Geralt of Rivia
Adrenaline based skills. Tried to have an all-around balanced approach. Use Aghoul, Tawny, and Maribor Forest as main potions and decoctions. Mid game use Wolven armor and as late game approaches transition to Ursun armor with the balanced Glyphword.
Tried this build? Add a badge for what it does best, or agree with one that's already there.
More: Consumable builds, Crafting builds, Endgame builds, Roleplay builds
After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.
Adrenaline Point gain: +1%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 10% per point upon hitting an enemy.
Adrenaline Point gain: +1%
All attacks have a chance to make the next Strong Attack instantly kill an enemy. Enemies immune to this effect generate 0.3 Adrenaline instead.
Adrenaline Point gain: +3%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
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%
When casting a Sign, consumes 3 Adrenaline points to cast the Sign at its highest level. Increases Sign intensity by 150%.
Adrenaline Point gain: +3%
After a successful counterattack or dodge, the next attack deals 33% additional damage. Damage dealt by crossbows is multiplied by 2.
Adrenaline Point gain: +1%
Time slows by an additional 30% while aiming with the crossbow. Increases headshot damage by 250%. Grants a 5% chance to instantly kill the target.
Adrenaline Point gain: +1%
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
You can parry ranged arrow attacks. A perfectly-timed parry deflects arrows back at the enemy, causing damage. It has a 15% chance to instantly kill the target.
Adrenaline Point gain: +1%
Every bolt that reaches its target generates 1 Adrenaline point(s).
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: +0.5/s
Creates an active shield. Maintaining and blocking with it drains Stamina by 100%. Damage absorbed by the shield restores Vitality.
Stamina regeneration in combat: +0.5/s
Axii can influence two targets simultaneously, but the effect is 50% weaker.
Stamina regeneration in combat: +0.5/s
Casting a Sign increases the intensity of the next different Sign by 15%. Stacks up to 5 times.
Stamina regeneration in combat: +1.5/s
Increases the duration of Yrden, Quen and Axii by 60%.
Stamina regeneration in combat: +1.5/s
After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 60%.
Stamina regeneration in combat: +1.5/s
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 60% if the correct oil is applied.
Potion duration time and bomb damage: +6%
Each potion dose heals 10% Vitality.
Potion duration time and bomb damage: +2%
Extends the duration of all mutagen decoctions by 100%.
Potion duration time and bomb damage: +6%
Each piece of Medium Armor increases weapon damage by 6% and Sign intensity by 6%.
Vitality gain: +3%
Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 1 Adrenaline point(s) per cast.
Vitality gain: +3%
Each piece of Medium Armor increases Sign intensity by 2% and Stamina regeneration by 0.2/s.
Vitality gain: +1%
Loadout
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
Every bolt that reaches its target generates 1 Adrenaline point(s).
Adrenaline Point gain: +3%
All attacks have a chance to make the next Strong Attack instantly kill an enemy. Enemies immune to this effect generate 0.3 Adrenaline instead.
Adrenaline Point gain: +3%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
When casting a Sign, consumes 3 Adrenaline points to cast the Sign at its highest level. Increases Sign intensity by 150%.
Adrenaline Point gain: +3%
Each piece of Medium Armor increases weapon damage by 6% and Sign intensity by 6%.
Vitality 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
Casting a Sign increases the intensity of the next different Sign by 15%. Stacks up to 5 times.
Stamina regeneration in combat: +1.5/s
After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 60%.
Stamina regeneration in combat: +1.5/s
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 1 Adrenaline point(s) per cast.
Vitality gain: +3%
Extends the duration of all mutagen decoctions by 100%.
Potion duration time and bomb damage: +6%
Mutations
Applying critical effects to opponents activates a random decoction for 120s with no Toxicity cost. The maximum number of decoctions that can be activated simultaneously by the mutation is 5. Witcher Senses help you see better in dark places.
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 60% if the correct oil is applied.
Potion duration time and bomb damage: +6%
Increases the duration of Yrden, Quen and Axii by 60%.
Stamina regeneration in combat: +1.5/s
Gear
After you cast a Sign, an Adrenaline Point is consumed and your next sword attack is charged with the power of that Sign.
After you cast a Sign, an Adrenaline Point is consumed and your next sword attack is charged with the power of that Sign.
All equipped armor items are treated as Medium Armor.
Alchemy
Accelerates the generation of Adrenaline Points.
When you are in danger, time slows for a short period. If 3 Adrenaline Points are available, during this period actions don't deplete Stamina.
Accelerates Stamina regeneration.
Adrenaline Points are generated more quickly than normal until the first successful enemy attack.