Abilities (Skills) in the Witcher 3
The various upgrades are arranged into 4 branches, each of which can be unlocked by spending a certain amount of points. To unlock the second branch of upgrades you need to spend 8 points in the first branch. Unlocking the third branch will cost you 20 points in the second, and to gain access to the fourth branch you will have to spend 30 points in the branch above it. Geralt’s skills can also be boosted with special items called mutagens.
This guide will show you all the Witcher 3 skills you can choose from, along with their effects and the mutagens that suit them.
If you want your skills to take effect, you will need to place them into skill slots. At the beginning of the game you will have only a few slots available; you will unlock more as you progress through the game.
There are a total of 12 skill slots and the last one unlocks when you reach level 50. You can switch between the active skills whenever you wish, depending on the circumstances: if you are fighting an enemy vulnerable to fire, you can choose a skill that improves Igni intensity.
Every time you level up you will gain 1 skill point, though you can gain more by drawing from Places of Power – one point per each. Places of Power are scattered throughout the world and hard to get to, but you shouldn’t worry as our Places of Power guide has you covered.
If you are not happy with the way you have spent your skill points, you will purportedly be able to buy a respec potion that will allow you to redistribute them.
There are four types of skills in the Witcher 3:
As the name suggests, these skills are combat-related – they can improve your prowess with swords, your ability to use ranged weapons more effectively, and they govern your adrenaline gains. This category has five talent trees: Fast Attack, Strong Attack, Defense, Marksmanship, and Battle Trance.
Fast Attack:
IconName Muscle MemoryLevel 1: Fast attack damage +5%, adrenaline point gain +1%.
Level 2: Fast attack damage +10%, adrenaline point gain +2%
Level 3: Fast attack damage +15%, adrenaline point gain +3%.
Level 4: Fast attack damage +20%, adrenaline point gain +4%.
Level 5: Fast attack damage +25%, adrenaline point gain +5%. Precise BlowsLevel 1: Chance of fast attack critical hit +2%, critical hit damage +15%. Adrenaline point gain +1%
Level 2: Chance of fast attack critical hit +4%, critical hit damage +30%. Adrenaline point gain +2%
Level 3: Chance of fast attack critical hit +6%, critical hit damage +45%. Adrenaline point gain +3%
Level 4: Chance of fast attack critical hit +8%, critical hit damage +60%. Adrenaline point gain +4%
Level 5: Chance of fast attack critical hit +10%, critical hit damage +75%. Adrenaline point gain +5% WhirlLevel 1: Spinning attack attacks all nearby foes. Maintaining the attack costs Stamina and Adrenaline. Consumes 10% less Stamina and Adrenaline. Adrenaline point gain +1%
Level 2: Spinning attack attacks all nearby foes. Maintaining the attack costs Stamina and Adrenaline. Consumes 20% less Stamina and Adrenaline. Adrenaline point gain +2%
Level 3: Spinning attack attacks all nearby foes. Maintaining the attack costs Stamina and Adrenaline. Consumes 30% less Stamina and Adrenaline. Adrenaline point gain +3%
Level 4: Spinning attack attacks all nearby foes. Maintaining the attack costs Stamina and Adrenaline. Consumes 40% less Stamina and Adrenaline. Adrenaline point gain +4%
Level 5: Spinning attack attacks all nearby foes. Maintaining the attack costs Stamina and Adrenaline. Consumes 50% less Stamina and Adrenaline. Adrenaline point gain +5% ??????
Strong Attack:
IconName Strength TrainingLevel 1: Strong attack damage +5%, adrenaline point gain +1%.
Level 2: Strong attack damage +10%, adrenaline point gain +2%.
Level 3: Strong attack damage +15%, adrenaline point gain +3%.
Level 4: Strong attack damage +20%, adrenaline point gain +4%.
Level 5: Strong attack damage +25%, adrenaline point gain +5%.
Crushing BlowsLevel 1: Strong attack critical hit chance +2%, critical hit damage +15%. Adrenaline point gain +1%
Level 2: Strong attack critical hit chance +4%, critical hit damage +30%. Adrenaline point gain +2%
Level 3: Strong attack critical hit chance +6%, critical hit damage +45%. Adrenaline point gain +3%
Level 4: Strong attack critical hit chance +8%, critical hit damage +60%. Adrenaline point gain +4%
Level 5: Strong attack critical hit chance +10%, critical hit damage +75%. Adrenaline point gain +5% RendLevel 1: Deals additional damage in proportion to the Stamina consumed. Ignores enemy defense, critical hit chance +10%. Adrenalin points increase total damage by 100%. Adrenaline point gain +1%.
Level 2: Deals additional damage in proportion to the Stamina consumed. Ignores enemy defense, critical hit chance +20%. Adrenaline points increase total damage by 100%. Adrenaline point gain +2%.
Level 3: Strong attack critical hit chance +6%, critical hit damage +30%. Adrenaline point gain +3%
Level 4: Deals additional damage in proportion to the Stamina consumed. Ignores enemy defense, critical hit chance +40%. Adrenaline points increase total damage by 100%. Adrenaline point gain +4%.
