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Level 97

Geralt POWER
The Witcher 3 Remastered
MAGE + attack
build
by Gacrux
Published

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More: Endgame builds

lvl
97
Lowest level for this build
Use lowest
Combat
5 pts
Muscle Memory

After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.

Adrenaline Point gain: +1%

Three Strikes

The third Fast or Strong Attack has a 20% chance to make the next attack even more powerful, but only if it is the same attack type as the last.

Adrenaline Point gain: +1%

Razor Focus

Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.

Adrenaline Point gain: +3%

add Combat skills
Signs
32 pts
Far-Reaching Aard

Increases Aard range by 3 yard(s).

Stamina regeneration in combat: +1.5/s

Aard Sweep

Alternate Sign mode: Aard strikes down all opponents within a certain radius. Reduces knock-down chance by 21%.

Stamina regeneration in combat: +0.5/s

Shockwave

Increases damage dealt by Aard by 3% of current Vitality.

Stamina regeneration in combat: +1.5/s

Catalyst

Increases Aard and Igni intensity by 90% against enemies inside Yrden.

Stamina regeneration in combat: +1.5/s

Focus

Adrenaline increases Sign intensity by 30% per Adrenaline point.

Stamina regeneration in combat: +1.5/s

Aftershock

Casting any Sign deals magic damage within a small radius. Damage increases with skill level and Sign intensity.

Stamina regeneration in combat: +1.5/s

Resonance

After casting a Sign, the next three melee attacks deal additional damage equal to 30% Sign intensity.

Stamina regeneration in combat: +1.5/s

Sustained Glyphs

Increases Sign duration by 15 seconds and area of effect by 30%. Increases the number of alternate mode charges by 6 and number of standard mode traps by 3.

Stamina regeneration in combat: +1.5/s

Magic Trap

Releases a magic discharge that damages and slows enemies within a 14-yard radius. Increases damage by 50%.

Stamina regeneration in combat: +1.5/s

Supercharged Glyphs

Enemies under the influence of Yrden lose 30 Vitality or Essence per second. Damage scales with enemy level and Sign intensity.

Stamina regeneration in combat: +1.5/s

Domination

Axii can influence two targets simultaneously, but the effect is 50% weaker.

Stamina regeneration in combat: +0.5/s

Fortify Signs

Increases the duration of Yrden, Quen and Axii by 60%.

Stamina regeneration in combat: +1.5/s

add Signs skills
Alchemy
0 pts
add Alchemy skills
General
16 pts
Wolf School Techniques

Each piece of Medium Armor increases weapon damage by 6% and Sign intensity by 6%.

Vitality gain: +3%

Adrenaline Burst

Increases Adrenaline generation by 6% and allows Signs to generate Adrenaline.

Vitality gain: +3%

Cat School Techniques

Each piece of Light Armor increases critical hit damage by 8% and Fast Attack damage by 2%.

Vitality gain: +1%

Griffin School Techniques

Each piece of Medium Armor increases Sign intensity by 6% and Stamina regeneration by 0.6/s.

Vitality gain: +3%

Anger Management

Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 1 Adrenaline point(s) per cast.

Vitality gain: +3%

Synergy

Increases bonuses for mutagens placed in mutagen slots by 30%.

Vitality gain: +3%

add General skills
Skill points
In skills
53
In mutations
49
Total spent
102
Bonus points (up to 32)
One playthrough gives 32: 29 Places of Power, 2 from Imlerith's acorn and 1 from the golden egg. Set how many you have collected: they lower the level the build needs.
0
0
6

Loadout

Greater blue mutagen
+60% Sign intensity
remove
Group 1
3/3
Far-Reaching Aard

Increases Aard range by 3 yard(s).

Stamina regeneration in combat: +1.5/s

Shockwave

Increases damage dealt by Aard by 3% of current Vitality.

Stamina regeneration in combat: +1.5/s

2 pts
Catalyst

Increases Aard and Igni intensity by 90% against enemies inside Yrden.

Stamina regeneration in combat: +1.5/s

4 pts
Greater blue mutagen
+60% Sign intensity
remove
Group 2
3/3
Focus

Adrenaline increases Sign intensity by 30% per Adrenaline point.

