know they can be broken down into useful crafting components. The golden rule here is to take only what you need or can use in some way. If you try to collect every single item you find, you won’t finish this adventure in a reasonable amount of time.

Roach, Faithful Steed

Geralt’s loyal, if somewhat finicky, mount can be given items that improve his usefulness to the witcher. Trophies from successful hunts can be mounted on a hook hanging from the side of the horse to provide special bonuses. Saddles can be won from races, purchased from merchants in the world, or found as loot. You can also earn Saddle Bags, allowing Roach to take some of the burden off Geralt’s back. You can even find Horse Blinders that help Roach remain more calm when enemies are afoot.

Potions

Highly toxic to most normal humans, potions brewed by witchers provide a variety of effects that can improve combat. However, even a witcher is not immune to the dangerous nature of these brews. If Geralt’s Toxicity meter reaches critical levels, he begins losing Vitality. All potion effects last for only a short while, though the efficacy and duration of potions can be enhanced by investing in the right Character Abilities.

To brew potions, Geralt needs to know the formulae and have the materials they require. Most alchemy requires plants that can be found and harvested in the field. Other alchemic compounds, such as special powders, monster body parts, and minerals can be found as loot in chests and bags strewn about the world, or on the corpses of your foes. You may also purchase some of the more rare ingredients from herbalists and alchemists found in or around towns.

Once you’ve brewed a potion, it remains in your inventory, even when it has been used up. Most potions can be upgraded over the course of the adventure, starting with the basic level formulae, Enhanced level, and finally reaching Superior quality.

You’ll either find or purchase formulae for higher-powered versions of potions. These advanced formulae require already crafting the previous-level version of that potion, and new sets of ingredients. Upgrading your potions leaves you with the higher level product.

Always try to have potions readied that fit your current circumstances; once a fight begins, you can’t tell your enemies to wait a few minutes while you sit down to play with herbs. Potions can be used before and during combat from the Inventory screen. You can also set them to be one of your two Quick Access potions, allowing you to use them in battle. Each potion has a limited number of doses, but can be replenished if you enter Meditation and have enough hard alcohol to use for the replenishment. Geralt automatically does this if he has the necessary supplies, making it important to loot as many spirits as you can while out in the field.

Useful Early-Adventure Potions

Although you start the game with little in the way of resources, you quickly expand your knowledge of potion formulae with exploration. Then you must ask yourself which potions you should focus on creating.

Swallow: Vitality naturally regenerates very slowly. Swallow grants high and constant Vitality regeneration. If Player gets hit effects of basic and enhanced Swallow are suspended for 2 seconds. Superior Swallow do not have this penalty and its effect is never suspended.

White Raffard’s Decoction: This series of potions immediately restores a portion of your Vitality on use. Try to craft and maintain one of the three levels of this potion to keep a good stash of emergency healing on hand.

Cat: Witcher eyes see better in the dark naturally compared to the average human, but even they need a boost. The Cat Potion allows a witcher to see farther and more clearly in dark spaces. At Superior quality, it even delivers immunity to hypnosis and puts a red glow on enemies to make them easier to see ahead of time.

Golden Oriole: A witcher’s body naturally resists disease and poison, which makes the poisons that can hurt or kill a Witcher deadly to humans. Golden Oriole grants witchers temporary immunity to poisons while neutralizing all poisons currently in the bloodstream.

Thunderbolt: Most combat a witcher faces ends by a witcher’s sword. Thunderbolt enhances Attack Power, and the effect only increases with each jump in potion quality. A good general use potion against any threat you can face.

Oils

To increase the effectiveness of blades, a witcher can coat them with special oils he creates. These are tailored to damage specific types of foes. Oils that assist against humans should be applied to steel swords, while any monster-specific oils are applied to your silver swords. There are as many oils as there are families of monsters, and so it falls to a witcher to be prepared for these eventualities.

Crafting oils and applying them to weapons can be done only outside of combat; once you’re in battle, it’s too late to oil up your blades.