Level 5: Strong attack critical hit chance +50%, critical hit damage +50%. Adrenaline point gain +5% Sunder ArmorLevel 1: Enemy damage resistance -5%, adrenaline point gain +1%
Level 2: Enemy damage resistance -10%, adrenaline point gain +2%
Level 3: Enemy damage resistance -15%, adrenaline point gain +3%
Level 4: Enemy damage resistance -20%, adrenaline point gain +4%
Level 5: Enemy damage resistance -25%, adrenaline point gain +5%
IconName Defense Arrow DeflectionLevel 1: Perfectly timed parries reflect arrows back at the attacker. Adrenaline point gain +1%
Level 2: Perfectly timed parries reflect arrows back at the attacker. Adrenaline point gain +2%
Level 3: Perfectly timed parries reflect arrows back at the attacker. Adrenaline point gain +3% Fleet FootedLevel 1: Damage received while dodging -20%, adrenaline points gain +1%
Level 2: Damage received while dodging -40%, adrenaline points gain +2%
Level 3: Damage received while dodging -60%, adrenaline points gain +3%
Level 4: Damage received while dodging -80%, adrenaline points gain +4%
Level 5: Damage received while dodging -100%, adrenaline points gain +5% CounterattackLevel 1: After a successful counter attack, the next attack deals +30% damage per skill level with a chance for knockdown based on the number of adrenaline points. Adrenaline point gain +1%
Level 2: After a successful counter attack, the next attack deals +30% damage per skill level with a chance for knockdown based on the number of adrenaline points. Adrenaline point gain +2%.
Level 3: After a successful counter attack, the next attack deals +30% damage per skill level with a chance for knockdown based on the number of adrenaline points. Adrenaline point gain +3% Deadly PrecisionLevel 1: Each adrenaline point adds 1% to the chance of killing an enemy instantly, adrenaline point gain +1%
Level 2: Each adrenaline point adds 2% to the chance of killing an enemy instantly, adrenaline point gain +2%
Level 3: Each adrenaline point adds 3% to the chance of killing an enemy instantly, adrenaline point gain +3%
Level 4: Each adrenaline point adds 4% to the chance of killing an enemy instantly, adrenaline point gain +4%
Level 5: Each adrenaline point adds 5% to the chance of killing an enemy instantly, adrenaline point gain +5%
Marksmanship: IconName Lightning ReflexesLevel 1: Slows time by another 15% while aiming the crossbow, adrenaline point gain +1%.
Level 2: ???
Level 3: ??? Cold BloodLevel 1: Each bolt that hits target adds 0.04 adrenaline points. Adrenaline point gain +1%
Level 2: Each bolt that hits target adds 0.08 adrenaline points. Adrenaline point gain +2%
Level 3: Each bolt that hits target adds 0.12 adrenaline points. Adrenaline point gain +3%
Level 4: Each bolt that hits target adds 0.16 adrenaline points. Adrenaline point gain +4%
Level 5: Each bolt that hits target adds 0.2 adrenaline points. Adrenaline point gain +5% Anatomical KnowledgeLevel 1: Crossbow critical hit chance +5%, adrenaline point gain +1%
Level 2: Crossbow critical hit chance +10%, adrenaline point gain +2%
Level 3: Crossbow critical hit chance +15%, adrenaline point gain +3%
Level 4: Crossbow critical hit chance +20%, adrenaline point gain +4%
Level 5: Crossbow critical hit chance +25%, adrenaline point gain +5% Crippling ShotLevel 1: Critical hits with the crossbow disable monster special abilities for 5 seconds, adrenaline point gain +1%
Level 2: Critical hits with the crossbow disable monster special abilities for 10 seconds, adrenaline point gain +2%
Level 3: Critical hits with the crossbow disable monster special abilities for 15 seconds, adrenaline point gain +3%
Level 4: Critical hits with the crossbow disable monster special abilities for 20 seconds, adrenaline point gain +4%
Level 5: Critical hits with the crossbow disable monster special abilities for 15 seconds, adrenaline point gain +25%
Battle Trance: IconName ResolveLevel 1: Adrenaline point loss after taking damage -20%, adrenaline point gain +1%
Level 2: ???
Level 3: ??? UndyingLevel 1: When vitality points reach 0, adrenaline points(if available) are consumed to restore vitality. The amount restored is based on the number of adrenaline points used. Adrenaline point gain +1%
Level 2: When vitality points reach 0, adrenaline points(if available) are consumed to restore vitality. The amount restored is based on the number of adrenaline points used, plus 25%. Adrenaline point gain +2%
Level 3: When vitality points reach 0, adrenaline points(if available) are consumed to restore vitality. The amount restored is based on the number of adrenaline points used, plus 50%. Adrenaline point gain +3%
Level 4: When vitality points reach 0, adrenaline points(if available) are consumed to restore vitality. The amount restored is based on the number of adrenaline points used, plus 75%. Adrenaline point gain +4%
Level 5: When vitality points reach 0, adrenaline points(if available) are consumed to restore vitality. The amount restored is based on the number of adrenaline points used, plus 100%. Adrenaline point gain +5% Razer FocusLevel 1: Instantly gain 1 adrenaline point when entering combat. Adrenaline points generated by sword blows increased +5%. Adrenaline point gain +1%
Level 2: Instantly gain 1 adrenaline point when entering combat. Adrenaline points generated by sword blows increased +10%. Adrenaline point gain +2%
Level 3: Instantly gain 1 adrenaline point when entering combat. Adrenaline points generated by sword blows increased +15%. Adrenaline point gain +3%Level 4: Instantly gain 1 adrenaline point when entering combat. Adrenaline points generated by sword blows increased +10%. Adrenaline point gain +4%
Level 5: Instantly gain 1 adrenaline point when entering combat. Adrenaline points generated by sword blows increased +25%. Adrenaline point gain +5% ???Level 1: ???
Level 2: ???
Level 3: ???
Aard is a telekinetic blast capable of stunning or knocking down your opponents. Igni sets your enemies on fire, while Axii can be used to influence their mind – making them docile and even turning them on your side. Yrden sets magical traps that can slow down or event stop an enemy entirely. Quen is a shield that can be used as protection against various kinds of damage.