Stamina regeneration in combat: +1.5/s

6 pts
Aftershock

Casting any Sign deals magic damage within a small radius. Damage increases with skill level and Sign intensity.

Stamina regeneration in combat: +1.5/s

8 pts
Resonance

After casting a Sign, the next three melee attacks deal additional damage equal to 30% Sign intensity.

Stamina regeneration in combat: +1.5/s

10 pts
Greater blue mutagen
+15% Sign intensity
remove
Group 3
3/3
Razor Focus

Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.

Adrenaline Point gain: +3%

12 pts
Wolf School Techniques

Each piece of Medium Armor increases weapon damage by 6% and Sign intensity by 6%.

Vitality gain: +3%

15 pts
Adrenaline Burst

Increases Adrenaline generation by 6% and allows Signs to generate Adrenaline.

Vitality gain: +3%

18 pts
Greater blue mutagen
+15% Sign intensity
remove
Group 4
3/3
Anger Management

Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 1 Adrenaline point(s) per cast.

Vitality gain: +3%

22 pts
Griffin School Techniques

Each piece of Medium Armor increases Sign intensity by 6% and Stamina regeneration by 0.6/s.

Vitality gain: +3%

26 pts
Synergy

Increases bonuses for mutagens placed in mutagen slots by 30%.

Vitality gain: +3%

30 pts
N pts: the ability points the build must have acquired for that slot to work. Filling the slot raises the build's level to the one that has them.
Mutagen bonuses
Sign intensity
+150%

Mutations

4
Researched 12
Deadly Counter
Magic Sensibilities
Toxic Blood
Bloodbath
Piercing Cold
Euphoria
Conductors of Magic
Mutated Skin
Adrenaline Rush
Cat Eyes
Second Life
Metamorphosis
research
Active mutation
Piercing Cold

When the Aard Sign is cast, it additionally has a 30% chance of freezing enemies. This chance scales with your available Adrenaline Points. Enemies knocked down and frozen simultaneously die immediately. Enemies who are not frozen are dealt an additional 1500 damage.

3 blue3 pts
active
Strengthened Synapses
4/4
Sustained Glyphs

Increases Sign duration by 15 seconds and area of effect by 30%. Increases the number of alternate mode charges by 6 and number of standard mode traps by 3.

Stamina regeneration in combat: +1.5/s

2 mutations
Magic Trap

Releases a magic discharge that damages and slows enemies within a 14-yard radius. Increases damage by 50%.

Stamina regeneration in combat: +1.5/s

4 mutations
Fortify Signs

Increases the duration of Yrden, Quen and Axii by 60%.

Stamina regeneration in combat: +1.5/s

8 mutations
Supercharged Glyphs

Enemies under the influence of Yrden lose 30 Vitality or Essence per second. Damage scales with enemy level and Sign intensity.

Stamina regeneration in combat: +1.5/s

12 mutations
Research
Researched
12/ 12
Active
Piercing Cold
Skill points
49
Greater mutagens
181516

Gear

Sword figures apply your attack power and crit. Sockets take runestones and glyphs; three take a runeword or glyphword.
Steel sword
Silver sword
Crossbow
Chest armor
Gauntlets
Trousers
Boots
Mask
Set bonuses
Set-bonus pieces count: Grandmaster witcher gear and every Manticore, Tesham Mutna and Hen Gaidth piece, the vampire masks included. Three pieces of a set open its first bonus, six the second.

Alchemy

Potions
potion
Decoctions
decoction
Toxicity
Toxicity
0 / 100
100 freedamage above 50
Character state
A sword's own stat lines, runestones and random effects count only while it is drawn. Pick the sword in hand to see them in the character stats.
Steel sword drawn
Fighting humans and beasts
Silver sword drawn
Fighting monsters
Character stats
Character
Vitality
6814
Toxicity
100
Stamina
100
Adrenaline points
3
Carry weight
60
Combat
Bonus damage
77
Critical hit chance
5%
Critical hit damage
25%
Adrenaline gain
33%
Stamina regen in combat
25/s
Signs
Sign intensity
178.1%
Defense
Vitality regen
1/s
Vitality regen in combat
1/s
Poison resistance
25%
Bleeding resistance
25%
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