Similar to potions, once an oil is crafted, it remains in your inventory. You can find formulae for improved versions of oils, requiring the previous level of the oil and new ingredients. This again follows the standard, enhanced, and superior quality scheme used by potions.

Oils do not last indefinitely. Each successful strike on an enemy rubs some of the oil off the blade until eventually there is none left and the effect is no longer applied to the foe. You can reapply the oil by going into your inventory once again, as long as you have not discarded it.

Oils for Common or Serious Threats

With so many monsters plaguing the land, witchers must be prepared with a wide variety of oils to counter their threat with expediency.

Hanged Man’s Venom: Sadly, humans are as common a threat to a witcher as any monster with war raging across the land. It never hurts to have this oil ready at all times to quickly dispatch soldiers or roaming groups of bandits. This works against any human and nonhuman (but human-sized), so use this on any Scoia’tael you might face, too!

Necrophage Oil: War leaves behind battlefields strewn with corpses, the perfect feeding grounds for necrophages. This oil gets frequent use for most witchers.

Specter Oil: Another side effect to war is the high number of victims who died with lingering regrets in this world, or died after terrible violence. These dark and powerful emotions have resulted in great numbers of wraiths haunting the living.

Elemental Oil: While elementals are not particularly common, their sturdiness against a witcher’s silver swords makes them incredibly dangerous to fight. Every advantage helps.

Relict Oil: Relicts are as rare as the name suggests, but all creatures that fall under this classification can be considered threats of the highest order. If a hunt demands that you fight a chort or a fiend, relict oil is one of the few advantages any witcher can claim over these monsters.

Mutagens and Decoctions

As you kill monsters, there’s a chance that a mutagen will be found amongst the loot they drop. There are different types of mutagens—some that are exclusive to the beast slain and others that are relatively common amongst a variety of monsters.

Mutagens are used in two separate ways. The first is in connection with your Character Abilities. By placing a mutagen in the slot next to your activated Character Abilities, you gain a statistical bonus.

The ability trees are color themed: red, blue, green, and yellow. These colors stand for Combat, Signs, Alchemy, and General Abilities, respectively. This also holds true with mutagens, which can be found in red, blue, and green. If you connect a mutagen to activated abilities of the same color, the bonus provided by the mutagen increases by 100 percent for each ability matching that mutagen’s color. Geralt can gain thousands of points of Vitality and strike that much harder with his swords. His Signs will see massive intensity boosts.

Special Mutagens

Certain beasts that become the target of Witcher Contracts carry unique mutagens with increased potency over those found on lesser monsters.

The second use of mutagens comes with crafting decoctions, which can provide great statistical bonuses on their own. However, they also come with the downside of very high toxicity ratings, far above that of normal potions. This factor can limit your use of other witcher potions.

Potent Decoctions

For experienced witchers, the high toxicity of a decoction, and all the risks that come with it, are outweighed by the benefits.

Troll Decoction: Constant Vitality regeneration in and out of combat. For witchers who are expecting multiple grueling battles against many foes.

Ekimmara Decoction: With this decoction, a witcher restores Vitality with every successful strike against the enemy.

Succubus Decoction: The longer a battle lasts, the harder the witcher strikes.

Alghoul Decoction: Adrenaline is generated more quickly by a witcher in combat, but the effect is broken by the first successful enemy attack.

Werewolf Decoction: Running, sprinting, and jumping outside of combat does not use Stamina—a perfect brew for witchers exploring large areas.

Bombs

One of the key tools of the witcher trade is the arsenal of bombs they can craft to suit their needs. Various materials go into making a bomb, and they have a wide range of possible effects that can be used to further stack a battle in their favor. You can open a battle from afar by lobbing a bomb at an unsuspecting foe, or quickly flick one out at a targeted opponent during a heated melee.

Monster nests encountered in the world require specific bombs to completely destroy them. So, if you intend to make a particular area safe to travel through or harvest materials within, make sure you always carry a supply of explosives. You can set two bomb types in your Inventory menu as quick access items. If necessary you can switch out what bombs you have quick access to in the middle of combat as well. As with potions and oils, all bombs can be upgraded beyond their initial crafted level to enhanced and superior versions.