Aard IconName Far-Reaching AardLevel 1: Aard’s range + 1 yard, stamina regeneration in combat +0.5/s
Level 2: Aard’s range + 2 yards, stamina regeneration in combat +1/s
Level 3: Aard’s range + 3 yards, stamina regeneration in combat +1.5/s Aard SweepAlternate Sign Mode
Level 1: Strikes all opponents in a certain radius, stamina regeneration in combat +0.5/s
Level 2: Strikes all opponents in a certain radius, stamina regeneration in combat +1/s
Level 3: Strikes all opponents in a certain radius, stamina regeneration in combat +1.5/s ???Level 1: ???
Level 2: ???
Level 3: ??? ???Level 1: ???
Level 2: ???
Level 3: ???
Igni IconName Melt ArmorLevel 1: Damage dealt with Igni also permanently weakens enemy armor. Effect scales with Sign intensity up to maximum 15%. Stamina regeneration in combat +0.5/s
Level 2: Damage dealt with Igni also permanently weakens enemy armor. Effect scales with Sign intensity up to maximum 30%. Stamina regeneration in combat +1/s
Level 3: Damage dealt with Igni also permanently weakens enemy armor. Effect scales with Sign intensity up to maximum 45%. Stamina regeneration in combat +1.5/s
Level 4: Damage dealt with Igni also permanently weakens enemy armor. Effect scales with Sign intensity up to maximum 60%. Stamina regeneration in combat +2/s
Level 4: Damage dealt with Igni also permanently weakens enemy armor. Effect scales with Sign intensity up to maximum 75%. Stamina regeneration in combat +2.5/s FirestreamAlternate Sign Mode
Level 1: Emits a continuous stream of fire that damages enemies. Stamina cost -12.5%, stamina regeneration in combat +0.5/s
Level 2: Emits a continuous stream of fire that damages enemies. Stamina cost -25%, stamina regeneration in combat +1/s
Level 3: Emits a continuous stream of fire that damages enemies. Stamina cost -50%, stamina regeneration in combat +1.5/s ???Level 1: ???
Level 2: ???
Level 3: ??? ???Level 1: ???
Level 2: ???
Level 3: ???
Yrden IconName Sustained GlyphsLevel 1: Sign duration +5 seconds. Alternative mode charges: 2. Standard mode traps: 1. Stamina regeneration in combat +0.5/s
Level 2: Sign duration +10 seconds. Alternative mode charges: 4. Standard mode traps: 2. Stamina regeneration in combat +1/s Magic TrapAlternate Sign Mode
Level 1: Damages and slows all enemies within a 10 yard radius, destroys projectiles passing through this area. Damage +12.5%. Stamina regeneration in combat +0.5/s
Level 2: Damages and slows all enemies within a 12 yard radius, destroys projectiles passing through this area. Damage +25%. Stamina regeneration in combat +1/s
Level 3: Damages and slows all enemies within a 14 yard radius, destroys projectiles passing through this area. Damage +50%. Stamina regeneration in combat +1.5/s ???Level 1: ???
Level 2: ???
Level 3: ??? ???Level 1: ???
Level 2: ???
Level 3: ???
Quen IconName Exploding ShieldLevel 1: Pushes opponents back. Stamina regeneration in combat +0.5/s
Level 2: Pushes opponents back and deals damage when it breaks. Stamina regeneration in combat +1/s
Level 3: Pushes opponents back and deals damage when it breaks, with a chance for knock-down. Stamina regeneration in combat +1.5/s Active ShieldAlternate Sign Mode
Level 1: ??? Stamina regeneration in combat +0.5/s
Level 2: ??? Stamina regeneration in combat +1/s
Level 3: Maintaining an active shield no longer drains stamina. Stamina drain for blocked attacks unchanged Damage absorbed by the shield restores player’s vitality. Stamina regeneration in combat +1.5/s Quen IntensityLevel 1: Quen sign intensity +5%, stamina regeneration in combat +0.5/s
Level 2: Quen sign intensity +10%, stamina regeneration in combat +1/s ???
Level 3: Quen sign intensity +15%, stamina regeneration in combat +1.5/s
Level 4: Quen sign intensity +20%, stamina regeneration in combat +2/s ???
Level 5: Quen sign intensity +25%, stamina regeneration in combat +2.5/s Quen DischargeLevel 1: Reflects 5% of absorbed damage back at the attacker, stamina regeneration in combat +0.5/s
Level 2: Reflects 10% of absorbed damage back at the attacker, stamina regeneration in combat +1/s
Level 3: Reflects 15% of absorbed damage back at the attacker, stamina regeneration in combat +1.5/s
Level 4: Reflects 20% of absorbed damage back at the attacker, stamina regeneration in combat +2/s
Level 5: Reflects 25% of absorbed damage back at the attacker, stamina regeneration in combat +2.5/s
Axii IconName ???Level 1: ???
Level 2: ???
Level 3: ??? PuppetAlternate Sign Mode
Level 1: Targeted enemy briefly becomes an ally and deals 20% damage. Stamina regeneration in combat +0.5/s
Level 2: Targeted enemy briefly becomes an ally and deals 40% damage. Stamina regeneration in combat +1/s
Level 3: Targeted enemy briefly becomes an ally and deals 60% damage. Stamina regeneration in combat +1.5/s ???Level 1: ???
Level 2: ???
Level 3: ??? ???Level 1: ???
Level 2: ???
Level 3: ???
