Starting Blood and Wine
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After a successful dodge or roll, your next 3 Fast Attacks performed in a row deal 30% additional damage.
Adrenaline Point gain: +3%
The third Fast or Strong Attack has a 60% chance to make the next attack even more powerful, but only if it is the same attack type as the last.
Adrenaline Point gain: +3%
When Vitality reaches 0, consumes Adrenaline points immediately to restore 10% Vitality per point. Restores Vitality with bonus 67%. The effect can only be used once every 30 seconds.
Adrenaline Point gain: +3%
Reduces damage received while dodging by 100%.
Adrenaline Point gain: +3%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline. Reduces Stamina and Adrenaline cost by 50%
Adrenaline Point gain: +3%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 30% per point upon hitting an enemy.
Adrenaline Point gain: +3%
Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 30%.
Adrenaline Point gain: +3%
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
Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.
Stamina regeneration in combat: +1.5/s
Creates an active shield. Maintaining and blocking with it does not drain Stamina. Damage absorbed by the shield restores Vitality.
Stamina regeneration in combat: +1.5/s
Target does not move towards Geralt while Axii is being cast. Increases the effectiveness of Axii in conversations.
Stamina regeneration in combat: +1.5/s
Each potion dose heals 30% Vitality.
Potion duration time and bomb damage: +6%
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 20% if the correct oil is applied.
Potion duration time and bomb damage: +2%
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Each piece of Light Armor increases critical hit damage by 24% and Fast Attack damage by 6%.
Vitality gain: +3%
Increases critical hit chance by 3% per Adrenaline point available.
Vitality gain: +1%
Increases maximum inventory weight by 20.
Vitality gain: +1%
Consuming food regenerates Vitality for 15 minutes.
Vitality gain: +3%
Loadout
Each potion dose heals 30% Vitality.
Potion duration time and bomb damage: +6%
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Consuming food regenerates Vitality for 15 minutes.
Vitality gain: +3%
After a successful dodge or roll, your next 3 Fast Attacks performed in a row deal 30% additional damage.
Adrenaline Point gain: +3%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 30% per point upon hitting an enemy.
Adrenaline Point gain: +3%
Reduces damage received while dodging by 100%.
Adrenaline Point gain: +3%
When Vitality reaches 0, consumes Adrenaline points immediately to restore 10% Vitality per point. Restores Vitality with bonus 67%. The effect can only be used once every 30 seconds.
Adrenaline Point gain: +3%
Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 30%.
Adrenaline Point gain: +3%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline. Reduces Stamina and Adrenaline cost by 50%
Adrenaline Point gain: +3%
Creates an active shield. Maintaining and blocking with it does not drain Stamina. Damage absorbed by the shield restores Vitality.
Stamina regeneration in combat: +1.5/s
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
Each piece of Light Armor increases critical hit damage by 24% and Fast Attack damage by 6%.
Vitality gain: +3%
Mutations
Sword attacks deal 25% more damage to human opponents immune to counterattacks and monsters. In all other cases, if the attacker's Vitality is less than 25%, a counterattack immediately triggers a finisher.