A Useful Brace of Bombs

Bombs are highly specialized weapons that can cause a variety of effects in battle. It helps to craft bombs as soon as possible, especially the higher ranking versions, so you are prepared for any situation that requires an explosive solution.

Grapeshot: The Grapeshot bomb is one of the most useful explosives in a witcher’s arsenal. Able to destroy monster nests and deal powerful damage to enemies, while also causing some fire damage that can harm enemies weak to it. Upgraded Grapeshot bombs can make armor completely irrelevant.

Dragon’s Dream: This bomb releases a cloud of highly flammable gas into the air. By itself, it’s relatively harmless. When ignited by Igni, another bomb, a torch or even a burning enemy, however, the resulting detonation can set foes on fire. Upgraded Dragon’s Dream can cause enemies it kills to explode, as well!

Samum: A basic but useful bomb, Samum cannot just destroy monster nests, it blinds enemies caught in its explosive radius, giving a witcher a chance to flank them. Upgraded Samum guarantees a critical strike on a blinded opponent. Just be careful that you don’t blind yourself with your own Samum bomb.

Moon Dust: Monsters that are known to transform cannot use this ability when struck by the silver splinters of a Moon Dust bomb. Monsters that can regenerate can find that ability temporarily disabled. The Superior version of the Moon Dust bomb can seal off regeneration permanently!

Northern Wind: A dangerous piece of alchemy, the Northern Wind bomb freezes enemies within its blast radius in place. If a witcher improves it, the area of effect grows larger, lasts longer, and enemies struck while frozen suffer greater damage.

Ingredients

Making things requires their material components, and the world provides these if a witcher takes the time to hunt for them. Materials found within monsters and wild animals can be combined with various plants found growing throughout the world to make potions, bombs, and oils. Other materials you find, such as ores, planks of wood, or leather skinned from wild animals, can be used by smiths to craft better armor or weapons.

Weapons and equipment found in the field can be another source of ingredients. A smith of the right skill level can break down equipment, as well as other items in your inventory, to help you get extra crafting materials. This process does cost money, though.

Quest Items

Geralt finds a variety of key items throughout his quest, and while some have monetary worth, it would be a mistake to get rid of them so easily. Quest Items are marked as such when you inspect them in your Inventory screen, and they are always filed away in the Quest Item tab. They remain in your inventory and cannot be discarded until they are no longer needed. Once a Quest Item has seen all the use required from it, it can be sold to a vendor, or dropped and forgotten. Some of the key items can be used while exploring the game world.

The Magic Lamp

For example, the Magic Lamp allows you to communicate with ghosts, a necessity for completing a specific quest early in the adventure. When Geralt approaches one of these places, it is marked on your map. In the world they appear as green-tinged energy fields near bones or corpses.

The Eye of Nehaleni

The Eye of Nehaleni is used to dispel magic illusions that guard hidden passages throughout the world. When you approach an object that can be dispelled, Geralt actually points out that his medallion is indicating a strong magic presence. Once you have the Eye, you can dispel it.

Lore Books, Torn Notes, and Notices

Lore books, torn notes, and notices collected during your adventures deserve a special mention. Not only do these items give information about the world and the quests you encounter, they can also sometimes lead to knowledge about Points of Interest! Some lore books also add information to the Bestiary. You can find some of these texts placed within your Quest Items tab, while others may be found under Usable Items or Junk.

Other Items

Junk items, and items that don’t fall into other categories are filed away in the inventory as Other Items. This includes currency that can be changed into crowns at the bank of Novigrad, torn sheets from notebooks, lore books, food, Witcher Contracts, and mutagens found on dead monsters. Food is one of the most important items in this category, as it allows Geralt to regenerate health quickly, even during combat, without the need to meditate. Mutagens can be used on the Character Abilities menu to provide a significant boost to specific stats.

Junk items should be sold. Unless the description of the item tells you that it is an ingredient or can be broken down for ingredients, there’s little reason to keep Junk in your inventory.

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