Brewing IconName Heightened ToleranceLevel 1: Potion overdose threshold +1%, potion duration time +5%
Level 2: Potion overdose threshold +2%, potion duration time +10%
Level 3: Potion overdose threshold +3%, potion duration time +15%
Level 4: Potion overdose threshold +4%, potion duration time +20%
Level 5: Potion overdose threshold +5%, potion duration time +25% RefreshmentLevel 1: Each potion dose heals 5% of maximum vitality, potion duration time +5%
Level 2: Each potion dose heals 10% of maximum vitality, potion duration time +10%
Level 3: Each potion dose heals 15% of maximum vitality, potion duration time +15%
Level 4: Each potion dose heals 20% of maximum vitality, potion duration time +20%
Level 5: Each potion dose heals 25% of maximum vitality, potion duration time +25% ???Level 1: ???
Level 2: ???
Level 3: ??? Side EffectsLevel 1: Imbibing a potion gives a 20% chance of activating another randomly selected potion without additional toxicity cost, potion duration time +5%
Level 2: Imbibing a potion gives a 40% chance of activating another randomly selected potion without additional toxicity cost, potion duration time +10%
Level 3: Imbibing a potion gives a 60% chance of activating another randomly selected potion without additional toxicity cost, potion duration time +15%
Level 4: Imbibing a potion gives a 80% chance of activating another randomly selected potion without additional toxicity cost, potion duration time +20%
Level 5: Imbibing a potion gives a 80% chance of activating another randomly selected potion without additional toxicity cost, potion duration time +25%
Oil Preparation IconName Poisoned BladesLevel 1: Oil applied to blade gives a 5% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Potion duration time +5%
Level 2: Oil applied to blade gives a 10% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Potion duration time +10%
Level 3: Oil applied to blade 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 +15%
Level 4: Oil applied to blade gives a 20% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Potion duration time +20%
Level 5: Oil applied to blade gives a 25% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Potion duration time +25% Protective CoatingLevel 1: 5% protection against attacks from monsters you’ve oiled for, potion duration time +5%
Level 2: 10% protection against attacks from monsters you’ve oiled for, potion duration time +10%
Level 3: 15% protection against attacks from monsters you’ve oiled for, potion duration time +15%
Level 4: 20% protection against attacks from monsters you’ve oiled for, potion duration time +20%
Level 5: 25% protection against attacks from monsters you’ve oiled for, potion duration time +25% FixativeLevel 1: ???
Level 2: ???
Level 3: ??? Hunter InstinctLevel 1: Maximum adrenaline increases critical hit damage against the targeted enemy by 20%, potion duration time +5%
Level 2: Maximum adrenaline increases critical hit damage against the targeted enemy by 40%, potion duration time +10%
Level 3: Maximum adrenaline increases critical hit damage against the targeted enemy by 60%, potion duration time +15%
Level 4: Maximum adrenaline increases critical hit damage against the targeted enemy by 80%, potion duration time +20%
Level 5: Maximum adrenaline increases critical hit damage against the targeted enemy by 100%, potion duration time +25%
Bomb Creation IconName ???Level 1: ???
Level 2: ???
Level 3: ??? PyrotechnicsLevel 1: Bombs that usually do not do damage now do 30 damage in addition to their normal effects, potion duration time +5%
Level 2: Bombs that usually do not do damage now do 60 damage in addition to their normal effects, potion duration time +10%
Level 3: Bombs that usually do not do damage now do 90 damage in addition to their normal effects, potion duration time +15%
Level 4: Bombs that usually do not do damage now do 90 damage in addition to their normal effects, potion duration time +20%
Level 5: Bombs that usually do not do damage now do 120 damage in addition to their normal effects, potion duration time +25% EfficiencyLevel 1: Increases max number of bombs in each slot by 1, potion duration time +5%
Level 2: Increases max number of bombs in each slot by 2, potion duration time +10%
Level 3: Increases max number of bombs in each slot by 3, potion duration time +15%
Level 4: Increases max number of bombs in each slot by 4, potion duration time +20%
Level 5: Increases max number of bombs in each slot by 5, potion duration time +25% Cluster BombsLevel 1: Bombs separate into 2 explosive fragments upon detonation, potion duration time +5%
Level 2: Bombs separate into 3 explosive fragments upon detonation, potion duration time +10%
Level 3: Bombs separate into 4 explosive fragments upon detonation, potion duration time +15%
Level 4: Bombs separate into 5 explosive fragments upon detonation, potion duration time +20%
Level 5: Bombs separate into 6 explosive fragments upon detonation, potion duration time +25%
Mutation IconName Acquired ToleranceLevel 1: Every known level 1 alchemy formula increases maximum toxicity by 1, potion duration time +5%
Level 2: Every known level 1 or 2 alchemy formula increases maximum toxicity by 1, potion duration time +10%
Level 3: Every known level 1, 2 or 3 alchemy formula increases maximum toxicity by 1, potion duration time +15% Tissue TransmutationLevel 1: ???
Level 2: ???
Level 3: ??? SynergyLevel 1: Bonus for mutagen in mutagen slot + 10%, potion duration time +5%
Level 2: Bonus for mutagen in mutagen slot + 20%, potion duration time +10%
Level 3: Bonus for mutagen in mutagen slot + 30%, potion duration time +15%
Level 4: Bonus for mutagen in mutagen slot + 40%, potion duration time +20%
Level 5: Bonus for mutagen in mutagen slot + 50%, potion duration time +25% ???Level 1: ???
Level 2: ???
Level 3: ???
Level 4: ???
Level 5: ???
Trial of the Grasses IconName FrenzyLevel 1: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. Potion duration time +5%
Level 2: 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 on level 1 of this ability. Potion duration time +10%
Level 3: 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 on level 2 of this ability. Potion duration time +15% Endure PainLevel 1: Max vitality +10% when toxicity exceeds the safe threshold, potion duration time +5%
Level 2: Max vitality +20% when toxicity exceeds the safe threshold, potion duration time +10%
Level 3: Max vitality +30% when toxicity exceeds the safe threshold, potion duration time +15%
Level 4: Max vitality +40% when toxicity exceeds the safe threshold, potion duration time +20%
Level 5: Max vitality +50% when toxicity exceeds the safe threshold, potion duration time +25% ???Level 1: ???
Level 2: ???
Level 3: ???
Level 4: ???
Level 5: ??? ???Level 1: ???
Level 2: ???
Level 3: ???
Level 4: ???
Level 5: ???
IconName Sun And Stars During the day, Vitality regeneration +10 points per second outside of combat. At night, Stamina regeneration +1 point per second in combat. Steady Shot Crossbow bolt damage +25%. Survival Instinct Maximum Vitality +500. Rage Management If your stamina is too low, cast signs using adrenaline points Cat School Techniques Each piece of light armor gives +25% critical hit damage and +5% fast attack damage. Adrenaline Burst Adrenaline generation +5%. Using signs generates adrenaline points. Griffin School Techniques Each piece of medium armor increases sign intensity by 5%, stamina regeneration +5%. Focus Adrenaline points increase weapon damage and sign intensity. Bear School Techniques Each piece of heavy armor increases maximum vitality by 5%, strong attack damage +5%. ??????
Each mutagen slot is linked to three ability slots- they can enhance each other if their types match. The mutagens are also color-coded, so it is easy to match them to abilities of the same type as they will have the same color code.
![Wild hunt armor witcher 3 Wild hunt armor witcher 3](https://external-preview.redd.it/8ntcnDUNEukRq0k5MeqttBGyxrFDqhvzBEVqf3gIc6I.jpg?auto=webp&s=09fb5b6546b199e55ef0ea3952589ac6e772c75a)
IconName Lesser Blue Mutagen +5% Sign intensity. Lesser Green Mutagen +50 Vitality. Lesser Red Mutagen +5% Attack power.
- Wild Hunt Armor Witcher 3
- Witcher 3 Health
- Witcher 3 Vitality Regeneration
- Witcher 3 Vitality Per Level
- Best Witcher 3 Abilities
- Witcher 3 Vitality Per Level Stats
Refreshment III: Each potion dose ingested heals 15% of max Vitality. Refreshment IV: Each potion dose ingested heals 20% of max Vitality. Refreshment V: Each potion dose ingested heals 25% of max Vitality. Delayed Recovery I: Potion effects don’t wear off until potion toxicity falls to 90% of the max level. The Witcher 3's witcher gear sets are your go-to source for the strongest armor and weaponry in the game for our dear old Butcher of Blaviken. Each belonging to a different witcher school, the blueprints for these unique pieces of equipment must be tracked down in Scavenger missions, then crafted with very particular materials - all of which we'll cover in our The Witcher 3 gear sets guide below! After level 50, you will no longer gain talents from leveling up but you’ll still gain trickles of Vitality if you have the “Vigor” ability. Still, at two Vitality per level after level 50, you might as well consider level 50 to be the unofficial level cap. Survival Instinct. This skill, just plain and simple, will boost Geralt's health pool. It is useful for any. Each sign has a purpose in The Witcher 3, and you’ll quickly learn how to make the most of them in battle. Keep your vitality up. Unless you're playing on a higher difficulty level.
can be gained and upgraded by gaining experience. The game has four talent trees from which you can choose – combat, signs, alchemy, and general. Choose wisely in which talent tree you want to spend your skill points: you will not be able to max them all out so assign points in accordance with your play style. The various upgrades are arranged into 4 branches, each of which can be unlocked by spending a certain amount of points. To unlock the second branch of upgrades you need to spend 8 points in the first branch. Unlocking the third branch will cost you 20 points in the second, and to gain access to the fourth branch you will have to spend 30 points in the branch above it. Geralt’s skills can also be boosted with special items called mutagens.
This guide will show you all the Witcher 3 skills you can choose from, along with their effects and the mutagens that suit them.
If you want your skills to take effect, you will need to place them into skill slots. At the beginning of the game you will have only a few slots available; you will unlock more as you progress through the game.
There are a total of 12 skill slots and the last one unlocks when you reach level 50. You can switch between the active skills whenever you wish, depending on the circumstances: if you are fighting an enemy vulnerable to fire, you can choose a skill that improves Igni intensity.
Every time you level up you will gain 1 skill point, though you can gain more by drawing from Places of Power – one point per each. Places of Power are scattered throughout the world and hard to get to, but you shouldn’t worry as our Places of Power guide has you covered.
If you are not happy with the way you have spent your skill points, you will purportedly be able to buy a respec potion that will allow you to redistribute them.
There are four types of skills in the Witcher 3:
Combat Skills (red)
As the name suggests, these skills are combat-related – they can improve your prowess with swords, your ability to use ranged weapons more effectively, and they govern your adrenaline gains. This category has five talent trees: Fast Attack, Strong Attack, Defense, Marksmanship, and Battle Trance.
Fast Attack:
Level 2: Fast attack damage +10%, adrenaline point gain +2%
Level 3: Fast attack damage +15%, adrenaline point gain +3%.
Level 4: Fast attack damage +20%, adrenaline point gain +4%.
Level 5: Fast attack damage +25%, adrenaline point gain +5%.
Level 2: Chance of fast attack critical hit +4%, critical hit damage +30%. Adrenaline point gain +2%
Level 3: Chance of fast attack critical hit +6%, critical hit damage +45%. Adrenaline point gain +3%
Level 4: Chance of fast attack critical hit +8%, critical hit damage +60%. Adrenaline point gain +4%
Level 5: Chance of fast attack critical hit +10%, critical hit damage +75%. Adrenaline point gain +5%
Level 2: Spinning attack attacks all nearby foes. Maintaining the attack costs Stamina and Adrenaline. Consumes 20% less Stamina and Adrenaline. Adrenaline point gain +2%
Level 3: Spinning attack attacks all nearby foes. Maintaining the attack costs Stamina and Adrenaline. Consumes 30% less Stamina and Adrenaline. Adrenaline point gain +3%
Level 4: Spinning attack attacks all nearby foes. Maintaining the attack costs Stamina and Adrenaline. Consumes 40% less Stamina and Adrenaline. Adrenaline point gain +4%
Level 5: Spinning attack attacks all nearby foes. Maintaining the attack costs Stamina and Adrenaline. Consumes 50% less Stamina and Adrenaline. Adrenaline point gain +5%
Wild Hunt Armor Witcher 3
Description |
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Level 2: Strong attack damage +10%, adrenaline point gain +2%.
Level 3: Strong attack damage +15%, adrenaline point gain +3%.
Level 4: Strong attack damage +20%, adrenaline point gain +4%.
Level 5: Strong attack damage +25%, adrenaline point gain +5%.
Level 2: Strong attack critical hit chance +4%, critical hit damage +30%. Adrenaline point gain +2%
Level 3: Strong attack critical hit chance +6%, critical hit damage +45%. Adrenaline point gain +3%
Level 4: Strong attack critical hit chance +8%, critical hit damage +60%. Adrenaline point gain +4%
Level 5: Strong attack critical hit chance +10%, critical hit damage +75%. Adrenaline point gain +5%
Level 2: Deals additional damage in proportion to the Stamina consumed. Ignores enemy defense, critical hit chance +20%. Adrenaline points increase total damage by 100%. Adrenaline point gain +2%.
Level 3: Strong attack critical hit chance +6%, critical hit damage +30%. Adrenaline point gain +3%
Level 4: Deals additional damage in proportion to the Stamina consumed. Ignores enemy defense, critical hit chance +40%. Adrenaline points increase total damage by 100%. Adrenaline point gain +4%.
Level 5: Strong attack critical hit chance +50%, critical hit damage +50%. Adrenaline point gain +5%
Level 2: Enemy damage resistance -10%, adrenaline point gain +2%
Level 3: Enemy damage resistance -15%, adrenaline point gain +3%
Level 4: Enemy damage resistance -20%, adrenaline point gain +4%
Level 5: Enemy damage resistance -25%, adrenaline point gain +5%
Description |
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Level 2: Perfectly timed parries reflect arrows back at the attacker. Adrenaline point gain +2%
Level 3: Perfectly timed parries reflect arrows back at the attacker. Adrenaline point gain +3%
Level 2: Damage received while dodging -40%, adrenaline points gain +2%
Level 3: Damage received while dodging -60%, adrenaline points gain +3%
Level 4: Damage received while dodging -80%, adrenaline points gain +4%
Level 5: Damage received while dodging -100%, adrenaline points gain +5%
Level 2: After a successful counter attack, the next attack deals +30% damage per skill level with a chance for knockdown based on the number of adrenaline points. Adrenaline point gain +2%.
Level 3: After a successful counter attack, the next attack deals +30% damage per skill level with a chance for knockdown based on the number of adrenaline points. Adrenaline point gain +3%
Level 2: Each adrenaline point adds 2% to the chance of killing an enemy instantly, adrenaline point gain +2%
Level 3: Each adrenaline point adds 3% to the chance of killing an enemy instantly, adrenaline point gain +3%
Level 4: Each adrenaline point adds 4% to the chance of killing an enemy instantly, adrenaline point gain +4%
Level 5: Each adrenaline point adds 5% to the chance of killing an enemy instantly, adrenaline point gain +5%
Description |
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Level 2: ???
Level 3: ???
Level 2: Each bolt that hits target adds 0.08 adrenaline points. Adrenaline point gain +2%
Level 3: Each bolt that hits target adds 0.12 adrenaline points. Adrenaline point gain +3%
Level 4: Each bolt that hits target adds 0.16 adrenaline points. Adrenaline point gain +4%
Level 5: Each bolt that hits target adds 0.2 adrenaline points. Adrenaline point gain +5%
Level 2: Crossbow critical hit chance +10%, adrenaline point gain +2%
Level 3: Crossbow critical hit chance +15%, adrenaline point gain +3%
Level 4: Crossbow critical hit chance +20%, adrenaline point gain +4%
Level 5: Crossbow critical hit chance +25%, adrenaline point gain +5%
Level 2: Critical hits with the crossbow disable monster special abilities for 10 seconds, adrenaline point gain +2%
Level 3: Critical hits with the crossbow disable monster special abilities for 15 seconds, adrenaline point gain +3%
Level 4: Critical hits with the crossbow disable monster special abilities for 20 seconds, adrenaline point gain +4%
Level 5: Critical hits with the crossbow disable monster special abilities for 15 seconds, adrenaline point gain +25%
Description |
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Level 2: ???
Level 3: ???
Level 2: When vitality points reach 0, adrenaline points(if available) are consumed to restore vitality. The amount restored is based on the number of adrenaline points used, plus 25%. Adrenaline point gain +2%
Level 3: When vitality points reach 0, adrenaline points(if available) are consumed to restore vitality. The amount restored is based on the number of adrenaline points used, plus 50%. Adrenaline point gain +3%
Level 4: When vitality points reach 0, adrenaline points(if available) are consumed to restore vitality. The amount restored is based on the number of adrenaline points used, plus 75%. Adrenaline point gain +4%
Level 5: When vitality points reach 0, adrenaline points(if available) are consumed to restore vitality. The amount restored is based on the number of adrenaline points used, plus 100%. Adrenaline point gain +5%
Level 2: Instantly gain 1 adrenaline point when entering combat. Adrenaline points generated by sword blows increased +10%. Adrenaline point gain +2%
Level 3: Instantly gain 1 adrenaline point when entering combat. Adrenaline points generated by sword blows increased +15%. Adrenaline point gain +3%Level 4: Instantly gain 1 adrenaline point when entering combat. Adrenaline points generated by sword blows increased +10%. Adrenaline point gain +4%
Level 5: Instantly gain 1 adrenaline point when entering combat. Adrenaline points generated by sword blows increased +25%. Adrenaline point gain +5%
Level 2: ???
Level 3: ???
Description |
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Sign Skills (blue)
These are magic-related skills; their purpose is to enhance the intensity, range, or area of effect of signs. The five abilities in this category are each tied to one of the signs: Aard, Igni, Axii, Yrden , and Quen.Aard is a telekinetic blast capable of stunning or knocking down your opponents. Igni sets your enemies on fire, while Axii can be used to influence their mind – making them docile and even turning them on your side. Yrden sets magical traps that can slow down or event stop an enemy entirely. Quen is a shield that can be used as protection against various kinds of damage.
Level 2: Aard’s range + 2 yards, stamina regeneration in combat +1/s
Level 3: Aard’s range + 3 yards, stamina regeneration in combat +1.5/s
Level 1: Strikes all opponents in a certain radius, stamina regeneration in combat +0.5/s
Level 2: Strikes all opponents in a certain radius, stamina regeneration in combat +1/s
Level 3: Strikes all opponents in a certain radius, stamina regeneration in combat +1.5/s
Level 2: ???
Level 3: ???
Level 2: ???
Level 3: ???
Description |
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Level 2: Damage dealt with Igni also permanently weakens enemy armor. Effect scales with Sign intensity up to maximum 30%. Stamina regeneration in combat +1/s
Level 3: Damage dealt with Igni also permanently weakens enemy armor. Effect scales with Sign intensity up to maximum 45%. Stamina regeneration in combat +1.5/s
Level 4: Damage dealt with Igni also permanently weakens enemy armor. Effect scales with Sign intensity up to maximum 60%. Stamina regeneration in combat +2/s
Level 4: Damage dealt with Igni also permanently weakens enemy armor. Effect scales with Sign intensity up to maximum 75%. Stamina regeneration in combat +2.5/s
Level 1: Emits a continuous stream of fire that damages enemies. Stamina cost -12.5%, stamina regeneration in combat +0.5/s
Level 2: Emits a continuous stream of fire that damages enemies. Stamina cost -25%, stamina regeneration in combat +1/s
Level 3: Emits a continuous stream of fire that damages enemies. Stamina cost -50%, stamina regeneration in combat +1.5/s
Level 2: ???
Level 3: ???
Level 2: ???
Level 3: ???
Description |
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Level 2: Sign duration +10 seconds. Alternative mode charges: 4. Standard mode traps: 2. Stamina regeneration in combat +1/s
Level 1: Damages and slows all enemies within a 10 yard radius, destroys projectiles passing through this area. Damage +12.5%. Stamina regeneration in combat +0.5/s
Level 2: Damages and slows all enemies within a 12 yard radius, destroys projectiles passing through this area. Damage +25%. Stamina regeneration in combat +1/s
Level 3: Damages and slows all enemies within a 14 yard radius, destroys projectiles passing through this area. Damage +50%. Stamina regeneration in combat +1.5/s
Level 2: ???
Level 3: ???
Level 2: ???
Level 3: ???
Description |
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Level 2: Pushes opponents back and deals damage when it breaks. Stamina regeneration in combat +1/s
Level 3: Pushes opponents back and deals damage when it breaks, with a chance for knock-down. Stamina regeneration in combat +1.5/s
Level 1: ??? Stamina regeneration in combat +0.5/s
Level 2: ??? Stamina regeneration in combat +1/s
Level 3: Maintaining an active shield no longer drains stamina. Stamina drain for blocked attacks unchanged Damage absorbed by the shield restores player’s vitality. Stamina regeneration in combat +1.5/s
Level 2: Quen sign intensity +10%, stamina regeneration in combat +1/s ???
Level 3: Quen sign intensity +15%, stamina regeneration in combat +1.5/s
Level 4: Quen sign intensity +20%, stamina regeneration in combat +2/s ???
Level 5: Quen sign intensity +25%, stamina regeneration in combat +2.5/s
Level 2: Reflects 10% of absorbed damage back at the attacker, stamina regeneration in combat +1/s
Level 3: Reflects 15% of absorbed damage back at the attacker, stamina regeneration in combat +1.5/s
Level 4: Reflects 20% of absorbed damage back at the attacker, stamina regeneration in combat +2/s
Level 5: Reflects 25% of absorbed damage back at the attacker, stamina regeneration in combat +2.5/s
Description |
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Level 2: ???
Level 3: ???
Level 1: Targeted enemy briefly becomes an ally and deals 20% damage. Stamina regeneration in combat +0.5/s
Level 2: Targeted enemy briefly becomes an ally and deals 40% damage. Stamina regeneration in combat +1/s
Level 3: Targeted enemy briefly becomes an ally and deals 60% damage. Stamina regeneration in combat +1.5/s
Level 2: ???
Level 3: ???
Level 2: ???
Level 3: ???
Description |
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Alchemy Skills (green)
Alchemy skills let you make oils and bombs, brew potions, and regulate your toxicity. This tree has five abilities: Brewing, Oil Preparation, Bomb Creation, Mutation, and Trial of The Grasses.Level 2: Potion overdose threshold +2%, potion duration time +10%
Level 3: Potion overdose threshold +3%, potion duration time +15%
Level 4: Potion overdose threshold +4%, potion duration time +20%
Level 5: Potion overdose threshold +5%, potion duration time +25%
Level 2: Each potion dose heals 10% of maximum vitality, potion duration time +10%
Level 3: Each potion dose heals 15% of maximum vitality, potion duration time +15%
Level 4: Each potion dose heals 20% of maximum vitality, potion duration time +20%
Level 5: Each potion dose heals 25% of maximum vitality, potion duration time +25%
Level 2: ???
Level 3: ???
Level 2: Imbibing a potion gives a 40% chance of activating another randomly selected potion without additional toxicity cost, potion duration time +10%
Level 3: Imbibing a potion gives a 60% chance of activating another randomly selected potion without additional toxicity cost, potion duration time +15%
Level 4: Imbibing a potion gives a 80% chance of activating another randomly selected potion without additional toxicity cost, potion duration time +20%
Level 5: Imbibing a potion gives a 80% chance of activating another randomly selected potion without additional toxicity cost, potion duration time +25%
Description |
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Level 2: Oil applied to blade gives a 10% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Potion duration time +10%
Level 3: Oil applied to blade 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 +15%
Level 4: Oil applied to blade gives a 20% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Potion duration time +20%
Level 5: Oil applied to blade gives a 25% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Potion duration time +25%
Level 2: 10% protection against attacks from monsters you’ve oiled for, potion duration time +10%
Level 3: 15% protection against attacks from monsters you’ve oiled for, potion duration time +15%
Level 4: 20% protection against attacks from monsters you’ve oiled for, potion duration time +20%
Level 5: 25% protection against attacks from monsters you’ve oiled for, potion duration time +25%
Level 2: ???
Level 3: ???
Level 2: Maximum adrenaline increases critical hit damage against the targeted enemy by 40%, potion duration time +10%
Level 3: Maximum adrenaline increases critical hit damage against the targeted enemy by 60%, potion duration time +15%
Level 4: Maximum adrenaline increases critical hit damage against the targeted enemy by 80%, potion duration time +20%
Level 5: Maximum adrenaline increases critical hit damage against the targeted enemy by 100%, potion duration time +25%
Description |
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Level 2: ???
Level 3: ???
Level 2: Bombs that usually do not do damage now do 60 damage in addition to their normal effects, potion duration time +10%
Level 3: Bombs that usually do not do damage now do 90 damage in addition to their normal effects, potion duration time +15%
Level 4: Bombs that usually do not do damage now do 90 damage in addition to their normal effects, potion duration time +20%
Level 5: Bombs that usually do not do damage now do 120 damage in addition to their normal effects, potion duration time +25%
Level 2: Increases max number of bombs in each slot by 2, potion duration time +10%
Level 3: Increases max number of bombs in each slot by 3, potion duration time +15%
Level 4: Increases max number of bombs in each slot by 4, potion duration time +20%
Level 5: Increases max number of bombs in each slot by 5, potion duration time +25%
Level 2: Bombs separate into 3 explosive fragments upon detonation, potion duration time +10%
Level 3: Bombs separate into 4 explosive fragments upon detonation, potion duration time +15%
Level 4: Bombs separate into 5 explosive fragments upon detonation, potion duration time +20%
Level 5: Bombs separate into 6 explosive fragments upon detonation, potion duration time +25%
Description |
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Level 2: Every known level 1 or 2 alchemy formula increases maximum toxicity by 1, potion duration time +10%
Level 3: Every known level 1, 2 or 3 alchemy formula increases maximum toxicity by 1, potion duration time +15%
Level 2: ???
Level 3: ???
Level 2: Bonus for mutagen in mutagen slot + 20%, potion duration time +10%
Level 3: Bonus for mutagen in mutagen slot + 30%, potion duration time +15%
Level 4: Bonus for mutagen in mutagen slot + 40%, potion duration time +20%
Level 5: Bonus for mutagen in mutagen slot + 50%, potion duration time +25%
Level 2: ???
Level 3: ???
Level 4: ???
Level 5: ???
Description |
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Level 2: 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 on level 1 of this ability. Potion duration time +10%
Level 3: 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 on level 2 of this ability. Potion duration time +15%
Level 2: Max vitality +20% when toxicity exceeds the safe threshold, potion duration time +10%
Level 3: Max vitality +30% when toxicity exceeds the safe threshold, potion duration time +15%
Level 4: Max vitality +40% when toxicity exceeds the safe threshold, potion duration time +20%
Level 5: Max vitality +50% when toxicity exceeds the safe threshold, potion duration time +25%
Level 2: ???
Level 3: ???
Level 4: ???
Level 5: ???
Level 2: ???
Level 3: ???
Level 4: ???
Level 5: ???
Description |
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General Skills
General abilities have no talent trees, just 10 completely separate skills not closely tied to fighting, magic, or brewing. Each of these has only one level.Witcher 3 Health
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Mutagens
Mutagens are special items which can be used to give Geralt’s skills a boost. Some of them can be obtained by killing rare monsters. There are four mutagen slot- the first one is unlocked at the beginning, while the rest can be unlocked as the game progresses.Each mutagen slot is linked to three ability slots- they can enhance each other if their types match. The mutagens are also color-coded, so it is easy to match them to abilities of the same type as they will have the same color code.
![Wild hunt armor witcher 3 Wild hunt armor witcher 3](https://external-preview.redd.it/8ntcnDUNEukRq0k5MeqttBGyxrFDqhvzBEVqf3gIc6I.jpg?auto=webp&s=09fb5b6546b199e55ef0ea3952589ac6e772c75a)
Witcher 3 Vitality Regeneration
For example, if your mutagen is red, you should combine it with Combat abilities – they are also red. The bonuses you get from such a pairing will be much bigger. The mutagens can be switched out at any time, the combinations you make are not permanent.Description |
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